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 0x1
48 #define WINED3D_GLSL_SAMPLE_NPOT 0x2
49 #define WINED3D_GLSL_SAMPLE_LOD 0x4
50 #define WINED3D_GLSL_SAMPLE_GRAD 0x8
64 struct glsl_sample_function
68 enum wined3d_data_type data_type
;
73 HEAP_NODE_TRAVERSE_LEFT
,
74 HEAP_NODE_TRAVERSE_RIGHT
,
86 struct constant_entry
*entries
;
88 unsigned int *positions
;
92 /* GLSL shader private data */
93 struct shader_glsl_priv
{
94 struct wined3d_string_buffer shader_buffer
;
95 struct wined3d_string_buffer_list string_buffers
;
96 struct wine_rb_tree program_lookup
;
97 struct constant_heap vconst_heap
;
98 struct constant_heap pconst_heap
;
100 GLuint depth_blt_program_full
[WINED3D_GL_RES_TYPE_COUNT
];
101 GLuint depth_blt_program_masked
[WINED3D_GL_RES_TYPE_COUNT
];
102 UINT next_constant_version
;
104 const struct wined3d_vertex_pipe_ops
*vertex_pipe
;
105 const struct fragment_pipeline
*fragment_pipe
;
106 struct wine_rb_tree ffp_vertex_shaders
;
107 struct wine_rb_tree ffp_fragment_shaders
;
108 BOOL ffp_proj_control
;
111 struct glsl_vs_program
113 struct list shader_entry
;
115 GLenum vertex_color_clamp
;
116 GLint
*uniform_f_locations
;
117 GLint uniform_i_locations
[MAX_CONST_I
];
118 GLint uniform_b_locations
[MAX_CONST_B
];
119 GLint pos_fixup_location
;
121 GLint modelview_matrix_location
;
122 GLint projection_matrix_location
;
123 GLint normal_matrix_location
;
124 GLint texture_matrix_location
[MAX_TEXTURES
];
125 GLint material_ambient_location
;
126 GLint material_diffuse_location
;
127 GLint material_specular_location
;
128 GLint material_emission_location
;
129 GLint material_shininess_location
;
132 struct glsl_gs_program
134 struct list shader_entry
;
138 struct glsl_ps_program
140 struct list shader_entry
;
142 GLint
*uniform_f_locations
;
143 GLint uniform_i_locations
[MAX_CONST_I
];
144 GLint uniform_b_locations
[MAX_CONST_B
];
145 GLint bumpenv_mat_location
[MAX_TEXTURES
];
146 GLint bumpenv_lum_scale_location
[MAX_TEXTURES
];
147 GLint bumpenv_lum_offset_location
[MAX_TEXTURES
];
148 GLint tss_constant_location
[MAX_TEXTURES
];
149 GLint tex_factor_location
;
150 GLint specular_enable_location
;
151 GLint ycorrection_location
;
152 GLint np2_fixup_location
;
153 GLint color_key_location
;
154 const struct ps_np2fixup_info
*np2_fixup_info
;
157 /* Struct to maintain data about a linked GLSL program */
158 struct glsl_shader_prog_link
160 struct wine_rb_entry program_lookup_entry
;
161 struct glsl_vs_program vs
;
162 struct glsl_gs_program gs
;
163 struct glsl_ps_program ps
;
165 DWORD constant_update_mask
;
166 UINT constant_version
;
169 struct glsl_program_key
176 struct shader_glsl_ctx_priv
{
177 const struct vs_compile_args
*cur_vs_args
;
178 const struct ps_compile_args
*cur_ps_args
;
179 struct ps_np2fixup_info
*cur_np2fixup_info
;
182 struct glsl_context_data
184 struct glsl_shader_prog_link
*glsl_program
;
187 struct glsl_ps_compiled_shader
189 struct ps_compile_args args
;
190 struct ps_np2fixup_info np2fixup
;
194 struct glsl_vs_compiled_shader
196 struct vs_compile_args args
;
200 struct glsl_gs_compiled_shader
205 struct glsl_shader_private
209 struct glsl_vs_compiled_shader
*vs
;
210 struct glsl_gs_compiled_shader
*gs
;
211 struct glsl_ps_compiled_shader
*ps
;
213 UINT num_gl_shaders
, shader_array_size
;
216 struct glsl_ffp_vertex_shader
218 struct wined3d_ffp_vs_desc desc
;
220 struct list linked_programs
;
223 struct glsl_ffp_fragment_shader
225 struct ffp_frag_desc entry
;
227 struct list linked_programs
;
230 struct glsl_ffp_destroy_ctx
232 struct shader_glsl_priv
*priv
;
233 const struct wined3d_gl_info
*gl_info
;
236 static const char *debug_gl_shader_type(GLenum type
)
240 #define WINED3D_TO_STR(u) case u: return #u
241 WINED3D_TO_STR(GL_VERTEX_SHADER
);
242 WINED3D_TO_STR(GL_GEOMETRY_SHADER
);
243 WINED3D_TO_STR(GL_FRAGMENT_SHADER
);
244 #undef WINED3D_TO_STR
246 return wine_dbg_sprintf("UNKNOWN(%#x)", type
);
250 static const char *shader_glsl_get_prefix(enum wined3d_shader_type type
)
254 case WINED3D_SHADER_TYPE_VERTEX
:
257 case WINED3D_SHADER_TYPE_GEOMETRY
:
260 case WINED3D_SHADER_TYPE_PIXEL
:
264 FIXME("Unhandled shader type %#x.\n", type
);
269 static const char *shader_glsl_get_version(const struct wined3d_gl_info
*gl_info
,
270 const struct wined3d_shader_version
*version
)
272 if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 30) && version
->major
>= 4)
273 return "#version 130";
275 return "#version 120";
278 static void shader_glsl_append_imm_vec4(struct wined3d_string_buffer
*buffer
, const float *values
)
282 wined3d_ftoa(values
[0], str
[0]);
283 wined3d_ftoa(values
[1], str
[1]);
284 wined3d_ftoa(values
[2], str
[2]);
285 wined3d_ftoa(values
[3], str
[3]);
286 shader_addline(buffer
, "vec4(%s, %s, %s, %s)", str
[0], str
[1], str
[2], str
[3]);
289 static const char *get_info_log_line(const char **ptr
)
294 if (!(q
= strstr(p
, "\n")))
296 if (!*p
) return NULL
;
305 /* Context activation is done by the caller. */
306 static void print_glsl_info_log(const struct wined3d_gl_info
*gl_info
, GLuint id
, BOOL program
)
311 if (!WARN_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
315 GL_EXTCALL(glGetProgramiv(id
, GL_INFO_LOG_LENGTH
, &length
));
317 GL_EXTCALL(glGetShaderiv(id
, GL_INFO_LOG_LENGTH
, &length
));
319 /* A size of 1 is just a null-terminated string, so the log should be bigger than
320 * that if there are errors. */
323 const char *ptr
, *line
;
325 log
= HeapAlloc(GetProcessHeap(), 0, length
);
326 /* The info log is supposed to be zero-terminated, but at least some
327 * versions of fglrx don't terminate the string properly. The reported
328 * length does include the terminator, so explicitly set it to zero
332 GL_EXTCALL(glGetProgramInfoLog(id
, length
, NULL
, log
));
334 GL_EXTCALL(glGetShaderInfoLog(id
, length
, NULL
, log
));
337 if (gl_info
->quirks
& WINED3D_QUIRK_INFO_LOG_SPAM
)
339 WARN("Info log received from GLSL shader #%u:\n", id
);
340 while ((line
= get_info_log_line(&ptr
))) WARN(" %.*s", (int)(ptr
- line
), line
);
344 FIXME("Info log received from GLSL shader #%u:\n", id
);
345 while ((line
= get_info_log_line(&ptr
))) FIXME(" %.*s", (int)(ptr
- line
), line
);
347 HeapFree(GetProcessHeap(), 0, log
);
351 /* Context activation is done by the caller. */
352 static void shader_glsl_compile(const struct wined3d_gl_info
*gl_info
, GLuint shader
, const char *src
)
354 const char *ptr
, *line
;
356 TRACE("Compiling shader object %u.\n", shader
);
358 if (TRACE_ON(d3d_shader
))
361 while ((line
= get_info_log_line(&ptr
))) TRACE_(d3d_shader
)(" %.*s", (int)(ptr
- line
), line
);
364 GL_EXTCALL(glShaderSource(shader
, 1, &src
, NULL
));
365 checkGLcall("glShaderSource");
366 GL_EXTCALL(glCompileShader(shader
));
367 checkGLcall("glCompileShader");
368 print_glsl_info_log(gl_info
, shader
, FALSE
);
371 /* Context activation is done by the caller. */
372 static void shader_glsl_dump_program_source(const struct wined3d_gl_info
*gl_info
, GLuint program
)
374 GLint i
, shader_count
, source_size
= -1;
378 GL_EXTCALL(glGetProgramiv(program
, GL_ATTACHED_SHADERS
, &shader_count
));
379 shaders
= HeapAlloc(GetProcessHeap(), 0, shader_count
* sizeof(*shaders
));
382 ERR("Failed to allocate shader array memory.\n");
386 GL_EXTCALL(glGetAttachedShaders(program
, shader_count
, NULL
, shaders
));
387 for (i
= 0; i
< shader_count
; ++i
)
389 const char *ptr
, *line
;
392 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_SHADER_SOURCE_LENGTH
, &tmp
));
394 if (source_size
< tmp
)
396 HeapFree(GetProcessHeap(), 0, source
);
398 source
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, tmp
);
401 ERR("Failed to allocate %d bytes for shader source.\n", tmp
);
402 HeapFree(GetProcessHeap(), 0, shaders
);
408 FIXME("Shader %u:\n", shaders
[i
]);
409 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_SHADER_TYPE
, &tmp
));
410 FIXME(" GL_SHADER_TYPE: %s.\n", debug_gl_shader_type(tmp
));
411 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_COMPILE_STATUS
, &tmp
));
412 FIXME(" GL_COMPILE_STATUS: %d.\n", tmp
);
416 GL_EXTCALL(glGetShaderSource(shaders
[i
], source_size
, NULL
, source
));
417 while ((line
= get_info_log_line(&ptr
))) FIXME(" %.*s", (int)(ptr
- line
), line
);
421 HeapFree(GetProcessHeap(), 0, source
);
422 HeapFree(GetProcessHeap(), 0, shaders
);
425 /* Context activation is done by the caller. */
426 static void shader_glsl_validate_link(const struct wined3d_gl_info
*gl_info
, GLuint program
)
430 if (!TRACE_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
433 GL_EXTCALL(glGetProgramiv(program
, GL_LINK_STATUS
, &tmp
));
436 FIXME("Program %u link status invalid.\n", program
);
437 shader_glsl_dump_program_source(gl_info
, program
);
440 print_glsl_info_log(gl_info
, program
, TRUE
);
443 /* Context activation is done by the caller. */
444 static void shader_glsl_load_samplers(const struct wined3d_gl_info
*gl_info
,
445 struct shader_glsl_priv
*priv
, const DWORD
*tex_unit_map
, GLuint program_id
)
447 unsigned int mapped_unit
;
448 struct wined3d_string_buffer
*sampler_name
= string_buffer_get(&priv
->string_buffers
);
455 enum wined3d_shader_type type
;
456 unsigned int base_idx
;
461 {WINED3D_SHADER_TYPE_PIXEL
, 0, MAX_FRAGMENT_SAMPLERS
},
462 {WINED3D_SHADER_TYPE_VERTEX
, MAX_FRAGMENT_SAMPLERS
, MAX_VERTEX_SAMPLERS
},
465 for (i
= 0; i
< ARRAY_SIZE(sampler_info
); ++i
)
467 prefix
= shader_glsl_get_prefix(sampler_info
[i
].type
);
469 for (j
= 0; j
< sampler_info
[i
].count
; ++j
)
471 string_buffer_sprintf(sampler_name
, "%s_sampler%u", prefix
, j
);
472 name_loc
= GL_EXTCALL(glGetUniformLocation(program_id
, sampler_name
->buffer
));
476 mapped_unit
= tex_unit_map
[sampler_info
[i
].base_idx
+ j
];
477 if (mapped_unit
== WINED3D_UNMAPPED_STAGE
|| mapped_unit
>= gl_info
->limits
.combined_samplers
)
479 ERR("Trying to load sampler %s on unsupported unit %u.\n", sampler_name
->buffer
, mapped_unit
);
483 TRACE("Loading sampler %s on unit %u.\n", sampler_name
->buffer
, mapped_unit
);
484 GL_EXTCALL(glUniform1i(name_loc
, mapped_unit
));
487 checkGLcall("glUniform1i");
488 string_buffer_release(&priv
->string_buffers
, sampler_name
);
491 /* Context activation is done by the caller. */
492 static inline void walk_constant_heap(const struct wined3d_gl_info
*gl_info
, const float *constants
,
493 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
495 unsigned int start
= ~0U, end
= 0;
497 unsigned int heap_idx
= 1;
500 if (heap
->entries
[heap_idx
].version
<= version
) return;
502 idx
= heap
->entries
[heap_idx
].idx
;
503 if (constant_locations
[idx
] != -1)
505 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
507 while (stack_idx
>= 0)
509 /* Note that we fall through to the next case statement. */
510 switch(stack
[stack_idx
])
512 case HEAP_NODE_TRAVERSE_LEFT
:
514 unsigned int left_idx
= heap_idx
<< 1;
515 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
518 idx
= heap
->entries
[heap_idx
].idx
;
519 if (constant_locations
[idx
] != -1)
527 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
528 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
533 case HEAP_NODE_TRAVERSE_RIGHT
:
535 unsigned int right_idx
= (heap_idx
<< 1) + 1;
536 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
538 heap_idx
= right_idx
;
539 idx
= heap
->entries
[heap_idx
].idx
;
540 if (constant_locations
[idx
] != -1)
548 stack
[stack_idx
++] = HEAP_NODE_POP
;
549 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
561 GL_EXTCALL(glUniform4fv(constant_locations
[start
], end
- start
+ 1, &constants
[start
* 4]));
562 checkGLcall("walk_constant_heap()");
565 /* Context activation is done by the caller. */
566 static inline void apply_clamped_constant(const struct wined3d_gl_info
*gl_info
, GLint location
, const GLfloat
*data
)
568 GLfloat clamped_constant
[4];
570 if (location
== -1) return;
572 clamped_constant
[0] = data
[0] < -1.0f
? -1.0f
: data
[0] > 1.0f
? 1.0f
: data
[0];
573 clamped_constant
[1] = data
[1] < -1.0f
? -1.0f
: data
[1] > 1.0f
? 1.0f
: data
[1];
574 clamped_constant
[2] = data
[2] < -1.0f
? -1.0f
: data
[2] > 1.0f
? 1.0f
: data
[2];
575 clamped_constant
[3] = data
[3] < -1.0f
? -1.0f
: data
[3] > 1.0f
? 1.0f
: data
[3];
577 GL_EXTCALL(glUniform4fv(location
, 1, clamped_constant
));
580 /* Context activation is done by the caller. */
581 static inline void walk_constant_heap_clamped(const struct wined3d_gl_info
*gl_info
, const float *constants
,
582 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
585 unsigned int heap_idx
= 1;
588 if (heap
->entries
[heap_idx
].version
<= version
) return;
590 idx
= heap
->entries
[heap_idx
].idx
;
591 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
592 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
594 while (stack_idx
>= 0)
596 /* Note that we fall through to the next case statement. */
597 switch(stack
[stack_idx
])
599 case HEAP_NODE_TRAVERSE_LEFT
:
601 unsigned int left_idx
= heap_idx
<< 1;
602 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
605 idx
= heap
->entries
[heap_idx
].idx
;
606 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
608 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
609 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
614 case HEAP_NODE_TRAVERSE_RIGHT
:
616 unsigned int right_idx
= (heap_idx
<< 1) + 1;
617 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
619 heap_idx
= right_idx
;
620 idx
= heap
->entries
[heap_idx
].idx
;
621 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
623 stack
[stack_idx
++] = HEAP_NODE_POP
;
624 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
635 checkGLcall("walk_constant_heap_clamped()");
638 /* Context activation is done by the caller. */
639 static void shader_glsl_load_constantsF(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
640 const float *constants
, const GLint
*constant_locations
, const struct constant_heap
*heap
,
641 unsigned char *stack
, UINT version
)
643 const struct wined3d_shader_lconst
*lconst
;
645 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
646 if (shader
->reg_maps
.shader_version
.major
== 1
647 && shader
->reg_maps
.shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
648 walk_constant_heap_clamped(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
650 walk_constant_heap(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
652 if (!shader
->load_local_constsF
)
654 TRACE("No need to load local float constants for this shader\n");
658 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
659 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
661 GL_EXTCALL(glUniform4fv(constant_locations
[lconst
->idx
], 1, (const GLfloat
*)lconst
->value
));
663 checkGLcall("glUniform4fv()");
666 /* Context activation is done by the caller. */
667 static void shader_glsl_load_constantsI(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
668 const GLint locations
[MAX_CONST_I
], const int *constants
, WORD constants_set
)
673 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
675 if (!(constants_set
& 1)) continue;
677 /* We found this uniform name in the program - go ahead and send the data */
678 GL_EXTCALL(glUniform4iv(locations
[i
], 1, &constants
[i
* 4]));
681 /* Load immediate constants */
682 ptr
= list_head(&shader
->constantsI
);
685 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
686 unsigned int idx
= lconst
->idx
;
687 const GLint
*values
= (const GLint
*)lconst
->value
;
689 /* We found this uniform name in the program - go ahead and send the data */
690 GL_EXTCALL(glUniform4iv(locations
[idx
], 1, values
));
691 ptr
= list_next(&shader
->constantsI
, ptr
);
693 checkGLcall("glUniform4iv()");
696 /* Context activation is done by the caller. */
697 static void shader_glsl_load_constantsB(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
698 const GLint locations
[MAX_CONST_B
], const BOOL
*constants
, WORD constants_set
)
703 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
705 if (!(constants_set
& 1)) continue;
707 GL_EXTCALL(glUniform1iv(locations
[i
], 1, &constants
[i
]));
710 /* Load immediate constants */
711 ptr
= list_head(&shader
->constantsB
);
714 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
715 unsigned int idx
= lconst
->idx
;
716 const GLint
*values
= (const GLint
*)lconst
->value
;
718 GL_EXTCALL(glUniform1iv(locations
[idx
], 1, values
));
719 ptr
= list_next(&shader
->constantsB
, ptr
);
721 checkGLcall("glUniform1iv()");
724 static void reset_program_constant_version(struct wine_rb_entry
*entry
, void *context
)
726 WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
)->constant_version
= 0;
729 /* Context activation is done by the caller (state handler). */
730 static void shader_glsl_load_np2fixup_constants(const struct glsl_ps_program
*ps
,
731 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
733 GLfloat np2fixup_constants
[4 * MAX_FRAGMENT_SAMPLERS
];
734 UINT fixup
= ps
->np2_fixup_info
->active
;
737 for (i
= 0; fixup
; fixup
>>= 1, ++i
)
739 const struct wined3d_texture
*tex
= state
->textures
[i
];
740 unsigned char idx
= ps
->np2_fixup_info
->idx
[i
];
741 GLfloat
*tex_dim
= &np2fixup_constants
[(idx
>> 1) * 4];
745 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
751 tex_dim
[2] = tex
->pow2_matrix
[0];
752 tex_dim
[3] = tex
->pow2_matrix
[5];
756 tex_dim
[0] = tex
->pow2_matrix
[0];
757 tex_dim
[1] = tex
->pow2_matrix
[5];
761 GL_EXTCALL(glUniform4fv(ps
->np2_fixup_location
, ps
->np2_fixup_info
->num_consts
, np2fixup_constants
));
764 /* Taken and adapted from Mesa. */
765 static BOOL
invert_matrix_3d(struct wined3d_matrix
*out
, const struct wined3d_matrix
*in
)
767 float pos
, neg
, t
, det
;
768 struct wined3d_matrix temp
;
770 /* Calculate the determinant of upper left 3x3 submatrix and
771 * determine if the matrix is singular. */
773 t
= in
->_11
* in
->_22
* in
->_33
;
779 t
= in
->_21
* in
->_32
* in
->_13
;
784 t
= in
->_31
* in
->_12
* in
->_23
;
790 t
= -in
->_31
* in
->_22
* in
->_13
;
795 t
= -in
->_21
* in
->_12
* in
->_33
;
801 t
= -in
->_11
* in
->_32
* in
->_23
;
809 if (fabsf(det
) < 1e-25f
)
813 temp
._11
= (in
->_22
* in
->_33
- in
->_32
* in
->_23
) * det
;
814 temp
._12
= -(in
->_12
* in
->_33
- in
->_32
* in
->_13
) * det
;
815 temp
._13
= (in
->_12
* in
->_23
- in
->_22
* in
->_13
) * det
;
816 temp
._21
= -(in
->_21
* in
->_33
- in
->_31
* in
->_23
) * det
;
817 temp
._22
= (in
->_11
* in
->_33
- in
->_31
* in
->_13
) * det
;
818 temp
._23
= -(in
->_11
* in
->_23
- in
->_21
* in
->_13
) * det
;
819 temp
._31
= (in
->_21
* in
->_32
- in
->_31
* in
->_22
) * det
;
820 temp
._32
= -(in
->_11
* in
->_32
- in
->_31
* in
->_12
) * det
;
821 temp
._33
= (in
->_11
* in
->_22
- in
->_21
* in
->_12
) * det
;
827 static void swap_rows(float **a
, float **b
)
835 static BOOL
invert_matrix(struct wined3d_matrix
*out
, struct wined3d_matrix
*m
)
838 float m0
, m1
, m2
, m3
, s
;
839 float *r0
, *r1
, *r2
, *r3
;
851 r0
[5] = r0
[6] = r0
[7] = 0.0f
;
858 r1
[4] = r1
[6] = r1
[7] = 0.0f
;
865 r2
[4] = r2
[5] = r2
[7] = 0.0f
;
872 r3
[4] = r3
[5] = r3
[6] = 0.0f
;
874 /* Choose pivot - or die. */
875 if (fabsf(r3
[0]) > fabsf(r2
[0]))
877 if (fabsf(r2
[0]) > fabsf(r1
[0]))
879 if (fabsf(r1
[0]) > fabsf(r0
[0]))
884 /* Eliminate first variable. */
885 m1
= r1
[0] / r0
[0]; m2
= r2
[0] / r0
[0]; m3
= r3
[0] / r0
[0];
886 s
= r0
[1]; r1
[1] -= m1
* s
; r2
[1] -= m2
* s
; r3
[1] -= m3
* s
;
887 s
= r0
[2]; r1
[2] -= m1
* s
; r2
[2] -= m2
* s
; r3
[2] -= m3
* s
;
888 s
= r0
[3]; r1
[3] -= m1
* s
; r2
[3] -= m2
* s
; r3
[3] -= m3
* s
;
918 /* Choose pivot - or die. */
919 if (fabsf(r3
[1]) > fabsf(r2
[1]))
921 if (fabsf(r2
[1]) > fabsf(r1
[1]))
926 /* Eliminate second variable. */
927 m2
= r2
[1] / r1
[1]; m3
= r3
[1] / r1
[1];
928 r2
[2] -= m2
* r1
[2]; r3
[2] -= m3
* r1
[2];
929 r2
[3] -= m2
* r1
[3]; r3
[3] -= m3
* r1
[3];
955 /* Choose pivot - or die. */
956 if (fabsf(r3
[2]) > fabsf(r2
[2]))
961 /* Eliminate third variable. */
973 /* Back substitute row 3. */
980 /* Back substitute row 2. */
983 r2
[4] = s
* (r2
[4] - r3
[4] * m2
);
984 r2
[5] = s
* (r2
[5] - r3
[5] * m2
);
985 r2
[6] = s
* (r2
[6] - r3
[6] * m2
);
986 r2
[7] = s
* (r2
[7] - r3
[7] * m2
);
998 /* Back substitute row 1. */
1001 r1
[4] = s
* (r1
[4] - r2
[4] * m1
);
1002 r1
[5] = s
* (r1
[5] - r2
[5] * m1
);
1003 r1
[6] = s
* (r1
[6] - r2
[6] * m1
);
1004 r1
[7] = s
* (r1
[7] - r2
[7] * m1
);
1006 r0
[4] -= r2
[4] * m0
;
1007 r0
[5] -= r2
[5] * m0
;
1008 r0
[6] -= r2
[6] * m0
;
1009 r0
[7] -= r2
[7] * m0
;
1011 /* Back substitute row 0. */
1014 r0
[4] = s
* (r0
[4] - r1
[4] * m0
);
1015 r0
[5] = s
* (r0
[5] - r1
[5] * m0
);
1016 r0
[6] = s
* (r0
[6] - r1
[6] * m0
);
1017 r0
[7] = s
* (r0
[7] - r1
[7] * m0
);
1039 static void shader_glsl_ffp_vertex_normalmatrix_uniform(const struct wined3d_context
*context
,
1040 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1042 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1044 struct wined3d_matrix mv
;
1047 get_modelview_matrix(context
, state
, &mv
);
1048 if (context
->swapchain
->device
->wined3d
->flags
& WINED3D_LEGACY_FFP_LIGHTING
)
1049 invert_matrix_3d(&mv
, &mv
);
1051 invert_matrix(&mv
, &mv
);
1052 /* Tests show that singular modelview matrices are used unchanged as normal
1053 * matrices on D3D3 and older. There seems to be no clearly consistent
1054 * behavior on newer D3D versions so always follow older ddraw behavior. */
1055 for (i
= 0; i
< 3; ++i
)
1056 for (j
= 0; j
< 3; ++j
)
1057 mat
[i
* 3 + j
] = (&mv
._11
)[j
* 4 + i
];
1059 GL_EXTCALL(glUniformMatrix3fv(prog
->vs
.normal_matrix_location
, 1, FALSE
, mat
));
1060 checkGLcall("glUniformMatrix3fv");
1063 static void shader_glsl_ffp_vertex_texmatrix_uniform(const struct wined3d_context
*context
,
1064 const struct wined3d_state
*state
, unsigned int tex
, struct glsl_shader_prog_link
*prog
)
1066 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1067 struct wined3d_matrix mat
;
1069 if (tex
>= MAX_TEXTURES
)
1071 if (prog
->vs
.texture_matrix_location
[tex
] == -1)
1074 get_texture_matrix(context
, state
, tex
, &mat
);
1075 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.texture_matrix_location
[tex
], 1, FALSE
, &mat
._11
));
1076 checkGLcall("glUniformMatrix4fv");
1079 static void shader_glsl_ffp_vertex_material_uniform(const struct wined3d_context
*context
,
1080 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1082 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1084 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
1086 GL_EXTCALL(glUniform4fv(prog
->vs
.material_specular_location
, 1, &state
->material
.specular
.r
));
1087 GL_EXTCALL(glUniform1f(prog
->vs
.material_shininess_location
, state
->material
.power
));
1091 static const float black
[] = {0.0f
, 0.0f
, 0.0f
, 0.0f
};
1093 GL_EXTCALL(glUniform4fv(prog
->vs
.material_specular_location
, 1, black
));
1095 GL_EXTCALL(glUniform4fv(prog
->vs
.material_ambient_location
, 1, &state
->material
.ambient
.r
));
1096 GL_EXTCALL(glUniform4fv(prog
->vs
.material_diffuse_location
, 1, &state
->material
.diffuse
.r
));
1097 GL_EXTCALL(glUniform4fv(prog
->vs
.material_emission_location
, 1, &state
->material
.emissive
.r
));
1098 checkGLcall("setting FFP material uniforms");
1101 /* Context activation is done by the caller (state handler). */
1102 static void shader_glsl_load_color_key_constant(const struct glsl_ps_program
*ps
,
1103 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
1105 struct wined3d_color float_key
;
1106 const struct wined3d_texture
*texture
= state
->textures
[0];
1108 wined3d_format_convert_color_to_float(texture
->resource
.format
, NULL
,
1109 texture
->async
.src_blt_color_key
.color_space_high_value
, &float_key
);
1110 GL_EXTCALL(glUniform4fv(ps
->color_key_location
, 1, &float_key
.r
));
1113 /* Context activation is done by the caller (state handler). */
1114 static void shader_glsl_load_constants(void *shader_priv
, struct wined3d_context
*context
,
1115 const struct wined3d_state
*state
)
1117 const struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
1118 const struct wined3d_shader
*vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
1119 const struct wined3d_shader
*pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
1120 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1121 struct shader_glsl_priv
*priv
= shader_priv
;
1122 float position_fixup
[4];
1123 DWORD update_mask
= 0;
1125 struct glsl_shader_prog_link
*prog
= ctx_data
->glsl_program
;
1126 UINT constant_version
;
1130 /* No GLSL program set - nothing to do. */
1133 constant_version
= prog
->constant_version
;
1134 update_mask
= context
->constant_update_mask
& prog
->constant_update_mask
;
1136 if (update_mask
& WINED3D_SHADER_CONST_VS_F
)
1137 shader_glsl_load_constantsF(vshader
, gl_info
, state
->vs_consts_f
,
1138 prog
->vs
.uniform_f_locations
, &priv
->vconst_heap
, priv
->stack
, constant_version
);
1140 if (update_mask
& WINED3D_SHADER_CONST_VS_I
)
1141 shader_glsl_load_constantsI(vshader
, gl_info
, prog
->vs
.uniform_i_locations
, state
->vs_consts_i
,
1142 vshader
->reg_maps
.integer_constants
);
1144 if (update_mask
& WINED3D_SHADER_CONST_VS_B
)
1145 shader_glsl_load_constantsB(vshader
, gl_info
, prog
->vs
.uniform_b_locations
, state
->vs_consts_b
,
1146 vshader
->reg_maps
.boolean_constants
);
1148 if (update_mask
& WINED3D_SHADER_CONST_VS_POS_FIXUP
)
1150 shader_get_position_fixup(context
, state
, position_fixup
);
1151 GL_EXTCALL(glUniform4fv(prog
->vs
.pos_fixup_location
, 1, position_fixup
));
1152 checkGLcall("glUniform4fv");
1155 if (update_mask
& WINED3D_SHADER_CONST_FFP_MODELVIEW
)
1157 struct wined3d_matrix mat
;
1159 get_modelview_matrix(context
, state
, &mat
);
1160 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.modelview_matrix_location
, 1, FALSE
, &mat
._11
));
1161 checkGLcall("glUniformMatrix4fv");
1163 shader_glsl_ffp_vertex_normalmatrix_uniform(context
, state
, prog
);
1166 if (update_mask
& WINED3D_SHADER_CONST_FFP_PROJ
)
1168 struct wined3d_matrix projection
;
1170 get_projection_matrix(context
, state
, &projection
);
1171 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.projection_matrix_location
, 1, FALSE
, &projection
._11
));
1172 checkGLcall("glUniformMatrix4fv");
1175 if (update_mask
& WINED3D_SHADER_CONST_FFP_TEXMATRIX
)
1177 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1178 shader_glsl_ffp_vertex_texmatrix_uniform(context
, state
, i
, prog
);
1181 if (update_mask
& WINED3D_SHADER_CONST_FFP_MATERIAL
)
1182 shader_glsl_ffp_vertex_material_uniform(context
, state
, prog
);
1184 if (update_mask
& WINED3D_SHADER_CONST_PS_F
)
1185 shader_glsl_load_constantsF(pshader
, gl_info
, state
->ps_consts_f
,
1186 prog
->ps
.uniform_f_locations
, &priv
->pconst_heap
, priv
->stack
, constant_version
);
1188 if (update_mask
& WINED3D_SHADER_CONST_PS_I
)
1189 shader_glsl_load_constantsI(pshader
, gl_info
, prog
->ps
.uniform_i_locations
, state
->ps_consts_i
,
1190 pshader
->reg_maps
.integer_constants
);
1192 if (update_mask
& WINED3D_SHADER_CONST_PS_B
)
1193 shader_glsl_load_constantsB(pshader
, gl_info
, prog
->ps
.uniform_b_locations
, state
->ps_consts_b
,
1194 pshader
->reg_maps
.boolean_constants
);
1196 if (update_mask
& WINED3D_SHADER_CONST_PS_BUMP_ENV
)
1198 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1200 if (prog
->ps
.bumpenv_mat_location
[i
] == -1)
1203 GL_EXTCALL(glUniformMatrix2fv(prog
->ps
.bumpenv_mat_location
[i
], 1, 0,
1204 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_MAT00
]));
1206 if (prog
->ps
.bumpenv_lum_scale_location
[i
] != -1)
1208 GL_EXTCALL(glUniform1fv(prog
->ps
.bumpenv_lum_scale_location
[i
], 1,
1209 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LSCALE
]));
1210 GL_EXTCALL(glUniform1fv(prog
->ps
.bumpenv_lum_offset_location
[i
], 1,
1211 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LOFFSET
]));
1215 checkGLcall("bump env uniforms");
1218 if (update_mask
& WINED3D_SHADER_CONST_PS_Y_CORR
)
1220 float correction_params
[] =
1222 /* position is window relative, not viewport relative */
1223 context
->render_offscreen
? 0.0f
: (float)context
->current_rt
->resource
.height
,
1224 context
->render_offscreen
? 1.0f
: -1.0f
,
1229 GL_EXTCALL(glUniform4fv(prog
->ps
.ycorrection_location
, 1, correction_params
));
1232 if (update_mask
& WINED3D_SHADER_CONST_PS_NP2_FIXUP
)
1233 shader_glsl_load_np2fixup_constants(&prog
->ps
, gl_info
, state
);
1234 if (update_mask
& WINED3D_SHADER_CONST_FFP_COLOR_KEY
)
1235 shader_glsl_load_color_key_constant(&prog
->ps
, gl_info
, state
);
1237 if (update_mask
& WINED3D_SHADER_CONST_FFP_PS
)
1241 if (prog
->ps
.tex_factor_location
!= -1)
1243 D3DCOLORTOGLFLOAT4(state
->render_states
[WINED3D_RS_TEXTUREFACTOR
], col
);
1244 GL_EXTCALL(glUniform4fv(prog
->ps
.tex_factor_location
, 1, col
));
1247 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
1248 GL_EXTCALL(glUniform4f(prog
->ps
.specular_enable_location
, 1.0f
, 1.0f
, 1.0f
, 0.0f
));
1250 GL_EXTCALL(glUniform4f(prog
->ps
.specular_enable_location
, 0.0f
, 0.0f
, 0.0f
, 0.0f
));
1252 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1254 if (prog
->ps
.tss_constant_location
[i
] == -1)
1257 D3DCOLORTOGLFLOAT4(state
->texture_states
[i
][WINED3D_TSS_CONSTANT
], col
);
1258 GL_EXTCALL(glUniform4fv(prog
->ps
.tss_constant_location
[i
], 1, col
));
1261 checkGLcall("fixed function uniforms");
1264 if (priv
->next_constant_version
== UINT_MAX
)
1266 TRACE("Max constant version reached, resetting to 0.\n");
1267 wine_rb_for_each_entry(&priv
->program_lookup
, reset_program_constant_version
, NULL
);
1268 priv
->next_constant_version
= 1;
1272 prog
->constant_version
= priv
->next_constant_version
++;
1276 static void update_heap_entry(struct constant_heap
*heap
, unsigned int idx
, DWORD new_version
)
1278 struct constant_entry
*entries
= heap
->entries
;
1279 unsigned int *positions
= heap
->positions
;
1280 unsigned int heap_idx
, parent_idx
;
1282 if (!heap
->contained
[idx
])
1284 heap_idx
= heap
->size
++;
1285 heap
->contained
[idx
] = TRUE
;
1289 heap_idx
= positions
[idx
];
1292 while (heap_idx
> 1)
1294 parent_idx
= heap_idx
>> 1;
1296 if (new_version
<= entries
[parent_idx
].version
) break;
1298 entries
[heap_idx
] = entries
[parent_idx
];
1299 positions
[entries
[parent_idx
].idx
] = heap_idx
;
1300 heap_idx
= parent_idx
;
1303 entries
[heap_idx
].version
= new_version
;
1304 entries
[heap_idx
].idx
= idx
;
1305 positions
[idx
] = heap_idx
;
1308 static void shader_glsl_update_float_vertex_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
1310 struct shader_glsl_priv
*priv
= device
->shader_priv
;
1311 struct constant_heap
*heap
= &priv
->vconst_heap
;
1314 for (i
= start
; i
< count
+ start
; ++i
)
1316 update_heap_entry(heap
, i
, priv
->next_constant_version
);
1319 for (i
= 0; i
< device
->context_count
; ++i
)
1321 device
->contexts
[i
]->constant_update_mask
|= WINED3D_SHADER_CONST_VS_F
;
1325 static void shader_glsl_update_float_pixel_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
1327 struct shader_glsl_priv
*priv
= device
->shader_priv
;
1328 struct constant_heap
*heap
= &priv
->pconst_heap
;
1331 for (i
= start
; i
< count
+ start
; ++i
)
1333 update_heap_entry(heap
, i
, priv
->next_constant_version
);
1336 for (i
= 0; i
< device
->context_count
; ++i
)
1338 device
->contexts
[i
]->constant_update_mask
|= WINED3D_SHADER_CONST_PS_F
;
1342 static unsigned int vec4_varyings(DWORD shader_major
, const struct wined3d_gl_info
*gl_info
)
1344 unsigned int ret
= gl_info
->limits
.glsl_varyings
/ 4;
1345 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
1346 if(shader_major
> 3) return ret
;
1348 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
1349 if (gl_info
->quirks
& WINED3D_QUIRK_GLSL_CLIP_VARYING
) ret
-= 1;
1353 /** Generate the variable & register declarations for the GLSL output target */
1354 static void shader_generate_glsl_declarations(const struct wined3d_context
*context
,
1355 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
1356 const struct wined3d_shader_reg_maps
*reg_maps
, const struct shader_glsl_ctx_priv
*ctx_priv
)
1358 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
1359 const struct wined3d_state
*state
= &shader
->device
->state
;
1360 const struct ps_compile_args
*ps_args
= ctx_priv
->cur_ps_args
;
1361 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1362 const struct wined3d_fb_state
*fb
= &shader
->device
->fb
;
1363 unsigned int i
, extra_constants_needed
= 0;
1364 const struct wined3d_shader_lconst
*lconst
;
1368 prefix
= shader_glsl_get_prefix(version
->type
);
1370 /* Prototype the subroutines */
1371 for (i
= 0, map
= reg_maps
->labels
; map
; map
>>= 1, ++i
)
1373 if (map
& 1) shader_addline(buffer
, "void subroutine%u();\n", i
);
1376 /* Declare the constants (aka uniforms) */
1377 if (shader
->limits
->constant_float
> 0)
1379 unsigned max_constantsF
;
1381 /* Unless the shader uses indirect addressing, always declare the
1382 * maximum array size and ignore that we need some uniforms privately.
