wined3d: Recognize SM5 atomic_imax opcode.
[wine.git] / dlls / wined3d / glsl_shader.c
blob1f9f5ddf252372b03b5f62658f2ffa70676bacbf
1 /*
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.
32 #include "config.h"
33 #include "wine/port.h"
35 #include <limits.h>
36 #include <stdio.h>
37 #ifdef HAVE_FLOAT_H
38 # include <float.h>
39 #endif
41 #include "wined3d_private.h"
43 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
44 WINE_DECLARE_DEBUG_CHANNEL(d3d);
45 WINE_DECLARE_DEBUG_CHANNEL(winediag);
47 #define WINED3D_GLSL_SAMPLE_PROJECTED 0x01
48 #define WINED3D_GLSL_SAMPLE_LOD 0x02
49 #define WINED3D_GLSL_SAMPLE_GRAD 0x04
50 #define WINED3D_GLSL_SAMPLE_LOAD 0x08
51 #define WINED3D_GLSL_SAMPLE_OFFSET 0x10
53 static const struct
55 unsigned int coord_size;
56 unsigned int resinfo_size;
57 const char *type_part;
59 resource_type_info[] =
61 {0, 0, ""}, /* WINED3D_SHADER_RESOURCE_NONE */
62 {1, 1, ""}, /* WINED3D_SHADER_RESOURCE_BUFFER */
63 {1, 1, "1D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1D */
64 {2, 2, "2D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2D */
65 {2, 2, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMS */
66 {3, 3, "3D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_3D */
67 {3, 2, "Cube"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBE */
68 {2, 2, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY */
69 {3, 3, "2DArray"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY */
70 {3, 3, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY */
73 struct glsl_dst_param
75 char reg_name[150];
76 char mask_str[6];
79 struct glsl_src_param
81 char reg_name[150];
82 char param_str[200];
85 struct glsl_sample_function
87 struct wined3d_string_buffer *name;
88 unsigned int coord_mask;
89 unsigned int deriv_mask;
90 enum wined3d_data_type data_type;
91 BOOL output_single_component;
92 unsigned int offset_size;
95 enum heap_node_op
97 HEAP_NODE_TRAVERSE_LEFT,
98 HEAP_NODE_TRAVERSE_RIGHT,
99 HEAP_NODE_POP,
102 struct constant_entry
104 unsigned int idx;
105 unsigned int version;
108 struct constant_heap
110 struct constant_entry *entries;
111 BOOL *contained;
112 unsigned int *positions;
113 unsigned int size;
116 /* GLSL shader private data */
117 struct shader_glsl_priv {
118 struct wined3d_string_buffer shader_buffer;
119 struct wined3d_string_buffer_list string_buffers;
120 struct wine_rb_tree program_lookup;
121 struct constant_heap vconst_heap;
122 struct constant_heap pconst_heap;
123 unsigned char *stack;
124 GLuint depth_blt_program_full[WINED3D_GL_RES_TYPE_COUNT];
125 GLuint depth_blt_program_masked[WINED3D_GL_RES_TYPE_COUNT];
126 UINT next_constant_version;
128 const struct wined3d_vertex_pipe_ops *vertex_pipe;
129 const struct fragment_pipeline *fragment_pipe;
130 struct wine_rb_tree ffp_vertex_shaders;
131 struct wine_rb_tree ffp_fragment_shaders;
132 BOOL ffp_proj_control;
133 BOOL legacy_lighting;
136 struct glsl_vs_program
138 struct list shader_entry;
139 GLuint id;
140 GLenum vertex_color_clamp;
141 GLint uniform_f_locations[WINED3D_MAX_VS_CONSTS_F];
142 GLint uniform_i_locations[WINED3D_MAX_CONSTS_I];
143 GLint uniform_b_locations[WINED3D_MAX_CONSTS_B];
144 GLint pos_fixup_location;
146 GLint modelview_matrix_location[MAX_VERTEX_BLENDS];
147 GLint projection_matrix_location;
148 GLint normal_matrix_location;
149 GLint texture_matrix_location[MAX_TEXTURES];
150 GLint material_ambient_location;
151 GLint material_diffuse_location;
152 GLint material_specular_location;
153 GLint material_emissive_location;
154 GLint material_shininess_location;
155 GLint light_ambient_location;
156 struct
158 GLint diffuse;
159 GLint specular;
160 GLint ambient;
161 GLint position;
162 GLint direction;
163 GLint range;
164 GLint falloff;
165 GLint c_att;
166 GLint l_att;
167 GLint q_att;
168 GLint cos_htheta;
169 GLint cos_hphi;
170 } light_location[MAX_ACTIVE_LIGHTS];
171 GLint pointsize_location;
172 GLint pointsize_min_location;
173 GLint pointsize_max_location;
174 GLint pointsize_c_att_location;
175 GLint pointsize_l_att_location;
176 GLint pointsize_q_att_location;
177 GLint clip_planes_location;
180 struct glsl_gs_program
182 struct list shader_entry;
183 GLuint id;
185 GLint pos_fixup_location;
188 struct glsl_ps_program
190 struct list shader_entry;
191 GLuint id;
192 GLint uniform_f_locations[WINED3D_MAX_PS_CONSTS_F];
193 GLint uniform_i_locations[WINED3D_MAX_CONSTS_I];
194 GLint uniform_b_locations[WINED3D_MAX_CONSTS_B];
195 GLint bumpenv_mat_location[MAX_TEXTURES];
196 GLint bumpenv_lum_scale_location[MAX_TEXTURES];
197 GLint bumpenv_lum_offset_location[MAX_TEXTURES];
198 GLint tss_constant_location[MAX_TEXTURES];
199 GLint tex_factor_location;
200 GLint specular_enable_location;
201 GLint fog_color_location;
202 GLint fog_density_location;
203 GLint fog_end_location;
204 GLint fog_scale_location;
205 GLint alpha_test_ref_location;
206 GLint ycorrection_location;
207 GLint np2_fixup_location;
208 GLint color_key_location;
209 const struct ps_np2fixup_info *np2_fixup_info;
212 /* Struct to maintain data about a linked GLSL program */
213 struct glsl_shader_prog_link
215 struct wine_rb_entry program_lookup_entry;
216 struct glsl_vs_program vs;
217 struct glsl_gs_program gs;
218 struct glsl_ps_program ps;
219 GLuint id;
220 DWORD constant_update_mask;
221 UINT constant_version;
224 struct glsl_program_key
226 GLuint vs_id;
227 GLuint gs_id;
228 GLuint ps_id;
231 struct shader_glsl_ctx_priv {
232 const struct vs_compile_args *cur_vs_args;
233 const struct ps_compile_args *cur_ps_args;
234 struct ps_np2fixup_info *cur_np2fixup_info;
235 struct wined3d_string_buffer_list *string_buffers;
238 struct glsl_context_data
240 struct glsl_shader_prog_link *glsl_program;
243 struct glsl_ps_compiled_shader
245 struct ps_compile_args args;
246 struct ps_np2fixup_info np2fixup;
247 GLuint id;
250 struct glsl_vs_compiled_shader
252 struct vs_compile_args args;
253 GLuint id;
256 struct glsl_gs_compiled_shader
258 struct gs_compile_args args;
259 GLuint id;
262 struct glsl_shader_private
264 union
266 struct glsl_vs_compiled_shader *vs;
267 struct glsl_gs_compiled_shader *gs;
268 struct glsl_ps_compiled_shader *ps;
269 } gl_shaders;
270 UINT num_gl_shaders, shader_array_size;
273 struct glsl_ffp_vertex_shader
275 struct wined3d_ffp_vs_desc desc;
276 GLuint id;
277 struct list linked_programs;
280 struct glsl_ffp_fragment_shader
282 struct ffp_frag_desc entry;
283 GLuint id;
284 struct list linked_programs;
287 struct glsl_ffp_destroy_ctx
289 struct shader_glsl_priv *priv;
290 const struct wined3d_gl_info *gl_info;
293 static void shader_glsl_generate_shader_epilogue(const struct wined3d_shader_context *ctx);
295 static const char *debug_gl_shader_type(GLenum type)
297 switch (type)
299 #define WINED3D_TO_STR(u) case u: return #u
300 WINED3D_TO_STR(GL_VERTEX_SHADER);
301 WINED3D_TO_STR(GL_TESS_CONTROL_SHADER);
302 WINED3D_TO_STR(GL_TESS_EVALUATION_SHADER);
303 WINED3D_TO_STR(GL_GEOMETRY_SHADER);
304 WINED3D_TO_STR(GL_FRAGMENT_SHADER);
305 WINED3D_TO_STR(GL_COMPUTE_SHADER);
306 #undef WINED3D_TO_STR
307 default:
308 return wine_dbg_sprintf("UNKNOWN(%#x)", type);
312 static const char *shader_glsl_get_prefix(enum wined3d_shader_type type)
314 switch (type)
316 case WINED3D_SHADER_TYPE_VERTEX:
317 return "vs";
319 case WINED3D_SHADER_TYPE_HULL:
320 return "hs";
322 case WINED3D_SHADER_TYPE_DOMAIN:
323 return "ds";
325 case WINED3D_SHADER_TYPE_GEOMETRY:
326 return "gs";
328 case WINED3D_SHADER_TYPE_PIXEL:
329 return "ps";
331 case WINED3D_SHADER_TYPE_COMPUTE:
332 return "cs";
334 default:
335 FIXME("Unhandled shader type %#x.\n", type);
336 return "unknown";
340 static unsigned int shader_glsl_get_version(const struct wined3d_gl_info *gl_info,
341 const struct wined3d_shader_version *version)
343 if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
344 return 150;
345 else if (gl_info->glsl_version >= MAKEDWORD_VERSION(1, 30) && version && version->major >= 4)
346 return 130;
347 else
348 return 120;
351 static const char *shader_glsl_get_version_declaration(const struct wined3d_gl_info *gl_info,
352 const struct wined3d_shader_version *version)
354 unsigned int glsl_version;
356 switch (glsl_version = shader_glsl_get_version(gl_info, version))
358 case 150:
359 return "#version 150";
360 case 130:
361 return "#version 130";
362 case 120:
363 return "#version 120";
364 default:
365 FIXME("Unexpected GLSL version %u requested.\n", glsl_version);
366 return "";
370 static void shader_glsl_append_imm_vec4(struct wined3d_string_buffer *buffer, const float *values)
372 char str[4][17];
374 wined3d_ftoa(values[0], str[0]);
375 wined3d_ftoa(values[1], str[1]);
376 wined3d_ftoa(values[2], str[2]);
377 wined3d_ftoa(values[3], str[3]);
378 shader_addline(buffer, "vec4(%s, %s, %s, %s)", str[0], str[1], str[2], str[3]);
381 static void shader_glsl_append_imm_ivec(struct wined3d_string_buffer *buffer,
382 const int *values, unsigned int size)
384 int i;
386 if (!size || size > 4)
388 ERR("Invalid vector size %u.\n", size);
389 return;
392 if (size > 1)
393 shader_addline(buffer, "ivec%u(", size);
395 for (i = 0; i < size; ++i)
396 shader_addline(buffer, i ? ", %#x" : "%#x", values[i]);
398 if (size > 1)
399 shader_addline(buffer, ")");
402 static const char *get_info_log_line(const char **ptr)
404 const char *p, *q;
406 p = *ptr;
407 if (!(q = strstr(p, "\n")))
409 if (!*p) return NULL;
410 *ptr += strlen(p);
411 return p;
413 *ptr = q + 1;
415 return p;
418 /* Context activation is done by the caller. */
419 void print_glsl_info_log(const struct wined3d_gl_info *gl_info, GLuint id, BOOL program)
421 int length = 0;
422 char *log;
424 if (!WARN_ON(d3d_shader) && !FIXME_ON(d3d_shader))
425 return;
427 if (program)
428 GL_EXTCALL(glGetProgramiv(id, GL_INFO_LOG_LENGTH, &length));
429 else
430 GL_EXTCALL(glGetShaderiv(id, GL_INFO_LOG_LENGTH, &length));
432 /* A size of 1 is just a null-terminated string, so the log should be bigger than
433 * that if there are errors. */
434 if (length > 1)
436 const char *ptr, *line;
438 log = HeapAlloc(GetProcessHeap(), 0, length);
439 /* The info log is supposed to be zero-terminated, but at least some
440 * versions of fglrx don't terminate the string properly. The reported
441 * length does include the terminator, so explicitly set it to zero
442 * here. */
443 log[length - 1] = 0;
444 if (program)
445 GL_EXTCALL(glGetProgramInfoLog(id, length, NULL, log));
446 else
447 GL_EXTCALL(glGetShaderInfoLog(id, length, NULL, log));
449 ptr = log;
450 if (gl_info->quirks & WINED3D_QUIRK_INFO_LOG_SPAM)
452 WARN("Info log received from GLSL shader #%u:\n", id);
453 while ((line = get_info_log_line(&ptr))) WARN(" %.*s", (int)(ptr - line), line);
455 else
457 FIXME("Info log received from GLSL shader #%u:\n", id);
458 while ((line = get_info_log_line(&ptr))) FIXME(" %.*s", (int)(ptr - line), line);
460 HeapFree(GetProcessHeap(), 0, log);
464 /* Context activation is done by the caller. */
465 static void shader_glsl_compile(const struct wined3d_gl_info *gl_info, GLuint shader, const char *src)
467 const char *ptr, *line;
469 TRACE("Compiling shader object %u.\n", shader);
471 if (TRACE_ON(d3d_shader))
473 ptr = src;
474 while ((line = get_info_log_line(&ptr))) TRACE_(d3d_shader)(" %.*s", (int)(ptr - line), line);
477 GL_EXTCALL(glShaderSource(shader, 1, &src, NULL));
478 checkGLcall("glShaderSource");
479 GL_EXTCALL(glCompileShader(shader));
480 checkGLcall("glCompileShader");
481 print_glsl_info_log(gl_info, shader, FALSE);
484 /* Context activation is done by the caller. */
485 static void shader_glsl_dump_program_source(const struct wined3d_gl_info *gl_info, GLuint program)
487 GLint i, shader_count, source_size = -1;
488 GLuint *shaders;
489 char *source = NULL;
491 GL_EXTCALL(glGetProgramiv(program, GL_ATTACHED_SHADERS, &shader_count));
492 if (!(shaders = wined3d_calloc(shader_count, sizeof(*shaders))))
494 ERR("Failed to allocate shader array memory.\n");
495 return;
498 GL_EXTCALL(glGetAttachedShaders(program, shader_count, NULL, shaders));
499 for (i = 0; i < shader_count; ++i)
501 const char *ptr, *line;
502 GLint tmp;
504 GL_EXTCALL(glGetShaderiv(shaders[i], GL_SHADER_SOURCE_LENGTH, &tmp));
506 if (source_size < tmp)
508 HeapFree(GetProcessHeap(), 0, source);
510 source = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, tmp);
511 if (!source)
513 ERR("Failed to allocate %d bytes for shader source.\n", tmp);
514 HeapFree(GetProcessHeap(), 0, shaders);
515 return;
517 source_size = tmp;
520 FIXME("Shader %u:\n", shaders[i]);
521 GL_EXTCALL(glGetShaderiv(shaders[i], GL_SHADER_TYPE, &tmp));
522 FIXME(" GL_SHADER_TYPE: %s.\n", debug_gl_shader_type(tmp));
523 GL_EXTCALL(glGetShaderiv(shaders[i], GL_COMPILE_STATUS, &tmp));
524 FIXME(" GL_COMPILE_STATUS: %d.\n", tmp);
525 FIXME("\n");
527 ptr = source;
528 GL_EXTCALL(glGetShaderSource(shaders[i], source_size, NULL, source));
529 while ((line = get_info_log_line(&ptr))) FIXME(" %.*s", (int)(ptr - line), line);
530 FIXME("\n");
533 HeapFree(GetProcessHeap(), 0, source);
534 HeapFree(GetProcessHeap(), 0, shaders);
537 /* Context activation is done by the caller. */
538 void shader_glsl_validate_link(const struct wined3d_gl_info *gl_info, GLuint program)
540 GLint tmp;
542 if (!TRACE_ON(d3d_shader) && !FIXME_ON(d3d_shader))
543 return;
545 GL_EXTCALL(glGetProgramiv(program, GL_LINK_STATUS, &tmp));
546 if (!tmp)
548 FIXME("Program %u link status invalid.\n", program);
549 shader_glsl_dump_program_source(gl_info, program);
552 print_glsl_info_log(gl_info, program, TRUE);
555 /* Context activation is done by the caller. */
556 static void shader_glsl_load_samplers(const struct wined3d_gl_info *gl_info,
557 struct shader_glsl_priv *priv, const DWORD *tex_unit_map, GLuint program_id)
559 unsigned int mapped_unit;
560 struct wined3d_string_buffer *sampler_name = string_buffer_get(&priv->string_buffers);
561 const char *prefix;
562 unsigned int i, j;
563 GLint name_loc;
565 static const struct
567 enum wined3d_shader_type type;
568 unsigned int base_idx;
569 unsigned int count;
571 sampler_info[] =
573 {WINED3D_SHADER_TYPE_PIXEL, 0, MAX_FRAGMENT_SAMPLERS},
574 {WINED3D_SHADER_TYPE_VERTEX, MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS},
577 for (i = 0; i < ARRAY_SIZE(sampler_info); ++i)
579 prefix = shader_glsl_get_prefix(sampler_info[i].type);
581 for (j = 0; j < sampler_info[i].count; ++j)
583 string_buffer_sprintf(sampler_name, "%s_sampler%u", prefix, j);
584 name_loc = GL_EXTCALL(glGetUniformLocation(program_id, sampler_name->buffer));
585 if (name_loc == -1)
586 continue;
588 mapped_unit = tex_unit_map[sampler_info[i].base_idx + j];
589 if (mapped_unit == WINED3D_UNMAPPED_STAGE || mapped_unit >= gl_info->limits.combined_samplers)
591 ERR("Trying to load sampler %s on unsupported unit %u.\n", sampler_name->buffer, mapped_unit);
592 continue;
595 TRACE("Loading sampler %s on unit %u.\n", sampler_name->buffer, mapped_unit);
596 GL_EXTCALL(glUniform1i(name_loc, mapped_unit));
599 checkGLcall("Load sampler bindings");
600 string_buffer_release(&priv->string_buffers, sampler_name);
603 static void shader_glsl_load_icb(const struct wined3d_gl_info *gl_info, struct shader_glsl_priv *priv,
604 GLuint program_id, const struct wined3d_shader_reg_maps *reg_maps)
606 const struct wined3d_shader_immediate_constant_buffer *icb = reg_maps->icb;
608 if (icb)
610 struct wined3d_string_buffer *icb_name = string_buffer_get(&priv->string_buffers);
611 const char *prefix = shader_glsl_get_prefix(reg_maps->shader_version.type);
612 GLint icb_location;
614 string_buffer_sprintf(icb_name, "%s_icb", prefix);
615 icb_location = GL_EXTCALL(glGetUniformLocation(program_id, icb_name->buffer));
616 GL_EXTCALL(glUniform4fv(icb_location, icb->vec4_count, (const GLfloat *)icb->data));
617 checkGLcall("Load immediate constant buffer");
619 string_buffer_release(&priv->string_buffers, icb_name);
623 /* Context activation is done by the caller. */
624 static void shader_glsl_load_images(const struct wined3d_gl_info *gl_info, struct shader_glsl_priv *priv,
625 GLuint program_id, const struct wined3d_shader_reg_maps *reg_maps)
627 struct wined3d_string_buffer *name = string_buffer_get(&priv->string_buffers);
628 GLint location;
629 unsigned int i;
631 for (i = 0; i < MAX_UNORDERED_ACCESS_VIEWS; ++i)
633 if (!reg_maps->uav_resource_info[i].type)
634 continue;
636 string_buffer_sprintf(name, "ps_image%u", i);
637 location = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
638 if (location == -1)
639 continue;
641 TRACE("Loading image %s on unit %u.\n", name->buffer, i);
642 GL_EXTCALL(glUniform1i(location, i));
644 checkGLcall("Load image bindings");
645 string_buffer_release(&priv->string_buffers, name);
648 /* Context activation is done by the caller. */
649 static inline void walk_constant_heap(const struct wined3d_gl_info *gl_info, const struct wined3d_vec4 *constants,
650 const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
652 unsigned int start = ~0U, end = 0;
653 int stack_idx = 0;
654 unsigned int heap_idx = 1;
655 unsigned int idx;
657 if (heap->entries[heap_idx].version <= version) return;
659 idx = heap->entries[heap_idx].idx;
660 if (constant_locations[idx] != -1)
661 start = end = idx;
662 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
664 while (stack_idx >= 0)
666 /* Note that we fall through to the next case statement. */
667 switch(stack[stack_idx])
669 case HEAP_NODE_TRAVERSE_LEFT:
671 unsigned int left_idx = heap_idx << 1;
672 if (left_idx < heap->size && heap->entries[left_idx].version > version)
674 heap_idx = left_idx;
675 idx = heap->entries[heap_idx].idx;
676 if (constant_locations[idx] != -1)
678 if (start > idx)
679 start = idx;
680 if (end < idx)
681 end = idx;
684 stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
685 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
686 break;
690 case HEAP_NODE_TRAVERSE_RIGHT:
692 unsigned int right_idx = (heap_idx << 1) + 1;
693 if (right_idx < heap->size && heap->entries[right_idx].version > version)
695 heap_idx = right_idx;
696 idx = heap->entries[heap_idx].idx;
697 if (constant_locations[idx] != -1)
699 if (start > idx)
700 start = idx;
701 if (end < idx)
702 end = idx;
705 stack[stack_idx++] = HEAP_NODE_POP;
706 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
707 break;
711 case HEAP_NODE_POP:
712 heap_idx >>= 1;
713 --stack_idx;
714 break;
717 if (start <= end)
718 GL_EXTCALL(glUniform4fv(constant_locations[start], end - start + 1, &constants[start].x));
719 checkGLcall("walk_constant_heap()");
722 /* Context activation is done by the caller. */
723 static inline void apply_clamped_constant(const struct wined3d_gl_info *gl_info,
724 GLint location, const struct wined3d_vec4 *data)
726 GLfloat clamped_constant[4];
728 if (location == -1) return;
730 clamped_constant[0] = data->x < -1.0f ? -1.0f : data->x > 1.0f ? 1.0f : data->x;
731 clamped_constant[1] = data->y < -1.0f ? -1.0f : data->y > 1.0f ? 1.0f : data->y;
732 clamped_constant[2] = data->z < -1.0f ? -1.0f : data->z > 1.0f ? 1.0f : data->z;
733 clamped_constant[3] = data->w < -1.0f ? -1.0f : data->w > 1.0f ? 1.0f : data->w;
735 GL_EXTCALL(glUniform4fv(location, 1, clamped_constant));
738 /* Context activation is done by the caller. */
739 static inline void walk_constant_heap_clamped(const struct wined3d_gl_info *gl_info,
740 const struct wined3d_vec4 *constants, const GLint *constant_locations,
741 const struct constant_heap *heap, unsigned char *stack, DWORD version)
743 int stack_idx = 0;
744 unsigned int heap_idx = 1;
745 unsigned int idx;
747 if (heap->entries[heap_idx].version <= version) return;
749 idx = heap->entries[heap_idx].idx;
750 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx]);
751 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
753 while (stack_idx >= 0)
755 /* Note that we fall through to the next case statement. */
756 switch(stack[stack_idx])
758 case HEAP_NODE_TRAVERSE_LEFT:
760 unsigned int left_idx = heap_idx << 1;
761 if (left_idx < heap->size && heap->entries[left_idx].version > version)
763 heap_idx = left_idx;
764 idx = heap->entries[heap_idx].idx;
765 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx]);
767 stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
768 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
769 break;
773 case HEAP_NODE_TRAVERSE_RIGHT:
775 unsigned int right_idx = (heap_idx << 1) + 1;
776 if (right_idx < heap->size && heap->entries[right_idx].version > version)
778 heap_idx = right_idx;
779 idx = heap->entries[heap_idx].idx;
780 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx]);
782 stack[stack_idx++] = HEAP_NODE_POP;
783 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
784 break;
788 case HEAP_NODE_POP:
789 heap_idx >>= 1;
790 --stack_idx;
791 break;
794 checkGLcall("walk_constant_heap_clamped()");
797 /* Context activation is done by the caller. */
798 static void shader_glsl_load_constants_f(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info,
799 const struct wined3d_vec4 *constants, const GLint *constant_locations, const struct constant_heap *heap,
800 unsigned char *stack, unsigned int version)
802 const struct wined3d_shader_lconst *lconst;
804 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
805 if (shader->reg_maps.shader_version.major == 1
806 && shader->reg_maps.shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
807 walk_constant_heap_clamped(gl_info, constants, constant_locations, heap, stack, version);
808 else
809 walk_constant_heap(gl_info, constants, constant_locations, heap, stack, version);
811 if (!shader->load_local_constsF)
813 TRACE("No need to load local float constants for this shader.\n");
814 return;
817 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
818 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
820 GL_EXTCALL(glUniform4fv(constant_locations[lconst->idx], 1, (const GLfloat *)lconst->value));
822 checkGLcall("glUniform4fv()");
825 /* Context activation is done by the caller. */
826 static void shader_glsl_load_constants_i(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info,
827 const struct wined3d_ivec4 *constants, const GLint locations[WINED3D_MAX_CONSTS_I], WORD constants_set)
829 unsigned int i;
830 struct list* ptr;
832 for (i = 0; constants_set; constants_set >>= 1, ++i)
834 if (!(constants_set & 1)) continue;
836 /* We found this uniform name in the program - go ahead and send the data */
837 GL_EXTCALL(glUniform4iv(locations[i], 1, &constants[i].x));
840 /* Load immediate constants */
841 ptr = list_head(&shader->constantsI);
842 while (ptr)
844 const struct wined3d_shader_lconst *lconst = LIST_ENTRY(ptr, const struct wined3d_shader_lconst, entry);
845 unsigned int idx = lconst->idx;
846 const GLint *values = (const GLint *)lconst->value;
848 /* We found this uniform name in the program - go ahead and send the data */
849 GL_EXTCALL(glUniform4iv(locations[idx], 1, values));
850 ptr = list_next(&shader->constantsI, ptr);
852 checkGLcall("glUniform4iv()");
855 /* Context activation is done by the caller. */
856 static void shader_glsl_load_constantsB(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info,
857 const GLint locations[WINED3D_MAX_CONSTS_B], const BOOL *constants, WORD constants_set)
859 unsigned int i;
860 struct list* ptr;
862 for (i = 0; constants_set; constants_set >>= 1, ++i)
864 if (!(constants_set & 1)) continue;
866 GL_EXTCALL(glUniform1iv(locations[i], 1, &constants[i]));
869 /* Load immediate constants */
870 ptr = list_head(&shader->constantsB);
871 while (ptr)
873 const struct wined3d_shader_lconst *lconst = LIST_ENTRY(ptr, const struct wined3d_shader_lconst, entry);
874 unsigned int idx = lconst->idx;
875 const GLint *values = (const GLint *)lconst->value;
877 GL_EXTCALL(glUniform1iv(locations[idx], 1, values));
878 ptr = list_next(&shader->constantsB, ptr);
880 checkGLcall("glUniform1iv()");
883 static void reset_program_constant_version(struct wine_rb_entry *entry, void *context)
885 WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry)->constant_version = 0;
888 /* Context activation is done by the caller (state handler). */
889 static void shader_glsl_load_np2fixup_constants(const struct glsl_ps_program *ps,
890 const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
892 GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
893 UINT fixup = ps->np2_fixup_info->active;
894 UINT i;
896 for (i = 0; fixup; fixup >>= 1, ++i)
898 const struct wined3d_texture *tex = state->textures[i];
899 unsigned char idx = ps->np2_fixup_info->idx[i];
900 GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
902 if (!tex)
904 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
905 continue;
908 if (idx % 2)
910 tex_dim[2] = tex->pow2_matrix[0];
911 tex_dim[3] = tex->pow2_matrix[5];
913 else
915 tex_dim[0] = tex->pow2_matrix[0];
916 tex_dim[1] = tex->pow2_matrix[5];
920 GL_EXTCALL(glUniform4fv(ps->np2_fixup_location, ps->np2_fixup_info->num_consts, np2fixup_constants));
923 /* Taken and adapted from Mesa. */
924 static BOOL invert_matrix_3d(struct wined3d_matrix *out, const struct wined3d_matrix *in)
926 float pos, neg, t, det;
927 struct wined3d_matrix temp;
929 /* Calculate the determinant of upper left 3x3 submatrix and
930 * determine if the matrix is singular. */
931 pos = neg = 0.0f;
932 t = in->_11 * in->_22 * in->_33;
933 if (t >= 0.0f)
934 pos += t;
935 else
936 neg += t;
938 t = in->_21 * in->_32 * in->_13;
939 if (t >= 0.0f)
940 pos += t;
941 else
942 neg += t;
943 t = in->_31 * in->_12 * in->_23;
944 if (t >= 0.0f)
945 pos += t;
946 else
947 neg += t;
949 t = -in->_31 * in->_22 * in->_13;
950 if (t >= 0.0f)
951 pos += t;
952 else
953 neg += t;
954 t = -in->_21 * in->_12 * in->_33;
955 if (t >= 0.0f)
956 pos += t;
957 else
958 neg += t;
960 t = -in->_11 * in->_32 * in->_23;
961 if (t >= 0.0f)
962 pos += t;
963 else
964 neg += t;
966 det = pos + neg;
968 if (fabsf(det) < 1e-25f)
969 return FALSE;
971 det = 1.0f / det;
972 temp._11 = (in->_22 * in->_33 - in->_32 * in->_23) * det;
973 temp._12 = -(in->_12 * in->_33 - in->_32 * in->_13) * det;
974 temp._13 = (in->_12 * in->_23 - in->_22 * in->_13) * det;
975 temp._21 = -(in->_21 * in->_33 - in->_31 * in->_23) * det;
976 temp._22 = (in->_11 * in->_33 - in->_31 * in->_13) * det;
977 temp._23 = -(in->_11 * in->_23 - in->_21 * in->_13) * det;
978 temp._31 = (in->_21 * in->_32 - in->_31 * in->_22) * det;
979 temp._32 = -(in->_11 * in->_32 - in->_31 * in->_12) * det;
980 temp._33 = (in->_11 * in->_22 - in->_21 * in->_12) * det;
982 *out = temp;
983 return TRUE;
986 static void swap_rows(float **a, float **b)
988 float *tmp = *a;
990 *a = *b;
991 *b = tmp;
994 static BOOL invert_matrix(struct wined3d_matrix *out, struct wined3d_matrix *m)
996 float wtmp[4][8];
997 float m0, m1, m2, m3, s;
998 float *r0, *r1, *r2, *r3;
1000 r0 = wtmp[0];
1001 r1 = wtmp[1];
1002 r2 = wtmp[2];
1003 r3 = wtmp[3];
1005 r0[0] = m->_11;
1006 r0[1] = m->_12;
1007 r0[2] = m->_13;
1008 r0[3] = m->_14;
1009 r0[4] = 1.0f;
1010 r0[5] = r0[6] = r0[7] = 0.0f;
1012 r1[0] = m->_21;
1013 r1[1] = m->_22;
1014 r1[2] = m->_23;
1015 r1[3] = m->_24;
1016 r1[5] = 1.0f;
1017 r1[4] = r1[6] = r1[7] = 0.0f;
1019 r2[0] = m->_31;
1020 r2[1] = m->_32;
1021 r2[2] = m->_33;
1022 r2[3] = m->_34;
1023 r2[6] = 1.0f;
1024 r2[4] = r2[5] = r2[7] = 0.0f;
1026 r3[0] = m->_41;
1027 r3[1] = m->_42;
1028 r3[2] = m->_43;
1029 r3[3] = m->_44;
1030 r3[7] = 1.0f;
1031 r3[4] = r3[5] = r3[6] = 0.0f;
1033 /* Choose pivot - or die. */
1034 if (fabsf(r3[0]) > fabsf(r2[0]))
1035 swap_rows(&r3, &r2);
1036 if (fabsf(r2[0]) > fabsf(r1[0]))
1037 swap_rows(&r2, &r1);
1038 if (fabsf(r1[0]) > fabsf(r0[0]))
1039 swap_rows(&r1, &r0);
1040 if (r0[0] == 0.0f)
1041 return FALSE;
1043 /* Eliminate first variable. */
1044 m1 = r1[0] / r0[0]; m2 = r2[0] / r0[0]; m3 = r3[0] / r0[0];
1045 s = r0[1]; r1[1] -= m1 * s; r2[1] -= m2 * s; r3[1] -= m3 * s;
1046 s = r0[2]; r1[2] -= m1 * s; r2[2] -= m2 * s; r3[2] -= m3 * s;
1047 s = r0[3]; r1[3] -= m1 * s; r2[3] -= m2 * s; r3[3] -= m3 * s;
1048 s = r0[4];
1049 if (s != 0.0f)
1051 r1[4] -= m1 * s;
1052 r2[4] -= m2 * s;
1053 r3[4] -= m3 * s;
1055 s = r0[5];
1056 if (s != 0.0f)
1058 r1[5] -= m1 * s;
1059 r2[5] -= m2 * s;
1060 r3[5] -= m3 * s;
1062 s = r0[6];
1063 if (s != 0.0f)
1065 r1[6] -= m1 * s;
1066 r2[6] -= m2 * s;
1067 r3[6] -= m3 * s;
1069 s = r0[7];
1070 if (s != 0.0f)
1072 r1[7] -= m1 * s;
1073 r2[7] -= m2 * s;
1074 r3[7] -= m3 * s;
1077 /* Choose pivot - or die. */
1078 if (fabsf(r3[1]) > fabsf(r2[1]))
1079 swap_rows(&r3, &r2);
1080 if (fabsf(r2[1]) > fabsf(r1[1]))
1081 swap_rows(&r2, &r1);
1082 if (r1[1] == 0.0f)
1083 return FALSE;
1085 /* Eliminate second variable. */
1086 m2 = r2[1] / r1[1]; m3 = r3[1] / r1[1];
1087 r2[2] -= m2 * r1[2]; r3[2] -= m3 * r1[2];
1088 r2[3] -= m2 * r1[3]; r3[3] -= m3 * r1[3];
1089 s = r1[4];
1090 if (s != 0.0f)
1092 r2[4] -= m2 * s;
1093 r3[4] -= m3 * s;
1095 s = r1[5];
1096 if (s != 0.0f)
1098 r2[5] -= m2 * s;
1099 r3[5] -= m3 * s;
1101 s = r1[6];
1102 if (s != 0.0f)
1104 r2[6] -= m2 * s;
1105 r3[6] -= m3 * s;
1107 s = r1[7];
1108 if (s != 0.0f)
1110 r2[7] -= m2 * s;
1111 r3[7] -= m3 * s;
1114 /* Choose pivot - or die. */
1115 if (fabsf(r3[2]) > fabsf(r2[2]))
1116 swap_rows(&r3, &r2);
1117 if (r2[2] == 0.0f)
1118 return FALSE;
1120 /* Eliminate third variable. */
1121 m3 = r3[2] / r2[2];
1122 r3[3] -= m3 * r2[3];
1123 r3[4] -= m3 * r2[4];
1124 r3[5] -= m3 * r2[5];
1125 r3[6] -= m3 * r2[6];
1126 r3[7] -= m3 * r2[7];
1128 /* Last check. */
1129 if (r3[3] == 0.0f)
1130 return FALSE;
1132 /* Back substitute row 3. */
1133 s = 1.0f / r3[3];
1134 r3[4] *= s;
1135 r3[5] *= s;
1136 r3[6] *= s;
1137 r3[7] *= s;
1139 /* Back substitute row 2. */
1140 m2 = r2[3];
1141 s = 1.0f / r2[2];
1142 r2[4] = s * (r2[4] - r3[4] * m2);
1143 r2[5] = s * (r2[5] - r3[5] * m2);
1144 r2[6] = s * (r2[6] - r3[6] * m2);
1145 r2[7] = s * (r2[7] - r3[7] * m2);
1146 m1 = r1[3];
1147 r1[4] -= r3[4] * m1;
1148 r1[5] -= r3[5] * m1;
1149 r1[6] -= r3[6] * m1;
1150 r1[7] -= r3[7] * m1;
1151 m0 = r0[3];
1152 r0[4] -= r3[4] * m0;
1153 r0[5] -= r3[5] * m0;
1154 r0[6] -= r3[6] * m0;
1155 r0[7] -= r3[7] * m0;
1157 /* Back substitute row 1. */
1158 m1 = r1[2];
1159 s = 1.0f / r1[1];
1160 r1[4] = s * (r1[4] - r2[4] * m1);
1161 r1[5] = s * (r1[5] - r2[5] * m1);
1162 r1[6] = s * (r1[6] - r2[6] * m1);
1163 r1[7] = s * (r1[7] - r2[7] * m1);
1164 m0 = r0[2];
1165 r0[4] -= r2[4] * m0;
1166 r0[5] -= r2[5] * m0;
1167 r0[6] -= r2[6] * m0;
1168 r0[7] -= r2[7] * m0;
1170 /* Back substitute row 0. */
1171 m0 = r0[1];
1172 s = 1.0f / r0[0];
1173 r0[4] = s * (r0[4] - r1[4] * m0);
1174 r0[5] = s * (r0[5] - r1[5] * m0);
1175 r0[6] = s * (r0[6] - r1[6] * m0);
1176 r0[7] = s * (r0[7] - r1[7] * m0);
1178 out->_11 = r0[4];
1179 out->_12 = r0[5];
1180 out->_13 = r0[6];
1181 out->_14 = r0[7];
1182 out->_21 = r1[4];
1183 out->_22 = r1[5];
1184 out->_23 = r1[6];
1185 out->_24 = r1[7];
1186 out->_31 = r2[4];
1187 out->_32 = r2[5];
1188 out->_33 = r2[6];
1189 out->_34 = r2[7];
1190 out->_41 = r3[4];
1191 out->_42 = r3[5];
1192 out->_43 = r3[6];
1193 out->_44 = r3[7];
1195 return TRUE;
1198 static void shader_glsl_ffp_vertex_normalmatrix_uniform(const struct wined3d_context *context,
1199 const struct wined3d_state *state, struct glsl_shader_prog_link *prog)
1201 const struct wined3d_gl_info *gl_info = context->gl_info;
1202 float mat[3 * 3];
1203 struct wined3d_matrix mv;
1204 unsigned int i, j;
1206 if (prog->vs.normal_matrix_location == -1)
1207 return;
1209 get_modelview_matrix(context, state, 0, &mv);
1210 if (context->d3d_info->wined3d_creation_flags & WINED3D_LEGACY_FFP_LIGHTING)
1211 invert_matrix_3d(&mv, &mv);
1212 else
1213 invert_matrix(&mv, &mv);
1214 /* Tests show that singular modelview matrices are used unchanged as normal
1215 * matrices on D3D3 and older. There seems to be no clearly consistent
1216 * behavior on newer D3D versions so always follow older ddraw behavior. */
1217 for (i = 0; i < 3; ++i)
1218 for (j = 0; j < 3; ++j)
1219 mat[i * 3 + j] = (&mv._11)[j * 4 + i];
1221 GL_EXTCALL(glUniformMatrix3fv(prog->vs.normal_matrix_location, 1, FALSE, mat));
1222 checkGLcall("glUniformMatrix3fv");
1225 static void shader_glsl_ffp_vertex_texmatrix_uniform(const struct wined3d_context *context,
1226 const struct wined3d_state *state, unsigned int tex, struct glsl_shader_prog_link *prog)
1228 const struct wined3d_gl_info *gl_info = context->gl_info;
1229 struct wined3d_matrix mat;
1231 if (tex >= MAX_TEXTURES)
1232 return;
1233 if (prog->vs.texture_matrix_location[tex] == -1)
1234 return;
1236 get_texture_matrix(context, state, tex, &mat);
1237 GL_EXTCALL(glUniformMatrix4fv(prog->vs.texture_matrix_location[tex], 1, FALSE, &mat._11));
1238 checkGLcall("glUniformMatrix4fv");
1241 static void shader_glsl_ffp_vertex_material_uniform(const struct wined3d_context *context,
1242 const struct wined3d_state *state, struct glsl_shader_prog_link *prog)
1244 const struct wined3d_gl_info *gl_info = context->gl_info;
1246 if (state->render_states[WINED3D_RS_SPECULARENABLE])
1248 GL_EXTCALL(glUniform4fv(prog->vs.material_specular_location, 1, &state->material.specular.r));
1249 GL_EXTCALL(glUniform1f(prog->vs.material_shininess_location, state->material.power));
1251 else
1253 static const float black[] = {0.0f, 0.0f, 0.0f, 0.0f};
1255 GL_EXTCALL(glUniform4fv(prog->vs.material_specular_location, 1, black));
1257 GL_EXTCALL(glUniform4fv(prog->vs.material_ambient_location, 1, &state->material.ambient.r));
1258 GL_EXTCALL(glUniform4fv(prog->vs.material_diffuse_location, 1, &state->material.diffuse.r));
1259 GL_EXTCALL(glUniform4fv(prog->vs.material_emissive_location, 1, &state->material.emissive.r));
1260 checkGLcall("setting FFP material uniforms");
1263 static void shader_glsl_ffp_vertex_lightambient_uniform(const struct wined3d_context *context,
1264 const struct wined3d_state *state, struct glsl_shader_prog_link *prog)
1266 const struct wined3d_gl_info *gl_info = context->gl_info;
1267 struct wined3d_color color;
1269 wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_AMBIENT]);
1270 GL_EXTCALL(glUniform3fv(prog->vs.light_ambient_location, 1, &color.r));
1271 checkGLcall("glUniform3fv");
1274 static void multiply_vector_matrix(struct wined3d_vec4 *dest, const struct wined3d_vec4 *src1,
1275 const struct wined3d_matrix *src2)
1277 struct wined3d_vec4 temp;
1279 temp.x = (src1->x * src2->_11) + (src1->y * src2->_21) + (src1->z * src2->_31) + (src1->w * src2->_41);
1280 temp.y = (src1->x * src2->_12) + (src1->y * src2->_22) + (src1->z * src2->_32) + (src1->w * src2->_42);
1281 temp.z = (src1->x * src2->_13) + (src1->y * src2->_23) + (src1->z * src2->_33) + (src1->w * src2->_43);
1282 temp.w = (src1->x * src2->_14) + (src1->y * src2->_24) + (src1->z * src2->_34) + (src1->w * src2->_44);
1284 *dest = temp;
1287 static void shader_glsl_ffp_vertex_light_uniform(const struct wined3d_context *context,
1288 const struct wined3d_state *state, unsigned int light, struct glsl_shader_prog_link *prog)
1290 const struct wined3d_gl_info *gl_info = context->gl_info;
1291 const struct wined3d_light_info *light_info = state->lights[light];
1292 struct wined3d_vec4 vec4;
1293 const struct wined3d_matrix *view = &state->transforms[WINED3D_TS_VIEW];
1295 if (!light_info)
1296 return;
1298 GL_EXTCALL(glUniform4fv(prog->vs.light_location[light].diffuse, 1, &light_info->OriginalParms.diffuse.r));
1299 GL_EXTCALL(glUniform4fv(prog->vs.light_location[light].specular, 1, &light_info->OriginalParms.specular.r));
1300 GL_EXTCALL(glUniform4fv(prog->vs.light_location[light].ambient, 1, &light_info->OriginalParms.ambient.r));
1302 switch (light_info->OriginalParms.type)
1304 case WINED3D_LIGHT_POINT:
1305 multiply_vector_matrix(&vec4, &light_info->position, view);
1306 GL_EXTCALL(glUniform4fv(prog->vs.light_location[light].position, 1, &vec4.x));
1307 GL_EXTCALL(glUniform1f(prog->vs.light_location[light].range, light_info->OriginalParms.range));
1308 GL_EXTCALL(glUniform1f(prog->vs.light_location[light].c_att, light_info->OriginalParms.attenuation0));
1309 GL_EXTCALL(glUniform1f(prog->vs.light_location[light].l_att, light_info->OriginalParms.attenuation1));
1310 GL_EXTCALL(glUniform1f(prog->vs.light_location[light].q_att, light_info->OriginalParms.attenuation2));
1311 break;
1313 case WINED3D_LIGHT_SPOT:
1314 multiply_vector_matrix(&vec4, &light_info->position, view);
1315 GL_EXTCALL(glUniform4fv(prog->vs.light_location[light].position, 1, &vec4.x));
1317 multiply_vector_matrix(&vec4, &light_info->direction, view);
1318 GL_EXTCALL(glUniform3fv(prog->vs.light_location[light].direction, 1, &vec4.x));
1320 GL_EXTCALL(glUniform1f(prog->vs.light_location[light].range, light_info->OriginalParms.range));
1321 GL_EXTCALL(glUniform1f(prog->vs.light_location[light].falloff, light_info->OriginalParms.falloff));
1322 GL_EXTCALL(glUniform1f(prog->vs.light_location[light].c_att, light_info->OriginalParms.attenuation0));
1323 GL_EXTCALL(glUniform1f(prog->vs.light_location[light].l_att, light_info->OriginalParms.attenuation1));
1324 GL_EXTCALL(glUniform1f(prog->vs.light_location[light].q_att, light_info->OriginalParms.attenuation2));
1325 GL_EXTCALL(glUniform1f(prog->vs.light_location[light].cos_htheta, cosf(light_info->OriginalParms.theta / 2.0f)));
1326 GL_EXTCALL(glUniform1f(prog->vs.light_location[light].cos_hphi, cosf(light_info->OriginalParms.phi / 2.0f)));
1327 break;
1329 case WINED3D_LIGHT_DIRECTIONAL:
1330 multiply_vector_matrix(&vec4, &light_info->direction, view);
1331 GL_EXTCALL(glUniform3fv(prog->vs.light_location[light].direction, 1, &vec4.x));
1332 break;
1334 case WINED3D_LIGHT_PARALLELPOINT:
1335 multiply_vector_matrix(&vec4, &light_info->position, view);
1336 GL_EXTCALL(glUniform4fv(prog->vs.light_location[light].position, 1, &vec4.x));
1337 break;
1339 default:
1340 FIXME("Unrecognized light type %#x.\n", light_info->OriginalParms.type);
1342 checkGLcall("setting FFP lights uniforms");
1345 static void shader_glsl_pointsize_uniform(const struct wined3d_context *context,
1346 const struct wined3d_state *state, struct glsl_shader_prog_link *prog)
1348 const struct wined3d_gl_info *gl_info = context->gl_info;
1349 float min, max;
1350 float size, att[3];
1352 get_pointsize_minmax(context, state, &min, &max);
1354 GL_EXTCALL(glUniform1f(prog->vs.pointsize_min_location, min));
1355 checkGLcall("glUniform1f");
1356 GL_EXTCALL(glUniform1f(prog->vs.pointsize_max_location, max));
1357 checkGLcall("glUniform1f");
1359 get_pointsize(context, state, &size, att);
1361 GL_EXTCALL(glUniform1f(prog->vs.pointsize_location, size));
1362 checkGLcall("glUniform1f");
1363 GL_EXTCALL(glUniform1f(prog->vs.pointsize_c_att_location, att[0]));
1364 checkGLcall("glUniform1f");
1365 GL_EXTCALL(glUniform1f(prog->vs.pointsize_l_att_location, att[1]));
1366 checkGLcall("glUniform1f");
1367 GL_EXTCALL(glUniform1f(prog->vs.pointsize_q_att_location, att[2]));
1368 checkGLcall("glUniform1f");
1371 static void shader_glsl_load_fog_uniform(const struct wined3d_context *context,
1372 const struct wined3d_state *state, struct glsl_shader_prog_link *prog)
1374 const struct wined3d_gl_info *gl_info = context->gl_info;
1375 struct wined3d_color color;
1376 float start, end, scale;
1377 union
1379 DWORD d;
1380 float f;
1381 } tmpvalue;
1383 wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_FOGCOLOR]);
1384 GL_EXTCALL(glUniform4fv(prog->ps.fog_color_location, 1, &color.r));
1385 tmpvalue.d = state->render_states[WINED3D_RS_FOGDENSITY];
1386 GL_EXTCALL(glUniform1f(prog->ps.fog_density_location, tmpvalue.f));
1387 get_fog_start_end(context, state, &start, &end);
1388 scale = 1.0f / (end - start);
1389 GL_EXTCALL(glUniform1f(prog->ps.fog_end_location, end));
1390 GL_EXTCALL(glUniform1f(prog->ps.fog_scale_location, scale));
1391 checkGLcall("fog emulation uniforms");
1394 static void shader_glsl_clip_plane_uniform(const struct wined3d_context *context,
1395 const struct wined3d_state *state, unsigned int index, struct glsl_shader_prog_link *prog)
1397 const struct wined3d_gl_info *gl_info = context->gl_info;
1398 struct wined3d_vec4 plane;
1400 /* Clip planes are affected by the view transform in d3d for FFP draws. */
1401 if (!use_vs(state))
1402 multiply_vector_matrix(&plane, &state->clip_planes[index], &state->transforms[WINED3D_TS_VIEW]);
1403 else
1404 plane = state->clip_planes[index];
1406 GL_EXTCALL(glUniform4fv(prog->vs.clip_planes_location + index, 1, &plane.x));
1409 /* Context activation is done by the caller (state handler). */
1410 static void shader_glsl_load_color_key_constant(const struct glsl_ps_program *ps,
1411 const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
1413 struct wined3d_color float_key[2];
1414 const struct wined3d_texture *texture = state->textures[0];
1416 wined3d_format_get_float_color_key(texture->resource.format, &texture->async.src_blt_color_key, float_key);
1417 GL_EXTCALL(glUniform4fv(ps->color_key_location, 2, &float_key[0].r));
1420 /* Context activation is done by the caller (state handler). */
1421 static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context *context,
1422 const struct wined3d_state *state)
1424 const struct glsl_context_data *ctx_data = context->shader_backend_data;
1425 const struct wined3d_shader *vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
1426 const struct wined3d_shader *pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
1427 const struct wined3d_gl_info *gl_info = context->gl_info;
1428 struct shader_glsl_priv *priv = shader_priv;
1429 float position_fixup[4];
1430 DWORD update_mask;
1432 struct glsl_shader_prog_link *prog = ctx_data->glsl_program;
1433 UINT constant_version;
1434 int i;
1436 if (!prog) {
1437 /* No GLSL program set - nothing to do. */
1438 return;
1440 constant_version = prog->constant_version;
1441 update_mask = context->constant_update_mask & prog->constant_update_mask;
1443 if (update_mask & WINED3D_SHADER_CONST_VS_F)
1444 shader_glsl_load_constants_f(vshader, gl_info, state->vs_consts_f,
1445 prog->vs.uniform_f_locations, &priv->vconst_heap, priv->stack, constant_version);
1447 if (update_mask & WINED3D_SHADER_CONST_VS_I)
1448 shader_glsl_load_constants_i(vshader, gl_info, state->vs_consts_i,
1449 prog->vs.uniform_i_locations, vshader->reg_maps.integer_constants);
1451 if (update_mask & WINED3D_SHADER_CONST_VS_B)
1452 shader_glsl_load_constantsB(vshader, gl_info, prog->vs.uniform_b_locations, state->vs_consts_b,
1453 vshader->reg_maps.boolean_constants);
1455 if (update_mask & WINED3D_SHADER_CONST_VS_CLIP_PLANES)
1457 for (i = 0; i < gl_info->limits.user_clip_distances; ++i)
1458 shader_glsl_clip_plane_uniform(context, state, i, prog);
1461 if (update_mask & WINED3D_SHADER_CONST_VS_POINTSIZE)
1462 shader_glsl_pointsize_uniform(context, state, prog);
1464 if (update_mask & WINED3D_SHADER_CONST_POS_FIXUP)
1466 shader_get_position_fixup(context, state, position_fixup);
1467 if (state->shader[WINED3D_SHADER_TYPE_GEOMETRY])
1468 GL_EXTCALL(glUniform4fv(prog->gs.pos_fixup_location, 1, position_fixup));
1469 else
1470 GL_EXTCALL(glUniform4fv(prog->vs.pos_fixup_location, 1, position_fixup));
1471 checkGLcall("glUniform4fv");
1474 if (update_mask & WINED3D_SHADER_CONST_FFP_MODELVIEW)
1476 struct wined3d_matrix mat;
1478 get_modelview_matrix(context, state, 0, &mat);
1479 GL_EXTCALL(glUniformMatrix4fv(prog->vs.modelview_matrix_location[0], 1, FALSE, &mat._11));
1480 checkGLcall("glUniformMatrix4fv");
1482 shader_glsl_ffp_vertex_normalmatrix_uniform(context, state, prog);
1485 if (update_mask & WINED3D_SHADER_CONST_FFP_VERTEXBLEND)
1487 struct wined3d_matrix mat;
1489 for (i = 1; i < MAX_VERTEX_BLENDS; ++i)
1491 if (prog->vs.modelview_matrix_location[i] == -1)
1492 break;
1494 get_modelview_matrix(context, state, i, &mat);
1495 GL_EXTCALL(glUniformMatrix4fv(prog->vs.modelview_matrix_location[i], 1, FALSE, &mat._11));
1496 checkGLcall("glUniformMatrix4fv");
1500 if (update_mask & WINED3D_SHADER_CONST_FFP_PROJ)
1502 struct wined3d_matrix projection;
1504 get_projection_matrix(context, state, &projection);
1505 GL_EXTCALL(glUniformMatrix4fv(prog->vs.projection_matrix_location, 1, FALSE, &projection._11));
1506 checkGLcall("glUniformMatrix4fv");
1509 if (update_mask & WINED3D_SHADER_CONST_FFP_TEXMATRIX)
1511 for (i = 0; i < MAX_TEXTURES; ++i)
1512 shader_glsl_ffp_vertex_texmatrix_uniform(context, state, i, prog);
1515 if (update_mask & WINED3D_SHADER_CONST_FFP_MATERIAL)
1516 shader_glsl_ffp_vertex_material_uniform(context, state, prog);
1518 if (update_mask & WINED3D_SHADER_CONST_FFP_LIGHTS)
1520 shader_glsl_ffp_vertex_lightambient_uniform(context, state, prog);
1521 for (i = 0; i < MAX_ACTIVE_LIGHTS; ++i)
1522 shader_glsl_ffp_vertex_light_uniform(context, state, i, prog);
1525 if (update_mask & WINED3D_SHADER_CONST_PS_F)
1526 shader_glsl_load_constants_f(pshader, gl_info, state->ps_consts_f,
1527 prog->ps.uniform_f_locations, &priv->pconst_heap, priv->stack, constant_version);
1529 if (update_mask & WINED3D_SHADER_CONST_PS_I)
1530 shader_glsl_load_constants_i(pshader, gl_info, state->ps_consts_i,
1531 prog->ps.uniform_i_locations, pshader->reg_maps.integer_constants);
1533 if (update_mask & WINED3D_SHADER_CONST_PS_B)
1534 shader_glsl_load_constantsB(pshader, gl_info, prog->ps.uniform_b_locations, state->ps_consts_b,
1535 pshader->reg_maps.boolean_constants);
1537 if (update_mask & WINED3D_SHADER_CONST_PS_BUMP_ENV)
1539 for (i = 0; i < MAX_TEXTURES; ++i)
1541 if (prog->ps.bumpenv_mat_location[i] == -1)
1542 continue;
1544 GL_EXTCALL(glUniformMatrix2fv(prog->ps.bumpenv_mat_location[i], 1, 0,
1545 (const GLfloat *)&state->texture_states[i][WINED3D_TSS_BUMPENV_MAT00]));
1547 if (prog->ps.bumpenv_lum_scale_location[i] != -1)
1549 GL_EXTCALL(glUniform1fv(prog->ps.bumpenv_lum_scale_location[i], 1,
1550 (const GLfloat *)&state->texture_states[i][WINED3D_TSS_BUMPENV_LSCALE]));
1551 GL_EXTCALL(glUniform1fv(prog->ps.bumpenv_lum_offset_location[i], 1,
1552 (const GLfloat *)&state->texture_states[i][WINED3D_TSS_BUMPENV_LOFFSET]));
1556 checkGLcall("bump env uniforms");
1559 if (update_mask & WINED3D_SHADER_CONST_PS_Y_CORR)
1561 const struct wined3d_vec4 correction_params =
1563 /* Position is relative to the framebuffer, not the viewport. */
1564 context->render_offscreen ? 0.0f : (float)state->fb->render_targets[0]->height,
1565 context->render_offscreen ? 1.0f : -1.0f,
1566 0.0f,
1567 0.0f,
1570 GL_EXTCALL(glUniform4fv(prog->ps.ycorrection_location, 1, &correction_params.x));
1573 if (update_mask & WINED3D_SHADER_CONST_PS_NP2_FIXUP)
1574 shader_glsl_load_np2fixup_constants(&prog->ps, gl_info, state);
1575 if (update_mask & WINED3D_SHADER_CONST_FFP_COLOR_KEY)
1576 shader_glsl_load_color_key_constant(&prog->ps, gl_info, state);
1578 if (update_mask & WINED3D_SHADER_CONST_FFP_PS)
1580 struct wined3d_color color;
1582 if (prog->ps.tex_factor_location != -1)
1584 wined3d_color_from_d3dcolor(&color, state->render_states[WINED3D_RS_TEXTUREFACTOR]);
1585 GL_EXTCALL(glUniform4fv(prog->ps.tex_factor_location, 1, &color.r));
1588 if (state->render_states[WINED3D_RS_SPECULARENABLE])
1589 GL_EXTCALL(glUniform4f(prog->ps.specular_enable_location, 1.0f, 1.0f, 1.0f, 0.0f));
1590 else
1591 GL_EXTCALL(glUniform4f(prog->ps.specular_enable_location, 0.0f, 0.0f, 0.0f, 0.0f));
1593 for (i = 0; i < MAX_TEXTURES; ++i)
1595 if (prog->ps.tss_constant_location[i] == -1)
1596 continue;
1598 wined3d_color_from_d3dcolor(&color, state->texture_states[i][WINED3D_TSS_CONSTANT]);
1599 GL_EXTCALL(glUniform4fv(prog->ps.tss_constant_location[i], 1, &color.r));
1602 checkGLcall("fixed function uniforms");
1605 if (update_mask & WINED3D_SHADER_CONST_PS_FOG)
1606 shader_glsl_load_fog_uniform(context, state, prog);
1608 if (update_mask & WINED3D_SHADER_CONST_PS_ALPHA_TEST)
1610 float ref = state->render_states[WINED3D_RS_ALPHAREF] / 255.0f;
1612 GL_EXTCALL(glUniform1f(prog->ps.alpha_test_ref_location, ref));
1613 checkGLcall("alpha test emulation uniform");
1616 if (priv->next_constant_version == UINT_MAX)
1618 TRACE("Max constant version reached, resetting to 0.\n");
1619 wine_rb_for_each_entry(&priv->program_lookup, reset_program_constant_version, NULL);
1620 priv->next_constant_version = 1;
1622 else
1624 prog->constant_version = priv->next_constant_version++;
1628 static void update_heap_entry(struct constant_heap *heap, unsigned int idx, DWORD new_version)
1630 struct constant_entry *entries = heap->entries;
1631 unsigned int *positions = heap->positions;
1632 unsigned int heap_idx, parent_idx;
1634 if (!heap->contained[idx])
1636 heap_idx = heap->size++;
1637 heap->contained[idx] = TRUE;
1639 else
1641 heap_idx = positions[idx];
1644 while (heap_idx > 1)
1646 parent_idx = heap_idx >> 1;
1648 if (new_version <= entries[parent_idx].version) break;
1650 entries[heap_idx] = entries[parent_idx];
1651 positions[entries[parent_idx].idx] = heap_idx;
1652 heap_idx = parent_idx;
1655 entries[heap_idx].version = new_version;
1656 entries[heap_idx].idx = idx;
1657 positions[idx] = heap_idx;
1660 static void shader_glsl_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count)
1662 struct shader_glsl_priv *priv = device->shader_priv;
1663 struct constant_heap *heap = &priv->vconst_heap;
1664 UINT i;
1666 for (i = start; i < count + start; ++i)
1668 update_heap_entry(heap, i, priv->next_constant_version);
1672 static void shader_glsl_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count)
1674 struct shader_glsl_priv *priv = device->shader_priv;
1675 struct constant_heap *heap = &priv->pconst_heap;
1676 UINT i;
1678 for (i = start; i < count + start; ++i)
1680 update_heap_entry(heap, i, priv->next_constant_version);
1684 static unsigned int vec4_varyings(DWORD shader_major, const struct wined3d_gl_info *gl_info)
1686 unsigned int ret = gl_info->limits.glsl_varyings / 4;
1687 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
1688 if(shader_major > 3) return ret;
1690 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
1691 if (gl_info->quirks & WINED3D_QUIRK_GLSL_CLIP_VARYING) ret -= 1;
1692 return ret;
1695 static BOOL needs_legacy_glsl_syntax(const struct wined3d_gl_info *gl_info)
1697 return gl_info->supported[WINED3D_GL_LEGACY_CONTEXT];
1700 static BOOL shader_glsl_use_explicit_attrib_location(const struct wined3d_gl_info *gl_info)
1702 return !needs_legacy_glsl_syntax(gl_info) && gl_info->supported[ARB_EXPLICIT_ATTRIB_LOCATION];
1705 static const char *get_attribute_keyword(const struct wined3d_gl_info *gl_info)
1707 return needs_legacy_glsl_syntax(gl_info) ? "attribute" : "in";
1710 static void PRINTF_ATTR(4, 5) declare_in_varying(const struct wined3d_gl_info *gl_info,
1711 struct wined3d_string_buffer *buffer, BOOL flat, const char *format, ...)
