2 * GLSL pixel and vertex shader implementation
4 * Copyright 2006 Jason Green
5 * Copyright 2006-2007 Henri Verbeet
6 * Copyright 2007-2009, 2013 Stefan Dösinger for CodeWeavers
7 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 * D3D shader asm has swizzles on source parameters, and write masks for
26 * destination parameters. GLSL uses swizzles for both. The result of this is
27 * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
28 * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
29 * mask for the destination parameter into account.
33 #include "wine/port.h"
41 #include "wined3d_private.h"
43 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
44 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
45 WINE_DECLARE_DEBUG_CHANNEL(winediag
);
47 #define WINED3D_GLSL_SAMPLE_PROJECTED 0x01
48 #define WINED3D_GLSL_SAMPLE_LOD 0x02
49 #define WINED3D_GLSL_SAMPLE_GRAD 0x04
50 #define WINED3D_GLSL_SAMPLE_LOAD 0x08
51 #define WINED3D_GLSL_SAMPLE_OFFSET 0x10
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, "Buffer"}, /* 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 */
71 {4, 3, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY */
86 struct glsl_sample_function
88 struct wined3d_string_buffer
*name
;
89 unsigned int coord_mask
;
90 unsigned int deriv_mask
;
91 enum wined3d_data_type data_type
;
92 BOOL output_single_component
;
93 unsigned int offset_size
;
98 HEAP_NODE_TRAVERSE_LEFT
,
99 HEAP_NODE_TRAVERSE_RIGHT
,
103 struct constant_entry
106 unsigned int version
;
111 struct constant_entry
*entries
;
113 unsigned int *positions
;
117 /* GLSL shader private data */
118 struct shader_glsl_priv
120 struct wined3d_string_buffer shader_buffer
;
121 struct wined3d_string_buffer_list string_buffers
;
122 struct wine_rb_tree program_lookup
;
123 struct constant_heap vconst_heap
;
124 struct constant_heap pconst_heap
;
125 unsigned char *stack
;
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
;
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
;
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_hs_program
182 struct list shader_entry
;
186 struct glsl_ds_program
188 struct list shader_entry
;
191 GLint pos_fixup_location
;
194 struct glsl_gs_program
196 struct list shader_entry
;
199 GLint pos_fixup_location
;
202 struct glsl_ps_program
204 struct list shader_entry
;
206 GLint uniform_f_locations
[WINED3D_MAX_PS_CONSTS_F
];
207 GLint uniform_i_locations
[WINED3D_MAX_CONSTS_I
];
208 GLint uniform_b_locations
[WINED3D_MAX_CONSTS_B
];
209 GLint bumpenv_mat_location
[MAX_TEXTURES
];
210 GLint bumpenv_lum_scale_location
[MAX_TEXTURES
];
211 GLint bumpenv_lum_offset_location
[MAX_TEXTURES
];
212 GLint tss_constant_location
[MAX_TEXTURES
];
213 GLint tex_factor_location
;
214 GLint specular_enable_location
;
215 GLint fog_color_location
;
216 GLint fog_density_location
;
217 GLint fog_end_location
;
218 GLint fog_scale_location
;
219 GLint alpha_test_ref_location
;
220 GLint ycorrection_location
;
221 GLint np2_fixup_location
;
222 GLint color_key_location
;
223 const struct ps_np2fixup_info
*np2_fixup_info
;
226 struct glsl_cs_program
228 struct list shader_entry
;
232 /* Struct to maintain data about a linked GLSL program */
233 struct glsl_shader_prog_link
235 struct wine_rb_entry program_lookup_entry
;
236 struct glsl_vs_program vs
;
237 struct glsl_hs_program hs
;
238 struct glsl_ds_program ds
;
239 struct glsl_gs_program gs
;
240 struct glsl_ps_program ps
;
241 struct glsl_cs_program cs
;
243 DWORD constant_update_mask
;
244 UINT constant_version
;
247 struct glsl_program_key
257 struct shader_glsl_ctx_priv
{
258 const struct vs_compile_args
*cur_vs_args
;
259 const struct ds_compile_args
*cur_ds_args
;
260 const struct ps_compile_args
*cur_ps_args
;
261 struct ps_np2fixup_info
*cur_np2fixup_info
;
262 struct wined3d_string_buffer_list
*string_buffers
;
265 struct glsl_context_data
267 struct glsl_shader_prog_link
*glsl_program
;
268 GLenum vertex_color_clamp
;
269 BOOL rasterization_disabled
;
272 struct glsl_ps_compiled_shader
274 struct ps_compile_args args
;
275 struct ps_np2fixup_info np2fixup
;
279 struct glsl_vs_compiled_shader
281 struct vs_compile_args args
;
285 struct glsl_hs_compiled_shader
290 struct glsl_ds_compiled_shader
292 struct ds_compile_args args
;
296 struct glsl_gs_compiled_shader
298 struct gs_compile_args args
;
302 struct glsl_cs_compiled_shader
307 struct glsl_shader_private
311 struct glsl_vs_compiled_shader
*vs
;
312 struct glsl_hs_compiled_shader
*hs
;
313 struct glsl_ds_compiled_shader
*ds
;
314 struct glsl_gs_compiled_shader
*gs
;
315 struct glsl_ps_compiled_shader
*ps
;
316 struct glsl_cs_compiled_shader
*cs
;
318 unsigned int num_gl_shaders
, shader_array_size
;
321 struct glsl_ffp_vertex_shader
323 struct wined3d_ffp_vs_desc desc
;
325 struct list linked_programs
;
328 struct glsl_ffp_fragment_shader
330 struct ffp_frag_desc entry
;
332 struct list linked_programs
;
335 struct glsl_ffp_destroy_ctx
337 struct shader_glsl_priv
*priv
;
338 const struct wined3d_gl_info
*gl_info
;
341 static void shader_glsl_generate_shader_epilogue(const struct wined3d_shader_context
*ctx
);
343 static const char *debug_gl_shader_type(GLenum type
)
347 #define WINED3D_TO_STR(u) case u: return #u
348 WINED3D_TO_STR(GL_VERTEX_SHADER
);
349 WINED3D_TO_STR(GL_TESS_CONTROL_SHADER
);
350 WINED3D_TO_STR(GL_TESS_EVALUATION_SHADER
);
351 WINED3D_TO_STR(GL_GEOMETRY_SHADER
);
352 WINED3D_TO_STR(GL_FRAGMENT_SHADER
);
353 WINED3D_TO_STR(GL_COMPUTE_SHADER
);
354 #undef WINED3D_TO_STR
356 return wine_dbg_sprintf("UNKNOWN(%#x)", type
);
360 static const char *shader_glsl_get_prefix(enum wined3d_shader_type type
)
364 case WINED3D_SHADER_TYPE_VERTEX
:
367 case WINED3D_SHADER_TYPE_HULL
:
370 case WINED3D_SHADER_TYPE_DOMAIN
:
373 case WINED3D_SHADER_TYPE_GEOMETRY
:
376 case WINED3D_SHADER_TYPE_PIXEL
:
379 case WINED3D_SHADER_TYPE_COMPUTE
:
383 FIXME("Unhandled shader type %#x.\n", type
);
388 static unsigned int shader_glsl_get_version(const struct wined3d_gl_info
*gl_info
)
390 if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(4, 40))
392 else if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 50))
394 else if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 30))
400 static void shader_glsl_add_version_declaration(struct wined3d_string_buffer
*buffer
,
401 const struct wined3d_gl_info
*gl_info
)
403 shader_addline(buffer
, "#version %u\n", shader_glsl_get_version(gl_info
));
406 static void shader_glsl_append_imm_vec4(struct wined3d_string_buffer
*buffer
, const float *values
)
410 wined3d_ftoa(values
[0], str
[0]);
411 wined3d_ftoa(values
[1], str
[1]);
412 wined3d_ftoa(values
[2], str
[2]);
413 wined3d_ftoa(values
[3], str
[3]);
414 shader_addline(buffer
, "vec4(%s, %s, %s, %s)", str
[0], str
[1], str
[2], str
[3]);
417 static void shader_glsl_append_imm_ivec(struct wined3d_string_buffer
*buffer
,
418 const int *values
, unsigned int size
)
422 if (!size
|| size
> 4)
424 ERR("Invalid vector size %u.\n", size
);
429 shader_addline(buffer
, "ivec%u(", size
);
431 for (i
= 0; i
< size
; ++i
)
432 shader_addline(buffer
, i
? ", %#x" : "%#x", values
[i
]);
435 shader_addline(buffer
, ")");
438 static const char *get_info_log_line(const char **ptr
)
443 if (!(q
= strstr(p
, "\n")))
445 if (!*p
) return NULL
;
454 /* Context activation is done by the caller. */
455 void print_glsl_info_log(const struct wined3d_gl_info
*gl_info
, GLuint id
, BOOL program
)
460 if (!WARN_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
464 GL_EXTCALL(glGetProgramiv(id
, GL_INFO_LOG_LENGTH
, &length
));
466 GL_EXTCALL(glGetShaderiv(id
, GL_INFO_LOG_LENGTH
, &length
));
468 /* A size of 1 is just a null-terminated string, so the log should be bigger than
469 * that if there are errors. */
472 const char *ptr
, *line
;
474 log
= HeapAlloc(GetProcessHeap(), 0, length
);
475 /* The info log is supposed to be zero-terminated, but at least some
476 * versions of fglrx don't terminate the string properly. The reported
477 * length does include the terminator, so explicitly set it to zero
481 GL_EXTCALL(glGetProgramInfoLog(id
, length
, NULL
, log
));
483 GL_EXTCALL(glGetShaderInfoLog(id
, length
, NULL
, log
));
486 if (gl_info
->quirks
& WINED3D_QUIRK_INFO_LOG_SPAM
)
488 WARN("Info log received from GLSL shader #%u:\n", id
);
489 while ((line
= get_info_log_line(&ptr
))) WARN(" %.*s", (int)(ptr
- line
), line
);
493 FIXME("Info log received from GLSL shader #%u:\n", id
);
494 while ((line
= get_info_log_line(&ptr
))) FIXME(" %.*s", (int)(ptr
- line
), line
);
496 HeapFree(GetProcessHeap(), 0, log
);
500 /* Context activation is done by the caller. */
501 static void shader_glsl_compile(const struct wined3d_gl_info
*gl_info
, GLuint shader
, const char *src
)
503 const char *ptr
, *line
;
505 TRACE("Compiling shader object %u.\n", shader
);
507 if (TRACE_ON(d3d_shader
))
510 while ((line
= get_info_log_line(&ptr
))) TRACE_(d3d_shader
)(" %.*s", (int)(ptr
- line
), line
);
513 GL_EXTCALL(glShaderSource(shader
, 1, &src
, NULL
));
514 checkGLcall("glShaderSource");
515 GL_EXTCALL(glCompileShader(shader
));
516 checkGLcall("glCompileShader");
517 print_glsl_info_log(gl_info
, shader
, FALSE
);
520 /* Context activation is done by the caller. */
521 static void shader_glsl_dump_program_source(const struct wined3d_gl_info
*gl_info
, GLuint program
)
523 GLint i
, shader_count
, source_size
= -1;
527 GL_EXTCALL(glGetProgramiv(program
, GL_ATTACHED_SHADERS
, &shader_count
));
528 if (!(shaders
= wined3d_calloc(shader_count
, sizeof(*shaders
))))
530 ERR("Failed to allocate shader array memory.\n");
534 GL_EXTCALL(glGetAttachedShaders(program
, shader_count
, NULL
, shaders
));
535 for (i
= 0; i
< shader_count
; ++i
)
537 const char *ptr
, *line
;
540 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_SHADER_SOURCE_LENGTH
, &tmp
));
542 if (source_size
< tmp
)
544 HeapFree(GetProcessHeap(), 0, source
);
546 source
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, tmp
);
549 ERR("Failed to allocate %d bytes for shader source.\n", tmp
);
550 HeapFree(GetProcessHeap(), 0, shaders
);
556 FIXME("Shader %u:\n", shaders
[i
]);
557 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_SHADER_TYPE
, &tmp
));
558 FIXME(" GL_SHADER_TYPE: %s.\n", debug_gl_shader_type(tmp
));
559 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_COMPILE_STATUS
, &tmp
));
560 FIXME(" GL_COMPILE_STATUS: %d.\n", tmp
);
564 GL_EXTCALL(glGetShaderSource(shaders
[i
], source_size
, NULL
, source
));
565 while ((line
= get_info_log_line(&ptr
))) FIXME(" %.*s", (int)(ptr
- line
), line
);
569 HeapFree(GetProcessHeap(), 0, source
);
570 HeapFree(GetProcessHeap(), 0, shaders
);
573 /* Context activation is done by the caller. */
574 void shader_glsl_validate_link(const struct wined3d_gl_info
*gl_info
, GLuint program
)
578 if (!TRACE_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
581 GL_EXTCALL(glGetProgramiv(program
, GL_LINK_STATUS
, &tmp
));
584 FIXME("Program %u link status invalid.\n", program
);
585 shader_glsl_dump_program_source(gl_info
, program
);
588 print_glsl_info_log(gl_info
, program
, TRUE
);
591 static BOOL
shader_glsl_use_layout_qualifier(const struct wined3d_gl_info
*gl_info
)
593 /* Layout qualifiers were introduced in GLSL 1.40. The Nvidia Legacy GPU
594 * driver (series 340.xx) doesn't parse layout qualifiers in older GLSL
596 return shader_glsl_get_version(gl_info
) >= 140;