1383 * E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup
1384 * and immediate values, still declare VC[256]. If the shader needs
1385 * more uniforms than we have it won't work in any case. If it uses
1386 * less, the compiler will figure out which uniforms are really used
1387 * and strip them out. This allows a shader to use c255 on a dx9 card,
1388 * as long as it doesn't also use all the other constants.
1390 * If the shader uses indirect addressing the compiler must assume
1391 * that all declared uniforms are used. In this case, declare only the
1392 * amount that we're assured to have.
1394 * Thus we run into problems in these two cases:
1395 * 1) The shader really uses more uniforms than supported.
1396 * 2) The shader uses indirect addressing, less constants than
1397 * supported, but uses a constant index > #supported consts. */
1398 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
1400 /* No indirect addressing here. */
1401 max_constantsF
= gl_info
->limits
.glsl_ps_float_constants
;
1405 if (reg_maps
->usesrelconstF
)
1407 /* Subtract the other potential uniforms from the max
1408 * available (bools, ints, and 1 row of projection matrix).
1409 * Subtract another uniform for immediate values, which have
1410 * to be loaded via uniform by the driver as well. The shader
1411 * code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex
1412 * shader code, so one vec4 should be enough. (Unfortunately
1413 * the Nvidia driver doesn't store 128 and -128 in one float).
1415 * Writing gl_ClipVertex requires one uniform for each
1416 * clipplane as well. */
1417 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
- 3;
1418 if(ctx_priv
->cur_vs_args
->clip_enabled
)
1420 max_constantsF
-= gl_info
->limits
.clipplanes
;
1422 max_constantsF
-= count_bits(reg_maps
->integer_constants
);
1423 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
1424 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
1425 * for now take this into account when calculating the number of available constants
1427 max_constantsF
-= count_bits(reg_maps
->boolean_constants
);
1428 /* Set by driver quirks in directx.c */
1429 max_constantsF
-= gl_info
->reserved_glsl_constants
;
1431 if (max_constantsF
< shader
->limits
->constant_float
)
1433 static unsigned int once
;
1436 ERR_(winediag
)("The hardware does not support enough uniform components to run this shader,"
1437 " it may not render correctly.\n");
1439 WARN("The hardware does not support enough uniform components to run this shader.\n");
1444 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
;
1447 max_constantsF
= min(shader
->limits
->constant_float
, max_constantsF
);
1448 shader_addline(buffer
, "uniform vec4 %s_c[%u];\n", prefix
, max_constantsF
);
1451 /* Always declare the full set of constants, the compiler can remove the
1452 * unused ones because d3d doesn't (yet) support indirect int and bool
1453 * constant addressing. This avoids problems if the app uses e.g. i0 and i9. */
1454 if (shader
->limits
->constant_int
> 0 && reg_maps
->integer_constants
)
1455 shader_addline(buffer
, "uniform ivec4 %s_i[%u];\n", prefix
, shader
->limits
->constant_int
);
1457 if (shader
->limits
->constant_bool
> 0 && reg_maps
->boolean_constants
)
1458 shader_addline(buffer
, "uniform bool %s_b[%u];\n", prefix
, shader
->limits
->constant_bool
);
1460 for (i
= 0; i
< WINED3D_MAX_CBS
; ++i
)
1462 if (reg_maps
->cb_sizes
[i
])
1463 shader_addline(buffer
, "layout(std140) uniform block_%s_cb%u { vec4 %s_cb%u[%u]; };\n",
1464 prefix
, i
, prefix
, i
, reg_maps
->cb_sizes
[i
]);
1467 /* Declare texture samplers */
1468 for (i
= 0; i
< reg_maps
->sampler_map
.count
; ++i
)
1470 struct wined3d_shader_sampler_map_entry
*entry
;
1471 BOOL shadow_sampler
, tex_rect
;
1472 const char *sampler_type
;
1474 entry
= ®_maps
->sampler_map
.entries
[i
];
1476 if (entry
->resource_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
1478 ERR("Invalid resource index %u.\n", entry
->resource_idx
);
1482 shadow_sampler
= version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& (ps_args
->shadow
& (1 << entry
->sampler_idx
));
1483 switch (reg_maps
->resource_info
[entry
->resource_idx
].type
)
1485 case WINED3D_SHADER_RESOURCE_TEXTURE_1D
:
1487 sampler_type
= "sampler1DShadow";
1489 sampler_type
= "sampler1D";
1492 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
1493 tex_rect
= version
->type
== WINED3D_SHADER_TYPE_PIXEL
1494 && (ps_args
->np2_fixup
& (1 << entry
->resource_idx
))
1495 && gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
1499 sampler_type
= "sampler2DRectShadow";
1501 sampler_type
= "sampler2DShadow";
1506 sampler_type
= "sampler2DRect";
1508 sampler_type
= "sampler2D";
1512 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
1514 FIXME("Unsupported 3D shadow sampler.\n");
1515 sampler_type
= "sampler3D";
1518 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
1520 FIXME("Unsupported Cube shadow sampler.\n");
1521 sampler_type
= "samplerCube";
1525 sampler_type
= "unsupported_sampler";
1526 FIXME("Unhandled resource type %#x.\n", reg_maps
->resource_info
[i
].type
);
1529 shader_addline(buffer
, "uniform %s %s_sampler%u;\n", sampler_type
, prefix
, entry
->bind_idx
);
1532 /* Declare uniforms for NP2 texcoord fixup:
1533 * This is NOT done inside the loop that declares the texture samplers
1534 * since the NP2 fixup code is currently only used for the GeforceFX
1535 * series and when forcing the ARB_npot extension off. Modern cards just
1536 * skip the code anyway, so put it inside a separate loop. */
1537 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& ps_args
->np2_fixup
)
1539 struct ps_np2fixup_info
*fixup
= ctx_priv
->cur_np2fixup_info
;
1542 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
1543 * while D3D has them in the (normalized) [0,1]x[0,1] range.
1544 * samplerNP2Fixup stores texture dimensions and is updated through
1545 * shader_glsl_load_np2fixup_constants when the sampler changes. */
1547 for (i
= 0; i
< shader
->limits
->sampler
; ++i
)
1549 if (!reg_maps
->resource_info
[i
].type
|| !(ps_args
->np2_fixup
& (1 << i
)))
1552 if (reg_maps
->resource_info
[i
].type
!= WINED3D_SHADER_RESOURCE_TEXTURE_2D
)
1554 FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
1558 fixup
->idx
[i
] = cur
++;
1561 fixup
->num_consts
= (cur
+ 1) >> 1;
1562 fixup
->active
= ps_args
->np2_fixup
;
1563 shader_addline(buffer
, "uniform vec4 %s_samplerNP2Fixup[%u];\n", prefix
, fixup
->num_consts
);
1566 /* Declare address variables */
1567 for (i
= 0, map
= reg_maps
->address
; map
; map
>>= 1, ++i
)
1569 if (map
& 1) shader_addline(buffer
, "ivec4 A%u;\n", i
);
1572 /* Declare texture coordinate temporaries and initialize them */
1573 for (i
= 0, map
= reg_maps
->texcoord
; map
; map
>>= 1, ++i
)
1575 if (map
& 1) shader_addline(buffer
, "vec4 T%u = gl_TexCoord[%u];\n", i
, i
);
1578 if (version
->type
== WINED3D_SHADER_TYPE_VERTEX
)
1580 for (i
= 0; i
< shader
->input_signature
.element_count
; ++i
)
1582 const struct wined3d_shader_signature_element
*e
= &shader
->input_signature
.elements
[i
];
1583 if (e
->sysval_semantic
== WINED3D_SV_INSTANCEID
)
1584 shader_addline(buffer
, "vec4 %s_in%u = vec4(intBitsToFloat(gl_InstanceID), 0.0, 0.0, 0.0);\n",
1585 prefix
, e
->register_idx
);
1587 shader_addline(buffer
, "attribute vec4 %s_in%u;\n", prefix
, e
->register_idx
);
1590 shader_addline(buffer
, "uniform vec4 posFixup;\n");
1591 shader_addline(buffer
, "void order_ps_input(in vec4[%u]);\n", shader
->limits
->packed_output
);
1593 else if (version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
1595 shader_addline(buffer
, "varying in vec4 gs_in[][%u];\n", shader
->limits
->packed_input
);
1597 else if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
1599 if (version
->major
>= 3)
1601 UINT in_count
= min(vec4_varyings(version
->major
, gl_info
), shader
->limits
->packed_input
);
1604 shader_addline(buffer
, "varying vec4 %s_link[%u];\n", prefix
, in_count
);
1605 shader_addline(buffer
, "vec4 %s_in[%u];\n", prefix
, in_count
);
1608 for (i
= 0, map
= reg_maps
->bumpmat
; map
; map
>>= 1, ++i
)
1613 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", i
);
1615 if (reg_maps
->luminanceparams
& (1 << i
))
1617 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", i
);
1618 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", i
);
1619 extra_constants_needed
++;
1622 extra_constants_needed
++;
1625 if (ps_args
->srgb_correction
)
1627 shader_addline(buffer
, "const vec4 srgb_const0 = ");
1628 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const0
);
1629 shader_addline(buffer
, ";\n");
1630 shader_addline(buffer
, "const vec4 srgb_const1 = ");
1631 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const1
);
1632 shader_addline(buffer
, ";\n");
1634 if (reg_maps
->vpos
|| reg_maps
->usesdsy
)
1636 if (shader
->limits
->constant_float
+ extra_constants_needed
1637 + 1 < gl_info
->limits
.glsl_ps_float_constants
)
1639 shader_addline(buffer
, "uniform vec4 ycorrection;\n");
1640 extra_constants_needed
++;
1644 float ycorrection
[] =
1646 context
->render_offscreen
? 0.0f
: fb
->render_targets
[0]->height
,
1647 context
->render_offscreen
? 1.0f
: -1.0f
,
1652 /* This happens because we do not have proper tracking of the
1653 * constant registers that are actually used, only the max
1654 * limit of the shader version. */
1655 FIXME("Cannot find a free uniform for vpos correction params\n");
1656 shader_addline(buffer
, "const vec4 ycorrection = ");
1657 shader_glsl_append_imm_vec4(buffer
, ycorrection
);
1658 shader_addline(buffer
, ";\n");
1660 shader_addline(buffer
, "vec4 vpos;\n");
1664 /* Declare output register temporaries */
1665 if (shader
->limits
->packed_output
)
1666 shader_addline(buffer
, "vec4 %s_out[%u];\n", prefix
, shader
->limits
->packed_output
);
1668 /* Declare temporary variables */
1669 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
1671 if (map
& 1) shader_addline(buffer
, "vec4 R%u;\n", i
);
1674 /* Declare loop registers aLx */
1675 if (version
->major
< 4)
1677 for (i
= 0; i
< reg_maps
->loop_depth
; ++i
)
1679 shader_addline(buffer
, "int aL%u;\n", i
);
1680 shader_addline(buffer
, "int tmpInt%u;\n", i
);
1684 /* Temporary variables for matrix operations */
1685 shader_addline(buffer
, "vec4 tmp0;\n");
1686 shader_addline(buffer
, "vec4 tmp1;\n");
1688 if (!shader
->load_local_constsF
)
1690 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
1692 shader_addline(buffer
, "const vec4 %s_lc%u = ", prefix
, lconst
->idx
);
1693 shader_glsl_append_imm_vec4(buffer
, (const float *)lconst
->value
);
1694 shader_addline(buffer
, ";\n");
1698 /* Start the main program. */
1699 shader_addline(buffer
, "void main()\n{\n");
1701 /* Direct3D applications expect integer vPos values, while OpenGL drivers
1702 * add approximately 0.5. This causes off-by-one problems as spotted by
1703 * the vPos d3d9 visual test. Unfortunately ATI cards do not add exactly
1704 * 0.5, but rather something like 0.49999999 or 0.50000001, which still
1705 * causes precision troubles when we just subtract 0.5.
1707 * To deal with that, just floor() the position. This will eliminate the
1708 * fraction on all cards.
1710 * TODO: Test how this behaves with multisampling.
1712 * An advantage of floor is that it works even if the driver doesn't add
1713 * 0.5. It is somewhat questionable if 1.5, 2.5, ... are the proper values
1714 * to return in gl_FragCoord, even though coordinates specify the pixel
1715 * centers instead of the pixel corners. This code will behave correctly
1716 * on drivers that returns integer values. */
1717 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& reg_maps
->vpos
)
1719 if (shader
->device
->wined3d
->flags
& WINED3D_PIXEL_CENTER_INTEGER
)
1720 shader_addline(buffer
,
1721 "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
1723 shader_addline(buffer
,
1724 "vpos = vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1);\n");
1728 /*****************************************************************************
1729 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
1731 * For more information, see http://wiki.winehq.org/DirectX-Shaders
1732 ****************************************************************************/
1735 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
1736 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
);
1738 /** Used for opcode modifiers - They multiply the result by the specified amount */
1739 static const char * const shift_glsl_tab
[] = {
1741 "2.0 * ", /* 1 (x2) */
1742 "4.0 * ", /* 2 (x4) */
1743 "8.0 * ", /* 3 (x8) */
1744 "16.0 * ", /* 4 (x16) */
1745 "32.0 * ", /* 5 (x32) */
1752 "0.0625 * ", /* 12 (d16) */
1753 "0.125 * ", /* 13 (d8) */
1754 "0.25 * ", /* 14 (d4) */
1755 "0.5 * " /* 15 (d2) */
1758 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
1759 static void shader_glsl_gen_modifier(enum wined3d_shader_src_modifier src_modifier
,
1760 const char *in_reg
, const char *in_regswizzle
, char *out_str
)
1764 switch (src_modifier
)
1766 case WINED3DSPSM_DZ
: /* Need to handle this in the instructions itself (texld & texcrd). */
1767 case WINED3DSPSM_DW
:
1768 case WINED3DSPSM_NONE
:
1769 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
1771 case WINED3DSPSM_NEG
:
1772 sprintf(out_str
, "-%s%s", in_reg
, in_regswizzle
);
1774 case WINED3DSPSM_NOT
:
1775 sprintf(out_str
, "!%s%s", in_reg
, in_regswizzle
);
1777 case WINED3DSPSM_BIAS
:
1778 sprintf(out_str
, "(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
1780 case WINED3DSPSM_BIASNEG
:
1781 sprintf(out_str
, "-(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
1783 case WINED3DSPSM_SIGN
:
1784 sprintf(out_str
, "(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
1786 case WINED3DSPSM_SIGNNEG
:
1787 sprintf(out_str
, "-(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
1789 case WINED3DSPSM_COMP
:
1790 sprintf(out_str
, "(1.0 - %s%s)", in_reg
, in_regswizzle
);
1792 case WINED3DSPSM_X2
:
1793 sprintf(out_str
, "(2.0 * %s%s)", in_reg
, in_regswizzle
);
1795 case WINED3DSPSM_X2NEG
:
1796 sprintf(out_str
, "-(2.0 * %s%s)", in_reg
, in_regswizzle
);
1798 case WINED3DSPSM_ABS
:
1799 sprintf(out_str
, "abs(%s%s)", in_reg
, in_regswizzle
);
1801 case WINED3DSPSM_ABSNEG
:
1802 sprintf(out_str
, "-abs(%s%s)", in_reg
, in_regswizzle
);
1805 FIXME("Unhandled modifier %u\n", src_modifier
);
1806 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
1810 /** Writes the GLSL variable name that corresponds to the register that the
1811 * DX opcode parameter is trying to access */
1812 static void shader_glsl_get_register_name(const struct wined3d_shader_register
*reg
,
1813 char *register_name
, BOOL
*is_color
, const struct wined3d_shader_instruction
*ins
)
1815 /* oPos, oFog and oPts in D3D */
1816 static const char * const hwrastout_reg_names
[] = {"vs_out[10]", "vs_out[11].x", "vs_out[11].y"};
1818 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
1819 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
1820 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
1821 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
1822 const char *prefix
= shader_glsl_get_prefix(version
->type
);
1823 struct glsl_src_param rel_param0
, rel_param1
;
1824 char imm_str
[4][17];
1826 if (reg
->idx
[0].offset
!= ~0U && reg
->idx
[0].rel_addr
)
1827 shader_glsl_add_src_param(ins
, reg
->idx
[0].rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param0
);
1828 if (reg
->idx
[1].offset
!= ~0U && reg
->idx
[1].rel_addr
)
1829 shader_glsl_add_src_param(ins
, reg
->idx
[1].rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param1
);
1834 case WINED3DSPR_TEMP
:
1835 sprintf(register_name
, "R%u", reg
->idx
[0].offset
);
1838 case WINED3DSPR_INPUT
:
1839 /* vertex shaders */
1840 if (version
->type
== WINED3D_SHADER_TYPE_VERTEX
)
1842 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
1843 if (priv
->cur_vs_args
->swizzle_map
& (1 << reg
->idx
[0].offset
))
1845 sprintf(register_name
, "%s_in%u", prefix
, reg
->idx
[0].offset
);
1849 if (version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
1851 if (reg
->idx
[0].rel_addr
)
1853 if (reg
->idx
[1].rel_addr
)
1854 sprintf(register_name
, "gs_in[%s + %u][%s + %u]",
1855 rel_param0
.param_str
, reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
1857 sprintf(register_name
, "gs_in[%s + %u][%u]",
1858 rel_param0
.param_str
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
1860 else if (reg
->idx
[1].rel_addr
)
1861 sprintf(register_name
, "gs_in[%u][%s + %u]",
1862 reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
1864 sprintf(register_name
, "gs_in[%u][%u]", reg
->idx
[0].offset
, reg
->idx
[1].offset
);
1868 /* pixel shaders >= 3.0 */
1869 if (version
->major
>= 3)
1871 DWORD idx
= shader
->u
.ps
.input_reg_map
[reg
->idx
[0].offset
];
1872 unsigned int in_count
= vec4_varyings(version
->major
, gl_info
);
1874 if (reg
->idx
[0].rel_addr
)
1876 /* Removing a + 0 would be an obvious optimization, but
1877 * OS X doesn't see the NOP operation there. */
1880 if (shader
->u
.ps
.declared_in_count
> in_count
)
1882 sprintf(register_name
,
1883 "((%s + %u) > %u ? (%s + %u) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s + %u])",
1884 rel_param0
.param_str
, idx
, in_count
- 1, rel_param0
.param_str
, idx
, in_count
,
1885 prefix
, rel_param0
.param_str
, idx
);
1889 sprintf(register_name
, "%s_in[%s + %u]", prefix
, rel_param0
.param_str
, idx
);
1894 if (shader
->u
.ps
.declared_in_count
> in_count
)
1896 sprintf(register_name
, "((%s) > %u ? (%s) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s])",
1897 rel_param0
.param_str
, in_count
- 1, rel_param0
.param_str
, in_count
,
1898 prefix
, rel_param0
.param_str
);
1902 sprintf(register_name
, "%s_in[%s]", prefix
, rel_param0
.param_str
);
1908 if (idx
== in_count
) sprintf(register_name
, "gl_Color");
1909 else if (idx
== in_count
+ 1) sprintf(register_name
, "gl_SecondaryColor");
1910 else sprintf(register_name
, "%s_in[%u]", prefix
, idx
);
1915 if (!reg
->idx
[0].offset
)
1916 strcpy(register_name
, "gl_Color");
1918 strcpy(register_name
, "gl_SecondaryColor");
1923 case WINED3DSPR_CONST
:
1925 /* Relative addressing */
1926 if (reg
->idx
[0].rel_addr
)
1928 if (reg
->idx
[0].offset
)
1929 sprintf(register_name
, "%s_c[%s + %u]", prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
1931 sprintf(register_name
, "%s_c[%s]", prefix
, rel_param0
.param_str
);
1935 if (shader_constant_is_local(shader
, reg
->idx
[0].offset
))
1936 sprintf(register_name
, "%s_lc%u", prefix
, reg
->idx
[0].offset
);
1938 sprintf(register_name
, "%s_c[%u]", prefix
, reg
->idx
[0].offset
);
1943 case WINED3DSPR_CONSTINT
:
1944 sprintf(register_name
, "%s_i[%u]", prefix
, reg
->idx
[0].offset
);
1947 case WINED3DSPR_CONSTBOOL
:
1948 sprintf(register_name
, "%s_b[%u]", prefix
, reg
->idx
[0].offset
);
1951 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
1952 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
1953 sprintf(register_name
, "T%u", reg
->idx
[0].offset
);
1955 sprintf(register_name
, "A%u", reg
->idx
[0].offset
);
1958 case WINED3DSPR_LOOP
:
1959 sprintf(register_name
, "aL%u", ins
->ctx
->loop_state
->current_reg
- 1);
1962 case WINED3DSPR_SAMPLER
:
1963 sprintf(register_name
, "%s_sampler%u", prefix
, reg
->idx
[0].offset
);
1966 case WINED3DSPR_COLOROUT
:
1967 if (reg
->idx
[0].offset
>= gl_info
->limits
.buffers
)
1968 WARN("Write to render target %u, only %d supported.\n",
1969 reg
->idx
[0].offset
, gl_info
->limits
.buffers
);
1971 sprintf(register_name
, "gl_FragData[%u]", reg
->idx
[0].offset
);
1974 case WINED3DSPR_RASTOUT
:
1975 sprintf(register_name
, "%s", hwrastout_reg_names
[reg
->idx
[0].offset
]);
1978 case WINED3DSPR_DEPTHOUT
:
1979 sprintf(register_name
, "gl_FragDepth");
1982 case WINED3DSPR_ATTROUT
:
1983 if (!reg
->idx
[0].offset
)
1984 sprintf(register_name
, "%s_out[8]", prefix
);
1986 sprintf(register_name
, "%s_out[9]", prefix
);
1989 case WINED3DSPR_TEXCRDOUT
:
1990 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
1991 sprintf(register_name
, "%s_out[%u]", prefix
, reg
->idx
[0].offset
);
1994 case WINED3DSPR_MISCTYPE
:
1995 if (!reg
->idx
[0].offset
)
1998 sprintf(register_name
, "vpos");
2000 else if (reg
->idx
[0].offset
== 1)
2002 /* Note that gl_FrontFacing is a bool, while vFace is
2003 * a float for which the sign determines front/back */
2004 sprintf(register_name
, "(gl_FrontFacing ? 1.0 : -1.0)");
2008 FIXME("Unhandled misctype register %u.\n", reg
->idx
[0].offset
);
2009 sprintf(register_name
, "unrecognized_register");
2013 case WINED3DSPR_IMMCONST
:
2014 switch (reg
->immconst_type
)
2016 case WINED3D_IMMCONST_SCALAR
:
2017 switch (reg
->data_type
)
2019 case WINED3D_DATA_FLOAT
:
2020 wined3d_ftoa(*(const float *)reg
->immconst_data
, register_name
);
2022 case WINED3D_DATA_INT
:
2023 sprintf(register_name
, "%#x", reg
->immconst_data
[0]);
2025 case WINED3D_DATA_RESOURCE
:
2026 case WINED3D_DATA_SAMPLER
:
2027 case WINED3D_DATA_UINT
:
2028 sprintf(register_name
, "%#xu", reg
->immconst_data
[0]);
2031 sprintf(register_name
, "<unhandled data type %#x>", reg
->data_type
);
2036 case WINED3D_IMMCONST_VEC4
:
2037 switch (reg
->data_type
)
2039 case WINED3D_DATA_FLOAT
:
2040 wined3d_ftoa(*(const float *)®
->immconst_data
[0], imm_str
[0]);
2041 wined3d_ftoa(*(const float *)®
->immconst_data
[1], imm_str
[1]);
2042 wined3d_ftoa(*(const float *)®
->immconst_data
[2], imm_str
[2]);
2043 wined3d_ftoa(*(const float *)®
->immconst_data
[3], imm_str
[3]);
2044 sprintf(register_name
, "vec4(%s, %s, %s, %s)",
2045 imm_str
[0], imm_str
[1], imm_str
[2], imm_str
[3]);
2047 case WINED3D_DATA_INT
:
2048 sprintf(register_name
, "ivec4(%#x, %#x, %#x, %#x)",
2049 reg
->immconst_data
[0], reg
->immconst_data
[1],
2050 reg
->immconst_data
[2], reg
->immconst_data
[3]);
2052 case WINED3D_DATA_RESOURCE
:
2053 case WINED3D_DATA_SAMPLER
:
2054 case WINED3D_DATA_UINT
:
2055 sprintf(register_name
, "uvec4(%#xu, %#xu, %#xu, %#xu)",
2056 reg
->immconst_data
[0], reg
->immconst_data
[1],
2057 reg
->immconst_data
[2], reg
->immconst_data
[3]);
2060 sprintf(register_name
, "<unhandled data type %#x>", reg
->data_type
);
2066 FIXME("Unhandled immconst type %#x\n", reg
->immconst_type
);
2067 sprintf(register_name
, "<unhandled_immconst_type %#x>", reg
->immconst_type
);
2071 case WINED3DSPR_CONSTBUFFER
:
2072 if (reg
->idx
[1].rel_addr
)
2073 sprintf(register_name
, "%s_cb%u[%s + %u]",
2074 prefix
, reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
2076 sprintf(register_name
, "%s_cb%u[%u]", prefix
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
2079 case WINED3DSPR_PRIMID
:
2080 sprintf(register_name
, "uint(gl_PrimitiveIDIn)");
2084 FIXME("Unhandled register type %#x.\n", reg
->type
);
2085 sprintf(register_name
, "unrecognized_register");
2090 static void shader_glsl_write_mask_to_str(DWORD write_mask
, char *str
)
2093 if (write_mask
& WINED3DSP_WRITEMASK_0
) *str
++ = 'x';
2094 if (write_mask
& WINED3DSP_WRITEMASK_1
) *str
++ = 'y';
2095 if (write_mask
& WINED3DSP_WRITEMASK_2
) *str
++ = 'z';
2096 if (write_mask
& WINED3DSP_WRITEMASK_3
) *str
++ = 'w';
2100 /* Get the GLSL write mask for the destination register */
2101 static DWORD
shader_glsl_get_write_mask(const struct wined3d_shader_dst_param
*param
, char *write_mask
)
2103 DWORD mask
= param
->write_mask
;
2105 if (shader_is_scalar(¶m
->reg
))
2107 mask
= WINED3DSP_WRITEMASK_0
;
2112 shader_glsl_write_mask_to_str(mask
, write_mask
);
2118 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask
) {
2119 unsigned int size
= 0;
2121 if (write_mask
& WINED3DSP_WRITEMASK_0
) ++size
;
2122 if (write_mask
& WINED3DSP_WRITEMASK_1
) ++size
;
2123 if (write_mask
& WINED3DSP_WRITEMASK_2
) ++size
;
2124 if (write_mask
& WINED3DSP_WRITEMASK_3
) ++size
;
2129 static void shader_glsl_swizzle_to_str(const DWORD swizzle
, BOOL fixup
, DWORD mask
, char *str
)
2131 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
2132 * but addressed as "rgba". To fix this we need to swap the register's x
2133 * and z components. */
2134 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
2137 /* swizzle bits fields: wwzzyyxx */
2138 if (mask
& WINED3DSP_WRITEMASK_0
) *str
++ = swizzle_chars
[swizzle
& 0x03];
2139 if (mask
& WINED3DSP_WRITEMASK_1
) *str
++ = swizzle_chars
[(swizzle
>> 2) & 0x03];
2140 if (mask
& WINED3DSP_WRITEMASK_2
) *str
++ = swizzle_chars
[(swizzle
>> 4) & 0x03];
2141 if (mask
& WINED3DSP_WRITEMASK_3
) *str
++ = swizzle_chars
[(swizzle
>> 6) & 0x03];
2145 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param
*param
,
2146 BOOL fixup
, DWORD mask
, char *swizzle_str
)
2148 if (shader_is_scalar(¶m
->reg
))
2149 *swizzle_str
= '\0';
2151 shader_glsl_swizzle_to_str(param
->swizzle
, fixup
, mask
, swizzle_str
);
2154 /* From a given parameter token, generate the corresponding GLSL string.