1713 va_list args;
1714 int ret;
1716 shader_addline(buffer, "%s%s ", flat ? "flat " : "",
1717 needs_legacy_glsl_syntax(gl_info) ? "varying" : "in");
1718 for (;;)
1720 va_start(args, format);
1721 ret = shader_vaddline(buffer, format, args);
1722 va_end(args);
1723 if (!ret)
1724 return;
1725 if (!string_buffer_resize(buffer, ret))
1726 return;
1730 static void PRINTF_ATTR(4, 5) declare_out_varying(const struct wined3d_gl_info *gl_info,
1731 struct wined3d_string_buffer *buffer, BOOL flat, const char *format, ...)
1733 va_list args;
1734 int ret;
1736 shader_addline(buffer, "%s%s ", flat ? "flat " : "",
1737 needs_legacy_glsl_syntax(gl_info) ? "varying" : "out");
1738 for (;;)
1740 va_start(args, format);
1741 ret = shader_vaddline(buffer, format, args);
1742 va_end(args);
1743 if (!ret)
1744 return;
1745 if (!string_buffer_resize(buffer, ret))
1746 return;
1750 static const char *get_fragment_output(const struct wined3d_gl_info *gl_info)
1752 return needs_legacy_glsl_syntax(gl_info) ? "gl_FragData" : "ps_out";
1755 static const char *glsl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type)
1757 switch (primitive_type)
1759 case WINED3D_PT_POINTLIST:
1760 return "points";
1762 case WINED3D_PT_LINELIST:
1763 return "lines";
1765 case WINED3D_PT_LINESTRIP:
1766 return "line_strip";
1768 case WINED3D_PT_TRIANGLELIST:
1769 return "triangles";
1771 case WINED3D_PT_TRIANGLESTRIP:
1772 return "triangle_strip";
1774 case WINED3D_PT_LINELIST_ADJ:
1775 return "lines_adjacency";
1777 case WINED3D_PT_TRIANGLELIST_ADJ:
1778 return "triangles_adjacency";
1780 default:
1781 FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(primitive_type));
1782 return "";
1786 static BOOL glsl_is_color_reg_read(const struct wined3d_shader *shader, unsigned int idx)
1788 const struct wined3d_shader_signature *input_signature = &shader->input_signature;
1789 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
1790 const BOOL *input_reg_used = shader->u.ps.input_reg_used;
1791 unsigned int i;
1793 if (reg_maps->shader_version.major < 3)
1794 return input_reg_used[idx];
1796 for (i = 0; i < input_signature->element_count; ++i)
1798 const struct wined3d_shader_signature_element *input = &input_signature->elements[i];
1800 if (!(reg_maps->input_registers & (1u << input->register_idx)))
1801 continue;
1803 if (shader_match_semantic(input->semantic_name, WINED3D_DECL_USAGE_COLOR)
1804 && input->semantic_idx == idx)
1806 if (input_reg_used[input->register_idx])
1807 return TRUE;
1808 else
1809 return FALSE;
1812 return FALSE;
1815 static BOOL glsl_is_shadow_sampler(const struct wined3d_shader *shader,
1816 const struct ps_compile_args *ps_args, unsigned int resource_idx, unsigned int sampler_idx)
1818 const struct wined3d_shader_version *version = &shader->reg_maps.shader_version;
1820 if (version->major >= 4)
1821 return shader->reg_maps.sampler_comparison_mode & (1u << sampler_idx);
1822 else
1823 return version->type == WINED3D_SHADER_TYPE_PIXEL && (ps_args->shadow & (1u << resource_idx));
1826 static void shader_glsl_declare_typed_vertex_attribute(struct wined3d_string_buffer *buffer,
1827 const struct wined3d_gl_info *gl_info, const char *vector_type, const char *scalar_type,
1828 unsigned int index)
1830 shader_addline(buffer, "%s %s4 vs_in_%s%u;\n",
1831 get_attribute_keyword(gl_info), vector_type, scalar_type, index);
1832 shader_addline(buffer, "vec4 vs_in%u = %sBitsToFloat(vs_in_%s%u);\n",
1833 index, scalar_type, scalar_type, index);
1836 static void shader_glsl_declare_generic_vertex_attribute(struct wined3d_string_buffer *buffer,
1837 const struct wined3d_gl_info *gl_info, const struct wined3d_shader_signature_element *e)
1839 unsigned int index = e->register_idx;
1841 if (e->sysval_semantic == WINED3D_SV_VERTEX_ID)
1843 shader_addline(buffer, "vec4 vs_in%u = vec4(intBitsToFloat(gl_VertexID), 0.0, 0.0, 0.0);\n",
1844 index);
1845 return;
1847 if (e->sysval_semantic == WINED3D_SV_INSTANCE_ID)
1849 shader_addline(buffer, "vec4 vs_in%u = vec4(intBitsToFloat(gl_InstanceID), 0.0, 0.0, 0.0);\n",
1850 index);
1851 return;
1853 if (e->sysval_semantic && e->sysval_semantic != WINED3D_SV_POSITION)
1854 FIXME("Unhandled sysval semantic %#x.\n", e->sysval_semantic);
1856 if (shader_glsl_use_explicit_attrib_location(gl_info))
1857 shader_addline(buffer, "layout(location = %u) ", index);
1859 switch (e->component_type)
1861 case WINED3D_TYPE_UINT:
1862 shader_glsl_declare_typed_vertex_attribute(buffer, gl_info, "uvec", "uint", index);
1863 break;
1864 case WINED3D_TYPE_INT:
1865 shader_glsl_declare_typed_vertex_attribute(buffer, gl_info, "ivec", "int", index);
1866 break;
1868 default:
1869 FIXME("Unhandled type %#x.\n", e->component_type);
1870 /* Fall through. */
1871 case WINED3D_TYPE_UNKNOWN:
1872 case WINED3D_TYPE_FLOAT:
1873 shader_addline(buffer, "%s vec4 vs_in%u;\n", get_attribute_keyword(gl_info), index);
1874 break;
1878 /** Generate the variable & register declarations for the GLSL output target */
1879 static void shader_generate_glsl_declarations(const struct wined3d_context *context,
1880 struct wined3d_string_buffer *buffer, const struct wined3d_shader *shader,
1881 const struct wined3d_shader_reg_maps *reg_maps, const struct shader_glsl_ctx_priv *ctx_priv)
1883 const struct wined3d_shader_version *version = &reg_maps->shader_version;
1884 const struct vs_compile_args *vs_args = ctx_priv->cur_vs_args;
1885 const struct ps_compile_args *ps_args = ctx_priv->cur_ps_args;
1886 const struct wined3d_gl_info *gl_info = context->gl_info;
1887 const struct wined3d_shader_indexable_temp *idx_temp_reg;
1888 unsigned int i, extra_constants_needed = 0;
1889 const struct wined3d_shader_lconst *lconst;
1890 const char *prefix;
1891 DWORD map;
1893 prefix = shader_glsl_get_prefix(version->type);
1895 /* Prototype the subroutines */
1896 for (i = 0, map = reg_maps->labels; map; map >>= 1, ++i)
1898 if (map & 1) shader_addline(buffer, "void subroutine%u();\n", i);
1901 /* Declare the constants (aka uniforms) */
1902 if (shader->limits->constant_float > 0)
1904 unsigned max_constantsF;
1906 /* Unless the shader uses indirect addressing, always declare the
1907 * maximum array size and ignore that we need some uniforms privately.
1908 * E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup
1909 * and immediate values, still declare VC[256]. If the shader needs
1910 * more uniforms than we have it won't work in any case. If it uses
1911 * less, the compiler will figure out which uniforms are really used
1912 * and strip them out. This allows a shader to use c255 on a dx9 card,
1913 * as long as it doesn't also use all the other constants.
1915 * If the shader uses indirect addressing the compiler must assume
1916 * that all declared uniforms are used. In this case, declare only the
1917 * amount that we're assured to have.
1919 * Thus we run into problems in these two cases:
1920 * 1) The shader really uses more uniforms than supported.
1921 * 2) The shader uses indirect addressing, less constants than
1922 * supported, but uses a constant index > #supported consts. */
1923 if (version->type == WINED3D_SHADER_TYPE_PIXEL)
1925 /* No indirect addressing here. */
1926 max_constantsF = gl_info->limits.glsl_ps_float_constants;
1928 else
1930 if (reg_maps->usesrelconstF)
1932 /* Subtract the other potential uniforms from the max
1933 * available (bools, ints, and 1 row of projection matrix).
1934 * Subtract another uniform for immediate values, which have
1935 * to be loaded via uniform by the driver as well. The shader
1936 * code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex
1937 * shader code, so one vec4 should be enough. (Unfortunately
1938 * the Nvidia driver doesn't store 128 and -128 in one float).
1940 * Writing gl_ClipVertex requires one uniform for each
1941 * clipplane as well. */
1942 max_constantsF = gl_info->limits.glsl_vs_float_constants - 3;
1943 if (vs_args->clip_enabled)
1944 max_constantsF -= gl_info->limits.user_clip_distances;
1945 max_constantsF -= wined3d_popcount(reg_maps->integer_constants);
1946 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
1947 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
1948 * for now take this into account when calculating the number of available constants
1950 max_constantsF -= wined3d_popcount(reg_maps->boolean_constants);
1951 /* Set by driver quirks in directx.c */
1952 max_constantsF -= gl_info->reserved_glsl_constants;
1954 if (max_constantsF < shader->limits->constant_float)
1956 static unsigned int once;
1958 if (!once++)
1959 ERR_(winediag)("The hardware does not support enough uniform components to run this shader,"
1960 " it may not render correctly.\n");
1961 else
1962 WARN("The hardware does not support enough uniform components to run this shader.\n");
1965 else
1967 max_constantsF = gl_info->limits.glsl_vs_float_constants;
1970 max_constantsF = min(shader->limits->constant_float, max_constantsF);
1971 shader_addline(buffer, "uniform vec4 %s_c[%u];\n", prefix, max_constantsF);
1974 /* Always declare the full set of constants, the compiler can remove the
1975 * unused ones because d3d doesn't (yet) support indirect int and bool
1976 * constant addressing. This avoids problems if the app uses e.g. i0 and i9. */
1977 if (shader->limits->constant_int > 0 && reg_maps->integer_constants)
1978 shader_addline(buffer, "uniform ivec4 %s_i[%u];\n", prefix, shader->limits->constant_int);
1980 if (shader->limits->constant_bool > 0 && reg_maps->boolean_constants)
1981 shader_addline(buffer, "uniform bool %s_b[%u];\n", prefix, shader->limits->constant_bool);
1983 /* Declare immediate constant buffer */
1984 if (reg_maps->icb)
1985 shader_addline(buffer, "uniform vec4 %s_icb[%u];\n", prefix, reg_maps->icb->vec4_count);
1987 /* Declare constant buffers */
1988 for (i = 0; i < WINED3D_MAX_CBS; ++i)
1990 if (reg_maps->cb_sizes[i])
1991 shader_addline(buffer, "layout(std140) uniform block_%s_cb%u { vec4 %s_cb%u[%u]; };\n",
1992 prefix, i, prefix, i, reg_maps->cb_sizes[i]);
1995 /* Declare texture samplers */
1996 for (i = 0; i < reg_maps->sampler_map.count; ++i)
1998 struct wined3d_shader_sampler_map_entry *entry;
1999 const char *sampler_type_prefix, *sampler_type;
2000 BOOL shadow_sampler, tex_rect;
2002 entry = &reg_maps->sampler_map.entries[i];
2004 if (entry->resource_idx >= ARRAY_SIZE(reg_maps->resource_info))
2006 ERR("Invalid resource index %u.\n", entry->resource_idx);
2007 continue;
2010 switch (reg_maps->resource_info[entry->resource_idx].data_type)
2012 case WINED3D_DATA_FLOAT:
2013 case WINED3D_DATA_UNORM:
2014 case WINED3D_DATA_SNORM:
2015 sampler_type_prefix = "";
2016 break;
2018 case WINED3D_DATA_INT:
2019 sampler_type_prefix = "i";
2020 break;
2022 case WINED3D_DATA_UINT:
2023 sampler_type_prefix = "u";
2024 break;
2026 default:
2027 sampler_type_prefix = "";
2028 ERR("Unhandled resource data type %#x.\n", reg_maps->resource_info[i].data_type);
2029 break;
2032 shadow_sampler = glsl_is_shadow_sampler(shader, ps_args, entry->resource_idx, entry->sampler_idx);
2033 switch (reg_maps->resource_info[entry->resource_idx].type)
2035 case WINED3D_SHADER_RESOURCE_TEXTURE_1D:
2036 if (shadow_sampler)
2037 sampler_type = "sampler1DShadow";
2038 else
2039 sampler_type = "sampler1D";
2040 break;
2042 case WINED3D_SHADER_RESOURCE_TEXTURE_2D:
2043 tex_rect = version->type == WINED3D_SHADER_TYPE_PIXEL
2044 && (ps_args->np2_fixup & (1u << entry->resource_idx))
2045 && gl_info->supported[ARB_TEXTURE_RECTANGLE];
2046 if (shadow_sampler)
2048 if (tex_rect)
2049 sampler_type = "sampler2DRectShadow";
2050 else
2051 sampler_type = "sampler2DShadow";
2053 else
2055 if (tex_rect)
2056 sampler_type = "sampler2DRect";
2057 else
2058 sampler_type = "sampler2D";
2060 break;
2062 case WINED3D_SHADER_RESOURCE_TEXTURE_3D:
2063 if (shadow_sampler)
2064 FIXME("Unsupported 3D shadow sampler.\n");
2065 sampler_type = "sampler3D";
2066 break;
2068 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE:
2069 if (shadow_sampler)
2070 FIXME("Unsupported Cube shadow sampler.\n");
2071 sampler_type = "samplerCube";
2072 break;
2074 case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY:
2075 if (shadow_sampler)
2076 sampler_type = "sampler2DArrayShadow";
2077 else
2078 sampler_type = "sampler2DArray";
2079 break;
2081 default:
2082 sampler_type = "unsupported_sampler";
2083 FIXME("Unhandled resource type %#x.\n", reg_maps->resource_info[entry->resource_idx].type);
2084 break;
2086 shader_addline(buffer, "uniform %s%s %s_sampler%u;\n",
2087 sampler_type_prefix, sampler_type, prefix, entry->bind_idx);
2090 /* Declare images */
2091 for (i = 0; i < ARRAY_SIZE(reg_maps->uav_resource_info); ++i)
2093 const char *image_type_prefix, *image_type, *read_format;
2095 if (!reg_maps->uav_resource_info[i].type)
2096 continue;
2098 switch (reg_maps->uav_resource_info[i].data_type)
2100 case WINED3D_DATA_FLOAT:
2101 case WINED3D_DATA_UNORM:
2102 case WINED3D_DATA_SNORM:
2103 image_type_prefix = "";
2104 read_format = "r32f";
2105 break;
2107 case WINED3D_DATA_INT:
2108 image_type_prefix = "i";
2109 read_format = "r32i";
2110 break;
2112 case WINED3D_DATA_UINT:
2113 image_type_prefix = "u";
2114 read_format = "r32ui";
2115 break;
2117 default:
2118 image_type_prefix = "";
2119 read_format = "";
2120 ERR("Unhandled resource data type %#x.\n", reg_maps->uav_resource_info[i].data_type);
2121 break;
2124 switch (reg_maps->uav_resource_info[i].type)
2126 case WINED3D_SHADER_RESOURCE_BUFFER:
2127 image_type = "imageBuffer";
2128 break;
2130 case WINED3D_SHADER_RESOURCE_TEXTURE_2D:
2131 image_type = "image2D";
2132 break;
2134 case WINED3D_SHADER_RESOURCE_TEXTURE_3D:
2135 image_type = "image3D";
2136 break;
2138 case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY:
2139 image_type = "image2DArray";
2140 break;
2142 default:
2143 image_type = "unsupported_image";
2144 FIXME("Unhandled resource type %#x.\n", reg_maps->uav_resource_info[i].type);
2145 break;
2148 if (reg_maps->uav_read_mask & (1u << i))
2149 shader_addline(buffer, "layout(%s) uniform %s%s %s_image%u;\n",
2150 read_format, image_type_prefix, image_type, prefix, i);
2151 else
2152 shader_addline(buffer, "writeonly uniform %s%s %s_image%u;\n",
2153 image_type_prefix, image_type, prefix, i);
2156 /* Declare uniforms for NP2 texcoord fixup:
2157 * This is NOT done inside the loop that declares the texture samplers
2158 * since the NP2 fixup code is currently only used for the GeforceFX
2159 * series and when forcing the ARB_npot extension off. Modern cards just
2160 * skip the code anyway, so put it inside a separate loop. */
2161 if (version->type == WINED3D_SHADER_TYPE_PIXEL && ps_args->np2_fixup)
2163 struct ps_np2fixup_info *fixup = ctx_priv->cur_np2fixup_info;
2164 UINT cur = 0;
2166 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
2167 * while D3D has them in the (normalized) [0,1]x[0,1] range.
2168 * samplerNP2Fixup stores texture dimensions and is updated through
2169 * shader_glsl_load_np2fixup_constants when the sampler changes. */
2171 for (i = 0; i < shader->limits->sampler; ++i)
2173 if (!reg_maps->resource_info[i].type || !(ps_args->np2_fixup & (1u << i)))
2174 continue;
2176 if (reg_maps->resource_info[i].type != WINED3D_SHADER_RESOURCE_TEXTURE_2D)
2178 FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
2179 continue;
2182 fixup->idx[i] = cur++;
2185 fixup->num_consts = (cur + 1) >> 1;
2186 fixup->active = ps_args->np2_fixup;
2187 shader_addline(buffer, "uniform vec4 %s_samplerNP2Fixup[%u];\n", prefix, fixup->num_consts);
2190 /* Declare address variables */
2191 for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
2193 if (map & 1) shader_addline(buffer, "ivec4 A%u;\n", i);
2196 if (version->type == WINED3D_SHADER_TYPE_VERTEX)
2198 for (i = 0; i < shader->input_signature.element_count; ++i)
2199 shader_glsl_declare_generic_vertex_attribute(buffer, gl_info, &shader->input_signature.elements[i]);
2201 if (vs_args->point_size && !vs_args->per_vertex_point_size)
2203 shader_addline(buffer, "uniform struct\n{\n");
2204 shader_addline(buffer, " float size;\n");
2205 shader_addline(buffer, " float size_min;\n");
2206 shader_addline(buffer, " float size_max;\n");
2207 shader_addline(buffer, "} ffp_point;\n");
2210 if (!gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
2212 if (vs_args->clip_enabled)
2213 shader_addline(buffer, "uniform vec4 clip_planes[%u];\n", gl_info->limits.user_clip_distances);
2215 if (version->major < 3)
2217 declare_out_varying(gl_info, buffer, vs_args->flatshading, "vec4 ffp_varying_diffuse;\n");
2218 declare_out_varying(gl_info, buffer, vs_args->flatshading, "vec4 ffp_varying_specular;\n");
2219 declare_out_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES);
2220 declare_out_varying(gl_info, buffer, FALSE, "float ffp_varying_fogcoord;\n");
2224 if (version->major < 4)
2225 shader_addline(buffer, "void setup_vs_output(in vec4[%u]);\n", shader->limits->packed_output);
2227 else if (version->type == WINED3D_SHADER_TYPE_GEOMETRY)
2229 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
2231 shader_addline(buffer, "varying in vec4 gs_in[][%u];\n", shader->limits->packed_input);
2233 else
2235 shader_addline(buffer, "layout(%s) in;\n", glsl_primitive_type_from_d3d(shader->u.gs.input_type));
2236 shader_addline(buffer, "layout(%s, max_vertices = %u) out;\n",
2237 glsl_primitive_type_from_d3d(shader->u.gs.output_type), shader->u.gs.vertices_out);
2238 shader_addline(buffer, "in vs_gs_iface { vec4 gs_in[%u]; } gs_in[];\n", shader->limits->packed_input);
2241 else if (version->type == WINED3D_SHADER_TYPE_PIXEL)
2243 if (version->major < 3 || ps_args->vp_mode != vertexshader)
2245 shader_addline(buffer, "uniform struct\n{\n");
2246 shader_addline(buffer, " vec4 color;\n");
2247 shader_addline(buffer, " float density;\n");
2248 shader_addline(buffer, " float end;\n");
2249 shader_addline(buffer, " float scale;\n");
2250 shader_addline(buffer, "} ffp_fog;\n");
2252 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
2254 if (glsl_is_color_reg_read(shader, 0))
2255 shader_addline(buffer, "vec4 ffp_varying_diffuse;\n");
2256 if (glsl_is_color_reg_read(shader, 1))
2257 shader_addline(buffer, "vec4 ffp_varying_specular;\n");
2258 shader_addline(buffer, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES);
2259 shader_addline(buffer, "float ffp_varying_fogcoord;\n");
2261 else
2263 if (glsl_is_color_reg_read(shader, 0))
2264 declare_in_varying(gl_info, buffer, ps_args->flatshading, "vec4 ffp_varying_diffuse;\n");
2265 if (glsl_is_color_reg_read(shader, 1))
2266 declare_in_varying(gl_info, buffer, ps_args->flatshading, "vec4 ffp_varying_specular;\n");
2267 declare_in_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES);
2268 shader_addline(buffer, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES);
2269 declare_in_varying(gl_info, buffer, FALSE, "float ffp_varying_fogcoord;\n");
2273 if (version->major >= 3)
2275 UINT in_count = min(vec4_varyings(version->major, gl_info), shader->limits->packed_input);
2277 if (ps_args->vp_mode == vertexshader)
2278 declare_in_varying(gl_info, buffer, FALSE, "vec4 %s_link[%u];\n", prefix, in_count);
2279 shader_addline(buffer, "vec4 %s_in[%u];\n", prefix, in_count);
2282 for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
2284 if (!(map & 1))
2285 continue;
2287 shader_addline(buffer, "uniform mat2 bumpenv_mat%u;\n", i);
2289 if (reg_maps->luminanceparams & (1u << i))
2291 shader_addline(buffer, "uniform float bumpenv_lum_scale%u;\n", i);
2292 shader_addline(buffer, "uniform float bumpenv_lum_offset%u;\n", i);
2293 extra_constants_needed++;
2296 extra_constants_needed++;
2299 if (ps_args->srgb_correction)
2301 shader_addline(buffer, "const vec4 srgb_const0 = ");
2302 shader_glsl_append_imm_vec4(buffer, wined3d_srgb_const0);
2303 shader_addline(buffer, ";\n");
2304 shader_addline(buffer, "const vec4 srgb_const1 = ");
2305 shader_glsl_append_imm_vec4(buffer, wined3d_srgb_const1);
2306 shader_addline(buffer, ";\n");
2308 if (reg_maps->vpos || reg_maps->usesdsy)
2310 if (reg_maps->usesdsy || !gl_info->supported[ARB_FRAGMENT_COORD_CONVENTIONS])
2312 ++extra_constants_needed;
2313 shader_addline(buffer, "uniform vec4 ycorrection;\n");
2315 if (reg_maps->vpos)
2317 if (gl_info->supported[ARB_FRAGMENT_COORD_CONVENTIONS])
2319 if (context->d3d_info->wined3d_creation_flags & WINED3D_PIXEL_CENTER_INTEGER)
2320 shader_addline(buffer, "layout(%spixel_center_integer) in vec4 gl_FragCoord;\n",
2321 ps_args->render_offscreen ? "" : "origin_upper_left, ");
2322 else if (!ps_args->render_offscreen)
2323 shader_addline(buffer, "layout(origin_upper_left) in vec4 gl_FragCoord;\n");
2325 shader_addline(buffer, "vec4 vpos;\n");
2329 if (ps_args->alpha_test_func + 1 != WINED3D_CMP_ALWAYS)
2330 shader_addline(buffer, "uniform float alpha_test_ref;\n");
2332 if (!needs_legacy_glsl_syntax(gl_info))
2333 shader_addline(buffer, "out vec4 ps_out[%u];\n", gl_info->limits.buffers);
2335 if (shader->limits->constant_float + extra_constants_needed >= gl_info->limits.glsl_ps_float_constants)
2336 FIXME("Insufficient uniforms to run this shader.\n");
2339 /* Declare output register temporaries */
2340 if (shader->limits->packed_output)
2341 shader_addline(buffer, "vec4 %s_out[%u];\n", prefix, shader->limits->packed_output);
2343 /* Declare temporary variables */
2344 if (reg_maps->temporary_count)
2346 for (i = 0; i < reg_maps->temporary_count; ++i)
2347 shader_addline(buffer, "vec4 R%u;\n", i);
2349 else
2351 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
2353 if (map & 1)
2354 shader_addline(buffer, "vec4 R%u;\n", i);
2358 /* Declare indexable temporary variables */
2359 LIST_FOR_EACH_ENTRY(idx_temp_reg, &reg_maps->indexable_temps, struct wined3d_shader_indexable_temp, entry)
2361 if (idx_temp_reg->component_count != 4)
2362 FIXME("Ignoring component count %u.\n", idx_temp_reg->component_count);
2363 shader_addline(buffer, "vec4 X%u[%u];\n", idx_temp_reg->register_idx, idx_temp_reg->register_size);
2366 /* Declare loop registers aLx */
2367 if (version->major < 4)
2369 for (i = 0; i < reg_maps->loop_depth; ++i)
2371 shader_addline(buffer, "int aL%u;\n", i);
2372 shader_addline(buffer, "int tmpInt%u;\n", i);
2376 /* Temporary variables for matrix operations */
2377 shader_addline(buffer, "vec4 tmp0;\n");
2378 shader_addline(buffer, "vec4 tmp1;\n");
2380 if (!shader->load_local_constsF)
2382 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
2384 shader_addline(buffer, "const vec4 %s_lc%u = ", prefix, lconst->idx);
2385 shader_glsl_append_imm_vec4(buffer, (const float *)lconst->value);
2386 shader_addline(buffer, ";\n");
2391 /*****************************************************************************
2392 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
2394 * For more information, see http://wiki.winehq.org/DirectX-Shaders
2395 ****************************************************************************/
2397 /* Prototypes */
2398 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
2399 const struct wined3d_shader_src_param *wined3d_src, DWORD mask, struct glsl_src_param *glsl_src);
2401 /** Used for opcode modifiers - They multiply the result by the specified amount */
2402 static const char * const shift_glsl_tab[] = {
2403 "", /* 0 (none) */
2404 "2.0 * ", /* 1 (x2) */
2405 "4.0 * ", /* 2 (x4) */
2406 "8.0 * ", /* 3 (x8) */
2407 "16.0 * ", /* 4 (x16) */
2408 "32.0 * ", /* 5 (x32) */
2409 "", /* 6 (x64) */
2410 "", /* 7 (x128) */
2411 "", /* 8 (d256) */
2412 "", /* 9 (d128) */
2413 "", /* 10 (d64) */
2414 "", /* 11 (d32) */
2415 "0.0625 * ", /* 12 (d16) */
2416 "0.125 * ", /* 13 (d8) */
2417 "0.25 * ", /* 14 (d4) */
2418 "0.5 * " /* 15 (d2) */
2421 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
2422 static void shader_glsl_gen_modifier(enum wined3d_shader_src_modifier src_modifier,
2423 const char *in_reg, const char *in_regswizzle, char *out_str)
2425 switch (src_modifier)
2427 case WINED3DSPSM_DZ: /* Need to handle this in the instructions itself (texld & texcrd). */
2428 case WINED3DSPSM_DW:
2429 case WINED3DSPSM_NONE:
2430 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
2431 break;
2432 case WINED3DSPSM_NEG:
2433 sprintf(out_str, "-%s%s", in_reg, in_regswizzle);
2434 break;
2435 case WINED3DSPSM_NOT:
2436 sprintf(out_str, "!%s%s", in_reg, in_regswizzle);
2437 break;
2438 case WINED3DSPSM_BIAS:
2439 sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
2440 break;
2441 case WINED3DSPSM_BIASNEG:
2442 sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
2443 break;
2444 case WINED3DSPSM_SIGN:
2445 sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
2446 break;
2447 case WINED3DSPSM_SIGNNEG:
2448 sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
2449 break;
2450 case WINED3DSPSM_COMP:
2451 sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle);
2452 break;
2453 case WINED3DSPSM_X2:
2454 sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle);
2455 break;
2456 case WINED3DSPSM_X2NEG:
2457 sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle);
2458 break;
2459 case WINED3DSPSM_ABS:
2460 sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle);
2461 break;
2462 case WINED3DSPSM_ABSNEG:
2463 sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle);
2464 break;
2465 default:
2466 FIXME("Unhandled modifier %u\n", src_modifier);
2467 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
2471 /** Writes the GLSL variable name that corresponds to the register that the
2472 * DX opcode parameter is trying to access */
2473 static void shader_glsl_get_register_name(const struct wined3d_shader_register *reg,
2474 char *register_name, BOOL *is_color, const struct wined3d_shader_instruction *ins)
2476 /* oPos, oFog and oPts in D3D */
2477 static const char * const hwrastout_reg_names[] = {"vs_out[10]", "vs_out[11].x", "vs_out[11].y"};
2479 const struct wined3d_shader *shader = ins->ctx->shader;
2480 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
2481 const struct wined3d_shader_version *version = &reg_maps->shader_version;
2482 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
2483 const char *prefix = shader_glsl_get_prefix(version->type);
2484 struct glsl_src_param rel_param0, rel_param1;
2485 char imm_str[4][17];
2487 if (reg->idx[0].offset != ~0U && reg->idx[0].rel_addr)
2488 shader_glsl_add_src_param(ins, reg->idx[0].rel_addr, WINED3DSP_WRITEMASK_0, &rel_param0);
2489 if (reg->idx[1].offset != ~0U && reg->idx[1].rel_addr)
2490 shader_glsl_add_src_param(ins, reg->idx[1].rel_addr, WINED3DSP_WRITEMASK_0, &rel_param1);
2491 *is_color = FALSE;
2493 switch (reg->type)
2495 case WINED3DSPR_TEMP:
2496 sprintf(register_name, "R%u", reg->idx[0].offset);
2497 break;
2499 case WINED3DSPR_INPUT:
2500 if (version->type == WINED3D_SHADER_TYPE_VERTEX)
2502 struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
2504 if (reg->idx[0].rel_addr)
2505 FIXME("VS3+ input registers relative addressing.\n");
2506 if (priv->cur_vs_args->swizzle_map & (1u << reg->idx[0].offset))
2507 *is_color = TRUE;
2508 sprintf(register_name, "%s_in%u", prefix, reg->idx[0].offset);
2509 break;
2512 if (version->type == WINED3D_SHADER_TYPE_GEOMETRY)
2514 if (reg->idx[0].rel_addr)
2516 if (reg->idx[1].rel_addr)
2517 sprintf(register_name, "gs_in[%s + %u]%s[%s + %u]",
2518 rel_param0.param_str, reg->idx[0].offset,
2519 gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? "" : ".gs_in",
2520 rel_param1.param_str, reg->idx[1].offset);
2521 else
2522 sprintf(register_name, "gs_in[%s + %u]%s[%u]",
2523 rel_param0.param_str, reg->idx[0].offset,
2524 gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? "" : ".gs_in",
2525 reg->idx[1].offset);
2527 else if (reg->idx[1].rel_addr)
2528 sprintf(register_name, "gs_in[%u]%s[%s + %u]", reg->idx[0].offset,
2529 gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? "" : ".gs_in",
2530 rel_param1.param_str, reg->idx[1].offset);
2531 else
2532 sprintf(register_name, "gs_in[%u]%s[%u]", reg->idx[0].offset,
2533 gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? "" : ".gs_in",
2534 reg->idx[1].offset);
2535 break;
2538 /* pixel shaders >= 3.0 */
2539 if (version->major >= 3)
2541 DWORD idx = shader->u.ps.input_reg_map[reg->idx[0].offset];
2542 unsigned int in_count = vec4_varyings(version->major, gl_info);
2544 if (reg->idx[0].rel_addr)
2546 /* Removing a + 0 would be an obvious optimization, but
2547 * OS X doesn't see the NOP operation there. */
2548 if (idx)
2550 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT]
2551 && shader->u.ps.declared_in_count > in_count)
2553 sprintf(register_name,
2554 "((%s + %u) > %u ? (%s + %u) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s + %u])",
2555 rel_param0.param_str, idx, in_count - 1, rel_param0.param_str, idx, in_count,
2556 prefix, rel_param0.param_str, idx);
2558 else
2560 sprintf(register_name, "%s_in[%s + %u]", prefix, rel_param0.param_str, idx);
2563 else
2565 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT]
2566 && shader->u.ps.declared_in_count > in_count)
2568 sprintf(register_name, "((%s) > %u ? (%s) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s])",
2569 rel_param0.param_str, in_count - 1, rel_param0.param_str, in_count,
2570 prefix, rel_param0.param_str);
2572 else
2574 sprintf(register_name, "%s_in[%s]", prefix, rel_param0.param_str);
2578 else
2580 if (idx == in_count) sprintf(register_name, "gl_Color");
2581 else if (idx == in_count + 1) sprintf(register_name, "gl_SecondaryColor");
2582 else sprintf(register_name, "%s_in[%u]", prefix, idx);
2585 else
2587 if (!reg->idx[0].offset)
2588 strcpy(register_name, "ffp_varying_diffuse");
2589 else
2590 strcpy(register_name, "ffp_varying_specular");
2591 break;
2593 break;
2595 case WINED3DSPR_CONST:
2597 /* Relative addressing */
2598 if (reg->idx[0].rel_addr)
2600 if (wined3d_settings.check_float_constants)
2601 sprintf(register_name, "(%s + %u >= 0 && %s + %u < %u ? %s_c[%s + %u] : vec4(0.0))",
2602 rel_param0.param_str, reg->idx[0].offset,
2603 rel_param0.param_str, reg->idx[0].offset, shader->limits->constant_float,
2604 prefix, rel_param0.param_str, reg->idx[0].offset);
2605 else if (reg->idx[0].offset)
2606 sprintf(register_name, "%s_c[%s + %u]", prefix, rel_param0.param_str, reg->idx[0].offset);
2607 else
2608 sprintf(register_name, "%s_c[%s]", prefix, rel_param0.param_str);
2610 else
2612 if (shader_constant_is_local(shader, reg->idx[0].offset))
2613 sprintf(register_name, "%s_lc%u", prefix, reg->idx[0].offset);
2614 else
2615 sprintf(register_name, "%s_c[%u]", prefix, reg->idx[0].offset);
2618 break;
2620 case WINED3DSPR_CONSTINT:
2621 sprintf(register_name, "%s_i[%u]", prefix, reg->idx[0].offset);
2622 break;
2624 case WINED3DSPR_CONSTBOOL:
2625 sprintf(register_name, "%s_b[%u]", prefix, reg->idx[0].offset);
2626 break;
2628 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
2629 if (version->type == WINED3D_SHADER_TYPE_PIXEL)
2630 sprintf(register_name, "T%u", reg->idx[0].offset);
2631 else
2632 sprintf(register_name, "A%u", reg->idx[0].offset);
2633 break;
2635 case WINED3DSPR_LOOP:
2636 sprintf(register_name, "aL%u", ins->ctx->state->current_loop_reg - 1);
2637 break;
2639 case WINED3DSPR_SAMPLER:
2640 sprintf(register_name, "%s_sampler%u", prefix, reg->idx[0].offset);
2641 break;
2643 case WINED3DSPR_COLOROUT:
2644 if (reg->idx[0].offset >= gl_info->limits.buffers)
2645 WARN("Write to render target %u, only %d supported.\n",
2646 reg->idx[0].offset, gl_info->limits.buffers);
2648 sprintf(register_name, "%s[%u]", get_fragment_output(gl_info), reg->idx[0].offset);
2649 break;
2651 case WINED3DSPR_RASTOUT:
2652 sprintf(register_name, "%s", hwrastout_reg_names[reg->idx[0].offset]);
2653 break;
2655 case WINED3DSPR_DEPTHOUT:
2656 sprintf(register_name, "gl_FragDepth");
2657 break;
2659 case WINED3DSPR_ATTROUT:
2660 if (!reg->idx[0].offset)
2661 sprintf(register_name, "%s_out[8]", prefix);
2662 else
2663 sprintf(register_name, "%s_out[9]", prefix);
2664 break;
2666 case WINED3DSPR_TEXCRDOUT:
2667 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
2668 if (reg->idx[0].rel_addr)
2669 FIXME("VS3 output registers relative addressing.\n");
2670 sprintf(register_name, "%s_out[%u]", prefix, reg->idx[0].offset);
2671 break;
2673 case WINED3DSPR_MISCTYPE:
2674 if (!reg->idx[0].offset)
2676 /* vPos */
2677 sprintf(register_name, "vpos");
2679 else if (reg->idx[0].offset == 1)
2681 /* Note that gl_FrontFacing is a bool, while vFace is
2682 * a float for which the sign determines front/back */
2683 sprintf(register_name, "(gl_FrontFacing ? 1.0 : -1.0)");
2685 else
2687 FIXME("Unhandled misctype register %u.\n", reg->idx[0].offset);
2688 sprintf(register_name, "unrecognized_register");
2690 break;
2692 case WINED3DSPR_IMMCONST:
2693 switch (reg->immconst_type)
2695 case WINED3D_IMMCONST_SCALAR:
2696 switch (reg->data_type)
2698 case WINED3D_DATA_FLOAT:
2699 if (gl_info->supported[ARB_SHADER_BIT_ENCODING])
2700 sprintf(register_name, "uintBitsToFloat(%#xu)", reg->u.immconst_data[0]);
2701 else
2702 wined3d_ftoa(*(const float *)reg->u.immconst_data, register_name);
2703 break;
2704 case WINED3D_DATA_INT:
2705 sprintf(register_name, "%#x", reg->u.immconst_data[0]);
2706 break;
2707 case WINED3D_DATA_RESOURCE:
2708 case WINED3D_DATA_SAMPLER:
2709 case WINED3D_DATA_UINT:
2710 sprintf(register_name, "%#xu", reg->u.immconst_data[0]);
2711 break;
2712 default:
2713 sprintf(register_name, "<unhandled data type %#x>", reg->data_type);
2714 break;
2716 break;
2718 case WINED3D_IMMCONST_VEC4:
2719 switch (reg->data_type)
2721 case WINED3D_DATA_FLOAT:
2722 if (gl_info->supported[ARB_SHADER_BIT_ENCODING])
2724 sprintf(register_name, "uintBitsToFloat(uvec4(%#xu, %#xu, %#xu, %#xu))",
2725 reg->u.immconst_data[0], reg->u.immconst_data[1],
2726 reg->u.immconst_data[2], reg->u.immconst_data[3]);
2728 else
2730 wined3d_ftoa(*(const float *)&reg->u.immconst_data[0], imm_str[0]);
2731 wined3d_ftoa(*(const float *)&reg->u.immconst_data[1], imm_str[1]);
2732 wined3d_ftoa(*(const float *)&reg->u.immconst_data[2], imm_str[2]);
2733 wined3d_ftoa(*(const float *)&reg->u.immconst_data[3], imm_str[3]);
2734 sprintf(register_name, "vec4(%s, %s, %s, %s)",
2735 imm_str[0], imm_str[1], imm_str[2], imm_str[3]);
2737 break;
2738 case WINED3D_DATA_INT:
2739 sprintf(register_name, "ivec4(%#x, %#x, %#x, %#x)",
2740 reg->u.immconst_data[0], reg->u.immconst_data[1],
2741 reg->u.immconst_data[2], reg->u.immconst_data[3]);
2742 break;
2743 case WINED3D_DATA_RESOURCE:
2744 case WINED3D_DATA_SAMPLER:
2745 case WINED3D_DATA_UINT:
2746 sprintf(register_name, "uvec4(%#xu, %#xu, %#xu, %#xu)",
2747 reg->u.immconst_data[0], reg->u.immconst_data[1],
2748 reg->u.immconst_data[2], reg->u.immconst_data[3]);
2749 break;
2750 default:
2751 sprintf(register_name, "<unhandled data type %#x>", reg->data_type);
2752 break;
2754 break;
2756 default:
2757 FIXME("Unhandled immconst type %#x\n", reg->immconst_type);
2758 sprintf(register_name, "<unhandled_immconst_type %#x>", reg->immconst_type);
2760 break;
2762 case WINED3DSPR_CONSTBUFFER:
2763 if (reg->idx[1].rel_addr)
2764 sprintf(register_name, "%s_cb%u[%s + %u]",
2765 prefix, reg->idx[0].offset, rel_param1.param_str, reg->idx[1].offset);
2766 else
2767 sprintf(register_name, "%s_cb%u[%u]", prefix, reg->idx[0].offset, reg->idx[1].offset);
2768 break;
2770 case WINED3DSPR_IMMCONSTBUFFER:
2771 if (reg->idx[0].rel_addr)
2772 sprintf(register_name, "%s_icb[%s + %u]", prefix, rel_param0.param_str, reg->idx[0].offset);
2773 else
2774 sprintf(register_name, "%s_icb[%u]", prefix, reg->idx[0].offset);
2775 break;
2777 case WINED3DSPR_PRIMID:
2778 sprintf(register_name, "uint(gl_PrimitiveIDIn)");
2779 break;
2781 case WINED3DSPR_IDXTEMP:
2782 if (reg->idx[1].rel_addr)
2783 sprintf(register_name, "X%u[%s + %u]", reg->idx[0].offset, rel_param1.param_str, reg->idx[1].offset);
2784 else
2785 sprintf(register_name, "X%u[%u]", reg->idx[0].offset, reg->idx[1].offset);
2786 break;
2788 default:
2789 FIXME("Unhandled register type %#x.\n", reg->type);
2790 sprintf(register_name, "unrecognized_register");
2791 break;
2795 static void shader_glsl_write_mask_to_str(DWORD write_mask, char *str)
2797 *str++ = '.';
2798 if (write_mask & WINED3DSP_WRITEMASK_0) *str++ = 'x';
2799 if (write_mask & WINED3DSP_WRITEMASK_1) *str++ = 'y';
2800 if (write_mask & WINED3DSP_WRITEMASK_2) *str++ = 'z';
2801 if (write_mask & WINED3DSP_WRITEMASK_3) *str++ = 'w';
2802 *str = '\0';
2805 /* Get the GLSL write mask for the destination register */
2806 static DWORD shader_glsl_get_write_mask(const struct wined3d_shader_dst_param *param, char *write_mask)
2808 DWORD mask = param->write_mask;
2810 if (shader_is_scalar(&param->reg))
2812 mask = WINED3DSP_WRITEMASK_0;
2813 *write_mask = '\0';
2815 else
2817 shader_glsl_write_mask_to_str(mask, write_mask);
2820 return mask;
2823 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask) {
2824 unsigned int size = 0;
2826 if (write_mask & WINED3DSP_WRITEMASK_0) ++size;
2827 if (write_mask & WINED3DSP_WRITEMASK_1) ++size;
2828 if (write_mask & WINED3DSP_WRITEMASK_2) ++size;
2829 if (write_mask & WINED3DSP_WRITEMASK_3) ++size;
2831 return size;
2834 static void shader_glsl_swizzle_to_str(const DWORD swizzle, BOOL fixup, DWORD mask, char *str)
2836 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
2837 * but addressed as "rgba". To fix this we need to swap the register's x
2838 * and z components. */
2839 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
2841 *str++ = '.';
2842 /* swizzle bits fields: wwzzyyxx */
2843 if (mask & WINED3DSP_WRITEMASK_0) *str++ = swizzle_chars[swizzle & 0x03];
2844 if (mask & WINED3DSP_WRITEMASK_1) *str++ = swizzle_chars[(swizzle >> 2) & 0x03];
2845 if (mask & WINED3DSP_WRITEMASK_2) *str++ = swizzle_chars[(swizzle >> 4) & 0x03];
2846 if (mask & WINED3DSP_WRITEMASK_3) *str++ = swizzle_chars[(swizzle >> 6) & 0x03];
2847 *str = '\0';
2850 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param *param,
2851 BOOL fixup, DWORD mask, char *swizzle_str)
2853 if (shader_is_scalar(&param->reg))
2854 *swizzle_str = '\0';
2855 else
2856 shader_glsl_swizzle_to_str(param->swizzle, fixup, mask, swizzle_str);
2859 /* From a given parameter token, generate the corresponding GLSL string.