599 static BOOL
shader_glsl_use_layout_binding_qualifier(const struct wined3d_gl_info
*gl_info
)
601 return gl_info
->supported
[ARB_SHADING_LANGUAGE_420PACK
] && shader_glsl_use_layout_qualifier(gl_info
);
604 static void shader_glsl_init_uniform_block_bindings(const struct wined3d_gl_info
*gl_info
,
605 struct shader_glsl_priv
*priv
, GLuint program_id
,
606 const struct wined3d_shader_reg_maps
*reg_maps
)
608 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
609 struct wined3d_string_buffer
*name
;
610 unsigned int i
, base
, count
;
613 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
616 name
= string_buffer_get(&priv
->string_buffers
);
617 wined3d_gl_limits_get_uniform_block_range(&gl_info
->limits
, reg_maps
->shader_version
.type
, &base
, &count
);
618 for (i
= 0; i
< count
; ++i
)
620 if (!reg_maps
->cb_sizes
[i
])
623 string_buffer_sprintf(name
, "block_%s_cb%u", prefix
, i
);
624 block_idx
= GL_EXTCALL(glGetUniformBlockIndex(program_id
, name
->buffer
));
625 GL_EXTCALL(glUniformBlockBinding(program_id
, block_idx
, base
+ i
));
627 checkGLcall("glUniformBlockBinding");
628 string_buffer_release(&priv
->string_buffers
, name
);
631 /* Context activation is done by the caller. */
632 static void shader_glsl_load_samplers_range(const struct wined3d_gl_info
*gl_info
,
633 struct shader_glsl_priv
*priv
, GLuint program_id
, const char *prefix
,
634 unsigned int base
, unsigned int count
, const DWORD
*tex_unit_map
)
636 struct wined3d_string_buffer
*sampler_name
= string_buffer_get(&priv
->string_buffers
);
637 unsigned int i
, mapped_unit
;
640 for (i
= 0; i
< count
; ++i
)
642 string_buffer_sprintf(sampler_name
, "%s_sampler%u", prefix
, i
);
643 name_loc
= GL_EXTCALL(glGetUniformLocation(program_id
, sampler_name
->buffer
));
647 mapped_unit
= tex_unit_map
? tex_unit_map
[base
+ i
] : base
+ i
;
648 if (mapped_unit
== WINED3D_UNMAPPED_STAGE
|| mapped_unit
>= gl_info
->limits
.combined_samplers
)
650 ERR("Trying to load sampler %s on unsupported unit %u.\n", sampler_name
->buffer
, mapped_unit
);
654 TRACE("Loading sampler %s on unit %u.\n", sampler_name
->buffer
, mapped_unit
);
655 GL_EXTCALL(glUniform1i(name_loc
, mapped_unit
));
657 checkGLcall("Load sampler bindings");
658 string_buffer_release(&priv
->string_buffers
, sampler_name
);
661 static unsigned int shader_glsl_map_tex_unit(const struct wined3d_context
*context
,
662 const struct wined3d_shader_version
*shader_version
, unsigned int sampler_idx
)
664 const DWORD
*tex_unit_map
;
665 unsigned int base
, count
;
667 tex_unit_map
= context_get_tex_unit_mapping(context
, shader_version
, &base
, &count
);
668 if (sampler_idx
>= count
)
669 return WINED3D_UNMAPPED_STAGE
;
671 return base
+ sampler_idx
;
672 return tex_unit_map
[base
+ sampler_idx
];
675 static void shader_glsl_append_sampler_binding_qualifier(struct wined3d_string_buffer
*buffer
,
676 const struct wined3d_context
*context
, const struct wined3d_shader_version
*shader_version
,
677 unsigned int sampler_idx
)
679 unsigned int mapped_unit
= shader_glsl_map_tex_unit(context
, shader_version
, sampler_idx
);
680 if (mapped_unit
!= WINED3D_UNMAPPED_STAGE
)
681 shader_addline(buffer
, "layout(binding = %u)\n", mapped_unit
);
683 ERR("Unmapped sampler %u.\n", sampler_idx
);
686 /* Context activation is done by the caller. */
687 static void shader_glsl_load_samplers(const struct wined3d_context
*context
,
688 struct shader_glsl_priv
*priv
, GLuint program_id
, const struct wined3d_shader_reg_maps
*reg_maps
)
690 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
691 const struct wined3d_shader_version
*shader_version
;
692 const DWORD
*tex_unit_map
;
693 unsigned int base
, count
;
696 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
699 shader_version
= reg_maps
? ®_maps
->shader_version
: NULL
;
700 prefix
= shader_glsl_get_prefix(shader_version
? shader_version
->type
: WINED3D_SHADER_TYPE_PIXEL
);
701 tex_unit_map
= context_get_tex_unit_mapping(context
, shader_version
, &base
, &count
);
702 shader_glsl_load_samplers_range(gl_info
, priv
, program_id
, prefix
, base
, count
, tex_unit_map
);
705 static void shader_glsl_load_icb(const struct wined3d_gl_info
*gl_info
, struct shader_glsl_priv
*priv
,
706 GLuint program_id
, const struct wined3d_shader_reg_maps
*reg_maps
)
708 const struct wined3d_shader_immediate_constant_buffer
*icb
= reg_maps
->icb
;
712 struct wined3d_string_buffer
*icb_name
= string_buffer_get(&priv
->string_buffers
);
713 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
716 string_buffer_sprintf(icb_name
, "%s_icb", prefix
);
717 icb_location
= GL_EXTCALL(glGetUniformLocation(program_id
, icb_name
->buffer
));
718 GL_EXTCALL(glUniform4fv(icb_location
, icb
->vec4_count
, (const GLfloat
*)icb
->data
));
719 checkGLcall("Load immediate constant buffer");
721 string_buffer_release(&priv
->string_buffers
, icb_name
);
725 /* Context activation is done by the caller. */
726 static void shader_glsl_load_images(const struct wined3d_gl_info
*gl_info
, struct shader_glsl_priv
*priv
,
727 GLuint program_id
, const struct wined3d_shader_reg_maps
*reg_maps
)
729 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
730 struct wined3d_string_buffer
*name
;
734 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
737 name
= string_buffer_get(&priv
->string_buffers
);
738 for (i
= 0; i
< MAX_UNORDERED_ACCESS_VIEWS
; ++i
)
740 if (!reg_maps
->uav_resource_info
[i
].type
)
743 string_buffer_sprintf(name
, "%s_image%u", prefix
, i
);
744 location
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
748 TRACE("Loading image %s on unit %u.\n", name
->buffer
, i
);
749 GL_EXTCALL(glUniform1i(location
, i
));
751 checkGLcall("Load image bindings");