2155 * Also, return the actual register name and swizzle in case the
2156 * caller needs this information as well. */
2157 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
2158 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
)
2160 BOOL is_color
= FALSE
;
2161 char swizzle_str
[6];
2163 glsl_src
->reg_name
[0] = '\0';
2164 glsl_src
->param_str
[0] = '\0';
2165 swizzle_str
[0] = '\0';
2167 shader_glsl_get_register_name(&wined3d_src
->reg
, glsl_src
->reg_name
, &is_color
, ins
);
2168 shader_glsl_get_swizzle(wined3d_src
, is_color
, mask
, swizzle_str
);
2170 if (wined3d_src
->reg
.type
== WINED3DSPR_IMMCONST
|| wined3d_src
->reg
.type
== WINED3DSPR_PRIMID
)
2172 shader_glsl_gen_modifier(wined3d_src
->modifiers
, glsl_src
->reg_name
, swizzle_str
, glsl_src
->param_str
);
2178 switch (wined3d_src
->reg
.data_type
)
2180 case WINED3D_DATA_FLOAT
:
2181 sprintf(reg_name
, "%s", glsl_src
->reg_name
);
2183 case WINED3D_DATA_INT
:
2184 sprintf(reg_name
, "floatBitsToInt(%s)", glsl_src
->reg_name
);
2186 case WINED3D_DATA_RESOURCE
:
2187 case WINED3D_DATA_SAMPLER
:
2188 case WINED3D_DATA_UINT
:
2189 sprintf(reg_name
, "floatBitsToUint(%s)", glsl_src
->reg_name
);
2192 FIXME("Unhandled data type %#x.\n", wined3d_src
->reg
.data_type
);
2193 sprintf(reg_name
, "%s", glsl_src
->reg_name
);
2197 shader_glsl_gen_modifier(wined3d_src
->modifiers
, reg_name
, swizzle_str
, glsl_src
->param_str
);
2201 /* From a given parameter token, generate the corresponding GLSL string.
2202 * Also, return the actual register name and swizzle in case the
2203 * caller needs this information as well. */
2204 static DWORD
shader_glsl_add_dst_param(const struct wined3d_shader_instruction
*ins
,
2205 const struct wined3d_shader_dst_param
*wined3d_dst
, struct glsl_dst_param
*glsl_dst
)
2207 BOOL is_color
= FALSE
;
2209 glsl_dst
->mask_str
[0] = '\0';
2210 glsl_dst
->reg_name
[0] = '\0';
2212 shader_glsl_get_register_name(&wined3d_dst
->reg
, glsl_dst
->reg_name
, &is_color
, ins
);
2213 return shader_glsl_get_write_mask(wined3d_dst
, glsl_dst
->mask_str
);
2216 /* Append the destination part of the instruction to the buffer, return the effective write mask */
2217 static DWORD
shader_glsl_append_dst_ext(struct wined3d_string_buffer
*buffer
,
2218 const struct wined3d_shader_instruction
*ins
, const struct wined3d_shader_dst_param
*dst
,
2219 enum wined3d_data_type data_type
)
2221 struct glsl_dst_param glsl_dst
;
2224 if ((mask
= shader_glsl_add_dst_param(ins
, dst
, &glsl_dst
)))
2228 case WINED3D_DATA_FLOAT
:
2229 shader_addline(buffer
, "%s%s = %s(",
2230 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
2232 case WINED3D_DATA_INT
:
2233 shader_addline(buffer
, "%s%s = %sintBitsToFloat(",
2234 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
2236 case WINED3D_DATA_RESOURCE
:
2237 case WINED3D_DATA_SAMPLER
:
2238 case WINED3D_DATA_UINT
:
2239 shader_addline(buffer
, "%s%s = %suintBitsToFloat(",
2240 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
2243 FIXME("Unhandled data type %#x.\n", data_type
);
2244 shader_addline(buffer
, "%s%s = %s(",
2245 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
2253 /* Append the destination part of the instruction to the buffer, return the effective write mask */
2254 static DWORD
shader_glsl_append_dst(struct wined3d_string_buffer
*buffer
, const struct wined3d_shader_instruction
*ins
)
2256 return shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
2259 /** Process GLSL instruction modifiers */
2260 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
)
2262 struct glsl_dst_param dst_param
;
2265 if (!ins
->dst_count
) return;
2267 modifiers
= ins
->dst
[0].modifiers
;
2268 if (!modifiers
) return;
2270 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
2272 if (modifiers
& WINED3DSPDM_SATURATE
)
2274 /* _SAT means to clamp the value of the register to between 0 and 1 */
2275 shader_addline(ins
->ctx
->buffer
, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param
.reg_name
,
2276 dst_param
.mask_str
, dst_param
.reg_name
, dst_param
.mask_str
);
2279 if (modifiers
& WINED3DSPDM_MSAMPCENTROID
)
2281 FIXME("_centroid modifier not handled\n");
2284 if (modifiers
& WINED3DSPDM_PARTIALPRECISION
)
2286 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
2290 static const char *shader_glsl_get_rel_op(enum wined3d_shader_rel_op op
)
2294 case WINED3D_SHADER_REL_OP_GT
: return ">";
2295 case WINED3D_SHADER_REL_OP_EQ
: return "==";
2296 case WINED3D_SHADER_REL_OP_GE
: return ">=";
2297 case WINED3D_SHADER_REL_OP_LT
: return "<";
2298 case WINED3D_SHADER_REL_OP_NE
: return "!=";
2299 case WINED3D_SHADER_REL_OP_LE
: return "<=";
2301 FIXME("Unrecognized operator %#x.\n", op
);
2306 static void shader_glsl_get_sample_function(const struct wined3d_shader_context
*ctx
,
2307 DWORD resource_idx
, DWORD flags
, struct glsl_sample_function
*sample_function
)
2309 enum wined3d_shader_resource_type resource_type
= ctx
->reg_maps
->resource_info
[resource_idx
].type
;
2310 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
2311 BOOL shadow
= ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
2312 && (((const struct shader_glsl_ctx_priv
*)ctx
->backend_data
)->cur_ps_args
->shadow
& (1 << resource_idx
));
2313 BOOL projected
= flags
& WINED3D_GLSL_SAMPLE_PROJECTED
;
2314 BOOL texrect
= flags
& WINED3D_GLSL_SAMPLE_NPOT
&& gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
2315 BOOL lod
= flags
& WINED3D_GLSL_SAMPLE_LOD
;
2316 BOOL grad
= flags
& WINED3D_GLSL_SAMPLE_GRAD
;
2318 sample_function
->data_type
= ctx
->reg_maps
->resource_info
[resource_idx
].data_type
;
2320 /* Note that there's no such thing as a projected cube texture. */
2321 switch (resource_type
)
2323 case WINED3D_SHADER_RESOURCE_TEXTURE_1D
:
2328 sample_function
->name
= projected
? "shadow1DProjLod" : "shadow1DLod";
2332 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2333 sample_function
->name
= projected
? "shadow1DProjGrad" : "shadow1DGrad";
2334 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2335 sample_function
->name
= projected
? "shadow1DProjGradARB" : "shadow1DGradARB";
2338 FIXME("Unsupported 1D shadow grad function.\n");
2339 sample_function
->name
= "unsupported1DGrad";
2344 sample_function
->name
= projected
? "shadow1DProj" : "shadow1D";
2346 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
2352 sample_function
->name
= projected
? "texture1DProjLod" : "texture1DLod";
2356 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2357 sample_function
->name
= projected
? "texture1DProjGrad" : "texture1DGrad";
2358 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2359 sample_function
->name
= projected
? "texture1DProjGradARB" : "texture1DGradARB";
2362 FIXME("Unsupported 1D grad function.\n");
2363 sample_function
->name
= "unsupported1DGrad";
2368 sample_function
->name
= projected
? "texture1DProj" : "texture1D";
2370 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
;
2374 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
2381 sample_function
->name
= projected
? "shadow2DRectProjLod" : "shadow2DRectLod";
2385 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2386 sample_function
->name
= projected
? "shadow2DRectProjGrad" : "shadow2DRectGrad";
2387 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2388 sample_function
->name
= projected
? "shadow2DRectProjGradARB" : "shadow2DRectGradARB";
2391 FIXME("Unsupported RECT shadow grad function.\n");
2392 sample_function
->name
= "unsupported2DRectGrad";
2397 sample_function
->name
= projected
? "shadow2DRectProj" : "shadow2DRect";
2404 sample_function
->name
= projected
? "shadow2DProjLod" : "shadow2DLod";
2408 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2409 sample_function
->name
= projected
? "shadow2DProjGrad" : "shadow2DGrad";
2410 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2411 sample_function
->name
= projected
? "shadow2DProjGradARB" : "shadow2DGradARB";
2414 FIXME("Unsupported 2D shadow grad function.\n");
2415 sample_function
->name
= "unsupported2DGrad";
2420 sample_function
->name
= projected
? "shadow2DProj" : "shadow2D";
2423 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2431 sample_function
->name
= projected
? "texture2DRectProjLod" : "texture2DRectLod";
2435 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2436 sample_function
->name
= projected
? "texture2DRectProjGrad" : "texture2DRectGrad";
2437 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2438 sample_function
->name
= projected
? "texture2DRectProjGradARB" : "texture2DRectGradARB";
2441 FIXME("Unsupported RECT grad function.\n");
2442 sample_function
->name
= "unsupported2DRectGrad";
2447 sample_function
->name
= projected
? "texture2DRectProj" : "texture2DRect";
2454 sample_function
->name
= projected
? "texture2DProjLod" : "texture2DLod";
2458 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2459 sample_function
->name
= projected
? "texture2DProjGrad" : "texture2DGrad";
2460 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2461 sample_function
->name
= projected
? "texture2DProjGradARB" : "texture2DGradARB";
2464 FIXME("Unsupported 2D grad function.\n");
2465 sample_function
->name
= "unsupported2DGrad";
2470 sample_function
->name
= projected
? "texture2DProj" : "texture2D";
2473 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
2477 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
2480 FIXME("Unsupported 3D shadow function.\n");
2481 sample_function
->name
= "unsupported3DShadow";
2482 sample_function
->coord_mask
= 0;
2488 sample_function
->name
= projected
? "texture3DProjLod" : "texture3DLod";
2492 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2493 sample_function
->name
= projected
? "texture3DProjGrad" : "texture3DGrad";
2494 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2495 sample_function
->name
= projected
? "texture3DProjGradARB" : "texture3DGradARB";
2498 FIXME("Unsupported 3D grad function.\n");
2499 sample_function
->name
= "unsupported3DGrad";
2504 sample_function
->name
= projected
? "texture3DProj" : "texture3D";
2506 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2510 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
2513 FIXME("Unsupported Cube shadow function.\n");
2514 sample_function
->name
= "unsupportedCubeShadow";
2515 sample_function
->coord_mask
= 0;
2521 sample_function
->name
= "textureCubeLod";
2525 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2526 sample_function
->name
= "textureCubeGrad";
2527 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2528 sample_function
->name
= "textureCubeGradARB";
2531 FIXME("Unsupported Cube grad function.\n");
2532 sample_function
->name
= "unsupportedCubeGrad";
2537 sample_function
->name
= "textureCube";
2539 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2544 sample_function
->name
= "";
2545 sample_function
->coord_mask
= 0;
2546 FIXME("Unhandled resource type %#x.\n", resource_type
);
2551 static void shader_glsl_append_fixup_arg(char *arguments
, const char *reg_name
,
2552 BOOL sign_fixup
, enum fixup_channel_source channel_source
)
2554 switch(channel_source
)
2556 case CHANNEL_SOURCE_ZERO
:
2557 strcat(arguments
, "0.0");
2560 case CHANNEL_SOURCE_ONE
:
2561 strcat(arguments
, "1.0");
2564 case CHANNEL_SOURCE_X
:
2565 strcat(arguments
, reg_name
);
2566 strcat(arguments
, ".x");
2569 case CHANNEL_SOURCE_Y
:
2570 strcat(arguments
, reg_name
);
2571 strcat(arguments
, ".y");
2574 case CHANNEL_SOURCE_Z
:
2575 strcat(arguments
, reg_name
);
2576 strcat(arguments
, ".z");
2579 case CHANNEL_SOURCE_W
:
2580 strcat(arguments
, reg_name
);
2581 strcat(arguments
, ".w");
2585 FIXME("Unhandled channel source %#x\n", channel_source
);
2586 strcat(arguments
, "undefined");
2590 if (sign_fixup
) strcat(arguments
, " * 2.0 - 1.0");
2593 static void shader_glsl_color_correction_ext(struct wined3d_string_buffer
*buffer
,
2594 const char *reg_name
, DWORD mask
, struct color_fixup_desc fixup
)
2596 unsigned int mask_size
, remaining
;
2597 DWORD fixup_mask
= 0;
2598 char arguments
[256];
2601 if (fixup
.x_sign_fixup
|| fixup
.x_source
!= CHANNEL_SOURCE_X
) fixup_mask
|= WINED3DSP_WRITEMASK_0
;
2602 if (fixup
.y_sign_fixup
|| fixup
.y_source
!= CHANNEL_SOURCE_Y
) fixup_mask
|= WINED3DSP_WRITEMASK_1
;
2603 if (fixup
.z_sign_fixup
|| fixup
.z_source
!= CHANNEL_SOURCE_Z
) fixup_mask
|= WINED3DSP_WRITEMASK_2
;
2604 if (fixup
.w_sign_fixup
|| fixup
.w_source
!= CHANNEL_SOURCE_W
) fixup_mask
|= WINED3DSP_WRITEMASK_3
;
2605 if (!(mask
&= fixup_mask
))
2608 if (is_complex_fixup(fixup
))
2610 enum complex_fixup complex_fixup
= get_complex_fixup(fixup
);
2611 FIXME("Complex fixup (%#x) not supported\n",complex_fixup
);
2615 shader_glsl_write_mask_to_str(mask
, mask_str
);
2616 mask_size
= shader_glsl_get_write_mask_size(mask
);
2618 arguments
[0] = '\0';
2619 remaining
= mask_size
;
2620 if (mask
& WINED3DSP_WRITEMASK_0
)
2622 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.x_sign_fixup
, fixup
.x_source
);
2623 if (--remaining
) strcat(arguments
, ", ");
2625 if (mask
& WINED3DSP_WRITEMASK_1
)
2627 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.y_sign_fixup
, fixup
.y_source
);
2628 if (--remaining
) strcat(arguments
, ", ");
2630 if (mask
& WINED3DSP_WRITEMASK_2
)
2632 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.z_sign_fixup
, fixup
.z_source
);
2633 if (--remaining
) strcat(arguments
, ", ");
2635 if (mask
& WINED3DSP_WRITEMASK_3
)
2637 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.w_sign_fixup
, fixup
.w_source
);
2638 if (--remaining
) strcat(arguments
, ", ");
2642 shader_addline(buffer
, "%s%s = vec%u(%s);\n", reg_name
, mask_str
, mask_size
, arguments
);
2644 shader_addline(buffer
, "%s%s = %s;\n", reg_name
, mask_str
, arguments
);
2647 static void shader_glsl_color_correction(const struct wined3d_shader_instruction
*ins
, struct color_fixup_desc fixup
)
2652 shader_glsl_get_register_name(&ins
->dst
[0].reg
, reg_name
, &is_color
, ins
);
2653 shader_glsl_color_correction_ext(ins
->ctx
->buffer
, reg_name
, ins
->dst
[0].write_mask
, fixup
);
2656 static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction
*ins
,
2657 DWORD sampler
, const struct glsl_sample_function
*sample_function
, DWORD swizzle
,
2658 const char *dx
, const char *dy
, const char *bias
, const char *coord_reg_fmt
, ...)
2660 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
2661 char dst_swizzle
[6];
2662 struct color_fixup_desc fixup
;
2663 BOOL np2_fixup
= FALSE
;
2666 shader_glsl_swizzle_to_str(swizzle
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
2668 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
2670 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2671 fixup
= priv
->cur_ps_args
->color_fixup
[sampler
];
2673 if(priv
->cur_ps_args
->np2_fixup
& (1 << sampler
)) {
2675 FIXME("Biased sampling from NP2 textures is unsupported\n");
2683 fixup
= COLOR_FIXUP_IDENTITY
; /* FIXME: Vshader color fixup */
2686 shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], sample_function
->data_type
);
2688 shader_addline(ins
->ctx
->buffer
, "%s(%s_sampler%u, ",
2689 sample_function
->name
, shader_glsl_get_prefix(version
->type
), sampler
);
2691 va_start(args
, coord_reg_fmt
);
2692 shader_vaddline(ins
->ctx
->buffer
, coord_reg_fmt
, args
);
2696 shader_addline(ins
->ctx
->buffer
, ", %s)%s);\n", bias
, dst_swizzle
);
2699 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2700 const unsigned char idx
= priv
->cur_np2fixup_info
->idx
[sampler
];
2702 shader_addline(ins
->ctx
->buffer
, " * ps_samplerNP2Fixup[%u].%s)%s);\n", idx
>> 1,
2703 (idx
% 2) ? "zw" : "xy", dst_swizzle
);
2704 } else if(dx
&& dy
) {
2705 shader_addline(ins
->ctx
->buffer
, ", %s, %s)%s);\n", dx
, dy
, dst_swizzle
);
2707 shader_addline(ins
->ctx
->buffer
, ")%s);\n", dst_swizzle
);
2711 if(!is_identity_fixup(fixup
)) {
2712 shader_glsl_color_correction(ins
, fixup
);
2716 /*****************************************************************************
2717 * Begin processing individual instruction opcodes
2718 ****************************************************************************/
2720 static void shader_glsl_binop(const struct wined3d_shader_instruction
*ins
)
2722 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2723 struct glsl_src_param src0_param
;
2724 struct glsl_src_param src1_param
;
2728 /* Determine the GLSL operator to use based on the opcode */
2729 switch (ins
->handler_idx
)
2731 case WINED3DSIH_ADD
: op
= "+"; break;
2732 case WINED3DSIH_AND
: op
= "&"; break;
2733 case WINED3DSIH_DIV
: op
= "/"; break;
2734 case WINED3DSIH_IADD
: op
= "+"; break;
2735 case WINED3DSIH_ISHL
: op
= "<<"; break;
2736 case WINED3DSIH_MUL
: op
= "*"; break;
2737 case WINED3DSIH_OR
: op
= "|"; break;
2738 case WINED3DSIH_SUB
: op
= "-"; break;
2739 case WINED3DSIH_USHR
: op
= ">>"; break;
2740 case WINED3DSIH_XOR
: op
= "^"; break;
2742 op
= "<unhandled operator>";
2743 FIXME("Opcode %#x not yet handled in GLSL\n", ins
->handler_idx
);
2747 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2748 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2749 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2750 shader_addline(buffer
, "%s %s %s);\n", src0_param
.param_str
, op
, src1_param
.param_str
);
2753 static void shader_glsl_relop(const struct wined3d_shader_instruction
*ins
)
2755 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2756 struct glsl_src_param src0_param
;
2757 struct glsl_src_param src1_param
;
2758 unsigned int mask_size
;
2762 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2763 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2764 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2765 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2769 switch (ins
->handler_idx
)
2771 case WINED3DSIH_EQ
: op
= "equal"; break;
2772 case WINED3DSIH_GE
: op
= "greaterThanEqual"; break;
2773 case WINED3DSIH_IGE
: op
= "greaterThanEqual"; break;
2774 case WINED3DSIH_UGE
: op
= "greaterThanEqual"; break;
2775 case WINED3DSIH_LT
: op
= "lessThan"; break;
2776 case WINED3DSIH_NE
: op
= "notEqual"; break;
2778 op
= "<unhandled operator>";
2779 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
2783 shader_addline(buffer
, "uvec%u(%s(%s, %s)) * 0xffffffffu);\n",
2784 mask_size
, op
, src0_param
.param_str
, src1_param
.param_str
);
2788 switch (ins
->handler_idx
)
2790 case WINED3DSIH_EQ
: op
= "=="; break;
2791 case WINED3DSIH_GE
: op
= ">="; break;
2792 case WINED3DSIH_IGE
: op
= ">="; break;
2793 case WINED3DSIH_UGE
: op
= ">="; break;
2794 case WINED3DSIH_LT
: op
= "<"; break;
2795 case WINED3DSIH_NE
: op
= "!="; break;
2797 op
= "<unhandled operator>";
2798 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
2802 shader_addline(buffer
, "%s %s %s ? 0xffffffffu : 0u);\n",
2803 src0_param
.param_str
, op
, src1_param
.param_str
);
2807 static void shader_glsl_imul(const struct wined3d_shader_instruction
*ins
)
2809 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2810 struct glsl_src_param src0_param
;
2811 struct glsl_src_param src1_param
;
2814 /* If we have ARB_gpu_shader5 or GLSL 4.0, we can use imulExtended(). If
2815 * not, we can emulate it. */
2816 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
2817 FIXME("64-bit integer multiplies not implemented.\n");
2819 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
2821 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
2822 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2823 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2825 shader_addline(ins
->ctx
->buffer
, "%s * %s);\n",
2826 src0_param
.param_str
, src1_param
.param_str
);
2830 static void shader_glsl_udiv(const struct wined3d_shader_instruction
*ins
)
2832 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2833 struct glsl_src_param src0_param
, src1_param
;
2836 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
2839 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
2843 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2844 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2845 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2846 shader_addline(buffer
, "tmp0%s = %s / %s;\n",
2847 dst_mask
, src0_param
.param_str
, src1_param
.param_str
);
2849 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
2850 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2851 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2852 shader_addline(buffer
, "%s %% %s));\n", src0_param
.param_str
, src1_param
.param_str
);
2854 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
2855 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
2859 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
2860 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2861 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2862 shader_addline(buffer
, "%s / %s);\n", src0_param
.param_str
, src1_param
.param_str
);
2865 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
2867 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
2868 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2869 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2870 shader_addline(buffer
, "%s %% %s);\n", src0_param
.param_str
, src1_param
.param_str
);
2874 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
2875 static void shader_glsl_mov(const struct wined3d_shader_instruction
*ins
)
2877 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
2878 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2879 struct glsl_src_param src0_param
;
2882 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2883 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2885 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
2886 * shader versions WINED3DSIO_MOVA is used for this. */
2887 if (ins
->ctx
->reg_maps
->shader_version
.major
== 1
2888 && ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_VERTEX
2889 && ins
->dst
[0].reg
.type
== WINED3DSPR_ADDR
)
2891 /* This is a simple floor() */
2892 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2893 if (mask_size
> 1) {
2894 shader_addline(buffer
, "ivec%d(floor(%s)));\n", mask_size
, src0_param
.param_str
);
2896 shader_addline(buffer
, "int(floor(%s)));\n", src0_param
.param_str
);
2899 else if(ins
->handler_idx
== WINED3DSIH_MOVA
)
2901 /* We need to *round* to the nearest int here. */
2902 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2904 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2907 shader_addline(buffer
, "ivec%d(round(%s)));\n", mask_size
, src0_param
.param_str
);
2909 shader_addline(buffer
, "int(round(%s)));\n", src0_param
.param_str
);
2914 shader_addline(buffer
, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
2915 mask_size
, src0_param
.param_str
, mask_size
, src0_param
.param_str
);
2917 shader_addline(buffer
, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
2918 src0_param
.param_str
, src0_param
.param_str
);
2923 shader_addline(buffer
, "%s);\n", src0_param
.param_str
);
2927 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
2928 static void shader_glsl_dot(const struct wined3d_shader_instruction
*ins
)
2930 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2931 struct glsl_src_param src0_param
;
2932 struct glsl_src_param src1_param
;
2933 DWORD dst_write_mask
, src_write_mask
;
2934 unsigned int dst_size
= 0;
2936 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
2937 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
2939 /* dp4 works on vec4, dp3 on vec3, etc. */
2940 if (ins
->handler_idx
== WINED3DSIH_DP4
)
2941 src_write_mask
= WINED3DSP_WRITEMASK_ALL
;
2942 else if (ins
->handler_idx
== WINED3DSIH_DP3
)
2943 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2945 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
2947 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_write_mask
, &src0_param
);
2948 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_write_mask
, &src1_param
);
2951 shader_addline(buffer
, "vec%d(dot(%s, %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
2953 shader_addline(buffer
, "dot(%s, %s));\n", src0_param
.param_str
, src1_param
.param_str
);
2957 /* Note that this instruction has some restrictions. The destination write mask
2958 * can't contain the w component, and the source swizzles have to be .xyzw */
2959 static void shader_glsl_cross(const struct wined3d_shader_instruction
*ins
)
2961 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2962 struct glsl_src_param src0_param
;
2963 struct glsl_src_param src1_param
;
2966 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2967 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2968 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
2969 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
2970 shader_addline(ins
->ctx
->buffer
, "cross(%s, %s)%s);\n", src0_param
.param_str
, src1_param
.param_str
, dst_mask
);
2973 static void shader_glsl_cut(const struct wined3d_shader_instruction
*ins
)
2975 shader_addline(ins
->ctx
->buffer
, "EndPrimitive();\n");
2978 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
2979 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
2980 * GLSL uses the value as-is. */
2981 static void shader_glsl_pow(const struct wined3d_shader_instruction
*ins
)
2983 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2984 struct glsl_src_param src0_param
;
2985 struct glsl_src_param src1_param
;
2986 DWORD dst_write_mask
;
2987 unsigned int dst_size
;
2989 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
2990 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
2992 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2993 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
2997 shader_addline(buffer
, "vec%u(%s == 0.0 ? 1.0 : pow(abs(%s), %s)));\n",
2998 dst_size
, src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
3002 shader_addline(buffer
, "%s == 0.0 ? 1.0 : pow(abs(%s), %s));\n",
3003 src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
3007 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
3008 static void shader_glsl_map2gl(const struct wined3d_shader_instruction
*ins
)
3010 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3011 struct glsl_src_param src_param
;
3012 const char *instruction
;
3016 /* Determine the GLSL function to use based on the opcode */
3017 /* TODO: Possibly make this a table for faster lookups */
3018 switch (ins
->handler_idx
)
3020 case WINED3DSIH_MIN
: instruction
= "min"; break;
3021 case WINED3DSIH_MAX
: instruction
= "max"; break;
3022 case WINED3DSIH_ABS
: instruction
= "abs"; break;
3023 case WINED3DSIH_FRC
: instruction
= "fract"; break;
3024 case WINED3DSIH_DSX
: instruction
= "dFdx"; break;
3025 case WINED3DSIH_DSY
: instruction
= "ycorrection.y * dFdy"; break;
3026 case WINED3DSIH_ROUND_NI
: instruction
= "floor"; break;
3027 case WINED3DSIH_SQRT
: instruction
= "sqrt"; break;
3028 default: instruction
= "";
3029 FIXME("Opcode %#x not yet handled in GLSL\n", ins
->handler_idx
);
3033 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3035 shader_addline(buffer
, "%s(", instruction
);
3039 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3040 shader_addline(buffer
, "%s", src_param
.param_str
);
3041 for (i
= 1; i
< ins
->src_count
; ++i
)
3043 shader_glsl_add_src_param(ins
, &ins
->src
[i
], write_mask
, &src_param
);
3044 shader_addline(buffer
, ", %s", src_param
.param_str
);
3048 shader_addline(buffer
, "));\n");
3051 static void shader_glsl_nop(const struct wined3d_shader_instruction
*ins
) {}
3053 static void shader_glsl_nrm(const struct wined3d_shader_instruction
*ins
)
3055 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3056 struct glsl_src_param src_param
;
3057 unsigned int mask_size
;
3061 write_mask
= shader_glsl_get_write_mask(ins
->dst
, dst_mask
);
3062 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3063 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3065 shader_addline(buffer
, "tmp0.x = dot(%s, %s);\n",
3066 src_param
.param_str
, src_param
.param_str
);
3067 shader_glsl_append_dst(buffer
, ins
);
3071 shader_addline(buffer
, "tmp0.x == 0.0 ? vec%u(0.0) : (%s * inversesqrt(tmp0.x)));\n",
3072 mask_size
, src_param
.param_str
);
3076 shader_addline(buffer
, "tmp0.x == 0.0 ? 0.0 : (%s * inversesqrt(tmp0.x)));\n",
3077 src_param
.param_str
);
3081 static void shader_glsl_scalar_op(const struct wined3d_shader_instruction
*ins
)
3083 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3084 struct glsl_src_param src0_param
;
3085 const char *prefix
, *suffix
;
3086 unsigned int dst_size
;
3087 DWORD dst_write_mask
;
3089 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
3090 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
3092 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src0_param
);
3094 switch (ins
->handler_idx
)
3096 case WINED3DSIH_EXP
:
3097 case WINED3DSIH_EXPP
:
3102 case WINED3DSIH_LOG
:
3103 case WINED3DSIH_LOGP
:
3104 prefix
= "log2(abs(";
3108 case WINED3DSIH_RCP
:
3113 case WINED3DSIH_RSQ
:
3114 prefix
= "inversesqrt(abs(";
3121 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
3126 shader_addline(buffer
, "vec%u(%s%s%s));\n", dst_size
, prefix
, src0_param
.param_str
, suffix
);
3128 shader_addline(buffer
, "%s%s%s);\n", prefix
, src0_param
.param_str
, suffix
);
3131 /** Process the WINED3DSIO_EXPP instruction in GLSL:
3132 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
3133 * dst.x = 2^(floor(src))
3134 * dst.y = src - floor(src)
3135 * dst.z = 2^src (partial precision is allowed, but optional)
3137 * For 2.0 shaders, just do this (honoring writemask and swizzle):
3138 * dst = 2^src; (partial precision is allowed, but optional)
3140 static void shader_glsl_expp(const struct wined3d_shader_instruction
*ins
)
3142 if (ins
->ctx
->reg_maps
->shader_version
.major
< 2)
3144 struct glsl_src_param src_param
;
3147 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
3149 shader_addline(ins
->ctx
->buffer
, "tmp0.x = exp2(floor(%s));\n", src_param
.param_str
);
3150 shader_addline(ins
->ctx
->buffer
, "tmp0.y = %s - floor(%s);\n", src_param
.param_str
, src_param
.param_str
);
3151 shader_addline(ins
->ctx
->buffer
, "tmp0.z = exp2(%s);\n", src_param
.param_str
);
3152 shader_addline(ins
->ctx
->buffer
, "tmp0.w = 1.0;\n");
3154 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3155 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3156 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", dst_mask
);
3160 shader_glsl_scalar_op(ins
);
3163 static void shader_glsl_to_int(const struct wined3d_shader_instruction
*ins
)
3165 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3166 struct glsl_src_param src_param
;
3167 unsigned int mask_size
;
3170 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3171 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3172 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3175 shader_addline(buffer
, "ivec%u(%s));\n", mask_size
, src_param
.param_str
);
3177 shader_addline(buffer
, "int(%s));\n", src_param
.param_str
);
3180 static void shader_glsl_to_float(const struct wined3d_shader_instruction
*ins
)
3182 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3183 struct glsl_src_param src_param
;
3184 unsigned int mask_size
;
3187 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3188 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3189 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3192 shader_addline(buffer
, "vec%u(%s));\n", mask_size
, src_param
.param_str
);
3194 shader_addline(buffer
, "float(%s));\n", src_param
.param_str
);
3197 /** Process signed comparison opcodes in GLSL. */
3198 static void shader_glsl_compare(const struct wined3d_shader_instruction
*ins
)
3200 struct glsl_src_param src0_param
;
3201 struct glsl_src_param src1_param
;
3203 unsigned int mask_size
;
3205 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3206 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3207 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3208 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3210 if (mask_size
> 1) {
3211 const char *compare
;
3213 switch(ins
->handler_idx
)
3215 case WINED3DSIH_SLT
: compare
= "lessThan"; break;
3216 case WINED3DSIH_SGE
: compare
= "greaterThanEqual"; break;
3217 default: compare
= "";
3218 FIXME("Can't handle opcode %#x\n", ins
->handler_idx
);
3221 shader_addline(ins
->ctx
->buffer
, "vec%d(%s(%s, %s)));\n", mask_size
, compare
,
3222 src0_param
.param_str
, src1_param
.param_str
);
3224 switch(ins
->handler_idx
)
3226 case WINED3DSIH_SLT
:
3227 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
3228 * to return 0.0 but step returns 1.0 because step is not < x
3229 * An alternative is a bvec compare padded with an unused second component.