2860 * Also, return the actual register name and swizzle in case the
2861 * caller needs this information as well. */
2862 static void shader_glsl_add_src_param_ext(const struct wined3d_shader_instruction *ins,
2863 const struct wined3d_shader_src_param *wined3d_src, DWORD mask, struct glsl_src_param *glsl_src,
2864 enum wined3d_data_type data_type)
2866 BOOL is_color = FALSE;
2867 char swizzle_str[6];
2869 glsl_src->reg_name[0] = '\0';
2870 glsl_src->param_str[0] = '\0';
2871 swizzle_str[0] = '\0';
2873 shader_glsl_get_register_name(&wined3d_src->reg, glsl_src->reg_name, &is_color, ins);
2874 shader_glsl_get_swizzle(wined3d_src, is_color, mask, swizzle_str);
2876 if (wined3d_src->reg.type == WINED3DSPR_IMMCONST || wined3d_src->reg.type == WINED3DSPR_PRIMID)
2878 shader_glsl_gen_modifier(wined3d_src->modifiers, glsl_src->reg_name, swizzle_str, glsl_src->param_str);
2880 else
2882 char reg_name[200];
2884 switch (data_type)
2886 case WINED3D_DATA_FLOAT:
2887 sprintf(reg_name, "%s", glsl_src->reg_name);
2888 break;
2889 case WINED3D_DATA_INT:
2890 sprintf(reg_name, "floatBitsToInt(%s)", glsl_src->reg_name);
2891 break;
2892 case WINED3D_DATA_RESOURCE:
2893 case WINED3D_DATA_SAMPLER:
2894 case WINED3D_DATA_UINT:
2895 sprintf(reg_name, "floatBitsToUint(%s)", glsl_src->reg_name);
2896 break;
2897 default:
2898 FIXME("Unhandled data type %#x.\n", data_type);
2899 sprintf(reg_name, "%s", glsl_src->reg_name);
2900 break;
2903 shader_glsl_gen_modifier(wined3d_src->modifiers, reg_name, swizzle_str, glsl_src->param_str);
2907 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
2908 const struct wined3d_shader_src_param *wined3d_src, DWORD mask, struct glsl_src_param *glsl_src)
2910 shader_glsl_add_src_param_ext(ins, wined3d_src, mask, glsl_src, wined3d_src->reg.data_type);
2913 /* From a given parameter token, generate the corresponding GLSL string.
2914 * Also, return the actual register name and swizzle in case the
2915 * caller needs this information as well. */
2916 static DWORD shader_glsl_add_dst_param(const struct wined3d_shader_instruction *ins,
2917 const struct wined3d_shader_dst_param *wined3d_dst, struct glsl_dst_param *glsl_dst)
2919 BOOL is_color = FALSE;
2921 glsl_dst->mask_str[0] = '\0';
2922 glsl_dst->reg_name[0] = '\0';
2924 shader_glsl_get_register_name(&wined3d_dst->reg, glsl_dst->reg_name, &is_color, ins);
2925 return shader_glsl_get_write_mask(wined3d_dst, glsl_dst->mask_str);
2928 /* Append the destination part of the instruction to the buffer, return the effective write mask */
2929 static DWORD shader_glsl_append_dst_ext(struct wined3d_string_buffer *buffer,
2930 const struct wined3d_shader_instruction *ins, const struct wined3d_shader_dst_param *dst,
2931 enum wined3d_data_type data_type)
2933 struct glsl_dst_param glsl_dst;
2934 DWORD mask;
2936 if ((mask = shader_glsl_add_dst_param(ins, dst, &glsl_dst)))
2938 switch (data_type)
2940 case WINED3D_DATA_FLOAT:
2941 shader_addline(buffer, "%s%s = %s(",
2942 glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
2943 break;
2944 case WINED3D_DATA_INT:
2945 shader_addline(buffer, "%s%s = %sintBitsToFloat(",
2946 glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
2947 break;
2948 case WINED3D_DATA_RESOURCE:
2949 case WINED3D_DATA_SAMPLER:
2950 case WINED3D_DATA_UINT:
2951 shader_addline(buffer, "%s%s = %suintBitsToFloat(",
2952 glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
2953 break;
2954 default:
2955 FIXME("Unhandled data type %#x.\n", data_type);
2956 shader_addline(buffer, "%s%s = %s(",
2957 glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
2958 break;
2962 return mask;
2965 /* Append the destination part of the instruction to the buffer, return the effective write mask */
2966 static DWORD shader_glsl_append_dst(struct wined3d_string_buffer *buffer, const struct wined3d_shader_instruction *ins)
2968 return shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], ins->dst[0].reg.data_type);
2971 /** Process GLSL instruction modifiers */
2972 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction *ins)
2974 struct glsl_dst_param dst_param;
2975 DWORD modifiers;
2977 if (!ins->dst_count) return;
2979 modifiers = ins->dst[0].modifiers;
2980 if (!modifiers) return;
2982 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
2984 if (modifiers & WINED3DSPDM_SATURATE)
2986 /* _SAT means to clamp the value of the register to between 0 and 1 */
2987 shader_addline(ins->ctx->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
2988 dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
2991 if (modifiers & WINED3DSPDM_MSAMPCENTROID)
2993 FIXME("_centroid modifier not handled\n");
2996 if (modifiers & WINED3DSPDM_PARTIALPRECISION)
2998 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
3002 static const char *shader_glsl_get_rel_op(enum wined3d_shader_rel_op op)
3004 switch (op)
3006 case WINED3D_SHADER_REL_OP_GT: return ">";
3007 case WINED3D_SHADER_REL_OP_EQ: return "==";
3008 case WINED3D_SHADER_REL_OP_GE: return ">=";
3009 case WINED3D_SHADER_REL_OP_LT: return "<";
3010 case WINED3D_SHADER_REL_OP_NE: return "!=";
3011 case WINED3D_SHADER_REL_OP_LE: return "<=";
3012 default:
3013 FIXME("Unrecognized operator %#x.\n", op);
3014 return "(\?\?)";
3018 static BOOL shader_glsl_has_core_grad(const struct wined3d_gl_info *gl_info,
3019 const struct wined3d_shader_version *version)
3021 return shader_glsl_get_version(gl_info, version) >= 130 || gl_info->supported[EXT_GPU_SHADER4];
3024 static void shader_glsl_get_sample_function(const struct wined3d_shader_context *ctx,
3025 DWORD resource_idx, DWORD sampler_idx, DWORD flags, struct glsl_sample_function *sample_function)
3027 enum wined3d_shader_resource_type resource_type = ctx->reg_maps->resource_info[resource_idx].type;
3028 struct shader_glsl_ctx_priv *priv = ctx->backend_data;
3029 const struct wined3d_gl_info *gl_info = ctx->gl_info;
3030 BOOL shadow = glsl_is_shadow_sampler(ctx->shader, priv->cur_ps_args, resource_idx, sampler_idx);
3031 BOOL projected = flags & WINED3D_GLSL_SAMPLE_PROJECTED;
3032 BOOL texrect = ctx->reg_maps->shader_version.type == WINED3D_SHADER_TYPE_PIXEL
3033 && priv->cur_ps_args->np2_fixup & (1u << resource_idx)
3034 && gl_info->supported[ARB_TEXTURE_RECTANGLE];
3035 BOOL lod = flags & WINED3D_GLSL_SAMPLE_LOD;
3036 BOOL grad = flags & WINED3D_GLSL_SAMPLE_GRAD;
3037 BOOL offset = flags & WINED3D_GLSL_SAMPLE_OFFSET;
3038 const char *base = "texture", *type_part = "", *suffix = "";
3039 unsigned int coord_size, deriv_size;
3040 BOOL array;
3042 sample_function->data_type = ctx->reg_maps->resource_info[resource_idx].data_type;
3044 if (resource_type >= ARRAY_SIZE(resource_type_info))
3046 ERR("Unexpected resource type %#x.\n", resource_type);
3047 resource_type = WINED3D_SHADER_RESOURCE_TEXTURE_2D;
3049 array = resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY
3050 || resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY;
3052 /* Note that there's no such thing as a projected cube texture. */
3053 if (resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_CUBE)
3054 projected = FALSE;
3056 if (needs_legacy_glsl_syntax(gl_info))
3058 if (shadow)
3059 base = "shadow";
3061 type_part = resource_type_info[resource_type].type_part;
3062 if (resource_type == WINED3D_SHADER_RESOURCE_TEXTURE_2D && texrect)
3063 type_part = "2DRect";
3064 if (!type_part[0])
3065 FIXME("Unhandled resource type %#x.\n", resource_type);
3067 if (!lod && grad && !shader_glsl_has_core_grad(gl_info, &ctx->shader->reg_maps.shader_version))
3069 if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
3070 suffix = "ARB";
3071 else
3072 FIXME("Unsupported grad function.\n");
3076 if (flags & WINED3D_GLSL_SAMPLE_LOAD)
3078 static const DWORD texel_fetch_flags = WINED3D_GLSL_SAMPLE_LOAD | WINED3D_GLSL_SAMPLE_OFFSET;
3079 if (flags & ~texel_fetch_flags)
3080 ERR("Unexpected flags %#x for texelFetch.\n", flags & ~texel_fetch_flags);
3082 base = "texelFetch";
3083 type_part = "";
3086 sample_function->name = string_buffer_get(priv->string_buffers);
3087 string_buffer_sprintf(sample_function->name, "%s%s%s%s%s%s", base, type_part, projected ? "Proj" : "",
3088 lod ? "Lod" : grad ? "Grad" : "", offset ? "Offset" : "", suffix);
3090 coord_size = resource_type_info[resource_type].coord_size;
3091 deriv_size = coord_size;
3092 if (shadow)
3093 ++coord_size;
3094 if (array)
3095 --deriv_size;
3096 sample_function->offset_size = offset ? deriv_size : 0;
3097 sample_function->coord_mask = (1u << coord_size) - 1;
3098 sample_function->deriv_mask = (1u << deriv_size) - 1;
3099 sample_function->output_single_component = shadow && !needs_legacy_glsl_syntax(gl_info);
3102 static void shader_glsl_release_sample_function(const struct wined3d_shader_context *ctx,
3103 struct glsl_sample_function *sample_function)
3105 const struct shader_glsl_ctx_priv *priv = ctx->backend_data;
3107 string_buffer_release(priv->string_buffers, sample_function->name);
3110 static void shader_glsl_append_fixup_arg(char *arguments, const char *reg_name,
3111 BOOL sign_fixup, enum fixup_channel_source channel_source)
3113 switch(channel_source)
3115 case CHANNEL_SOURCE_ZERO:
3116 strcat(arguments, "0.0");
3117 break;
3119 case CHANNEL_SOURCE_ONE:
3120 strcat(arguments, "1.0");
3121 break;
3123 case CHANNEL_SOURCE_X:
3124 strcat(arguments, reg_name);
3125 strcat(arguments, ".x");
3126 break;
3128 case CHANNEL_SOURCE_Y:
3129 strcat(arguments, reg_name);
3130 strcat(arguments, ".y");
3131 break;
3133 case CHANNEL_SOURCE_Z:
3134 strcat(arguments, reg_name);
3135 strcat(arguments, ".z");
3136 break;
3138 case CHANNEL_SOURCE_W:
3139 strcat(arguments, reg_name);
3140 strcat(arguments, ".w");
3141 break;
3143 default:
3144 FIXME("Unhandled channel source %#x\n", channel_source);
3145 strcat(arguments, "undefined");
3146 break;
3149 if (sign_fixup) strcat(arguments, " * 2.0 - 1.0");
3152 static void shader_glsl_color_correction_ext(struct wined3d_string_buffer *buffer,
3153 const char *reg_name, DWORD mask, struct color_fixup_desc fixup)
3155 unsigned int mask_size, remaining;
3156 DWORD fixup_mask = 0;
3157 char arguments[256];
3158 char mask_str[6];
3160 if (fixup.x_sign_fixup || fixup.x_source != CHANNEL_SOURCE_X) fixup_mask |= WINED3DSP_WRITEMASK_0;
3161 if (fixup.y_sign_fixup || fixup.y_source != CHANNEL_SOURCE_Y) fixup_mask |= WINED3DSP_WRITEMASK_1;
3162 if (fixup.z_sign_fixup || fixup.z_source != CHANNEL_SOURCE_Z) fixup_mask |= WINED3DSP_WRITEMASK_2;
3163 if (fixup.w_sign_fixup || fixup.w_source != CHANNEL_SOURCE_W) fixup_mask |= WINED3DSP_WRITEMASK_3;
3164 if (!(mask &= fixup_mask))
3165 return;
3167 if (is_complex_fixup(fixup))
3169 enum complex_fixup complex_fixup = get_complex_fixup(fixup);
3170 FIXME("Complex fixup (%#x) not supported\n",complex_fixup);
3171 return;
3174 shader_glsl_write_mask_to_str(mask, mask_str);
3175 mask_size = shader_glsl_get_write_mask_size(mask);
3177 arguments[0] = '\0';
3178 remaining = mask_size;
3179 if (mask & WINED3DSP_WRITEMASK_0)
3181 shader_glsl_append_fixup_arg(arguments, reg_name, fixup.x_sign_fixup, fixup.x_source);
3182 if (--remaining) strcat(arguments, ", ");
3184 if (mask & WINED3DSP_WRITEMASK_1)
3186 shader_glsl_append_fixup_arg(arguments, reg_name, fixup.y_sign_fixup, fixup.y_source);
3187 if (--remaining) strcat(arguments, ", ");
3189 if (mask & WINED3DSP_WRITEMASK_2)
3191 shader_glsl_append_fixup_arg(arguments, reg_name, fixup.z_sign_fixup, fixup.z_source);
3192 if (--remaining) strcat(arguments, ", ");
3194 if (mask & WINED3DSP_WRITEMASK_3)
3196 shader_glsl_append_fixup_arg(arguments, reg_name, fixup.w_sign_fixup, fixup.w_source);
3197 if (--remaining) strcat(arguments, ", ");
3200 if (mask_size > 1)
3201 shader_addline(buffer, "%s%s = vec%u(%s);\n", reg_name, mask_str, mask_size, arguments);
3202 else
3203 shader_addline(buffer, "%s%s = %s;\n", reg_name, mask_str, arguments);
3206 static void shader_glsl_color_correction(const struct wined3d_shader_instruction *ins, struct color_fixup_desc fixup)
3208 char reg_name[256];
3209 BOOL is_color;
3211 shader_glsl_get_register_name(&ins->dst[0].reg, reg_name, &is_color, ins);
3212 shader_glsl_color_correction_ext(ins->ctx->buffer, reg_name, ins->dst[0].write_mask, fixup);
3215 static void PRINTF_ATTR(9, 10) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction *ins,
3216 unsigned int sampler_bind_idx, const struct glsl_sample_function *sample_function, DWORD swizzle,
3217 const char *dx, const char *dy, const char *bias, const struct wined3d_shader_texel_offset *offset,
3218 const char *coord_reg_fmt, ...)
3220 const struct wined3d_shader_version *version = &ins->ctx->reg_maps->shader_version;
3221 char dst_swizzle[6];
3222 struct color_fixup_desc fixup;
3223 BOOL np2_fixup = FALSE;
3224 va_list args;
3225 int ret;
3227 shader_glsl_swizzle_to_str(swizzle, FALSE, ins->dst[0].write_mask, dst_swizzle);
3229 /* If ARB_texture_swizzle is supported we don't need to do anything here.
3230 * We actually rely on it for vertex shaders and SM4+. */
3231 if (version->type == WINED3D_SHADER_TYPE_PIXEL && version->major < 4)
3233 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
3234 fixup = priv->cur_ps_args->color_fixup[sampler_bind_idx];
3236 if (priv->cur_ps_args->np2_fixup & (1u << sampler_bind_idx))
3237 np2_fixup = TRUE;
3239 else
3241 fixup = COLOR_FIXUP_IDENTITY;
3244 shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &ins->dst[0], sample_function->data_type);
3246 if (sample_function->output_single_component)
3247 shader_addline(ins->ctx->buffer, "vec4(");
3249 shader_addline(ins->ctx->buffer, "%s(%s_sampler%u, ",
3250 sample_function->name->buffer, shader_glsl_get_prefix(version->type), sampler_bind_idx);
3252 for (;;)
3254 va_start(args, coord_reg_fmt);
3255 ret = shader_vaddline(ins->ctx->buffer, coord_reg_fmt, args);
3256 va_end(args);
3257 if (!ret)
3258 break;
3259 if (!string_buffer_resize(ins->ctx->buffer, ret))
3260 break;
3263 if (np2_fixup)
3265 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
3266 const unsigned char idx = priv->cur_np2fixup_info->idx[sampler_bind_idx];
3268 switch (shader_glsl_get_write_mask_size(sample_function->coord_mask))
3270 case 1:
3271 shader_addline(ins->ctx->buffer, " * ps_samplerNP2Fixup[%u].%s",
3272 idx >> 1, (idx % 2) ? "z" : "x");
3273 break;
3274 case 2:
3275 shader_addline(ins->ctx->buffer, " * ps_samplerNP2Fixup[%u].%s",
3276 idx >> 1, (idx % 2) ? "zw" : "xy");
3277 break;
3278 case 3:
3279 shader_addline(ins->ctx->buffer, " * vec3(ps_samplerNP2Fixup[%u].%s, 1.0)",
3280 idx >> 1, (idx % 2) ? "zw" : "xy");
3281 break;
3282 case 4:
3283 shader_addline(ins->ctx->buffer, " * vec4(ps_samplerNP2Fixup[%u].%s, 1.0, 1.0)",
3284 idx >> 1, (idx % 2) ? "zw" : "xy");
3285 break;
3288 if (dx && dy)
3289 shader_addline(ins->ctx->buffer, ", %s, %s", dx, dy);
3290 else if (bias)
3291 shader_addline(ins->ctx->buffer, ", %s", bias);
3292 if (sample_function->offset_size)
3294 int offset_immdata[4] = {offset->u, offset->v, offset->w};
3295 shader_addline(ins->ctx->buffer, ", ");
3296 shader_glsl_append_imm_ivec(ins->ctx->buffer, offset_immdata, sample_function->offset_size);
3298 shader_addline(ins->ctx->buffer, ")");
3300 if (sample_function->output_single_component)
3301 shader_addline(ins->ctx->buffer, ")");
3303 shader_addline(ins->ctx->buffer, "%s);\n", dst_swizzle);
3305 if (!is_identity_fixup(fixup))
3306 shader_glsl_color_correction(ins, fixup);
3309 static void shader_glsl_fixup_position(struct wined3d_string_buffer *buffer)
3311 /* Write the final position.
3313 * OpenGL coordinates specify the center of the pixel while D3D coords
3314 * specify the corner. The offsets are stored in z and w in
3315 * pos_fixup. pos_fixup.y contains 1.0 or -1.0 to turn the rendering
3316 * upside down for offscreen rendering. pos_fixup.x contains 1.0 to allow
3317 * a MAD. */
3318 shader_addline(buffer, "gl_Position.y = gl_Position.y * pos_fixup.y;\n");
3319 shader_addline(buffer, "gl_Position.xy += pos_fixup.zw * gl_Position.ww;\n");
3321 /* Z coord [0;1]->[-1;1] mapping, see comment in get_projection_matrix()
3322 * in utils.c
3324 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However,
3325 * shaders are run before the homogeneous divide, so we have to take the w
3326 * into account: z = ((z / w) * 2 - 1) * w, which is the same as
3327 * z = z * 2 - w. */
3328 shader_addline(buffer, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
3331 /*****************************************************************************
3332 * Begin processing individual instruction opcodes
3333 ****************************************************************************/
3335 static void shader_glsl_binop(const struct wined3d_shader_instruction *ins)
3337 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3338 struct glsl_src_param src0_param;
3339 struct glsl_src_param src1_param;
3340 DWORD write_mask;
3341 const char *op;
3343 /* Determine the GLSL operator to use based on the opcode */
3344 switch (ins->handler_idx)
3346 case WINED3DSIH_ADD: op = "+"; break;
3347 case WINED3DSIH_AND: op = "&"; break;
3348 case WINED3DSIH_DIV: op = "/"; break;
3349 case WINED3DSIH_IADD: op = "+"; break;
3350 case WINED3DSIH_ISHL: op = "<<"; break;
3351 case WINED3DSIH_ISHR: op = ">>"; break;
3352 case WINED3DSIH_MUL: op = "*"; break;
3353 case WINED3DSIH_OR: op = "|"; break;
3354 case WINED3DSIH_SUB: op = "-"; break;
3355 case WINED3DSIH_USHR: op = ">>"; break;
3356 case WINED3DSIH_XOR: op = "^"; break;
3357 default:
3358 op = "<unhandled operator>";
3359 FIXME("Opcode %s not yet handled in GLSL.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
3360 break;
3363 write_mask = shader_glsl_append_dst(buffer, ins);
3364 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3365 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
3366 shader_addline(buffer, "%s %s %s);\n", src0_param.param_str, op, src1_param.param_str);
3369 static void shader_glsl_relop(const struct wined3d_shader_instruction *ins)
3371 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3372 struct glsl_src_param src0_param;
3373 struct glsl_src_param src1_param;
3374 unsigned int mask_size;
3375 DWORD write_mask;
3376 const char *op;
3378 write_mask = shader_glsl_append_dst(buffer, ins);
3379 mask_size = shader_glsl_get_write_mask_size(write_mask);
3380 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3381 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
3383 if (mask_size > 1)
3385 switch (ins->handler_idx)
3387 case WINED3DSIH_EQ: op = "equal"; break;
3388 case WINED3DSIH_IEQ: op = "equal"; break;
3389 case WINED3DSIH_GE: op = "greaterThanEqual"; break;
3390 case WINED3DSIH_IGE: op = "greaterThanEqual"; break;
3391 case WINED3DSIH_UGE: op = "greaterThanEqual"; break;
3392 case WINED3DSIH_LT: op = "lessThan"; break;
3393 case WINED3DSIH_ILT: op = "lessThan"; break;
3394 case WINED3DSIH_ULT: op = "lessThan"; break;
3395 case WINED3DSIH_NE: op = "notEqual"; break;
3396 case WINED3DSIH_INE: op = "notEqual"; break;
3397 default:
3398 op = "<unhandled operator>";
3399 ERR("Unhandled opcode %#x.\n", ins->handler_idx);
3400 break;
3403 shader_addline(buffer, "uvec%u(%s(%s, %s)) * 0xffffffffu);\n",
3404 mask_size, op, src0_param.param_str, src1_param.param_str);
3406 else
3408 switch (ins->handler_idx)
3410 case WINED3DSIH_EQ: op = "=="; break;
3411 case WINED3DSIH_IEQ: op = "=="; break;
3412 case WINED3DSIH_GE: op = ">="; break;
3413 case WINED3DSIH_IGE: op = ">="; break;
3414 case WINED3DSIH_UGE: op = ">="; break;
3415 case WINED3DSIH_LT: op = "<"; break;
3416 case WINED3DSIH_ILT: op = "<"; break;
3417 case WINED3DSIH_ULT: op = "<"; break;
3418 case WINED3DSIH_NE: op = "!="; break;
3419 case WINED3DSIH_INE: op = "!="; break;
3420 default:
3421 op = "<unhandled operator>";
3422 ERR("Unhandled opcode %#x.\n", ins->handler_idx);
3423 break;
3426 shader_addline(buffer, "%s %s %s ? 0xffffffffu : 0u);\n",
3427 src0_param.param_str, op, src1_param.param_str);
3431 static void shader_glsl_unary_op(const struct wined3d_shader_instruction *ins)
3433 struct glsl_src_param src_param;
3434 DWORD write_mask;
3435 const char *op;
3437 switch (ins->handler_idx)
3439 case WINED3DSIH_INEG: op = "-"; break;
3440 case WINED3DSIH_NOT: op = "~"; break;
3441 default:
3442 op = "<unhandled operator>";
3443 ERR("Unhandled opcode %s.\n",
3444 debug_d3dshaderinstructionhandler(ins->handler_idx));
3445 break;
3448 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3449 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
3450 shader_addline(ins->ctx->buffer, "%s%s);\n", op, src_param.param_str);
3453 static void shader_glsl_imul(const struct wined3d_shader_instruction *ins)
3455 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3456 struct glsl_src_param src0_param;
3457 struct glsl_src_param src1_param;
3458 DWORD write_mask;
3460 /* If we have ARB_gpu_shader5 or GLSL 4.0, we can use imulExtended(). If
3461 * not, we can emulate it. */
3462 if (ins->dst[0].reg.type != WINED3DSPR_NULL)
3463 FIXME("64-bit integer multiplies not implemented.\n");
3465 if (ins->dst[1].reg.type != WINED3DSPR_NULL)
3467 write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1], ins->dst[1].reg.data_type);
3468 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3469 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
3471 shader_addline(ins->ctx->buffer, "%s * %s);\n",
3472 src0_param.param_str, src1_param.param_str);
3476 static void shader_glsl_udiv(const struct wined3d_shader_instruction *ins)
3478 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3479 struct glsl_src_param src0_param, src1_param;
3480 DWORD write_mask;
3482 if (ins->dst[0].reg.type != WINED3DSPR_NULL)
3484 if (ins->dst[1].reg.type != WINED3DSPR_NULL)
3486 char dst_mask[6];
3488 write_mask = shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
3489 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3490 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
3491 shader_addline(buffer, "tmp0%s = uintBitsToFloat(%s / %s);\n",
3492 dst_mask, src0_param.param_str, src1_param.param_str);
3494 write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1], ins->dst[1].reg.data_type);
3495 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3496 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
3497 shader_addline(buffer, "%s %% %s);\n", src0_param.param_str, src1_param.param_str);
3499 shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], WINED3D_DATA_FLOAT);
3500 shader_addline(buffer, "tmp0%s);\n", dst_mask);
3502 else
3504 write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], ins->dst[0].reg.data_type);
3505 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3506 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
3507 shader_addline(buffer, "%s / %s);\n", src0_param.param_str, src1_param.param_str);
3510 else if (ins->dst[1].reg.type != WINED3DSPR_NULL)
3512 write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1], ins->dst[1].reg.data_type);
3513 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3514 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
3515 shader_addline(buffer, "%s %% %s);\n", src0_param.param_str, src1_param.param_str);
3519 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
3520 static void shader_glsl_mov(const struct wined3d_shader_instruction *ins)
3522 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
3523 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3524 struct glsl_src_param src0_param;
3525 DWORD write_mask;
3527 write_mask = shader_glsl_append_dst(buffer, ins);
3528 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3530 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
3531 * shader versions WINED3DSIO_MOVA is used for this. */
3532 if (ins->ctx->reg_maps->shader_version.major == 1
3533 && ins->ctx->reg_maps->shader_version.type == WINED3D_SHADER_TYPE_VERTEX
3534 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
3536 /* This is a simple floor() */
3537 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
3538 if (mask_size > 1) {
3539 shader_addline(buffer, "ivec%d(floor(%s)));\n", mask_size, src0_param.param_str);
3540 } else {
3541 shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str);
3544 else if (ins->handler_idx == WINED3DSIH_MOVA)
3546 const struct wined3d_shader_version *version = &ins->ctx->shader->reg_maps.shader_version;
3547 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
3549 if (shader_glsl_get_version(gl_info, version) >= 130 || gl_info->supported[EXT_GPU_SHADER4])
3551 if (mask_size > 1)
3552 shader_addline(buffer, "ivec%d(round(%s)));\n", mask_size, src0_param.param_str);
3553 else
3554 shader_addline(buffer, "int(round(%s)));\n", src0_param.param_str);
3556 else
3558 if (mask_size > 1)
3559 shader_addline(buffer, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
3560 mask_size, src0_param.param_str, mask_size, src0_param.param_str);
3561 else
3562 shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
3563 src0_param.param_str, src0_param.param_str);
3566 else
3568 shader_addline(buffer, "%s);\n", src0_param.param_str);
3572 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
3573 static void shader_glsl_dot(const struct wined3d_shader_instruction *ins)
3575 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3576 struct glsl_src_param src0_param;
3577 struct glsl_src_param src1_param;
3578 DWORD dst_write_mask, src_write_mask;
3579 unsigned int dst_size;
3581 dst_write_mask = shader_glsl_append_dst(buffer, ins);
3582 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
3584 /* dp4 works on vec4, dp3 on vec3, etc. */
3585 if (ins->handler_idx == WINED3DSIH_DP4)
3586 src_write_mask = WINED3DSP_WRITEMASK_ALL;
3587 else if (ins->handler_idx == WINED3DSIH_DP3)
3588 src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3589 else
3590 src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
3592 shader_glsl_add_src_param(ins, &ins->src[0], src_write_mask, &src0_param);
3593 shader_glsl_add_src_param(ins, &ins->src[1], src_write_mask, &src1_param);
3595 if (dst_size > 1) {
3596 shader_addline(buffer, "vec%d(dot(%s, %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
3597 } else {
3598 shader_addline(buffer, "dot(%s, %s));\n", src0_param.param_str, src1_param.param_str);
3602 /* Note that this instruction has some restrictions. The destination write mask
3603 * can't contain the w component, and the source swizzles have to be .xyzw */
3604 static void shader_glsl_cross(const struct wined3d_shader_instruction *ins)
3606 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
3607 struct glsl_src_param src0_param;
3608 struct glsl_src_param src1_param;
3609 char dst_mask[6];
3611 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
3612 shader_glsl_append_dst(ins->ctx->buffer, ins);
3613 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
3614 shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
3615 shader_addline(ins->ctx->buffer, "cross(%s, %s)%s);\n", src0_param.param_str, src1_param.param_str, dst_mask);
3618 static void shader_glsl_cut(const struct wined3d_shader_instruction *ins)
3620 unsigned int stream = ins->handler_idx == WINED3DSIH_CUT ? 0 : ins->src[0].reg.idx[0].offset;
3622 if (!stream)
3623 shader_addline(ins->ctx->buffer, "EndPrimitive();\n");
3624 else
3625 FIXME("Unhandled primitive stream %u.\n", stream);
3628 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
3629 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
3630 * GLSL uses the value as-is. */
3631 static void shader_glsl_pow(const struct wined3d_shader_instruction *ins)
3633 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3634 struct glsl_src_param src0_param;
3635 struct glsl_src_param src1_param;
3636 DWORD dst_write_mask;
3637 unsigned int dst_size;
3639 dst_write_mask = shader_glsl_append_dst(buffer, ins);
3640 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
3642 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
3643 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
3645 if (dst_size > 1)
3647 shader_addline(buffer, "vec%u(%s == 0.0 ? 1.0 : pow(abs(%s), %s)));\n",
3648 dst_size, src1_param.param_str, src0_param.param_str, src1_param.param_str);
3650 else
3652 shader_addline(buffer, "%s == 0.0 ? 1.0 : pow(abs(%s), %s));\n",
3653 src1_param.param_str, src0_param.param_str, src1_param.param_str);
3657 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
3658 static void shader_glsl_map2gl(const struct wined3d_shader_instruction *ins)
3660 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3661 struct glsl_src_param src_param;
3662 const char *instruction;
3663 DWORD write_mask;
3664 unsigned i;
3666 /* Determine the GLSL function to use based on the opcode */
3667 /* TODO: Possibly make this a table for faster lookups */
3668 switch (ins->handler_idx)
3670 case WINED3DSIH_ABS: instruction = "abs"; break;
3671 case WINED3DSIH_DSX: instruction = "dFdx"; break;
3672 case WINED3DSIH_DSX_COARSE: instruction = "dFdxCoarse"; break;
3673 case WINED3DSIH_DSX_FINE: instruction = "dFdxFine"; break;
3674 case WINED3DSIH_DSY: instruction = "ycorrection.y * dFdy"; break;
3675 case WINED3DSIH_DSY_COARSE: instruction = "ycorrection.y * dFdyCoarse"; break;
3676 case WINED3DSIH_DSY_FINE: instruction = "ycorrection.y * dFdyFine"; break;
3677 case WINED3DSIH_FRC: instruction = "fract"; break;
3678 case WINED3DSIH_IMAX: instruction = "max"; break;
3679 case WINED3DSIH_IMIN: instruction = "min"; break;
3680 case WINED3DSIH_MAX: instruction = "max"; break;
3681 case WINED3DSIH_MIN: instruction = "min"; break;
3682 case WINED3DSIH_ROUND_NE: instruction = "roundEven"; break;
3683 case WINED3DSIH_ROUND_NI: instruction = "floor"; break;
3684 case WINED3DSIH_ROUND_PI: instruction = "ceil"; break;
3685 case WINED3DSIH_ROUND_Z: instruction = "trunc"; break;
3686 case WINED3DSIH_SQRT: instruction = "sqrt"; break;
3687 case WINED3DSIH_UMAX: instruction = "max"; break;
3688 case WINED3DSIH_UMIN: instruction = "min"; break;
3689 default: instruction = "";
3690 ERR("Opcode %s not yet handled in GLSL.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
3691 break;
3694 write_mask = shader_glsl_append_dst(buffer, ins);
3696 shader_addline(buffer, "%s(", instruction);
3698 if (ins->src_count)
3700 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
3701 shader_addline(buffer, "%s", src_param.param_str);
3702 for (i = 1; i < ins->src_count; ++i)
3704 shader_glsl_add_src_param(ins, &ins->src[i], write_mask, &src_param);
3705 shader_addline(buffer, ", %s", src_param.param_str);
3709 shader_addline(buffer, "));\n");
3712 static void shader_glsl_nop(const struct wined3d_shader_instruction *ins) {}
3714 static void shader_glsl_nrm(const struct wined3d_shader_instruction *ins)
3716 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3717 struct glsl_src_param src_param;
3718 unsigned int mask_size;
3719 DWORD write_mask;
3720 char dst_mask[6];
3722 write_mask = shader_glsl_get_write_mask(ins->dst, dst_mask);
3723 mask_size = shader_glsl_get_write_mask_size(write_mask);
3724 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
3726 shader_addline(buffer, "tmp0.x = dot(%s, %s);\n",
3727 src_param.param_str, src_param.param_str);
3728 shader_glsl_append_dst(buffer, ins);
3730 if (mask_size > 1)
3732 shader_addline(buffer, "tmp0.x == 0.0 ? vec%u(0.0) : (%s * inversesqrt(tmp0.x)));\n",
3733 mask_size, src_param.param_str);
3735 else
3737 shader_addline(buffer, "tmp0.x == 0.0 ? 0.0 : (%s * inversesqrt(tmp0.x)));\n",
3738 src_param.param_str);
3742 static void shader_glsl_scalar_op(const struct wined3d_shader_instruction *ins)
3744 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
3745 ins->ctx->reg_maps->shader_version.minor);
3746 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3747 struct glsl_src_param src0_param;
3748 const char *prefix, *suffix;
3749 unsigned int dst_size;
3750 DWORD dst_write_mask;
3752 dst_write_mask = shader_glsl_append_dst(buffer, ins);
3753 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
3755 if (shader_version < WINED3D_SHADER_VERSION(4, 0))
3756 dst_write_mask = WINED3DSP_WRITEMASK_3;
3758 shader_glsl_add_src_param(ins, &ins->src[0], dst_write_mask, &src0_param);
3760 switch (ins->handler_idx)
3762 case WINED3DSIH_EXP:
3763 case WINED3DSIH_EXPP:
3764 prefix = "exp2(";
3765 suffix = ")";
3766 break;
3768 case WINED3DSIH_LOG:
3769 case WINED3DSIH_LOGP:
3770 prefix = "log2(abs(";
3771 suffix = "))";
3772 break;
3774 case WINED3DSIH_RCP:
3775 prefix = "1.0 / ";
3776 suffix = "";
3777 break;
3779 case WINED3DSIH_RSQ:
3780 prefix = "inversesqrt(abs(";
3781 suffix = "))";
3782 break;
3784 default:
3785 prefix = "";
3786 suffix = "";
3787 FIXME("Unhandled instruction %#x.\n", ins->handler_idx);
3788 break;
3791 if (dst_size > 1 && shader_version < WINED3D_SHADER_VERSION(4, 0))
3792 shader_addline(buffer, "vec%u(%s%s%s));\n", dst_size, prefix, src0_param.param_str, suffix);
3793 else
3794 shader_addline(buffer, "%s%s%s);\n", prefix, src0_param.param_str, suffix);
3797 /** Process the WINED3DSIO_EXPP instruction in GLSL:
3798 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
3799 * dst.x = 2^(floor(src))
3800 * dst.y = src - floor(src)
3801 * dst.z = 2^src (partial precision is allowed, but optional)
3802 * dst.w = 1.0;
3803 * For 2.0 shaders, just do this (honoring writemask and swizzle):
3804 * dst = 2^src; (partial precision is allowed, but optional)
3806 static void shader_glsl_expp(const struct wined3d_shader_instruction *ins)
3808 if (ins->ctx->reg_maps->shader_version.major < 2)
3810 struct glsl_src_param src_param;
3811 char dst_mask[6];
3813 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
3815 shader_addline(ins->ctx->buffer, "tmp0.x = exp2(floor(%s));\n", src_param.param_str);
3816 shader_addline(ins->ctx->buffer, "tmp0.y = %s - floor(%s);\n", src_param.param_str, src_param.param_str);
3817 shader_addline(ins->ctx->buffer, "tmp0.z = exp2(%s);\n", src_param.param_str);
3818 shader_addline(ins->ctx->buffer, "tmp0.w = 1.0;\n");
3820 shader_glsl_append_dst(ins->ctx->buffer, ins);
3821 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
3822 shader_addline(ins->ctx->buffer, "tmp0%s);\n", dst_mask);
3823 return;
3826 shader_glsl_scalar_op(ins);
3829 static void shader_glsl_cast(const struct wined3d_shader_instruction *ins,
3830 const char *vector_constructor, const char *scalar_constructor)
3832 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3833 struct glsl_src_param src_param;
3834 unsigned int mask_size;
3835 DWORD write_mask;
3837 write_mask = shader_glsl_append_dst(buffer, ins);
3838 mask_size = shader_glsl_get_write_mask_size(write_mask);
3839 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
3841 if (mask_size > 1)
3842 shader_addline(buffer, "%s%u(%s));\n", vector_constructor, mask_size, src_param.param_str);
3843 else
3844 shader_addline(buffer, "%s(%s));\n", scalar_constructor, src_param.param_str);
3847 static void shader_glsl_to_int(const struct wined3d_shader_instruction *ins)
3849 shader_glsl_cast(ins, "ivec", "int");
3852 static void shader_glsl_to_uint(const struct wined3d_shader_instruction *ins)
3854 shader_glsl_cast(ins, "uvec", "uint");
3857 static void shader_glsl_to_float(const struct wined3d_shader_instruction *ins)
3859 shader_glsl_cast(ins, "vec", "float");
3862 /** Process signed comparison opcodes in GLSL. */
3863 static void shader_glsl_compare(const struct wined3d_shader_instruction *ins)
3865 struct glsl_src_param src0_param;
3866 struct glsl_src_param src1_param;
3867 DWORD write_mask;
3868 unsigned int mask_size;
3870 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3871 mask_size = shader_glsl_get_write_mask_size(write_mask);
3872 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3873 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
3875 if (mask_size > 1) {
3876 const char *compare;
3878 switch(ins->handler_idx)
3880 case WINED3DSIH_SLT: compare = "lessThan"; break;
3881 case WINED3DSIH_SGE: compare = "greaterThanEqual"; break;
3882 default: compare = "";
3883 FIXME("Can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
3886 shader_addline(ins->ctx->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare,
3887 src0_param.param_str, src1_param.param_str);
3888 } else {
3889 switch(ins->handler_idx)
3891 case WINED3DSIH_SLT:
3892 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
3893 * to return 0.0 but step returns 1.0 because step is not < x
3894 * An alternative is a bvec compare padded with an unused second component.
3895 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
3896 * issue. Playing with not() is not possible either because not() does not accept
3897 * a scalar.
3899 shader_addline(ins->ctx->buffer, "(%s < %s) ? 1.0 : 0.0);\n",
3900 src0_param.param_str, src1_param.param_str);
3901 break;
3902 case WINED3DSIH_SGE:
3903 /* Here we can use the step() function and safe a conditional */
3904 shader_addline(ins->ctx->buffer, "step(%s, %s));\n", src1_param.param_str, src0_param.param_str);
3905 break;
3906 default:
3907 FIXME("Can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
3913 static void shader_glsl_conditional_move(const struct wined3d_shader_instruction *ins)
3915 const char *condition_prefix, *condition_suffix;
3916 struct wined3d_shader_dst_param dst;
3917 struct glsl_src_param src0_param;
3918 struct glsl_src_param src1_param;
3919 struct glsl_src_param src2_param;
3920 BOOL temp_destination = FALSE;
3921 DWORD cmp_channel = 0;
3922 unsigned int i, j;
3923 char mask_char[6];
3924 DWORD write_mask;
3926 switch (ins->handler_idx)
3928 case WINED3DSIH_CMP:
3929 condition_prefix = "";
3930 condition_suffix = " >= 0.0";
3931 break;
3933 case WINED3DSIH_CND:
3934 condition_prefix = "";
3935 condition_suffix = " > 0.5";
3936 break;
3938 case WINED3DSIH_MOVC:
3939 condition_prefix = "bool(";
3940 condition_suffix = ")";
3941 break;
3943 default:
3944 FIXME("Unhandled instruction %#x.\n", ins->handler_idx);
3945 condition_prefix = "<unhandled prefix>";
3946 condition_suffix = "<unhandled suffix>";
3947 break;
3950 if (shader_is_scalar(&ins->dst[0].reg) || shader_is_scalar(&ins->src[0].reg))
3952 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3953 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3954 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
3955 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
3957 shader_addline(ins->ctx->buffer, "%s%s%s ? %s : %s);\n",
3958 condition_prefix, src0_param.param_str, condition_suffix,
3959 src1_param.param_str, src2_param.param_str);
3960 return;
3963 dst = ins->dst[0];
3965 /* Splitting the instruction up in multiple lines imposes a problem:
3966 * The first lines may overwrite source parameters of the following lines.