752 string_buffer_release(&priv
->string_buffers
, name
);
755 /* Context activation is done by the caller. */
756 static void shader_glsl_load_program_resources(const struct wined3d_context
*context
,
757 struct shader_glsl_priv
*priv
, GLuint program_id
, const struct wined3d_shader
*shader
)
759 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
761 shader_glsl_init_uniform_block_bindings(context
->gl_info
, priv
, program_id
, reg_maps
);
762 shader_glsl_load_icb(context
->gl_info
, priv
, program_id
, reg_maps
);
763 /* Texture unit mapping is set up to be the same each time the shader
764 * program is used so we can hardcode the sampler uniform values. */
765 shader_glsl_load_samplers(context
, priv
, program_id
, reg_maps
);
768 static void append_transform_feedback_varying(const char **varyings
, unsigned int *varying_count
,
769 char **strings
, unsigned int *strings_length
, struct wined3d_string_buffer
*buffer
)
771 if (varyings
&& *strings
)
773 char *ptr
= *strings
;
775 varyings
[*varying_count
] = ptr
;
777 memcpy(ptr
, buffer
->buffer
, buffer
->content_size
+ 1);
778 ptr
+= buffer
->content_size
+ 1;
783 *strings_length
+= buffer
->content_size
+ 1;
787 static void append_transform_feedback_skip_components(const char **varyings
,
788 unsigned int *varying_count
, char **strings
, unsigned int *strings_length
,
789 struct wined3d_string_buffer
*buffer
, unsigned int component_count
)
793 for (j
= 0; j
< component_count
/ 4; ++j
)
795 string_buffer_sprintf(buffer
, "gl_SkipComponents4");
796 append_transform_feedback_varying(varyings
, varying_count
, strings
, strings_length
, buffer
);
798 if (component_count
% 4)
800 string_buffer_sprintf(buffer
, "gl_SkipComponents%u", component_count
% 4);
801 append_transform_feedback_varying(varyings
, varying_count
, strings
, strings_length
, buffer
);
805 static void shader_glsl_generate_transform_feedback_varyings(const struct wined3d_stream_output_desc
*so_desc
,
806 struct wined3d_string_buffer
*buffer
, const char **varyings
, unsigned int *varying_count
,
807 char *strings
, unsigned int *strings_length
, GLenum buffer_mode
)
809 unsigned int i
, buffer_idx
, count
, length
, highest_output_slot
, stride
;
812 highest_output_slot
= 0;
813 for (buffer_idx
= 0; buffer_idx
< WINED3D_MAX_STREAM_OUTPUT_BUFFERS
; ++buffer_idx
)
817 for (i
= 0; i
< so_desc
->element_count
; ++i
)
819 const struct wined3d_stream_output_element
*e
= &so_desc
->elements
[i
];
821 highest_output_slot
= max(highest_output_slot
, e
->output_slot
);
822 if (e
->output_slot
!= buffer_idx
)
827 FIXME("Unhandled stream %u.\n", e
->stream_idx
);
831 stride
+= e
->component_count
;
833 if (e
->register_idx
== WINED3D_STREAM_OUTPUT_GAP
)
835 append_transform_feedback_skip_components(varyings
, &count
,
836 &strings
, &length
, buffer
, e
->component_count
);
840 if (e
->component_idx
|| e
->component_count
!= 4)
842 if (so_desc
->rasterizer_stream_idx
!= WINED3D_NO_RASTERIZER_STREAM
)
844 FIXME("Unsupported component range %u-%u.\n", e
->component_idx
, e
->component_count
);
845 append_transform_feedback_skip_components(varyings
, &count
,
846 &strings
, &length
, buffer
, e
->component_count
);
850 string_buffer_sprintf(buffer
, "shader_in_out.reg%u_%u_%u",
851 e
->register_idx
, e
->component_idx
, e
->component_idx
+ e
->component_count
- 1);
852 append_transform_feedback_varying(varyings
, &count
, &strings
, &length
, buffer
);
856 string_buffer_sprintf(buffer
, "shader_in_out.reg%u", e
->register_idx
);
857 append_transform_feedback_varying(varyings
, &count
, &strings
, &length
, buffer
);
861 if (buffer_idx
< so_desc
->buffer_stride_count
862 && stride
< so_desc
->buffer_strides
[buffer_idx
] / 4)
864 unsigned int component_count
= so_desc
->buffer_strides
[buffer_idx
] / 4 - stride
;
865 append_transform_feedback_skip_components(varyings
, &count
,
866 &strings
, &length
, buffer
, component_count
);
869 if (highest_output_slot
<= buffer_idx
)
872 if (buffer_mode
== GL_INTERLEAVED_ATTRIBS
)
874 string_buffer_sprintf(buffer
, "gl_NextBuffer");
875 append_transform_feedback_varying(varyings
, &count
, &strings
, &length
, buffer
);
880 *varying_count
= count
;
882 *strings_length
= length
;
885 static void shader_glsl_init_transform_feedback(const struct wined3d_context
*context
,
886 struct shader_glsl_priv
*priv
, GLuint program_id
, const struct wined3d_shader
*shader
)
888 const struct wined3d_stream_output_desc
*so_desc
= &shader
->u
.gs
.so_desc
;
889 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
890 struct wined3d_string_buffer
*buffer
;
891 unsigned int i
, count
, length
;
892 const char **varyings
;
896 if (!so_desc
->element_count
)
899 if (gl_info
->supported
[ARB_TRANSFORM_FEEDBACK3
])
901 mode
= GL_INTERLEAVED_ATTRIBS
;
905 unsigned int element_count
[WINED3D_MAX_STREAM_OUTPUT_BUFFERS
] = {0};
907 for (i
= 0; i
< so_desc
->element_count
; ++i
)
909 if (so_desc
->elements
[i
].register_idx
== WINED3D_STREAM_OUTPUT_GAP
)
911 FIXME("ARB_transform_feedback3 is needed for stream output gaps.\n");
914 ++element_count
[so_desc
->elements
[i
].output_slot
];
917 if (element_count
[0] == so_desc
->element_count
)
919 mode
= GL_INTERLEAVED_ATTRIBS
;
923 mode
= GL_SEPARATE_ATTRIBS
;
924 for (i
= 0; i
< ARRAY_SIZE(element_count
); ++i
)
926 if (element_count
[i
] != 1)
929 for (; i
< ARRAY_SIZE(element_count
); ++i
)
931 if (element_count
[i
])
933 FIXME("Only single element per buffer is allowed in separate mode.\n");
940 buffer
= string_buffer_get(&priv
->string_buffers
);
942 shader_glsl_generate_transform_feedback_varyings(so_desc
, buffer
, NULL
, &count
, NULL
, &length
, mode
);
944 if (!(varyings
= wined3d_calloc(count
, sizeof(*varyings