3230 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
3231 * issue. Playing with not() is not possible either because not() does not accept
3234 shader_addline(ins
->ctx
->buffer
, "(%s < %s) ? 1.0 : 0.0);\n",
3235 src0_param
.param_str
, src1_param
.param_str
);
3237 case WINED3DSIH_SGE
:
3238 /* Here we can use the step() function and safe a conditional */
3239 shader_addline(ins
->ctx
->buffer
, "step(%s, %s));\n", src1_param
.param_str
, src0_param
.param_str
);
3242 FIXME("Can't handle opcode %#x\n", ins
->handler_idx
);
3248 static void shader_glsl_conditional_move(const struct wined3d_shader_instruction
*ins
)
3250 const char *condition_prefix
, *condition_suffix
;
3251 struct wined3d_shader_dst_param dst
;
3252 struct glsl_src_param src0_param
;
3253 struct glsl_src_param src1_param
;
3254 struct glsl_src_param src2_param
;
3255 BOOL temp_destination
= FALSE
;
3256 DWORD cmp_channel
= 0;
3261 switch (ins
->handler_idx
)
3263 case WINED3DSIH_CMP
:
3264 condition_prefix
= "";
3265 condition_suffix
= " >= 0.0";
3268 case WINED3DSIH_CND
:
3269 condition_prefix
= "";
3270 condition_suffix
= " > 0.5";
3273 case WINED3DSIH_MOVC
:
3274 condition_prefix
= "bool(";
3275 condition_suffix
= ")";
3279 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
3280 condition_prefix
= "<unhandled prefix>";
3281 condition_suffix
= "<unhandled suffix>";
3285 if (shader_is_scalar(&ins
->dst
[0].reg
) || shader_is_scalar(&ins
->src
[0].reg
))
3287 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3288 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3289 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3290 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3292 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
3293 condition_prefix
, src0_param
.param_str
, condition_suffix
,
3294 src1_param
.param_str
, src2_param
.param_str
);
3300 /* Splitting the instruction up in multiple lines imposes a problem:
3301 * The first lines may overwrite source parameters of the following lines.
3302 * Deal with that by using a temporary destination register if needed. */
3303 if ((ins
->src
[0].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
3304 && ins
->src
[0].reg
.type
== dst
.reg
.type
)
3305 || (ins
->src
[1].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
3306 && ins
->src
[1].reg
.type
== dst
.reg
.type
)
3307 || (ins
->src
[2].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
3308 && ins
->src
[2].reg
.type
== dst
.reg
.type
))
3309 temp_destination
= TRUE
;
3311 /* Cycle through all source0 channels. */
3312 for (i
= 0; i
< 4; ++i
)
3315 /* Find the destination channels which use the current source0 channel. */
3316 for (j
= 0; j
< 4; ++j
)
3318 if (((ins
->src
[0].swizzle
>> (2 * j
)) & 0x3) == i
)
3320 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
3321 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
3324 dst
.write_mask
= ins
->dst
[0].write_mask
& write_mask
;
3326 if (temp_destination
)
3328 if (!(write_mask
= shader_glsl_get_write_mask(&dst
, mask_char
)))
3330 shader_addline(ins
->ctx
->buffer
, "tmp0%s = (", mask_char
);
3332 else if (!(write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
, dst
.reg
.data_type
)))
3335 shader_glsl_add_src_param(ins
, &ins
->src
[0], cmp_channel
, &src0_param
);
3336 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3337 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3339 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
3340 condition_prefix
, src0_param
.param_str
, condition_suffix
,
3341 src1_param
.param_str
, src2_param
.param_str
);
3344 if (temp_destination
)
3346 shader_glsl_get_write_mask(&ins
->dst
[0], mask_char
);
3347 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3348 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", mask_char
);
3352 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
3353 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
3354 * the compare is done per component of src0. */
3355 static void shader_glsl_cnd(const struct wined3d_shader_instruction
*ins
)
3357 struct glsl_src_param src0_param
;
3358 struct glsl_src_param src1_param
;
3359 struct glsl_src_param src2_param
;
3361 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
3362 ins
->ctx
->reg_maps
->shader_version
.minor
);
3364 if (shader_version
< WINED3D_SHADER_VERSION(1, 4))
3366 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3367 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3368 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3369 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3371 if (ins
->coissue
&& ins
->dst
->write_mask
!= WINED3DSP_WRITEMASK_3
)
3372 shader_addline(ins
->ctx
->buffer
, "%s /* COISSUE! */);\n", src1_param
.param_str
);
3374 shader_addline(ins
->ctx
->buffer
, "%s > 0.5 ? %s : %s);\n",
3375 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
3379 shader_glsl_conditional_move(ins
);
3382 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
3383 static void shader_glsl_mad(const struct wined3d_shader_instruction
*ins
)
3385 struct glsl_src_param src0_param
;
3386 struct glsl_src_param src1_param
;
3387 struct glsl_src_param src2_param
;
3390 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3391 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3392 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3393 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3394 shader_addline(ins
->ctx
->buffer
, "(%s * %s) + %s);\n",
3395 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
3398 /* Handles transforming all WINED3DSIO_M?x? opcodes for
3399 Vertex shaders to GLSL codes */
3400 static void shader_glsl_mnxn(const struct wined3d_shader_instruction
*ins
)
3403 int nComponents
= 0;
3404 struct wined3d_shader_dst_param tmp_dst
= {{0}};
3405 struct wined3d_shader_src_param tmp_src
[2] = {{{0}}};
3406 struct wined3d_shader_instruction tmp_ins
;
3408 memset(&tmp_ins
, 0, sizeof(tmp_ins
));
3410 /* Set constants for the temporary argument */
3411 tmp_ins
.ctx
= ins
->ctx
;
3412 tmp_ins
.dst_count
= 1;
3413 tmp_ins
.dst
= &tmp_dst
;
3414 tmp_ins
.src_count
= 2;
3415 tmp_ins
.src
= tmp_src
;
3417 switch(ins
->handler_idx
)
3419 case WINED3DSIH_M4x4
:
3421 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
3423 case WINED3DSIH_M4x3
:
3425 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
3427 case WINED3DSIH_M3x4
:
3429 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
3431 case WINED3DSIH_M3x3
:
3433 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
3435 case WINED3DSIH_M3x2
:
3437 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
3443 tmp_dst
= ins
->dst
[0];
3444 tmp_src
[0] = ins
->src
[0];
3445 tmp_src
[1] = ins
->src
[1];
3446 for (i
= 0; i
< nComponents
; ++i
)
3448 tmp_dst
.write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
3449 shader_glsl_dot(&tmp_ins
);
3450 ++tmp_src
[1].reg
.idx
[0].offset
;
3455 The LRP instruction performs a component-wise linear interpolation
3456 between the second and third operands using the first operand as the
3457 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
3458 This is equivalent to mix(src2, src1, src0);
3460 static void shader_glsl_lrp(const struct wined3d_shader_instruction
*ins
)
3462 struct glsl_src_param src0_param
;
3463 struct glsl_src_param src1_param
;
3464 struct glsl_src_param src2_param
;
3467 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3469 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3470 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3471 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3473 shader_addline(ins
->ctx
->buffer
, "mix(%s, %s, %s));\n",
3474 src2_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
);
3477 /** Process the WINED3DSIO_LIT instruction in GLSL:
3478 * dst.x = dst.w = 1.0
3479 * dst.y = (src0.x > 0) ? src0.x
3480 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
3481 * where src.w is clamped at +- 128
3483 static void shader_glsl_lit(const struct wined3d_shader_instruction
*ins
)
3485 struct glsl_src_param src0_param
;
3486 struct glsl_src_param src1_param
;
3487 struct glsl_src_param src3_param
;
3490 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3491 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3493 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3494 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src1_param
);
3495 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src3_param
);
3497 /* The sdk specifies the instruction like this
3499 * if(src.x > 0.0) dst.y = src.x
3501 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
3504 * (where power = src.w clamped between -128 and 128)
3506 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
3507 * dst.x = 1.0 ... No further explanation needed
3508 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
3509 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
3510 * dst.w = 1.0. ... Nothing fancy.
3512 * So we still have one conditional in there. So do this:
3513 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
3515 * 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),
3516 * 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.
3517 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to.
3519 * Unfortunately pow(0.0 ^ 0.0) returns NaN on most GPUs, but lit with src.y = 0 and src.w = 0 returns
3520 * a non-NaN value in dst.z. What we return doesn't matter, as long as it is not NaN. Return 0, which is
3521 * what all Windows HW drivers and GL_ARB_vertex_program's LIT do.
3523 shader_addline(ins
->ctx
->buffer
,
3524 "vec4(1.0, max(%s, 0.0), %s == 0.0 ? 0.0 : "
3525 "pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
3526 src0_param
.param_str
, src3_param
.param_str
, src1_param
.param_str
,
3527 src0_param
.param_str
, src3_param
.param_str
, dst_mask
);
3530 /** Process the WINED3DSIO_DST instruction in GLSL:
3532 * dst.y = src0.x * src0.y
3536 static void shader_glsl_dst(const struct wined3d_shader_instruction
*ins
)
3538 struct glsl_src_param src0y_param
;
3539 struct glsl_src_param src0z_param
;
3540 struct glsl_src_param src1y_param
;
3541 struct glsl_src_param src1w_param
;
3544 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3545 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3547 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src0y_param
);
3548 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &src0z_param
);
3549 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_1
, &src1y_param
);
3550 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_3
, &src1w_param
);
3552 shader_addline(ins
->ctx
->buffer
, "vec4(1.0, %s * %s, %s, %s))%s;\n",
3553 src0y_param
.param_str
, src1y_param
.param_str
, src0z_param
.param_str
, src1w_param
.param_str
, dst_mask
);
3556 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
3557 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
3558 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
3560 * dst.x = cos(src0.?)
3561 * dst.y = sin(src0.?)
3565 static void shader_glsl_sincos(const struct wined3d_shader_instruction
*ins
)
3567 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3568 struct glsl_src_param src0_param
;
3571 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
3573 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3575 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3578 case WINED3DSP_WRITEMASK_0
:
3579 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
3582 case WINED3DSP_WRITEMASK_1
:
3583 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
3586 case (WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
):
3587 shader_addline(buffer
, "vec2(cos(%s), sin(%s)));\n",
3588 src0_param
.param_str
, src0_param
.param_str
);
3592 ERR("Write mask should be .x, .y or .xy\n");
3599 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
3602 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3606 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3607 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3608 shader_addline(buffer
, "tmp0%s = sin(%s);\n", dst_mask
, src0_param
.param_str
);
3610 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3611 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3612 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
3614 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
3615 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
3619 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
3620 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3621 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
3624 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3626 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3627 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3628 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
3632 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
3633 * here. But those extra parameters require a dedicated function for sgn, since map2gl would
3634 * generate invalid code
3636 static void shader_glsl_sgn(const struct wined3d_shader_instruction
*ins
)
3638 struct glsl_src_param src0_param
;
3641 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3642 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3644 shader_addline(ins
->ctx
->buffer
, "sign(%s));\n", src0_param
.param_str
);
3647 /** Process the WINED3DSIO_LOOP instruction in GLSL:
3648 * Start a for() loop where src1.y is the initial value of aL,
3649 * increment aL by src1.z for a total of src1.x iterations.
3650 * Need to use a temporary variable for this operation.
3652 /* FIXME: I don't think nested loops will work correctly this way. */
3653 static void shader_glsl_loop(const struct wined3d_shader_instruction
*ins
)
3655 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
3656 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3657 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
3658 const struct wined3d_shader_lconst
*constant
;
3659 struct glsl_src_param src1_param
;
3660 const DWORD
*control_values
= NULL
;
3662 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
3664 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_ALL
, &src1_param
);
3666 /* Try to hardcode the loop control parameters if possible. Direct3D 9
3667 * class hardware doesn't support real varying indexing, but Microsoft
3668 * designed this feature for Shader model 2.x+. If the loop control is
3669 * known at compile time, the GLSL compiler can unroll the loop, and
3670 * replace indirect addressing with direct addressing. */
3671 if (ins
->src
[1].reg
.type
== WINED3DSPR_CONSTINT
)
3673 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
3675 if (constant
->idx
== ins
->src
[1].reg
.idx
[0].offset
)
3677 control_values
= constant
->value
;
3685 struct wined3d_shader_loop_control loop_control
;
3686 loop_control
.count
= control_values
[0];
3687 loop_control
.start
= control_values
[1];
3688 loop_control
.step
= (int)control_values
[2];
3690 if (loop_control
.step
> 0)
3692 shader_addline(buffer
, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d)\n{\n",
3693 loop_state
->current_depth
, loop_control
.start
,
3694 loop_state
->current_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
3695 loop_state
->current_depth
, loop_control
.step
);
3697 else if (loop_control
.step
< 0)
3699 shader_addline(buffer
, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d)\n{\n",
3700 loop_state
->current_depth
, loop_control
.start
,
3701 loop_state
->current_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
3702 loop_state
->current_depth
, loop_control
.step
);
3706 shader_addline(buffer
, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++)\n{\n",
3707 loop_state
->current_depth
, loop_control
.start
, loop_state
->current_depth
,
3708 loop_state
->current_depth
, loop_control
.count
,
3709 loop_state
->current_depth
);
3714 shader_addline(buffer
, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z)\n{\n",
3715 loop_state
->current_depth
, loop_state
->current_reg
,
3716 src1_param
.reg_name
, loop_state
->current_depth
, src1_param
.reg_name
,
3717 loop_state
->current_depth
, loop_state
->current_reg
, src1_param
.reg_name
);
3720 ++loop_state
->current_reg
;
3724 shader_addline(buffer
, "for (;;)\n{\n");
3727 ++loop_state
->current_depth
;
3730 static void shader_glsl_end(const struct wined3d_shader_instruction
*ins
)
3732 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
3734 shader_addline(ins
->ctx
->buffer
, "}\n");
3736 if (ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
3738 --loop_state
->current_depth
;
3739 --loop_state
->current_reg
;
3742 if (ins
->handler_idx
== WINED3DSIH_ENDREP
)
3744 --loop_state
->current_depth
;
3748 static void shader_glsl_rep(const struct wined3d_shader_instruction
*ins
)
3750 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
3751 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
3752 const struct wined3d_shader_lconst
*constant
;
3753 struct glsl_src_param src0_param
;
3754 const DWORD
*control_values
= NULL
;
3756 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
3757 if (ins
->src
[0].reg
.type
== WINED3DSPR_CONSTINT
)
3759 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
3761 if (constant
->idx
== ins
->src
[0].reg
.idx
[0].offset
)
3763 control_values
= constant
->value
;
3771 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
3772 loop_state
->current_depth
, loop_state
->current_depth
,
3773 control_values
[0], loop_state
->current_depth
);
3777 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3778 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
3779 loop_state
->current_depth
, loop_state
->current_depth
,
3780 src0_param
.param_str
, loop_state
->current_depth
);
3783 ++loop_state
->current_depth
;
3786 static void shader_glsl_if(const struct wined3d_shader_instruction
*ins
)
3788 struct glsl_src_param src0_param
;
3790 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3791 shader_addline(ins
->ctx
->buffer
, "if (bool(%s)) {\n", src0_param
.param_str
);
3794 static void shader_glsl_ifc(const struct wined3d_shader_instruction
*ins
)
3796 struct glsl_src_param src0_param
;
3797 struct glsl_src_param src1_param
;
3799 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3800 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
3802 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) {\n",
3803 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
3806 static void shader_glsl_else(const struct wined3d_shader_instruction
*ins
)
3808 shader_addline(ins
->ctx
->buffer
, "} else {\n");
3811 static void shader_glsl_emit(const struct wined3d_shader_instruction
*ins
)
3813 shader_addline(ins
->ctx
->buffer
, "EmitVertex();\n");
3816 static void shader_glsl_break(const struct wined3d_shader_instruction
*ins
)
3818 shader_addline(ins
->ctx
->buffer
, "break;\n");
3821 /* FIXME: According to MSDN the compare is done per component. */
3822 static void shader_glsl_breakc(const struct wined3d_shader_instruction
*ins
)
3824 struct glsl_src_param src0_param
;
3825 struct glsl_src_param src1_param
;
3827 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3828 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
3830 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) break;\n",
3831 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
3834 static void shader_glsl_breakp(const struct wined3d_shader_instruction
*ins
)
3836 struct glsl_src_param src_param
;
3838 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
3839 shader_addline(ins
->ctx
->buffer
, "if (bool(%s)) break;\n", src_param
.param_str
);
3842 static void shader_glsl_label(const struct wined3d_shader_instruction
*ins
)
3844 shader_addline(ins
->ctx
->buffer
, "}\n");
3845 shader_addline(ins
->ctx
->buffer
, "void subroutine%u()\n{\n", ins
->src
[0].reg
.idx
[0].offset
);
3848 static void shader_glsl_call(const struct wined3d_shader_instruction
*ins
)
3850 shader_addline(ins
->ctx
->buffer
, "subroutine%u();\n", ins
->src
[0].reg
.idx
[0].offset
);
3853 static void shader_glsl_callnz(const struct wined3d_shader_instruction
*ins
)
3855 struct glsl_src_param src1_param
;
3857 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
3858 shader_addline(ins
->ctx
->buffer
, "if (%s) subroutine%u();\n",
3859 src1_param
.param_str
, ins
->src
[0].reg
.idx
[0].offset
);
3862 static void shader_glsl_ret(const struct wined3d_shader_instruction
*ins
)
3864 /* No-op. The closing } is written when a new function is started, and at the end of the shader. This
3865 * function only suppresses the unhandled instruction warning
3869 /*********************************************
3870 * Pixel Shader Specific Code begins here
3871 ********************************************/
3872 static void shader_glsl_tex(const struct wined3d_shader_instruction
*ins
)
3874 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
3875 ins
->ctx
->reg_maps
->shader_version
.minor
);
3876 struct glsl_sample_function sample_function
;
3877 DWORD sample_flags
= 0;
3879 DWORD mask
= 0, swizzle
;
3880 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3882 /* 1.0-1.4: Use destination register as sampler source.
3883 * 2.0+: Use provided sampler source. */
3884 if (shader_version
< WINED3D_SHADER_VERSION(2,0))
3885 resource_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
3887 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
3889 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
3891 DWORD flags
= (priv
->cur_ps_args
->tex_transform
>> resource_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
3892 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
3893 enum wined3d_shader_resource_type resource_type
= ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
;
3895 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
3896 if (flags
& WINED3D_PSARGS_PROJECTED
&& resource_type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
3898 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
3899 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
3901 case WINED3D_TTFF_COUNT1
:
3902 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
3904 case WINED3D_TTFF_COUNT2
:
3905 mask
= WINED3DSP_WRITEMASK_1
;
3907 case WINED3D_TTFF_COUNT3
:
3908 mask
= WINED3DSP_WRITEMASK_2
;
3910 case WINED3D_TTFF_COUNT4
:
3911 case WINED3D_TTFF_DISABLE
:
3912 mask
= WINED3DSP_WRITEMASK_3
;
3917 else if (shader_version
< WINED3D_SHADER_VERSION(2,0))
3919 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
3921 if (src_mod
== WINED3DSPSM_DZ
) {
3922 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
3923 mask
= WINED3DSP_WRITEMASK_2
;
3924 } else if (src_mod
== WINED3DSPSM_DW
) {
3925 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
3926 mask
= WINED3DSP_WRITEMASK_3
;
3931 if ((ins
->flags
& WINED3DSI_TEXLD_PROJECT
)
3932 && ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
3934 /* ps 2.0 texldp instruction always divides by the fourth component. */
3935 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
3936 mask
= WINED3DSP_WRITEMASK_3
;
3940 if (priv
->cur_ps_args
->np2_fixup
& (1 << resource_idx
))
3941 sample_flags
|= WINED3D_GLSL_SAMPLE_NPOT
;
3943 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sample_flags
, &sample_function
);
3944 mask
|= sample_function
.coord_mask
;
3946 if (shader_version
< WINED3D_SHADER_VERSION(2,0)) swizzle
= WINED3DSP_NOSWIZZLE
;
3947 else swizzle
= ins
->src
[1].swizzle
;
3949 /* 1.0-1.3: Use destination register as coordinate source.
3950 1.4+: Use provided coordinate source register. */
3951 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
3954 shader_glsl_write_mask_to_str(mask
, coord_mask
);
3955 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
,
3956 "T%u%s", resource_idx
, coord_mask
);
3960 struct glsl_src_param coord_param
;
3961 shader_glsl_add_src_param(ins
, &ins
->src
[0], mask
, &coord_param
);
3962 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
)
3964 struct glsl_src_param bias
;
3965 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &bias
);
3966 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, bias
.param_str
,
3967 "%s", coord_param
.param_str
);
3969 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
,
3970 "%s", coord_param
.param_str
);
3975 static void shader_glsl_texldd(const struct wined3d_shader_instruction
*ins
)
3977 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
3978 struct glsl_src_param coord_param
, dx_param
, dy_param
;
3979 DWORD sample_flags
= WINED3D_GLSL_SAMPLE_GRAD
;
3980 struct glsl_sample_function sample_function
;
3982 DWORD swizzle
= ins
->src
[1].swizzle
;
3983 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3985 if (!gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] && !gl_info
->supported
[EXT_GPU_SHADER4
])
3987 FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
3988 shader_glsl_tex(ins
);
3992 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
3993 if (priv
->cur_ps_args
->np2_fixup
& (1 << sampler_idx
))
3994 sample_flags
|= WINED3D_GLSL_SAMPLE_NPOT
;
3996 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sample_flags
, &sample_function
);
3997 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
3998 shader_glsl_add_src_param(ins
, &ins
->src
[2], sample_function
.coord_mask
, &dx_param
);
3999 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.coord_mask
, &dy_param
);
4001 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, dx_param
.param_str
, dy_param
.param_str
, NULL
,
4002 "%s", coord_param
.param_str
);
4005 static void shader_glsl_texldl(const struct wined3d_shader_instruction
*ins
)
4007 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
4008 struct glsl_src_param coord_param
, lod_param
;
4009 DWORD sample_flags
= WINED3D_GLSL_SAMPLE_LOD
;
4010 struct glsl_sample_function sample_function
;
4012 DWORD swizzle
= ins
->src
[1].swizzle
;
4013 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
4015 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4016 if (ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
4017 && priv
->cur_ps_args
->np2_fixup
& (1 << sampler_idx
))
4018 sample_flags
|= WINED3D_GLSL_SAMPLE_NPOT
;
4020 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sample_flags
, &sample_function
);
4021 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
4023 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
4025 if (!gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] && !gl_info
->supported
[EXT_GPU_SHADER4
]
4026 && ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
4028 /* Plain GLSL only supports Lod sampling functions in vertex shaders.
4029 * However, the NVIDIA drivers allow them in fragment shaders as well,
4030 * even without the appropriate extension. */
4031 WARN("Using %s in fragment shader.\n", sample_function
.name
);
4033 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, lod_param
.param_str
,
4034 "%s", coord_param
.param_str
);
4037 static unsigned int shader_glsl_find_sampler(const struct wined3d_shader_sampler_map
*sampler_map
,
4038 unsigned int resource_idx
, unsigned int sampler_idx
)
4040 struct wined3d_shader_sampler_map_entry
*entries
= sampler_map
->entries
;
4043 for (i
= 0; i
< sampler_map
->count
; ++i
)
4045 if (entries
[i
].resource_idx
== resource_idx
&& entries
[i
].sampler_idx
== sampler_idx
)
4046 return entries
[i
].bind_idx
;
4049 ERR("No GLSL sampler found for resource %u / sampler %u.\n", resource_idx
, sampler_idx
);
4054 static void shader_glsl_sample(const struct wined3d_shader_instruction
*ins
)
4056 struct glsl_sample_function sample_function
;
4057 struct glsl_src_param coord_param
;
4058 unsigned int sampler_idx
;
4060 shader_glsl_get_sample_function(ins
->ctx
, ins
->src
[1].reg
.idx
[0].offset
, 0, &sample_function
);
4061 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
4062 sampler_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
,
4063 ins
->src
[1].reg
.idx
[0].offset
, ins
->src
[2].reg
.idx
[0].offset
);
4064 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
,
4065 NULL
, NULL
, NULL
, "%s", coord_param
.param_str
);
4068 static void shader_glsl_texcoord(const struct wined3d_shader_instruction
*ins
)
4070 /* FIXME: Make this work for more than just 2D textures */
4071 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4072 DWORD write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4074 if (!(ins
->ctx
->reg_maps
->shader_version
.major
== 1 && ins
->ctx
->reg_maps
->shader_version
.minor
== 4))
4078 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4079 shader_addline(buffer
, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n",
4080 ins
->dst
[0].reg
.idx
[0].offset
, dst_mask
);
4084 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
4085 DWORD reg
= ins
->src
[0].reg
.idx
[0].offset
;
4086 char dst_swizzle
[6];
4088 shader_glsl_get_swizzle(&ins
->src
[0], FALSE
, write_mask
, dst_swizzle
);
4090 if (src_mod
== WINED3DSPSM_DZ
)
4092 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4093 struct glsl_src_param div_param
;
4095 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &div_param
);
4097 if (mask_size
> 1) {
4098 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
4100 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
4103 else if (src_mod
== WINED3DSPSM_DW
)
4105 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4106 struct glsl_src_param div_param
;
4108 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &div_param
);
4110 if (mask_size
> 1) {
4111 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
4113 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
4116 shader_addline(buffer
, "gl_TexCoord[%u]%s);\n", reg
, dst_swizzle
);
4121 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
4122 * Take a 3-component dot product of the TexCoord[dstreg] and src,
4123 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
4124 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction
*ins
)
4126 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4127 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4128 struct glsl_sample_function sample_function
;
4129 struct glsl_src_param src0_param
;
4132 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4134 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
4135 * scalar, and projected sampling would require 4.
4137 * It is a dependent read - not valid with conditional NP2 textures
4139 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
4140 mask_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
4145 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4146 "dot(gl_TexCoord[%u].xyz, %s)", sampler_idx
, src0_param
.param_str
);
4150 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4151 "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx
, src0_param
.param_str
);
4155 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4156 "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx
, src0_param
.param_str
);
4160 FIXME("Unexpected mask size %u\n", mask_size
);
4165 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
4166 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
4167 static void shader_glsl_texdp3(const struct wined3d_shader_instruction
*ins
)
4169 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4170 DWORD dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
4171 struct glsl_src_param src0_param
;
4173 unsigned int mask_size
;
4175 dst_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4176 mask_size
= shader_glsl_get_write_mask_size(dst_mask
);
4177 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4179 if (mask_size
> 1) {
4180 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(T%u.xyz, %s)));\n", mask_size
, dstreg
, src0_param
.param_str
);
4182 shader_addline(ins
->ctx
->buffer
, "dot(T%u.xyz, %s));\n", dstreg
, src0_param
.param_str
);
4186 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
4187 * Calculate the depth as dst.x / dst.y */
4188 static void shader_glsl_texdepth(const struct wined3d_shader_instruction
*ins
)
4190 struct glsl_dst_param dst_param
;
4192 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
4194 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
4195 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
4196 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
4197 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
4200 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
4201 dst_param
.reg_name
, dst_param
.reg_name
);
4204 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
4205 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
4206 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
4207 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
4209 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction
*ins
)
4211 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4212 DWORD dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
4213 struct glsl_src_param src0_param
;
4215 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4217 shader_addline(ins
->ctx
->buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg
, src0_param
.param_str
);
4218 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
4221 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
4222 * Calculate the 1st of a 2-row matrix multiplication. */
4223 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction
*ins
)
4225 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4226 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4227 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4228 struct glsl_src_param src0_param
;
4230 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4231 shader_addline(buffer
, "tmp0.x = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
4234 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
4235 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
4236 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction
*ins
)
4238 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4239 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4240 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
4241 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4242 struct glsl_src_param src0_param
;
4244 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4245 shader_addline(buffer
, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + tex_mx
->current_row
, reg
, src0_param
.param_str
);
4246 tex_mx
->texcoord_w
[tex_mx
->current_row
++] = reg
;
4249 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction
*ins
)
4251 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4252 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4253 struct glsl_sample_function sample_function
;
4254 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4255 struct glsl_src_param src0_param
;
4257 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4258 shader_addline(buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
4260 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
4262 /* Sample the texture using the calculated coordinates */
4263 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xy");
4266 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
4267 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
4268 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction
*ins
)
4270 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4271 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
4272 struct glsl_sample_function sample_function
;
4273 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4274 struct glsl_src_param src0_param
;
4276 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4277 shader_addline(ins
->ctx
->buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
4279 /* Dependent read, not valid with conditional NP2 */
4280 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
4282 /* Sample the texture using the calculated coordinates */
4283 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xyz");
4285 tex_mx
->current_row
= 0;
4288 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
4289 * Perform the 3rd row of a 3x3 matrix multiply */
4290 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction
*ins
)
4292 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4293 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
4294 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4295 struct glsl_src_param src0_param
;
4298 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4300 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4301 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4302 shader_addline(ins
->ctx
->buffer
, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg
, src0_param
.param_str
, dst_mask
);
4304 tex_mx
->current_row
= 0;
4307 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
4308 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
4309 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction
*ins
)
4311 struct glsl_src_param src0_param
;
4312 struct glsl_src_param src1_param
;
4313 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4314 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
4315 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4316 struct glsl_sample_function sample_function
;
4317 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4320 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4321 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
4323 /* Perform the last matrix multiply operation */
4324 shader_addline(buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
4325 /* Reflection calculation */
4326 shader_addline(buffer
, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param
.param_str
);
4328 /* Dependent read, not valid with conditional NP2 */
4329 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
4330 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
4332 /* Sample the texture */
4333 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
4334 NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
4336 tex_mx
->current_row
= 0;
4339 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
4340 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
4341 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction
*ins
)
4343 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4344 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
4345 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4346 struct glsl_sample_function sample_function
;
4347 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4348 struct glsl_src_param src0_param
;
4351 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4353 /* Perform the last matrix multiply operation */
4354 shader_addline(buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_param
.param_str
);
4356 /* Construct the eye-ray vector from w coordinates */
4357 shader_addline(buffer
, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
4358 tex_mx
->texcoord_w
[0], tex_mx
->texcoord_w
[1], reg
);
4359 shader_addline(buffer
, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
4361 /* Dependent read, not valid with conditional NP2 */
4362 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
4363 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
4365 /* Sample the texture using the calculated coordinates */
4366 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
4367 NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
4369 tex_mx
->current_row
= 0;
4372 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
4373 * Apply a fake bump map transform.