3967 * Deal with that by using a temporary destination register if needed. */
3968 if ((ins->src[0].reg.idx[0].offset == dst.reg.idx[0].offset
3969 && ins->src[0].reg.type == dst.reg.type)
3970 || (ins->src[1].reg.idx[0].offset == dst.reg.idx[0].offset
3971 && ins->src[1].reg.type == dst.reg.type)
3972 || (ins->src[2].reg.idx[0].offset == dst.reg.idx[0].offset
3973 && ins->src[2].reg.type == dst.reg.type))
3974 temp_destination = TRUE;
3976 /* Cycle through all source0 channels. */
3977 for (i = 0; i < 4; ++i)
3979 write_mask = 0;
3980 /* Find the destination channels which use the current source0 channel. */
3981 for (j = 0; j < 4; ++j)
3983 if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
3985 write_mask |= WINED3DSP_WRITEMASK_0 << j;
3986 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
3989 dst.write_mask = ins->dst[0].write_mask & write_mask;
3991 if (temp_destination)
3993 if (!(write_mask = shader_glsl_get_write_mask(&dst, mask_char)))
3994 continue;
3995 shader_addline(ins->ctx->buffer, "tmp0%s = (", mask_char);
3997 else if (!(write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst, dst.reg.data_type)))
3998 continue;
4000 shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
4001 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
4002 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
4004 shader_addline(ins->ctx->buffer, "%s%s%s ? %s : %s);\n",
4005 condition_prefix, src0_param.param_str, condition_suffix,
4006 src1_param.param_str, src2_param.param_str);
4009 if (temp_destination)
4011 shader_glsl_get_write_mask(&ins->dst[0], mask_char);
4012 shader_glsl_append_dst(ins->ctx->buffer, ins);
4013 shader_addline(ins->ctx->buffer, "tmp0%s);\n", mask_char);
4017 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
4018 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
4019 * the compare is done per component of src0. */
4020 static void shader_glsl_cnd(const struct wined3d_shader_instruction *ins)
4022 struct glsl_src_param src0_param;
4023 struct glsl_src_param src1_param;
4024 struct glsl_src_param src2_param;
4025 DWORD write_mask;
4026 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
4027 ins->ctx->reg_maps->shader_version.minor);
4029 if (shader_version < WINED3D_SHADER_VERSION(1, 4))
4031 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
4032 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
4033 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
4034 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
4036 if (ins->coissue && ins->dst->write_mask != WINED3DSP_WRITEMASK_3)
4037 shader_addline(ins->ctx->buffer, "%s /* COISSUE! */);\n", src1_param.param_str);
4038 else
4039 shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
4040 src0_param.param_str, src1_param.param_str, src2_param.param_str);
4041 return;
4044 shader_glsl_conditional_move(ins);
4047 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
4048 static void shader_glsl_mad(const struct wined3d_shader_instruction *ins)
4050 struct glsl_src_param src0_param;
4051 struct glsl_src_param src1_param;
4052 struct glsl_src_param src2_param;
4053 DWORD write_mask;
4055 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
4056 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
4057 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
4058 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
4059 shader_addline(ins->ctx->buffer, "(%s * %s) + %s);\n",
4060 src0_param.param_str, src1_param.param_str, src2_param.param_str);
4063 /* Handles transforming all WINED3DSIO_M?x? opcodes for
4064 Vertex shaders to GLSL codes */
4065 static void shader_glsl_mnxn(const struct wined3d_shader_instruction *ins)
4067 int i;
4068 int nComponents = 0;
4069 struct wined3d_shader_dst_param tmp_dst = {{0}};
4070 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
4071 struct wined3d_shader_instruction tmp_ins;
4073 memset(&tmp_ins, 0, sizeof(tmp_ins));
4075 /* Set constants for the temporary argument */
4076 tmp_ins.ctx = ins->ctx;
4077 tmp_ins.dst_count = 1;
4078 tmp_ins.dst = &tmp_dst;
4079 tmp_ins.src_count = 2;
4080 tmp_ins.src = tmp_src;
4082 switch(ins->handler_idx)
4084 case WINED3DSIH_M4x4:
4085 nComponents = 4;
4086 tmp_ins.handler_idx = WINED3DSIH_DP4;
4087 break;
4088 case WINED3DSIH_M4x3:
4089 nComponents = 3;
4090 tmp_ins.handler_idx = WINED3DSIH_DP4;
4091 break;
4092 case WINED3DSIH_M3x4:
4093 nComponents = 4;
4094 tmp_ins.handler_idx = WINED3DSIH_DP3;
4095 break;
4096 case WINED3DSIH_M3x3:
4097 nComponents = 3;
4098 tmp_ins.handler_idx = WINED3DSIH_DP3;
4099 break;
4100 case WINED3DSIH_M3x2:
4101 nComponents = 2;
4102 tmp_ins.handler_idx = WINED3DSIH_DP3;
4103 break;
4104 default:
4105 break;
4108 tmp_dst = ins->dst[0];
4109 tmp_src[0] = ins->src[0];
4110 tmp_src[1] = ins->src[1];
4111 for (i = 0; i < nComponents; ++i)
4113 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
4114 shader_glsl_dot(&tmp_ins);
4115 ++tmp_src[1].reg.idx[0].offset;
4120 The LRP instruction performs a component-wise linear interpolation
4121 between the second and third operands using the first operand as the
4122 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
4123 This is equivalent to mix(src2, src1, src0);
4125 static void shader_glsl_lrp(const struct wined3d_shader_instruction *ins)
4127 struct glsl_src_param src0_param;
4128 struct glsl_src_param src1_param;
4129 struct glsl_src_param src2_param;
4130 DWORD write_mask;
4132 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
4134 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
4135 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
4136 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
4138 shader_addline(ins->ctx->buffer, "mix(%s, %s, %s));\n",
4139 src2_param.param_str, src1_param.param_str, src0_param.param_str);
4142 /** Process the WINED3DSIO_LIT instruction in GLSL:
4143 * dst.x = dst.w = 1.0
4144 * dst.y = (src0.x > 0) ? src0.x
4145 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
4146 * where src.w is clamped at +- 128
4148 static void shader_glsl_lit(const struct wined3d_shader_instruction *ins)
4150 struct glsl_src_param src0_param;
4151 struct glsl_src_param src1_param;
4152 struct glsl_src_param src3_param;
4153 char dst_mask[6];
4155 shader_glsl_append_dst(ins->ctx->buffer, ins);
4156 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
4158 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
4159 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src1_param);
4160 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src3_param);
4162 /* The sdk specifies the instruction like this
4163 * dst.x = 1.0;
4164 * if(src.x > 0.0) dst.y = src.x
4165 * else dst.y = 0.0.
4166 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
4167 * else dst.z = 0.0;
4168 * dst.w = 1.0;
4169 * (where power = src.w clamped between -128 and 128)
4171 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
4172 * dst.x = 1.0 ... No further explanation needed
4173 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
4174 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
4175 * dst.w = 1.0. ... Nothing fancy.
4177 * So we still have one conditional in there. So do this:
4178 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
4180 * 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),
4181 * 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.
4182 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to.
4184 * Unfortunately pow(0.0 ^ 0.0) returns NaN on most GPUs, but lit with src.y = 0 and src.w = 0 returns
4185 * a non-NaN value in dst.z. What we return doesn't matter, as long as it is not NaN. Return 0, which is
4186 * what all Windows HW drivers and GL_ARB_vertex_program's LIT do.
4188 shader_addline(ins->ctx->buffer,
4189 "vec4(1.0, max(%s, 0.0), %s == 0.0 ? 0.0 : "
4190 "pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
4191 src0_param.param_str, src3_param.param_str, src1_param.param_str,
4192 src0_param.param_str, src3_param.param_str, dst_mask);
4195 /** Process the WINED3DSIO_DST instruction in GLSL:
4196 * dst.x = 1.0
4197 * dst.y = src0.x * src0.y
4198 * dst.z = src0.z
4199 * dst.w = src1.w
4201 static void shader_glsl_dst(const struct wined3d_shader_instruction *ins)
4203 struct glsl_src_param src0y_param;
4204 struct glsl_src_param src0z_param;
4205 struct glsl_src_param src1y_param;
4206 struct glsl_src_param src1w_param;
4207 char dst_mask[6];
4209 shader_glsl_append_dst(ins->ctx->buffer, ins);
4210 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
4212 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src0y_param);
4213 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &src0z_param);
4214 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_1, &src1y_param);
4215 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_3, &src1w_param);
4217 shader_addline(ins->ctx->buffer, "vec4(1.0, %s * %s, %s, %s))%s;\n",
4218 src0y_param.param_str, src1y_param.param_str, src0z_param.param_str, src1w_param.param_str, dst_mask);
4221 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
4222 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
4223 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
4225 * dst.x = cos(src0.?)
4226 * dst.y = sin(src0.?)
4227 * dst.z = dst.z
4228 * dst.w = dst.w
4230 static void shader_glsl_sincos(const struct wined3d_shader_instruction *ins)
4232 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
4233 struct glsl_src_param src0_param;
4234 DWORD write_mask;
4236 if (ins->ctx->reg_maps->shader_version.major < 4)
4238 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
4240 write_mask = shader_glsl_append_dst(buffer, ins);
4241 switch (write_mask)
4243 case WINED3DSP_WRITEMASK_0:
4244 shader_addline(buffer, "cos(%s));\n", src0_param.param_str);
4245 break;
4247 case WINED3DSP_WRITEMASK_1:
4248 shader_addline(buffer, "sin(%s));\n", src0_param.param_str);
4249 break;
4251 case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1):
4252 shader_addline(buffer, "vec2(cos(%s), sin(%s)));\n",
4253 src0_param.param_str, src0_param.param_str);
4254 break;
4256 default:
4257 ERR("Write mask should be .x, .y or .xy\n");
4258 break;
4261 return;
4264 if (ins->dst[0].reg.type != WINED3DSPR_NULL)
4267 if (ins->dst[1].reg.type != WINED3DSPR_NULL)
4269 char dst_mask[6];
4271 write_mask = shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
4272 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
4273 shader_addline(buffer, "tmp0%s = sin(%s);\n", dst_mask, src0_param.param_str);
4275 write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1], ins->dst[1].reg.data_type);
4276 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
4277 shader_addline(buffer, "cos(%s));\n", src0_param.param_str);
4279 shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], ins->dst[0].reg.data_type);
4280 shader_addline(buffer, "tmp0%s);\n", dst_mask);
4282 else
4284 write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], ins->dst[0].reg.data_type);
4285 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
4286 shader_addline(buffer, "sin(%s));\n", src0_param.param_str);
4289 else if (ins->dst[1].reg.type != WINED3DSPR_NULL)
4291 write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1], ins->dst[1].reg.data_type);
4292 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
4293 shader_addline(buffer, "cos(%s));\n", src0_param.param_str);
4297 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
4298 * here. But those extra parameters require a dedicated function for sgn, since map2gl would
4299 * generate invalid code
4301 static void shader_glsl_sgn(const struct wined3d_shader_instruction *ins)
4303 struct glsl_src_param src0_param;
4304 DWORD write_mask;
4306 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
4307 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
4309 shader_addline(ins->ctx->buffer, "sign(%s));\n", src0_param.param_str);
4312 /** Process the WINED3DSIO_LOOP instruction in GLSL:
4313 * Start a for() loop where src1.y is the initial value of aL,
4314 * increment aL by src1.z for a total of src1.x iterations.
4315 * Need to use a temporary variable for this operation.
4317 /* FIXME: I don't think nested loops will work correctly this way. */
4318 static void shader_glsl_loop(const struct wined3d_shader_instruction *ins)
4320 struct wined3d_shader_parser_state *state = ins->ctx->state;
4321 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
4322 const struct wined3d_shader *shader = ins->ctx->shader;
4323 const struct wined3d_shader_lconst *constant;
4324 struct glsl_src_param src1_param;
4325 const DWORD *control_values = NULL;
4327 if (ins->ctx->reg_maps->shader_version.major < 4)
4329 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_ALL, &src1_param);
4331 /* Try to hardcode the loop control parameters if possible. Direct3D 9
4332 * class hardware doesn't support real varying indexing, but Microsoft
4333 * designed this feature for Shader model 2.x+. If the loop control is
4334 * known at compile time, the GLSL compiler can unroll the loop, and
4335 * replace indirect addressing with direct addressing. */
4336 if (ins->src[1].reg.type == WINED3DSPR_CONSTINT)
4338 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
4340 if (constant->idx == ins->src[1].reg.idx[0].offset)
4342 control_values = constant->value;
4343 break;
4348 if (control_values)
4350 struct wined3d_shader_loop_control loop_control;
4351 loop_control.count = control_values[0];
4352 loop_control.start = control_values[1];
4353 loop_control.step = (int)control_values[2];
4355 if (loop_control.step > 0)
4357 shader_addline(buffer, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d)\n{\n",
4358 state->current_loop_depth, loop_control.start,
4359 state->current_loop_depth, loop_control.count, loop_control.step, loop_control.start,
4360 state->current_loop_depth, loop_control.step);
4362 else if (loop_control.step < 0)
4364 shader_addline(buffer, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d)\n{\n",
4365 state->current_loop_depth, loop_control.start,
4366 state->current_loop_depth, loop_control.count, loop_control.step, loop_control.start,
4367 state->current_loop_depth, loop_control.step);
4369 else
4371 shader_addline(buffer, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++)\n{\n",
4372 state->current_loop_depth, loop_control.start, state->current_loop_depth,
4373 state->current_loop_depth, loop_control.count,
4374 state->current_loop_depth);
4377 else
4379 shader_addline(buffer, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z)\n{\n",
4380 state->current_loop_depth, state->current_loop_reg,
4381 src1_param.reg_name, state->current_loop_depth, src1_param.reg_name,
4382 state->current_loop_depth, state->current_loop_reg, src1_param.reg_name);
4385 ++state->current_loop_reg;
4387 else
4389 shader_addline(buffer, "for (;;)\n{\n");
4392 ++state->current_loop_depth;
4395 static void shader_glsl_end(const struct wined3d_shader_instruction *ins)
4397 struct wined3d_shader_parser_state *state = ins->ctx->state;
4399 shader_addline(ins->ctx->buffer, "}\n");
4401 if (ins->handler_idx == WINED3DSIH_ENDLOOP)
4403 --state->current_loop_depth;
4404 --state->current_loop_reg;
4407 if (ins->handler_idx == WINED3DSIH_ENDREP)
4409 --state->current_loop_depth;
4413 static void shader_glsl_rep(const struct wined3d_shader_instruction *ins)
4415 struct wined3d_shader_parser_state *state = ins->ctx->state;
4416 const struct wined3d_shader *shader = ins->ctx->shader;
4417 const struct wined3d_shader_lconst *constant;
4418 struct glsl_src_param src0_param;
4419 const DWORD *control_values = NULL;
4421 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
4422 if (ins->src[0].reg.type == WINED3DSPR_CONSTINT)
4424 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
4426 if (constant->idx == ins->src[0].reg.idx[0].offset)
4428 control_values = constant->value;
4429 break;
4434 if (control_values)
4436 shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
4437 state->current_loop_depth, state->current_loop_depth,
4438 control_values[0], state->current_loop_depth);
4440 else
4442 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
4443 shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
4444 state->current_loop_depth, state->current_loop_depth,
4445 src0_param.param_str, state->current_loop_depth);
4448 ++state->current_loop_depth;
4451 static void shader_glsl_switch(const struct wined3d_shader_instruction *ins)
4453 struct glsl_src_param src0_param;
4455 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
4456 shader_addline(ins->ctx->buffer, "switch (%s)\n{\n", src0_param.param_str);
4459 static void shader_glsl_case(const struct wined3d_shader_instruction *ins)
4461 struct glsl_src_param src0_param;
4463 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
4464 shader_addline(ins->ctx->buffer, "case %s:\n", src0_param.param_str);
4467 static void shader_glsl_default(const struct wined3d_shader_instruction *ins)
4469 shader_addline(ins->ctx->buffer, "default:\n");
4472 static void shader_glsl_if(const struct wined3d_shader_instruction *ins)
4474 const char *condition = (ins->flags == WINED3D_SHADER_CONDITIONAL_OP_NZ) ? "bool" : "!bool";
4475 struct glsl_src_param src0_param;
4477 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
4478 shader_addline(ins->ctx->buffer, "if (%s(%s)) {\n", condition, src0_param.param_str);
4481 static void shader_glsl_ifc(const struct wined3d_shader_instruction *ins)
4483 struct glsl_src_param src0_param;
4484 struct glsl_src_param src1_param;
4486 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
4487 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
4489 shader_addline(ins->ctx->buffer, "if (%s %s %s) {\n",
4490 src0_param.param_str, shader_glsl_get_rel_op(ins->flags), src1_param.param_str);
4493 static void shader_glsl_else(const struct wined3d_shader_instruction *ins)
4495 shader_addline(ins->ctx->buffer, "} else {\n");
4498 static void shader_glsl_emit(const struct wined3d_shader_instruction *ins)
4500 unsigned int stream = ins->handler_idx == WINED3DSIH_EMIT ? 0 : ins->src[0].reg.idx[0].offset;
4502 shader_addline(ins->ctx->buffer, "setup_gs_output(gs_out);\n");
4503 if (!ins->ctx->gl_info->supported[ARB_CLIP_CONTROL])
4504 shader_glsl_fixup_position(ins->ctx->buffer);
4506 if (!stream)
4507 shader_addline(ins->ctx->buffer, "EmitVertex();\n");
4508 else
4509 FIXME("Unhandled primitive stream %u.\n", stream);
4512 static void shader_glsl_break(const struct wined3d_shader_instruction *ins)
4514 shader_addline(ins->ctx->buffer, "break;\n");
4517 /* FIXME: According to MSDN the compare is done per component. */
4518 static void shader_glsl_breakc(const struct wined3d_shader_instruction *ins)
4520 struct glsl_src_param src0_param;
4521 struct glsl_src_param src1_param;
4523 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
4524 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
4526 shader_addline(ins->ctx->buffer, "if (%s %s %s) break;\n",
4527 src0_param.param_str, shader_glsl_get_rel_op(ins->flags), src1_param.param_str);
4530 static void shader_glsl_breakp(const struct wined3d_shader_instruction *ins)
4532 const char *condition = (ins->flags == WINED3D_SHADER_CONDITIONAL_OP_NZ) ? "bool" : "!bool";
4533 struct glsl_src_param src_param;
4535 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src_param);
4536 shader_addline(ins->ctx->buffer, "if (%s(%s)) break;\n", condition, src_param.param_str);
4539 static void shader_glsl_continue(const struct wined3d_shader_instruction *ins)
4541 shader_addline(ins->ctx->buffer, "continue;\n");
4544 static void shader_glsl_label(const struct wined3d_shader_instruction *ins)
4546 shader_addline(ins->ctx->buffer, "}\n");
4547 shader_addline(ins->ctx->buffer, "void subroutine%u()\n{\n", ins->src[0].reg.idx[0].offset);
4549 /* Subroutines appear at the end of the shader. */
4550 ins->ctx->state->in_subroutine = TRUE;
4553 static void shader_glsl_call(const struct wined3d_shader_instruction *ins)
4555 shader_addline(ins->ctx->buffer, "subroutine%u();\n", ins->src[0].reg.idx[0].offset);
4558 static void shader_glsl_callnz(const struct wined3d_shader_instruction *ins)
4560 struct glsl_src_param src1_param;
4562 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
4563 shader_addline(ins->ctx->buffer, "if (%s) subroutine%u();\n",
4564 src1_param.param_str, ins->src[0].reg.idx[0].offset);
4567 static void shader_glsl_ret(const struct wined3d_shader_instruction *ins)
4569 const struct wined3d_shader_version *version = &ins->ctx->shader->reg_maps.shader_version;
4571 if (version->major >= 4 && !ins->ctx->state->in_subroutine)
4573 shader_glsl_generate_shader_epilogue(ins->ctx);
4574 shader_addline(ins->ctx->buffer, "return;\n");
4578 /*********************************************
4579 * Pixel Shader Specific Code begins here
4580 ********************************************/
4581 static void shader_glsl_tex(const struct wined3d_shader_instruction *ins)
4583 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
4584 ins->ctx->reg_maps->shader_version.minor);
4585 struct glsl_sample_function sample_function;
4586 DWORD sample_flags = 0;
4587 DWORD resource_idx;
4588 DWORD mask = 0, swizzle;
4589 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
4591 /* 1.0-1.4: Use destination register as sampler source.
4592 * 2.0+: Use provided sampler source. */
4593 if (shader_version < WINED3D_SHADER_VERSION(2,0))
4594 resource_idx = ins->dst[0].reg.idx[0].offset;
4595 else
4596 resource_idx = ins->src[1].reg.idx[0].offset;
4598 if (shader_version < WINED3D_SHADER_VERSION(1,4))
4600 DWORD flags = (priv->cur_ps_args->tex_transform >> resource_idx * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
4601 & WINED3D_PSARGS_TEXTRANSFORM_MASK;
4602 enum wined3d_shader_resource_type resource_type = ins->ctx->reg_maps->resource_info[resource_idx].type;
4604 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
4605 if (flags & WINED3D_PSARGS_PROJECTED && resource_type != WINED3D_SHADER_RESOURCE_TEXTURE_CUBE)
4607 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
4608 switch (flags & ~WINED3D_PSARGS_PROJECTED)
4610 case WINED3D_TTFF_COUNT1:
4611 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
4612 break;
4613 case WINED3D_TTFF_COUNT2:
4614 mask = WINED3DSP_WRITEMASK_1;
4615 break;
4616 case WINED3D_TTFF_COUNT3:
4617 mask = WINED3DSP_WRITEMASK_2;
4618 break;
4619 case WINED3D_TTFF_COUNT4:
4620 case WINED3D_TTFF_DISABLE:
4621 mask = WINED3DSP_WRITEMASK_3;
4622 break;
4626 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
4628 enum wined3d_shader_src_modifier src_mod = ins->src[0].modifiers;
4630 if (src_mod == WINED3DSPSM_DZ) {
4631 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
4632 mask = WINED3DSP_WRITEMASK_2;
4633 } else if (src_mod == WINED3DSPSM_DW) {
4634 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
4635 mask = WINED3DSP_WRITEMASK_3;
4638 else
4640 if ((ins->flags & WINED3DSI_TEXLD_PROJECT)
4641 && ins->ctx->reg_maps->resource_info[resource_idx].type != WINED3D_SHADER_RESOURCE_TEXTURE_CUBE)
4643 /* ps 2.0 texldp instruction always divides by the fourth component. */
4644 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
4645 mask = WINED3DSP_WRITEMASK_3;
4649 shader_glsl_get_sample_function(ins->ctx, resource_idx, resource_idx, sample_flags, &sample_function);
4650 mask |= sample_function.coord_mask;
4651 sample_function.coord_mask = mask;
4653 if (shader_version < WINED3D_SHADER_VERSION(2,0)) swizzle = WINED3DSP_NOSWIZZLE;
4654 else swizzle = ins->src[1].swizzle;
4656 /* 1.0-1.3: Use destination register as coordinate source.
4657 1.4+: Use provided coordinate source register. */
4658 if (shader_version < WINED3D_SHADER_VERSION(1,4))
4660 char coord_mask[6];
4661 shader_glsl_write_mask_to_str(mask, coord_mask);
4662 shader_glsl_gen_sample_code(ins, resource_idx, &sample_function, swizzle, NULL, NULL, NULL, NULL,
4663 "T%u%s", resource_idx, coord_mask);
4665 else
4667 struct glsl_src_param coord_param;
4668 shader_glsl_add_src_param(ins, &ins->src[0], mask, &coord_param);
4669 if (ins->flags & WINED3DSI_TEXLD_BIAS)
4671 struct glsl_src_param bias;
4672 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &bias);
4673 shader_glsl_gen_sample_code(ins, resource_idx, &sample_function, swizzle, NULL, NULL, bias.param_str,
4674 NULL, "%s", coord_param.param_str);
4675 } else {
4676 shader_glsl_gen_sample_code(ins, resource_idx, &sample_function, swizzle, NULL, NULL, NULL, NULL,
4677 "%s", coord_param.param_str);
4680 shader_glsl_release_sample_function(ins->ctx, &sample_function);
4683 static void shader_glsl_texldd(const struct wined3d_shader_instruction *ins)
4685 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
4686 struct glsl_src_param coord_param, dx_param, dy_param;
4687 struct glsl_sample_function sample_function;
4688 DWORD sampler_idx;
4689 DWORD swizzle = ins->src[1].swizzle;
4691 if (!shader_glsl_has_core_grad(gl_info, &ins->ctx->shader->reg_maps.shader_version)
4692 && !gl_info->supported[ARB_SHADER_TEXTURE_LOD])
4694 FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
4695 shader_glsl_tex(ins);
4696 return;
4699 sampler_idx = ins->src[1].reg.idx[0].offset;
4701 shader_glsl_get_sample_function(ins->ctx, sampler_idx, sampler_idx, WINED3D_GLSL_SAMPLE_GRAD, &sample_function);
4702 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
4703 shader_glsl_add_src_param(ins, &ins->src[2], sample_function.deriv_mask, &dx_param);
4704 shader_glsl_add_src_param(ins, &ins->src[3], sample_function.deriv_mask, &dy_param);
4706 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, dx_param.param_str, dy_param.param_str,
4707 NULL, NULL, "%s", coord_param.param_str);
4708 shader_glsl_release_sample_function(ins->ctx, &sample_function);
4711 static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins)
4713 const struct wined3d_shader_version *shader_version = &ins->ctx->reg_maps->shader_version;
4714 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
4715 struct glsl_src_param coord_param, lod_param;
4716 struct glsl_sample_function sample_function;
4717 DWORD swizzle = ins->src[1].swizzle;
4718 DWORD sampler_idx;
4720 sampler_idx = ins->src[1].reg.idx[0].offset;
4722 shader_glsl_get_sample_function(ins->ctx, sampler_idx, sampler_idx, WINED3D_GLSL_SAMPLE_LOD, &sample_function);
4723 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
4725 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &lod_param);
4727 if (shader_version->type == WINED3D_SHADER_TYPE_PIXEL && !shader_glsl_has_core_grad(gl_info, shader_version)
4728 && !gl_info->supported[ARB_SHADER_TEXTURE_LOD])
4730 /* Plain GLSL only supports Lod sampling functions in vertex shaders.
4731 * However, the NVIDIA drivers allow them in fragment shaders as well,
4732 * even without the appropriate extension. */
4733 WARN("Using %s in fragment shader.\n", sample_function.name->buffer);
4735 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, lod_param.param_str, NULL,
4736 "%s", coord_param.param_str);
4737 shader_glsl_release_sample_function(ins->ctx, &sample_function);
4740 static unsigned int shader_glsl_find_sampler(const struct wined3d_shader_sampler_map *sampler_map,
4741 unsigned int resource_idx, unsigned int sampler_idx)
4743 struct wined3d_shader_sampler_map_entry *entries = sampler_map->entries;
4744 unsigned int i;
4746 for (i = 0; i < sampler_map->count; ++i)
4748 if (entries[i].resource_idx == resource_idx && entries[i].sampler_idx == sampler_idx)
4749 return entries[i].bind_idx;
4752 ERR("No GLSL sampler found for resource %u / sampler %u.\n", resource_idx, sampler_idx);
4754 return ~0u;
4757 static void shader_glsl_atomic(const struct wined3d_shader_instruction *ins)
4759 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
4760 const struct wined3d_shader_version *version = &reg_maps->shader_version;
4761 struct glsl_src_param image_coord_param, image_data_param;
4762 enum wined3d_shader_resource_type resource_type;
4763 enum wined3d_data_type data_type;
4764 unsigned int uav_idx;
4765 DWORD coord_mask;
4766 const char *op;
4768 switch (ins->handler_idx)
4770 case WINED3DSIH_ATOMIC_IADD: op = "imageAtomicAdd"; break;
4771 default:
4772 ERR("Unhandled opcode %#x.\n", ins->handler_idx);
4773 return;
4776 uav_idx = ins->dst[0].reg.idx[0].offset;
4777 resource_type = reg_maps->uav_resource_info[uav_idx].type;
4778 if (resource_type >= ARRAY_SIZE(resource_type_info))
4780 ERR("Unexpected resource type %#x.\n", resource_type);
4781 resource_type = WINED3D_SHADER_RESOURCE_TEXTURE_2D;
4783 data_type = reg_maps->uav_resource_info[uav_idx].data_type;
4784 coord_mask = (1u << resource_type_info[resource_type].coord_size) - 1;
4786 shader_glsl_add_src_param(ins, &ins->src[0], coord_mask, &image_coord_param);
4787 shader_glsl_add_src_param_ext(ins, &ins->src[1], WINED3DSP_WRITEMASK_ALL, &image_data_param, data_type);
4788 shader_addline(ins->ctx->buffer, "%s(%s_image%u, %s, %s);\n",
4789 op, shader_glsl_get_prefix(version->type), uav_idx,
4790 image_coord_param.param_str, image_data_param.param_str);
4793 static void shader_glsl_ld_uav(const struct wined3d_shader_instruction *ins)
4795 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
4796 const struct wined3d_shader_version *version = &reg_maps->shader_version;
4797 enum wined3d_shader_resource_type resource_type;
4798 struct glsl_src_param image_coord_param;
4799 enum wined3d_data_type data_type;
4800 DWORD coord_mask, write_mask;
4801 unsigned int uav_idx;
4802 char dst_swizzle[6];
4804 uav_idx = ins->src[1].reg.idx[0].offset;
4805 if (uav_idx >= ARRAY_SIZE(reg_maps->uav_resource_info))
4807 ERR("Invalid UAV index %u.\n", uav_idx);
4808 return;
4810 resource_type = reg_maps->uav_resource_info[uav_idx].type;
4811 if (resource_type >= ARRAY_SIZE(resource_type_info))
4813 ERR("Unexpected resource type %#x.\n", resource_type);
4814 resource_type = WINED3D_SHADER_RESOURCE_TEXTURE_2D;
4816 data_type = reg_maps->uav_resource_info[uav_idx].data_type;
4817 coord_mask = (1u << resource_type_info[resource_type].coord_size) - 1;
4819 write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &ins->dst[0], data_type);
4820 shader_glsl_get_swizzle(&ins->src[1], FALSE, write_mask, dst_swizzle);
4822 shader_glsl_add_src_param(ins, &ins->src[0], coord_mask, &image_coord_param);
4823 shader_addline(ins->ctx->buffer, "imageLoad(%s_image%u, %s)%s);\n",
4824 shader_glsl_get_prefix(version->type), uav_idx, image_coord_param.param_str, dst_swizzle);
4827 static void shader_glsl_resinfo(const struct wined3d_shader_instruction *ins)
4829 const struct wined3d_shader_version *version = &ins->ctx->reg_maps->shader_version;
4830 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
4831 enum wined3d_shader_resource_type resource_type;
4832 enum wined3d_shader_register_type reg_type;
4833 unsigned int resource_idx, bind_idx, i;
4834 enum wined3d_data_type dst_data_type;
4835 struct glsl_src_param lod_param;
4836 char dst_swizzle[6];
4837 DWORD write_mask;
4839 dst_data_type = ins->dst[0].reg.data_type;
4840 if (ins->flags == WINED3DSI_RESINFO_UINT)
4841 dst_data_type = WINED3D_DATA_UINT;
4842 else if (ins->flags)
4843 FIXME("Unhandled flags %#x.\n", ins->flags);
4845 write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &ins->dst[0], dst_data_type);
4846 shader_glsl_get_swizzle(&ins->src[1], FALSE, write_mask, dst_swizzle);
4848 reg_type = ins->src[1].reg.type;
4849 resource_idx = ins->src[1].reg.idx[0].offset;
4850 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &lod_param);
4851 if (reg_type == WINED3DSPR_RESOURCE)
4853 resource_type = ins->ctx->reg_maps->resource_info[resource_idx].type;
4854 bind_idx = shader_glsl_find_sampler(&ins->ctx->reg_maps->sampler_map,
4855 resource_idx, WINED3D_SAMPLER_DEFAULT);
4857 else
4859 resource_type = ins->ctx->reg_maps->uav_resource_info[resource_idx].type;
4860 bind_idx = resource_idx;
4863 if (resource_type >= ARRAY_SIZE(resource_type_info))
4865 ERR("Unexpected resource type %#x.\n", resource_type);
4866 resource_type = WINED3D_SHADER_RESOURCE_TEXTURE_2D;
4869 if (dst_data_type == WINED3D_DATA_UINT)
4870 shader_addline(ins->ctx->buffer, "uvec4(");
4871 else
4872 shader_addline(ins->ctx->buffer, "vec4(");
4874 if (reg_type == WINED3DSPR_RESOURCE)
4876 shader_addline(ins->ctx->buffer, "textureSize(%s_sampler%u, %s), ",
4877 shader_glsl_get_prefix(version->type), bind_idx, lod_param.param_str);
4879 for (i = 0; i < 3 - resource_type_info[resource_type].resinfo_size; ++i)
4880 shader_addline(ins->ctx->buffer, "0, ");
4882 if (gl_info->supported[ARB_TEXTURE_QUERY_LEVELS])
4884 shader_addline(ins->ctx->buffer, "textureQueryLevels(%s_sampler%u)",
4885 shader_glsl_get_prefix(version->type), bind_idx);
4887 else
4889 FIXME("textureQueryLevels is not supported, returning 1 mipmap level.\n");
4890 shader_addline(ins->ctx->buffer, "1");
4893 else
4895 shader_addline(ins->ctx->buffer, "imageSize(%s_image%u), ",
4896 shader_glsl_get_prefix(version->type), bind_idx);
4898 for (i = 0; i < 3 - resource_type_info[resource_type].resinfo_size; ++i)
4899 shader_addline(ins->ctx->buffer, "0, ");
4901 /* For UAVs the returned miplevel count is always 1. */
4902 shader_addline(ins->ctx->buffer, "1");
4905 shader_addline(ins->ctx->buffer, ")%s);\n", dst_swizzle);
4908 /* FIXME: The current implementation does not handle multisample textures correctly. */
4909 static void shader_glsl_ld(const struct wined3d_shader_instruction *ins)
4911 unsigned int resource_idx, sampler_idx, sampler_bind_idx;
4912 struct glsl_src_param coord_param, lod_param;
4913 struct glsl_sample_function sample_function;
4914 DWORD flags = WINED3D_GLSL_SAMPLE_LOAD;
4916 if (wined3d_shader_instruction_has_texel_offset(ins))
4917 flags |= WINED3D_GLSL_SAMPLE_OFFSET;
4919 resource_idx = ins->src[1].reg.idx[0].offset;
4920 sampler_idx = WINED3D_SAMPLER_DEFAULT;
4922 shader_glsl_get_sample_function(ins->ctx, resource_idx, sampler_idx, flags, &sample_function);
4923 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
4924 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &lod_param);
4925 sampler_bind_idx = shader_glsl_find_sampler(&ins->ctx->reg_maps->sampler_map, resource_idx, sampler_idx);
4926 shader_glsl_gen_sample_code(ins, sampler_bind_idx, &sample_function, ins->src[1].swizzle,
4927 NULL, NULL, lod_param.param_str, &ins->texel_offset, "%s", coord_param.param_str);
4928 shader_glsl_release_sample_function(ins->ctx, &sample_function);
4931 static void shader_glsl_sample(const struct wined3d_shader_instruction *ins)
4933 const char *lod_param_str = NULL, *dx_param_str = NULL, *dy_param_str = NULL;
4934 struct glsl_src_param coord_param, lod_param, dx_param, dy_param;
4935 unsigned int resource_idx, sampler_idx, sampler_bind_idx;
4936 struct glsl_sample_function sample_function;
4937 DWORD flags = 0;
4939 if (ins->handler_idx == WINED3DSIH_SAMPLE_GRAD)
4940 flags |= WINED3D_GLSL_SAMPLE_GRAD;
4941 if (ins->handler_idx == WINED3DSIH_SAMPLE_LOD)
4942 flags |= WINED3D_GLSL_SAMPLE_LOD;
4943 if (wined3d_shader_instruction_has_texel_offset(ins))
4944 flags |= WINED3D_GLSL_SAMPLE_OFFSET;
4946 resource_idx = ins->src[1].reg.idx[0].offset;
4947 sampler_idx = ins->src[2].reg.idx[0].offset;
4949 shader_glsl_get_sample_function(ins->ctx, resource_idx, sampler_idx, flags, &sample_function);
4950 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
4952 switch (ins->handler_idx)
4954 case WINED3DSIH_SAMPLE:
4955 break;
4956 case WINED3DSIH_SAMPLE_B:
4957 shader_glsl_add_src_param(ins, &ins->src[3], WINED3DSP_WRITEMASK_0, &lod_param);
4958 lod_param_str = lod_param.param_str;
4959 break;
4960 case WINED3DSIH_SAMPLE_GRAD:
4961 shader_glsl_add_src_param(ins, &ins->src[3], sample_function.deriv_mask, &dx_param);
4962 shader_glsl_add_src_param(ins, &ins->src[4], sample_function.deriv_mask, &dy_param);
4963 dx_param_str = dx_param.param_str;
4964 dy_param_str = dy_param.param_str;
4965 break;
4966 case WINED3DSIH_SAMPLE_LOD:
4967 shader_glsl_add_src_param(ins, &ins->src[3], WINED3DSP_WRITEMASK_0, &lod_param);
4968 lod_param_str = lod_param.param_str;
4969 break;
4970 default:
4971 ERR("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
4972 break;
4975 sampler_bind_idx = shader_glsl_find_sampler(&ins->ctx->reg_maps->sampler_map, resource_idx, sampler_idx);
4976 shader_glsl_gen_sample_code(ins, sampler_bind_idx, &sample_function, ins->src[1].swizzle,
4977 dx_param_str, dy_param_str, lod_param_str, &ins->texel_offset, "%s", coord_param.param_str);
4978 shader_glsl_release_sample_function(ins->ctx, &sample_function);
4981 static void shader_glsl_sample_c(const struct wined3d_shader_instruction *ins)
4983 unsigned int resource_idx, sampler_idx, sampler_bind_idx;
4984 struct glsl_src_param coord_param, compare_param;
4985 struct glsl_sample_function sample_function;
4986 const char *lod_param = NULL;
4987 DWORD flags = 0;
4988 UINT coord_size;
4990 if (ins->handler_idx == WINED3DSIH_SAMPLE_C_LZ)
4992 lod_param = "0";
4993 flags |= WINED3D_GLSL_SAMPLE_LOD;
4996 if (wined3d_shader_instruction_has_texel_offset(ins))
4997 flags |= WINED3D_GLSL_SAMPLE_OFFSET;
4999 resource_idx = ins->src[1].reg.idx[0].offset;
5000 sampler_idx = ins->src[2].reg.idx[0].offset;
5002 shader_glsl_get_sample_function(ins->ctx, resource_idx, sampler_idx, flags, &sample_function);
5003 coord_size = shader_glsl_get_write_mask_size(sample_function.coord_mask);
5004 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask >> 1, &coord_param);
5005 shader_glsl_add_src_param(ins, &ins->src[3], WINED3DSP_WRITEMASK_0, &compare_param);
5006 sampler_bind_idx = shader_glsl_find_sampler(&ins->ctx->reg_maps->sampler_map, resource_idx, sampler_idx);
5007 shader_glsl_gen_sample_code(ins, sampler_bind_idx, &sample_function, WINED3DSP_NOSWIZZLE,
5008 NULL, NULL, lod_param, &ins->texel_offset, "vec%u(%s, %s)",
5009 coord_size, coord_param.param_str, compare_param.param_str);
5010 shader_glsl_release_sample_function(ins->ctx, &sample_function);
5013 static void shader_glsl_texcoord(const struct wined3d_shader_instruction *ins)
5015 /* FIXME: Make this work for more than just 2D textures */
5016 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
5017 DWORD write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
5019 if (!(ins->ctx->reg_maps->shader_version.major == 1 && ins->ctx->reg_maps->shader_version.minor == 4))
5021 char dst_mask[6];
5023 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
5024 shader_addline(buffer, "clamp(ffp_texcoord[%u], 0.0, 1.0)%s);\n",
5025 ins->dst[0].reg.idx[0].offset, dst_mask);
5027 else
5029 enum wined3d_shader_src_modifier src_mod = ins->src[0].modifiers;
5030 DWORD reg = ins->src[0].reg.idx[0].offset;
5031 char dst_swizzle[6];
5033 shader_glsl_get_swizzle(&ins->src[0], FALSE, write_mask, dst_swizzle);
5035 if (src_mod == WINED3DSPSM_DZ || src_mod == WINED3DSPSM_DW)
5037 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
5038 struct glsl_src_param div_param;
5039 DWORD src_writemask = src_mod == WINED3DSPSM_DZ ? WINED3DSP_WRITEMASK_2 : WINED3DSP_WRITEMASK_3;
5041 shader_glsl_add_src_param(ins, &ins->src[0], src_writemask, &div_param);
5043 if (mask_size > 1)
5044 shader_addline(buffer, "ffp_texcoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
5045 else
5046 shader_addline(buffer, "ffp_texcoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
5048 else
5050 shader_addline(buffer, "ffp_texcoord[%u]%s);\n", reg, dst_swizzle);
5055 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
5056 * Take a 3-component dot product of the TexCoord[dstreg] and src,
5057 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
5058 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction *ins)
5060 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
5061 DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
5062 struct glsl_sample_function sample_function;
5063 struct glsl_src_param src0_param;
5064 UINT mask_size;
5066 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
5068 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
5069 * scalar, and projected sampling would require 4.
5071 * It is a dependent read - not valid with conditional NP2 textures
5073 shader_glsl_get_sample_function(ins->ctx, sampler_idx, sampler_idx, 0, &sample_function);
5074 mask_size = shader_glsl_get_write_mask_size(sample_function.coord_mask);
5076 switch(mask_size)
5078 case 1:
5079 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
5080 NULL, "dot(ffp_texcoord[%u].xyz, %s)", sampler_idx, src0_param.param_str);
5081 break;
5083 case 2:
5084 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
5085 NULL, "vec2(dot(ffp_texcoord[%u].xyz, %s), 0.0)", sampler_idx, src0_param.param_str);
5086 break;
5088 case 3:
5089 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
5090 NULL, "vec3(dot(ffp_texcoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx, src0_param.param_str);
5091 break;
5093 default:
5094 FIXME("Unexpected mask size %u\n", mask_size);
5095 break;
5097 shader_glsl_release_sample_function(ins->ctx, &sample_function);
5100 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
5101 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
5102 static void shader_glsl_texdp3(const struct wined3d_shader_instruction *ins)
5104 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
5105 DWORD dstreg = ins->dst[0].reg.idx[0].offset;
5106 struct glsl_src_param src0_param;
5107 DWORD dst_mask;
5108 unsigned int mask_size;
5110 dst_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
5111 mask_size = shader_glsl_get_write_mask_size(dst_mask);
5112 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
5114 if (mask_size > 1) {
5115 shader_addline(ins->ctx->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str);
5116 } else {
5117 shader_addline(ins->ctx->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str);
5121 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
5122 * Calculate the depth as dst.x / dst.y */
5123 static void shader_glsl_texdepth(const struct wined3d_shader_instruction *ins)
5125 struct glsl_dst_param dst_param;
5127 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
5129 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
5130 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
5131 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
5132 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
5133 * >= 1.0 or < 0.0
5135 shader_addline(ins->ctx->buffer, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
5136 dst_param.reg_name, dst_param.reg_name);
5139 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
5140 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
5141 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
5142 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
5144 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction *ins)
5146 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
5147 DWORD dstreg = ins->dst[0].reg.idx[0].offset;
5148 struct glsl_src_param src0_param;
5150 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
5152 shader_addline(ins->ctx->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str);
5153 shader_addline(ins->ctx->buffer, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
5156 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
5157 * Calculate the 1st of a 2-row matrix multiplication. */
5158 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction *ins)
5160 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
5161 DWORD reg = ins->dst[0].reg.idx[0].offset;
5162 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
5163 struct glsl_src_param src0_param;
5165 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
5166 shader_addline(buffer, "tmp0.x = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
5169 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
5170 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
5171 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction *ins)
5173 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
5174 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
5175 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
5176 DWORD reg = ins->dst[0].reg.idx[0].offset;
5177 struct glsl_src_param src0_param;
5179 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
5180 shader_addline(buffer, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + tex_mx->current_row, reg, src0_param.param_str);
5181 tex_mx->texcoord_w[tex_mx->current_row++] = reg;
5184 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction *ins)
5186 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
5187 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
5188 struct glsl_sample_function sample_function;
5189 DWORD reg = ins->dst[0].reg.idx[0].offset;
5190 struct glsl_src_param src0_param;
5192 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
5193 shader_addline(buffer, "tmp0.y = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
5195 shader_glsl_get_sample_function(ins->ctx, reg, reg, 0, &sample_function);
5197 /* Sample the texture using the calculated coordinates */
5198 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, NULL, "tmp0.xy");
5199 shader_glsl_release_sample_function(ins->ctx, &sample_function);
5202 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
5203 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
5204 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction *ins)
5206 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
5207 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
5208 struct glsl_sample_function sample_function;
5209 DWORD reg = ins->dst[0].reg.idx[0].offset;
5210 struct glsl_src_param src0_param;
5212 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
5213 shader_addline(ins->ctx->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
5215 /* Dependent read, not valid with conditional NP2 */
5216 shader_glsl_get_sample_function(ins->ctx, reg, reg, 0, &sample_function);
5218 /* Sample the texture using the calculated coordinates */
5219 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, NULL, "tmp0.xyz");
5220 shader_glsl_release_sample_function(ins->ctx, &sample_function);
5222 tex_mx->current_row = 0;
5225 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
5226 * Perform the 3rd row of a 3x3 matrix multiply */
5227 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction *ins)
5229 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
5230 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
5231 DWORD reg = ins->dst[0].reg.idx[0].offset;
5232 struct glsl_src_param src0_param;
5233 char dst_mask[6];
5235 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
5237 shader_glsl_append_dst(ins->ctx->buffer, ins);
5238 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
5239 shader_addline(ins->ctx->buffer, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask);
5241 tex_mx->current_row = 0;
5244 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
5245 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
5246 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction *ins)
5248 struct glsl_src_param src0_param;
5249 struct glsl_src_param src1_param;
5250 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
5251 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
5252 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
5253 struct glsl_sample_function sample_function;
5254 DWORD reg = ins->dst[0].reg.idx[0].offset;
5255 char coord_mask[6];
5257 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
5258 shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
5260 /* Perform the last matrix multiply operation */
5261 shader_addline(buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
5262 /* Reflection calculation */
5263 shader_addline(buffer, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param.param_str);
5265 /* Dependent read, not valid with conditional NP2 */
5266 shader_glsl_get_sample_function(ins->ctx, reg, reg, 0, &sample_function);
5267 shader_glsl_write_mask_to_str(sample_function.coord_mask, coord_mask);
5269 /* Sample the texture */
5270 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE,
5271 NULL, NULL, NULL, NULL, "tmp0%s", coord_mask);
5272 shader_glsl_release_sample_function(ins->ctx, &sample_function);
5274 tex_mx->current_row = 0;
5277 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
5278 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
5279 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *ins)
5281 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
5282 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
5283 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
5284 struct glsl_sample_function sample_function;
5285 DWORD reg = ins->dst[0].reg.idx[0].offset;
5286 struct glsl_src_param src0_param;
5287 char coord_mask[6];
5289 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
5291 /* Perform the last matrix multiply operation */
5292 shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_param.param_str);
5294 /* Construct the eye-ray vector from w coordinates */
5295 shader_addline(buffer, "tmp1.xyz = normalize(vec3(ffp_texcoord[%u].w, ffp_texcoord[%u].w, ffp_texcoord[%u].w));\n",
5296 tex_mx->texcoord_w[0], tex_mx->texcoord_w[1], reg);
5297 shader_addline(buffer, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
5299 /* Dependent read, not valid with conditional NP2 */
5300 shader_glsl_get_sample_function(ins->ctx, reg, reg, 0, &sample_function);
5301 shader_glsl_write_mask_to_str(sample_function.coord_mask, coord_mask);
5303 /* Sample the texture using the calculated coordinates */
5304 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE,
5305 NULL, NULL, NULL, NULL, "tmp0%s", coord_mask);
5306 shader_glsl_release_sample_function(ins->ctx, &sample_function);
5308 tex_mx->current_row = 0;
5311 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
5312 * Apply a fake bump map transform.