))))
946 ERR("Out of memory.\n");
947 string_buffer_release(&priv
->string_buffers
, buffer
);
950 if (!(strings
= wined3d_calloc(length
, sizeof(*strings
))))
952 ERR("Out of memory.\n");
953 HeapFree(GetProcessHeap(), 0, varyings
);
954 string_buffer_release(&priv
->string_buffers
, buffer
);
958 shader_glsl_generate_transform_feedback_varyings(so_desc
, buffer
, varyings
, NULL
, strings
, NULL
, mode
);
959 GL_EXTCALL(glTransformFeedbackVaryings(program_id
, count
, varyings
, mode
));
960 checkGLcall("glTransformFeedbackVaryings");
962 HeapFree(GetProcessHeap(), 0, varyings
);
963 HeapFree(GetProcessHeap(), 0, strings
);
964 string_buffer_release(&priv
->string_buffers
, buffer
);
967 /* Context activation is done by the caller. */
968 static inline void walk_constant_heap(const struct wined3d_gl_info
*gl_info
, const struct wined3d_vec4
*constants
,
969 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
971 unsigned int start
= ~0U, end
= 0;
973 unsigned int heap_idx
= 1;
976 if (heap
->entries
[heap_idx
].version
<= version
) return;
978 idx
= heap
->entries
[heap_idx
].idx
;
979 if (constant_locations
[idx
] != -1)
981 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
983 while (stack_idx
>= 0)
985 /* Note that we fall through to the next case statement. */
986 switch(stack
[stack_idx
])
988 case HEAP_NODE_TRAVERSE_LEFT
:
990 unsigned int left_idx
= heap_idx
<< 1;
991 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
994 idx
= heap
->entries
[heap_idx
].idx
;
995 if (constant_locations
[idx
] != -1)
1003 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
1004 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
1009 case HEAP_NODE_TRAVERSE_RIGHT
:
1011 unsigned int right_idx
= (heap_idx
<< 1) + 1;
1012 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
1014 heap_idx
= right_idx
;
1015 idx
= heap
->entries
[heap_idx
].idx
;
1016 if (constant_locations
[idx
] != -1)
1024 stack
[stack_idx
++] = HEAP_NODE_POP
;
1025 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
1037 GL_EXTCALL(glUniform4fv(constant_locations
[start
], end
- start
+ 1, &constants
[start
].x
));
1038 checkGLcall("walk_constant_heap()");
1041 /* Context activation is done by the caller. */
1042 static inline void apply_clamped_constant(const struct wined3d_gl_info
*gl_info
,
1043 GLint location
, const struct wined3d_vec4
*data
)
1045 GLfloat clamped_constant
[4];
1047 if (location
== -1) return;
1049 clamped_constant
[0] = data
->x
< -1.0f
? -1.0f
: data
->x
> 1.0f
? 1.0f
: data
->x
;
1050 clamped_constant
[1] = data
->y
< -1.0f
? -1.0f
: data
->y
> 1.0f
? 1.0f
: data
->y
;
1051 clamped_constant
[2] = data
->z
< -1.0f
? -1.0f
: data
->z
> 1.0f
? 1.0f
: data
->z
;
1052 clamped_constant
[3] = data
->w
< -1.0f
? -1.0f
: data
->w
> 1.0f
? 1.0f
: data
->w
;
1054 GL_EXTCALL(glUniform4fv(location
, 1, clamped_constant
));
1057 /* Context activation is done by the caller. */
1058 static inline void walk_constant_heap_clamped(const struct wined3d_gl_info
*gl_info
,
1059 const struct wined3d_vec4
*constants
, const GLint
*constant_locations
,
1060 const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
1063 unsigned int heap_idx
= 1;
1066 if (heap
->entries
[heap_idx
].version
<= version
) return;
1068 idx
= heap
->entries
[heap_idx
].idx
;
1069 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
]);
1070 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
1072 while (stack_idx
>= 0)
1074 /* Note that we fall through to the next case statement. */
1075 switch(stack
[stack_idx
])
1077 case HEAP_NODE_TRAVERSE_LEFT
:
1079 unsigned int left_idx
= heap_idx
<< 1;
1080 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
1082 heap_idx
= left_idx
;
1083 idx
= heap
->entries
[heap_idx
].idx
;
1084 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
]);
1086 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
1087 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
1092 case HEAP_NODE_TRAVERSE_RIGHT
:
1094 unsigned int right_idx
= (heap_idx
<< 1) + 1;
1095 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
1097 heap_idx
= right_idx
;
1098 idx
= heap
->entries
[heap_idx
].idx
;
1099 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
]);
1101 stack
[stack_idx
++] = HEAP_NODE_POP
;
1102 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
1113 checkGLcall("walk_constant_heap_clamped()");
1116 /* Context activation is done by the caller. */
1117 static void shader_glsl_load_constants_f(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
1118 const struct wined3d_vec4
*constants
, const GLint
*constant_locations
, const struct constant_heap
*heap
,
1119 unsigned char *stack
, unsigned int version
)
1121 const struct wined3d_shader_lconst
*lconst
;
1123 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
1124 if (shader
->reg_maps
.shader_version
.major
== 1
1125 && shader
->reg_maps
.shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
1126 walk_constant_heap_clamped(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
1128 walk_constant_heap(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
1130 if (!shader
->load_local_constsF
)
1132 TRACE("No need to load local float constants for this shader.\n");
1136 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
1137 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
1139 GL_EXTCALL(glUniform4fv(constant_locations
[lconst
->idx
], 1, (const GLfloat
*)lconst
->value
));
1141 checkGLcall("glUniform4fv()");
1144 /* Context activation is done by the caller. */
1145 static void shader_glsl_load_constants_i(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
1146 const struct wined3d_ivec4
*constants
, const GLint locations
[WINED3D_MAX_CONSTS_I