4374 * texbem is pshader <= 1.3 only, this saves a few version checks
4376 static void shader_glsl_texbem(const struct wined3d_shader_instruction
*ins
)
4378 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
4379 struct glsl_sample_function sample_function
;
4380 struct glsl_src_param coord_param
;
4386 sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4387 flags
= (priv
->cur_ps_args
->tex_transform
>> sampler_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
4388 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
4390 /* Dependent read, not valid with conditional NP2 */
4391 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
4392 mask
= sample_function
.coord_mask
;
4394 shader_glsl_write_mask_to_str(mask
, coord_mask
);
4396 /* With projected textures, texbem only divides the static texture coord,
4397 * not the displacement, so we can't let GL handle this. */
4398 if (flags
& WINED3D_PSARGS_PROJECTED
)
4401 char coord_div_mask
[3];
4402 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
4404 case WINED3D_TTFF_COUNT1
:
4405 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
4407 case WINED3D_TTFF_COUNT2
:
4408 div_mask
= WINED3DSP_WRITEMASK_1
;
4410 case WINED3D_TTFF_COUNT3
:
4411 div_mask
= WINED3DSP_WRITEMASK_2
;
4413 case WINED3D_TTFF_COUNT4
:
4414 case WINED3D_TTFF_DISABLE
:
4415 div_mask
= WINED3DSP_WRITEMASK_3
;
4418 shader_glsl_write_mask_to_str(div_mask
, coord_div_mask
);
4419 shader_addline(ins
->ctx
->buffer
, "T%u%s /= T%u%s;\n", sampler_idx
, coord_mask
, sampler_idx
, coord_div_mask
);
4422 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &coord_param
);
4424 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4425 "T%u%s + vec4(bumpenv_mat%u * %s, 0.0, 0.0)%s", sampler_idx
, coord_mask
, sampler_idx
,
4426 coord_param
.param_str
, coord_mask
);
4428 if (ins
->handler_idx
== WINED3DSIH_TEXBEML
)
4430 struct glsl_src_param luminance_param
;
4431 struct glsl_dst_param dst_param
;
4433 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &luminance_param
);
4434 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
4436 shader_addline(ins
->ctx
->buffer
, "%s%s *= (%s * bumpenv_lum_scale%u + bumpenv_lum_offset%u);\n",
4437 dst_param
.reg_name
, dst_param
.mask_str
,
4438 luminance_param
.param_str
, sampler_idx
, sampler_idx
);
4442 static void shader_glsl_bem(const struct wined3d_shader_instruction
*ins
)
4444 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4445 struct glsl_src_param src0_param
, src1_param
;
4447 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
4448 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
4450 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4451 shader_addline(ins
->ctx
->buffer
, "%s + bumpenv_mat%u * %s);\n",
4452 src0_param
.param_str
, sampler_idx
, src1_param
.param_str
);
4455 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
4456 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
4457 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction
*ins
)
4459 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4460 struct glsl_sample_function sample_function
;
4461 struct glsl_src_param src0_param
;
4463 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
4465 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
4466 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4467 "%s.wx", src0_param
.reg_name
);
4470 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
4471 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
4472 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction
*ins
)
4474 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4475 struct glsl_sample_function sample_function
;
4476 struct glsl_src_param src0_param
;
4478 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
4480 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
4481 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4482 "%s.yz", src0_param
.reg_name
);
4485 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
4486 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
4487 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction
*ins
)
4489 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4490 struct glsl_sample_function sample_function
;
4491 struct glsl_src_param src0_param
;
4493 /* Dependent read, not valid with conditional NP2 */
4494 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
4495 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &src0_param
);
4497 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4498 "%s", src0_param
.param_str
);
4501 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
4502 * If any of the first 3 components are < 0, discard this pixel */
4503 static void shader_glsl_texkill(const struct wined3d_shader_instruction
*ins
)
4505 struct glsl_dst_param dst_param
;
4507 /* The argument is a destination parameter, and no writemasks are allowed */
4508 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
4509 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 2)
4511 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 4)
4512 FIXME("SM4 discard not implemented.\n");
4513 /* 2.0 shaders compare all 4 components in texkill */
4514 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param
.reg_name
);
4516 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
4517 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
4518 * 4 components are defined, only the first 3 are used
4520 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param
.reg_name
);
4524 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
4525 * dst = dot2(src0, src1) + src2 */
4526 static void shader_glsl_dp2add(const struct wined3d_shader_instruction
*ins
)
4528 struct glsl_src_param src0_param
;
4529 struct glsl_src_param src1_param
;
4530 struct glsl_src_param src2_param
;
4532 unsigned int mask_size
;
4534 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4535 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4537 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
4538 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
4539 shader_glsl_add_src_param(ins
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &src2_param
);
4541 if (mask_size
> 1) {
4542 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(%s, %s) + %s));\n",
4543 mask_size
, src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
4545 shader_addline(ins
->ctx
->buffer
, "dot(%s, %s) + %s);\n",
4546 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
4550 static void shader_glsl_input_pack(const struct wined3d_shader
*shader
, struct wined3d_string_buffer
*buffer
,
4551 const struct wined3d_shader_signature
*input_signature
,
4552 const struct wined3d_shader_reg_maps
*reg_maps
,
4553 enum vertexprocessing_mode vertexprocessing
)
4557 for (i
= 0; i
< input_signature
->element_count
; ++i
)
4559 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
4560 const char *semantic_name
;
4565 if (!(reg_maps
->input_registers
& (1 << input
->register_idx
)))
4568 semantic_name
= input
->semantic_name
;
4569 semantic_idx
= input
->semantic_idx
;
4570 shader_glsl_write_mask_to_str(input
->mask
, reg_mask
);
4572 if (vertexprocessing
== vertexshader
)
4574 if (input
->sysval_semantic
== WINED3D_SV_POSITION
)
4575 shader_addline(buffer
, "ps_in[%u]%s = vpos%s;\n",
4576 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
4578 shader_addline(buffer
, "ps_in[%u]%s = ps_link[%u]%s;\n",
4579 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
,
4580 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
);
4582 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
4584 if (semantic_idx
< 8 && vertexprocessing
== pretransformed
)
4585 shader_addline(buffer
, "ps_in[%u]%s = gl_TexCoord[%u]%s;\n",
4586 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, semantic_idx
, reg_mask
);
4588 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
4589 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
4591 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
))
4594 shader_addline(buffer
, "ps_in[%u]%s = vec4(gl_Color)%s;\n",
4595 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
4596 else if (semantic_idx
== 1)
4597 shader_addline(buffer
, "ps_in[%u]%s = vec4(gl_SecondaryColor)%s;\n",
4598 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
4600 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
4601 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
4605 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
4606 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
4611 /*********************************************
4612 * Vertex Shader Specific Code begins here
4613 ********************************************/
4615 static void add_glsl_program_entry(struct shader_glsl_priv
*priv
, struct glsl_shader_prog_link
*entry
)
4617 struct glsl_program_key key
;
4619 key
.vs_id
= entry
->vs
.id
;
4620 key
.gs_id
= entry
->gs
.id
;
4621 key
.ps_id
= entry
->ps
.id
;
4623 if (wine_rb_put(&priv
->program_lookup
, &key
, &entry
->program_lookup_entry
) == -1)
4625 ERR("Failed to insert program entry.\n");
4629 static struct glsl_shader_prog_link
*get_glsl_program_entry(const struct shader_glsl_priv
*priv
,
4630 GLuint vs_id
, GLuint gs_id
, GLuint ps_id
)
4632 struct wine_rb_entry
*entry
;
4633 struct glsl_program_key key
;
4639 entry
= wine_rb_get(&priv
->program_lookup
, &key
);
4640 return entry
? WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
) : NULL
;
4643 /* Context activation is done by the caller. */
4644 static void delete_glsl_program_entry(struct shader_glsl_priv
*priv
, const struct wined3d_gl_info
*gl_info
,
4645 struct glsl_shader_prog_link
*entry
)
4647 struct glsl_program_key key
;
4649 key
.vs_id
= entry
->vs
.id
;
4650 key
.gs_id
= entry
->gs
.id
;
4651 key
.ps_id
= entry
->ps
.id
;
4652 wine_rb_remove(&priv
->program_lookup
, &key
);
4654 GL_EXTCALL(glDeleteProgram(entry
->id
));
4656 list_remove(&entry
->vs
.shader_entry
);
4658 list_remove(&entry
->gs
.shader_entry
);
4660 list_remove(&entry
->ps
.shader_entry
);
4661 HeapFree(GetProcessHeap(), 0, entry
->vs
.uniform_f_locations
);
4662 HeapFree(GetProcessHeap(), 0, entry
->ps
.uniform_f_locations
);
4663 HeapFree(GetProcessHeap(), 0, entry
);
4666 static void handle_ps3_input(struct wined3d_string_buffer
*buffer
,
4667 const struct wined3d_gl_info
*gl_info
, const DWORD
*map
,
4668 const struct wined3d_shader_signature
*input_signature
,
4669 const struct wined3d_shader_reg_maps
*reg_maps_in
,
4670 const struct wined3d_shader_signature
*output_signature
,
4671 const struct wined3d_shader_reg_maps
*reg_maps_out
)
4676 unsigned int in_count
= vec4_varyings(3, gl_info
);
4678 char destination
[50];
4680 set
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*set
) * (in_count
+ 2));
4682 for (i
= 0; i
< input_signature
->element_count
; ++i
)
4684 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
4686 if (!(reg_maps_in
->input_registers
& (1 << input
->register_idx
)))
4689 in_idx
= map
[input
->register_idx
];
4690 /* Declared, but not read register */
4693 if (in_idx
>= (in_count
+ 2))
4695 FIXME("More input varyings declared than supported, expect issues.\n");
4699 if (in_idx
== in_count
)
4700 sprintf(destination
, "gl_FrontColor");
4701 else if (in_idx
== in_count
+ 1)
4702 sprintf(destination
, "gl_FrontSecondaryColor");
4704 sprintf(destination
, "ps_link[%u]", in_idx
);
4709 for (j
= 0; j
< output_signature
->element_count
; ++j
)
4711 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[j
];
4714 if (!(reg_maps_out
->output_registers
& (1 << output
->register_idx
))
4715 || input
->semantic_idx
!= output
->semantic_idx
4716 || strcmp(input
->semantic_name
, output
->semantic_name
)
4717 || !(mask
= input
->mask
& output
->mask
))
4720 if (set
[in_idx
] == ~0u)
4723 set
[in_idx
] |= mask
;
4724 shader_glsl_write_mask_to_str(mask
, reg_mask
);
4726 shader_addline(buffer
, "%s%s = vs_out[%u]%s;\n",
4727 destination
, reg_mask
, output
->register_idx
, reg_mask
);
4731 for (i
= 0; i
< in_count
+ 2; ++i
)
4735 if (!set
[i
] || set
[i
] == WINED3DSP_WRITEMASK_ALL
)
4738 if (set
[i
] == ~0U) set
[i
] = 0;
4741 if (!(set
[i
] & WINED3DSP_WRITEMASK_0
)) reg_mask
[size
++] = 'x';
4742 if (!(set
[i
] & WINED3DSP_WRITEMASK_1
)) reg_mask
[size
++] = 'y';
4743 if (!(set
[i
] & WINED3DSP_WRITEMASK_2
)) reg_mask
[size
++] = 'z';
4744 if (!(set
[i
] & WINED3DSP_WRITEMASK_3
)) reg_mask
[size
++] = 'w';
4745 reg_mask
[size
] = '\0';
4748 sprintf(destination
, "gl_FrontColor");
4749 else if (i
== in_count
+ 1)
4750 sprintf(destination
, "gl_FrontSecondaryColor");
4752 sprintf(destination
, "ps_link[%u]", i
);
4754 if (size
== 1) shader_addline(buffer
, "%s.%s = 0.0;\n", destination
, reg_mask
);
4755 else shader_addline(buffer
, "%s.%s = vec%u(0.0);\n", destination
, reg_mask
, size
);
4758 HeapFree(GetProcessHeap(), 0, set
);
4761 /* Context activation is done by the caller. */
4762 static GLuint
generate_param_reorder_function(struct wined3d_string_buffer
*buffer
,
4763 const struct wined3d_shader
*vs
, const struct wined3d_shader
*ps
,
4764 const struct wined3d_gl_info
*gl_info
)
4767 DWORD ps_major
= ps
? ps
->reg_maps
.shader_version
.major
: 0;
4769 const char *semantic_name
;
4773 string_buffer_clear(buffer
);
4775 shader_addline(buffer
, "%s\n", shader_glsl_get_version(gl_info
, &vs
->reg_maps
.shader_version
));
4779 shader_addline(buffer
, "void order_ps_input(in vec4 vs_out[%u])\n{\n", vs
->limits
->packed_output
);
4781 for (i
= 0; i
< vs
->output_signature
.element_count
; ++i
)
4783 const struct wined3d_shader_signature_element
*output
= &vs
->output_signature
.elements
[i
];
4786 if (!(vs
->reg_maps
.output_registers
& (1 << output
->register_idx
)))
4789 semantic_name
= output
->semantic_name
;
4790 semantic_idx
= output
->semantic_idx
;
4791 write_mask
= output
->mask
;
4792 shader_glsl_write_mask_to_str(write_mask
, reg_mask
);
4794 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
))
4797 shader_addline(buffer
, "gl_FrontColor%s = vs_out[%u]%s;\n",
4798 reg_mask
, output
->register_idx
, reg_mask
);
4799 else if (semantic_idx
== 1)
4800 shader_addline(buffer
, "gl_FrontSecondaryColor%s = vs_out[%u]%s;\n",
4801 reg_mask
, output
->register_idx
, reg_mask
);
4803 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_POSITION
) && !semantic_idx
)
4805 shader_addline(buffer
, "gl_Position%s = vs_out[%u]%s;\n",
4806 reg_mask
, output
->register_idx
, reg_mask
);
4808 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
4810 if (semantic_idx
< 8)
4812 if (!(gl_info
->quirks
& WINED3D_QUIRK_SET_TEXCOORD_W
) || ps_major
> 0)
4813 write_mask
|= WINED3DSP_WRITEMASK_3
;
4815 shader_addline(buffer
, "gl_TexCoord[%u]%s = vs_out[%u]%s;\n",
4816 semantic_idx
, reg_mask
, output
->register_idx
, reg_mask
);
4817 if (!(write_mask
& WINED3DSP_WRITEMASK_3
))
4818 shader_addline(buffer
, "gl_TexCoord[%u].w = 1.0;\n", semantic_idx
);
4821 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
))
4823 shader_addline(buffer
, "gl_PointSize = vs_out[%u].%c;\n", output
->register_idx
, reg_mask
[1]);
4825 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_FOG
))
4827 shader_addline(buffer
, "gl_FogFragCoord = clamp(vs_out[%u].%c, 0.0, 1.0);\n",
4828 output
->register_idx
, reg_mask
[1]);
4831 shader_addline(buffer
, "}\n");
4835 UINT in_count
= min(vec4_varyings(ps_major
, gl_info
), ps
->limits
->packed_input
);
4836 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
4837 shader_addline(buffer
, "varying vec4 ps_link[%u];\n", in_count
);
4838 shader_addline(buffer
, "void order_ps_input(in vec4 vs_out[%u])\n{\n", vs
->limits
->packed_output
);
4840 /* First, sort out position and point size. Those are not passed to the pixel shader */
4841 for (i
= 0; i
< vs
->output_signature
.element_count
; ++i
)
4843 const struct wined3d_shader_signature_element
*output
= &vs
->output_signature
.elements
[i
];
4845 if (!(vs
->reg_maps
.output_registers
& (1 << output
->register_idx
)))
4848 semantic_name
= output
->semantic_name
;
4849 semantic_idx
= output
->semantic_idx
;
4850 shader_glsl_write_mask_to_str(output
->mask
, reg_mask
);
4852 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_POSITION
) && !semantic_idx
)
4854 shader_addline(buffer
, "gl_Position%s = vs_out[%u]%s;\n",
4855 reg_mask
, output
->register_idx
, reg_mask
);
4857 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
))
4859 shader_addline(buffer
, "gl_PointSize = vs_out[%u].%c;\n", output
->register_idx
, reg_mask
[1]);
4863 /* Then, fix the pixel shader input */
4864 handle_ps3_input(buffer
, gl_info
, ps
->u
.ps
.input_reg_map
, &ps
->input_signature
,
4865 &ps
->reg_maps
, &vs
->output_signature
, &vs
->reg_maps
);
4867 shader_addline(buffer
, "}\n");
4870 ret
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
4871 checkGLcall("glCreateShader(GL_VERTEX_SHADER)");
4872 shader_glsl_compile(gl_info
, ret
, buffer
->buffer
);
4877 static void shader_glsl_generate_srgb_write_correction(struct wined3d_string_buffer
*buffer
)
4879 shader_addline(buffer
, "tmp0.xyz = pow(gl_FragData[0].xyz, vec3(srgb_const0.x));\n");
4880 shader_addline(buffer
, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
4881 shader_addline(buffer
, "tmp1.xyz = gl_FragData[0].xyz * vec3(srgb_const0.w);\n");
4882 shader_addline(buffer
, "bvec3 srgb_compare = lessThan(gl_FragData[0].xyz, vec3(srgb_const1.x));\n");
4883 shader_addline(buffer
, "gl_FragData[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n");
4884 shader_addline(buffer
, "gl_FragData[0] = clamp(gl_FragData[0], 0.0, 1.0);\n");
4887 static void shader_glsl_generate_fog_code(struct wined3d_string_buffer
*buffer
, enum wined3d_ffp_ps_fog_mode mode
)
4891 case WINED3D_FFP_PS_FOG_OFF
:
4894 case WINED3D_FFP_PS_FOG_LINEAR
:
4895 shader_addline(buffer
, "float Fog = (gl_Fog.end - gl_FogFragCoord) * gl_Fog.scale;\n");
4898 case WINED3D_FFP_PS_FOG_EXP
:
4899 /* Fog = e^-(gl_Fog.density * gl_FogFragCoord) */
4900 shader_addline(buffer
, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
4903 case WINED3D_FFP_PS_FOG_EXP2
:
4904 /* Fog = e^-((gl_Fog.density * gl_FogFragCoord)^2) */
4905 shader_addline(buffer
, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
4909 ERR("Invalid fog mode %#x.\n", mode
);
4913 shader_addline(buffer
, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, clamp(Fog, 0.0, 1.0));\n");
4916 /* Context activation is done by the caller. */
4917 static GLuint
shader_glsl_generate_pshader(const struct wined3d_context
*context
,
4918 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
4919 const struct ps_compile_args
*args
, struct ps_np2fixup_info
*np2fixup_info
)
4921 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
4922 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4923 const DWORD
*function
= shader
->function
;
4924 struct shader_glsl_ctx_priv priv_ctx
;
4926 /* Create the hw GLSL shader object and assign it as the shader->prgId */
4927 GLuint shader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
4929 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
4930 priv_ctx
.cur_ps_args
= args
;
4931 priv_ctx
.cur_np2fixup_info
= np2fixup_info
;
4933 shader_addline(buffer
, "%s\n", shader_glsl_get_version(gl_info
, ®_maps
->shader_version
));
4935 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
4936 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
4937 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
4938 shader_addline(buffer
, "#extension GL_ARB_shader_texture_lod : enable\n");
4939 /* The spec says that it doesn't have to be explicitly enabled, but the
4940 * nvidia drivers write a warning if we don't do so. */
4941 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
4942 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
4943 if (gl_info
->supported
[ARB_UNIFORM_BUFFER_OBJECT
])
4944 shader_addline(buffer
, "#extension GL_ARB_uniform_buffer_object : enable\n");
4945 if (gl_info
->supported
[EXT_GPU_SHADER4
])
4946 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
4948 /* Base Declarations */
4949 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
4951 /* Pack 3.0 inputs */
4952 if (reg_maps
->shader_version
.major
>= 3)
4953 shader_glsl_input_pack(shader
, buffer
, &shader
->input_signature
, reg_maps
, args
->vp_mode
);
4955 /* Base Shader Body */
4956 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
4958 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
4959 if (reg_maps
->shader_version
.major
< 2)
4961 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
4962 shader_addline(buffer
, "gl_FragData[0] = R0;\n");
4965 if (args
->srgb_correction
)
4966 shader_glsl_generate_srgb_write_correction(buffer
);
4968 /* SM < 3 does not replace the fog stage. */
4969 if (reg_maps
->shader_version
.major
< 3)
4970 shader_glsl_generate_fog_code(buffer
, args
->fog
);
4972 shader_addline(buffer
, "}\n");
4974 TRACE("Compiling shader object %u.\n", shader_id
);
4975 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
4980 /* Context activation is done by the caller. */
4981 static GLuint
shader_glsl_generate_vshader(const struct wined3d_context
*context
,
4982 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
4983 const struct vs_compile_args
*args
)
4985 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
4986 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4987 const DWORD
*function
= shader
->function
;
4988 struct shader_glsl_ctx_priv priv_ctx
;
4990 /* Create the hw GLSL shader program and assign it as the shader->prgId */
4991 GLuint shader_id
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
4993 shader_addline(buffer
, "%s\n", shader_glsl_get_version(gl_info
, ®_maps
->shader_version
));
4995 if (gl_info
->supported
[ARB_DRAW_INSTANCED
])
4996 shader_addline(buffer
, "#extension GL_ARB_draw_instanced : enable\n");
4997 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
4998 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
4999 if (gl_info
->supported
[ARB_UNIFORM_BUFFER_OBJECT
])
5000 shader_addline(buffer
, "#extension GL_ARB_uniform_buffer_object : enable\n");
5001 if (gl_info
->supported
[EXT_GPU_SHADER4
])
5002 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
5004 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
5005 priv_ctx
.cur_vs_args
= args
;
5007 /* Base Declarations */
5008 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
5010 /* Base Shader Body */
5011 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
5013 /* Unpack outputs */
5014 shader_addline(buffer
, "order_ps_input(vs_out);\n");
5016 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
5017 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
5018 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
5019 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
5021 if (args
->fog_src
== VS_FOG_Z
)
5022 shader_addline(buffer
, "gl_FogFragCoord = gl_Position.z;\n");
5023 else if (!reg_maps
->fog
)
5024 shader_addline(buffer
, "gl_FogFragCoord = 0.0;\n");
5026 /* We always store the clipplanes without y inversion */
5027 if (args
->clip_enabled
)
5028 shader_addline(buffer
, "gl_ClipVertex = gl_Position;\n");
5030 /* Write the final position.
5032 * OpenGL coordinates specify the center of the pixel while d3d coords specify
5033 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
5034 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
5035 * contains 1.0 to allow a mad.
5037 shader_addline(buffer
, "gl_Position.y = gl_Position.y * posFixup.y;\n");
5038 shader_addline(buffer
, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
5040 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
5042 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
5043 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
5044 * which is the same as z = z * 2 - w.
5046 shader_addline(buffer
, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
5048 shader_addline(buffer
, "}\n");
5050 TRACE("Compiling shader object %u.\n", shader_id
);
5051 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
5056 /* Context activation is done by the caller. */
5057 static GLuint
shader_glsl_generate_geometry_shader(const struct wined3d_context
*context
,
5058 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
)
5060 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
5061 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5062 const DWORD
*function
= shader
->function
;
5063 struct shader_glsl_ctx_priv priv_ctx
;
5066 shader_id
= GL_EXTCALL(glCreateShader(GL_GEOMETRY_SHADER
));
5068 shader_addline(buffer
, "%s\n", shader_glsl_get_version(gl_info
, ®_maps
->shader_version
));
5070 if (gl_info
->supported
[ARB_GEOMETRY_SHADER4
])
5071 shader_addline(buffer
, "#extension GL_ARB_geometry_shader4 : enable\n");
5072 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
5073 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
5074 if (gl_info
->supported
[ARB_UNIFORM_BUFFER_OBJECT
])
5075 shader_addline(buffer
, "#extension GL_ARB_uniform_buffer_object : enable\n");
5076 if (gl_info
->supported
[EXT_GPU_SHADER4
])
5077 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
5079 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
5080 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
5081 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
5082 shader_addline(buffer
, "}\n");
5084 TRACE("Compiling shader object %u.\n", shader_id
);
5085 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
5090 static GLuint
find_glsl_pshader(const struct wined3d_context
*context
,
5091 struct wined3d_string_buffer
*buffer
, struct wined3d_shader
*shader
,
5092 const struct ps_compile_args
*args
, const struct ps_np2fixup_info
**np2fixup_info
)
5094 struct glsl_ps_compiled_shader
*gl_shaders
, *new_array
;
5095 struct glsl_shader_private
*shader_data
;
5096 struct ps_np2fixup_info
*np2fixup
;
5101 if (!shader
->backend_data
)
5103 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
5104 if (!shader
->backend_data
)
5106 ERR("Failed to allocate backend data.\n");
5110 shader_data
= shader
->backend_data
;
5111 gl_shaders
= shader_data
->gl_shaders
.ps
;
5113 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
5114 * so a linear search is more performant than a hashmap or a binary search
5115 * (cache coherency etc)
5117 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
5119 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
5121 if (args
->np2_fixup
)
5122 *np2fixup_info
= &gl_shaders
[i
].np2fixup
;
5123 return gl_shaders
[i
].id
;
5127 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
5128 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
5129 if (shader_data
->num_gl_shaders
)
5131 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
5132 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.ps
,
5133 new_size
* sizeof(*gl_shaders
));
5137 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
));
5142 ERR("Out of memory\n");
5145 shader_data
->gl_shaders
.ps
= new_array
;
5146 shader_data
->shader_array_size
= new_size
;
5147 gl_shaders
= new_array
;
5150 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
5152 np2fixup
= &gl_shaders
[shader_data
->num_gl_shaders
].np2fixup
;
5153 memset(np2fixup
, 0, sizeof(*np2fixup
));
5154 *np2fixup_info
= args
->np2_fixup
? np2fixup
: NULL
;
5156 pixelshader_update_resource_types(shader
, args
->tex_types
);
5158 string_buffer_clear(buffer
);
5159 ret
= shader_glsl_generate_pshader(context
, buffer
, shader
, args
, np2fixup
);
5160 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
5165 static inline BOOL
vs_args_equal(const struct vs_compile_args
*stored
, const struct vs_compile_args
*new,
5166 const DWORD use_map
) {
5167 if((stored
->swizzle_map
& use_map
) != new->swizzle_map
) return FALSE
;
5168 if((stored
->clip_enabled
) != new->clip_enabled
) return FALSE
;
5169 return stored
->fog_src
== new->fog_src
;
5172 static GLuint
find_glsl_vshader(const struct wined3d_context
*context
,
5173 struct wined3d_string_buffer
*buffer
, struct wined3d_shader
*shader
,
5174 const struct vs_compile_args
*args
)
5178 DWORD use_map
= context
->stream_info
.use_map
;
5179 struct glsl_vs_compiled_shader
*gl_shaders
, *new_array
;
5180 struct glsl_shader_private
*shader_data
;
5183 if (!shader
->backend_data
)
5185 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
5186 if (!shader
->backend_data
)
5188 ERR("Failed to allocate backend data.\n");
5192 shader_data
= shader
->backend_data
;
5193 gl_shaders
= shader_data
->gl_shaders
.vs
;
5195 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
5196 * so a linear search is more performant than a hashmap or a binary search
5197 * (cache coherency etc)
5199 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
5201 if (vs_args_equal(&gl_shaders
[i
].args
, args
, use_map
))
5202 return gl_shaders
[i
].id
;
5205 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
5207 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
5208 if (shader_data
->num_gl_shaders
)
5210 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
5211 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.vs
,
5212 new_size
* sizeof(*gl_shaders
));
5216 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
));
5221 ERR("Out of memory\n");
5224 shader_data
->gl_shaders
.vs
= new_array
;
5225 shader_data
->shader_array_size
= new_size
;
5226 gl_shaders
= new_array
;
5229 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
5231 string_buffer_clear(buffer
);
5232 ret
= shader_glsl_generate_vshader(context
, buffer
, shader
, args
);
5233 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
5238 static GLuint
find_glsl_geometry_shader(const struct wined3d_context
*context
,
5239 struct wined3d_string_buffer
*buffer
, struct wined3d_shader
*shader
)
5241 struct glsl_gs_compiled_shader
*gl_shaders
;
5242 struct glsl_shader_private
*shader_data
;
5245 if (!shader
->backend_data
)
5247 if (!(shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
))))
5249 ERR("Failed to allocate backend data.\n");
5253 shader_data
= shader
->backend_data
;
5254 gl_shaders
= shader_data
->gl_shaders
.gs
;
5256 if (shader_data
->num_gl_shaders
)
5257 return gl_shaders
[0].id
;
5259 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
5261 if (!(shader_data
->gl_shaders
.gs
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
))))
5263 ERR("Failed to allocate GL shader array.\n");
5266 shader_data
->shader_array_size
= 1;
5267 gl_shaders
= shader_data
->gl_shaders
.gs
;
5269 string_buffer_clear(buffer
);
5270 ret
= shader_glsl_generate_geometry_shader(context
, buffer
, shader
);
5271 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
5276 static const char *shader_glsl_ffp_mcs(enum wined3d_material_color_source mcs
, const char *material
)
5280 case WINED3D_MCS_MATERIAL
:
5282 case WINED3D_MCS_COLOR1
:
5284 case WINED3D_MCS_COLOR2
:
5285 return "gl_SecondaryColor";
5287 ERR("Invalid material color source %#x.\n", mcs
);
5292 static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer
*buffer
,
5293 const struct wined3d_ffp_vs_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
5295 const char *diffuse
, *specular
, *emission
, *ambient
;
5296 enum wined3d_light_type light_type
;
5299 if (!settings
->lighting
)
5301 shader_addline(buffer
, "gl_FrontColor = gl_Color;\n");
5302 shader_addline(buffer
, "gl_FrontSecondaryColor = gl_SecondaryColor;\n");
5306 shader_addline(buffer
, "vec3 ambient = gl_LightModel.ambient.xyz;\n");
5307 shader_addline(buffer
, "vec3 diffuse = vec3(0.0);\n");
5308 shader_addline(buffer
, "vec4 specular = vec4(0.0);\n");
5309 shader_addline(buffer
, "vec3 dir, dst;\n");
5310 shader_addline(buffer
, "float att, t;\n");
5312 ambient
= shader_glsl_ffp_mcs(settings
->ambient_source
, "ffp_material.ambient");
5313 diffuse
= shader_glsl_ffp_mcs(settings
->diffuse_source
, "ffp_material.diffuse");
5314 specular
= shader_glsl_ffp_mcs(settings
->specular_source
, "ffp_material.specular");
5315 emission
= shader_glsl_ffp_mcs(settings
->emission_source
, "ffp_material.emission");
5317 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
5319 light_type
= (settings
->light_type
>> WINED3D_FFP_LIGHT_TYPE_SHIFT(i
)) & WINED3D_FFP_LIGHT_TYPE_MASK
;
5322 case WINED3D_LIGHT_POINT
:
5323 shader_addline(buffer
, "dir = gl_LightSource[%u].position.xyz - ec_pos.xyz;\n", i
);
5324 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
5325 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
5326 shader_addline(buffer
, "dst.x = 1.0;\n");
5327 shader_addline(buffer
, "att = dot(dst.xyz, vec3(gl_LightSource[%u].constantAttenuation,"
5328 " gl_LightSource[%u].linearAttenuation, gl_LightSource[%u].quadraticAttenuation));\n", i
, i
, i
);
5329 shader_addline(buffer
, "ambient += gl_LightSource[%u].ambient.xyz / att;\n", i
);
5330 if (!settings
->normal
)
5332 shader_addline(buffer
, "dir = normalize(dir);\n");
5333 shader_addline(buffer
, "diffuse += (clamp(dot(dir, normal), 0.0, 1.0)"
5334 " * gl_LightSource[%u].diffuse.xyz) / att;\n", i
);
5335 if (settings
->localviewer
)
5336 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
5338 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
5339 shader_addline(buffer
, "if (t > 0.0) specular += (pow(t, ffp_material.shininess)"
5340 " * gl_LightSource[%u].specular) / att;\n", i
);
5343 case WINED3D_LIGHT_SPOT
:
5344 shader_addline(buffer
, "dir = gl_LightSource[%u].position.xyz - ec_pos.xyz;\n", i
);
5345 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
5346 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
5347 shader_addline(buffer
, "dst.x = 1.0;\n");
5348 shader_addline(buffer
, "dir = normalize(dir);\n");
5349 shader_addline(buffer
, "t = dot(-dir, normalize(gl_LightSource[%u].spotDirection));\n", i
);
5350 shader_addline(buffer
, "if (t < gl_LightSource[%u].spotCosCutoff) att = 0.0;\n", i
);
5351 shader_addline(buffer
, "else att = pow(t, gl_LightSource[%u].spotExponent)"
5352 " / dot(dst.xyz, vec3(gl_LightSource[%u].constantAttenuation,"
5353 " gl_LightSource[%u].linearAttenuation, gl_LightSource[%u].quadraticAttenuation));\n",
5355 shader_addline(buffer
, "ambient += gl_LightSource[%u].ambient.xyz * att;\n", i
);
5356 if (!settings
->normal
)
5358 shader_addline(buffer
, "diffuse += (clamp(dot(dir, normal), 0.0, 1.0)"
5359 " * gl_LightSource[%u].diffuse.xyz) * att;\n", i
);
5360 if (settings
->localviewer
)
5361 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
5363 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
5364 shader_addline(buffer
, "if (t > 0.0) specular += (pow(t, ffp_material.shininess)"
5365 " * gl_LightSource[%u].specular) * att;\n", i
);