5313 * texbem is pshader <= 1.3 only, this saves a few version checks
5315 static void shader_glsl_texbem(const struct wined3d_shader_instruction *ins)
5317 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
5318 struct glsl_sample_function sample_function;
5319 struct glsl_src_param coord_param;
5320 DWORD sampler_idx;
5321 DWORD mask;
5322 DWORD flags;
5323 char coord_mask[6];
5325 sampler_idx = ins->dst[0].reg.idx[0].offset;
5326 flags = (priv->cur_ps_args->tex_transform >> sampler_idx * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
5327 & WINED3D_PSARGS_TEXTRANSFORM_MASK;
5329 /* Dependent read, not valid with conditional NP2 */
5330 shader_glsl_get_sample_function(ins->ctx, sampler_idx, sampler_idx, 0, &sample_function);
5331 mask = sample_function.coord_mask;
5333 shader_glsl_write_mask_to_str(mask, coord_mask);
5335 /* With projected textures, texbem only divides the static texture coord,
5336 * not the displacement, so we can't let GL handle this. */
5337 if (flags & WINED3D_PSARGS_PROJECTED)
5339 DWORD div_mask=0;
5340 char coord_div_mask[3];
5341 switch (flags & ~WINED3D_PSARGS_PROJECTED)
5343 case WINED3D_TTFF_COUNT1:
5344 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
5345 break;
5346 case WINED3D_TTFF_COUNT2:
5347 div_mask = WINED3DSP_WRITEMASK_1;
5348 break;
5349 case WINED3D_TTFF_COUNT3:
5350 div_mask = WINED3DSP_WRITEMASK_2;
5351 break;
5352 case WINED3D_TTFF_COUNT4:
5353 case WINED3D_TTFF_DISABLE:
5354 div_mask = WINED3DSP_WRITEMASK_3;
5355 break;
5357 shader_glsl_write_mask_to_str(div_mask, coord_div_mask);
5358 shader_addline(ins->ctx->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask);
5361 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &coord_param);
5363 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, NULL,
5364 "T%u%s + vec4(bumpenv_mat%u * %s, 0.0, 0.0)%s", sampler_idx, coord_mask, sampler_idx,
5365 coord_param.param_str, coord_mask);
5367 if (ins->handler_idx == WINED3DSIH_TEXBEML)
5369 struct glsl_src_param luminance_param;
5370 struct glsl_dst_param dst_param;
5372 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &luminance_param);
5373 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
5375 shader_addline(ins->ctx->buffer, "%s%s *= (%s * bumpenv_lum_scale%u + bumpenv_lum_offset%u);\n",
5376 dst_param.reg_name, dst_param.mask_str,
5377 luminance_param.param_str, sampler_idx, sampler_idx);
5379 shader_glsl_release_sample_function(ins->ctx, &sample_function);
5382 static void shader_glsl_bem(const struct wined3d_shader_instruction *ins)
5384 DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
5385 struct glsl_src_param src0_param, src1_param;
5387 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
5388 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
5390 shader_glsl_append_dst(ins->ctx->buffer, ins);
5391 shader_addline(ins->ctx->buffer, "%s + bumpenv_mat%u * %s);\n",
5392 src0_param.param_str, sampler_idx, src1_param.param_str);
5395 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
5396 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
5397 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins)
5399 DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
5400 struct glsl_sample_function sample_function;
5401 struct glsl_src_param src0_param;
5403 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
5405 shader_glsl_get_sample_function(ins->ctx, sampler_idx, sampler_idx, 0, &sample_function);
5406 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, NULL,
5407 "%s.wx", src0_param.reg_name);
5408 shader_glsl_release_sample_function(ins->ctx, &sample_function);
5411 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
5412 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
5413 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction *ins)
5415 DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
5416 struct glsl_sample_function sample_function;
5417 struct glsl_src_param src0_param;
5419 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
5421 shader_glsl_get_sample_function(ins->ctx, sampler_idx, sampler_idx, 0, &sample_function);
5422 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, NULL,
5423 "%s.yz", src0_param.reg_name);
5424 shader_glsl_release_sample_function(ins->ctx, &sample_function);
5427 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
5428 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
5429 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction *ins)
5431 DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
5432 struct glsl_sample_function sample_function;
5433 struct glsl_src_param src0_param;
5435 /* Dependent read, not valid with conditional NP2 */
5436 shader_glsl_get_sample_function(ins->ctx, sampler_idx, sampler_idx, 0, &sample_function);
5437 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &src0_param);
5439 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, NULL,
5440 "%s", src0_param.param_str);
5441 shader_glsl_release_sample_function(ins->ctx, &sample_function);
5444 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
5445 * If any of the first 3 components are < 0, discard this pixel */
5446 static void shader_glsl_texkill(const struct wined3d_shader_instruction *ins)
5448 if (ins->ctx->reg_maps->shader_version.major >= 4)
5450 struct glsl_src_param src_param;
5452 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src_param);
5453 shader_addline(ins->ctx->buffer, "if (bool(floatBitsToUint(%s))) discard;\n", src_param.param_str);
5455 else
5457 struct glsl_dst_param dst_param;
5459 /* The argument is a destination parameter, and no writemasks are allowed */
5460 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
5462 /* 2.0 shaders compare all 4 components in texkill. */
5463 if (ins->ctx->reg_maps->shader_version.major >= 2)
5464 shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param.reg_name);
5465 /* 1.x shaders only compare the first 3 components, probably due to
5466 * the nature of the texkill instruction as a tex* instruction, and
5467 * phase, which kills all .w components. Even if all 4 components are
5468 * defined, only the first 3 are used. */
5469 else
5470 shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name);
5474 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
5475 * dst = dot2(src0, src1) + src2 */
5476 static void shader_glsl_dp2add(const struct wined3d_shader_instruction *ins)
5478 struct glsl_src_param src0_param;
5479 struct glsl_src_param src1_param;
5480 struct glsl_src_param src2_param;
5481 DWORD write_mask;
5482 unsigned int mask_size;
5484 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
5485 mask_size = shader_glsl_get_write_mask_size(write_mask);
5487 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
5488 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
5489 shader_glsl_add_src_param(ins, &ins->src[2], WINED3DSP_WRITEMASK_0, &src2_param);
5491 if (mask_size > 1) {
5492 shader_addline(ins->ctx->buffer, "vec%d(dot(%s, %s) + %s));\n",
5493 mask_size, src0_param.param_str, src1_param.param_str, src2_param.param_str);
5494 } else {
5495 shader_addline(ins->ctx->buffer, "dot(%s, %s) + %s);\n",
5496 src0_param.param_str, src1_param.param_str, src2_param.param_str);
5500 static void shader_glsl_input_pack(const struct wined3d_shader *shader, struct wined3d_string_buffer *buffer,
5501 const struct wined3d_shader_signature *input_signature,
5502 const struct wined3d_shader_reg_maps *reg_maps,
5503 const struct ps_compile_args *args, const struct wined3d_gl_info *gl_info)
5505 unsigned int i;
5507 for (i = 0; i < input_signature->element_count; ++i)
5509 const struct wined3d_shader_signature_element *input = &input_signature->elements[i];
5510 const char *semantic_name;
5511 UINT semantic_idx;
5512 char reg_mask[6];
5514 /* Unused */
5515 if (!(reg_maps->input_registers & (1u << input->register_idx)))
5516 continue;
5518 semantic_name = input->semantic_name;
5519 semantic_idx = input->semantic_idx;
5520 shader_glsl_write_mask_to_str(input->mask, reg_mask);
5522 if (args->vp_mode == vertexshader)
5524 if (input->sysval_semantic == WINED3D_SV_POSITION && !semantic_idx)
5526 shader_addline(buffer, "ps_in[%u]%s = vpos%s;\n",
5527 shader->u.ps.input_reg_map[input->register_idx], reg_mask, reg_mask);
5529 else if (args->pointsprite && shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
5531 shader_addline(buffer, "ps_in[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", input->register_idx);
5533 else if (input->sysval_semantic == WINED3D_SV_IS_FRONT_FACE)
5535 shader_addline(buffer, "ps_in[%u] = vec4("
5536 "uintBitsToFloat(gl_FrontFacing ? 0xffffffffu : 0u), 0.0, 0.0, 0.0);\n",
5537 input->register_idx);
5539 else
5541 if (input->sysval_semantic)
5542 FIXME("Unhandled sysval semantic %#x.\n", input->sysval_semantic);
5543 shader_addline(buffer, "ps_in[%u]%s = ps_link[%u]%s;\n",
5544 shader->u.ps.input_reg_map[input->register_idx], reg_mask,
5545 shader->u.ps.input_reg_map[input->register_idx], reg_mask);
5548 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
5550 if (args->pointsprite)
5551 shader_addline(buffer, "ps_in[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n",
5552 shader->u.ps.input_reg_map[input->register_idx]);
5553 else if (args->vp_mode == pretransformed && args->texcoords_initialized & (1u << semantic_idx))
5554 shader_addline(buffer, "ps_in[%u]%s = %s[%u]%s;\n",
5555 shader->u.ps.input_reg_map[input->register_idx], reg_mask,
5556 gl_info->supported[WINED3D_GL_LEGACY_CONTEXT]
5557 ? "gl_TexCoord" : "ffp_varying_texcoord", semantic_idx, reg_mask);
5558 else
5559 shader_addline(buffer, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
5560 shader->u.ps.input_reg_map[input->register_idx], reg_mask, reg_mask);
5562 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
5564 if (!semantic_idx)
5565 shader_addline(buffer, "ps_in[%u]%s = vec4(ffp_varying_diffuse)%s;\n",
5566 shader->u.ps.input_reg_map[input->register_idx], reg_mask, reg_mask);
5567 else if (semantic_idx == 1)
5568 shader_addline(buffer, "ps_in[%u]%s = vec4(ffp_varying_specular)%s;\n",
5569 shader->u.ps.input_reg_map[input->register_idx], reg_mask, reg_mask);
5570 else
5571 shader_addline(buffer, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
5572 shader->u.ps.input_reg_map[input->register_idx], reg_mask, reg_mask);
5574 else
5576 shader_addline(buffer, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
5577 shader->u.ps.input_reg_map[input->register_idx], reg_mask, reg_mask);
5582 /*********************************************
5583 * Vertex Shader Specific Code begins here
5584 ********************************************/
5586 static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_shader_prog_link *entry)
5588 struct glsl_program_key key;
5590 key.vs_id = entry->vs.id;
5591 key.gs_id = entry->gs.id;
5592 key.ps_id = entry->ps.id;
5594 if (wine_rb_put(&priv->program_lookup, &key, &entry->program_lookup_entry) == -1)
5596 ERR("Failed to insert program entry.\n");
5600 static struct glsl_shader_prog_link *get_glsl_program_entry(const struct shader_glsl_priv *priv,
5601 GLuint vs_id, GLuint gs_id, GLuint ps_id)
5603 struct wine_rb_entry *entry;
5604 struct glsl_program_key key;
5606 key.vs_id = vs_id;
5607 key.gs_id = gs_id;
5608 key.ps_id = ps_id;
5610 entry = wine_rb_get(&priv->program_lookup, &key);
5611 return entry ? WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry) : NULL;
5614 /* Context activation is done by the caller. */
5615 static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const struct wined3d_gl_info *gl_info,
5616 struct glsl_shader_prog_link *entry)
5618 wine_rb_remove(&priv->program_lookup, &entry->program_lookup_entry);
5620 GL_EXTCALL(glDeleteProgram(entry->id));
5621 if (entry->vs.id)
5622 list_remove(&entry->vs.shader_entry);
5623 if (entry->gs.id)
5624 list_remove(&entry->gs.shader_entry);
5625 if (entry->ps.id)
5626 list_remove(&entry->ps.shader_entry);
5627 HeapFree(GetProcessHeap(), 0, entry);
5630 static void shader_glsl_setup_vs3_output(struct shader_glsl_priv *priv,
5631 const struct wined3d_gl_info *gl_info, const DWORD *map,
5632 const struct wined3d_shader_signature *input_signature,
5633 const struct wined3d_shader_reg_maps *reg_maps_in,
5634 const struct wined3d_shader_signature *output_signature,
5635 const struct wined3d_shader_reg_maps *reg_maps_out, const char *out_array_name)
5637 struct wined3d_string_buffer *destination = string_buffer_get(&priv->string_buffers);
5638 BOOL legacy_context = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT];
5639 struct wined3d_string_buffer *buffer = &priv->shader_buffer;
5640 unsigned int in_count = vec4_varyings(3, gl_info);
5641 unsigned int max_varyings = legacy_context ? in_count + 2 : in_count;
5642 DWORD in_idx, *set = NULL;
5643 unsigned int i, j;
5644 char reg_mask[6];
5646 set = wined3d_calloc(max_varyings, sizeof(*set));
5648 for (i = 0; i < input_signature->element_count; ++i)
5650 const struct wined3d_shader_signature_element *input = &input_signature->elements[i];
5652 if (!(reg_maps_in->input_registers & (1u << input->register_idx)))
5653 continue;
5655 in_idx = map[input->register_idx];
5656 /* Declared, but not read register */
5657 if (in_idx == ~0u)
5658 continue;
5659 if (in_idx >= max_varyings)
5661 FIXME("More input varyings declared than supported, expect issues.\n");
5662 continue;
5665 if (in_idx == in_count)
5666 string_buffer_sprintf(destination, "gl_FrontColor");
5667 else if (in_idx == in_count + 1)
5668 string_buffer_sprintf(destination, "gl_FrontSecondaryColor");
5669 else
5670 string_buffer_sprintf(destination, "%s[%u]", out_array_name, in_idx);
5672 if (!set[in_idx])
5673 set[in_idx] = ~0u;
5675 for (j = 0; j < output_signature->element_count; ++j)
5677 const struct wined3d_shader_signature_element *output = &output_signature->elements[j];
5678 DWORD mask;
5680 if (!(reg_maps_out->output_registers & (1u << output->register_idx))
5681 || input->semantic_idx != output->semantic_idx
5682 || strcmp(input->semantic_name, output->semantic_name)
5683 || !(mask = input->mask & output->mask))
5684 continue;
5686 if (set[in_idx] == ~0u)
5687 set[in_idx] = 0;
5688 set[in_idx] |= mask & reg_maps_out->u.output_registers_mask[output->register_idx];
5689 shader_glsl_write_mask_to_str(mask, reg_mask);
5691 shader_addline(buffer, "%s%s = shader_out[%u]%s;\n",
5692 destination->buffer, reg_mask, output->register_idx, reg_mask);
5696 for (i = 0; i < max_varyings; ++i)
5698 unsigned int size;
5700 if (!set[i] || set[i] == WINED3DSP_WRITEMASK_ALL)
5701 continue;
5703 if (set[i] == ~0u)
5704 set[i] = 0;
5706 size = 0;
5707 if (!(set[i] & WINED3DSP_WRITEMASK_0))
5708 reg_mask[size++] = 'x';
5709 if (!(set[i] & WINED3DSP_WRITEMASK_1))
5710 reg_mask[size++] = 'y';
5711 if (!(set[i] & WINED3DSP_WRITEMASK_2))
5712 reg_mask[size++] = 'z';
5713 if (!(set[i] & WINED3DSP_WRITEMASK_3))
5714 reg_mask[size++] = 'w';
5715 reg_mask[size] = '\0';
5717 if (i == in_count)
5718 string_buffer_sprintf(destination, "gl_FrontColor");
5719 else if (i == in_count + 1)
5720 string_buffer_sprintf(destination, "gl_FrontSecondaryColor");
5721 else
5722 string_buffer_sprintf(destination, "%s[%u]", out_array_name, i);
5724 if (size == 1)
5725 shader_addline(buffer, "%s.%s = 0.0;\n", destination->buffer, reg_mask);
5726 else
5727 shader_addline(buffer, "%s.%s = vec%u(0.0);\n", destination->buffer, reg_mask, size);
5730 HeapFree(GetProcessHeap(), 0, set);
5731 string_buffer_release(&priv->string_buffers, destination);
5734 static void shader_glsl_setup_sm4_shader_output(struct shader_glsl_priv *priv,
5735 unsigned int input_count, const struct wined3d_shader_signature *output_signature,
5736 const struct wined3d_shader_reg_maps *reg_maps_out, const char *out_array_name)
5738 struct wined3d_string_buffer *destination = string_buffer_get(&priv->string_buffers);
5739 struct wined3d_string_buffer *buffer = &priv->shader_buffer;
5740 char reg_mask[6];
5741 unsigned int i;
5743 for (i = 0; i < output_signature->element_count; ++i)
5745 const struct wined3d_shader_signature_element *output = &output_signature->elements[i];
5747 if (!(reg_maps_out->output_registers & (1u << output->register_idx)))
5748 continue;
5750 if (output->register_idx >= input_count)
5751 continue;
5753 string_buffer_sprintf(destination, "%s[%u]", out_array_name, output->register_idx);
5755 shader_glsl_write_mask_to_str(output->mask, reg_mask);
5757 shader_addline(buffer, "%s%s = shader_out[%u]%s;\n",
5758 destination->buffer, reg_mask, output->register_idx, reg_mask);
5761 string_buffer_release(&priv->string_buffers, destination);
5764 /* Context activation is done by the caller. */
5765 static void shader_glsl_generate_vs_gs_setup(struct shader_glsl_priv *priv,
5766 const struct wined3d_shader *vs, unsigned int input_count,
5767 const struct wined3d_gl_info *gl_info)
5769 BOOL legacy_context = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT];
5770 struct wined3d_string_buffer *buffer = &priv->shader_buffer;
5772 if (legacy_context)
5773 shader_addline(buffer, "varying out vec4 gs_in[%u];\n", input_count);
5774 else
5775 shader_addline(buffer, "out vs_gs_iface { vec4 gs_in[%u]; } gs_in;\n", input_count);
5776 shader_addline(buffer, "void setup_vs_output(in vec4 shader_out[%u])\n{\n", vs->limits->packed_output);
5778 shader_glsl_setup_sm4_shader_output(priv, input_count, &vs->output_signature, &vs->reg_maps,
5779 legacy_context ? "gs_in" : "gs_in.gs_in");
5781 shader_addline(buffer, "}\n");
5784 static void shader_glsl_setup_sm3_rasterizer_input(struct shader_glsl_priv *priv,
5785 const struct wined3d_gl_info *gl_info, const DWORD *map,
5786 const struct wined3d_shader_signature *input_signature,
5787 const struct wined3d_shader_reg_maps *reg_maps_in, unsigned int input_count,
5788 const struct wined3d_shader_signature *output_signature,
5789 const struct wined3d_shader_reg_maps *reg_maps_out, BOOL per_vertex_point_size)
5791 struct wined3d_string_buffer *buffer = &priv->shader_buffer;
5792 const char *semantic_name;
5793 UINT semantic_idx;
5794 char reg_mask[6];
5795 unsigned int i;
5797 /* First, sort out position and point size system values. */
5798 for (i = 0; i < output_signature->element_count; ++i)
5800 const struct wined3d_shader_signature_element *output = &output_signature->elements[i];
5802 if (!(reg_maps_out->output_registers & (1u << output->register_idx)))
5803 continue;
5805 semantic_name = output->semantic_name;
5806 semantic_idx = output->semantic_idx;
5807 shader_glsl_write_mask_to_str(output->mask, reg_mask);
5809 if (output->sysval_semantic == WINED3D_SV_POSITION && !semantic_idx)
5811 shader_addline(buffer, "gl_Position%s = shader_out[%u]%s;\n",
5812 reg_mask, output->register_idx, reg_mask);
5814 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE) && per_vertex_point_size)
5816 shader_addline(buffer, "gl_PointSize = clamp(shader_out[%u].%c, "
5817 "ffp_point.size_min, ffp_point.size_max);\n", output->register_idx, reg_mask[1]);
5819 else if (output->sysval_semantic)
5821 FIXME("Unhandled sysval semantic %#x.\n", output->sysval_semantic);
5825 /* Then, setup the pixel shader input. */
5826 if (reg_maps_out->shader_version.major < 4)
5827 shader_glsl_setup_vs3_output(priv, gl_info, map, input_signature, reg_maps_in,
5828 output_signature, reg_maps_out, "ps_link");
5829 else
5830 shader_glsl_setup_sm4_shader_output(priv, input_count, output_signature, reg_maps_out, "ps_link");
5833 /* Context activation is done by the caller. */
5834 static GLuint shader_glsl_generate_vs3_rasterizer_input_setup(struct shader_glsl_priv *priv,
5835 const struct wined3d_shader *vs, const struct wined3d_shader *ps,
5836 BOOL per_vertex_point_size, BOOL flatshading, const struct wined3d_gl_info *gl_info)
5838 struct wined3d_string_buffer *buffer = &priv->shader_buffer;
5839 GLuint ret;
5840 DWORD ps_major = ps ? ps->reg_maps.shader_version.major : 0;
5841 unsigned int i;
5842 const char *semantic_name;
5843 UINT semantic_idx;
5844 char reg_mask[6];
5845 BOOL legacy_context = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT];
5847 string_buffer_clear(buffer);
5849 shader_addline(buffer, "%s\n", shader_glsl_get_version_declaration(gl_info, &vs->reg_maps.shader_version));
5851 if (per_vertex_point_size)
5853 shader_addline(buffer, "uniform struct\n{\n");
5854 shader_addline(buffer, " float size_min;\n");
5855 shader_addline(buffer, " float size_max;\n");
5856 shader_addline(buffer, "} ffp_point;\n");
5859 if (ps_major < 3)
5861 DWORD colors_written_mask[2] = {0};
5862 DWORD texcoords_written_mask[MAX_TEXTURES] = {0};
5864 if (!legacy_context)
5866 declare_out_varying(gl_info, buffer, flatshading, "vec4 ffp_varying_diffuse;\n");
5867 declare_out_varying(gl_info, buffer, flatshading, "vec4 ffp_varying_specular;\n");
5868 declare_out_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES);
5869 declare_out_varying(gl_info, buffer, FALSE, "float ffp_varying_fogcoord;\n");
5872 shader_addline(buffer, "void setup_vs_output(in vec4 shader_out[%u])\n{\n", vs->limits->packed_output);
5874 for (i = 0; i < vs->output_signature.element_count; ++i)
5876 const struct wined3d_shader_signature_element *output = &vs->output_signature.elements[i];
5877 DWORD write_mask;
5879 if (!(vs->reg_maps.output_registers & (1u << output->register_idx)))
5880 continue;
5882 semantic_name = output->semantic_name;
5883 semantic_idx = output->semantic_idx;
5884 write_mask = output->mask;
5885 shader_glsl_write_mask_to_str(write_mask, reg_mask);
5887 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR) && semantic_idx < 2)
5889 if (legacy_context)
5890 shader_addline(buffer, "gl_Front%sColor%s = shader_out[%u]%s;\n",
5891 semantic_idx ? "Secondary" : "", reg_mask, output->register_idx, reg_mask);
5892 else
5893 shader_addline(buffer, "ffp_varying_%s%s = clamp(shader_out[%u]%s, 0.0, 1.0);\n",
5894 semantic_idx ? "specular" : "diffuse", reg_mask, output->register_idx, reg_mask);
5896 colors_written_mask[semantic_idx] = write_mask;
5898 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION) && !semantic_idx)
5900 shader_addline(buffer, "gl_Position%s = shader_out[%u]%s;\n",
5901 reg_mask, output->register_idx, reg_mask);
5903 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
5905 if (semantic_idx < MAX_TEXTURES)
5907 shader_addline(buffer, "%s[%u]%s = shader_out[%u]%s;\n",
5908 legacy_context ? "gl_TexCoord" : "ffp_varying_texcoord",
5909 semantic_idx, reg_mask, output->register_idx, reg_mask);
5910 texcoords_written_mask[semantic_idx] = write_mask;
5913 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE) && per_vertex_point_size)
5915 shader_addline(buffer, "gl_PointSize = clamp(shader_out[%u].%c, "
5916 "ffp_point.size_min, ffp_point.size_max);\n", output->register_idx, reg_mask[1]);
5918 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
5920 shader_addline(buffer, "%s = clamp(shader_out[%u].%c, 0.0, 1.0);\n",
5921 legacy_context ? "gl_FogFragCoord" : "ffp_varying_fogcoord",
5922 output->register_idx, reg_mask[1]);
5926 for (i = 0; i < 2; ++i)
5928 if (colors_written_mask[i] != WINED3DSP_WRITEMASK_ALL)
5930 shader_glsl_write_mask_to_str(~colors_written_mask[i] & WINED3DSP_WRITEMASK_ALL, reg_mask);
5931 if (!i)
5932 shader_addline(buffer, "%s%s = vec4(1.0)%s;\n",
5933 legacy_context ? "gl_FrontColor" : "ffp_varying_diffuse",
5934 reg_mask, reg_mask);
5935 else
5936 shader_addline(buffer, "%s%s = vec4(0.0)%s;\n",
5937 legacy_context ? "gl_FrontSecondaryColor" : "ffp_varying_specular",
5938 reg_mask, reg_mask);
5941 for (i = 0; i < MAX_TEXTURES; ++i)
5943 if (ps && !(ps->reg_maps.texcoord & (1u << i)))
5944 continue;
5946 if (texcoords_written_mask[i] != WINED3DSP_WRITEMASK_ALL)
5948 if (gl_info->limits.glsl_varyings < wined3d_max_compat_varyings(gl_info)
5949 && !texcoords_written_mask[i])
5950 continue;
5952 shader_glsl_write_mask_to_str(~texcoords_written_mask[i] & WINED3DSP_WRITEMASK_ALL, reg_mask);
5953 shader_addline(buffer, "%s[%u]%s = vec4(0.0)%s;\n",
5954 legacy_context ? "gl_TexCoord" : "ffp_varying_texcoord", i, reg_mask, reg_mask);
5958 else
5960 UINT in_count = min(vec4_varyings(ps_major, gl_info), ps->limits->packed_input);
5962 declare_out_varying(gl_info, buffer, FALSE, "vec4 ps_link[%u];\n", in_count);
5963 shader_addline(buffer, "void setup_vs_output(in vec4 shader_out[%u])\n{\n", vs->limits->packed_output);
5964 shader_glsl_setup_sm3_rasterizer_input(priv, gl_info, ps->u.ps.input_reg_map, &ps->input_signature,
5965 &ps->reg_maps, 0, &vs->output_signature, &vs->reg_maps, per_vertex_point_size);
5968 shader_addline(buffer, "}\n");
5970 ret = GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER));
5971 checkGLcall("glCreateShader(GL_VERTEX_SHADER)");
5972 shader_glsl_compile(gl_info, ret, buffer->buffer);
5974 return ret;
5977 static void shader_glsl_generate_sm4_rasterizer_input_setup(struct shader_glsl_priv *priv,
5978 const struct wined3d_shader *shader, unsigned int input_count,
5979 const struct wined3d_gl_info *gl_info)
5981 struct wined3d_string_buffer *buffer = &priv->shader_buffer;
5983 if (input_count)
5984 declare_out_varying(gl_info, buffer, FALSE, "vec4 ps_link[%u];\n", min(vec4_varyings(4, gl_info), input_count));
5986 shader_addline(buffer, "void setup_%s_output(in vec4 shader_out[%u])\n{\n",
5987 shader_glsl_get_prefix(shader->reg_maps.shader_version.type), shader->limits->packed_output);
5989 shader_glsl_setup_sm3_rasterizer_input(priv, gl_info, NULL, NULL,
5990 NULL, input_count, &shader->output_signature, &shader->reg_maps, FALSE);
5992 shader_addline(buffer, "}\n");
5995 static void shader_glsl_generate_srgb_write_correction(struct wined3d_string_buffer *buffer,
5996 const struct wined3d_gl_info *gl_info)
5998 const char *output = get_fragment_output(gl_info);
6000 shader_addline(buffer, "tmp0.xyz = pow(%s[0].xyz, vec3(srgb_const0.x));\n", output);
6001 shader_addline(buffer, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
6002 shader_addline(buffer, "tmp1.xyz = %s[0].xyz * vec3(srgb_const0.w);\n", output);
6003 shader_addline(buffer, "bvec3 srgb_compare = lessThan(%s[0].xyz, vec3(srgb_const1.x));\n", output);
6004 shader_addline(buffer, "%s[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n", output);
6005 shader_addline(buffer, "%s[0] = clamp(%s[0], 0.0, 1.0);\n", output, output);
6008 static void shader_glsl_generate_fog_code(struct wined3d_string_buffer *buffer,
6009 const struct wined3d_gl_info *gl_info, enum wined3d_ffp_ps_fog_mode mode)
6011 const char *output = get_fragment_output(gl_info);
6013 switch (mode)
6015 case WINED3D_FFP_PS_FOG_OFF:
6016 return;
6018 case WINED3D_FFP_PS_FOG_LINEAR:
6019 shader_addline(buffer, "float fog = (ffp_fog.end - ffp_varying_fogcoord) * ffp_fog.scale;\n");
6020 break;
6022 case WINED3D_FFP_PS_FOG_EXP:
6023 shader_addline(buffer, "float fog = exp(-ffp_fog.density * ffp_varying_fogcoord);\n");
6024 break;
6026 case WINED3D_FFP_PS_FOG_EXP2:
6027 shader_addline(buffer, "float fog = exp(-ffp_fog.density * ffp_fog.density"
6028 " * ffp_varying_fogcoord * ffp_varying_fogcoord);\n");
6029 break;
6031 default:
6032 ERR("Invalid fog mode %#x.\n", mode);
6033 return;
6036 shader_addline(buffer, "%s[0].xyz = mix(ffp_fog.color.xyz, %s[0].xyz, clamp(fog, 0.0, 1.0));\n",
6037 output, output);
6040 static void shader_glsl_generate_alpha_test(struct wined3d_string_buffer *buffer,
6041 const struct wined3d_gl_info *gl_info, enum wined3d_cmp_func alpha_func)
6043 /* alpha_func is the PASS condition, not the DISCARD condition. Instead of
6044 * flipping all the operators here, just negate the comparison below. */
6045 static const char * const comparison_operator[] =
6047 "", /* WINED3D_CMP_NEVER */
6048 "<", /* WINED3D_CMP_LESS */
6049 "==", /* WINED3D_CMP_EQUAL */
6050 "<=", /* WINED3D_CMP_LESSEQUAL */
6051 ">", /* WINED3D_CMP_GREATER */
6052 "!=", /* WINED3D_CMP_NOTEQUAL */
6053 ">=", /* WINED3D_CMP_GREATEREQUAL */
6054 "" /* WINED3D_CMP_ALWAYS */
6057 if (alpha_func == WINED3D_CMP_ALWAYS)
6058 return;
6060 if (alpha_func != WINED3D_CMP_NEVER)
6061 shader_addline(buffer, "if (!(%s[0].a %s alpha_test_ref))\n",
6062 get_fragment_output(gl_info), comparison_operator[alpha_func - WINED3D_CMP_NEVER]);
6063 shader_addline(buffer, " discard;\n");
6066 static void shader_glsl_enable_extensions(struct wined3d_string_buffer *buffer,
6067 const struct wined3d_gl_info *gl_info)
6069 if (gl_info->supported[ARB_SHADER_BIT_ENCODING])
6070 shader_addline(buffer, "#extension GL_ARB_shader_bit_encoding : enable\n");
6071 if (gl_info->supported[ARB_SHADER_IMAGE_LOAD_STORE])
6072 shader_addline(buffer, "#extension GL_ARB_shader_image_load_store : enable\n");
6073 if (gl_info->supported[ARB_SHADER_IMAGE_SIZE])
6074 shader_addline(buffer, "#extension GL_ARB_shader_image_size : enable\n");
6075 if (gl_info->supported[ARB_TEXTURE_QUERY_LEVELS])
6076 shader_addline(buffer, "#extension GL_ARB_texture_query_levels : enable\n");
6077 if (gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT])
6078 shader_addline(buffer, "#extension GL_ARB_uniform_buffer_object : enable\n");
6079 if (gl_info->supported[EXT_GPU_SHADER4])
6080 shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
6081 if (gl_info->supported[EXT_TEXTURE_ARRAY])
6082 shader_addline(buffer, "#extension GL_EXT_texture_array : enable\n");
6085 static void shader_glsl_generate_ps_epilogue(const struct wined3d_gl_info *gl_info,
6086 struct wined3d_string_buffer *buffer, const struct wined3d_shader *shader,
6087 const struct ps_compile_args *args)
6089 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
6091 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly. */
6092 if (reg_maps->shader_version.major < 2)
6093 shader_addline(buffer, "%s[0] = R0;\n", get_fragment_output(gl_info));
6095 if (args->srgb_correction)
6096 shader_glsl_generate_srgb_write_correction(buffer, gl_info);
6098 /* SM < 3 does not replace the fog stage. */
6099 if (reg_maps->shader_version.major < 3)
6100 shader_glsl_generate_fog_code(buffer, gl_info, args->fog);
6102 shader_glsl_generate_alpha_test(buffer, gl_info, args->alpha_test_func + 1);
6105 /* Context activation is done by the caller. */
6106 static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context,
6107 struct wined3d_string_buffer *buffer, struct wined3d_string_buffer_list *string_buffers,
6108 const struct wined3d_shader *shader,
6109 const struct ps_compile_args *args, struct ps_np2fixup_info *np2fixup_info)
6111 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
6112 const struct wined3d_gl_info *gl_info = context->gl_info;
6113 const DWORD *function = shader->function;
6114 struct shader_glsl_ctx_priv priv_ctx;
6115 BOOL legacy_context = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT];
6117 /* Create the hw GLSL shader object and assign it as the shader->prgId */
6118 GLuint shader_id = GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER));
6120 memset(&priv_ctx, 0, sizeof(priv_ctx));
6121 priv_ctx.cur_ps_args = args;
6122 priv_ctx.cur_np2fixup_info = np2fixup_info;
6123 priv_ctx.string_buffers = string_buffers;
6125 shader_addline(buffer, "%s\n", shader_glsl_get_version_declaration(gl_info, &reg_maps->shader_version));
6127 shader_glsl_enable_extensions(buffer, gl_info);
6128 if (gl_info->supported[ARB_DERIVATIVE_CONTROL])
6129 shader_addline(buffer, "#extension GL_ARB_derivative_control : enable\n");
6130 if (gl_info->supported[ARB_FRAGMENT_COORD_CONVENTIONS])
6131 shader_addline(buffer, "#extension GL_ARB_fragment_coord_conventions : enable\n");
6132 if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
6133 shader_addline(buffer, "#extension GL_ARB_shader_texture_lod : enable\n");
6134 /* The spec says that it doesn't have to be explicitly enabled, but the
6135 * nvidia drivers write a warning if we don't do so. */
6136 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
6137 shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n");
6139 /* Base Declarations */
6140 shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
6142 shader_addline(buffer, "void main()\n{\n");
6144 /* Direct3D applications expect integer vPos values, while OpenGL drivers
6145 * add approximately 0.5. This causes off-by-one problems as spotted by
6146 * the vPos d3d9 visual test. Unfortunately ATI cards do not add exactly
6147 * 0.5, but rather something like 0.49999999 or 0.50000001, which still
6148 * causes precision troubles when we just subtract 0.5.
6150 * To deal with that, just floor() the position. This will eliminate the
6151 * fraction on all cards.
6153 * TODO: Test how this behaves with multisampling.
6155 * An advantage of floor is that it works even if the driver doesn't add
6156 * 0.5. It is somewhat questionable if 1.5, 2.5, ... are the proper values
6157 * to return in gl_FragCoord, even though coordinates specify the pixel
6158 * centers instead of the pixel corners. This code will behave correctly
6159 * on drivers that returns integer values. */
6160 if (reg_maps->vpos)
6162 if (gl_info->supported[ARB_FRAGMENT_COORD_CONVENTIONS])
6163 shader_addline(buffer, "vpos = gl_FragCoord;\n");
6164 else if (context->d3d_info->wined3d_creation_flags & WINED3D_PIXEL_CENTER_INTEGER)
6165 shader_addline(buffer,
6166 "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
6167 else
6168 shader_addline(buffer,
6169 "vpos = vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1);\n");
6172 if (reg_maps->shader_version.major < 3 || args->vp_mode != vertexshader)
6174 unsigned int i;
6175 WORD map = reg_maps->texcoord;
6177 if (legacy_context)
6179 if (glsl_is_color_reg_read(shader, 0))
6180 shader_addline(buffer, "ffp_varying_diffuse = gl_Color;\n");
6181 if (glsl_is_color_reg_read(shader, 1))
6182 shader_addline(buffer, "ffp_varying_specular = gl_SecondaryColor;\n");
6185 for (i = 0; map; map >>= 1, ++i)
6187 if (map & 1)
6189 if (args->pointsprite)
6190 shader_addline(buffer, "ffp_texcoord[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", i);
6191 else if (args->texcoords_initialized & (1u << i))
6192 shader_addline(buffer, "ffp_texcoord[%u] = %s[%u];\n", i,
6193 legacy_context ? "gl_TexCoord" : "ffp_varying_texcoord", i);
6194 else
6195 shader_addline(buffer, "ffp_texcoord[%u] = vec4(0.0);\n", i);
6196 shader_addline(buffer, "vec4 T%u = ffp_texcoord[%u];\n", i, i);
6200 if (legacy_context)
6201 shader_addline(buffer, "ffp_varying_fogcoord = gl_FogFragCoord;\n");
6204 /* Pack 3.0 inputs */
6205 if (reg_maps->shader_version.major >= 3)
6206 shader_glsl_input_pack(shader, buffer, &shader->input_signature, reg_maps, args, gl_info);
6208 /* Base Shader Body */
6209 shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
6211 /* In SM4+ the shader epilogue is generated by the "ret" instruction. */
6212 if (reg_maps->shader_version.major < 4)
6213 shader_glsl_generate_ps_epilogue(gl_info, buffer, shader, args);
6215 shader_addline(buffer, "}\n");
6217 TRACE("Compiling shader object %u.\n", shader_id);
6218 shader_glsl_compile(gl_info, shader_id, buffer->buffer);
6220 return shader_id;
6223 static void shader_glsl_generate_vs_epilogue(const struct wined3d_gl_info *gl_info,
6224 struct wined3d_string_buffer *buffer, const struct wined3d_shader *shader,
6225 const struct vs_compile_args *args)
6227 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
6228 BOOL legacy_context = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT];
6229 unsigned int i;
6231 /* Unpack outputs. */
6232 shader_addline(buffer, "setup_vs_output(vs_out);\n");
6234 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
6235 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
6236 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
6237 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0).
6239 if (reg_maps->shader_version.major < 3)
6241 if (args->fog_src == VS_FOG_Z)
6242 shader_addline(buffer, "%s = gl_Position.z;\n",
6243 legacy_context ? "gl_FogFragCoord" : "ffp_varying_fogcoord");
6244 else if (!reg_maps->fog)
6245 shader_addline(buffer, "%s = 0.0;\n",
6246 legacy_context ? "gl_FogFragCoord" : "ffp_varying_fogcoord");
6249 /* We always store the clipplanes without y inversion. */
6250 if (args->clip_enabled)
6252 if (legacy_context)
6253 shader_addline(buffer, "gl_ClipVertex = gl_Position;\n");
6254 else
6255 for (i = 0; i < gl_info->limits.user_clip_distances; ++i)
6256 shader_addline(buffer, "gl_ClipDistance[%u] = dot(gl_Position, clip_planes[%u]);\n", i, i);
6259 if (args->point_size && !args->per_vertex_point_size)
6260 shader_addline(buffer, "gl_PointSize = clamp(ffp_point.size, ffp_point.size_min, ffp_point.size_max);\n");
6262 if (args->next_shader_type == WINED3D_SHADER_TYPE_PIXEL && !gl_info->supported[ARB_CLIP_CONTROL])
6263 shader_glsl_fixup_position(buffer);
6266 /* Context activation is done by the caller. */
6267 static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context,
6268 struct shader_glsl_priv *priv, const struct wined3d_shader *shader, const struct vs_compile_args *args)
6270 struct wined3d_string_buffer_list *string_buffers = &priv->string_buffers;
6271 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
6272 struct wined3d_string_buffer *buffer = &priv->shader_buffer;
6273 const struct wined3d_gl_info *gl_info = context->gl_info;
6274 const DWORD *function = shader->function;
6275 struct shader_glsl_ctx_priv priv_ctx;
6277 /* Create the hw GLSL shader program and assign it as the shader->prgId */
6278 GLuint shader_id = GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER));
6280 shader_addline(buffer, "%s\n", shader_glsl_get_version_declaration(gl_info, &reg_maps->shader_version));
6282 shader_glsl_enable_extensions(buffer, gl_info);
6283 if (gl_info->supported[ARB_DRAW_INSTANCED])
6284 shader_addline(buffer, "#extension GL_ARB_draw_instanced : enable\n");
6285 if (gl_info->supported[ARB_EXPLICIT_ATTRIB_LOCATION])
6286 shader_addline(buffer, "#extension GL_ARB_explicit_attrib_location : enable\n");
6288 memset(&priv_ctx, 0, sizeof(priv_ctx));
6289 priv_ctx.cur_vs_args = args;
6290 priv_ctx.string_buffers = string_buffers;
6292 /* Base Declarations */
6293 shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
6295 if (args->next_shader_type == WINED3D_SHADER_TYPE_PIXEL && !gl_info->supported[ARB_CLIP_CONTROL])
6296 shader_addline(buffer, "uniform vec4 pos_fixup;\n");
6298 if (reg_maps->shader_version.major >= 4)
6300 if (args->next_shader_type == WINED3D_SHADER_TYPE_PIXEL)
6301 shader_glsl_generate_sm4_rasterizer_input_setup(priv, shader, args->next_shader_input_count, gl_info);
6302 else if (args->next_shader_type == WINED3D_SHADER_TYPE_GEOMETRY)
6303 shader_glsl_generate_vs_gs_setup(priv, shader, args->next_shader_input_count, gl_info);
6306 shader_addline(buffer, "void main()\n{\n");
6308 /* Base Shader Body */
6309 shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
6311 /* In SM4+ the shader epilogue is generated by the "ret" instruction. */
6312 if (reg_maps->shader_version.major < 4)
6313 shader_glsl_generate_vs_epilogue(gl_info, buffer, shader, args);
6315 shader_addline(buffer, "}\n");
6317 TRACE("Compiling shader object %u.\n", shader_id);
6318 shader_glsl_compile(gl_info, shader_id, buffer->buffer);
6320 return shader_id;
6323 /* Context activation is done by the caller. */
6324 static GLuint shader_glsl_generate_geometry_shader(const struct wined3d_context *context,
6325 struct shader_glsl_priv *priv, const struct wined3d_shader *shader, const struct gs_compile_args *args)
6327 struct wined3d_string_buffer_list *string_buffers = &priv->string_buffers;
6328 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
6329 struct wined3d_string_buffer *buffer = &priv->shader_buffer;
6330 const struct wined3d_gl_info *gl_info = context->gl_info;
6331 const DWORD *function = shader->function;
6332 struct shader_glsl_ctx_priv priv_ctx;
6333 GLuint shader_id;
6335 shader_id = GL_EXTCALL(glCreateShader(GL_GEOMETRY_SHADER));
6337 shader_addline(buffer, "%s\n", shader_glsl_get_version_declaration(gl_info, &reg_maps->shader_version));
6339 shader_glsl_enable_extensions(buffer, gl_info);
6340 if (gl_info->supported[ARB_GEOMETRY_SHADER4])
6341 shader_addline(buffer, "#extension GL_ARB_geometry_shader4 : enable\n");
6343 memset(&priv_ctx, 0, sizeof(priv_ctx));
6344 priv_ctx.string_buffers = string_buffers;
6345 shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
6346 if (!gl_info->supported[ARB_CLIP_CONTROL])
6347 shader_addline(buffer, "uniform vec4 pos_fixup;\n");
6348 shader_glsl_generate_sm4_rasterizer_input_setup(priv, shader, args->ps_input_count, gl_info);
6349 shader_addline(buffer, "void main()\n{\n");
6350 shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
6351 shader_addline(buffer, "}\n");
6353 TRACE("Compiling shader object %u.\n", shader_id);
6354 shader_glsl_compile(gl_info, shader_id, buffer->buffer);
6356 return shader_id;
6359 static void shader_glsl_generate_shader_epilogue(const struct wined3d_shader_context *ctx)
6361 const struct shader_glsl_ctx_priv *priv = ctx->backend_data;
6362 const struct wined3d_gl_info *gl_info = ctx->gl_info;
6363 const struct wined3d_shader *shader = ctx->shader;
6365 switch (shader->reg_maps.shader_version.type)
6367 case WINED3D_SHADER_TYPE_PIXEL:
6368 shader_glsl_generate_ps_epilogue(gl_info, ctx->buffer, shader, priv->cur_ps_args);
6369 break;
6370 case WINED3D_SHADER_TYPE_VERTEX:
6371 shader_glsl_generate_vs_epilogue(gl_info, ctx->buffer, shader, priv->cur_vs_args);
6372 break;
6373 case WINED3D_SHADER_TYPE_GEOMETRY:
6374 break;
6375 default:
6376 FIXME("Unhandled shader type %#x.\n", shader->reg_maps.shader_version.type);
6377 break;
6381 static GLuint find_glsl_pshader(const struct wined3d_context *context,
6382 struct wined3d_string_buffer *buffer, struct wined3d_string_buffer_list *string_buffers,
6383 struct wined3d_shader *shader,
6384 const struct ps_compile_args *args, const struct ps_np2fixup_info **np2fixup_info)
6386 struct glsl_ps_compiled_shader *gl_shaders, *new_array;
6387 struct glsl_shader_private *shader_data;
6388 struct ps_np2fixup_info *np2fixup;
6389 UINT i;
6390 DWORD new_size;
6391 GLuint ret;
6393 if (!shader->backend_data)
6395 shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
6396 if (!shader->backend_data)
6398 ERR("Failed to allocate backend data.\n");
6399 return 0;
6402 shader_data = shader->backend_data;
6403 gl_shaders = shader_data->gl_shaders.ps;
6405 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
6406 * so a linear search is more performant than a hashmap or a binary search
6407 * (cache coherency etc)
6409 for (i = 0; i < shader_data->num_gl_shaders; ++i)
6411 if (!memcmp(&gl_shaders[i].args, args, sizeof(*args)))
6413 if (args->np2_fixup)
6414 *np2fixup_info = &gl_shaders[i].np2fixup;
6415 return gl_shaders[i].id;
6419 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
6420 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
6421 if (shader_data->num_gl_shaders)
6423 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
6424 new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders.ps,
6425 new_size * sizeof(*gl_shaders));
6427 else
6429 new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders));
6430 new_size = 1;
6433 if(!new_array) {
6434 ERR("Out of memory\n");
6435 return 0;
6437 shader_data->gl_shaders.ps = new_array;
6438 shader_data->shader_array_size = new_size;
6439 gl_shaders = new_array;
6442 gl_shaders[shader_data->num_gl_shaders].args = *args;
6444 np2fixup = &gl_shaders[shader_data->num_gl_shaders].np2fixup;
6445 memset(np2fixup, 0, sizeof(*np2fixup));
6446 *np2fixup_info = args->np2_fixup ? np2fixup : NULL;
6448 pixelshader_update_resource_types(shader, args->tex_types);
6450 string_buffer_clear(buffer);
6451 ret = shader_glsl_generate_pshader(context, buffer, string_buffers, shader, args, np2fixup);
6452 gl_shaders[shader_data->num_gl_shaders++].id = ret;
6454 return ret;
6457 static inline BOOL vs_args_equal(const struct vs_compile_args *stored, const struct vs_compile_args *new,
6458 const DWORD use_map)
6460 if((stored->swizzle_map & use_map) != new->swizzle_map) return FALSE;
6461 if((stored->clip_enabled) != new->clip_enabled) return FALSE;
6462 if (stored->point_size != new->point_size)
6463 return FALSE;
6464 if (stored->per_vertex_point_size != new->per_vertex_point_size)
6465 return FALSE;
6466 if (stored->flatshading != new->flatshading)
6467 return FALSE;
6468 if (stored->next_shader_type != new->next_shader_type)
6469 return FALSE;
6470 if (stored->next_shader_input_count != new->next_shader_input_count)
6471 return FALSE;
6472 return stored->fog_src == new->fog_src;
6475 static GLuint find_glsl_vshader(const struct wined3d_context *context, struct shader_glsl_priv *priv,
6476 struct wined3d_shader *shader, const struct vs_compile_args *args)
6478 UINT i;
6479 DWORD new_size;
6480 DWORD use_map = context->stream_info.use_map;
6481 struct glsl_vs_compiled_shader *gl_shaders, *new_array;
6482 struct glsl_shader_private *shader_data;
6483 GLuint ret;
6485 if (!shader->backend_data)
6487 shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
6488 if (!shader->backend_data)
6490 ERR("Failed to allocate backend data.\n");
6491 return 0;
6494 shader_data = shader->backend_data;
6495 gl_shaders = shader_data->gl_shaders.vs;
6497 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
6498 * so a linear search is more performant than a hashmap or a binary search
6499 * (cache coherency etc)
6501 for (i = 0; i < shader_data->num_gl_shaders; ++i)
6503 if (vs_args_equal(&gl_shaders[i].args, args, use_map))
6504 return gl_shaders[i].id;
6507 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
6509 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
6510 if (shader_data->num_gl_shaders)
6512 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
6513 new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders.vs,
6514 new_size * sizeof(*gl_shaders));
6516 else
6518 new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders));
6519 new_size = 1;
6522 if(!new_array) {
6523 ERR("Out of memory\n");
6524 return 0;
6526 shader_data->gl_shaders.vs = new_array;
6527 shader_data->shader_array_size = new_size;
6528 gl_shaders = new_array;
6531 gl_shaders[shader_data->num_gl_shaders].args = *args;
6533 string_buffer_clear(&priv->shader_buffer);
6534 ret = shader_glsl_generate_vshader(context, priv, shader, args);
6535 gl_shaders[shader_data->num_gl_shaders++].id = ret;
6537 return ret;
6540 static GLuint find_glsl_geometry_shader(const struct wined3d_context *context,
6541 struct shader_glsl_priv *priv, struct wined3d_shader *shader, const struct gs_compile_args *args)
6543 struct glsl_gs_compiled_shader *gl_shaders, *new_array;
6544 struct glsl_shader_private *shader_data;
6545 unsigned int i, new_size;
6546 GLuint ret;
6548 if (!shader->backend_data)
6550 if (!(shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data))))
6552 ERR("Failed to allocate backend data.\n");
6553 return 0;
6556 shader_data = shader->backend_data;
6557 gl_shaders = shader_data->gl_shaders.gs;
6559 for (i = 0; i < shader_data->num_gl_shaders; ++i)
6561 if (!memcmp(&gl_shaders[i].args, args, sizeof(*args)))
6562 return gl_shaders[i].id;
6565 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
6567 if (shader_data->num_gl_shaders)
6569 new_size = shader_data->shader_array_size + 1;
6570 new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders.gs,
6571 new_size * sizeof(*new_array));
6573 else
6575 new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array));
6576 new_size = 1;
6579 if (!new_array)
6581 ERR("Failed to allocate GL shaders array.\n");
6582 return 0;
6584 shader_data->gl_shaders.gs = new_array;
6585 shader_data->shader_array_size = new_size;
6586 gl_shaders = new_array;
6588 string_buffer_clear(&priv->shader_buffer);
6589 ret = shader_glsl_generate_geometry_shader(context, priv, shader, args);
6590 gl_shaders[shader_data->num_gl_shaders].args = *args;
6591 gl_shaders[shader_data->num_gl_shaders++].id = ret;
6593 return ret;
6596 static const char *shader_glsl_ffp_mcs(enum wined3d_material_color_source mcs, const char *material)
6598 switch (mcs)
6600 case WINED3D_MCS_MATERIAL:
6601 return material;
6602 case WINED3D_MCS_COLOR1:
6603 return "ffp_attrib_diffuse";
6604 case WINED3D_MCS_COLOR2:
6605 return "ffp_attrib_specular";
6606 default:
6607 ERR("Invalid material color source %#x.\n", mcs);
6608 return "<invalid>";
6612 static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer *buffer,
6613 const struct wined3d_ffp_vs_settings *settings, BOOL legacy_lighting)
6615 const char *diffuse, *specular, *emissive, *ambient;
6616 enum wined3d_light_type light_type;
6617 unsigned int i;
6619 if (!settings->lighting)
6621 shader_addline(buffer, "ffp_varying_diffuse = ffp_attrib_diffuse;\n");
6622 shader_addline(buffer, "ffp_varying_specular = ffp_attrib_specular;\n");
6623 return;
6626 shader_addline(buffer, "vec3 ambient = ffp_light_ambient;\n");
6627 shader_addline(buffer, "vec3 diffuse = vec3(0.0);\n");
6628 shader_addline(buffer, "vec4 specular = vec4(0.0);\n");
6629 shader_addline(buffer, "vec3 dir, dst;\n");
6630 shader_addline(buffer, "float att, t;\n");
6632 ambient = shader_glsl_ffp_mcs(settings->ambient_source, "ffp_material.ambient");
6633 diffuse = shader_glsl_ffp_mcs(settings->diffuse_source, "ffp_material.diffuse");
6634 specular = shader_glsl_ffp_mcs(settings->specular_source, "ffp_material.specular");
6635 emissive = shader_glsl_ffp_mcs(settings->emissive_source, "ffp_material.emissive");
6637 for (i = 0; i < MAX_ACTIVE_LIGHTS; ++i)
6639 light_type = (settings->light_type >> WINED3D_FFP_LIGHT_TYPE_SHIFT(i)) & WINED3D_FFP_LIGHT_TYPE_MASK;
6640 switch (light_type)
6642 case WINED3D_LIGHT_POINT:
6643 shader_addline(buffer, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", i);
6644 shader_addline(buffer, "dst.z = dot(dir, dir);\n");
6645 shader_addline(buffer, "dst.y = sqrt(dst.z);\n");
6646 shader_addline(buffer, "dst.x = 1.0;\n");
6647 if (legacy_lighting)
6649 shader_addline(buffer, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", i, i);
6650 shader_addline(buffer, "dst.z = dst.y * dst.y;\n");
6652 else
6654 shader_addline(buffer, "if (dst.y <= ffp_light[%u].range)\n{\n", i);
6656 shader_addline(buffer, "att = dot(dst.xyz, vec3(ffp_light[%u].c_att,"
6657 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n", i, i, i);
6658 if (!legacy_lighting)
6659 shader_addline(buffer, "att = 1.0 / att;\n");
6660 shader_addline(buffer, "ambient += ffp_light[%u].ambient.xyz * att;\n", i);
6661 if (!settings->normal)
6663 if (!legacy_lighting)
6664 shader_addline(buffer, "}\n");
6665 break;
6667 shader_addline(buffer, "dir = normalize(dir);\n");
6668 shader_addline(buffer, "diffuse += (clamp(dot(dir, normal), 0.0, 1.0)"
6669 " * ffp_light[%u].diffuse.xyz) * att;\n", i);
6670 if (settings->localviewer)
6671 shader_addline(buffer, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
6672 else
6673 shader_addline(buffer, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
6674 shader_addline(buffer, "if (t > 0.0) specular += (pow(t, ffp_material.shininess)"
6675 " * ffp_light[%u].specular) * att;\n", i);
6676 if (!legacy_lighting)
6677 shader_addline(buffer, "}\n");
6678 break;
6680 case WINED3D_LIGHT_SPOT:
6681 shader_addline(buffer, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", i);
6682 shader_addline(buffer, "dst.z = dot(dir, dir);\n");
6683 shader_addline(buffer, "dst.y = sqrt(dst.z);\n");
6684 shader_addline(buffer, "dst.x = 1.0;\n");
6685 if (legacy_lighting)
6687 shader_addline(buffer, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", i, i);
6688 shader_addline(buffer, "dst.z = dst.y * dst.y;\n");
6690 else
6692 shader_addline(buffer, "if (dst.y <= ffp_light[%u].range)\n{\n", i);
6694 shader_addline(buffer, "dir = normalize(dir);\n");
6695 shader_addline(buffer, "t = dot(-dir, normalize(ffp_light[%u].direction));\n", i);
6696 shader_addline(buffer, "if (t > ffp_light[%u].cos_htheta) att = 1.0;\n", i);
6697 shader_addline(buffer, "else if (t <= ffp_light[%u].cos_hphi) att = 0.0;\n", i);
6698 shader_addline(buffer, "else att = pow((t - ffp_light[%u].cos_hphi)"