], WORD constants_set
)
1151 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
1153 if (!(constants_set
& 1)) continue;
1155 /* We found this uniform name in the program - go ahead and send the data */
1156 GL_EXTCALL(glUniform4iv(locations
[i
], 1, &constants
[i
].x
));
1159 /* Load immediate constants */
1160 ptr
= list_head(&shader
->constantsI
);
1163 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
1164 unsigned int idx
= lconst
->idx
;
1165 const GLint
*values
= (const GLint
*)lconst
->value
;
1167 /* We found this uniform name in the program - go ahead and send the data */
1168 GL_EXTCALL(glUniform4iv(locations
[idx
], 1, values
));
1169 ptr
= list_next(&shader
->constantsI
, ptr
);
1171 checkGLcall("glUniform4iv()");
1174 /* Context activation is done by the caller. */
1175 static void shader_glsl_load_constantsB(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
1176 const GLint locations
[WINED3D_MAX_CONSTS_B
], const BOOL
*constants
, WORD constants_set
)
1181 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
1183 if (!(constants_set
& 1)) continue;
1185 GL_EXTCALL(glUniform1iv(locations
[i
], 1, &constants
[i
]));
1188 /* Load immediate constants */
1189 ptr
= list_head(&shader
->constantsB
);
1192 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
1193 unsigned int idx
= lconst
->idx
;
1194 const GLint
*values
= (const GLint
*)lconst
->value
;
1196 GL_EXTCALL(glUniform1iv(locations
[idx
], 1, values
));
1197 ptr
= list_next(&shader
->constantsB
, ptr
);
1199 checkGLcall("glUniform1iv()");
1202 static void reset_program_constant_version(struct wine_rb_entry
*entry
, void *context
)
1204 WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
)->constant_version
= 0;
1207 /* Context activation is done by the caller (state handler). */
1208 static void shader_glsl_load_np2fixup_constants(const struct glsl_ps_program
*ps
,
1209 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
1215 np2fixup_constants
[MAX_FRAGMENT_SAMPLERS
];
1216 UINT fixup
= ps
->np2_fixup_info
->active
;
1219 for (i
= 0; fixup
; fixup
>>= 1, ++i
)
1221 const struct wined3d_texture
*tex
= state
->textures
[i
];
1222 unsigned char idx
= ps
->np2_fixup_info
->idx
[i
];
1226 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
1230 np2fixup_constants
[idx
].sx
= tex
->pow2_matrix
[0];
1231 np2fixup_constants
[idx
].sy
= tex
->pow2_matrix
[5];
1234 GL_EXTCALL(glUniform4fv(ps
->np2_fixup_location
, ps
->np2_fixup_info
->num_consts
, &np2fixup_constants
[0].sx
));
1237 /* Taken and adapted from Mesa. */
1238 static BOOL
invert_matrix_3d(struct wined3d_matrix
*out
, const struct wined3d_matrix
*in
)
1240 float pos
, neg
, t
, det
;
1241 struct wined3d_matrix temp
;
1243 /* Calculate the determinant of upper left 3x3 submatrix and
1244 * determine if the matrix is singular. */
1246 t
= in
->_11
* in
->_22
* in
->_33
;
1252 t
= in
->_21
* in
->_32
* in
->_13
;
1257 t
= in
->_31
* in
->_12
* in
->_23
;
1263 t
= -in
->_31
* in
->_22
* in
->_13
;
1268 t
= -in
->_21
* in
->_12
* in
->_33
;
1274 t
= -in
->_11
* in
->_32
* in
->_23
;
1282 if (fabsf(det
) < 1e-25f
)
1286 temp
._11
= (in
->_22
* in
->_33
- in
->_32
* in
->_23
) * det
;
1287 temp
._12
= -(in
->_12
* in
->_33
- in
->_32
* in
->_13
) * det
;
1288 temp
._13
= (in
->_12
* in
->_23
- in
->_22
* in
->_13
) * det
;
1289 temp
._21
= -(in
->_21
* in
->_33
- in
->_31
* in
->_23
) * det
;
1290 temp
._22
= (in
->_11
* in
->_33
- in
->_31
* in
->_13
) * det
;
1291 temp
._23
= -(in
->_11
* in
->_23
- in
->_21
* in
->_13
) * det
;
1292 temp
._31
= (in
->_21
* in
->_32
- in
->_31
* in
->_22
) * det
;
1293 temp
._32
= -(in
->_11
* in
->_32
- in
->_31
* in
->_12
) * det
;
1294 temp
._33
= (in
->_11
* in
->_22
- in
->_21
* in
->_12
) * det
;
1300 static void swap_rows(float **a
, float **b
)
1308 static BOOL
invert_matrix(struct wined3d_matrix
*out
, struct wined3d_matrix
*m
)
1311 float m0
, m1
, m2
, m3
, s
;
1312 float *r0
, *r1
, *r2
, *r3
;
1324 r0
[5] = r0
[6] = r0
[7] = 0.0f
;
1331 r1
[4] = r1
[6] = r1
[7] = 0.0f
;
1338 r2
[4] = r2
[5] = r2
[7] = 0.0f
;
1345 r3
[4] = r3
[5] = r3
[6] = 0.0f
;
1347 /* Choose pivot - or die. */
1348 if (fabsf(r3
[0]) > fabsf(r2
[0]))
1349 swap_rows(&r3
, &r2
);
1350 if (fabsf(r2
[0]) > fabsf(r1
[0]))
1351 swap_rows(&r2
, &r1
);
1352 if (fabsf(r1
[0]) > fabsf(r0
[0]))
1353 swap_rows(&r1
, &r0
);
1357 /* Eliminate first variable. */
1358 m1
= r1
[0] / r0
[0]; m2
= r2
[0] / r0
[0]; m3
= r3
[0] / r0
[0];
1359 s
= r0
[1]; r1
[1] -= m1
* s
; r2
[1] -= m2
* s
; r3
[1] -= m3
* s
;
1360 s
= r0
[2]; r1
[2] -= m1
* s
; r2
[2] -= m2
* s
; r3
[2] -= m3
* s
;
1361 s
= r0
[3]; r1
[3] -= m1
* s
; r2
[3] -= m2
* s
; r3
[3] -= m3
* s
;
1391 /* Choose pivot - or die. */
1392 if (fabsf(r3
[1]) > fabsf(r2
[1]))
1393 swap_rows(&r3
, &r2
);
1394 if (fabsf(r2
[1]) > fabsf(r1
[1]))
1395 swap_rows(&r2
, &r1
);
1399 /* Eliminate second variable. */
1400 m2
= r2
[1] / r1
[1]; m3
= r3
[1] / r1
[1];
1401 r2
[2] -= m2
* r1
[2]; r3
[2] -= m3
* r1
[2];
1402 r2
[3] -= m2
* r1
[3]; r3
[3] -= m3
* r1
[3];
1428 /* Choose pivot - or die. */
1429 if (fabsf(r3
[2]) > fabsf(r2
[2]))
1430 swap_rows(&r3
, &r2
);
1434 /* Eliminate third variable. */
1436 r3
[3] -= m3
* r2
[3];
1437 r3
[4] -= m3
* r2
[4];
1438 r3
[5] -= m3
* r2
[5];
1439 r3
[6] -= m3
* r2
[6];
1440 r3
[7] -= m3
* r2
[7];
1446 /* Back substitute row 3. */
1453 /* Back substitute row 2. */
1456 r2
[4] = s
* (r2
[4] - r3
[4] * m2
);
1457 r2
[5] = s
* (r2
[5] - r3
[5] * m2
);
1458 r2
[6] = s
* (r2
[6] - r3
[6] * m2
);
1459 r2
[7] = s
* (r2
[7] - r3
[7] * m2
);
1461 r1
[4] -= r3
[4] * m1
;
1462 r1
[5] -= r3
[5] * m1
;
1463 r1
[6] -= r3
[6] * m1
;
1464 r1
[7] -= r3
[7] * m1
;
1466 r0
[4] -= r3
[4] * m0
;
1467 r0