5368 case WINED3D_LIGHT_DIRECTIONAL
:
5369 shader_addline(buffer
, "ambient += gl_LightSource[%u].ambient.xyz;\n", i
);
5370 if (!settings
->normal
)
5372 shader_addline(buffer
, "dir = normalize(gl_LightSource[%u].position.xyz);\n", i
);
5373 shader_addline(buffer
, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)"
5374 " * gl_LightSource[%u].diffuse.xyz;\n", i
);
5375 /* TODO: In the non-local viewer case the halfvector is constant
5376 * and could be precomputed and stored in a uniform. */
5377 if (settings
->localviewer
)
5378 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
5380 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
5381 shader_addline(buffer
, "if (t > 0.0) specular += pow(t, ffp_material.shininess)"
5382 " * gl_LightSource[%u].specular;\n", i
);
5387 FIXME("Unhandled light type %#x.\n", light_type
);
5392 shader_addline(buffer
, "gl_FrontColor.xyz = %s.xyz * ambient + %s.xyz * diffuse + %s.xyz;\n",
5393 ambient
, diffuse
, emission
);
5394 shader_addline(buffer
, "gl_FrontColor.w = %s.w;\n", diffuse
);
5395 shader_addline(buffer
, "gl_FrontSecondaryColor = %s * specular;\n", specular
);
5398 /* Context activation is done by the caller. */
5399 static GLuint
shader_glsl_generate_ffp_vertex_shader(struct wined3d_string_buffer
*buffer
,
5400 const struct wined3d_ffp_vs_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
5405 string_buffer_clear(buffer
);
5407 shader_addline(buffer
, "#version 120\n");
5408 shader_addline(buffer
, "\n");
5410 shader_addline(buffer
, "uniform mat4 ffp_modelview_matrix;\n");
5411 shader_addline(buffer
, "uniform mat4 ffp_projection_matrix;\n");
5412 shader_addline(buffer
, "uniform mat3 ffp_normal_matrix;\n");
5413 shader_addline(buffer
, "uniform mat4 ffp_texture_matrix[%u];\n", MAX_TEXTURES
);
5415 shader_addline(buffer
, "uniform struct\n{\n");
5416 shader_addline(buffer
, " vec4 emission;\n");
5417 shader_addline(buffer
, " vec4 ambient;\n");
5418 shader_addline(buffer
, " vec4 diffuse;\n");
5419 shader_addline(buffer
, " vec4 specular;\n");
5420 shader_addline(buffer
, " float shininess;\n");
5421 shader_addline(buffer
, "} ffp_material;\n");
5423 shader_addline(buffer
, "\nvoid main()\n{\n");
5424 shader_addline(buffer
, "float m;\n");
5425 shader_addline(buffer
, "vec3 r;\n");
5427 if (settings
->transformed
)
5429 shader_addline(buffer
, "vec4 ec_pos = vec4(gl_Vertex.xyz, 1.0);\n");
5430 shader_addline(buffer
, "gl_Position = ffp_projection_matrix * ec_pos;\n");
5431 shader_addline(buffer
, "if (gl_Vertex.w != 0.0) gl_Position /= gl_Vertex.w;\n");
5435 shader_addline(buffer
, "vec4 ec_pos = ffp_modelview_matrix * gl_Vertex;\n");
5436 shader_addline(buffer
, "gl_Position = ffp_projection_matrix * ec_pos;\n");
5437 if (settings
->clipping
)
5438 shader_addline(buffer
, "gl_ClipVertex = ec_pos;\n");
5439 shader_addline(buffer
, "ec_pos /= ec_pos.w;\n");
5442 if (!settings
->normal
)
5443 shader_addline(buffer
, "vec3 normal = vec3(0.0);\n");
5444 else if (settings
->normalize
)
5445 shader_addline(buffer
, "vec3 normal = normalize(ffp_normal_matrix * gl_Normal);\n");
5447 shader_addline(buffer
, "vec3 normal = ffp_normal_matrix * gl_Normal;\n");
5449 shader_glsl_ffp_vertex_lighting(buffer
, settings
, gl_info
);
5451 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
5453 switch (settings
->texgen
[i
] << WINED3D_FFP_TCI_SHIFT
)
5455 case WINED3DTSS_TCI_PASSTHRU
:
5456 if (settings
->texcoords
& (1 << i
))
5457 shader_addline(buffer
, "gl_TexCoord[%u] = ffp_texture_matrix[%u] * gl_MultiTexCoord%d;\n",
5461 case WINED3DTSS_TCI_CAMERASPACENORMAL
:
5462 shader_addline(buffer
, "gl_TexCoord[%u] = ffp_texture_matrix[%u] * vec4(normal, 1.0);\n", i
, i
);
5465 case WINED3DTSS_TCI_CAMERASPACEPOSITION
:
5466 shader_addline(buffer
, "gl_TexCoord[%u] = ffp_texture_matrix[%u] * ec_pos;\n", i
, i
);
5469 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR
:
5470 shader_addline(buffer
, "gl_TexCoord[%u] = ffp_texture_matrix[%u]"
5471 " * vec4(reflect(normalize(ec_pos.xyz), normal), 1.0);\n", i
, i
);
5474 case WINED3DTSS_TCI_SPHEREMAP
:
5475 shader_addline(buffer
, "r = reflect(normalize(ec_pos.xyz), normal);\n");
5476 shader_addline(buffer
, "m = 2.0 * length(vec3(r.x, r.y, r.z + 1.0));\n");
5477 shader_addline(buffer
, "gl_TexCoord[%u] = ffp_texture_matrix[%u]"
5478 " * vec4(r.x / m + 0.5, r.y / m + 0.5, 0.0, 1.0);\n", i
, i
);
5482 ERR("Unhandled texgen %#x.\n", settings
->texgen
[i
]);
5487 switch (settings
->fog_mode
)
5489 case WINED3D_FFP_VS_FOG_OFF
:
5492 case WINED3D_FFP_VS_FOG_FOGCOORD
:
5493 shader_addline(buffer
, "gl_FogFragCoord = gl_SecondaryColor.w * 255.0;\n");
5496 case WINED3D_FFP_VS_FOG_RANGE
:
5497 shader_addline(buffer
, "gl_FogFragCoord = length(ec_pos.xyz);\n");
5500 case WINED3D_FFP_VS_FOG_DEPTH
:
5501 if (settings
->ortho_fog
)
5502 /* Need to undo the [0.0 - 1.0] -> [-1.0 - 1.0] transformation from D3D to GL coordinates. */
5503 shader_addline(buffer
, "gl_FogFragCoord = gl_Position.z * 0.5 + 0.5;\n");
5504 else if (settings
->transformed
)
5505 shader_addline(buffer
, "gl_FogFragCoord = ec_pos.z;\n");
5507 shader_addline(buffer
, "gl_FogFragCoord = abs(ec_pos.z);\n");
5511 ERR("Unhandled fog mode %#x.\n", settings
->fog_mode
);
5515 if (settings
->point_size
)
5517 shader_addline(buffer
, "gl_PointSize = gl_Point.size / sqrt(gl_Point.distanceConstantAttenuation"
5518 " + gl_Point.distanceLinearAttenuation * length(ec_pos.xyz)"
5519 " + gl_Point.distanceQuadraticAttenuation * dot(ec_pos.xyz, ec_pos.xyz));\n");
5520 shader_addline(buffer
, "gl_PointSize = clamp(gl_PointSize, gl_Point.sizeMin, gl_Point.sizeMax);\n");
5523 shader_addline(buffer
, "}\n");
5525 shader_obj
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
5526 shader_glsl_compile(gl_info
, shader_obj
, buffer
->buffer
);
5531 static const char *shader_glsl_get_ffp_fragment_op_arg(struct wined3d_string_buffer
*buffer
,
5532 DWORD argnum
, unsigned int stage
, DWORD arg
)
5536 if (arg
== ARG_UNUSED
)
5537 return "<unused arg>";
5539 switch (arg
& WINED3DTA_SELECTMASK
)
5541 case WINED3DTA_DIFFUSE
:
5545 case WINED3DTA_CURRENT
:
5552 case WINED3DTA_TEXTURE
:
5555 case 0: ret
= "tex0"; break;
5556 case 1: ret
= "tex1"; break;
5557 case 2: ret
= "tex2"; break;
5558 case 3: ret
= "tex3"; break;
5559 case 4: ret
= "tex4"; break;
5560 case 5: ret
= "tex5"; break;
5561 case 6: ret
= "tex6"; break;
5562 case 7: ret
= "tex7"; break;
5564 ret
= "<invalid texture>";
5569 case WINED3DTA_TFACTOR
:
5573 case WINED3DTA_SPECULAR
:
5574 ret
= "gl_SecondaryColor";
5577 case WINED3DTA_TEMP
:
5581 case WINED3DTA_CONSTANT
:
5584 case 0: ret
= "tss_const0"; break;
5585 case 1: ret
= "tss_const1"; break;
5586 case 2: ret
= "tss_const2"; break;
5587 case 3: ret
= "tss_const3"; break;
5588 case 4: ret
= "tss_const4"; break;
5589 case 5: ret
= "tss_const5"; break;
5590 case 6: ret
= "tss_const6"; break;
5591 case 7: ret
= "tss_const7"; break;
5593 ret
= "<invalid constant>";
5599 return "<unhandled arg>";
5602 if (arg
& WINED3DTA_COMPLEMENT
)
5604 shader_addline(buffer
, "arg%u = vec4(1.0) - %s;\n", argnum
, ret
);
5607 else if (argnum
== 1)
5609 else if (argnum
== 2)
5613 if (arg
& WINED3DTA_ALPHAREPLICATE
)
5615 shader_addline(buffer
, "arg%u = vec4(%s.w);\n", argnum
, ret
);
5618 else if (argnum
== 1)
5620 else if (argnum
== 2)
5627 static void shader_glsl_ffp_fragment_op(struct wined3d_string_buffer
*buffer
, unsigned int stage
, BOOL color
,
5628 BOOL alpha
, DWORD dst
, DWORD op
, DWORD dw_arg0
, DWORD dw_arg1
, DWORD dw_arg2
)
5630 const char *dstmask
, *dstreg
, *arg0
, *arg1
, *arg2
;
5640 dstreg
= "temp_reg";
5644 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, dw_arg0
);
5645 arg1
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 1, stage
, dw_arg1
);
5646 arg2
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 2, stage
, dw_arg2
);
5650 case WINED3D_TOP_DISABLE
:
5652 shader_addline(buffer
, "%s%s = gl_Color%s;\n", dstreg
, dstmask
, dstmask
);
5655 case WINED3D_TOP_SELECT_ARG1
:
5656 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
);
5659 case WINED3D_TOP_SELECT_ARG2
:
5660 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg2
, dstmask
);
5663 case WINED3D_TOP_MODULATE
:
5664 shader_addline(buffer
, "%s%s = %s%s * %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5667 case WINED3D_TOP_MODULATE_4X
:
5668 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 4.0, 0.0, 1.0);\n",
5669 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5672 case WINED3D_TOP_MODULATE_2X
:
5673 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 2.0, 0.0, 1.0);\n",
5674 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5677 case WINED3D_TOP_ADD
:
5678 shader_addline(buffer
, "%s%s = clamp(%s%s + %s%s, 0.0, 1.0);\n",
5679 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5682 case WINED3D_TOP_ADD_SIGNED
:
5683 shader_addline(buffer
, "%s%s = clamp(%s%s + (%s - vec4(0.5))%s, 0.0, 1.0);\n",
5684 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5687 case WINED3D_TOP_ADD_SIGNED_2X
:
5688 shader_addline(buffer
, "%s%s = clamp((%s%s + (%s - vec4(0.5))%s) * 2.0, 0.0, 1.0);\n",
5689 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5692 case WINED3D_TOP_SUBTRACT
:
5693 shader_addline(buffer
, "%s%s = clamp(%s%s - %s%s, 0.0, 1.0);\n",
5694 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5697 case WINED3D_TOP_ADD_SMOOTH
:
5698 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s%s, 0.0, 1.0);\n",
5699 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
, dstmask
);
5702 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
5703 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_DIFFUSE
);
5704 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
5705 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
5708 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
5709 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
5710 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
5711 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
5714 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
5715 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TFACTOR
);
5716 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
5717 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
5720 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
5721 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
5722 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
5723 dstreg
, dstmask
, arg2
, dstmask
, arg0
, arg1
, dstmask
);
5726 case WINED3D_TOP_BLEND_CURRENT_ALPHA
:
5727 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_CURRENT
);
5728 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
5729 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
5732 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
5733 shader_addline(buffer
, "%s%s = clamp(%s%s * %s.w + %s%s, 0.0, 1.0);\n",
5734 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
5737 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
5738 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s.w, 0.0, 1.0);\n",
5739 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
5742 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
5743 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
5744 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
5746 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
5747 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s.w, 0.0, 1.0);\n",
5748 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
5751 case WINED3D_TOP_BUMPENVMAP
:
5752 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
5753 /* These are handled in the first pass, nothing to do. */
5756 case WINED3D_TOP_DOTPRODUCT3
:
5757 shader_addline(buffer
, "%s%s = vec4(clamp(dot(%s.xyz - 0.5, %s.xyz - 0.5) * 4.0, 0.0, 1.0))%s;\n",
5758 dstreg
, dstmask
, arg1
, arg2
, dstmask
);
5761 case WINED3D_TOP_MULTIPLY_ADD
:
5762 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s%s, 0.0, 1.0);\n",
5763 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg0
, dstmask
);
5766 case WINED3D_TOP_LERP
:
5767 /* MSDN isn't quite right here. */
5768 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s%s);\n",
5769 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
, dstmask
);
5773 FIXME("Unhandled operation %#x.\n", op
);
5778 /* Context activation is done by the caller. */
5779 static GLuint
shader_glsl_generate_ffp_fragment_shader(struct wined3d_string_buffer
*buffer
,
5780 const struct ffp_frag_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
5782 BYTE lum_map
= 0, bump_map
= 0, tex_map
= 0, tss_const_map
= 0;
5783 BOOL tempreg_used
= FALSE
, tfactor_used
= FALSE
;
5784 const char *final_combiner_src
= "ret";
5785 UINT lowest_disabled_stage
;
5787 DWORD arg0
, arg1
, arg2
;
5790 string_buffer_clear(buffer
);
5792 /* Find out which textures are read */
5793 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
5795 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
5798 arg0
= settings
->op
[stage
].carg0
& WINED3DTA_SELECTMASK
;
5799 arg1
= settings
->op
[stage
].carg1
& WINED3DTA_SELECTMASK
;
5800 arg2
= settings
->op
[stage
].carg2
& WINED3DTA_SELECTMASK
;
5802 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
5803 || (stage
== 0 && settings
->color_key_enabled
))
5804 tex_map
|= 1 << stage
;
5805 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
5806 tfactor_used
= TRUE
;
5807 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
5808 tempreg_used
= TRUE
;
5809 if (settings
->op
[stage
].dst
== tempreg
)
5810 tempreg_used
= TRUE
;
5811 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
5812 tss_const_map
|= 1 << stage
;
5814 switch (settings
->op
[stage
].cop
)
5816 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
5817 lum_map
|= 1 << stage
;
5819 case WINED3D_TOP_BUMPENVMAP
:
5820 bump_map
|= 1 << stage
;
5822 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
5823 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
5824 tex_map
|= 1 << stage
;
5827 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
5828 tfactor_used
= TRUE
;
5835 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
5838 arg0
= settings
->op
[stage
].aarg0
& WINED3DTA_SELECTMASK
;
5839 arg1
= settings
->op
[stage
].aarg1
& WINED3DTA_SELECTMASK
;
5840 arg2
= settings
->op
[stage
].aarg2
& WINED3DTA_SELECTMASK
;
5842 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
)
5843 tex_map
|= 1 << stage
;
5844 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
5845 tfactor_used
= TRUE
;
5846 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
5847 tempreg_used
= TRUE
;
5848 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
5849 tss_const_map
|= 1 << stage
;
5851 lowest_disabled_stage
= stage
;
5853 shader_addline(buffer
, "#version 120\n");
5855 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
5856 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
5858 shader_addline(buffer
, "vec4 tmp0, tmp1;\n");
5859 shader_addline(buffer
, "vec4 ret;\n");
5860 if (tempreg_used
|| settings
->sRGB_write
)
5861 shader_addline(buffer
, "vec4 temp_reg = vec4(0.0);\n");
5862 shader_addline(buffer
, "vec4 arg0, arg1, arg2;\n");
5864 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
5866 if (tss_const_map
& (1 << stage
))
5867 shader_addline(buffer
, "uniform vec4 tss_const%u;\n", stage
);
5869 if (!(tex_map
& (1 << stage
)))
5872 switch (settings
->op
[stage
].tex_type
)
5874 case WINED3D_GL_RES_TYPE_TEX_1D
:
5875 shader_addline(buffer
, "uniform sampler1D ps_sampler%u;\n", stage
);
5877 case WINED3D_GL_RES_TYPE_TEX_2D
:
5878 shader_addline(buffer
, "uniform sampler2D ps_sampler%u;\n", stage
);
5880 case WINED3D_GL_RES_TYPE_TEX_3D
:
5881 shader_addline(buffer
, "uniform sampler3D ps_sampler%u;\n", stage
);
5883 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
5884 shader_addline(buffer
, "uniform samplerCube ps_sampler%u;\n", stage
);
5886 case WINED3D_GL_RES_TYPE_TEX_RECT
:
5887 shader_addline(buffer
, "uniform sampler2DRect ps_sampler%u;\n", stage
);
5890 FIXME("Unhandled sampler type %#x.\n", settings
->op
[stage
].tex_type
);
5894 shader_addline(buffer
, "vec4 tex%u;\n", stage
);
5896 if (!(bump_map
& (1 << stage
)))
5898 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", stage
);
5900 if (!(lum_map
& (1 << stage
)))
5902 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", stage
);
5903 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", stage
);
5906 shader_addline(buffer
, "uniform vec4 tex_factor;\n");
5907 if (settings
->color_key_enabled
)
5908 shader_addline(buffer
, "uniform vec4 color_key;\n");
5909 shader_addline(buffer
, "uniform vec4 specular_enable;\n");
5911 if (settings
->sRGB_write
)
5913 shader_addline(buffer
, "const vec4 srgb_const0 = ");
5914 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const0
);
5915 shader_addline(buffer
, ";\n");
5916 shader_addline(buffer
, "const vec4 srgb_const1 = ");
5917 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const1
);
5918 shader_addline(buffer
, ";\n");
5921 shader_addline(buffer
, "void main()\n{\n");
5923 if (lowest_disabled_stage
< 7 && settings
->emul_clipplanes
)
5924 shader_addline(buffer
, "if (any(lessThan(gl_TexCoord[7], vec4(0.0)))) discard;\n");
5926 /* Generate texture sampling instructions) */
5927 for (stage
= 0; stage
< MAX_TEXTURES
&& settings
->op
[stage
].cop
!= WINED3D_TOP_DISABLE
; ++stage
)
5929 const char *texture_function
, *coord_mask
;
5930 char tex_reg_name
[8];
5933 if (!(tex_map
& (1 << stage
)))
5936 if (settings
->op
[stage
].projected
== proj_none
)
5940 else if (settings
->op
[stage
].projected
== proj_count4
5941 || settings
->op
[stage
].projected
== proj_count3
)
5947 FIXME("Unexpected projection mode %d\n", settings
->op
[stage
].projected
);
5951 switch (settings
->op
[stage
].tex_type
)
5953 case WINED3D_GL_RES_TYPE_TEX_1D
:
5956 texture_function
= "texture1DProj";
5961 texture_function
= "texture1D";
5965 case WINED3D_GL_RES_TYPE_TEX_2D
:
5968 texture_function
= "texture2DProj";
5973 texture_function
= "texture2D";
5977 case WINED3D_GL_RES_TYPE_TEX_3D
:
5980 texture_function
= "texture3DProj";
5981 coord_mask
= "xyzw";
5985 texture_function
= "texture3D";
5989 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
5990 texture_function
= "textureCube";
5993 case WINED3D_GL_RES_TYPE_TEX_RECT
:
5996 texture_function
= "texture2DRectProj";
6001 texture_function
= "texture2DRect";
6006 FIXME("Unhandled texture type %#x.\n", settings
->op
[stage
].tex_type
);
6007 texture_function
= "";
6008 coord_mask
= "xyzw";
6013 && (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP
6014 || settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
))
6016 shader_addline(buffer
, "ret.xy = bumpenv_mat%u * tex%u.xy;\n", stage
- 1, stage
- 1);
6018 /* With projective textures, texbem only divides the static
6019 * texture coord, not the displacement, so multiply the
6020 * displacement with the dividing parameter before passing it to
6022 if (settings
->op
[stage
].projected
!= proj_none
)
6024 if (settings
->op
[stage
].projected
== proj_count4
)
6026 shader_addline(buffer
, "ret.xy = (ret.xy * gl_TexCoord[%u].w) + gl_TexCoord[%u].xy;\n",
6028 shader_addline(buffer
, "ret.zw = gl_TexCoord[%u].ww;\n", stage
);
6032 shader_addline(buffer
, "ret.xy = (ret.xy * gl_TexCoord[%u].z) + gl_TexCoord[%u].xy;\n",
6034 shader_addline(buffer
, "ret.zw = gl_TexCoord[%u].zz;\n", stage
);
6039 shader_addline(buffer
, "ret = gl_TexCoord[%u] + ret.xyxy;\n", stage
);
6042 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ret.%s);\n",
6043 stage
, texture_function
, stage
, coord_mask
);
6045 if (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
6046 shader_addline(buffer
, "tex%u *= clamp(tex%u.z * bumpenv_lum_scale%u + bumpenv_lum_offset%u, 0.0, 1.0);\n",
6047 stage
, stage
- 1, stage
- 1, stage
- 1);
6049 else if (settings
->op
[stage
].projected
== proj_count3
)
6051 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, gl_TexCoord[%u].xyz);\n",
6052 stage
, texture_function
, stage
, stage
);
6056 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, gl_TexCoord[%u].%s);\n",
6057 stage
, texture_function
, stage
, stage
, coord_mask
);
6060 sprintf(tex_reg_name
, "tex%u", stage
);
6061 shader_glsl_color_correction_ext(buffer
, tex_reg_name
, WINED3DSP_WRITEMASK_ALL
,
6062 settings
->op
[stage
].color_fixup
);
6065 if (settings
->color_key_enabled
)
6066 shader_addline(buffer
, "if (all(equal(tex0, color_key))) discard;\n");
6068 /* Generate the main shader */
6069 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
6073 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
6076 final_combiner_src
= "gl_Color";
6080 if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
6081 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
6082 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
;
6083 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
6084 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
6085 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg2
;
6086 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
6087 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
6088 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg1
;
6089 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
6090 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
6091 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
6093 op_equal
= settings
->op
[stage
].aop
== settings
->op
[stage
].cop
6094 && settings
->op
[stage
].carg0
== settings
->op
[stage
].aarg0
6095 && settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
6096 && settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
6098 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
6100 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
6101 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
6102 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
6104 shader_addline(buffer
, "ret.w = gl_Color.w;\n");
6108 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, TRUE
, settings
->op
[stage
].dst
,
6109 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
6110 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
6114 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
6115 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
6116 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
6117 shader_glsl_ffp_fragment_op(buffer
, stage
, FALSE
, TRUE
, settings
->op
[stage
].dst
,
6118 settings
->op
[stage
].aop
, settings
->op
[stage
].aarg0
,
6119 settings
->op
[stage
].aarg1
, settings
->op
[stage
].aarg2
);
6123 shader_addline(buffer
, "gl_FragData[0] = gl_SecondaryColor * specular_enable + %s;\n", final_combiner_src
);
6125 if (settings
->sRGB_write
)
6126 shader_glsl_generate_srgb_write_correction(buffer
);
6128 shader_glsl_generate_fog_code(buffer
, settings
->fog
);
6130 shader_addline(buffer
, "}\n");
6132 shader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
6133 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
6137 static struct glsl_ffp_vertex_shader
*shader_glsl_find_ffp_vertex_shader(struct shader_glsl_priv
*priv
,
6138 const struct wined3d_gl_info
*gl_info
, const struct wined3d_ffp_vs_settings
*settings
)
6140 struct glsl_ffp_vertex_shader
*shader
;
6141 const struct wine_rb_entry
*entry
;
6143 if ((entry
= wine_rb_get(&priv
->ffp_vertex_shaders
, settings
)))
6144 return WINE_RB_ENTRY_VALUE(entry
, struct glsl_ffp_vertex_shader
, desc
.entry
);
6146 if (!(shader
= HeapAlloc(GetProcessHeap(), 0, sizeof(*shader
))))
6149 shader
->desc
.settings
= *settings
;
6150 shader
->id
= shader_glsl_generate_ffp_vertex_shader(&priv
->shader_buffer
, settings
, gl_info
);
6151 list_init(&shader
->linked_programs
);
6152 if (wine_rb_put(&priv
->ffp_vertex_shaders
, &shader
->desc
.settings
, &shader
->desc
.entry
) == -1)
6153 ERR("Failed to insert ffp vertex shader.\n");
6158 static struct glsl_ffp_fragment_shader
*shader_glsl_find_ffp_fragment_shader(struct shader_glsl_priv
*priv
,
6159 const struct wined3d_gl_info
*gl_info
, const struct ffp_frag_settings
*args
)
6161 struct glsl_ffp_fragment_shader
*glsl_desc
;
6162 const struct ffp_frag_desc
*desc
;
6164 if ((desc
= find_ffp_frag_shader(&priv
->ffp_fragment_shaders
, args
)))
6165 return CONTAINING_RECORD(desc
, struct glsl_ffp_fragment_shader
, entry
);
6167 if (!(glsl_desc
= HeapAlloc(GetProcessHeap(), 0, sizeof(*glsl_desc
))))
6170 glsl_desc
->entry
.settings
= *args
;
6171 glsl_desc
->id
= shader_glsl_generate_ffp_fragment_shader(&priv
->shader_buffer
, args
, gl_info
);
6172 list_init(&glsl_desc
->linked_programs
);
6173 add_ffp_frag_shader(&priv
->ffp_fragment_shaders
, &glsl_desc
->entry
);
6179 static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info
*gl_info
,
6180 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_vs_program
*vs
, unsigned int vs_c_count
)
6183 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
6185 vs
->uniform_f_locations
= HeapAlloc(GetProcessHeap(), 0,
6186 sizeof(GLuint
) * gl_info
->limits
.glsl_vs_float_constants
);
6187 for (i
= 0; i
< vs_c_count
; ++i
)
6189 string_buffer_sprintf(name
, "vs_c[%u]", i
);
6190 vs
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6192 memset(&vs
->uniform_f_locations
[vs_c_count
], 0xff,
6193 (gl_info
->limits
.glsl_vs_float_constants
- vs_c_count
) * sizeof(GLuint
));
6195 for (i
= 0; i
< MAX_CONST_I
; ++i
)
6197 string_buffer_sprintf(name
, "vs_i[%u]", i
);
6198 vs
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6201 for (i
= 0; i
< MAX_CONST_B
; ++i
)
6203 string_buffer_sprintf(name
, "vs_b[%u]", i
);
6204 vs
->uniform_b_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6207 vs
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "posFixup"));
6209 vs
->modelview_matrix_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_modelview_matrix"));
6210 vs
->projection_matrix_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_projection_matrix"));
6211 vs
->normal_matrix_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_normal_matrix"));
6212 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
6214 string_buffer_sprintf(name
, "ffp_texture_matrix[%u]", i
);
6215 vs
->texture_matrix_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6217 vs
->material_ambient_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.ambient"));
6218 vs
->material_diffuse_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.diffuse"));
6219 vs
->material_specular_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.specular"));
6220 vs
->material_emission_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.emission"));
6221 vs
->material_shininess_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.shininess"));
6223 string_buffer_release(&priv
->string_buffers
, name
);
6226 static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info
*gl_info
,
6227 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_ps_program
*ps
, unsigned int ps_c_count
)
6230 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
6232 ps
->uniform_f_locations
= HeapAlloc(GetProcessHeap(), 0,
6233 sizeof(GLuint
) * gl_info
->limits
.glsl_ps_float_constants
);
6234 for (i
= 0; i
< ps_c_count
; ++i
)
6236 string_buffer_sprintf(name
, "ps_c[%u]", i
);
6237 ps
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6239 memset(&ps
->uniform_f_locations
[ps_c_count
], 0xff,
6240 (gl_info
->limits
.glsl_ps_float_constants
- ps_c_count
) * sizeof(GLuint
));
6242 for (i
= 0; i
< MAX_CONST_I
; ++i
)
6244 string_buffer_sprintf(name
, "ps_i[%u]", i
);
6245 ps
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6248 for (i
= 0; i
< MAX_CONST_B
; ++i
)
6250 string_buffer_sprintf(name
, "ps_b[%u]", i
);
6251 ps
->uniform_b_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6254 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
6256 string_buffer_sprintf(name
, "bumpenv_mat%u", i
);
6257 ps
->bumpenv_mat_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6258 string_buffer_sprintf(name
, "bumpenv_lum_scale%u", i
);
6259 ps
->bumpenv_lum_scale_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6260 string_buffer_sprintf(name
, "bumpenv_lum_offset%u", i
);
6261 ps
->bumpenv_lum_offset_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6262 string_buffer_sprintf(name
, "tss_const%u", i
);
6263 ps
->tss_constant_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6266 ps
->tex_factor_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "tex_factor"));
6267 ps
->specular_enable_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "specular_enable"));
6268 ps
->np2_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ps_samplerNP2Fixup"));
6269 ps
->ycorrection_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ycorrection"));
6270 ps
->color_key_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "color_key"));
6272 string_buffer_release(&priv
->string_buffers
, name
);
6275 static void shader_glsl_init_uniform_block_bindings(const struct wined3d_gl_info
*gl_info
,
6276 struct shader_glsl_priv
*priv
, GLuint program_id
,
6277 const struct wined3d_shader_reg_maps
*reg_maps
, unsigned int base
, unsigned int count
)
6279 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
6282 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
6284 for (i
= 0; i
< count
; ++i
)
6286 if (!reg_maps
->cb_sizes
[i
])
6289 string_buffer_sprintf(name
, "block_%s_cb%u", prefix
, i
);
6290 block_idx
= GL_EXTCALL(glGetUniformBlockIndex(program_id
, name
->buffer
));
6291 GL_EXTCALL(glUniformBlockBinding(program_id
, block_idx
, base
+ i
));
6293 checkGLcall("glUniformBlockBinding");
6294 string_buffer_release(&priv
->string_buffers
, name
);
6297 /* Context activation is done by the caller. */
6298 static void set_glsl_shader_program(const struct wined3d_context
*context
, const struct wined3d_state
*state
,
6299 struct shader_glsl_priv
*priv
, struct glsl_context_data
*ctx_data
)
6301 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
6302 const struct ps_np2fixup_info
*np2fixup_info
= NULL
;
6303 struct glsl_shader_prog_link
*entry
= NULL
;
6304 struct wined3d_shader
*vshader
= NULL
;
6305 struct wined3d_shader
*gshader
= NULL
;
6306 struct wined3d_shader
*pshader
= NULL
;
6307 GLuint program_id
= 0;
6308 GLuint reorder_shader_id
= 0;
6313 struct list
*ps_list
, *vs_list
;
6315 if (!(context
->shader_update_mask
& (1 << WINED3D_SHADER_TYPE_VERTEX
)))
6317 vs_id
= ctx_data
->glsl_program
->vs
.id
;
6318 vs_list
= &ctx_data
->glsl_program
->vs
.shader_entry
;
6322 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
6323 gshader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
6325 if (!(context
->shader_update_mask
& (1 << WINED3D_SHADER_TYPE_GEOMETRY
))
6326 && ctx_data
->glsl_program
->gs
.id
)
6327 gs_id
= ctx_data
->glsl_program
->gs
.id
;
6329 gs_id
= find_glsl_geometry_shader(context
, &priv
->shader_buffer
, gshader
);
6332 else if (use_vs(state
))
6334 struct vs_compile_args vs_compile_args
;
6335 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
6337 find_vs_compile_args(state
, vshader
, context
->stream_info
.swizzle_map
, &vs_compile_args
);
6338 vs_id
= find_glsl_vshader(context
, &priv
->shader_buffer
, vshader
, &vs_compile_args
);
6339 vs_list
= &vshader
->linked_programs
;
6341 if ((gshader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
]))
6342 gs_id
= find_glsl_geometry_shader(context
, &priv
->shader_buffer
, gshader
);
6344 else if (priv
->vertex_pipe
== &glsl_vertex_pipe
)
6346 struct glsl_ffp_vertex_shader
*ffp_shader
;
6347 struct wined3d_ffp_vs_settings settings
;
6349 wined3d_ffp_get_vs_settings(state
, &context
->stream_info
, &settings
);
6350 ffp_shader
= shader_glsl_find_ffp_vertex_shader(priv
, gl_info
, &settings
);
6351 vs_id
= ffp_shader
->id
;
6352 vs_list
= &ffp_shader
->linked_programs
;
6355 if (!(context
->shader_update_mask
& (1 << WINED3D_SHADER_TYPE_PIXEL
)))
6357 ps_id
= ctx_data
->glsl_program
->ps
.id
;
6358 ps_list
= &ctx_data
->glsl_program
->ps
.shader_entry
;
6361 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
6363 else if (use_ps(state
))
6365 struct ps_compile_args ps_compile_args
;
6366 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
6367 find_ps_compile_args(state
, pshader
, context
->stream_info
.position_transformed
, &ps_compile_args
, gl_info
);
6368 ps_id
= find_glsl_pshader(context
, &priv
->shader_buffer
,
6369 pshader
, &ps_compile_args
, &np2fixup_info
);
6370 ps_list
= &pshader
->linked_programs
;
6372 else if (priv
->fragment_pipe
== &glsl_fragment_pipe
)
6374 struct glsl_ffp_fragment_shader
*ffp_shader
;
6375 struct ffp_frag_settings settings
;
6377 gen_ffp_frag_op(context
, state
, &settings
, FALSE
);
6378 ffp_shader
= shader_glsl_find_ffp_fragment_shader(priv
, gl_info
, &settings
);
6379 ps_id
= ffp_shader
->id
;
6380 ps_list
= &ffp_shader
->linked_programs
;
6383 if ((!vs_id
&& !gs_id
&& !ps_id
) || (entry
= get_glsl_program_entry(priv
, vs_id
, gs_id
, ps_id
)))
6385 ctx_data
->glsl_program
= entry
;
6389 /* If we get to this point, then no matching program exists, so we create one */
6390 program_id
= GL_EXTCALL(glCreateProgram());
6391 TRACE("Created new GLSL shader program %u.\n", program_id
);
6393 /* Create the entry */
6394 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link
));
6395 entry
->id
= program_id
;
6396 entry
->vs
.id
= vs_id
;
6397 entry
->gs
.id
= gs_id
;
6398 entry
->ps
.id
= ps_id
;
6399 entry
->constant_version
= 0;
6400 entry
->ps
.np2_fixup_info
= np2fixup_info
;
6401 /* Add the hash table entry */
6402 add_glsl_program_entry(priv
, entry
);
6404 /* Set the current program */
6405 ctx_data
->glsl_program
= entry
;
6407 /* Attach GLSL vshader */
6410 TRACE("Attaching GLSL shader object %u to program %u.\n", vs_id
, program_id
);
6411 GL_EXTCALL(glAttachShader(program_id
, vs_id
));
6412 checkGLcall("glAttachShader");
6414 list_add_head(vs_list
, &entry
->vs
.shader_entry
);
6419 WORD map
= vshader
->reg_maps
.input_registers
;
6420 struct wined3d_string_buffer
*tmp_name
= string_buffer_get(&priv
->string_buffers
);
6422 reorder_shader_id
= generate_param_reorder_function(&priv
->shader_buffer
, vshader
, pshader
, gl_info
);
6423 TRACE("Attaching GLSL shader object %u to program %u.\n", reorder_shader_id
, program_id
);
6424 GL_EXTCALL(glAttachShader(program_id
, reorder_shader_id
));
6425 checkGLcall("glAttachShader");
6426 /* Flag the reorder function for deletion, then it will be freed automatically when the program
6429 GL_EXTCALL(glDeleteShader(reorder_shader_id
));
6431 /* Bind vertex attributes to a corresponding index number to match
6432 * the same index numbers as ARB_vertex_programs (makes loading