6699 " / (ffp_light[%u].cos_htheta - ffp_light[%u].cos_hphi), ffp_light[%u].falloff);\n",
6700 i, i, i, i);
6701 if (legacy_lighting)
6702 shader_addline(buffer, "att *= dot(dst.xyz, vec3(ffp_light[%u].c_att,"
6703 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n",
6704 i, i, i);
6705 else
6706 shader_addline(buffer, "att /= dot(dst.xyz, vec3(ffp_light[%u].c_att,"
6707 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n",
6708 i, i, i);
6709 shader_addline(buffer, "ambient += ffp_light[%u].ambient.xyz * att;\n", i);
6710 if (!settings->normal)
6712 if (!legacy_lighting)
6713 shader_addline(buffer, "}\n");
6714 break;
6716 shader_addline(buffer, "diffuse += (clamp(dot(dir, normal), 0.0, 1.0)"
6717 " * ffp_light[%u].diffuse.xyz) * att;\n", i);
6718 if (settings->localviewer)
6719 shader_addline(buffer, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
6720 else
6721 shader_addline(buffer, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
6722 shader_addline(buffer, "if (t > 0.0) specular += (pow(t, ffp_material.shininess)"
6723 " * ffp_light[%u].specular) * att;\n", i);
6724 if (!legacy_lighting)
6725 shader_addline(buffer, "}\n");
6726 break;
6728 case WINED3D_LIGHT_DIRECTIONAL:
6729 shader_addline(buffer, "ambient += ffp_light[%u].ambient.xyz;\n", i);
6730 if (!settings->normal)
6731 break;
6732 shader_addline(buffer, "dir = normalize(ffp_light[%u].direction.xyz);\n", i);
6733 shader_addline(buffer, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)"
6734 " * ffp_light[%u].diffuse.xyz;\n", i);
6735 /* TODO: In the non-local viewer case the halfvector is constant
6736 * and could be precomputed and stored in a uniform. */
6737 if (settings->localviewer)
6738 shader_addline(buffer, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
6739 else
6740 shader_addline(buffer, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
6741 shader_addline(buffer, "if (t > 0.0) specular += pow(t, ffp_material.shininess)"
6742 " * ffp_light[%u].specular;\n", i);
6743 break;
6745 case WINED3D_LIGHT_PARALLELPOINT:
6746 shader_addline(buffer, "ambient += ffp_light[%u].ambient.xyz;\n", i);
6747 if (!settings->normal)
6748 break;
6749 shader_addline(buffer, "dir = normalize(ffp_light[%u].position.xyz);\n", i);
6750 shader_addline(buffer, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)"
6751 " * ffp_light[%u].diffuse.xyz;\n", i);
6752 shader_addline(buffer, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
6753 shader_addline(buffer, "if (t > 0.0) specular += pow(t, ffp_material.shininess)"
6754 " * ffp_light[%u].specular;\n", i);
6755 break;
6757 default:
6758 if (light_type)
6759 FIXME("Unhandled light type %#x.\n", light_type);
6760 continue;
6764 shader_addline(buffer, "ffp_varying_diffuse.xyz = %s.xyz * ambient + %s.xyz * diffuse + %s.xyz;\n",
6765 ambient, diffuse, emissive);
6766 shader_addline(buffer, "ffp_varying_diffuse.w = %s.w;\n", diffuse);
6767 shader_addline(buffer, "ffp_varying_specular = %s * specular;\n", specular);
6770 /* Context activation is done by the caller. */
6771 static GLuint shader_glsl_generate_ffp_vertex_shader(struct shader_glsl_priv *priv,
6772 const struct wined3d_ffp_vs_settings *settings, const struct wined3d_gl_info *gl_info)
6774 static const struct attrib_info
6776 const char type[6];
6777 const char name[24];
6779 attrib_info[] =
6781 {"vec4", "ffp_attrib_position"}, /* WINED3D_FFP_POSITION */
6782 {"vec4", "ffp_attrib_blendweight"}, /* WINED3D_FFP_BLENDWEIGHT */
6783 /* TODO: Indexed vertex blending */
6784 {"float", ""}, /* WINED3D_FFP_BLENDINDICES */
6785 {"vec3", "ffp_attrib_normal"}, /* WINED3D_FFP_NORMAL */
6786 {"float", "ffp_attrib_psize"}, /* WINED3D_FFP_PSIZE */
6787 {"vec4", "ffp_attrib_diffuse"}, /* WINED3D_FFP_DIFFUSE */
6788 {"vec4", "ffp_attrib_specular"}, /* WINED3D_FFP_SPECULAR */
6790 struct wined3d_string_buffer *buffer = &priv->shader_buffer;
6791 BOOL legacy_lighting = priv->legacy_lighting;
6792 GLuint shader_obj;
6793 unsigned int i;
6794 BOOL legacy_context = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT];
6795 BOOL output_legacy_fogcoord = legacy_context;
6797 string_buffer_clear(buffer);
6799 shader_addline(buffer, "%s\n", shader_glsl_get_version_declaration(gl_info, NULL));
6801 if (shader_glsl_use_explicit_attrib_location(gl_info))
6802 shader_addline(buffer, "#extension GL_ARB_explicit_attrib_location : enable\n");
6804 for (i = 0; i < WINED3D_FFP_ATTRIBS_COUNT; ++i)
6806 const char *type = i < ARRAY_SIZE(attrib_info) ? attrib_info[i].type : "vec4";
6808 if (shader_glsl_use_explicit_attrib_location(gl_info))
6809 shader_addline(buffer, "layout(location = %u) ", i);
6810 shader_addline(buffer, "%s %s vs_in%u;\n", get_attribute_keyword(gl_info), type, i);
6812 shader_addline(buffer, "\n");
6814 shader_addline(buffer, "uniform mat4 ffp_modelview_matrix[%u];\n", MAX_VERTEX_BLENDS);
6815 shader_addline(buffer, "uniform mat4 ffp_projection_matrix;\n");
6816 shader_addline(buffer, "uniform mat3 ffp_normal_matrix;\n");
6817 shader_addline(buffer, "uniform mat4 ffp_texture_matrix[%u];\n", MAX_TEXTURES);
6819 shader_addline(buffer, "uniform struct\n{\n");
6820 shader_addline(buffer, " vec4 emissive;\n");
6821 shader_addline(buffer, " vec4 ambient;\n");
6822 shader_addline(buffer, " vec4 diffuse;\n");
6823 shader_addline(buffer, " vec4 specular;\n");
6824 shader_addline(buffer, " float shininess;\n");
6825 shader_addline(buffer, "} ffp_material;\n");
6827 shader_addline(buffer, "uniform vec3 ffp_light_ambient;\n");
6828 shader_addline(buffer, "uniform struct\n{\n");
6829 shader_addline(buffer, " vec4 diffuse;\n");
6830 shader_addline(buffer, " vec4 specular;\n");
6831 shader_addline(buffer, " vec4 ambient;\n");
6832 shader_addline(buffer, " vec4 position;\n");
6833 shader_addline(buffer, " vec3 direction;\n");
6834 shader_addline(buffer, " float range;\n");
6835 shader_addline(buffer, " float falloff;\n");
6836 shader_addline(buffer, " float c_att;\n");
6837 shader_addline(buffer, " float l_att;\n");
6838 shader_addline(buffer, " float q_att;\n");
6839 shader_addline(buffer, " float cos_htheta;\n");
6840 shader_addline(buffer, " float cos_hphi;\n");
6841 shader_addline(buffer, "} ffp_light[%u];\n", MAX_ACTIVE_LIGHTS);
6843 if (settings->point_size)
6845 shader_addline(buffer, "uniform struct\n{\n");
6846 shader_addline(buffer, " float size;\n");
6847 shader_addline(buffer, " float size_min;\n");
6848 shader_addline(buffer, " float size_max;\n");
6849 shader_addline(buffer, " float c_att;\n");
6850 shader_addline(buffer, " float l_att;\n");
6851 shader_addline(buffer, " float q_att;\n");
6852 shader_addline(buffer, "} ffp_point;\n");
6855 if (legacy_context)
6857 shader_addline(buffer, "vec4 ffp_varying_diffuse;\n");
6858 shader_addline(buffer, "vec4 ffp_varying_specular;\n");
6859 shader_addline(buffer, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES);
6860 shader_addline(buffer, "float ffp_varying_fogcoord;\n");
6862 else
6864 if (settings->clipping)
6865 shader_addline(buffer, "uniform vec4 clip_planes[%u];\n", gl_info->limits.user_clip_distances);
6867 declare_out_varying(gl_info, buffer, settings->flatshading, "vec4 ffp_varying_diffuse;\n");
6868 declare_out_varying(gl_info, buffer, settings->flatshading, "vec4 ffp_varying_specular;\n");
6869 declare_out_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES);
6870 declare_out_varying(gl_info, buffer, FALSE, "float ffp_varying_fogcoord;\n");
6873 shader_addline(buffer, "\nvoid main()\n{\n");
6874 shader_addline(buffer, "float m;\n");
6875 shader_addline(buffer, "vec3 r;\n");
6877 for (i = 0; i < ARRAY_SIZE(attrib_info); ++i)
6879 if (attrib_info[i].name[0])
6880 shader_addline(buffer, "%s %s = vs_in%u%s;\n", attrib_info[i].type, attrib_info[i].name,
6881 i, settings->swizzle_map & (1u << i) ? ".zyxw" : "");
6883 for (i = 0; i < MAX_TEXTURES; ++i)
6885 unsigned int coord_idx = settings->texgen[i] & 0x0000ffff;
6886 if ((settings->texgen[i] & 0xffff0000) == WINED3DTSS_TCI_PASSTHRU
6887 && settings->texcoords & (1u << i))
6888 shader_addline(buffer, "vec4 ffp_attrib_texcoord%u = vs_in%u;\n", i, coord_idx + WINED3D_FFP_TEXCOORD0);
6891 shader_addline(buffer, "ffp_attrib_blendweight[%u] = 1.0;\n", settings->vertexblends);
6893 if (settings->transformed)
6895 shader_addline(buffer, "vec4 ec_pos = vec4(ffp_attrib_position.xyz, 1.0);\n");
6896 shader_addline(buffer, "gl_Position = ffp_projection_matrix * ec_pos;\n");
6897 shader_addline(buffer, "if (ffp_attrib_position.w != 0.0) gl_Position /= ffp_attrib_position.w;\n");
6899 else
6901 for (i = 0; i < settings->vertexblends; ++i)
6902 shader_addline(buffer, "ffp_attrib_blendweight[%u] -= ffp_attrib_blendweight[%u];\n", settings->vertexblends, i);
6904 shader_addline(buffer, "vec4 ec_pos = vec4(0.0);\n");
6905 for (i = 0; i < settings->vertexblends + 1; ++i)
6906 shader_addline(buffer, "ec_pos += ffp_attrib_blendweight[%u] * (ffp_modelview_matrix[%u] * ffp_attrib_position);\n", i, i);
6908 shader_addline(buffer, "gl_Position = ffp_projection_matrix * ec_pos;\n");
6909 if (settings->clipping)
6911 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
6912 shader_addline(buffer, "gl_ClipVertex = ec_pos;\n");
6913 else
6914 for (i = 0; i < gl_info->limits.user_clip_distances; ++i)
6915 shader_addline(buffer, "gl_ClipDistance[%u] = dot(ec_pos, clip_planes[%u]);\n", i, i);
6917 shader_addline(buffer, "ec_pos /= ec_pos.w;\n");
6920 shader_addline(buffer, "vec3 normal = vec3(0.0);\n");
6921 if (settings->normal)
6923 if (!settings->vertexblends)
6925 shader_addline(buffer, "normal = ffp_normal_matrix * ffp_attrib_normal;\n");
6927 else
6929 for (i = 0; i < settings->vertexblends + 1; ++i)
6930 shader_addline(buffer, "normal += ffp_attrib_blendweight[%u] * (mat3(ffp_modelview_matrix[%u]) * ffp_attrib_normal);\n", i, i);
6933 if (settings->normalize)
6934 shader_addline(buffer, "normal = normalize(normal);\n");
6937 shader_glsl_ffp_vertex_lighting(buffer, settings, legacy_lighting);
6938 if (legacy_context)
6940 shader_addline(buffer, "gl_FrontColor = ffp_varying_diffuse;\n");
6941 shader_addline(buffer, "gl_FrontSecondaryColor = ffp_varying_specular;\n");
6943 else
6945 shader_addline(buffer, "ffp_varying_diffuse = clamp(ffp_varying_diffuse, 0.0, 1.0);\n");
6946 shader_addline(buffer, "ffp_varying_specular = clamp(ffp_varying_specular, 0.0, 1.0);\n");
6949 for (i = 0; i < MAX_TEXTURES; ++i)
6951 BOOL output_legacy_texcoord = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT];
6953 switch (settings->texgen[i] & 0xffff0000)
6955 case WINED3DTSS_TCI_PASSTHRU:
6956 if (settings->texcoords & (1u << i))
6957 shader_addline(buffer, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * ffp_attrib_texcoord%u;\n",
6958 i, i, i);
6959 else if (gl_info->limits.glsl_varyings >= wined3d_max_compat_varyings(gl_info))
6960 shader_addline(buffer, "ffp_varying_texcoord[%u] = vec4(0.0);\n", i);
6961 else
6962 output_legacy_texcoord = FALSE;
6963 break;
6965 case WINED3DTSS_TCI_CAMERASPACENORMAL:
6966 shader_addline(buffer, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * vec4(normal, 1.0);\n", i, i);
6967 break;
6969 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
6970 shader_addline(buffer, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * ec_pos;\n", i, i);
6971 break;
6973 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
6974 shader_addline(buffer, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u]"
6975 " * vec4(reflect(normalize(ec_pos.xyz), normal), 1.0);\n", i, i);
6976 break;
6978 case WINED3DTSS_TCI_SPHEREMAP:
6979 shader_addline(buffer, "r = reflect(normalize(ec_pos.xyz), normal);\n");
6980 shader_addline(buffer, "m = 2.0 * length(vec3(r.x, r.y, r.z + 1.0));\n");
6981 shader_addline(buffer, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u]"
6982 " * vec4(r.x / m + 0.5, r.y / m + 0.5, 0.0, 1.0);\n", i, i);
6983 break;
6985 default:
6986 ERR("Unhandled texgen %#x.\n", settings->texgen[i]);
6987 break;
6989 if (output_legacy_texcoord)
6990 shader_addline(buffer, "gl_TexCoord[%u] = ffp_varying_texcoord[%u];\n", i, i);
6993 switch (settings->fog_mode)
6995 case WINED3D_FFP_VS_FOG_OFF:
6996 output_legacy_fogcoord = FALSE;
6997 break;
6999 case WINED3D_FFP_VS_FOG_FOGCOORD:
7000 shader_addline(buffer, "ffp_varying_fogcoord = ffp_attrib_specular.w * 255.0;\n");
7001 break;
7003 case WINED3D_FFP_VS_FOG_RANGE:
7004 shader_addline(buffer, "ffp_varying_fogcoord = length(ec_pos.xyz);\n");
7005 break;
7007 case WINED3D_FFP_VS_FOG_DEPTH:
7008 if (settings->ortho_fog)
7010 if (gl_info->supported[ARB_CLIP_CONTROL])
7011 shader_addline(buffer, "ffp_varying_fogcoord = gl_Position.z;\n");
7012 else
7013 /* Need to undo the [0.0 - 1.0] -> [-1.0 - 1.0] transformation from D3D to GL coordinates. */
7014 shader_addline(buffer, "ffp_varying_fogcoord = gl_Position.z * 0.5 + 0.5;\n");
7016 else if (settings->transformed)
7018 shader_addline(buffer, "ffp_varying_fogcoord = ec_pos.z;\n");
7020 else
7022 shader_addline(buffer, "ffp_varying_fogcoord = abs(ec_pos.z);\n");
7024 break;
7026 default:
7027 ERR("Unhandled fog mode %#x.\n", settings->fog_mode);
7028 break;
7030 if (output_legacy_fogcoord)
7031 shader_addline(buffer, "gl_FogFragCoord = ffp_varying_fogcoord;\n");
7033 if (settings->point_size)
7035 shader_addline(buffer, "gl_PointSize = %s / sqrt(ffp_point.c_att"
7036 " + ffp_point.l_att * length(ec_pos.xyz)"
7037 " + ffp_point.q_att * dot(ec_pos.xyz, ec_pos.xyz));\n",
7038 settings->per_vertex_point_size ? "ffp_attrib_psize" : "ffp_point.size");
7039 shader_addline(buffer, "gl_PointSize = clamp(gl_PointSize, ffp_point.size_min, ffp_point.size_max);\n");
7042 shader_addline(buffer, "}\n");
7044 shader_obj = GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER));
7045 shader_glsl_compile(gl_info, shader_obj, buffer->buffer);
7047 return shader_obj;
7050 static const char *shader_glsl_get_ffp_fragment_op_arg(struct wined3d_string_buffer *buffer,
7051 DWORD argnum, unsigned int stage, DWORD arg)
7053 const char *ret;
7055 if (arg == ARG_UNUSED)
7056 return "<unused arg>";
7058 switch (arg & WINED3DTA_SELECTMASK)
7060 case WINED3DTA_DIFFUSE:
7061 ret = "ffp_varying_diffuse";
7062 break;
7064 case WINED3DTA_CURRENT:
7065 ret = "ret";
7066 break;
7068 case WINED3DTA_TEXTURE:
7069 switch (stage)
7071 case 0: ret = "tex0"; break;
7072 case 1: ret = "tex1"; break;
7073 case 2: ret = "tex2"; break;
7074 case 3: ret = "tex3"; break;
7075 case 4: ret = "tex4"; break;
7076 case 5: ret = "tex5"; break;
7077 case 6: ret = "tex6"; break;
7078 case 7: ret = "tex7"; break;
7079 default:
7080 ret = "<invalid texture>";
7081 break;
7083 break;
7085 case WINED3DTA_TFACTOR:
7086 ret = "tex_factor";
7087 break;
7089 case WINED3DTA_SPECULAR:
7090 ret = "ffp_varying_specular";
7091 break;
7093 case WINED3DTA_TEMP:
7094 ret = "temp_reg";
7095 break;
7097 case WINED3DTA_CONSTANT:
7098 switch (stage)
7100 case 0: ret = "tss_const0"; break;
7101 case 1: ret = "tss_const1"; break;
7102 case 2: ret = "tss_const2"; break;
7103 case 3: ret = "tss_const3"; break;
7104 case 4: ret = "tss_const4"; break;
7105 case 5: ret = "tss_const5"; break;
7106 case 6: ret = "tss_const6"; break;
7107 case 7: ret = "tss_const7"; break;
7108 default:
7109 ret = "<invalid constant>";
7110 break;
7112 break;
7114 default:
7115 return "<unhandled arg>";
7118 if (arg & WINED3DTA_COMPLEMENT)
7120 shader_addline(buffer, "arg%u = vec4(1.0) - %s;\n", argnum, ret);
7121 if (argnum == 0)
7122 ret = "arg0";
7123 else if (argnum == 1)
7124 ret = "arg1";
7125 else if (argnum == 2)
7126 ret = "arg2";
7129 if (arg & WINED3DTA_ALPHAREPLICATE)
7131 shader_addline(buffer, "arg%u = vec4(%s.w);\n", argnum, ret);
7132 if (argnum == 0)
7133 ret = "arg0";
7134 else if (argnum == 1)
7135 ret = "arg1";
7136 else if (argnum == 2)
7137 ret = "arg2";
7140 return ret;
7143 static void shader_glsl_ffp_fragment_op(struct wined3d_string_buffer *buffer, unsigned int stage, BOOL color,
7144 BOOL alpha, DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2)
7146 const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
7148 if (color && alpha)
7149 dstmask = "";
7150 else if (color)
7151 dstmask = ".xyz";
7152 else
7153 dstmask = ".w";
7155 if (dst == tempreg)
7156 dstreg = "temp_reg";
7157 else
7158 dstreg = "ret";
7160 arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, dw_arg0);
7161 arg1 = shader_glsl_get_ffp_fragment_op_arg(buffer, 1, stage, dw_arg1);
7162 arg2 = shader_glsl_get_ffp_fragment_op_arg(buffer, 2, stage, dw_arg2);
7164 switch (op)
7166 case WINED3D_TOP_DISABLE:
7167 break;
7169 case WINED3D_TOP_SELECT_ARG1:
7170 shader_addline(buffer, "%s%s = %s%s;\n", dstreg, dstmask, arg1, dstmask);
7171 break;
7173 case WINED3D_TOP_SELECT_ARG2:
7174 shader_addline(buffer, "%s%s = %s%s;\n", dstreg, dstmask, arg2, dstmask);
7175 break;
7177 case WINED3D_TOP_MODULATE:
7178 shader_addline(buffer, "%s%s = %s%s * %s%s;\n", dstreg, dstmask, arg1, dstmask, arg2, dstmask);
7179 break;
7181 case WINED3D_TOP_MODULATE_4X:
7182 shader_addline(buffer, "%s%s = clamp(%s%s * %s%s * 4.0, 0.0, 1.0);\n",
7183 dstreg, dstmask, arg1, dstmask, arg2, dstmask);
7184 break;
7186 case WINED3D_TOP_MODULATE_2X:
7187 shader_addline(buffer, "%s%s = clamp(%s%s * %s%s * 2.0, 0.0, 1.0);\n",
7188 dstreg, dstmask, arg1, dstmask, arg2, dstmask);
7189 break;
7191 case WINED3D_TOP_ADD:
7192 shader_addline(buffer, "%s%s = clamp(%s%s + %s%s, 0.0, 1.0);\n",
7193 dstreg, dstmask, arg1, dstmask, arg2, dstmask);
7194 break;
7196 case WINED3D_TOP_ADD_SIGNED:
7197 shader_addline(buffer, "%s%s = clamp(%s%s + (%s - vec4(0.5))%s, 0.0, 1.0);\n",
7198 dstreg, dstmask, arg1, dstmask, arg2, dstmask);
7199 break;
7201 case WINED3D_TOP_ADD_SIGNED_2X:
7202 shader_addline(buffer, "%s%s = clamp((%s%s + (%s - vec4(0.5))%s) * 2.0, 0.0, 1.0);\n",
7203 dstreg, dstmask, arg1, dstmask, arg2, dstmask);
7204 break;
7206 case WINED3D_TOP_SUBTRACT:
7207 shader_addline(buffer, "%s%s = clamp(%s%s - %s%s, 0.0, 1.0);\n",
7208 dstreg, dstmask, arg1, dstmask, arg2, dstmask);
7209 break;
7211 case WINED3D_TOP_ADD_SMOOTH:
7212 shader_addline(buffer, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s%s, 0.0, 1.0);\n",
7213 dstreg, dstmask, arg1, dstmask, arg2, dstmask, arg1, dstmask);
7214 break;
7216 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
7217 arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, WINED3DTA_DIFFUSE);
7218 shader_addline(buffer, "%s%s = mix(%s%s, %s%s, %s.w);\n",
7219 dstreg, dstmask, arg2, dstmask, arg1, dstmask, arg0);
7220 break;
7222 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
7223 arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, WINED3DTA_TEXTURE);
7224 shader_addline(buffer, "%s%s = mix(%s%s, %s%s, %s.w);\n",
7225 dstreg, dstmask, arg2, dstmask, arg1, dstmask, arg0);
7226 break;
7228 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
7229 arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, WINED3DTA_TFACTOR);
7230 shader_addline(buffer, "%s%s = mix(%s%s, %s%s, %s.w);\n",
7231 dstreg, dstmask, arg2, dstmask, arg1, dstmask, arg0);
7232 break;
7234 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
7235 arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, WINED3DTA_TEXTURE);
7236 shader_addline(buffer, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
7237 dstreg, dstmask, arg2, dstmask, arg0, arg1, dstmask);
7238 break;
7240 case WINED3D_TOP_BLEND_CURRENT_ALPHA:
7241 arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, WINED3DTA_CURRENT);
7242 shader_addline(buffer, "%s%s = mix(%s%s, %s%s, %s.w);\n",
7243 dstreg, dstmask, arg2, dstmask, arg1, dstmask, arg0);
7244 break;
7246 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
7247 shader_addline(buffer, "%s%s = clamp(%s%s * %s.w + %s%s, 0.0, 1.0);\n",
7248 dstreg, dstmask, arg2, dstmask, arg1, arg1, dstmask);
7249 break;
7251 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
7252 shader_addline(buffer, "%s%s = clamp(%s%s * %s%s + %s.w, 0.0, 1.0);\n",
7253 dstreg, dstmask, arg1, dstmask, arg2, dstmask, arg1);
7254 break;
7256 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
7257 shader_addline(buffer, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
7258 dstreg, dstmask, arg2, dstmask, arg1, arg1, dstmask);
7259 break;
7260 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
7261 shader_addline(buffer, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s.w, 0.0, 1.0);\n",
7262 dstreg, dstmask, arg1, dstmask, arg2, dstmask, arg1);
7263 break;
7265 case WINED3D_TOP_BUMPENVMAP:
7266 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
7267 /* These are handled in the first pass, nothing to do. */
7268 break;
7270 case WINED3D_TOP_DOTPRODUCT3:
7271 shader_addline(buffer, "%s%s = vec4(clamp(dot(%s.xyz - 0.5, %s.xyz - 0.5) * 4.0, 0.0, 1.0))%s;\n",
7272 dstreg, dstmask, arg1, arg2, dstmask);
7273 break;
7275 case WINED3D_TOP_MULTIPLY_ADD:
7276 shader_addline(buffer, "%s%s = clamp(%s%s * %s%s + %s%s, 0.0, 1.0);\n",
7277 dstreg, dstmask, arg1, dstmask, arg2, dstmask, arg0, dstmask);
7278 break;
7280 case WINED3D_TOP_LERP:
7281 /* MSDN isn't quite right here. */
7282 shader_addline(buffer, "%s%s = mix(%s%s, %s%s, %s%s);\n",
7283 dstreg, dstmask, arg2, dstmask, arg1, dstmask, arg0, dstmask);
7284 break;
7286 default:
7287 FIXME("Unhandled operation %#x.\n", op);
7288 break;
7292 /* Context activation is done by the caller. */
7293 static GLuint shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv *priv,
7294 const struct ffp_frag_settings *settings, const struct wined3d_gl_info *gl_info)
7296 struct wined3d_string_buffer *tex_reg_name = string_buffer_get(&priv->string_buffers);
7297 enum wined3d_cmp_func alpha_test_func = settings->alpha_test_func + 1;
7298 BOOL legacy_context = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT];
7299 struct wined3d_string_buffer *buffer = &priv->shader_buffer;
7300 BYTE lum_map = 0, bump_map = 0, tex_map = 0, tss_const_map = 0;
7301 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
7302 UINT lowest_disabled_stage;
7303 GLuint shader_id;
7304 DWORD arg0, arg1, arg2;
7305 unsigned int stage;
7307 string_buffer_clear(buffer);
7309 /* Find out which textures are read */
7310 for (stage = 0; stage < MAX_TEXTURES; ++stage)
7312 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
7313 break;
7315 arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
7316 arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
7317 arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
7319 if (arg0 == WINED3DTA_TEXTURE || arg1 == WINED3DTA_TEXTURE || arg2 == WINED3DTA_TEXTURE
7320 || (stage == 0 && settings->color_key_enabled))
7321 tex_map |= 1u << stage;
7322 if (arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR)
7323 tfactor_used = TRUE;
7324 if (arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP)
7325 tempreg_used = TRUE;
7326 if (settings->op[stage].dst == tempreg)
7327 tempreg_used = TRUE;
7328 if (arg0 == WINED3DTA_CONSTANT || arg1 == WINED3DTA_CONSTANT || arg2 == WINED3DTA_CONSTANT)
7329 tss_const_map |= 1u << stage;
7331 switch (settings->op[stage].cop)
7333 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
7334 lum_map |= 1u << stage;
7335 /* fall through */
7336 case WINED3D_TOP_BUMPENVMAP:
7337 bump_map |= 1u << stage;
7338 /* fall through */
7339 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
7340 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
7341 tex_map |= 1u << stage;
7342 break;
7344 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
7345 tfactor_used = TRUE;
7346 break;
7348 default:
7349 break;
7352 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
7353 continue;
7355 arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
7356 arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
7357 arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
7359 if (arg0 == WINED3DTA_TEXTURE || arg1 == WINED3DTA_TEXTURE || arg2 == WINED3DTA_TEXTURE)
7360 tex_map |= 1u << stage;
7361 if (arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR)
7362 tfactor_used = TRUE;
7363 if (arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP)
7364 tempreg_used = TRUE;
7365 if (arg0 == WINED3DTA_CONSTANT || arg1 == WINED3DTA_CONSTANT || arg2 == WINED3DTA_CONSTANT)
7366 tss_const_map |= 1u << stage;
7368 lowest_disabled_stage = stage;
7370 shader_addline(buffer, "%s\n", shader_glsl_get_version_declaration(gl_info, NULL));
7372 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
7373 shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n");
7375 if (!needs_legacy_glsl_syntax(gl_info))
7376 shader_addline(buffer, "out vec4 ps_out[1];\n");
7378 shader_addline(buffer, "vec4 tmp0, tmp1;\n");
7379 shader_addline(buffer, "vec4 ret;\n");
7380 if (tempreg_used || settings->sRGB_write)
7381 shader_addline(buffer, "vec4 temp_reg = vec4(0.0);\n");
7382 shader_addline(buffer, "vec4 arg0, arg1, arg2;\n");
7384 for (stage = 0; stage < MAX_TEXTURES; ++stage)
7386 if (tss_const_map & (1u << stage))
7387 shader_addline(buffer, "uniform vec4 tss_const%u;\n", stage);
7389 if (!(tex_map & (1u << stage)))
7390 continue;
7392 switch (settings->op[stage].tex_type)
7394 case WINED3D_GL_RES_TYPE_TEX_1D:
7395 shader_addline(buffer, "uniform sampler1D ps_sampler%u;\n", stage);
7396 break;
7397 case WINED3D_GL_RES_TYPE_TEX_2D:
7398 shader_addline(buffer, "uniform sampler2D ps_sampler%u;\n", stage);
7399 break;
7400 case WINED3D_GL_RES_TYPE_TEX_3D:
7401 shader_addline(buffer, "uniform sampler3D ps_sampler%u;\n", stage);
7402 break;
7403 case WINED3D_GL_RES_TYPE_TEX_CUBE:
7404 shader_addline(buffer, "uniform samplerCube ps_sampler%u;\n", stage);
7405 break;
7406 case WINED3D_GL_RES_TYPE_TEX_RECT:
7407 shader_addline(buffer, "uniform sampler2DRect ps_sampler%u;\n", stage);
7408 break;
7409 default:
7410 FIXME("Unhandled sampler type %#x.\n", settings->op[stage].tex_type);
7411 break;
7414 shader_addline(buffer, "vec4 tex%u;\n", stage);
7416 if (!(bump_map & (1u << stage)))
7417 continue;
7418 shader_addline(buffer, "uniform mat2 bumpenv_mat%u;\n", stage);
7420 if (!(lum_map & (1u << stage)))
7421 continue;
7422 shader_addline(buffer, "uniform float bumpenv_lum_scale%u;\n", stage);
7423 shader_addline(buffer, "uniform float bumpenv_lum_offset%u;\n", stage);
7425 if (tfactor_used)
7426 shader_addline(buffer, "uniform vec4 tex_factor;\n");
7427 if (settings->color_key_enabled)
7428 shader_addline(buffer, "uniform vec4 color_key[2];\n");
7429 shader_addline(buffer, "uniform vec4 specular_enable;\n");
7431 if (settings->sRGB_write)
7433 shader_addline(buffer, "const vec4 srgb_const0 = ");
7434 shader_glsl_append_imm_vec4(buffer, wined3d_srgb_const0);
7435 shader_addline(buffer, ";\n");
7436 shader_addline(buffer, "const vec4 srgb_const1 = ");
7437 shader_glsl_append_imm_vec4(buffer, wined3d_srgb_const1);
7438 shader_addline(buffer, ";\n");
7441 shader_addline(buffer, "uniform struct\n{\n");
7442 shader_addline(buffer, " vec4 color;\n");
7443 shader_addline(buffer, " float density;\n");
7444 shader_addline(buffer, " float end;\n");
7445 shader_addline(buffer, " float scale;\n");
7446 shader_addline(buffer, "} ffp_fog;\n");
7448 if (alpha_test_func != WINED3D_CMP_ALWAYS)
7449 shader_addline(buffer, "uniform float alpha_test_ref;\n");
7451 if (legacy_context)
7453 shader_addline(buffer, "vec4 ffp_varying_diffuse;\n");
7454 shader_addline(buffer, "vec4 ffp_varying_specular;\n");
7455 shader_addline(buffer, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES);
7456 shader_addline(buffer, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES);
7457 shader_addline(buffer, "float ffp_varying_fogcoord;\n");
7459 else
7461 declare_in_varying(gl_info, buffer, settings->flatshading, "vec4 ffp_varying_diffuse;\n");
7462 declare_in_varying(gl_info, buffer, settings->flatshading, "vec4 ffp_varying_specular;\n");
7463 declare_in_varying(gl_info, buffer, FALSE, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES);
7464 shader_addline(buffer, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES);
7465 declare_in_varying(gl_info, buffer, FALSE, "float ffp_varying_fogcoord;\n");
7468 shader_addline(buffer, "void main()\n{\n");
7470 if (legacy_context)
7472 shader_addline(buffer, "ffp_varying_diffuse = gl_Color;\n");
7473 shader_addline(buffer, "ffp_varying_specular = gl_SecondaryColor;\n");
7476 for (stage = 0; stage < MAX_TEXTURES; ++stage)
7478 if (tex_map & (1u << stage))
7480 if (settings->pointsprite)
7481 shader_addline(buffer, "ffp_texcoord[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", stage);
7482 else if (settings->texcoords_initialized & (1u << stage))
7483 shader_addline(buffer, "ffp_texcoord[%u] = %s[%u];\n",
7484 stage, legacy_context ? "gl_TexCoord" : "ffp_varying_texcoord", stage);
7485 else
7486 shader_addline(buffer, "ffp_texcoord[%u] = vec4(0.0);\n", stage);
7490 if (legacy_context && settings->fog != WINED3D_FFP_PS_FOG_OFF)
7491 shader_addline(buffer, "ffp_varying_fogcoord = gl_FogFragCoord;\n");
7493 if (lowest_disabled_stage < 7 && settings->emul_clipplanes)
7494 shader_addline(buffer, "if (any(lessThan(ffp_texcoord[7], vec4(0.0)))) discard;\n");
7496 /* Generate texture sampling instructions */
7497 for (stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3D_TOP_DISABLE; ++stage)
7499 const char *texture_function, *coord_mask;
7500 BOOL proj;
7502 if (!(tex_map & (1u << stage)))
7503 continue;
7505 if (settings->op[stage].projected == proj_none)
7507 proj = FALSE;
7509 else if (settings->op[stage].projected == proj_count4
7510 || settings->op[stage].projected == proj_count3)
7512 proj = TRUE;
7514 else
7516 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
7517 proj = TRUE;
7520 if (settings->op[stage].tex_type == WINED3D_GL_RES_TYPE_TEX_CUBE)
7521 proj = FALSE;
7523 switch (settings->op[stage].tex_type)
7525 case WINED3D_GL_RES_TYPE_TEX_1D:
7526 if (proj)
7528 texture_function = "texture1DProj";
7529 coord_mask = "xw";
7531 else
7533 texture_function = "texture1D";
7534 coord_mask = "x";
7536 break;
7537 case WINED3D_GL_RES_TYPE_TEX_2D:
7538 if (proj)
7540 texture_function = "texture2DProj";
7541 coord_mask = "xyw";
7543 else
7545 texture_function = "texture2D";
7546 coord_mask = "xy";
7548 break;
7549 case WINED3D_GL_RES_TYPE_TEX_3D:
7550 if (proj)
7552 texture_function = "texture3DProj";
7553 coord_mask = "xyzw";
7555 else
7557 texture_function = "texture3D";
7558 coord_mask = "xyz";
7560 break;
7561 case WINED3D_GL_RES_TYPE_TEX_CUBE:
7562 texture_function = "textureCube";
7563 coord_mask = "xyz";
7564 break;
7565 case WINED3D_GL_RES_TYPE_TEX_RECT:
7566 if (proj)
7568 texture_function = "texture2DRectProj";
7569 coord_mask = "xyw";
7571 else
7573 texture_function = "texture2DRect";
7574 coord_mask = "xy";
7576 break;
7577 default:
7578 FIXME("Unhandled texture type %#x.\n", settings->op[stage].tex_type);
7579 texture_function = "";
7580 coord_mask = "xyzw";
7581 break;
7583 if (!needs_legacy_glsl_syntax(gl_info))
7584 texture_function = proj ? "textureProj" : "texture";
7586 if (stage > 0
7587 && (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP
7588 || settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE))
7590 shader_addline(buffer, "ret.xy = bumpenv_mat%u * tex%u.xy;\n", stage - 1, stage - 1);
7592 /* With projective textures, texbem only divides the static
7593 * texture coord, not the displacement, so multiply the
7594 * displacement with the dividing parameter before passing it to
7595 * TXP. */
7596 if (settings->op[stage].projected != proj_none)
7598 if (settings->op[stage].projected == proj_count4)
7600 shader_addline(buffer, "ret.xy = (ret.xy * ffp_texcoord[%u].w) + ffp_texcoord[%u].xy;\n",
7601 stage, stage);
7602 shader_addline(buffer, "ret.zw = ffp_texcoord[%u].ww;\n", stage);
7604 else
7606 shader_addline(buffer, "ret.xy = (ret.xy * ffp_texcoord[%u].z) + ffp_texcoord[%u].xy;\n",
7607 stage, stage);
7608 shader_addline(buffer, "ret.zw = ffp_texcoord[%u].zz;\n", stage);
7611 else
7613 shader_addline(buffer, "ret = ffp_texcoord[%u] + ret.xyxy;\n", stage);
7616 shader_addline(buffer, "tex%u = %s(ps_sampler%u, ret.%s);\n",
7617 stage, texture_function, stage, coord_mask);
7619 if (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
7620 shader_addline(buffer, "tex%u *= clamp(tex%u.z * bumpenv_lum_scale%u + bumpenv_lum_offset%u, 0.0, 1.0);\n",
7621 stage, stage - 1, stage - 1, stage - 1);
7623 else if (settings->op[stage].projected == proj_count3)
7625 shader_addline(buffer, "tex%u = %s(ps_sampler%u, ffp_texcoord[%u].xyz);\n",
7626 stage, texture_function, stage, stage);
7628 else
7630 shader_addline(buffer, "tex%u = %s(ps_sampler%u, ffp_texcoord[%u].%s);\n",
7631 stage, texture_function, stage, stage, coord_mask);
7634 string_buffer_sprintf(tex_reg_name, "tex%u", stage);
7635 shader_glsl_color_correction_ext(buffer, tex_reg_name->buffer, WINED3DSP_WRITEMASK_ALL,
7636 settings->op[stage].color_fixup);
7639 if (settings->color_key_enabled)
7641 shader_addline(buffer, "if (all(greaterThanEqual(tex0, color_key[0])) && all(lessThan(tex0, color_key[1])))\n");
7642 shader_addline(buffer, " discard;\n");
7645 shader_addline(buffer, "ret = ffp_varying_diffuse;\n");
7647 /* Generate the main shader */
7648 for (stage = 0; stage < MAX_TEXTURES; ++stage)
7650 BOOL op_equal;
7652 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
7653 break;
7655 if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
7656 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
7657 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
7658 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
7659 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
7660 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
7661 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
7662 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
7663 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
7664 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
7665 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
7666 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
7667 else
7668 op_equal = settings->op[stage].aop == settings->op[stage].cop
7669 && settings->op[stage].carg0 == settings->op[stage].aarg0
7670 && settings->op[stage].carg1 == settings->op[stage].aarg1
7671 && settings->op[stage].carg2 == settings->op[stage].aarg2;
7673 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
7675 shader_glsl_ffp_fragment_op(buffer, stage, TRUE, FALSE, settings->op[stage].dst,
7676 settings->op[stage].cop, settings->op[stage].carg0,
7677 settings->op[stage].carg1, settings->op[stage].carg2);
7679 else if (op_equal)
7681 shader_glsl_ffp_fragment_op(buffer, stage, TRUE, TRUE, settings->op[stage].dst,
7682 settings->op[stage].cop, settings->op[stage].carg0,
7683 settings->op[stage].carg1, settings->op[stage].carg2);
7685 else if (settings->op[stage].cop != WINED3D_TOP_BUMPENVMAP
7686 && settings->op[stage].cop != WINED3D_TOP_BUMPENVMAP_LUMINANCE)
7688 shader_glsl_ffp_fragment_op(buffer, stage, TRUE, FALSE, settings->op[stage].dst,
7689 settings->op[stage].cop, settings->op[stage].carg0,
7690 settings->op[stage].carg1, settings->op[stage].carg2);
7691 shader_glsl_ffp_fragment_op(buffer, stage, FALSE, TRUE, settings->op[stage].dst,
7692 settings->op[stage].aop, settings->op[stage].aarg0,
7693 settings->op[stage].aarg1, settings->op[stage].aarg2);
7697 shader_addline(buffer, "%s[0] = ffp_varying_specular * specular_enable + ret;\n",
7698 get_fragment_output(gl_info));
7700 if (settings->sRGB_write)
7701 shader_glsl_generate_srgb_write_correction(buffer, gl_info);
7703 shader_glsl_generate_fog_code(buffer, gl_info, settings->fog);
7705 shader_glsl_generate_alpha_test(buffer, gl_info, alpha_test_func);
7707 shader_addline(buffer, "}\n");
7709 shader_id = GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER));
7710 shader_glsl_compile(gl_info, shader_id, buffer->buffer);
7712 string_buffer_release(&priv->string_buffers, tex_reg_name);
7713 return shader_id;
7716 static struct glsl_ffp_vertex_shader *shader_glsl_find_ffp_vertex_shader(struct shader_glsl_priv *priv,
7717 const struct wined3d_gl_info *gl_info, const struct wined3d_ffp_vs_settings *settings)
7719 struct glsl_ffp_vertex_shader *shader;
7720 const struct wine_rb_entry *entry;
7722 if ((entry = wine_rb_get(&priv->ffp_vertex_shaders, settings)))
7723 return WINE_RB_ENTRY_VALUE(entry, struct glsl_ffp_vertex_shader, desc.entry);
7725 if (!(shader = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader))))
7726 return NULL;
7728 shader->desc.settings = *settings;
7729 shader->id = shader_glsl_generate_ffp_vertex_shader(priv, settings, gl_info);
7730 list_init(&shader->linked_programs);
7731 if (wine_rb_put(&priv->ffp_vertex_shaders, &shader->desc.settings, &shader->desc.entry) == -1)
7732 ERR("Failed to insert ffp vertex shader.\n");
7734 return shader;
7737 static struct glsl_ffp_fragment_shader *shader_glsl_find_ffp_fragment_shader(struct shader_glsl_priv *priv,
7738 const struct wined3d_gl_info *gl_info, const struct ffp_frag_settings *args)
7740 struct glsl_ffp_fragment_shader *glsl_desc;
7741 const struct ffp_frag_desc *desc;
7743 if ((desc = find_ffp_frag_shader(&priv->ffp_fragment_shaders, args)))
7744 return CONTAINING_RECORD(desc, struct glsl_ffp_fragment_shader, entry);
7746 if (!(glsl_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*glsl_desc))))
7747 return NULL;
7749 glsl_desc->entry.settings = *args;
7750 glsl_desc->id = shader_glsl_generate_ffp_fragment_shader(priv, args, gl_info);
7751 list_init(&glsl_desc->linked_programs);
7752 add_ffp_frag_shader(&priv->ffp_fragment_shaders, &glsl_desc->entry);
7754 return glsl_desc;
7758 static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info *gl_info,
7759 struct shader_glsl_priv *priv, GLuint program_id, struct glsl_vs_program *vs, unsigned int vs_c_count)
7761 unsigned int i;
7762 struct wined3d_string_buffer *name = string_buffer_get(&priv->string_buffers);
7764 for (i = 0; i < vs_c_count; ++i)
7766 string_buffer_sprintf(name, "vs_c[%u]", i);
7767 vs->uniform_f_locations[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
7769 memset(&vs->uniform_f_locations[vs_c_count], 0xff, (WINED3D_MAX_VS_CONSTS_F - vs_c_count) * sizeof(GLuint));
7771 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
7773 string_buffer_sprintf(name, "vs_i[%u]", i);
7774 vs->uniform_i_locations[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
7777 for (i = 0; i < WINED3D_MAX_CONSTS_B; ++i)
7779 string_buffer_sprintf(name, "vs_b[%u]", i);
7780 vs->uniform_b_locations[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
7783 vs->pos_fixup_location = GL_EXTCALL(glGetUniformLocation(program_id, "pos_fixup"));
7785 for (i = 0; i < MAX_VERTEX_BLENDS; ++i)
7787 string_buffer_sprintf(name, "ffp_modelview_matrix[%u]", i);
7788 vs->modelview_matrix_location[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
7790 vs->projection_matrix_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_projection_matrix"));
7791 vs->normal_matrix_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_normal_matrix"));
7792 for (i = 0; i < MAX_TEXTURES; ++i)
7794 string_buffer_sprintf(name, "ffp_texture_matrix[%u]", i);
7795 vs->texture_matrix_location[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
7797 vs->material_ambient_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_material.ambient"));
7798 vs->material_diffuse_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_material.diffuse"));
7799 vs->material_specular_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_material.specular"));
7800 vs->material_emissive_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_material.emissive"));
7801 vs->material_shininess_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_material.shininess"));
7802 vs->light_ambient_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_light_ambient"));
7803 for (i = 0; i < MAX_ACTIVE_LIGHTS; ++i)
7805 string_buffer_sprintf(name, "ffp_light[%u].diffuse", i);
7806 vs->light_location[i].diffuse = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
7807 string_buffer_sprintf(name, "ffp_light[%u].specular", i);
7808 vs->light_location[i].specular = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
7809 string_buffer_sprintf(name, "ffp_light[%u].ambient", i);
7810 vs->light_location[i].ambient = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
7811 string_buffer_sprintf(name, "ffp_light[%u].position", i);
7812 vs->light_location[i].position = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
7813 string_buffer_sprintf(name, "ffp_light[%u].direction", i);
7814 vs->light_location[i].direction = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
7815 string_buffer_sprintf(name, "ffp_light[%u].range", i);
7816 vs->light_location[i].range = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
7817 string_buffer_sprintf(name, "ffp_light[%u].falloff", i);
7818 vs->light_location[i].falloff = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
7819 string_buffer_sprintf(name, "ffp_light[%u].c_att", i);
7820 vs->light_location[i].c_att = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
7821 string_buffer_sprintf(name, "ffp_light[%u].l_att", i);
7822 vs->light_location[i].l_att = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
7823 string_buffer_sprintf(name, "ffp_light[%u].q_att", i);
7824 vs->light_location[i].q_att = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
7825 string_buffer_sprintf(name, "ffp_light[%u].cos_htheta", i);
7826 vs->light_location[i].cos_htheta = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
7827 string_buffer_sprintf(name, "ffp_light[%u].cos_hphi", i);
7828 vs->light_location[i].cos_hphi = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
7830 vs->pointsize_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_point.size"));
7831 vs->pointsize_min_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_point.size_min"));
7832 vs->pointsize_max_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_point.size_max"));
7833 vs->pointsize_c_att_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_point.c_att"));
7834 vs->pointsize_l_att_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_point.l_att"));
7835 vs->pointsize_q_att_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_point.q_att"));
7836 vs->clip_planes_location = GL_EXTCALL(glGetUniformLocation(program_id, "clip_planes"));
7838 string_buffer_release(&priv->string_buffers, name);
7841 static void shader_glsl_init_gs_uniform_locations(const struct wined3d_gl_info *gl_info,
7842 struct shader_glsl_priv *priv, GLuint program_id, struct glsl_gs_program *gs)
7844 gs->pos_fixup_location = GL_EXTCALL(glGetUniformLocation(program_id, "pos_fixup"));
7847 static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info *gl_info,
7848 struct shader_glsl_priv *priv, GLuint program_id, struct glsl_ps_program *ps, unsigned int ps_c_count)
7850 unsigned int i;
7851 struct wined3d_string_buffer *name = string_buffer_get(&priv->string_buffers);
7853 for (i = 0; i < ps_c_count; ++i)
7855 string_buffer_sprintf(name, "ps_c[%u]", i);
7856 ps->uniform_f_locations[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
7858 memset(&ps->uniform_f_locations[ps_c_count], 0xff, (WINED3D_MAX_PS_CONSTS_F - ps_c_count) * sizeof(GLuint));
7860 for (i = 0; i < WINED3D_MAX_CONSTS_I; ++i)
7862 string_buffer_sprintf(name, "ps_i[%u]", i);
7863 ps->uniform_i_locations[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
7866 for (i = 0; i < WINED3D_MAX_CONSTS_B; ++i)
7868 string_buffer_sprintf(name, "ps_b[%u]", i);
7869 ps->uniform_b_locations[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
7872 for (i = 0; i < MAX_TEXTURES; ++i)
7874 string_buffer_sprintf(name, "bumpenv_mat%u", i);
7875 ps->bumpenv_mat_location[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
7876 string_buffer_sprintf(name, "bumpenv_lum_scale%u", i);
7877 ps->bumpenv_lum_scale_location[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
7878 string_buffer_sprintf(name, "bumpenv_lum_offset%u", i);
7879 ps->bumpenv_lum_offset_location[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
7880 string_buffer_sprintf(name, "tss_const%u", i);
7881 ps->tss_constant_location[i] = GL_EXTCALL(glGetUniformLocation(program_id, name->buffer));
7884 ps->tex_factor_location = GL_EXTCALL(glGetUniformLocation(program_id, "tex_factor"));
7885 ps->specular_enable_location = GL_EXTCALL(glGetUniformLocation(program_id, "specular_enable"));
7887 ps->fog_color_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_fog.color"));
7888 ps->fog_density_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_fog.density"));
7889 ps->fog_end_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_fog.end"));
7890 ps->fog_scale_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_fog.scale"));
7892 ps->alpha_test_ref_location = GL_EXTCALL(glGetUniformLocation(program_id, "alpha_test_ref"));
7894 ps->np2_fixup_location = GL_EXTCALL(glGetUniformLocation(program_id, "ps_samplerNP2Fixup"));
7895 ps->ycorrection_location = GL_EXTCALL(glGetUniformLocation(program_id, "ycorrection"));
7896 ps->color_key_location = GL_EXTCALL(glGetUniformLocation(program_id, "color_key"));
7898 string_buffer_release(&priv->string_buffers, name);
7901 static void shader_glsl_init_uniform_block_bindings(const struct wined3d_gl_info *gl_info,
7902 struct shader_glsl_priv *priv, GLuint program_id,
7903 const struct wined3d_shader_reg_maps *reg_maps)
7905 struct wined3d_string_buffer *name = string_buffer_get(&priv->string_buffers);
7906 const char *prefix = shader_glsl_get_prefix(reg_maps->shader_version.type);
7907 unsigned int i, base, count;
7908 GLuint block_idx;
7910 wined3d_gl_limits_get_uniform_block_range(&gl_info->limits, reg_maps->shader_version.type, &base, &count);
7911 for (i = 0; i < count; ++i)
7913 if (!reg_maps->cb_sizes[i])
7914 continue;
7916 string_buffer_sprintf(name, "block_%s_cb%u", prefix, i);
7917 block_idx = GL_EXTCALL(glGetUniformBlockIndex(program_id, name->buffer));
7918 GL_EXTCALL(glUniformBlockBinding(program_id, block_idx, base + i));
7920 checkGLcall("glUniformBlockBinding");
7921 string_buffer_release(&priv->string_buffers, name);
7924 /* Context activation is done by the caller. */
7925 static void set_glsl_shader_program(const struct wined3d_context *context, const struct wined3d_state *state,
7926 struct shader_glsl_priv *priv, struct glsl_context_data *ctx_data)
7928 const struct wined3d_gl_info *gl_info = context->gl_info;
7929 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
7930 const struct ps_np2fixup_info *np2fixup_info = NULL;
7931 struct glsl_shader_prog_link *entry = NULL;
7932 struct wined3d_shader *vshader = NULL;
7933 struct wined3d_shader *gshader = NULL;
7934 struct wined3d_shader *pshader = NULL;
7935 GLuint program_id;
7936 GLuint reorder_shader_id = 0;
7937 unsigned int i;
7938 GLuint vs_id = 0;
7939 GLuint gs_id = 0;
7940 GLuint ps_id = 0;
7941 struct list *ps_list, *vs_list;
7942 WORD attribs_map;
7943 struct wined3d_string_buffer *tmp_name;
7945 if (!(context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_VERTEX)) && ctx_data->glsl_program)
7947 vs_id = ctx_data->glsl_program->vs.id;
7948 vs_list = &ctx_data->glsl_program->vs.shader_entry;
7950 if (use_vs(state))
7952 vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
7953 gshader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY];
7955 if (!(context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_GEOMETRY))
7956 && ctx_data->glsl_program->gs.id)
7958 gs_id = ctx_data->glsl_program->gs.id;
7960 else if (gshader)
7962 struct gs_compile_args args;
7964 find_gs_compile_args(state, gshader, &args);
7965 gs_id = find_glsl_geometry_shader(context, priv, gshader, &args);
7969 else if (use_vs(state))
7971 struct vs_compile_args vs_compile_args;
7973 vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
7974 gshader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY];
7976 find_vs_compile_args(state, vshader, context->stream_info.swizzle_map, &vs_compile_args, d3d_info);
7977 vs_id = find_glsl_vshader(context, priv, vshader, &vs_compile_args);
7978 vs_list = &vshader->linked_programs;
7980 if (!(context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_GEOMETRY))
7981 && ctx_data->glsl_program->gs.id)
7983 gs_id = ctx_data->glsl_program->gs.id;
7985 else if (gshader)
7987 struct gs_compile_args gs_compile_args;
7989 find_gs_compile_args(state, gshader, &gs_compile_args);
7990 gs_id = find_glsl_geometry_shader(context, priv, gshader, &gs_compile_args);
7993 else if (priv->vertex_pipe == &glsl_vertex_pipe)
7995 struct glsl_ffp_vertex_shader *ffp_shader;
7996 struct wined3d_ffp_vs_settings settings;
7998 wined3d_ffp_get_vs_settings(context, state, &settings);
7999 ffp_shader = shader_glsl_find_ffp_vertex_shader(priv, gl_info, &settings);
8000 vs_id = ffp_shader->id;
8001 vs_list = &ffp_shader->linked_programs;
8004 if (!(context->shader_update_mask & (1u << WINED3D_SHADER_TYPE_PIXEL)) && ctx_data->glsl_program)
8006 ps_id = ctx_data->glsl_program->ps.id;
8007 ps_list = &ctx_data->glsl_program->ps.shader_entry;
8009 if (use_ps(state))
8010 pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
8012 else if (use_ps(state))
8014 struct ps_compile_args ps_compile_args;
8015 pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
8016 find_ps_compile_args(state, pshader, context->stream_info.position_transformed, &ps_compile_args, context);
8017 ps_id = find_glsl_pshader(context, &priv->shader_buffer, &priv->string_buffers,
8018 pshader, &ps_compile_args, &np2fixup_info);
8019 ps_list = &pshader->linked_programs;
8021 else if (priv->fragment_pipe == &glsl_fragment_pipe)
8023 struct glsl_ffp_fragment_shader *ffp_shader;
8024 struct ffp_frag_settings settings;
8026 gen_ffp_frag_op(context, state, &settings, FALSE);
8027 ffp_shader = shader_glsl_find_ffp_fragment_shader(priv, gl_info, &settings);
8028 ps_id = ffp_shader->id;
8029 ps_list = &ffp_shader->linked_programs;
8032 if ((!vs_id && !gs_id && !ps_id) || (entry = get_glsl_program_entry(priv, vs_id, gs_id, ps_id)))
8034 ctx_data->glsl_program = entry;
8035 return;
8038 /* If we get to this point, then no matching program exists, so we create one */
8039 program_id = GL_EXTCALL(glCreateProgram());
8040 TRACE("Created new GLSL shader program %u.\n", program_id);
8042 /* Create the entry */
8043 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
8044 entry->id = program_id;
8045 entry->vs.id = vs_id;
8046 entry->gs.id = gs_id;
8047 entry->ps.id = ps_id;
8048 entry->constant_version = 0;
8049 entry->ps.np2_fixup_info = np2fixup_info;
8050 /* Add the hash table entry */
8051 add_glsl_program_entry(priv, entry);
8053 /* Set the current program */
8054 ctx_data->glsl_program = entry;
8056 /* Attach GLSL vshader */
8057 if (vs_id)
8059 TRACE("Attaching GLSL shader object %u to program %u.\n", vs_id, program_id);
8060 GL_EXTCALL(glAttachShader(program_id, vs_id));
8061 checkGLcall("glAttachShader");
8063 list_add_head(vs_list, &entry->vs.shader_entry);
8066 if (vshader)
8068 attribs_map = vshader->reg_maps.input_registers;
8069 if (vshader->reg_maps.shader_version.major < 4)
8071 reorder_shader_id = shader_glsl_generate_vs3_rasterizer_input_setup(priv, vshader, pshader,
8072 state->gl_primitive_type == GL_POINTS && vshader->reg_maps.point_size,
8073 d3d_info->emulated_flatshading
8074 && state->render_states[WINED3D_RS_SHADEMODE] == WINED3D_SHADE_FLAT, gl_info);
8075 TRACE("Attaching GLSL shader object %u to program %u.\n", reorder_shader_id, program_id);
8076 GL_EXTCALL(glAttachShader(program_id, reorder_shader_id));
8077 checkGLcall("glAttachShader");
8078 /* Flag the reorder function for deletion, it will be freed
8079 * automatically when the program is destroyed. */
8080 GL_EXTCALL(glDeleteShader(reorder_shader_id));
8083 else
8085 attribs_map = (1u << WINED3D_FFP_ATTRIBS_COUNT) - 1;
8088 if (!shader_glsl_use_explicit_attrib_location(gl_info))
8090 /* Bind vertex attributes to a corresponding index number to match
8091 * the same index numbers as ARB_vertex_programs (makes loading
8092 * vertex attributes simpler). With this method, we can use the
8093 * exact same code to load the attributes later for both ARB and
8094 * GLSL shaders.