[5] -= r3
[5] * m0
;
1468 r0
[6] -= r3
[6] * m0
;
1469 r0
[7] -= r3
[7] * m0
;
1471 /* Back substitute row 1. */
1474 r1
[4] = s
* (r1
[4] - r2
[4] * m1
);
1475 r1
[5] = s
* (r1
[5] - r2
[5] * m1
);
1476 r1
[6] = s
* (r1
[6] - r2
[6] * m1
);
1477 r1
[7] = s
* (r1
[7] - r2
[7] * m1
);
1479 r0
[4] -= r2
[4] * m0
;
1480 r0
[5] -= r2
[5] * m0
;
1481 r0
[6] -= r2
[6] * m0
;
1482 r0
[7] -= r2
[7] * m0
;
1484 /* Back substitute row 0. */
1487 r0
[4] = s
* (r0
[4] - r1
[4] * m0
);
1488 r0
[5] = s
* (r0
[5] - r1
[5] * m0
);
1489 r0
[6] = s
* (r0
[6] - r1
[6] * m0
);
1490 r0
[7] = s
* (r0
[7] - r1
[7] * m0
);
1512 static void shader_glsl_ffp_vertex_normalmatrix_uniform(const struct wined3d_context
*context
,
1513 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1515 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1517 struct wined3d_matrix mv
;
1520 if (prog
->vs
.normal_matrix_location
== -1)
1523 get_modelview_matrix(context
, state
, 0, &mv
);
1524 if (context
->d3d_info
->wined3d_creation_flags
& WINED3D_LEGACY_FFP_LIGHTING
)
1525 invert_matrix_3d(&mv
, &mv
);
1527 invert_matrix(&mv
, &mv
);
1528 /* Tests show that singular modelview matrices are used unchanged as normal
1529 * matrices on D3D3 and older. There seems to be no clearly consistent
1530 * behavior on newer D3D versions so always follow older ddraw behavior. */
1531 for (i
= 0; i
< 3; ++i
)
1532 for (j
= 0; j
< 3; ++j
)
1533 mat
[i
* 3 + j
] = (&mv
._11
)[j
* 4 + i
];
1535 GL_EXTCALL(glUniformMatrix3fv(prog
->vs
.normal_matrix_location
, 1, FALSE
, mat
));
1536 checkGLcall("glUniformMatrix3fv");
1539 static void shader_glsl_ffp_vertex_texmatrix_uniform(const struct wined3d_context
*context
,
1540 const struct wined3d_state
*state
, unsigned int tex
, struct glsl_shader_prog_link
*prog
)
1542 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1543 struct wined3d_matrix mat
;
1545 if (tex
>= MAX_TEXTURES
)
1547 if (prog
->vs
.texture_matrix_location
[tex
] == -1)
1550 get_texture_matrix(context
, state
, tex
, &mat
);
1551 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.texture_matrix_location
[tex
], 1, FALSE
, &mat
._11
));
1552 checkGLcall("glUniformMatrix4fv");
1555 static void shader_glsl_ffp_vertex_material_uniform(const struct wined3d_context
*context
,
1556 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1558 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1560 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
1562 GL_EXTCALL(glUniform4fv(prog
->vs
.material_specular_location
, 1, &state
->material
.specular
.r
));
1563 GL_EXTCALL(glUniform1f(prog
->vs
.material_shininess_location
, state
->material
.power
));
1567 static const float black
[] = {0.0f
, 0.0f
, 0.0f
, 0.0f
};
1569 GL_EXTCALL(glUniform4fv(prog
->vs
.material_specular_location
, 1, black
));
1571 GL_EXTCALL(glUniform4fv(prog
->vs
.material_ambient_location
, 1, &state
->material
.ambient
.r
));
1572 GL_EXTCALL(glUniform4fv(prog
->vs
.material_diffuse_location
, 1, &state
->material
.diffuse
.r
));
1573 GL_EXTCALL(glUniform4fv(prog
->vs
.material_emissive_location
, 1, &state
->material
.emissive
.r
));
1574 checkGLcall("setting FFP material uniforms");
1577 static void shader_glsl_ffp_vertex_lightambient_uniform(const struct wined3d_context
*context
,
1578 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1580 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1581 struct wined3d_color color
;
1583 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_AMBIENT
]);
1584 GL_EXTCALL(glUniform3fv(prog
->vs
.light_ambient_location
, 1, &color
.r
));
1585 checkGLcall("glUniform3fv");
1588 static void multiply_vector_matrix(struct wined3d_vec4
*dest
, const struct wined3d_vec4
*src1
,
1589 const struct wined3d_matrix
*src2
)
1591 struct wined3d_vec4 temp
;
1593 temp
.x
= (src1
->x
* src2
->_11
) + (src1
->y
* src2
->_21
) + (src1
->z
* src2
->_31
) + (src1
->w
* src2
->_41
);
1594 temp
.y
= (src1
->x
* src2
->_12
) + (src1
->y
* src2
->_22
) + (src1
->z
* src2
->_32
) + (src1
->w
* src2
->_42
);
1595 temp
.z
= (src1
->x
* src2
->_13
) + (src1
->y
* src2
->_23
) + (src1
->z
* src2
->_33
) + (src1
->w
* src2
->_43
);
1596 temp
.w
= (src1
->x
* src2
->_14
) + (src1
->y
* src2
->_24
) + (src1
->z
* src2
->_34
) + (src1
->w
* src2
->_44
);
1601 static void shader_glsl_ffp_vertex_light_uniform(const struct wined3d_context
*context
,
1602 const struct wined3d_state
*state
, unsigned int light
, const struct wined3d_light_info
*light_info
,
1603 struct glsl_shader_prog_link
*prog
)
1605 const struct wined3d_matrix
*view
= &state
->transforms
[WINED3D_TS_VIEW
];
1606 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1607 struct wined3d_vec4 vec4
;
1609 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].diffuse
, 1, &light_info
->OriginalParms
.diffuse
.r
));
1610 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].specular
, 1, &light_info
->OriginalParms
.specular
.r
));
1611 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].ambient
, 1, &light_info
->OriginalParms
.ambient
.r
));
1613 switch (light_info
->OriginalParms
.type
)
1615 case WINED3D_LIGHT_POINT
:
1616 multiply_vector_matrix(&vec4
, &light_info
->position
, view
);
1617 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1618 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].range
, light_info
->OriginalParms
.range
));
1619 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].c_att
, light_info
->OriginalParms
.attenuation0
));
1620 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].l_att
, light_info
->OriginalParms
.attenuation1
));
1621 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].q_att
, light_info
->OriginalParms
.attenuation2
));
1624 case WINED3D_LIGHT_SPOT