6433 * vertex attributes simpler). With this method, we can use the
6434 * exact same code to load the attributes later for both ARB and
6437 * We have to do this here because we need to know the Program ID
6438 * in order to make the bindings work, and it has to be done prior
6439 * to linking the GLSL program. */
6440 for (i
= 0; map
; map
>>= 1, ++i
)
6442 if (!(map
& 1)) continue;
6444 string_buffer_sprintf(tmp_name
, "vs_in%u", i
);
6445 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
6447 checkGLcall("glBindAttribLocation");
6448 string_buffer_release(&priv
->string_buffers
, tmp_name
);
6453 TRACE("Attaching GLSL geometry shader object %u to program %u.\n", gs_id
, program_id
);
6454 GL_EXTCALL(glAttachShader(program_id
, gs_id
));
6455 checkGLcall("glAttachShader");
6457 TRACE("input type %s, output type %s, vertices out %u.\n",
6458 debug_d3dprimitivetype(gshader
->u
.gs
.input_type
),
6459 debug_d3dprimitivetype(gshader
->u
.gs
.output_type
),
6460 gshader
->u
.gs
.vertices_out
);
6461 GL_EXTCALL(glProgramParameteriARB(program_id
, GL_GEOMETRY_INPUT_TYPE_ARB
,
6462 gl_primitive_type_from_d3d(gshader
->u
.gs
.input_type
)));
6463 GL_EXTCALL(glProgramParameteriARB(program_id
, GL_GEOMETRY_OUTPUT_TYPE_ARB
,
6464 gl_primitive_type_from_d3d(gshader
->u
.gs
.output_type
)));
6465 GL_EXTCALL(glProgramParameteriARB(program_id
, GL_GEOMETRY_VERTICES_OUT_ARB
,
6466 gshader
->u
.gs
.vertices_out
));
6467 checkGLcall("glProgramParameteriARB");
6469 list_add_head(&gshader
->linked_programs
, &entry
->gs
.shader_entry
);
6472 /* Attach GLSL pshader */
6475 TRACE("Attaching GLSL shader object %u to program %u.\n", ps_id
, program_id
);
6476 GL_EXTCALL(glAttachShader(program_id
, ps_id
));
6477 checkGLcall("glAttachShader");
6479 list_add_head(ps_list
, &entry
->ps
.shader_entry
);
6482 /* Link the program */
6483 TRACE("Linking GLSL shader program %u.\n", program_id
);
6484 GL_EXTCALL(glLinkProgram(program_id
));
6485 shader_glsl_validate_link(gl_info
, program_id
);
6487 shader_glsl_init_vs_uniform_locations(gl_info
, priv
, program_id
, &entry
->vs
,
6488 vshader
? min(vshader
->limits
->constant_float
, gl_info
->limits
.glsl_vs_float_constants
) : 0);
6489 shader_glsl_init_ps_uniform_locations(gl_info
, priv
, program_id
, &entry
->ps
,
6490 pshader
? min(pshader
->limits
->constant_float
, gl_info
->limits
.glsl_ps_float_constants
) : 0);
6491 checkGLcall("Find glsl program uniform locations");
6493 if (pshader
&& pshader
->reg_maps
.shader_version
.major
>= 3
6494 && pshader
->u
.ps
.declared_in_count
> vec4_varyings(3, gl_info
))
6496 TRACE("Shader %d needs vertex color clamping disabled.\n", program_id
);
6497 entry
->vs
.vertex_color_clamp
= GL_FALSE
;
6501 entry
->vs
.vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
6504 /* Set the shader to allow uniform loading on it */
6505 GL_EXTCALL(glUseProgram(program_id
));
6506 checkGLcall("glUseProgram");
6508 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
6509 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
6510 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
6511 * vertex shader with fixed function pixel processing is used we make sure that the card
6512 * supports enough samplers to allow the max number of vertex samplers with all possible
6513 * fixed function fragment processing setups. So once the program is linked these samplers
6515 shader_glsl_load_samplers(gl_info
, priv
, context
->tex_unit_map
, program_id
);
6517 entry
->constant_update_mask
= 0;
6520 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_F
;
6521 if (vshader
->reg_maps
.integer_constants
)
6522 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_I
;
6523 if (vshader
->reg_maps
.boolean_constants
)
6524 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_B
;
6525 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POS_FIXUP
;
6527 shader_glsl_init_uniform_block_bindings(gl_info
, priv
, program_id
, &vshader
->reg_maps
,
6528 0, gl_info
->limits
.vertex_uniform_blocks
);
6532 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
6533 | WINED3D_SHADER_CONST_FFP_PROJ
;
6535 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
6537 if (entry
->vs
.texture_matrix_location
[i
] != -1)
6539 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
6543 if (entry
->vs
.material_ambient_location
!= -1)
6544 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MATERIAL
;
6548 shader_glsl_init_uniform_block_bindings(gl_info
, priv
, program_id
, &gshader
->reg_maps
,
6549 gl_info
->limits
.vertex_uniform_blocks
, gl_info
->limits
.geometry_uniform_blocks
);
6555 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_F
;
6556 if (pshader
->reg_maps
.integer_constants
)
6557 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_I
;
6558 if (pshader
->reg_maps
.boolean_constants
)
6559 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_B
;
6560 if (entry
->ps
.ycorrection_location
!= -1)
6561 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_Y_CORR
;
6563 shader_glsl_init_uniform_block_bindings(gl_info
, priv
, program_id
, &pshader
->reg_maps
,
6564 gl_info
->limits
.vertex_uniform_blocks
+ gl_info
->limits
.geometry_uniform_blocks
,
6565 gl_info
->limits
.fragment_uniform_blocks
);
6569 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PS
;
6572 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
6574 if (entry
->ps
.bumpenv_mat_location
[i
] != -1)
6576 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_BUMP_ENV
;
6581 if (entry
->ps
.np2_fixup_location
!= -1)
6582 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_NP2_FIXUP
;
6583 if (entry
->ps
.color_key_location
!= -1)
6584 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_COLOR_KEY
;
6588 /* Context activation is done by the caller. */
6589 static GLuint
create_glsl_blt_shader(const struct wined3d_gl_info
*gl_info
, enum wined3d_gl_resource_type tex_type
,
6593 GLuint vshader_id
, pshader_id
;
6594 const char *blt_pshader
;
6596 static const char blt_vshader
[] =
6600 " gl_Position = gl_Vertex;\n"
6601 " gl_FrontColor = vec4(1.0);\n"
6602 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
6605 static const char * const blt_pshaders_full
[WINED3D_GL_RES_TYPE_COUNT
] =
6607 /* WINED3D_GL_RES_TYPE_TEX_1D */
6609 /* WINED3D_GL_RES_TYPE_TEX_2D */
6611 "uniform sampler2D sampler;\n"
6614 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
6616 /* WINED3D_GL_RES_TYPE_TEX_3D */
6618 /* WINED3D_GL_RES_TYPE_TEX_CUBE */
6620 "uniform samplerCube sampler;\n"
6623 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
6625 /* WINED3D_GL_RES_TYPE_TEX_RECT */
6627 "#extension GL_ARB_texture_rectangle : enable\n"
6628 "uniform sampler2DRect sampler;\n"
6631 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
6635 static const char * const blt_pshaders_masked
[WINED3D_GL_RES_TYPE_COUNT
] =
6637 /* WINED3D_GL_RES_TYPE_TEX_1D */
6639 /* WINED3D_GL_RES_TYPE_TEX_2D */
6641 "uniform sampler2D sampler;\n"
6642 "uniform vec4 mask;\n"
6645 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
6646 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
6648 /* WINED3D_GL_RES_TYPE_TEX_3D */
6650 /* WINED3D_GL_RES_TYPE_TEX_CUBE */
6652 "uniform samplerCube sampler;\n"
6653 "uniform vec4 mask;\n"
6656 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
6657 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
6659 /* WINED3D_GL_RES_TYPE_TEX_RECT */
6661 "#extension GL_ARB_texture_rectangle : enable\n"
6662 "uniform sampler2DRect sampler;\n"
6663 "uniform vec4 mask;\n"
6666 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
6667 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
6671 blt_pshader
= masked
? blt_pshaders_masked
[tex_type
] : blt_pshaders_full
[tex_type
];
6674 FIXME("tex_type %#x not supported\n", tex_type
);
6678 vshader_id
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
6679 shader_glsl_compile(gl_info
, vshader_id
, blt_vshader
);
6681 pshader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
6682 shader_glsl_compile(gl_info
, pshader_id
, blt_pshader
);
6684 program_id
= GL_EXTCALL(glCreateProgram());
6685 GL_EXTCALL(glAttachShader(program_id
, vshader_id
));
6686 GL_EXTCALL(glAttachShader(program_id
, pshader_id
));
6687 GL_EXTCALL(glLinkProgram(program_id
));
6689 shader_glsl_validate_link(gl_info
, program_id
);
6691 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
6694 GL_EXTCALL(glDeleteShader(vshader_id
));
6695 GL_EXTCALL(glDeleteShader(pshader_id
));
6699 /* Context activation is done by the caller. */
6700 static void shader_glsl_select(void *shader_priv
, struct wined3d_context
*context
,
6701 const struct wined3d_state
*state
)
6703 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
6704 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
6705 struct shader_glsl_priv
*priv
= shader_priv
;
6706 GLuint program_id
= 0, prev_id
= 0;
6707 GLenum old_vertex_color_clamp
, current_vertex_color_clamp
;
6709 priv
->vertex_pipe
->vp_enable(gl_info
, !use_vs(state
));
6710 priv
->fragment_pipe
->enable_extension(gl_info
, !use_ps(state
));
6712 if (ctx_data
->glsl_program
)
6714 prev_id
= ctx_data
->glsl_program
->id
;
6715 old_vertex_color_clamp
= ctx_data
->glsl_program
->vs
.vertex_color_clamp
;
6720 old_vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
6723 set_glsl_shader_program(context
, state
, priv
, ctx_data
);
6725 if (ctx_data
->glsl_program
)
6727 program_id
= ctx_data
->glsl_program
->id
;
6728 current_vertex_color_clamp
= ctx_data
->glsl_program
->vs
.vertex_color_clamp
;
6733 current_vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
6736 if (old_vertex_color_clamp
!= current_vertex_color_clamp
)
6738 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
6740 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, current_vertex_color_clamp
));
6741 checkGLcall("glClampColorARB");
6745 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
6749 TRACE("Using GLSL program %u.\n", program_id
);
6751 if (prev_id
!= program_id
)
6753 GL_EXTCALL(glUseProgram(program_id
));
6754 checkGLcall("glUseProgram");
6757 context
->constant_update_mask
|= ctx_data
->glsl_program
->constant_update_mask
;
6761 /* "context" is not necessarily the currently active context. */
6762 static void shader_glsl_invalidate_current_program(struct wined3d_context
*context
)
6764 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
6766 ctx_data
->glsl_program
= NULL
;
6767 context
->shader_update_mask
= (1 << WINED3D_SHADER_TYPE_PIXEL
)
6768 | (1 << WINED3D_SHADER_TYPE_VERTEX
)
6769 | (1 << WINED3D_SHADER_TYPE_GEOMETRY
);
6772 /* Context activation is done by the caller. */
6773 static void shader_glsl_disable(void *shader_priv
, struct wined3d_context
*context
)
6775 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
6776 struct shader_glsl_priv
*priv
= shader_priv
;
6778 shader_glsl_invalidate_current_program(context
);
6779 GL_EXTCALL(glUseProgram(0));
6780 checkGLcall("glUseProgram");
6782 priv
->vertex_pipe
->vp_enable(gl_info
, FALSE
);
6783 priv
->fragment_pipe
->enable_extension(gl_info
, FALSE
);
6785 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
6787 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, GL_FIXED_ONLY_ARB
));
6788 checkGLcall("glClampColorARB");
6792 /* Context activation is done by the caller. */
6793 static void shader_glsl_select_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
,
6794 enum wined3d_gl_resource_type tex_type
, const SIZE
*ds_mask_size
)
6796 BOOL masked
= ds_mask_size
->cx
&& ds_mask_size
->cy
;
6797 struct shader_glsl_priv
*priv
= shader_priv
;
6798 GLuint
*blt_program
;
6801 blt_program
= masked
? &priv
->depth_blt_program_masked
[tex_type
] : &priv
->depth_blt_program_full
[tex_type
];
6804 *blt_program
= create_glsl_blt_shader(gl_info
, tex_type
, masked
);
6805 loc
= GL_EXTCALL(glGetUniformLocation(*blt_program
, "sampler"));
6806 GL_EXTCALL(glUseProgram(*blt_program
));
6807 GL_EXTCALL(glUniform1i(loc
, 0));
6811 GL_EXTCALL(glUseProgram(*blt_program
));
6816 loc
= GL_EXTCALL(glGetUniformLocation(*blt_program
, "mask"));
6817 GL_EXTCALL(glUniform4f(loc
, 0.0f
, 0.0f
, (float)ds_mask_size
->cx
, (float)ds_mask_size
->cy
));
6821 /* Context activation is done by the caller. */
6822 static void shader_glsl_deselect_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
)
6824 const struct glsl_context_data
*ctx_data
= context_get_current()->shader_backend_data
;
6827 program_id
= ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0;
6828 if (program_id
) TRACE("Using GLSL program %u\n", program_id
);
6830 GL_EXTCALL(glUseProgram(program_id
));
6831 checkGLcall("glUseProgram");
6834 static void shader_glsl_invalidate_contexts_program(struct wined3d_device
*device
,
6835 const struct glsl_shader_prog_link
*program
)
6837 const struct glsl_context_data
*ctx_data
;
6838 struct wined3d_context
*context
;
6841 for (i
= 0; i
< device
->context_count
; ++i
)
6843 context
= device
->contexts
[i
];
6844 ctx_data
= context
->shader_backend_data
;
6846 if (ctx_data
->glsl_program
== program
)
6847 shader_glsl_invalidate_current_program(context
);
6851 static void shader_glsl_destroy(struct wined3d_shader
*shader
)
6853 struct glsl_shader_private
*shader_data
= shader
->backend_data
;
6854 struct wined3d_device
*device
= shader
->device
;
6855 struct shader_glsl_priv
*priv
= device
->shader_priv
;
6856 const struct wined3d_gl_info
*gl_info
;
6857 const struct list
*linked_programs
;
6858 struct wined3d_context
*context
;
6860 if (!shader_data
|| !shader_data
->num_gl_shaders
)
6862 HeapFree(GetProcessHeap(), 0, shader_data
);
6863 shader
->backend_data
= NULL
;
6867 context
= context_acquire(device
, NULL
);
6868 gl_info
= context
->gl_info
;
6870 TRACE("Deleting linked programs.\n");
6871 linked_programs
= &shader
->linked_programs
;
6872 if (linked_programs
->next
)
6874 struct glsl_shader_prog_link
*entry
, *entry2
;
6877 switch (shader
->reg_maps
.shader_version
.type
)
6879 case WINED3D_SHADER_TYPE_PIXEL
:
6881 struct glsl_ps_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.ps
;
6883 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
6885 TRACE("Deleting pixel shader %u.\n", gl_shaders
[i
].id
);
6886 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
6887 checkGLcall("glDeleteShader");
6889 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.ps
);
6891 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
6892 struct glsl_shader_prog_link
, ps
.shader_entry
)
6894 shader_glsl_invalidate_contexts_program(device
, entry
);
6895 delete_glsl_program_entry(priv
, gl_info
, entry
);
6901 case WINED3D_SHADER_TYPE_VERTEX
:
6903 struct glsl_vs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.vs
;
6905 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
6907 TRACE("Deleting vertex shader %u.\n", gl_shaders
[i
].id
);
6908 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
6909 checkGLcall("glDeleteShader");
6911 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.vs
);
6913 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
6914 struct glsl_shader_prog_link
, vs
.shader_entry
)
6916 shader_glsl_invalidate_contexts_program(device
, entry
);
6917 delete_glsl_program_entry(priv
, gl_info
, entry
);
6923 case WINED3D_SHADER_TYPE_GEOMETRY
:
6925 struct glsl_gs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.gs
;
6927 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
6929 TRACE("Deleting geometry shader %u.\n", gl_shaders
[i
].id
);
6930 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
6931 checkGLcall("glDeleteShader");
6933 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.gs
);
6935 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
6936 struct glsl_shader_prog_link
, gs
.shader_entry
)
6938 shader_glsl_invalidate_contexts_program(device
, entry
);
6939 delete_glsl_program_entry(priv
, gl_info
, entry
);
6946 ERR("Unhandled shader type %#x.\n", shader
->reg_maps
.shader_version
.type
);
6951 HeapFree(GetProcessHeap(), 0, shader
->backend_data
);
6952 shader
->backend_data
= NULL
;
6954 context_release(context
);
6957 static int glsl_program_key_compare(const void *key
, const struct wine_rb_entry
*entry
)
6959 const struct glsl_program_key
*k
= key
;
6960 const struct glsl_shader_prog_link
*prog
= WINE_RB_ENTRY_VALUE(entry
,
6961 const struct glsl_shader_prog_link
, program_lookup_entry
);
6963 if (k
->vs_id
> prog
->vs
.id
) return 1;
6964 else if (k
->vs_id
< prog
->vs
.id
) return -1;
6966 if (k
->gs_id
> prog
->gs
.id
) return 1;
6967 else if (k
->gs_id
< prog
->gs
.id
) return -1;
6969 if (k
->ps_id
> prog
->ps
.id
) return 1;
6970 else if (k
->ps_id
< prog
->ps
.id
) return -1;
6975 static BOOL
constant_heap_init(struct constant_heap
*heap
, unsigned int constant_count
)
6977 SIZE_T size
= (constant_count
+ 1) * sizeof(*heap
->entries
)
6978 + constant_count
* sizeof(*heap
->contained
)
6979 + constant_count
* sizeof(*heap
->positions
);
6980 void *mem
= HeapAlloc(GetProcessHeap(), 0, size
);
6984 ERR("Failed to allocate memory\n");
6988 heap
->entries
= mem
;
6989 heap
->entries
[1].version
= 0;
6990 heap
->contained
= (BOOL
*)(heap
->entries
+ constant_count
+ 1);
6991 memset(heap
->contained
, 0, constant_count
* sizeof(*heap
->contained
));
6992 heap
->positions
= (unsigned int *)(heap
->contained
+ constant_count
);
6998 static void constant_heap_free(struct constant_heap
*heap
)
7000 HeapFree(GetProcessHeap(), 0, heap
->entries
);
7003 static const struct wine_rb_functions wined3d_glsl_program_rb_functions
=
7008 glsl_program_key_compare
,
7011 static HRESULT
shader_glsl_alloc(struct wined3d_device
*device
, const struct wined3d_vertex_pipe_ops
*vertex_pipe
,
7012 const struct fragment_pipeline
*fragment_pipe
)
7014 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
7015 struct shader_glsl_priv
*priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_glsl_priv
));
7016 SIZE_T stack_size
= wined3d_log2i(max(gl_info
->limits
.glsl_vs_float_constants
,
7017 gl_info
->limits
.glsl_ps_float_constants
)) + 1;
7018 struct fragment_caps fragment_caps
;
7019 void *vertex_priv
, *fragment_priv
;
7021 string_buffer_list_init(&priv
->string_buffers
);
7023 if (!(vertex_priv
= vertex_pipe
->vp_alloc(&glsl_shader_backend
, priv
)))
7025 ERR("Failed to initialize vertex pipe.\n");
7026 HeapFree(GetProcessHeap(), 0, priv
);
7030 if (!(fragment_priv
= fragment_pipe
->alloc_private(&glsl_shader_backend
, priv
)))
7032 ERR("Failed to initialize fragment pipe.\n");
7033 vertex_pipe
->vp_free(device
);
7034 HeapFree(GetProcessHeap(), 0, priv
);
7038 if (!string_buffer_init(&priv
->shader_buffer
))
7040 ERR("Failed to initialize shader buffer.\n");
7044 priv
->stack
= HeapAlloc(GetProcessHeap(), 0, stack_size
* sizeof(*priv
->stack
));
7047 ERR("Failed to allocate memory.\n");
7051 if (!constant_heap_init(&priv
->vconst_heap
, gl_info
->limits
.glsl_vs_float_constants
))
7053 ERR("Failed to initialize vertex shader constant heap\n");
7057 if (!constant_heap_init(&priv
->pconst_heap
, gl_info
->limits
.glsl_ps_float_constants
))
7059 ERR("Failed to initialize pixel shader constant heap\n");
7063 if (wine_rb_init(&priv
->program_lookup
, &wined3d_glsl_program_rb_functions
) == -1)
7065 ERR("Failed to initialize rbtree.\n");
7069 priv
->next_constant_version
= 1;
7070 priv
->vertex_pipe
= vertex_pipe
;
7071 priv
->fragment_pipe
= fragment_pipe
;
7072 fragment_pipe
->get_caps(gl_info
, &fragment_caps
);
7073 priv
->ffp_proj_control
= fragment_caps
.wined3d_caps
& WINED3D_FRAGMENT_CAP_PROJ_CONTROL
;
7075 device
->vertex_priv
= vertex_priv
;
7076 device
->fragment_priv
= fragment_priv
;
7077 device
->shader_priv
= priv
;
7082 constant_heap_free(&priv
->pconst_heap
);
7083 constant_heap_free(&priv
->vconst_heap
);
7084 HeapFree(GetProcessHeap(), 0, priv
->stack
);
7085 string_buffer_free(&priv
->shader_buffer
);
7086 fragment_pipe
->free_private(device
);
7087 vertex_pipe
->vp_free(device
);
7088 HeapFree(GetProcessHeap(), 0, priv
);
7089 return E_OUTOFMEMORY
;
7092 /* Context activation is done by the caller. */
7093 static void shader_glsl_free(struct wined3d_device
*device
)
7095 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
7096 struct shader_glsl_priv
*priv
= device
->shader_priv
;
7099 for (i
= 0; i
< WINED3D_GL_RES_TYPE_COUNT
; ++i
)
7101 if (priv
->depth_blt_program_full
[i
])
7103 GL_EXTCALL(glDeleteProgram(priv
->depth_blt_program_full
[i
]));
7105 if (priv
->depth_blt_program_masked
[i
])
7107 GL_EXTCALL(glDeleteProgram(priv
->depth_blt_program_masked
[i
]));
7111 wine_rb_destroy(&priv
->program_lookup
, NULL
, NULL
);
7112 constant_heap_free(&priv
->pconst_heap
);
7113 constant_heap_free(&priv
->vconst_heap
);
7114 HeapFree(GetProcessHeap(), 0, priv
->stack
);
7115 string_buffer_list_cleanup(&priv
->string_buffers
);
7116 string_buffer_free(&priv
->shader_buffer
);
7117 priv
->fragment_pipe
->free_private(device
);
7118 priv
->vertex_pipe
->vp_free(device
);
7120 HeapFree(GetProcessHeap(), 0, device
->shader_priv
);
7121 device
->shader_priv
= NULL
;
7124 static BOOL
shader_glsl_allocate_context_data(struct wined3d_context
*context
)
7126 return !!(context
->shader_backend_data
= HeapAlloc(GetProcessHeap(),
7127 HEAP_ZERO_MEMORY
, sizeof(struct glsl_context_data
)));
7130 static void shader_glsl_free_context_data(struct wined3d_context
*context
)
7132 HeapFree(GetProcessHeap(), 0, context
->shader_backend_data
);
7135 static void shader_glsl_get_caps(const struct wined3d_gl_info
*gl_info
, struct shader_caps
*caps
)
7139 if (gl_info
->supported
[EXT_GPU_SHADER4
] && gl_info
->supported
[ARB_SHADER_BIT_ENCODING
]
7140 && gl_info
->supported
[ARB_GEOMETRY_SHADER4
] && gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 50)
7141 && gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
] && gl_info
->supported
[ARB_DRAW_INSTANCED
]
7142 && gl_info
->supported
[ARB_TEXTURE_RG
] && gl_info
->supported
[ARB_SAMPLER_OBJECTS
])
7144 /* ARB_shader_texture_lod or EXT_gpu_shader4 is required for the SM3
7145 * texldd and texldl instructions. */
7146 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] || gl_info
->supported
[EXT_GPU_SHADER4
])
7150 TRACE("Shader model %u.\n", shader_model
);
7152 caps
->vs_version
= min(wined3d_settings
.max_sm_vs
, shader_model
);
7153 caps
->gs_version
= min(wined3d_settings
.max_sm_gs
, shader_model
);
7154 caps
->ps_version
= min(wined3d_settings
.max_sm_ps
, shader_model
);
7156 caps
->vs_uniform_count
= gl_info
->limits
.glsl_vs_float_constants
;
7157 caps
->ps_uniform_count
= gl_info
->limits
.glsl_ps_float_constants
;
7159 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
7160 * Direct3D minimum requirement.
7162 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
7163 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
7165 * The problem is that the refrast clamps temporary results in the shader to
7166 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
7167 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
7168 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
7169 * offer a way to query this.
7171 if (shader_model
>= 4)
7172 caps
->ps_1x_max_value
= FLT_MAX
;
7174 caps
->ps_1x_max_value
= 1024.0f
;
7176 /* Ideally we'd only set caps like sRGB writes here if supported by both
7177 * the shader backend and the fragment pipe, but we can get called before
7178 * shader_glsl_alloc(). */
7179 caps
->wined3d_caps
= WINED3D_SHADER_CAP_VS_CLIPPING
7180 | WINED3D_SHADER_CAP_SRGB_WRITE
;
7183 static BOOL
shader_glsl_color_fixup_supported(struct color_fixup_desc fixup
)
7185 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
7187 TRACE("Checking support for fixup:\n");
7188 dump_color_fixup_desc(fixup
);
7191 /* We support everything except YUV conversions. */
7192 if (!is_complex_fixup(fixup
))
7198 TRACE("[FAILED]\n");
7202 static const SHADER_HANDLER shader_glsl_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
7204 /* WINED3DSIH_ABS */ shader_glsl_map2gl
,
7205 /* WINED3DSIH_ADD */ shader_glsl_binop
,
7206 /* WINED3DSIH_AND */ shader_glsl_binop
,
7207 /* WINED3DSIH_BEM */ shader_glsl_bem
,
7208 /* WINED3DSIH_BREAK */ shader_glsl_break
,
7209 /* WINED3DSIH_BREAKC */ shader_glsl_breakc
,
7210 /* WINED3DSIH_BREAKP */ shader_glsl_breakp
,
7211 /* WINED3DSIH_CALL */ shader_glsl_call
,
7212 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz
,
7213 /* WINED3DSIH_CMP */ shader_glsl_conditional_move
,
7214 /* WINED3DSIH_CND */ shader_glsl_cnd
,
7215 /* WINED3DSIH_CRS */ shader_glsl_cross
,
7216 /* WINED3DSIH_CUT */ shader_glsl_cut
,
7217 /* WINED3DSIH_DCL */ shader_glsl_nop
,
7218 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_glsl_nop
,
7219 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_glsl_nop
,
7220 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_glsl_nop
,
7221 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_glsl_nop
,
7222 /* WINED3DSIH_DEF */ shader_glsl_nop
,
7223 /* WINED3DSIH_DEFB */ shader_glsl_nop
,
7224 /* WINED3DSIH_DEFI */ shader_glsl_nop
,
7225 /* WINED3DSIH_DIV */ shader_glsl_binop
,
7226 /* WINED3DSIH_DP2 */ shader_glsl_dot
,
7227 /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add
,
7228 /* WINED3DSIH_DP3 */ shader_glsl_dot
,
7229 /* WINED3DSIH_DP4 */ shader_glsl_dot
,
7230 /* WINED3DSIH_DST */ shader_glsl_dst
,
7231 /* WINED3DSIH_DSX */ shader_glsl_map2gl
,
7232 /* WINED3DSIH_DSY */ shader_glsl_map2gl
,
7233 /* WINED3DSIH_ELSE */ shader_glsl_else
,
7234 /* WINED3DSIH_EMIT */ shader_glsl_emit
,
7235 /* WINED3DSIH_ENDIF */ shader_glsl_end
,
7236 /* WINED3DSIH_ENDLOOP */ shader_glsl_end
,
7237 /* WINED3DSIH_ENDREP */ shader_glsl_end
,
7238 /* WINED3DSIH_EQ */ shader_glsl_relop
,
7239 /* WINED3DSIH_EXP */ shader_glsl_scalar_op
,
7240 /* WINED3DSIH_EXPP */ shader_glsl_expp
,
7241 /* WINED3DSIH_FRC */ shader_glsl_map2gl
,
7242 /* WINED3DSIH_FTOI */ shader_glsl_to_int
,
7243 /* WINED3DSIH_GE */ shader_glsl_relop
,
7244 /* WINED3DSIH_IADD */ shader_glsl_binop
,
7245 /* WINED3DSIH_IEQ */ NULL
,
7246 /* WINED3DSIH_IF */ shader_glsl_if
,
7247 /* WINED3DSIH_IFC */ shader_glsl_ifc
,
7248 /* WINED3DSIH_IGE */ shader_glsl_relop
,
7249 /* WINED3DSIH_IMUL */ shader_glsl_imul
,
7250 /* WINED3DSIH_ISHL */ shader_glsl_binop
,
7251 /* WINED3DSIH_ITOF */ shader_glsl_to_float
,
7252 /* WINED3DSIH_LABEL */ shader_glsl_label
,
7253 /* WINED3DSIH_LD */ NULL
,
7254 /* WINED3DSIH_LIT */ shader_glsl_lit
,
7255 /* WINED3DSIH_LOG */ shader_glsl_scalar_op
,
7256 /* WINED3DSIH_LOGP */ shader_glsl_scalar_op
,
7257 /* WINED3DSIH_LOOP */ shader_glsl_loop
,
7258 /* WINED3DSIH_LRP */ shader_glsl_lrp
,
7259 /* WINED3DSIH_LT */ shader_glsl_relop
,
7260 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn
,
7261 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn
,
7262 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn
,
7263 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn
,
7264 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn
,
7265 /* WINED3DSIH_MAD */ shader_glsl_mad
,
7266 /* WINED3DSIH_MAX */ shader_glsl_map2gl
,
7267 /* WINED3DSIH_MIN */ shader_glsl_map2gl
,
7268 /* WINED3DSIH_MOV */ shader_glsl_mov
,
7269 /* WINED3DSIH_MOVA */ shader_glsl_mov
,
7270 /* WINED3DSIH_MOVC */ shader_glsl_conditional_move
,
7271 /* WINED3DSIH_MUL */ shader_glsl_binop
,
7272 /* WINED3DSIH_NE */ shader_glsl_relop
,
7273 /* WINED3DSIH_NOP */ shader_glsl_nop
,
7274 /* WINED3DSIH_NRM */ shader_glsl_nrm
,
7275 /* WINED3DSIH_OR */ shader_glsl_binop
,
7276 /* WINED3DSIH_PHASE */ shader_glsl_nop
,
7277 /* WINED3DSIH_POW */ shader_glsl_pow
,
7278 /* WINED3DSIH_RCP */ shader_glsl_scalar_op
,
7279 /* WINED3DSIH_REP */ shader_glsl_rep
,
7280 /* WINED3DSIH_RET */ shader_glsl_ret
,
7281 /* WINED3DSIH_ROUND_NI */ shader_glsl_map2gl
,
7282 /* WINED3DSIH_RSQ */ shader_glsl_scalar_op
,
7283 /* WINED3DSIH_SAMPLE */ shader_glsl_sample
,
7284 /* WINED3DSIH_SAMPLE_GRAD */ NULL
,
7285 /* WINED3DSIH_SAMPLE_LOD */ NULL
,
7286 /* WINED3DSIH_SETP */ NULL
,
7287 /* WINED3DSIH_SGE */ shader_glsl_compare
,
7288 /* WINED3DSIH_SGN */ shader_glsl_sgn
,
7289 /* WINED3DSIH_SINCOS */ shader_glsl_sincos
,
7290 /* WINED3DSIH_SLT */ shader_glsl_compare
,
7291 /* WINED3DSIH_SQRT */ shader_glsl_map2gl
,
7292 /* WINED3DSIH_SUB */ shader_glsl_binop
,
7293 /* WINED3DSIH_TEX */ shader_glsl_tex
,
7294 /* WINED3DSIH_TEXBEM */ shader_glsl_texbem
,
7295 /* WINED3DSIH_TEXBEML */ shader_glsl_texbem
,
7296 /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord
,
7297 /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth
,
7298 /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3
,
7299 /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex
,
7300 /* WINED3DSIH_TEXKILL */ shader_glsl_texkill
,
7301 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd
,
7302 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl
,
7303 /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth
,
7304 /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad
,
7305 /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex
,
7306 /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3
,
7307 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
7308 /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad
,
7309 /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec
,
7310 /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex
,
7311 /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec
,
7312 /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar
,
7313 /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb
,
7314 /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb
,
7315 /* WINED3DSIH_UDIV */ shader_glsl_udiv
,
7316 /* WINED3DSIH_UGE */ shader_glsl_relop
,
7317 /* WINED3DSIH_USHR */ shader_glsl_binop
,
7318 /* WINED3DSIH_UTOF */ shader_glsl_to_float
,
7319 /* WINED3DSIH_XOR */ shader_glsl_binop
,
7322 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction
*ins
) {
7323 SHADER_HANDLER hw_fct
;
7325 /* Select handler */
7326 hw_fct
= shader_glsl_instruction_handler_table
[ins
->handler_idx
];
7328 /* Unhandled opcode */
7331 FIXME("Backend can't handle opcode %#x\n", ins
->handler_idx
);
7336 shader_glsl_add_instruction_modifiers(ins
);
7339 static BOOL
shader_glsl_has_ffp_proj_control(void *shader_priv
)
7341 struct shader_glsl_priv
*priv
= shader_priv
;
7343 return priv
->ffp_proj_control
;
7346 const struct wined3d_shader_backend_ops glsl_shader_backend
=
7348 shader_glsl_handle_instruction
,
7350 shader_glsl_disable
,
7351 shader_glsl_select_depth_blt
,
7352 shader_glsl_deselect_depth_blt
,
7353 shader_glsl_update_float_vertex_constants
,
7354 shader_glsl_update_float_pixel_constants
,
7355 shader_glsl_load_constants
,
7356 shader_glsl_destroy
,
7359 shader_glsl_allocate_context_data
,
7360 shader_glsl_free_context_data
,
7361 shader_glsl_get_caps
,
7362 shader_glsl_color_fixup_supported
,
7363 shader_glsl_has_ffp_proj_control
,
7366 static void glsl_vertex_pipe_vp_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
)
7369 gl_info
->gl_ops
.gl
.p_glEnable(GL_VERTEX_PROGRAM_POINT_SIZE_ARB
);
7371 gl_info
->gl_ops
.gl
.p_glDisable(GL_VERTEX_PROGRAM_POINT_SIZE_ARB
);
7372 checkGLcall("GL_VERTEX_PROGRAM_POINT_SIZE_ARB");
7375 static void glsl_vertex_pipe_vp_get_caps(const struct wined3d_gl_info
*gl_info
, struct wined3d_vertex_caps
*caps
)
7377 caps
->xyzrhw
= TRUE
;
7378 caps
->max_active_lights
= gl_info
->limits
.lights
;
7379 caps
->max_vertex_blend_matrices
= 1;
7380 caps
->max_vertex_blend_matrix_index
= 0;
7381 caps
->vertex_processing_caps
= WINED3DVTXPCAPS_TEXGEN
7382 | WINED3DVTXPCAPS_MATERIALSOURCE7
7383 | WINED3DVTXPCAPS_VERTEXFOG
7384 | WINED3DVTXPCAPS_DIRECTIONALLIGHTS
7385 | WINED3DVTXPCAPS_POSITIONALLIGHTS
7386 | WINED3DVTXPCAPS_LOCALVIEWER
7387 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP
;
7388 caps
->fvf_caps
= WINED3DFVFCAPS_PSIZE
| 8; /* 8 texture coordinates. */
7389 caps
->max_user_clip_planes
= gl_info
->limits
.clipplanes
;
7390 caps
->raster_caps
= WINED3DPRASTERCAPS_FOGRANGE
;
7393 static void *glsl_vertex_pipe_vp_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
7395 struct shader_glsl_priv
*priv
;
7397 if (shader_backend
== &glsl_shader_backend
)
7401 if (wine_rb_init(&priv
->ffp_vertex_shaders
, &wined3d_ffp_vertex_program_rb_functions
) == -1)
7403 ERR("Failed to initialize rbtree.\n");
7410 FIXME("GLSL vertex pipe without GLSL shader backend not implemented.\n");
7415 static void shader_glsl_free_ffp_vertex_shader(struct wine_rb_entry
*entry
, void *context
)
7417 struct glsl_ffp_vertex_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
7418 struct glsl_ffp_vertex_shader
, desc
.entry
);
7419 struct glsl_shader_prog_link
*program
, *program2
;
7420 struct glsl_ffp_destroy_ctx
*ctx
= context
;
7422 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
7423 struct glsl_shader_prog_link
, vs
.shader_entry
)
7425 delete_glsl_program_entry(ctx
->priv
, ctx
->gl_info
, program
);
7427 ctx
->gl_info
->gl_ops
.ext
.p_glDeleteShader(shader
->id
);
7428 HeapFree(GetProcessHeap(), 0, shader
);
7431 /* Context activation is done by the caller. */
7432 static void glsl_vertex_pipe_vp_free(struct wined3d_device
*device
)
7434 struct shader_glsl_priv
*priv
= device
->vertex_priv
;
7435 struct glsl_ffp_destroy_ctx ctx
;
7438 ctx
.gl_info
= &device
->adapter
->gl_info
;
7439 wine_rb_destroy(&priv
->ffp_vertex_shaders
, shader_glsl_free_ffp_vertex_shader
, &ctx
);
7442 static void glsl_vertex_pipe_shader(struct wined3d_context
*context
,
7443 const struct wined3d_state
*state
, DWORD state_id
)
7445 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_VERTEX
;
7448 static void glsl_vertex_pipe_vdecl(struct wined3d_context
*context
,
7449 const struct wined3d_state
*state
, DWORD state_id
)
7451 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
7452 BOOL transformed
= context
->stream_info
.position_transformed
;
7453 BOOL wasrhw
= context
->last_was_rhw
;
7456 context
->last_was_rhw
= transformed
;
7460 if (context
->last_was_vshader
)
7462 for (i
= 0; i
< gl_info
->limits
.clipplanes
; ++i
)
7463 clipplane(context
, state
, STATE_CLIPPLANE(i
));
7466 if (transformed
!= wasrhw
)
7467 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PROJ
;
7469 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
7471 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_LIGHTING
)))
7472 state_lighting(context
, state
, STATE_RENDER(WINED3D_RS_LIGHTING
));
7473 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
)))
7474 state_normalize(context
, state
, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
));
7476 /* Because of settings->texcoords, we have to always regenerate the
7477 * vertex shader on a vdecl change.