8096 * We have to do this here because we need to know the Program ID
8097 * in order to make the bindings work, and it has to be done prior
8098 * to linking the GLSL program. */
8099 tmp_name = string_buffer_get(&priv->string_buffers);
8100 for (i = 0; attribs_map; attribs_map >>= 1, ++i)
8102 if (!(attribs_map & 1))
8103 continue;
8105 string_buffer_sprintf(tmp_name, "vs_in%u", i);
8106 GL_EXTCALL(glBindAttribLocation(program_id, i, tmp_name->buffer));
8107 if (vshader && vshader->reg_maps.shader_version.major >= 4)
8109 string_buffer_sprintf(tmp_name, "vs_in_uint%u", i);
8110 GL_EXTCALL(glBindAttribLocation(program_id, i, tmp_name->buffer));
8111 string_buffer_sprintf(tmp_name, "vs_in_int%u", i);
8112 GL_EXTCALL(glBindAttribLocation(program_id, i, tmp_name->buffer));
8115 checkGLcall("glBindAttribLocation");
8116 string_buffer_release(&priv->string_buffers, tmp_name);
8119 if (gshader)
8121 TRACE("Attaching GLSL geometry shader object %u to program %u.\n", gs_id, program_id);
8122 GL_EXTCALL(glAttachShader(program_id, gs_id));
8123 checkGLcall("glAttachShader");
8125 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
8127 TRACE("input type %s, output type %s, vertices out %u.\n",
8128 debug_d3dprimitivetype(gshader->u.gs.input_type),
8129 debug_d3dprimitivetype(gshader->u.gs.output_type),
8130 gshader->u.gs.vertices_out);
8131 GL_EXTCALL(glProgramParameteriARB(program_id, GL_GEOMETRY_INPUT_TYPE_ARB,
8132 gl_primitive_type_from_d3d(gshader->u.gs.input_type)));
8133 GL_EXTCALL(glProgramParameteriARB(program_id, GL_GEOMETRY_OUTPUT_TYPE_ARB,
8134 gl_primitive_type_from_d3d(gshader->u.gs.output_type)));
8135 GL_EXTCALL(glProgramParameteriARB(program_id, GL_GEOMETRY_VERTICES_OUT_ARB,
8136 gshader->u.gs.vertices_out));
8137 checkGLcall("glProgramParameteriARB");
8140 list_add_head(&gshader->linked_programs, &entry->gs.shader_entry);
8143 /* Attach GLSL pshader */
8144 if (ps_id)
8146 TRACE("Attaching GLSL shader object %u to program %u.\n", ps_id, program_id);
8147 GL_EXTCALL(glAttachShader(program_id, ps_id));
8148 checkGLcall("glAttachShader");
8150 list_add_head(ps_list, &entry->ps.shader_entry);
8153 /* Link the program */
8154 TRACE("Linking GLSL shader program %u.\n", program_id);
8155 GL_EXTCALL(glLinkProgram(program_id));
8156 shader_glsl_validate_link(gl_info, program_id);
8158 shader_glsl_init_vs_uniform_locations(gl_info, priv, program_id, &entry->vs,
8159 vshader ? vshader->limits->constant_float : 0);
8160 shader_glsl_init_gs_uniform_locations(gl_info, priv, program_id, &entry->gs);
8161 shader_glsl_init_ps_uniform_locations(gl_info, priv, program_id, &entry->ps,
8162 pshader ? pshader->limits->constant_float : 0);
8163 checkGLcall("Find glsl program uniform locations");
8165 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
8167 if (pshader && pshader->reg_maps.shader_version.major >= 3
8168 && pshader->u.ps.declared_in_count > vec4_varyings(3, gl_info))
8170 TRACE("Shader %d needs vertex color clamping disabled.\n", program_id);
8171 entry->vs.vertex_color_clamp = GL_FALSE;
8173 else
8175 entry->vs.vertex_color_clamp = GL_FIXED_ONLY_ARB;
8178 else
8180 /* With core profile we never change vertex_color_clamp from
8181 * GL_FIXED_ONLY_MODE (which is also the initial value) so we never call
8182 * glClampColorARB(). */
8183 entry->vs.vertex_color_clamp = GL_FIXED_ONLY_ARB;
8186 /* Set the shader to allow uniform loading on it */
8187 GL_EXTCALL(glUseProgram(program_id));
8188 checkGLcall("glUseProgram");
8190 /* Texture unit mapping is set up to be the same each time the shader
8191 * program is used so we can hardcode the sampler uniform values. */
8192 shader_glsl_load_samplers(gl_info, priv, context->tex_unit_map, program_id);
8194 entry->constant_update_mask = 0;
8195 if (vshader)
8197 entry->constant_update_mask |= WINED3D_SHADER_CONST_VS_F;
8198 if (vshader->reg_maps.integer_constants)
8199 entry->constant_update_mask |= WINED3D_SHADER_CONST_VS_I;
8200 if (vshader->reg_maps.boolean_constants)
8201 entry->constant_update_mask |= WINED3D_SHADER_CONST_VS_B;
8202 if (entry->vs.pos_fixup_location != -1)
8203 entry->constant_update_mask |= WINED3D_SHADER_CONST_POS_FIXUP;
8205 shader_glsl_init_uniform_block_bindings(gl_info, priv, program_id, &vshader->reg_maps);
8206 shader_glsl_load_icb(gl_info, priv, program_id, &vshader->reg_maps);
8208 else
8210 entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_MODELVIEW
8211 | WINED3D_SHADER_CONST_FFP_PROJ;
8213 for (i = 1; i < MAX_VERTEX_BLENDS; ++i)
8215 if (entry->vs.modelview_matrix_location[i] != -1)
8217 entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_VERTEXBLEND;
8218 break;
8222 for (i = 0; i < MAX_TEXTURES; ++i)
8224 if (entry->vs.texture_matrix_location[i] != -1)
8226 entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_TEXMATRIX;
8227 break;
8230 if (entry->vs.material_ambient_location != -1 || entry->vs.material_diffuse_location != -1
8231 || entry->vs.material_specular_location != -1
8232 || entry->vs.material_emissive_location != -1
8233 || entry->vs.material_shininess_location != -1)
8234 entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_MATERIAL;
8235 if (entry->vs.light_ambient_location != -1)
8236 entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_LIGHTS;
8238 if (entry->vs.clip_planes_location != -1)
8239 entry->constant_update_mask |= WINED3D_SHADER_CONST_VS_CLIP_PLANES;
8240 if (entry->vs.pointsize_min_location != -1)
8241 entry->constant_update_mask |= WINED3D_SHADER_CONST_VS_POINTSIZE;
8243 if (gshader)
8245 if (entry->gs.pos_fixup_location != -1)
8246 entry->constant_update_mask |= WINED3D_SHADER_CONST_POS_FIXUP;
8247 shader_glsl_init_uniform_block_bindings(gl_info, priv, program_id, &gshader->reg_maps);
8248 shader_glsl_load_icb(gl_info, priv, program_id, &gshader->reg_maps);
8251 if (ps_id)
8253 if (pshader)
8255 entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_F;
8256 if (pshader->reg_maps.integer_constants)
8257 entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_I;
8258 if (pshader->reg_maps.boolean_constants)
8259 entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_B;
8260 if (entry->ps.ycorrection_location != -1)
8261 entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_Y_CORR;
8263 shader_glsl_init_uniform_block_bindings(gl_info, priv, program_id, &pshader->reg_maps);
8264 shader_glsl_load_icb(gl_info, priv, program_id, &pshader->reg_maps);
8265 shader_glsl_load_images(gl_info, priv, program_id, &pshader->reg_maps);
8267 else
8269 entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_PS;
8272 for (i = 0; i < MAX_TEXTURES; ++i)
8274 if (entry->ps.bumpenv_mat_location[i] != -1)
8276 entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
8277 break;
8281 if (entry->ps.fog_color_location != -1)
8282 entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_FOG;
8283 if (entry->ps.alpha_test_ref_location != -1)
8284 entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_ALPHA_TEST;
8285 if (entry->ps.np2_fixup_location != -1)
8286 entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_NP2_FIXUP;
8287 if (entry->ps.color_key_location != -1)
8288 entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_COLOR_KEY;
8292 /* Context activation is done by the caller. */
8293 static GLuint create_glsl_blt_shader(const struct wined3d_gl_info *gl_info, enum wined3d_gl_resource_type tex_type,
8294 BOOL masked)
8296 GLuint program_id;
8297 GLuint vshader_id, pshader_id;
8298 const char *blt_pshader;
8300 static const char blt_vshader[] =
8301 "#version 120\n"
8302 "void main(void)\n"
8303 "{\n"
8304 " gl_Position = gl_Vertex;\n"
8305 " gl_FrontColor = vec4(1.0);\n"
8306 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
8307 "}\n";
8309 static const char * const blt_pshaders_full[WINED3D_GL_RES_TYPE_COUNT] =
8311 /* WINED3D_GL_RES_TYPE_TEX_1D */
8312 NULL,
8313 /* WINED3D_GL_RES_TYPE_TEX_2D */
8314 "#version 120\n"
8315 "uniform sampler2D sampler;\n"
8316 "void main(void)\n"
8317 "{\n"
8318 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
8319 "}\n",
8320 /* WINED3D_GL_RES_TYPE_TEX_3D */
8321 NULL,
8322 /* WINED3D_GL_RES_TYPE_TEX_CUBE */
8323 "#version 120\n"
8324 "uniform samplerCube sampler;\n"
8325 "void main(void)\n"
8326 "{\n"
8327 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
8328 "}\n",
8329 /* WINED3D_GL_RES_TYPE_TEX_RECT */
8330 "#version 120\n"
8331 "#extension GL_ARB_texture_rectangle : enable\n"
8332 "uniform sampler2DRect sampler;\n"
8333 "void main(void)\n"
8334 "{\n"
8335 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
8336 "}\n",
8337 /* WINED3D_GL_RES_TYPE_BUFFER */
8338 NULL,
8339 /* WINED3D_GL_RES_TYPE_RB */
8340 NULL,
8343 static const char * const blt_pshaders_masked[WINED3D_GL_RES_TYPE_COUNT] =
8345 /* WINED3D_GL_RES_TYPE_TEX_1D */
8346 NULL,
8347 /* WINED3D_GL_RES_TYPE_TEX_2D */
8348 "#version 120\n"
8349 "uniform sampler2D sampler;\n"
8350 "uniform vec4 mask;\n"
8351 "void main(void)\n"
8352 "{\n"
8353 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
8354 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
8355 "}\n",
8356 /* WINED3D_GL_RES_TYPE_TEX_3D */
8357 NULL,
8358 /* WINED3D_GL_RES_TYPE_TEX_CUBE */
8359 "#version 120\n"
8360 "uniform samplerCube sampler;\n"
8361 "uniform vec4 mask;\n"
8362 "void main(void)\n"
8363 "{\n"
8364 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
8365 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
8366 "}\n",
8367 /* WINED3D_GL_RES_TYPE_TEX_RECT */
8368 "#version 120\n"
8369 "#extension GL_ARB_texture_rectangle : enable\n"
8370 "uniform sampler2DRect sampler;\n"
8371 "uniform vec4 mask;\n"
8372 "void main(void)\n"
8373 "{\n"
8374 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
8375 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
8376 "}\n",
8377 /* WINED3D_GL_RES_TYPE_BUFFER */
8378 NULL,
8379 /* WINED3D_GL_RES_TYPE_RB */
8380 NULL,
8383 blt_pshader = masked ? blt_pshaders_masked[tex_type] : blt_pshaders_full[tex_type];
8384 if (!blt_pshader)
8386 FIXME("tex_type %#x not supported\n", tex_type);
8387 return 0;
8390 vshader_id = GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER));
8391 shader_glsl_compile(gl_info, vshader_id, blt_vshader);
8393 pshader_id = GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER));
8394 shader_glsl_compile(gl_info, pshader_id, blt_pshader);
8396 program_id = GL_EXTCALL(glCreateProgram());
8397 GL_EXTCALL(glAttachShader(program_id, vshader_id));
8398 GL_EXTCALL(glAttachShader(program_id, pshader_id));
8399 GL_EXTCALL(glLinkProgram(program_id));
8401 shader_glsl_validate_link(gl_info, program_id);
8403 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
8404 * is destroyed
8406 GL_EXTCALL(glDeleteShader(vshader_id));
8407 GL_EXTCALL(glDeleteShader(pshader_id));
8408 return program_id;
8411 /* Context activation is done by the caller. */
8412 static void shader_glsl_select(void *shader_priv, struct wined3d_context *context,
8413 const struct wined3d_state *state)
8415 struct glsl_context_data *ctx_data = context->shader_backend_data;
8416 const struct wined3d_gl_info *gl_info = context->gl_info;
8417 struct shader_glsl_priv *priv = shader_priv;
8418 GLuint program_id = 0, prev_id = 0;
8419 GLenum old_vertex_color_clamp, current_vertex_color_clamp;
8421 priv->vertex_pipe->vp_enable(gl_info, !use_vs(state));
8422 priv->fragment_pipe->enable_extension(gl_info, !use_ps(state));
8424 if (ctx_data->glsl_program)
8426 prev_id = ctx_data->glsl_program->id;
8427 old_vertex_color_clamp = ctx_data->glsl_program->vs.vertex_color_clamp;
8429 else
8431 prev_id = 0;
8432 old_vertex_color_clamp = GL_FIXED_ONLY_ARB;
8435 set_glsl_shader_program(context, state, priv, ctx_data);
8437 if (ctx_data->glsl_program)
8439 program_id = ctx_data->glsl_program->id;
8440 current_vertex_color_clamp = ctx_data->glsl_program->vs.vertex_color_clamp;
8442 else
8444 program_id = 0;
8445 current_vertex_color_clamp = GL_FIXED_ONLY_ARB;
8448 if (old_vertex_color_clamp != current_vertex_color_clamp)
8450 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
8452 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, current_vertex_color_clamp));
8453 checkGLcall("glClampColorARB");
8455 else
8457 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
8461 TRACE("Using GLSL program %u.\n", program_id);
8463 if (prev_id != program_id)
8465 GL_EXTCALL(glUseProgram(program_id));
8466 checkGLcall("glUseProgram");
8468 if (program_id)
8469 context->constant_update_mask |= ctx_data->glsl_program->constant_update_mask;
8473 /* "context" is not necessarily the currently active context. */
8474 static void shader_glsl_invalidate_current_program(struct wined3d_context *context)
8476 struct glsl_context_data *ctx_data = context->shader_backend_data;
8478 ctx_data->glsl_program = NULL;
8479 context->shader_update_mask = (1u << WINED3D_SHADER_TYPE_PIXEL)
8480 | (1u << WINED3D_SHADER_TYPE_VERTEX)
8481 | (1u << WINED3D_SHADER_TYPE_GEOMETRY)
8482 | (1u << WINED3D_SHADER_TYPE_HULL)
8483 | (1u << WINED3D_SHADER_TYPE_DOMAIN)
8484 | (1u << WINED3D_SHADER_TYPE_COMPUTE);
8487 /* Context activation is done by the caller. */
8488 static void shader_glsl_disable(void *shader_priv, struct wined3d_context *context)
8490 const struct wined3d_gl_info *gl_info = context->gl_info;
8491 struct shader_glsl_priv *priv = shader_priv;
8493 shader_glsl_invalidate_current_program(context);
8494 GL_EXTCALL(glUseProgram(0));
8495 checkGLcall("glUseProgram");
8497 priv->vertex_pipe->vp_enable(gl_info, FALSE);
8498 priv->fragment_pipe->enable_extension(gl_info, FALSE);
8500 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] && gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
8502 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, GL_FIXED_ONLY_ARB));
8503 checkGLcall("glClampColorARB");
8507 /* Context activation is done by the caller. */
8508 static void shader_glsl_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info,
8509 enum wined3d_gl_resource_type tex_type, const SIZE *ds_mask_size)
8511 BOOL masked = ds_mask_size->cx && ds_mask_size->cy;
8512 struct shader_glsl_priv *priv = shader_priv;
8513 GLuint *blt_program;
8514 GLint loc;
8516 blt_program = masked ? &priv->depth_blt_program_masked[tex_type] : &priv->depth_blt_program_full[tex_type];
8517 if (!*blt_program)
8519 *blt_program = create_glsl_blt_shader(gl_info, tex_type, masked);
8520 loc = GL_EXTCALL(glGetUniformLocation(*blt_program, "sampler"));
8521 GL_EXTCALL(glUseProgram(*blt_program));
8522 GL_EXTCALL(glUniform1i(loc, 0));
8524 else
8526 GL_EXTCALL(glUseProgram(*blt_program));
8529 if (masked)
8531 loc = GL_EXTCALL(glGetUniformLocation(*blt_program, "mask"));
8532 GL_EXTCALL(glUniform4f(loc, 0.0f, 0.0f, (float)ds_mask_size->cx, (float)ds_mask_size->cy));
8536 /* Context activation is done by the caller. */
8537 static void shader_glsl_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info)
8539 const struct glsl_context_data *ctx_data = context_get_current()->shader_backend_data;
8540 GLuint program_id;
8542 program_id = ctx_data->glsl_program ? ctx_data->glsl_program->id : 0;
8543 if (program_id) TRACE("Using GLSL program %u\n", program_id);
8545 GL_EXTCALL(glUseProgram(program_id));
8546 checkGLcall("glUseProgram");
8549 static void shader_glsl_invalidate_contexts_program(struct wined3d_device *device,
8550 const struct glsl_shader_prog_link *program)
8552 const struct glsl_context_data *ctx_data;
8553 struct wined3d_context *context;
8554 unsigned int i;
8556 for (i = 0; i < device->context_count; ++i)
8558 context = device->contexts[i];
8559 ctx_data = context->shader_backend_data;
8561 if (ctx_data->glsl_program == program)
8562 shader_glsl_invalidate_current_program(context);
8566 static void shader_glsl_destroy(struct wined3d_shader *shader)
8568 struct glsl_shader_private *shader_data = shader->backend_data;
8569 struct wined3d_device *device = shader->device;
8570 struct shader_glsl_priv *priv = device->shader_priv;
8571 const struct wined3d_gl_info *gl_info;
8572 const struct list *linked_programs;
8573 struct wined3d_context *context;
8575 if (!shader_data || !shader_data->num_gl_shaders)
8577 HeapFree(GetProcessHeap(), 0, shader_data);
8578 shader->backend_data = NULL;
8579 return;
8582 context = context_acquire(device, NULL);
8583 gl_info = context->gl_info;
8585 TRACE("Deleting linked programs.\n");
8586 linked_programs = &shader->linked_programs;
8587 if (linked_programs->next)
8589 struct glsl_shader_prog_link *entry, *entry2;
8590 UINT i;
8592 switch (shader->reg_maps.shader_version.type)
8594 case WINED3D_SHADER_TYPE_PIXEL:
8596 struct glsl_ps_compiled_shader *gl_shaders = shader_data->gl_shaders.ps;
8598 for (i = 0; i < shader_data->num_gl_shaders; ++i)
8600 TRACE("Deleting pixel shader %u.\n", gl_shaders[i].id);
8601 GL_EXTCALL(glDeleteShader(gl_shaders[i].id));
8602 checkGLcall("glDeleteShader");
8604 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders.ps);
8606 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs,
8607 struct glsl_shader_prog_link, ps.shader_entry)
8609 shader_glsl_invalidate_contexts_program(device, entry);
8610 delete_glsl_program_entry(priv, gl_info, entry);
8613 break;
8616 case WINED3D_SHADER_TYPE_VERTEX:
8618 struct glsl_vs_compiled_shader *gl_shaders = shader_data->gl_shaders.vs;
8620 for (i = 0; i < shader_data->num_gl_shaders; ++i)
8622 TRACE("Deleting vertex shader %u.\n", gl_shaders[i].id);
8623 GL_EXTCALL(glDeleteShader(gl_shaders[i].id));
8624 checkGLcall("glDeleteShader");
8626 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders.vs);
8628 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs,
8629 struct glsl_shader_prog_link, vs.shader_entry)
8631 shader_glsl_invalidate_contexts_program(device, entry);
8632 delete_glsl_program_entry(priv, gl_info, entry);
8635 break;
8638 case WINED3D_SHADER_TYPE_GEOMETRY:
8640 struct glsl_gs_compiled_shader *gl_shaders = shader_data->gl_shaders.gs;
8642 for (i = 0; i < shader_data->num_gl_shaders; ++i)
8644 TRACE("Deleting geometry shader %u.\n", gl_shaders[i].id);
8645 GL_EXTCALL(glDeleteShader(gl_shaders[i].id));
8646 checkGLcall("glDeleteShader");
8648 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders.gs);
8650 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs,
8651 struct glsl_shader_prog_link, gs.shader_entry)
8653 shader_glsl_invalidate_contexts_program(device, entry);
8654 delete_glsl_program_entry(priv, gl_info, entry);
8657 break;
8660 default:
8661 ERR("Unhandled shader type %#x.\n", shader->reg_maps.shader_version.type);
8662 break;
8666 HeapFree(GetProcessHeap(), 0, shader->backend_data);
8667 shader->backend_data = NULL;
8669 context_release(context);
8672 static int glsl_program_key_compare(const void *key, const struct wine_rb_entry *entry)
8674 const struct glsl_program_key *k = key;
8675 const struct glsl_shader_prog_link *prog = WINE_RB_ENTRY_VALUE(entry,
8676 const struct glsl_shader_prog_link, program_lookup_entry);
8678 if (k->vs_id > prog->vs.id) return 1;
8679 else if (k->vs_id < prog->vs.id) return -1;
8681 if (k->gs_id > prog->gs.id) return 1;
8682 else if (k->gs_id < prog->gs.id) return -1;
8684 if (k->ps_id > prog->ps.id) return 1;
8685 else if (k->ps_id < prog->ps.id) return -1;
8687 return 0;
8690 static BOOL constant_heap_init(struct constant_heap *heap, unsigned int constant_count)
8692 SIZE_T size = (constant_count + 1) * sizeof(*heap->entries)
8693 + constant_count * sizeof(*heap->contained)
8694 + constant_count * sizeof(*heap->positions);
8695 void *mem = HeapAlloc(GetProcessHeap(), 0, size);
8697 if (!mem)
8699 ERR("Failed to allocate memory\n");
8700 return FALSE;
8703 heap->entries = mem;
8704 heap->entries[1].version = 0;
8705 heap->contained = (BOOL *)(heap->entries + constant_count + 1);
8706 memset(heap->contained, 0, constant_count * sizeof(*heap->contained));
8707 heap->positions = (unsigned int *)(heap->contained + constant_count);
8708 heap->size = 1;
8710 return TRUE;
8713 static void constant_heap_free(struct constant_heap *heap)
8715 HeapFree(GetProcessHeap(), 0, heap->entries);
8718 static HRESULT shader_glsl_alloc(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
8719 const struct fragment_pipeline *fragment_pipe)
8721 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
8722 struct shader_glsl_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv));
8723 SIZE_T stack_size = wined3d_log2i(max(WINED3D_MAX_VS_CONSTS_F, WINED3D_MAX_PS_CONSTS_F)) + 1;
8724 struct fragment_caps fragment_caps;
8725 void *vertex_priv, *fragment_priv;
8727 string_buffer_list_init(&priv->string_buffers);
8729 if (!(vertex_priv = vertex_pipe->vp_alloc(&glsl_shader_backend, priv)))
8731 ERR("Failed to initialize vertex pipe.\n");
8732 HeapFree(GetProcessHeap(), 0, priv);
8733 return E_FAIL;
8736 if (!(fragment_priv = fragment_pipe->alloc_private(&glsl_shader_backend, priv)))
8738 ERR("Failed to initialize fragment pipe.\n");
8739 vertex_pipe->vp_free(device);
8740 HeapFree(GetProcessHeap(), 0, priv);
8741 return E_FAIL;
8744 if (!string_buffer_init(&priv->shader_buffer))
8746 ERR("Failed to initialize shader buffer.\n");
8747 goto fail;
8750 if (!(priv->stack = wined3d_calloc(stack_size, sizeof(*priv->stack))))
8752 ERR("Failed to allocate memory.\n");
8753 goto fail;
8756 if (!constant_heap_init(&priv->vconst_heap, WINED3D_MAX_VS_CONSTS_F))
8758 ERR("Failed to initialize vertex shader constant heap\n");
8759 goto fail;
8762 if (!constant_heap_init(&priv->pconst_heap, WINED3D_MAX_PS_CONSTS_F))
8764 ERR("Failed to initialize pixel shader constant heap\n");
8765 goto fail;
8768 wine_rb_init(&priv->program_lookup, glsl_program_key_compare);
8770 priv->next_constant_version = 1;
8771 priv->vertex_pipe = vertex_pipe;
8772 priv->fragment_pipe = fragment_pipe;
8773 fragment_pipe->get_caps(gl_info, &fragment_caps);
8774 priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
8775 priv->legacy_lighting = device->wined3d->flags & WINED3D_LEGACY_FFP_LIGHTING;
8777 device->vertex_priv = vertex_priv;
8778 device->fragment_priv = fragment_priv;
8779 device->shader_priv = priv;
8781 return WINED3D_OK;
8783 fail:
8784 constant_heap_free(&priv->pconst_heap);
8785 constant_heap_free(&priv->vconst_heap);
8786 HeapFree(GetProcessHeap(), 0, priv->stack);
8787 string_buffer_free(&priv->shader_buffer);
8788 fragment_pipe->free_private(device);
8789 vertex_pipe->vp_free(device);
8790 HeapFree(GetProcessHeap(), 0, priv);
8791 return E_OUTOFMEMORY;
8794 /* Context activation is done by the caller. */
8795 static void shader_glsl_free(struct wined3d_device *device)
8797 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
8798 struct shader_glsl_priv *priv = device->shader_priv;
8799 int i;
8801 for (i = 0; i < WINED3D_GL_RES_TYPE_COUNT; ++i)
8803 if (priv->depth_blt_program_full[i])
8805 GL_EXTCALL(glDeleteProgram(priv->depth_blt_program_full[i]));
8807 if (priv->depth_blt_program_masked[i])
8809 GL_EXTCALL(glDeleteProgram(priv->depth_blt_program_masked[i]));
8813 wine_rb_destroy(&priv->program_lookup, NULL, NULL);
8814 constant_heap_free(&priv->pconst_heap);
8815 constant_heap_free(&priv->vconst_heap);
8816 HeapFree(GetProcessHeap(), 0, priv->stack);
8817 string_buffer_list_cleanup(&priv->string_buffers);
8818 string_buffer_free(&priv->shader_buffer);
8819 priv->fragment_pipe->free_private(device);
8820 priv->vertex_pipe->vp_free(device);
8822 HeapFree(GetProcessHeap(), 0, device->shader_priv);
8823 device->shader_priv = NULL;
8826 static BOOL shader_glsl_allocate_context_data(struct wined3d_context *context)
8828 return !!(context->shader_backend_data = HeapAlloc(GetProcessHeap(),
8829 HEAP_ZERO_MEMORY, sizeof(struct glsl_context_data)));
8832 static void shader_glsl_free_context_data(struct wined3d_context *context)
8834 HeapFree(GetProcessHeap(), 0, context->shader_backend_data);
8837 static void shader_glsl_init_context_state(struct wined3d_context *context)
8839 const struct wined3d_gl_info *gl_info = context->gl_info;
8841 gl_info->gl_ops.gl.p_glEnable(GL_PROGRAM_POINT_SIZE);
8842 checkGLcall("GL_PROGRAM_POINT_SIZE");
8845 static void shader_glsl_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
8847 UINT shader_model;
8849 /* FIXME: Check for the specific extensions required for SM5 support
8850 * (ARB_compute_shader, ARB_tessellation_shader, ARB_gpu_shader5, ...) as
8851 * soon as we introduce them, adjusting the GL / GLSL version checks
8852 * accordingly. */
8853 if (gl_info->glsl_version >= MAKEDWORD_VERSION(4, 30) && gl_info->supported[WINED3D_GL_VERSION_4_3]
8854 && gl_info->supported[ARB_DERIVATIVE_CONTROL]
8855 && gl_info->supported[ARB_SHADER_IMAGE_LOAD_STORE]
8856 && gl_info->supported[ARB_SHADER_IMAGE_SIZE])
8857 shader_model = 5;
8858 else if (gl_info->glsl_version >= MAKEDWORD_VERSION(1, 50) && gl_info->supported[WINED3D_GL_VERSION_3_2]
8859 && gl_info->supported[ARB_SHADER_BIT_ENCODING] && gl_info->supported[ARB_SAMPLER_OBJECTS]
8860 && gl_info->supported[ARB_TEXTURE_SWIZZLE])
8861 shader_model = 4;
8862 /* Support for texldd and texldl instructions in pixel shaders is required
8863 * for SM3. */
8864 else if (shader_glsl_has_core_grad(gl_info, NULL) || gl_info->supported[ARB_SHADER_TEXTURE_LOD])
8865 shader_model = 3;
8866 else
8867 shader_model = 2;
8868 TRACE("Shader model %u.\n", shader_model);
8870 caps->vs_version = min(wined3d_settings.max_sm_vs, shader_model);
8871 caps->hs_version = min(wined3d_settings.max_sm_hs, shader_model);
8872 caps->ds_version = min(wined3d_settings.max_sm_ds, shader_model);
8873 caps->gs_version = min(wined3d_settings.max_sm_gs, shader_model);
8874 caps->ps_version = min(wined3d_settings.max_sm_ps, shader_model);
8875 caps->cs_version = min(wined3d_settings.max_sm_cs, shader_model);
8877 caps->vs_uniform_count = min(WINED3D_MAX_VS_CONSTS_F, gl_info->limits.glsl_vs_float_constants);
8878 caps->ps_uniform_count = min(WINED3D_MAX_PS_CONSTS_F, gl_info->limits.glsl_ps_float_constants);
8879 caps->varying_count = gl_info->limits.glsl_varyings;
8881 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
8882 * Direct3D minimum requirement.
8884 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
8885 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
8887 * The problem is that the refrast clamps temporary results in the shader to
8888 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
8889 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
8890 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
8891 * offer a way to query this.