7478 * TODO: Just always output all the texcoords when there are enough
7479 * varyings available to drop the dependency. */
7480 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_VERTEX
;
7483 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.major
== 1
7484 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.minor
<= 3)
7485 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_PIXEL
;
7489 if (!context
->last_was_vshader
)
7491 /* Vertex shader clipping ignores the view matrix. Update all clipplanes. */
7492 for (i
= 0; i
< gl_info
->limits
.clipplanes
; ++i
)
7493 clipplane(context
, state
, STATE_CLIPPLANE(i
));
7497 context
->last_was_vshader
= use_vs(state
);
7500 static void glsl_vertex_pipe_vs(struct wined3d_context
*context
,
7501 const struct wined3d_state
*state
, DWORD state_id
)
7503 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_VERTEX
;
7504 /* Different vertex shaders potentially require a different vertex attributes setup. */
7505 if (!isStateDirty(context
, STATE_VDECL
))
7506 context_apply_state(context
, state
, STATE_VDECL
);
7509 static void glsl_vertex_pipe_world(struct wined3d_context
*context
,
7510 const struct wined3d_state
*state
, DWORD state_id
)
7512 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
;
7515 static void glsl_vertex_pipe_view(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
7517 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
7518 const struct wined3d_light_info
*light
= NULL
;
7521 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
;
7523 /* Light settings are affected by the ModelView transform in OpenGL, the View transform in Direct3D. */
7524 gl_info
->gl_ops
.gl
.p_glMatrixMode(GL_MODELVIEW
);
7525 gl_info
->gl_ops
.gl
.p_glPushMatrix();
7526 gl_info
->gl_ops
.gl
.p_glLoadMatrixf(&state
->transforms
[WINED3D_TS_VIEW
]._11
);
7528 for (k
= 0; k
< gl_info
->limits
.lights
; ++k
)
7530 if (!(light
= state
->lights
[k
]))
7532 if (light
->OriginalParms
.type
== WINED3D_LIGHT_DIRECTIONAL
)
7533 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ light
->glIndex
, GL_POSITION
, light
->lightDirn
);
7535 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ light
->glIndex
, GL_POSITION
, light
->lightPosn
);
7536 checkGLcall("glLightfv posn");
7537 gl_info
->gl_ops
.gl
.p_glLightfv(GL_LIGHT0
+ light
->glIndex
, GL_SPOT_DIRECTION
, light
->lightDirn
);
7538 checkGLcall("glLightfv dirn");
7541 gl_info
->gl_ops
.gl
.p_glPopMatrix();
7543 for (k
= 0; k
< gl_info
->limits
.clipplanes
; ++k
)
7545 if (!isStateDirty(context
, STATE_CLIPPLANE(k
)))
7546 clipplane(context
, state
, STATE_CLIPPLANE(k
));
7549 if (context
->swapchain
->device
->vertexBlendUsed
)
7554 FIXME("Vertex blending emulation.\n");
7558 static void glsl_vertex_pipe_projection(struct wined3d_context
*context
,
7559 const struct wined3d_state
*state
, DWORD state_id
)
7561 /* Table fog behavior depends on the projection matrix. */
7562 if (state
->render_states
[WINED3D_RS_FOGENABLE
]
7563 && state
->render_states
[WINED3D_RS_FOGTABLEMODE
] != WINED3D_FOG_NONE
)
7564 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_VERTEX
;
7565 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PROJ
;
7568 static void glsl_vertex_pipe_viewport(struct wined3d_context
*context
,
7569 const struct wined3d_state
*state
, DWORD state_id
)
7571 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
)))
7572 glsl_vertex_pipe_projection(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
7573 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
))
7574 && state
->render_states
[WINED3D_RS_POINTSCALEENABLE
])
7575 state_pscale(context
, state
, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
));
7576 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POS_FIXUP
;
7579 static void glsl_vertex_pipe_texmatrix(struct wined3d_context
*context
,
7580 const struct wined3d_state
*state
, DWORD state_id
)
7582 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
7585 static void glsl_vertex_pipe_material(struct wined3d_context
*context
,
7586 const struct wined3d_state
*state
, DWORD state_id
)
7588 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MATERIAL
;
7591 static const struct StateEntryTemplate glsl_vertex_pipe_vp_states
[] =
7593 {STATE_VDECL
, {STATE_VDECL
, glsl_vertex_pipe_vdecl
}, WINED3D_GL_EXT_NONE
},
7594 {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), glsl_vertex_pipe_vs
}, WINED3D_GL_EXT_NONE
},
7595 {STATE_MATERIAL
, {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7596 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), glsl_vertex_pipe_material
}, WINED3D_GL_EXT_NONE
},
7598 {STATE_CLIPPLANE(0), {STATE_CLIPPLANE(0), clipplane
}, WINED3D_GL_EXT_NONE
},
7599 {STATE_CLIPPLANE(1), {STATE_CLIPPLANE(1), clipplane
}, WINED3D_GL_EXT_NONE
},
7600 {STATE_CLIPPLANE(2), {STATE_CLIPPLANE(2), clipplane
}, WINED3D_GL_EXT_NONE
},
7601 {STATE_CLIPPLANE(3), {STATE_CLIPPLANE(3), clipplane
}, WINED3D_GL_EXT_NONE
},
7602 {STATE_CLIPPLANE(4), {STATE_CLIPPLANE(4), clipplane
}, WINED3D_GL_EXT_NONE
},
7603 {STATE_CLIPPLANE(5), {STATE_CLIPPLANE(5), clipplane
}, WINED3D_GL_EXT_NONE
},
7604 {STATE_CLIPPLANE(6), {STATE_CLIPPLANE(6), clipplane
}, WINED3D_GL_EXT_NONE
},
7605 {STATE_CLIPPLANE(7), {STATE_CLIPPLANE(7), clipplane
}, WINED3D_GL_EXT_NONE
},
7606 {STATE_CLIPPLANE(8), {STATE_CLIPPLANE(8), clipplane
}, WINED3D_GL_EXT_NONE
},
7607 {STATE_CLIPPLANE(9), {STATE_CLIPPLANE(9), clipplane
}, WINED3D_GL_EXT_NONE
},
7608 {STATE_CLIPPLANE(10), {STATE_CLIPPLANE(10), clipplane
}, WINED3D_GL_EXT_NONE
},
7609 {STATE_CLIPPLANE(11), {STATE_CLIPPLANE(11), clipplane
}, WINED3D_GL_EXT_NONE
},
7610 {STATE_CLIPPLANE(12), {STATE_CLIPPLANE(12), clipplane
}, WINED3D_GL_EXT_NONE
},
7611 {STATE_CLIPPLANE(13), {STATE_CLIPPLANE(13), clipplane
}, WINED3D_GL_EXT_NONE
},
7612 {STATE_CLIPPLANE(14), {STATE_CLIPPLANE(14), clipplane
}, WINED3D_GL_EXT_NONE
},
7613 {STATE_CLIPPLANE(15), {STATE_CLIPPLANE(15), clipplane
}, WINED3D_GL_EXT_NONE
},
7614 {STATE_CLIPPLANE(16), {STATE_CLIPPLANE(16), clipplane
}, WINED3D_GL_EXT_NONE
},
7615 {STATE_CLIPPLANE(17), {STATE_CLIPPLANE(17), clipplane
}, WINED3D_GL_EXT_NONE
},
7616 {STATE_CLIPPLANE(18), {STATE_CLIPPLANE(18), clipplane
}, WINED3D_GL_EXT_NONE
},
7617 {STATE_CLIPPLANE(19), {STATE_CLIPPLANE(19), clipplane
}, WINED3D_GL_EXT_NONE
},
7618 {STATE_CLIPPLANE(20), {STATE_CLIPPLANE(20), clipplane
}, WINED3D_GL_EXT_NONE
},
7619 {STATE_CLIPPLANE(21), {STATE_CLIPPLANE(21), clipplane
}, WINED3D_GL_EXT_NONE
},
7620 {STATE_CLIPPLANE(22), {STATE_CLIPPLANE(22), clipplane
}, WINED3D_GL_EXT_NONE
},
7621 {STATE_CLIPPLANE(23), {STATE_CLIPPLANE(23), clipplane
}, WINED3D_GL_EXT_NONE
},
7622 {STATE_CLIPPLANE(24), {STATE_CLIPPLANE(24), clipplane
}, WINED3D_GL_EXT_NONE
},
7623 {STATE_CLIPPLANE(25), {STATE_CLIPPLANE(25), clipplane
}, WINED3D_GL_EXT_NONE
},
7624 {STATE_CLIPPLANE(26), {STATE_CLIPPLANE(26), clipplane
}, WINED3D_GL_EXT_NONE
},
7625 {STATE_CLIPPLANE(27), {STATE_CLIPPLANE(27), clipplane
}, WINED3D_GL_EXT_NONE
},
7626 {STATE_CLIPPLANE(28), {STATE_CLIPPLANE(28), clipplane
}, WINED3D_GL_EXT_NONE
},
7627 {STATE_CLIPPLANE(29), {STATE_CLIPPLANE(29), clipplane
}, WINED3D_GL_EXT_NONE
},
7628 {STATE_CLIPPLANE(30), {STATE_CLIPPLANE(30), clipplane
}, WINED3D_GL_EXT_NONE
},
7629 {STATE_CLIPPLANE(31), {STATE_CLIPPLANE(31), clipplane
}, WINED3D_GL_EXT_NONE
},
7631 {STATE_LIGHT_TYPE
, {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7632 {STATE_ACTIVELIGHT(0), {STATE_ACTIVELIGHT(0), light
}, WINED3D_GL_EXT_NONE
},
7633 {STATE_ACTIVELIGHT(1), {STATE_ACTIVELIGHT(1), light
}, WINED3D_GL_EXT_NONE
},
7634 {STATE_ACTIVELIGHT(2), {STATE_ACTIVELIGHT(2), light
}, WINED3D_GL_EXT_NONE
},
7635 {STATE_ACTIVELIGHT(3), {STATE_ACTIVELIGHT(3), light
}, WINED3D_GL_EXT_NONE
},
7636 {STATE_ACTIVELIGHT(4), {STATE_ACTIVELIGHT(4), light
}, WINED3D_GL_EXT_NONE
},
7637 {STATE_ACTIVELIGHT(5), {STATE_ACTIVELIGHT(5), light
}, WINED3D_GL_EXT_NONE
},
7638 {STATE_ACTIVELIGHT(6), {STATE_ACTIVELIGHT(6), light
}, WINED3D_GL_EXT_NONE
},
7639 {STATE_ACTIVELIGHT(7), {STATE_ACTIVELIGHT(7), light
}, WINED3D_GL_EXT_NONE
},
7641 {STATE_VIEWPORT
, {STATE_VIEWPORT
, glsl_vertex_pipe_viewport
}, WINED3D_GL_EXT_NONE
},
7642 /* Transform states */
7643 {STATE_TRANSFORM(WINED3D_TS_VIEW
), {STATE_TRANSFORM(WINED3D_TS_VIEW
), glsl_vertex_pipe_view
}, WINED3D_GL_EXT_NONE
},
7644 {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), glsl_vertex_pipe_projection
}, WINED3D_GL_EXT_NONE
},
7645 {STATE_TRANSFORM(WINED3D_TS_TEXTURE0
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
7646 {STATE_TRANSFORM(WINED3D_TS_TEXTURE1
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
7647 {STATE_TRANSFORM(WINED3D_TS_TEXTURE2
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
7648 {STATE_TRANSFORM(WINED3D_TS_TEXTURE3
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
7649 {STATE_TRANSFORM(WINED3D_TS_TEXTURE4
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
7650 {STATE_TRANSFORM(WINED3D_TS_TEXTURE5
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
7651 {STATE_TRANSFORM(WINED3D_TS_TEXTURE6
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
7652 {STATE_TRANSFORM(WINED3D_TS_TEXTURE7
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
7653 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), glsl_vertex_pipe_world
}, WINED3D_GL_EXT_NONE
},
7654 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
7655 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
7656 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
7657 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
7658 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
7659 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
7660 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
7661 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
7662 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7663 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7664 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7665 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7666 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7667 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7668 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7669 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7671 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
7672 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7673 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7674 {STATE_RENDER(WINED3D_RS_RANGEFOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7675 {STATE_RENDER(WINED3D_RS_CLIPPING
), {STATE_RENDER(WINED3D_RS_CLIPPING
), state_clipping
}, WINED3D_GL_EXT_NONE
},
7676 {STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
), {STATE_RENDER(WINED3D_RS_CLIPPING
), NULL
}, WINED3D_GL_EXT_NONE
},
7677 {STATE_RENDER(WINED3D_RS_LIGHTING
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7678 {STATE_RENDER(WINED3D_RS_AMBIENT
), {STATE_RENDER(WINED3D_RS_AMBIENT
), state_ambient
}, WINED3D_GL_EXT_NONE
},
7679 {STATE_RENDER(WINED3D_RS_COLORVERTEX
), {STATE_RENDER(WINED3D_RS_COLORVERTEX
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
7680 {STATE_RENDER(WINED3D_RS_LOCALVIEWER
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7681 {STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7682 {STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7683 {STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7684 {STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7685 {STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7686 {STATE_RENDER(WINED3D_RS_VERTEXBLEND
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7687 {STATE_RENDER(WINED3D_RS_POINTSIZE
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7688 {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), state_psizemin_arb
}, ARB_POINT_PARAMETERS
},
7689 {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), state_psizemin_ext
}, EXT_POINT_PARAMETERS
},
7690 {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), state_psizemin_w
}, WINED3D_GL_EXT_NONE
},
7691 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite
}, ARB_POINT_SPRITE
},
7692 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite_w
}, WINED3D_GL_EXT_NONE
},
7693 {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), state_pscale
}, WINED3D_GL_EXT_NONE
},
7694 {STATE_RENDER(WINED3D_RS_POINTSCALE_A
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7695 {STATE_RENDER(WINED3D_RS_POINTSCALE_B
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7696 {STATE_RENDER(WINED3D_RS_POINTSCALE_C
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7697 {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, ARB_POINT_PARAMETERS
},
7698 {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, EXT_POINT_PARAMETERS
},
7699 {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
7700 {STATE_RENDER(WINED3D_RS_TWEENFACTOR
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7701 {STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
7702 /* NP2 texture matrix fixups. They are not needed if
7703 * GL_ARB_texture_non_power_of_two is supported. Otherwise, register
7704 * glsl_vertex_pipe_texmatrix(), which takes care of updating the texture
7706 {STATE_SAMPLER(0), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7707 {STATE_SAMPLER(0), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7708 {STATE_SAMPLER(0), {STATE_SAMPLER(0), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
7709 {STATE_SAMPLER(1), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7710 {STATE_SAMPLER(1), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7711 {STATE_SAMPLER(1), {STATE_SAMPLER(1), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
7712 {STATE_SAMPLER(2), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7713 {STATE_SAMPLER(2), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7714 {STATE_SAMPLER(2), {STATE_SAMPLER(2), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
7715 {STATE_SAMPLER(3), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7716 {STATE_SAMPLER(3), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7717 {STATE_SAMPLER(3), {STATE_SAMPLER(3), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
7718 {STATE_SAMPLER(4), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7719 {STATE_SAMPLER(4), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7720 {STATE_SAMPLER(4), {STATE_SAMPLER(4), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
7721 {STATE_SAMPLER(5), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7722 {STATE_SAMPLER(5), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7723 {STATE_SAMPLER(5), {STATE_SAMPLER(5), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
7724 {STATE_SAMPLER(6), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7725 {STATE_SAMPLER(6), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7726 {STATE_SAMPLER(6), {STATE_SAMPLER(6), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
7727 {STATE_SAMPLER(7), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7728 {STATE_SAMPLER(7), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7729 {STATE_SAMPLER(7), {STATE_SAMPLER(7), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
7730 {STATE_POINT_SIZE_ENABLE
, {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7731 {0 /* Terminate */, {0, NULL
}, WINED3D_GL_EXT_NONE
},
7735 * - This currently depends on GL fixed function functions to set things
7736 * like light parameters. Ideally we'd use regular uniforms for that.
7737 * - In part because of the previous point, much of this is modelled after
7738 * GL fixed function, and has much of the same limitations. For example,
7739 * D3D spot lights are slightly different from GL spot lights.
7740 * - We can now implement drawing transformed vertices using the GLSL pipe,
7741 * instead of using the immediate mode fallback.
7742 * - Similarly, we don't need the fallback for certain combinations of
7743 * material sources anymore.
7744 * - Implement vertex blending and vertex tweening.
7745 * - Handle WINED3D_TSS_TEXCOORD_INDEX in the shader, instead of duplicating
7746 * attribute arrays in load_tex_coords().
7747 * - Per-vertex point sizes. */
7748 const struct wined3d_vertex_pipe_ops glsl_vertex_pipe
=
7750 glsl_vertex_pipe_vp_enable
,
7751 glsl_vertex_pipe_vp_get_caps
,
7752 glsl_vertex_pipe_vp_alloc
,
7753 glsl_vertex_pipe_vp_free
,
7754 glsl_vertex_pipe_vp_states
,
7757 static void glsl_fragment_pipe_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
)
7759 /* Nothing to do. */
7762 static void glsl_fragment_pipe_get_caps(const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*caps
)
7764 caps
->wined3d_caps
= WINED3D_FRAGMENT_CAP_PROJ_CONTROL
7765 | WINED3D_FRAGMENT_CAP_SRGB_WRITE
7766 | WINED3D_FRAGMENT_CAP_COLOR_KEY
;
7767 caps
->PrimitiveMiscCaps
= WINED3DPMISCCAPS_TSSARGTEMP
7768 | WINED3DPMISCCAPS_PERSTAGECONSTANT
;
7769 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_DISABLE
7770 | WINED3DTEXOPCAPS_SELECTARG1
7771 | WINED3DTEXOPCAPS_SELECTARG2
7772 | WINED3DTEXOPCAPS_MODULATE4X
7773 | WINED3DTEXOPCAPS_MODULATE2X
7774 | WINED3DTEXOPCAPS_MODULATE
7775 | WINED3DTEXOPCAPS_ADDSIGNED2X
7776 | WINED3DTEXOPCAPS_ADDSIGNED
7777 | WINED3DTEXOPCAPS_ADD
7778 | WINED3DTEXOPCAPS_SUBTRACT
7779 | WINED3DTEXOPCAPS_ADDSMOOTH
7780 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
7781 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
7782 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
7783 | WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
7784 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
7785 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
7786 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
7787 | WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
7788 | WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
7789 | WINED3DTEXOPCAPS_DOTPRODUCT3
7790 | WINED3DTEXOPCAPS_MULTIPLYADD
7791 | WINED3DTEXOPCAPS_LERP
7792 | WINED3DTEXOPCAPS_BUMPENVMAP
7793 | WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
;
7794 caps
->MaxTextureBlendStages
= 8;
7795 caps
->MaxSimultaneousTextures
= min(gl_info
->limits
.fragment_samplers
, 8);
7798 static void *glsl_fragment_pipe_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
7800 struct shader_glsl_priv
*priv
;
7802 if (shader_backend
== &glsl_shader_backend
)
7806 if (wine_rb_init(&priv
->ffp_fragment_shaders
, &wined3d_ffp_frag_program_rb_functions
) == -1)
7808 ERR("Failed to initialize rbtree.\n");
7815 FIXME("GLSL fragment pipe without GLSL shader backend not implemented.\n");
7820 static void shader_glsl_free_ffp_fragment_shader(struct wine_rb_entry
*entry
, void *context
)
7822 struct glsl_ffp_fragment_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
7823 struct glsl_ffp_fragment_shader
, entry
.entry
);
7824 struct glsl_shader_prog_link
*program
, *program2
;
7825 struct glsl_ffp_destroy_ctx
*ctx
= context
;
7827 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
7828 struct glsl_shader_prog_link
, ps
.shader_entry
)
7830 delete_glsl_program_entry(ctx
->priv
, ctx
->gl_info
, program
);
7832 ctx
->gl_info
->gl_ops
.ext
.p_glDeleteShader(shader
->id
);
7833 HeapFree(GetProcessHeap(), 0, shader
);
7836 /* Context activation is done by the caller. */
7837 static void glsl_fragment_pipe_free(struct wined3d_device
*device
)
7839 struct shader_glsl_priv
*priv
= device
->fragment_priv
;
7840 struct glsl_ffp_destroy_ctx ctx
;
7843 ctx
.gl_info
= &device
->adapter
->gl_info
;
7844 wine_rb_destroy(&priv
->ffp_fragment_shaders
, shader_glsl_free_ffp_fragment_shader
, &ctx
);
7847 static void glsl_fragment_pipe_shader(struct wined3d_context
*context
,
7848 const struct wined3d_state
*state
, DWORD state_id
)
7850 context
->last_was_pshader
= use_ps(state
);
7852 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_PIXEL
;
7855 static void glsl_fragment_pipe_fog(struct wined3d_context
*context
,
7856 const struct wined3d_state
*state
, DWORD state_id
)
7858 BOOL use_vshader
= use_vs(state
);
7859 enum fogsource new_source
;
7860 DWORD fogstart
= state
->render_states
[WINED3D_RS_FOGSTART
];
7861 DWORD fogend
= state
->render_states
[WINED3D_RS_FOGEND
];
7863 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_PIXEL
;
7865 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
7868 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
7871 new_source
= FOGSOURCE_VS
;
7872 else if (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
|| context
->stream_info
.position_transformed
)
7873 new_source
= FOGSOURCE_COORD
;
7875 new_source
= FOGSOURCE_FFP
;
7879 new_source
= FOGSOURCE_FFP
;
7882 if (new_source
!= context
->fog_source
|| fogstart
== fogend
)
7884 context
->fog_source
= new_source
;
7885 state_fogstartend(context
, state
, STATE_RENDER(WINED3D_RS_FOGSTART
));
7889 static void glsl_fragment_pipe_vdecl(struct wined3d_context
*context
,
7890 const struct wined3d_state
*state
, DWORD state_id
)
7892 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_FOGENABLE
)))
7893 glsl_fragment_pipe_fog(context
, state
, state_id
);
7896 static void glsl_fragment_pipe_tex_transform(struct wined3d_context
*context
,
7897 const struct wined3d_state
*state
, DWORD state_id
)
7899 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_PIXEL
;
7902 static void glsl_fragment_pipe_invalidate_constants(struct wined3d_context
*context
,
7903 const struct wined3d_state
*state
, DWORD state_id
)
7905 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PS
;
7908 static void glsl_fragment_pipe_alpha_test(struct wined3d_context
*context
,
7909 const struct wined3d_state
*state
, DWORD state_id
)
7911 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
7915 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
7917 if (state
->render_states
[WINED3D_RS_ALPHATESTENABLE
])
7919 gl_info
->gl_ops
.gl
.p_glEnable(GL_ALPHA_TEST
);
7920 checkGLcall("glEnable GL_ALPHA_TEST");
7924 gl_info
->gl_ops
.gl
.p_glDisable(GL_ALPHA_TEST
);
7925 checkGLcall("glDisable GL_ALPHA_TEST");
7929 ref
= ((float)state
->render_states
[WINED3D_RS_ALPHAREF
]) / 255.0f
;
7930 glParm
= wined3d_gl_compare_func(state
->render_states
[WINED3D_RS_ALPHAFUNC
]);
7934 gl_info
->gl_ops
.gl
.p_glAlphaFunc(glParm
, ref
);
7935 checkGLcall("glAlphaFunc");
7939 static void glsl_fragment_pipe_color_key(struct wined3d_context
*context
,
7940 const struct wined3d_state
*state
, DWORD state_id
)
7942 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_COLOR_KEY
;
7945 static const struct StateEntryTemplate glsl_fragment_pipe_state_template
[] =
7947 {STATE_VDECL
, {STATE_VDECL
, glsl_fragment_pipe_vdecl
}, WINED3D_GL_EXT_NONE
},
7948 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7949 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7950 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7951 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7952 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7953 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7954 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7955 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7956 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7957 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7958 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7959 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7960 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7961 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7962 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7963 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7964 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7965 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7966 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7967 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7968 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7969 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7970 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7971 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7972 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7973 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7974 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7975 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7976 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7977 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7978 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7979 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7980 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7981 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7982 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7983 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7984 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7985 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7986 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7987 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7988 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7989 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7990 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7991 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7992 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7993 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7994 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7995 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7996 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7997 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7998 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7999 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8000 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8001 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8002 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8003 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8004 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8005 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8006 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8007 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8008 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8009 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8010 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8011 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8012 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8013 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8014 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8015 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8016 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8017 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8018 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8019 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8020 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8021 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), glsl_fragment_pipe_shader
}, WINED3D_GL_EXT_NONE
},
8022 {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
8023 {STATE_RENDER(WINED3D_RS_ALPHAREF
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
8024 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), glsl_fragment_pipe_alpha_test
}, WINED3D_GL_EXT_NONE
},
8025 {STATE_RENDER(WINED3D_RS_COLORKEYENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8026 {STATE_COLOR_KEY
, { STATE_COLOR_KEY
, glsl_fragment_pipe_color_key
}, WINED3D_GL_EXT_NONE
},
8027 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_fragment_pipe_fog
}, WINED3D_GL_EXT_NONE
},
8028 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
8029 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
8030 {STATE_RENDER(WINED3D_RS_FOGSTART
), {STATE_RENDER(WINED3D_RS_FOGSTART
), state_fogstartend
}, WINED3D_GL_EXT_NONE
},
8031 {STATE_RENDER(WINED3D_RS_FOGEND
), {STATE_RENDER(WINED3D_RS_FOGSTART
), NULL
}, WINED3D_GL_EXT_NONE
},
8032 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), state_srgbwrite
}, ARB_FRAMEBUFFER_SRGB
},
8033 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8034 {STATE_RENDER(WINED3D_RS_FOGCOLOR
), {STATE_RENDER(WINED3D_RS_FOGCOLOR
), state_fogcolor
}, WINED3D_GL_EXT_NONE
},
8035 {STATE_RENDER(WINED3D_RS_FOGDENSITY
), {STATE_RENDER(WINED3D_RS_FOGDENSITY
), state_fogdensity
}, WINED3D_GL_EXT_NONE
},
8036 {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
},
8037 {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
},
8038 {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
},
8039 {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
},
8040 {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
},
8041 {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
},
8042 {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
},
8043 {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
},
8044 {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
8045 {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
8046 {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
8047 {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
8048 {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
8049 {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
8050 {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
8051 {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
8052 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
8053 {0 /* Terminate */, {0, 0 }, WINED3D_GL_EXT_NONE
},
8056 static BOOL
glsl_fragment_pipe_alloc_context_data(struct wined3d_context
*context
)
8061 static void glsl_fragment_pipe_free_context_data(struct wined3d_context
*context
)
8065 const struct fragment_pipeline glsl_fragment_pipe
=
8067 glsl_fragment_pipe_enable
,
8068 glsl_fragment_pipe_get_caps
,
8069 glsl_fragment_pipe_alloc
,
8070 glsl_fragment_pipe_free
,
8071 glsl_fragment_pipe_alloc_context_data
,
8072 glsl_fragment_pipe_free_context_data
,
8073 shader_glsl_color_fixup_supported
,
8074 glsl_fragment_pipe_state_template
,