8893 if (shader_model >= 4)
8894 caps->ps_1x_max_value = FLT_MAX;
8895 else
8896 caps->ps_1x_max_value = 1024.0f;
8898 /* Ideally we'd only set caps like sRGB writes here if supported by both
8899 * the shader backend and the fragment pipe, but we can get called before
8900 * shader_glsl_alloc(). */
8901 caps->wined3d_caps = WINED3D_SHADER_CAP_VS_CLIPPING
8902 | WINED3D_SHADER_CAP_SRGB_WRITE;
8905 static BOOL shader_glsl_color_fixup_supported(struct color_fixup_desc fixup)
8907 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
8909 TRACE("Checking support for fixup:\n");
8910 dump_color_fixup_desc(fixup);
8913 /* We support everything except YUV conversions. */
8914 if (!is_complex_fixup(fixup))
8916 TRACE("[OK]\n");
8917 return TRUE;
8920 TRACE("[FAILED]\n");
8921 return FALSE;
8924 static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
8926 /* WINED3DSIH_ABS */ shader_glsl_map2gl,
8927 /* WINED3DSIH_ADD */ shader_glsl_binop,
8928 /* WINED3DSIH_AND */ shader_glsl_binop,
8929 /* WINED3DSIH_ATOMIC_AND */ NULL,
8930 /* WINED3DSIH_ATOMIC_CMP_STORE */ NULL,
8931 /* WINED3DSIH_ATOMIC_IADD */ shader_glsl_atomic,
8932 /* WINED3DSIH_ATOMIC_IMAX */ NULL,
8933 /* WINED3DSIH_ATOMIC_OR */ NULL,
8934 /* WINED3DSIH_ATOMIC_UMAX */ NULL,
8935 /* WINED3DSIH_ATOMIC_UMIN */ NULL,
8936 /* WINED3DSIH_ATOMIC_XOR */ NULL,
8937 /* WINED3DSIH_BEM */ shader_glsl_bem,
8938 /* WINED3DSIH_BFI */ NULL,
8939 /* WINED3DSIH_BFREV */ NULL,
8940 /* WINED3DSIH_BREAK */ shader_glsl_break,
8941 /* WINED3DSIH_BREAKC */ shader_glsl_breakc,
8942 /* WINED3DSIH_BREAKP */ shader_glsl_breakp,
8943 /* WINED3DSIH_BUFINFO */ NULL,
8944 /* WINED3DSIH_CALL */ shader_glsl_call,
8945 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz,
8946 /* WINED3DSIH_CASE */ shader_glsl_case,
8947 /* WINED3DSIH_CMP */ shader_glsl_conditional_move,
8948 /* WINED3DSIH_CND */ shader_glsl_cnd,
8949 /* WINED3DSIH_CONTINUE */ shader_glsl_continue,
8950 /* WINED3DSIH_CRS */ shader_glsl_cross,
8951 /* WINED3DSIH_CUT */ shader_glsl_cut,
8952 /* WINED3DSIH_CUT_STREAM */ shader_glsl_cut,
8953 /* WINED3DSIH_DCL */ shader_glsl_nop,
8954 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_glsl_nop,
8955 /* WINED3DSIH_DCL_FUNCTION_BODY */ NULL,
8956 /* WINED3DSIH_DCL_FUNCTION_TABLE */ NULL,
8957 /* WINED3DSIH_DCL_GLOBAL_FLAGS */ shader_glsl_nop,
8958 /* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ NULL,
8959 /* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ NULL,
8960 /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ shader_glsl_nop,
8961 /* WINED3DSIH_DCL_INDEXABLE_TEMP */ shader_glsl_nop,
8962 /* WINED3DSIH_DCL_INPUT */ shader_glsl_nop,
8963 /* WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT */ NULL,
8964 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_glsl_nop,
8965 /* WINED3DSIH_DCL_INPUT_PS */ NULL,
8966 /* WINED3DSIH_DCL_INPUT_PS_SGV */ NULL,
8967 /* WINED3DSIH_DCL_INPUT_PS_SIV */ NULL,
8968 /* WINED3DSIH_DCL_INPUT_SGV */ shader_glsl_nop,
8969 /* WINED3DSIH_DCL_INPUT_SIV */ shader_glsl_nop,
8970 /* WINED3DSIH_DCL_INTERFACE */ NULL,
8971 /* WINED3DSIH_DCL_OUTPUT */ shader_glsl_nop,
8972 /* WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT */ NULL,
8973 /* WINED3DSIH_DCL_OUTPUT_SIV */ shader_glsl_nop,
8974 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_glsl_nop,
8975 /* WINED3DSIH_DCL_RESOURCE_STRUCTURED */ NULL,
8976 /* WINED3DSIH_DCL_SAMPLER */ shader_glsl_nop,
8977 /* WINED3DSIH_DCL_STREAM */ NULL,
8978 /* WINED3DSIH_DCL_TEMPS */ shader_glsl_nop,
8979 /* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ NULL,
8980 /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ NULL,
8981 /* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ NULL,
8982 /* WINED3DSIH_DCL_TGSM_RAW */ NULL,
8983 /* WINED3DSIH_DCL_TGSM_STRUCTURED */ NULL,
8984 /* WINED3DSIH_DCL_THREAD_GROUP */ NULL,
8985 /* WINED3DSIH_DCL_UAV_RAW */ NULL,
8986 /* WINED3DSIH_DCL_UAV_STRUCTURED */ NULL,
8987 /* WINED3DSIH_DCL_UAV_TYPED */ shader_glsl_nop,
8988 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_glsl_nop,
8989 /* WINED3DSIH_DEF */ shader_glsl_nop,
8990 /* WINED3DSIH_DEFAULT */ shader_glsl_default,
8991 /* WINED3DSIH_DEFB */ shader_glsl_nop,
8992 /* WINED3DSIH_DEFI */ shader_glsl_nop,
8993 /* WINED3DSIH_DIV */ shader_glsl_binop,
8994 /* WINED3DSIH_DP2 */ shader_glsl_dot,
8995 /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add,
8996 /* WINED3DSIH_DP3 */ shader_glsl_dot,
8997 /* WINED3DSIH_DP4 */ shader_glsl_dot,
8998 /* WINED3DSIH_DST */ shader_glsl_dst,
8999 /* WINED3DSIH_DSX */ shader_glsl_map2gl,
9000 /* WINED3DSIH_DSX_COARSE */ shader_glsl_map2gl,
9001 /* WINED3DSIH_DSX_FINE */ shader_glsl_map2gl,
9002 /* WINED3DSIH_DSY */ shader_glsl_map2gl,
9003 /* WINED3DSIH_DSY_COARSE */ shader_glsl_map2gl,
9004 /* WINED3DSIH_DSY_FINE */ shader_glsl_map2gl,
9005 /* WINED3DSIH_ELSE */ shader_glsl_else,
9006 /* WINED3DSIH_EMIT */ shader_glsl_emit,
9007 /* WINED3DSIH_EMIT_STREAM */ shader_glsl_emit,
9008 /* WINED3DSIH_ENDIF */ shader_glsl_end,
9009 /* WINED3DSIH_ENDLOOP */ shader_glsl_end,
9010 /* WINED3DSIH_ENDREP */ shader_glsl_end,
9011 /* WINED3DSIH_ENDSWITCH */ shader_glsl_end,
9012 /* WINED3DSIH_EQ */ shader_glsl_relop,
9013 /* WINED3DSIH_EXP */ shader_glsl_scalar_op,
9014 /* WINED3DSIH_EXPP */ shader_glsl_expp,
9015 /* WINED3DSIH_FCALL */ NULL,
9016 /* WINED3DSIH_FRC */ shader_glsl_map2gl,
9017 /* WINED3DSIH_FTOI */ shader_glsl_to_int,
9018 /* WINED3DSIH_FTOU */ shader_glsl_to_uint,
9019 /* WINED3DSIH_GATHER4 */ NULL,
9020 /* WINED3DSIH_GATHER4_C */ NULL,
9021 /* WINED3DSIH_GE */ shader_glsl_relop,
9022 /* WINED3DSIH_HS_CONTROL_POINT_PHASE */ NULL,
9023 /* WINED3DSIH_HS_DECLS */ shader_glsl_nop,
9024 /* WINED3DSIH_HS_FORK_PHASE */ NULL,
9025 /* WINED3DSIH_HS_JOIN_PHASE */ NULL,
9026 /* WINED3DSIH_IADD */ shader_glsl_binop,
9027 /* WINED3DSIH_IEQ */ shader_glsl_relop,
9028 /* WINED3DSIH_IF */ shader_glsl_if,
9029 /* WINED3DSIH_IFC */ shader_glsl_ifc,
9030 /* WINED3DSIH_IGE */ shader_glsl_relop,
9031 /* WINED3DSIH_ILT */ shader_glsl_relop,
9032 /* WINED3DSIH_IMAD */ shader_glsl_mad,
9033 /* WINED3DSIH_IMAX */ shader_glsl_map2gl,
9034 /* WINED3DSIH_IMIN */ shader_glsl_map2gl,
9035 /* WINED3DSIH_IMM_ATOMIC_ALLOC */ NULL,
9036 /* WINED3DSIH_IMM_ATOMIC_AND */ NULL,
9037 /* WINED3DSIH_IMM_ATOMIC_CMP_EXCH */ NULL,
9038 /* WINED3DSIH_IMM_ATOMIC_CONSUME */ NULL,
9039 /* WINED3DSIH_IMM_ATOMIC_EXCH */ NULL,
9040 /* WINED3DSIH_IMM_ATOMIC_OR */ NULL,
9041 /* WINED3DSIH_IMM_ATOMIC_UMAX */ NULL,
9042 /* WINED3DSIH_IMM_ATOMIC_UMIN */ NULL,
9043 /* WINED3DSIH_IMM_ATOMIC_XOR */ NULL,
9044 /* WINED3DSIH_IMUL */ shader_glsl_imul,
9045 /* WINED3DSIH_INE */ shader_glsl_relop,
9046 /* WINED3DSIH_INEG */ shader_glsl_unary_op,
9047 /* WINED3DSIH_ISHL */ shader_glsl_binop,
9048 /* WINED3DSIH_ISHR */ shader_glsl_binop,
9049 /* WINED3DSIH_ITOF */ shader_glsl_to_float,
9050 /* WINED3DSIH_LABEL */ shader_glsl_label,
9051 /* WINED3DSIH_LD */ shader_glsl_ld,
9052 /* WINED3DSIH_LD2DMS */ NULL,
9053 /* WINED3DSIH_LD_RAW */ NULL,
9054 /* WINED3DSIH_LD_STRUCTURED */ NULL,
9055 /* WINED3DSIH_LD_UAV_TYPED */ shader_glsl_ld_uav,
9056 /* WINED3DSIH_LIT */ shader_glsl_lit,
9057 /* WINED3DSIH_LOD */ NULL,
9058 /* WINED3DSIH_LOG */ shader_glsl_scalar_op,
9059 /* WINED3DSIH_LOGP */ shader_glsl_scalar_op,
9060 /* WINED3DSIH_LOOP */ shader_glsl_loop,
9061 /* WINED3DSIH_LRP */ shader_glsl_lrp,
9062 /* WINED3DSIH_LT */ shader_glsl_relop,
9063 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn,
9064 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn,
9065 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn,
9066 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn,
9067 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn,
9068 /* WINED3DSIH_MAD */ shader_glsl_mad,
9069 /* WINED3DSIH_MAX */ shader_glsl_map2gl,
9070 /* WINED3DSIH_MIN */ shader_glsl_map2gl,
9071 /* WINED3DSIH_MOV */ shader_glsl_mov,
9072 /* WINED3DSIH_MOVA */ shader_glsl_mov,
9073 /* WINED3DSIH_MOVC */ shader_glsl_conditional_move,
9074 /* WINED3DSIH_MUL */ shader_glsl_binop,
9075 /* WINED3DSIH_NE */ shader_glsl_relop,
9076 /* WINED3DSIH_NOP */ shader_glsl_nop,
9077 /* WINED3DSIH_NOT */ shader_glsl_unary_op,
9078 /* WINED3DSIH_NRM */ shader_glsl_nrm,
9079 /* WINED3DSIH_OR */ shader_glsl_binop,
9080 /* WINED3DSIH_PHASE */ shader_glsl_nop,
9081 /* WINED3DSIH_POW */ shader_glsl_pow,
9082 /* WINED3DSIH_RCP */ shader_glsl_scalar_op,
9083 /* WINED3DSIH_REP */ shader_glsl_rep,
9084 /* WINED3DSIH_RESINFO */ shader_glsl_resinfo,
9085 /* WINED3DSIH_RET */ shader_glsl_ret,
9086 /* WINED3DSIH_ROUND_NE */ shader_glsl_map2gl,
9087 /* WINED3DSIH_ROUND_NI */ shader_glsl_map2gl,
9088 /* WINED3DSIH_ROUND_PI */ shader_glsl_map2gl,
9089 /* WINED3DSIH_ROUND_Z */ shader_glsl_map2gl,
9090 /* WINED3DSIH_RSQ */ shader_glsl_scalar_op,
9091 /* WINED3DSIH_SAMPLE */ shader_glsl_sample,
9092 /* WINED3DSIH_SAMPLE_B */ shader_glsl_sample,
9093 /* WINED3DSIH_SAMPLE_C */ shader_glsl_sample_c,
9094 /* WINED3DSIH_SAMPLE_C_LZ */ shader_glsl_sample_c,
9095 /* WINED3DSIH_SAMPLE_GRAD */ shader_glsl_sample,
9096 /* WINED3DSIH_SAMPLE_INFO */ NULL,
9097 /* WINED3DSIH_SAMPLE_LOD */ shader_glsl_sample,
9098 /* WINED3DSIH_SAMPLE_POS */ NULL,
9099 /* WINED3DSIH_SETP */ NULL,
9100 /* WINED3DSIH_SGE */ shader_glsl_compare,
9101 /* WINED3DSIH_SGN */ shader_glsl_sgn,
9102 /* WINED3DSIH_SINCOS */ shader_glsl_sincos,
9103 /* WINED3DSIH_SLT */ shader_glsl_compare,
9104 /* WINED3DSIH_SQRT */ shader_glsl_map2gl,
9105 /* WINED3DSIH_STORE_RAW */ NULL,
9106 /* WINED3DSIH_STORE_STRUCTURED */ NULL,
9107 /* WINED3DSIH_STORE_UAV_TYPED */ NULL,
9108 /* WINED3DSIH_SUB */ shader_glsl_binop,
9109 /* WINED3DSIH_SWAPC */ NULL,
9110 /* WINED3DSIH_SWITCH */ shader_glsl_switch,
9111 /* WINED3DSIH_SYNC */ NULL,
9112 /* WINED3DSIH_TEX */ shader_glsl_tex,
9113 /* WINED3DSIH_TEXBEM */ shader_glsl_texbem,
9114 /* WINED3DSIH_TEXBEML */ shader_glsl_texbem,
9115 /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord,
9116 /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth,
9117 /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3,
9118 /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex,
9119 /* WINED3DSIH_TEXKILL */ shader_glsl_texkill,
9120 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd,
9121 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl,
9122 /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth,
9123 /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad,
9124 /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex,
9125 /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3,
9126 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
9127 /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad,
9128 /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec,
9129 /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex,
9130 /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec,
9131 /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar,
9132 /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb,
9133 /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb,
9134 /* WINED3DSIH_UBFE */ NULL,
9135 /* WINED3DSIH_UDIV */ shader_glsl_udiv,
9136 /* WINED3DSIH_UGE */ shader_glsl_relop,
9137 /* WINED3DSIH_ULT */ shader_glsl_relop,
9138 /* WINED3DSIH_UMAX */ shader_glsl_map2gl,
9139 /* WINED3DSIH_UMIN */ shader_glsl_map2gl,
9140 /* WINED3DSIH_USHR */ shader_glsl_binop,
9141 /* WINED3DSIH_UTOF */ shader_glsl_to_float,
9142 /* WINED3DSIH_XOR */ shader_glsl_binop,
9145 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction *ins) {
9146 SHADER_HANDLER hw_fct;
9148 /* Select handler */
9149 hw_fct = shader_glsl_instruction_handler_table[ins->handler_idx];
9151 /* Unhandled opcode */
9152 if (!hw_fct)
9154 FIXME("Backend can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins->handler_idx));
9155 return;
9157 hw_fct(ins);
9159 shader_glsl_add_instruction_modifiers(ins);
9162 static BOOL shader_glsl_has_ffp_proj_control(void *shader_priv)
9164 struct shader_glsl_priv *priv = shader_priv;
9166 return priv->ffp_proj_control;
9169 const struct wined3d_shader_backend_ops glsl_shader_backend =
9171 shader_glsl_handle_instruction,
9172 shader_glsl_select,
9173 shader_glsl_disable,
9174 shader_glsl_select_depth_blt,
9175 shader_glsl_deselect_depth_blt,
9176 shader_glsl_update_float_vertex_constants,
9177 shader_glsl_update_float_pixel_constants,
9178 shader_glsl_load_constants,
9179 shader_glsl_destroy,
9180 shader_glsl_alloc,
9181 shader_glsl_free,
9182 shader_glsl_allocate_context_data,
9183 shader_glsl_free_context_data,
9184 shader_glsl_init_context_state,
9185 shader_glsl_get_caps,
9186 shader_glsl_color_fixup_supported,
9187 shader_glsl_has_ffp_proj_control,
9190 static void glsl_vertex_pipe_vp_enable(const struct wined3d_gl_info *gl_info, BOOL enable) {}
9192 static void glsl_vertex_pipe_vp_get_caps(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps)
9194 caps->xyzrhw = TRUE;
9195 caps->emulated_flatshading = !gl_info->supported[WINED3D_GL_LEGACY_CONTEXT];
9196 caps->ffp_generic_attributes = TRUE;
9197 caps->max_active_lights = MAX_ACTIVE_LIGHTS;
9198 caps->max_vertex_blend_matrices = MAX_VERTEX_BLENDS;
9199 caps->max_vertex_blend_matrix_index = 0;
9200 caps->vertex_processing_caps = WINED3DVTXPCAPS_TEXGEN
9201 | WINED3DVTXPCAPS_MATERIALSOURCE7
9202 | WINED3DVTXPCAPS_VERTEXFOG
9203 | WINED3DVTXPCAPS_DIRECTIONALLIGHTS
9204 | WINED3DVTXPCAPS_POSITIONALLIGHTS
9205 | WINED3DVTXPCAPS_LOCALVIEWER
9206 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP;
9207 caps->fvf_caps = WINED3DFVFCAPS_PSIZE | 8; /* 8 texture coordinates. */
9208 caps->max_user_clip_planes = gl_info->limits.user_clip_distances;
9209 caps->raster_caps = WINED3DPRASTERCAPS_FOGRANGE;
9212 static DWORD glsl_vertex_pipe_vp_get_emul_mask(const struct wined3d_gl_info *gl_info)
9214 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
9215 return GL_EXT_EMUL_ARB_MULTITEXTURE;
9216 return 0;
9219 static void *glsl_vertex_pipe_vp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
9221 struct shader_glsl_priv *priv;
9223 if (shader_backend == &glsl_shader_backend)
9225 priv = shader_priv;
9226 wine_rb_init(&priv->ffp_vertex_shaders, wined3d_ffp_vertex_program_key_compare);
9227 return priv;
9230 FIXME("GLSL vertex pipe without GLSL shader backend not implemented.\n");
9232 return NULL;
9235 static void shader_glsl_free_ffp_vertex_shader(struct wine_rb_entry *entry, void *context)
9237 struct glsl_ffp_vertex_shader *shader = WINE_RB_ENTRY_VALUE(entry,
9238 struct glsl_ffp_vertex_shader, desc.entry);
9239 struct glsl_shader_prog_link *program, *program2;
9240 struct glsl_ffp_destroy_ctx *ctx = context;
9242 LIST_FOR_EACH_ENTRY_SAFE(program, program2, &shader->linked_programs,
9243 struct glsl_shader_prog_link, vs.shader_entry)
9245 delete_glsl_program_entry(ctx->priv, ctx->gl_info, program);
9247 ctx->gl_info->gl_ops.ext.p_glDeleteShader(shader->id);
9248 HeapFree(GetProcessHeap(), 0, shader);
9251 /* Context activation is done by the caller. */
9252 static void glsl_vertex_pipe_vp_free(struct wined3d_device *device)
9254 struct shader_glsl_priv *priv = device->vertex_priv;
9255 struct glsl_ffp_destroy_ctx ctx;
9257 ctx.priv = priv;
9258 ctx.gl_info = &device->adapter->gl_info;
9259 wine_rb_destroy(&priv->ffp_vertex_shaders, shader_glsl_free_ffp_vertex_shader, &ctx);
9262 static void glsl_vertex_pipe_nop(struct wined3d_context *context,
9263 const struct wined3d_state *state, DWORD state_id) {}
9265 static void glsl_vertex_pipe_shader(struct wined3d_context *context,
9266 const struct wined3d_state *state, DWORD state_id)
9268 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
9271 static void glsl_vertex_pipe_vdecl(struct wined3d_context *context,
9272 const struct wined3d_state *state, DWORD state_id)
9274 const struct wined3d_gl_info *gl_info = context->gl_info;
9275 BOOL normal = !!(context->stream_info.use_map & (1u << WINED3D_FFP_NORMAL));
9276 BOOL legacy_context = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT];
9277 BOOL transformed = context->stream_info.position_transformed;
9278 BOOL wasrhw = context->last_was_rhw;
9279 unsigned int i;
9281 context->last_was_rhw = transformed;
9283 /* If the vertex declaration contains a transformed position attribute,
9284 * the draw uses the fixed function vertex pipeline regardless of any
9285 * vertex shader set by the application. */
9286 if (transformed != wasrhw
9287 || context->stream_info.swizzle_map != context->last_swizzle_map)
9288 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
9290 context->last_swizzle_map = context->stream_info.swizzle_map;
9292 if (!use_vs(state))
9294 if (context->last_was_vshader)
9296 if (legacy_context)
9297 for (i = 0; i < gl_info->limits.user_clip_distances; ++i)
9298 clipplane(context, state, STATE_CLIPPLANE(i));
9299 else
9300 context->constant_update_mask |= WINED3D_SHADER_CONST_VS_CLIP_PLANES;
9303 context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_TEXMATRIX;
9305 /* Because of settings->texcoords, we have to regenerate the vertex
9306 * shader on a vdecl change if there aren't enough varyings to just
9307 * always output all the texture coordinates. */
9308 if (gl_info->limits.glsl_varyings < wined3d_max_compat_varyings(gl_info)
9309 || normal != context->last_was_normal)
9310 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
9312 if (use_ps(state)
9313 && state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.shader_version.major == 1
9314 && state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.shader_version.minor <= 3)
9315 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
9317 else
9319 if (!context->last_was_vshader)
9321 /* Vertex shader clipping ignores the view matrix. Update all clip planes. */
9322 if (legacy_context)
9323 for (i = 0; i < gl_info->limits.user_clip_distances; ++i)
9324 clipplane(context, state, STATE_CLIPPLANE(i));
9325 else
9326 context->constant_update_mask |= WINED3D_SHADER_CONST_VS_CLIP_PLANES;
9330 context->last_was_vshader = use_vs(state);
9331 context->last_was_normal = normal;
9334 static void glsl_vertex_pipe_vs(struct wined3d_context *context,
9335 const struct wined3d_state *state, DWORD state_id)
9337 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
9338 /* Different vertex shaders potentially require a different vertex attributes setup. */
9339 if (!isStateDirty(context, STATE_VDECL))
9340 context_apply_state(context, state, STATE_VDECL);
9343 static void glsl_vertex_pipe_geometry_shader(struct wined3d_context *context,
9344 const struct wined3d_state *state, DWORD state_id)
9346 if (state->shader[WINED3D_SHADER_TYPE_VERTEX]
9347 && state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.shader_version.major >= 4)
9348 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
9351 static void glsl_vertex_pipe_pixel_shader(struct wined3d_context *context,
9352 const struct wined3d_state *state, DWORD state_id)
9354 if (state->shader[WINED3D_SHADER_TYPE_GEOMETRY])
9355 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_GEOMETRY;
9356 else if (state->shader[WINED3D_SHADER_TYPE_VERTEX]
9357 && state->shader[WINED3D_SHADER_TYPE_VERTEX]->reg_maps.shader_version.major >= 4)
9358 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
9361 static void glsl_vertex_pipe_world(struct wined3d_context *context,
9362 const struct wined3d_state *state, DWORD state_id)
9364 context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_MODELVIEW;
9367 static void glsl_vertex_pipe_vertexblend(struct wined3d_context *context,
9368 const struct wined3d_state *state, DWORD state_id)
9370 context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_VERTEXBLEND;
9373 static void glsl_vertex_pipe_view(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
9375 const struct wined3d_gl_info *gl_info = context->gl_info;
9376 unsigned int k;
9378 context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_MODELVIEW
9379 | WINED3D_SHADER_CONST_FFP_LIGHTS
9380 | WINED3D_SHADER_CONST_FFP_VERTEXBLEND;
9382 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
9384 for (k = 0; k < gl_info->limits.user_clip_distances; ++k)
9386 if (!isStateDirty(context, STATE_CLIPPLANE(k)))
9387 clipplane(context, state, STATE_CLIPPLANE(k));
9390 else
9392 context->constant_update_mask |= WINED3D_SHADER_CONST_VS_CLIP_PLANES;
9396 static void glsl_vertex_pipe_projection(struct wined3d_context *context,
9397 const struct wined3d_state *state, DWORD state_id)
9399 /* Table fog behavior depends on the projection matrix. */
9400 if (state->render_states[WINED3D_RS_FOGENABLE]
9401 && state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
9402 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
9403 context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_PROJ;
9406 static void glsl_vertex_pipe_viewport(struct wined3d_context *context,
9407 const struct wined3d_state *state, DWORD state_id)
9409 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
9410 glsl_vertex_pipe_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
9411 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE))
9412 && state->render_states[WINED3D_RS_POINTSCALEENABLE])
9413 context->constant_update_mask |= WINED3D_SHADER_CONST_VS_POINTSIZE;
9414 context->constant_update_mask |= WINED3D_SHADER_CONST_POS_FIXUP;
9417 static void glsl_vertex_pipe_texmatrix(struct wined3d_context *context,
9418 const struct wined3d_state *state, DWORD state_id)
9420 context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_TEXMATRIX;
9423 static void glsl_vertex_pipe_texmatrix_np2(struct wined3d_context *context,
9424 const struct wined3d_state *state, DWORD state_id)
9426 DWORD sampler = state_id - STATE_SAMPLER(0);
9427 const struct wined3d_texture *texture = state->textures[sampler];
9428 BOOL np2;
9430 if (!texture)
9431 return;
9433 if (sampler >= MAX_TEXTURES)
9434 return;
9436 if ((np2 = !(texture->flags & WINED3D_TEXTURE_POW2_MAT_IDENT))
9437 || context->lastWasPow2Texture & (1u << sampler))
9439 if (np2)
9440 context->lastWasPow2Texture |= 1u << sampler;
9441 else
9442 context->lastWasPow2Texture &= ~(1u << sampler);
9444 context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_TEXMATRIX;
9448 static void glsl_vertex_pipe_material(struct wined3d_context *context,
9449 const struct wined3d_state *state, DWORD state_id)
9451 context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_MATERIAL;
9454 static void glsl_vertex_pipe_light(struct wined3d_context *context,
9455 const struct wined3d_state *state, DWORD state_id)
9457 context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_LIGHTS;
9460 static void glsl_vertex_pipe_pointsize(struct wined3d_context *context,
9461 const struct wined3d_state *state, DWORD state_id)
9463 context->constant_update_mask |= WINED3D_SHADER_CONST_VS_POINTSIZE;
9466 static void glsl_vertex_pipe_pointscale(struct wined3d_context *context,
9467 const struct wined3d_state *state, DWORD state_id)
9469 if (!use_vs(state))
9470 context->constant_update_mask |= WINED3D_SHADER_CONST_VS_POINTSIZE;
9473 static void glsl_vertex_pointsprite_core(struct wined3d_context *context,
9474 const struct wined3d_state *state, DWORD state_id)
9476 static unsigned int once;
9478 if (state->gl_primitive_type == GL_POINTS && !state->render_states[WINED3D_RS_POINTSPRITEENABLE] && !once++)
9479 FIXME("Non-point sprite points not supported in core profile.\n");
9482 static void glsl_vertex_pipe_shademode(struct wined3d_context *context,
9483 const struct wined3d_state *state, DWORD state_id)
9485 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_VERTEX;
9488 static void glsl_vertex_pipe_clip_plane(struct wined3d_context *context,
9489 const struct wined3d_state *state, DWORD state_id)
9491 const struct wined3d_gl_info *gl_info = context->gl_info;
9492 UINT index = state_id - STATE_CLIPPLANE(0);
9494 if (index >= gl_info->limits.user_clip_distances)
9495 return;
9497 context->constant_update_mask |= WINED3D_SHADER_CONST_VS_CLIP_PLANES;
9500 static const struct StateEntryTemplate glsl_vertex_pipe_vp_states[] =
9502 {STATE_VDECL, {STATE_VDECL, glsl_vertex_pipe_vdecl }, WINED3D_GL_EXT_NONE },
9503 {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), glsl_vertex_pipe_vs }, WINED3D_GL_EXT_NONE },
9504 {STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY), {STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY), glsl_vertex_pipe_geometry_shader}, WINED3D_GL_EXT_NONE },
9505 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), glsl_vertex_pipe_pixel_shader}, WINED3D_GL_EXT_NONE },
9506 {STATE_MATERIAL, {STATE_RENDER(WINED3D_RS_SPECULARENABLE), NULL }, WINED3D_GL_EXT_NONE },
9507 {STATE_RENDER(WINED3D_RS_SPECULARENABLE), {STATE_RENDER(WINED3D_RS_SPECULARENABLE), glsl_vertex_pipe_material}, WINED3D_GL_EXT_NONE },
9508 /* Clip planes */
9509 {STATE_CLIPPLANE(0), {STATE_CLIPPLANE(0), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9510 {STATE_CLIPPLANE(0), {STATE_CLIPPLANE(0), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9511 {STATE_CLIPPLANE(1), {STATE_CLIPPLANE(1), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9512 {STATE_CLIPPLANE(1), {STATE_CLIPPLANE(1), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9513 {STATE_CLIPPLANE(2), {STATE_CLIPPLANE(2), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9514 {STATE_CLIPPLANE(2), {STATE_CLIPPLANE(2), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9515 {STATE_CLIPPLANE(3), {STATE_CLIPPLANE(3), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9516 {STATE_CLIPPLANE(3), {STATE_CLIPPLANE(3), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9517 {STATE_CLIPPLANE(4), {STATE_CLIPPLANE(4), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9518 {STATE_CLIPPLANE(4), {STATE_CLIPPLANE(4), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9519 {STATE_CLIPPLANE(5), {STATE_CLIPPLANE(5), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9520 {STATE_CLIPPLANE(5), {STATE_CLIPPLANE(5), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9521 {STATE_CLIPPLANE(6), {STATE_CLIPPLANE(6), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9522 {STATE_CLIPPLANE(6), {STATE_CLIPPLANE(6), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9523 {STATE_CLIPPLANE(7), {STATE_CLIPPLANE(7), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9524 {STATE_CLIPPLANE(7), {STATE_CLIPPLANE(7), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9525 {STATE_CLIPPLANE(8), {STATE_CLIPPLANE(8), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9526 {STATE_CLIPPLANE(8), {STATE_CLIPPLANE(8), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9527 {STATE_CLIPPLANE(9), {STATE_CLIPPLANE(9), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9528 {STATE_CLIPPLANE(9), {STATE_CLIPPLANE(9), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9529 {STATE_CLIPPLANE(10), {STATE_CLIPPLANE(10), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9530 {STATE_CLIPPLANE(10), {STATE_CLIPPLANE(10), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9531 {STATE_CLIPPLANE(11), {STATE_CLIPPLANE(11), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9532 {STATE_CLIPPLANE(11), {STATE_CLIPPLANE(11), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9533 {STATE_CLIPPLANE(12), {STATE_CLIPPLANE(12), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9534 {STATE_CLIPPLANE(12), {STATE_CLIPPLANE(12), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9535 {STATE_CLIPPLANE(13), {STATE_CLIPPLANE(13), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9536 {STATE_CLIPPLANE(13), {STATE_CLIPPLANE(13), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9537 {STATE_CLIPPLANE(14), {STATE_CLIPPLANE(14), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9538 {STATE_CLIPPLANE(14), {STATE_CLIPPLANE(14), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9539 {STATE_CLIPPLANE(15), {STATE_CLIPPLANE(15), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9540 {STATE_CLIPPLANE(15), {STATE_CLIPPLANE(15), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9541 {STATE_CLIPPLANE(16), {STATE_CLIPPLANE(16), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9542 {STATE_CLIPPLANE(16), {STATE_CLIPPLANE(16), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9543 {STATE_CLIPPLANE(17), {STATE_CLIPPLANE(17), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9544 {STATE_CLIPPLANE(17), {STATE_CLIPPLANE(17), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9545 {STATE_CLIPPLANE(18), {STATE_CLIPPLANE(18), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9546 {STATE_CLIPPLANE(18), {STATE_CLIPPLANE(18), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9547 {STATE_CLIPPLANE(19), {STATE_CLIPPLANE(19), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9548 {STATE_CLIPPLANE(19), {STATE_CLIPPLANE(19), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9549 {STATE_CLIPPLANE(20), {STATE_CLIPPLANE(20), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9550 {STATE_CLIPPLANE(20), {STATE_CLIPPLANE(20), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9551 {STATE_CLIPPLANE(21), {STATE_CLIPPLANE(21), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9552 {STATE_CLIPPLANE(21), {STATE_CLIPPLANE(21), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9553 {STATE_CLIPPLANE(22), {STATE_CLIPPLANE(22), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9554 {STATE_CLIPPLANE(22), {STATE_CLIPPLANE(22), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9555 {STATE_CLIPPLANE(23), {STATE_CLIPPLANE(23), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9556 {STATE_CLIPPLANE(23), {STATE_CLIPPLANE(23), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9557 {STATE_CLIPPLANE(24), {STATE_CLIPPLANE(24), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9558 {STATE_CLIPPLANE(24), {STATE_CLIPPLANE(24), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9559 {STATE_CLIPPLANE(25), {STATE_CLIPPLANE(25), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9560 {STATE_CLIPPLANE(25), {STATE_CLIPPLANE(25), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9561 {STATE_CLIPPLANE(26), {STATE_CLIPPLANE(26), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9562 {STATE_CLIPPLANE(26), {STATE_CLIPPLANE(26), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9563 {STATE_CLIPPLANE(27), {STATE_CLIPPLANE(27), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9564 {STATE_CLIPPLANE(27), {STATE_CLIPPLANE(27), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9565 {STATE_CLIPPLANE(28), {STATE_CLIPPLANE(28), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9566 {STATE_CLIPPLANE(28), {STATE_CLIPPLANE(28), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9567 {STATE_CLIPPLANE(29), {STATE_CLIPPLANE(29), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9568 {STATE_CLIPPLANE(29), {STATE_CLIPPLANE(29), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9569 {STATE_CLIPPLANE(30), {STATE_CLIPPLANE(30), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9570 {STATE_CLIPPLANE(30), {STATE_CLIPPLANE(30), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9571 {STATE_CLIPPLANE(31), {STATE_CLIPPLANE(31), clipplane }, WINED3D_GL_LEGACY_CONTEXT },
9572 {STATE_CLIPPLANE(31), {STATE_CLIPPLANE(31), glsl_vertex_pipe_clip_plane}, WINED3D_GL_EXT_NONE },
9573 /* Lights */
9574 {STATE_LIGHT_TYPE, {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
9575 {STATE_ACTIVELIGHT(0), {STATE_ACTIVELIGHT(0), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE },
9576 {STATE_ACTIVELIGHT(1), {STATE_ACTIVELIGHT(1), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE },
9577 {STATE_ACTIVELIGHT(2), {STATE_ACTIVELIGHT(2), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE },
9578 {STATE_ACTIVELIGHT(3), {STATE_ACTIVELIGHT(3), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE },
9579 {STATE_ACTIVELIGHT(4), {STATE_ACTIVELIGHT(4), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE },
9580 {STATE_ACTIVELIGHT(5), {STATE_ACTIVELIGHT(5), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE },
9581 {STATE_ACTIVELIGHT(6), {STATE_ACTIVELIGHT(6), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE },
9582 {STATE_ACTIVELIGHT(7), {STATE_ACTIVELIGHT(7), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE },
9583 /* Viewport */
9584 {STATE_VIEWPORT, {STATE_VIEWPORT, glsl_vertex_pipe_viewport}, WINED3D_GL_EXT_NONE },
9585 /* Transform states */
9586 {STATE_TRANSFORM(WINED3D_TS_VIEW), {STATE_TRANSFORM(WINED3D_TS_VIEW), glsl_vertex_pipe_view }, WINED3D_GL_EXT_NONE },
9587 {STATE_TRANSFORM(WINED3D_TS_PROJECTION), {STATE_TRANSFORM(WINED3D_TS_PROJECTION), glsl_vertex_pipe_projection}, WINED3D_GL_EXT_NONE },
9588 {STATE_TRANSFORM(WINED3D_TS_TEXTURE0), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
9589 {STATE_TRANSFORM(WINED3D_TS_TEXTURE1), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
9590 {STATE_TRANSFORM(WINED3D_TS_TEXTURE2), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
9591 {STATE_TRANSFORM(WINED3D_TS_TEXTURE3), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
9592 {STATE_TRANSFORM(WINED3D_TS_TEXTURE4), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
9593 {STATE_TRANSFORM(WINED3D_TS_TEXTURE5), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
9594 {STATE_TRANSFORM(WINED3D_TS_TEXTURE6), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
9595 {STATE_TRANSFORM(WINED3D_TS_TEXTURE7), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
9596 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), glsl_vertex_pipe_world }, WINED3D_GL_EXT_NONE },
9597 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)), glsl_vertex_pipe_vertexblend }, WINED3D_GL_EXT_NONE },
9598 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)), glsl_vertex_pipe_vertexblend }, WINED3D_GL_EXT_NONE },
9599 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)), glsl_vertex_pipe_vertexblend }, WINED3D_GL_EXT_NONE },
9600 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE },
9601 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE },
9602 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE },
9603 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE },
9604 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE },
9605 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE },
9606 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE },
9607 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), glsl_vertex_pipe_texmatrix}, WINED3D_GL_EXT_NONE },
9608 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
9609 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
9610 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
9611 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
9612 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
9613 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
9614 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
9615 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
9616 /* Fog */
9617 {STATE_RENDER(WINED3D_RS_FOGENABLE), {STATE_RENDER(WINED3D_RS_FOGENABLE), glsl_vertex_pipe_shader}, WINED3D_GL_EXT_NONE },
9618 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE), {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
9619 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
9620 {STATE_RENDER(WINED3D_RS_RANGEFOGENABLE), {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
9621 {STATE_RENDER(WINED3D_RS_CLIPPING), {STATE_RENDER(WINED3D_RS_CLIPPING), state_clipping }, WINED3D_GL_EXT_NONE },
9622 {STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE), {STATE_RENDER(WINED3D_RS_CLIPPING), NULL }, WINED3D_GL_EXT_NONE },
9623 {STATE_RENDER(WINED3D_RS_LIGHTING), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
9624 {STATE_RENDER(WINED3D_RS_AMBIENT), {STATE_RENDER(WINED3D_RS_AMBIENT), glsl_vertex_pipe_light }, WINED3D_GL_EXT_NONE },
9625 {STATE_RENDER(WINED3D_RS_COLORVERTEX), {STATE_RENDER(WINED3D_RS_COLORVERTEX), glsl_vertex_pipe_shader}, WINED3D_GL_EXT_NONE },
9626 {STATE_RENDER(WINED3D_RS_LOCALVIEWER), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
9627 {STATE_RENDER(WINED3D_RS_NORMALIZENORMALS), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
9628 {STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
9629 {STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
9630 {STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
9631 {STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
9632 {STATE_RENDER(WINED3D_RS_VERTEXBLEND), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
9633 {STATE_RENDER(WINED3D_RS_POINTSIZE), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, WINED3D_GL_EXT_NONE },
9634 {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), glsl_vertex_pipe_pointsize}, WINED3D_GL_EXT_NONE },
9635 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_pointsprite }, ARB_POINT_SPRITE },
9636 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_pointsprite_w }, WINED3D_GL_LEGACY_CONTEXT },
9637 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), glsl_vertex_pointsprite_core}, WINED3D_GL_EXT_NONE },
9638 {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), glsl_vertex_pipe_pointscale}, WINED3D_GL_EXT_NONE },
9639 {STATE_RENDER(WINED3D_RS_POINTSCALE_A), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
9640 {STATE_RENDER(WINED3D_RS_POINTSCALE_B), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
9641 {STATE_RENDER(WINED3D_RS_POINTSCALE_C), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
9642 {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, WINED3D_GL_EXT_NONE },
9643 {STATE_RENDER(WINED3D_RS_TWEENFACTOR), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
9644 {STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
9645 /* NP2 texture matrix fixups. They are not needed if
9646 * GL_ARB_texture_non_power_of_two is supported. Otherwise, register
9647 * glsl_vertex_pipe_texmatrix(), which takes care of updating the texture
9648 * matrix. */
9649 {STATE_SAMPLER(0), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
9650 {STATE_SAMPLER(0), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT},
9651 {STATE_SAMPLER(0), {STATE_SAMPLER(0), glsl_vertex_pipe_texmatrix_np2}, WINED3D_GL_EXT_NONE },
9652 {STATE_SAMPLER(1), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
9653 {STATE_SAMPLER(1), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT},
9654 {STATE_SAMPLER(1), {STATE_SAMPLER(1), glsl_vertex_pipe_texmatrix_np2}, WINED3D_GL_EXT_NONE },
9655 {STATE_SAMPLER(2), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
9656 {STATE_SAMPLER(2), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT},
9657 {STATE_SAMPLER(2), {STATE_SAMPLER(2), glsl_vertex_pipe_texmatrix_np2}, WINED3D_GL_EXT_NONE },
9658 {STATE_SAMPLER(3), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
9659 {STATE_SAMPLER(3), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT},
9660 {STATE_SAMPLER(3), {STATE_SAMPLER(3), glsl_vertex_pipe_texmatrix_np2}, WINED3D_GL_EXT_NONE },
9661 {STATE_SAMPLER(4), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
9662 {STATE_SAMPLER(4), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT},
9663 {STATE_SAMPLER(4), {STATE_SAMPLER(4), glsl_vertex_pipe_texmatrix_np2}, WINED3D_GL_EXT_NONE },
9664 {STATE_SAMPLER(5), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
9665 {STATE_SAMPLER(5), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT},
9666 {STATE_SAMPLER(5), {STATE_SAMPLER(5), glsl_vertex_pipe_texmatrix_np2}, WINED3D_GL_EXT_NONE },
9667 {STATE_SAMPLER(6), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
9668 {STATE_SAMPLER(6), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT},
9669 {STATE_SAMPLER(6), {STATE_SAMPLER(6), glsl_vertex_pipe_texmatrix_np2}, WINED3D_GL_EXT_NONE },
9670 {STATE_SAMPLER(7), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
9671 {STATE_SAMPLER(7), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT},
9672 {STATE_SAMPLER(7), {STATE_SAMPLER(7), glsl_vertex_pipe_texmatrix_np2}, WINED3D_GL_EXT_NONE },
9673 {STATE_POINT_ENABLE, {STATE_POINT_ENABLE, glsl_vertex_pipe_shader}, WINED3D_GL_EXT_NONE },
9674 {STATE_RENDER(WINED3D_RS_SHADEMODE), {STATE_RENDER(WINED3D_RS_SHADEMODE), glsl_vertex_pipe_nop }, WINED3D_GL_LEGACY_CONTEXT },
9675 {STATE_RENDER(WINED3D_RS_SHADEMODE), {STATE_RENDER(WINED3D_RS_SHADEMODE), glsl_vertex_pipe_shademode}, WINED3D_GL_EXT_NONE },
9676 {0 /* Terminate */, {0, NULL }, WINED3D_GL_EXT_NONE },
9679 /* TODO:
9680 * - Implement vertex tweening. */
9681 const struct wined3d_vertex_pipe_ops glsl_vertex_pipe =
9683 glsl_vertex_pipe_vp_enable,
9684 glsl_vertex_pipe_vp_get_caps,
9685 glsl_vertex_pipe_vp_get_emul_mask,
9686 glsl_vertex_pipe_vp_alloc,
9687 glsl_vertex_pipe_vp_free,
9688 glsl_vertex_pipe_vp_states,
9691 static void glsl_fragment_pipe_enable(const struct wined3d_gl_info *gl_info, BOOL enable)
9693 /* Nothing to do. */
9696 static void glsl_fragment_pipe_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
9698 caps->wined3d_caps = WINED3D_FRAGMENT_CAP_PROJ_CONTROL
9699 | WINED3D_FRAGMENT_CAP_SRGB_WRITE
9700 | WINED3D_FRAGMENT_CAP_COLOR_KEY;
9701 caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP
9702 | WINED3DPMISCCAPS_PERSTAGECONSTANT;
9703 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE
9704 | WINED3DTEXOPCAPS_SELECTARG1
9705 | WINED3DTEXOPCAPS_SELECTARG2
9706 | WINED3DTEXOPCAPS_MODULATE4X
9707 | WINED3DTEXOPCAPS_MODULATE2X
9708 | WINED3DTEXOPCAPS_MODULATE
9709 | WINED3DTEXOPCAPS_ADDSIGNED2X
9710 | WINED3DTEXOPCAPS_ADDSIGNED
9711 | WINED3DTEXOPCAPS_ADD
9712 | WINED3DTEXOPCAPS_SUBTRACT
9713 | WINED3DTEXOPCAPS_ADDSMOOTH
9714 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
9715 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
9716 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
9717 | WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
9718 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
9719 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
9720 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
9721 | WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
9722 | WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
9723 | WINED3DTEXOPCAPS_DOTPRODUCT3
9724 | WINED3DTEXOPCAPS_MULTIPLYADD
9725 | WINED3DTEXOPCAPS_LERP
9726 | WINED3DTEXOPCAPS_BUMPENVMAP
9727 | WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
9728 caps->MaxTextureBlendStages = MAX_TEXTURES;
9729 caps->MaxSimultaneousTextures = min(gl_info->limits.fragment_samplers, MAX_TEXTURES);
9732 static DWORD glsl_fragment_pipe_get_emul_mask(const struct wined3d_gl_info *gl_info)
9734 if (gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
9735 return GL_EXT_EMUL_ARB_MULTITEXTURE;
9736 return 0;
9739 static void *glsl_fragment_pipe_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
9741 struct shader_glsl_priv *priv;
9743 if (shader_backend == &glsl_shader_backend)
9745 priv = shader_priv;
9746 wine_rb_init(&priv->ffp_fragment_shaders, wined3d_ffp_frag_program_key_compare);
9747 return priv;
9750 FIXME("GLSL fragment pipe without GLSL shader backend not implemented.\n");
9752 return NULL;
9755 static void shader_glsl_free_ffp_fragment_shader(struct wine_rb_entry *entry, void *context)
9757 struct glsl_ffp_fragment_shader *shader = WINE_RB_ENTRY_VALUE(entry,
9758 struct glsl_ffp_fragment_shader, entry.entry);
9759 struct glsl_shader_prog_link *program, *program2;
9760 struct glsl_ffp_destroy_ctx *ctx = context;
9762 LIST_FOR_EACH_ENTRY_SAFE(program, program2, &shader->linked_programs,
9763 struct glsl_shader_prog_link, ps.shader_entry)
9765 delete_glsl_program_entry(ctx->priv, ctx->gl_info, program);
9767 ctx->gl_info->gl_ops.ext.p_glDeleteShader(shader->id);
9768 HeapFree(GetProcessHeap(), 0, shader);
9771 /* Context activation is done by the caller. */
9772 static void glsl_fragment_pipe_free(struct wined3d_device *device)
9774 struct shader_glsl_priv *priv = device->fragment_priv;
9775 struct glsl_ffp_destroy_ctx ctx;
9777 ctx.priv = priv;
9778 ctx.gl_info = &device->adapter->gl_info;
9779 wine_rb_destroy(&priv->ffp_fragment_shaders, shader_glsl_free_ffp_fragment_shader, &ctx);
9782 static void glsl_fragment_pipe_shader(struct wined3d_context *context,
9783 const struct wined3d_state *state, DWORD state_id)
9785 context->last_was_pshader = use_ps(state);
9787 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
9790 static void glsl_fragment_pipe_fogparams(struct wined3d_context *context,
9791 const struct wined3d_state *state, DWORD state_id)
9793 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_FOG;
9796 static void glsl_fragment_pipe_fog(struct wined3d_context *context,
9797 const struct wined3d_state *state, DWORD state_id)
9799 BOOL use_vshader = use_vs(state);
9800 enum fogsource new_source;
9801 DWORD fogstart = state->render_states[WINED3D_RS_FOGSTART];
9802 DWORD fogend = state->render_states[WINED3D_RS_FOGEND];
9804 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
9806 if (!state->render_states[WINED3D_RS_FOGENABLE])
9807 return;
9809 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
9811 if (use_vshader)
9812 new_source = FOGSOURCE_VS;
9813 else if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->stream_info.position_transformed)
9814 new_source = FOGSOURCE_COORD;
9815 else
9816 new_source = FOGSOURCE_FFP;
9818 else
9820 new_source = FOGSOURCE_FFP;
9823 if (new_source != context->fog_source || fogstart == fogend)
9825 context->fog_source = new_source;
9826 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_FOG;
9830 static void glsl_fragment_pipe_vdecl(struct wined3d_context *context,
9831 const struct wined3d_state *state, DWORD state_id)
9833 /* Because of settings->texcoords_initialized and args->texcoords_initialized. */
9834 if (context->gl_info->limits.glsl_varyings < wined3d_max_compat_varyings(context->gl_info))
9835 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
9837 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_FOGENABLE)))
9838 glsl_fragment_pipe_fog(context, state, state_id);
9841 static void glsl_fragment_pipe_vs(struct wined3d_context *context,
9842 const struct wined3d_state *state, DWORD state_id)
9844 /* Because of settings->texcoords_initialized and args->texcoords_initialized. */
9845 if (context->gl_info->limits.glsl_varyings < wined3d_max_compat_varyings(context->gl_info))
9846 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
9849 static void glsl_fragment_pipe_tex_transform(struct wined3d_context *context,
9850 const struct wined3d_state *state, DWORD state_id)
9852 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
9855 static void glsl_fragment_pipe_invalidate_constants(struct wined3d_context *context,
9856 const struct wined3d_state *state, DWORD state_id)
9858 context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_PS;
9861 static void glsl_fragment_pipe_alpha_test_func(struct wined3d_context *context,
9862 const struct wined3d_state *state, DWORD state_id)
9864 const struct wined3d_gl_info *gl_info = context->gl_info;
9865 GLint func = wined3d_gl_compare_func(state->render_states[WINED3D_RS_ALPHAFUNC]);
9866 float ref = state->render_states[WINED3D_RS_ALPHAREF] / 255.0f;
9868 if (func)
9870 gl_info->gl_ops.gl.p_glAlphaFunc(func, ref);
9871 checkGLcall("glAlphaFunc");
9875 static void glsl_fragment_pipe_core_alpha_test(struct wined3d_context *context,
9876 const struct wined3d_state *state, DWORD state_id)
9878 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
9881 static void glsl_fragment_pipe_alpha_test(struct wined3d_context *context,
9882 const struct wined3d_state *state, DWORD state_id)
9884 const struct wined3d_gl_info *gl_info = context->gl_info;
9886 if (state->render_states[WINED3D_RS_ALPHATESTENABLE])
9888 gl_info->gl_ops.gl.p_glEnable(GL_ALPHA_TEST);
9889 checkGLcall("glEnable(GL_ALPHA_TEST)");
9891 else
9893 gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
9894 checkGLcall("glDisable(GL_ALPHA_TEST)");
9898 static void glsl_fragment_pipe_core_alpha_test_ref(struct wined3d_context *context,
9899 const struct wined3d_state *state, DWORD state_id)
9901 context->constant_update_mask |= WINED3D_SHADER_CONST_PS_ALPHA_TEST;
9904 static void glsl_fragment_pipe_color_key(struct wined3d_context *context,
9905 const struct wined3d_state *state, DWORD state_id)
9907 context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_COLOR_KEY;
9910 static void glsl_fragment_pipe_shademode(struct wined3d_context *context,
9911 const struct wined3d_state *state, DWORD state_id)
9913 context->shader_update_mask |= 1u << WINED3D_SHADER_TYPE_PIXEL;
9916 static const struct StateEntryTemplate glsl_fragment_pipe_state_template[] =
9918 {STATE_VDECL, {STATE_VDECL, glsl_fragment_pipe_vdecl }, WINED3D_GL_EXT_NONE },
9919 {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), glsl_fragment_pipe_vs }, WINED3D_GL_EXT_NONE },
9920 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
9921 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9922 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9923 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9924 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9925 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9926 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9927 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9928 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9929 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9930 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9931 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9932 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9933 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9934 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9935 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9936 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9937 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9938 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9939 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9940 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9941 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9942 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9943 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9944 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9945 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9946 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9947 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9948 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9949 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9950 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9951 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9952 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9953 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9954 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9955 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9956 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9957 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9958 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9959 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9960 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9961 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9962 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9963 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9964 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9965 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9966 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9967 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9968 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9969 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9970 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9971 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9972 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9973 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9974 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9975 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9976 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9977 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9978 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9979 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9980 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9981 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9982 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9983 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9984 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9985 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9986 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9987 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9988 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9989 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9990 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9991 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9992 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
9993 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), glsl_fragment_pipe_shader }, WINED3D_GL_EXT_NONE },
9994 {STATE_RENDER(WINED3D_RS_ALPHAFUNC), {STATE_RENDER(WINED3D_RS_ALPHAFUNC), glsl_fragment_pipe_alpha_test_func }, WINED3D_GL_LEGACY_CONTEXT},
9995 {STATE_RENDER(WINED3D_RS_ALPHAFUNC), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
9996 {STATE_RENDER(WINED3D_RS_ALPHAREF), {STATE_RENDER(WINED3D_RS_ALPHAFUNC), NULL }, WINED3D_GL_LEGACY_CONTEXT},
9997 {STATE_RENDER(WINED3D_RS_ALPHAREF), {STATE_RENDER(WINED3D_RS_ALPHAREF), glsl_fragment_pipe_core_alpha_test_ref }, WINED3D_GL_EXT_NONE },
9998 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), glsl_fragment_pipe_alpha_test }, WINED3D_GL_LEGACY_CONTEXT},
9999 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), glsl_fragment_pipe_core_alpha_test }, WINED3D_GL_EXT_NONE },
10000 {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
10001 {STATE_COLOR_KEY, { STATE_COLOR_KEY, glsl_fragment_pipe_color_key }, WINED3D_GL_EXT_NONE },
10002 {STATE_RENDER(WINED3D_RS_FOGENABLE), {STATE_RENDER(WINED3D_RS_FOGENABLE), glsl_fragment_pipe_fog }, WINED3D_GL_EXT_NONE },
10003 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE), {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
10004 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
10005 {STATE_RENDER(WINED3D_RS_FOGSTART), {STATE_RENDER(WINED3D_RS_FOGSTART), glsl_fragment_pipe_fogparams }, WINED3D_GL_EXT_NONE },
10006 {STATE_RENDER(WINED3D_RS_FOGEND), {STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
10007 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), state_srgbwrite }, ARB_FRAMEBUFFER_SRGB},
10008 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
10009 {STATE_RENDER(WINED3D_RS_FOGCOLOR), {STATE_RENDER(WINED3D_RS_FOGCOLOR), glsl_fragment_pipe_fogparams }, WINED3D_GL_EXT_NONE },
10010 {STATE_RENDER(WINED3D_RS_FOGDENSITY), {STATE_RENDER(WINED3D_RS_FOGDENSITY), glsl_fragment_pipe_fogparams }, WINED3D_GL_EXT_NONE },
10011 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), glsl_fragment_pipe_shader }, ARB_POINT_SPRITE },
10012 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), glsl_fragment_pipe_shader }, WINED3D_GL_VERSION_2_0},
10013 {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 },
10014 {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 },
10015 {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 },
10016 {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 },
10017 {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 },
10018 {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 },
10019 {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 },
10020 {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 },
10021 {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
10022 {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
10023 {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
10024 {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
10025 {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
10026 {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
10027 {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
10028 {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
10029 {STATE_RENDER(WINED3D_RS_SPECULARENABLE), {STATE_RENDER(WINED3D_RS_SPECULARENABLE), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
10030 {STATE_POINT_ENABLE, {STATE_POINT_ENABLE, glsl_fragment_pipe_shader }, WINED3D_GL_EXT_NONE },
10031 {STATE_RENDER(WINED3D_RS_SHADEMODE), {STATE_RENDER(WINED3D_RS_SHADEMODE), state_shademode }, WINED3D_GL_LEGACY_CONTEXT},
10032 {STATE_RENDER(WINED3D_RS_SHADEMODE), {STATE_RENDER(WINED3D_RS_SHADEMODE), glsl_fragment_pipe_shademode }, WINED3D_GL_EXT_NONE },
10033 {0 /* Terminate */, {0, 0 }, WINED3D_GL_EXT_NONE },
10036 static BOOL glsl_fragment_pipe_alloc_context_data(struct wined3d_context *context)
10038 return TRUE;
10041 static void glsl_fragment_pipe_free_context_data(struct wined3d_context *context)
10045 const struct fragment_pipeline glsl_fragment_pipe =
10047 glsl_fragment_pipe_enable,
10048 glsl_fragment_pipe_get_caps,
10049 glsl_fragment_pipe_get_emul_mask,
10050 glsl_fragment_pipe_alloc,
10051 glsl_fragment_pipe_free,
10052 glsl_fragment_pipe_alloc_context_data,
10053 glsl_fragment_pipe_free_context_data,
10054 shader_glsl_color_fixup_supported,
10055 glsl_fragment_pipe_state_template,