:
1625 multiply_vector_matrix(&vec4
, &light_info
->position
, view
);
1626 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1628 multiply_vector_matrix(&vec4
, &light_info
->direction
, view
);
1629 GL_EXTCALL(glUniform3fv(prog
->vs
.light_location
[light
].direction
, 1, &vec4
.x
));
1631 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].range
, light_info
->OriginalParms
.range
));
1632 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].falloff
, light_info
->OriginalParms
.falloff
));
1633 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].c_att
, light_info
->OriginalParms
.attenuation0
));
1634 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].l_att
, light_info
->OriginalParms
.attenuation1
));
1635 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].q_att
, light_info
->OriginalParms
.attenuation2
));
1636 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].cos_htheta
, cosf(light_info
->OriginalParms
.theta
/ 2.0f
)));
1637 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].cos_hphi
, cosf(light_info
->OriginalParms
.phi
/ 2.0f
)));
1640 case WINED3D_LIGHT_DIRECTIONAL
:
1641 multiply_vector_matrix(&vec4
, &light_info
->direction
, view
);
1642 GL_EXTCALL(glUniform3fv(prog
->vs
.light_location
[light
].direction
, 1, &vec4
.x
));
1645 case WINED3D_LIGHT_PARALLELPOINT
:
1646 multiply_vector_matrix(&vec4
, &light_info
->position
, view
);
1647 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1651 FIXME("Unrecognized light type %#x.\n", light_info
->OriginalParms
.type
);
1653 checkGLcall("setting FFP lights uniforms");
1656 static void shader_glsl_pointsize_uniform(const struct wined3d_context
*context
,
1657 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1659 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1663 get_pointsize_minmax(context
, state
, &min
, &max
);
1665 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_min_location
, min
));
1666 checkGLcall("glUniform1f");
1667 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_max_location
, max
));
1668 checkGLcall("glUniform1f");
1670 get_pointsize(context
, state
, &size
, att
);
1672 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_location
, size
));
1673 checkGLcall("glUniform1f");
1674 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_c_att_location
, att
[0]));
1675 checkGLcall("glUniform1f");
1676 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_l_att_location
, att
[1]));
1677 checkGLcall("glUniform1f");
1678 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_q_att_location
, att
[2]));
1679 checkGLcall("glUniform1f");
1682 static void shader_glsl_load_fog_uniform(const struct wined3d_context
*context
,
1683 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1685 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1686 struct wined3d_color color
;
1687 float start
, end
, scale
;
1694 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_FOGCOLOR
]);
1695 GL_EXTCALL(glUniform4fv(prog
->ps
.fog_color_location
, 1, &color
.r
));
1696 tmpvalue
.d
= state
->render_states
[WINED3D_RS_FOGDENSITY
];
1697 GL_EXTCALL(glUniform1f(prog
->ps
.fog_density_location
, tmpvalue
.f
));
1698 get_fog_start_end(context
, state
, &start
, &end
);
1699 scale
= 1.0f
/ (end
- start
);
1700 GL_EXTCALL(glUniform1f(prog
->ps
.fog_end_location
, end
));
1701 GL_EXTCALL(glUniform1f(prog
->ps
.fog_scale_location
, scale
));
1702 checkGLcall("fog emulation uniforms");
1705 static void shader_glsl_clip_plane_uniform(const struct wined3d_context
*context
,
1706 const struct wined3d_state
*state
, unsigned int index
, struct glsl_shader_prog_link
*prog
)
1708 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1709 struct wined3d_vec4 plane
;
1711 /* Clip planes are affected by the view transform in d3d for FFP draws. */
1713 multiply_vector_matrix(&plane
, &state
->clip_planes
[index
], &state
->transforms
[WINED3D_TS_VIEW
]);
1715 plane
= state
->clip_planes
[index
];
1717 GL_EXTCALL(glUniform4fv(prog
->vs
.clip_planes_location
+ index
, 1, &plane
.x
));
1720 /* Context activation is done by the caller (state handler). */
1721 static void shader_glsl_load_color_key_constant(const struct glsl_ps_program
*ps
,
1722 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
1724 struct wined3d_color float_key
[2];
1725 const struct wined3d_texture
*texture
= state
->textures
[0];
1727 wined3d_format_get_float_color_key(texture
->resource
.format
, &texture
->async
.src_blt_color_key
, float_key
);
1728 GL_EXTCALL(glUniform4fv(ps
->color_key_location
, 2, &float_key
[0].r
));
1731 /* Context activation is done by the caller (state handler). */
1732 static void shader_glsl_load_constants(void *shader_priv
, struct wined3d_context
*context
,
1733 const struct wined3d_state
*state
)
1735 const struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
1736 const struct wined3d_shader
*vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
1737 const struct wined3d_shader
*pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
1738 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1739 struct shader_glsl_priv
*priv
= shader_priv
;
1740 float position_fixup
[4];
1743 struct glsl_shader_prog_link
*prog
= ctx_data
->glsl_program
;
1744 UINT constant_version
;
1748 /* No GLSL program set - nothing to do. */
1751 constant_version
= prog
->constant_version
;
1752 update_mask
= context
->constant_update_mask
& prog
->constant_update_mask
;
1754 if (update_mask
& WINED3D_SHADER_CONST_VS_F
)
1755 shader_glsl_load_constants_f(vshader
, gl_info
, state
->vs_consts_f
,
1756 prog
->vs
.uniform_f_locations
, &priv
->vconst_heap
, priv
->stack
, constant_version
);
1758 if (update_mask
& WINED3D_SHADER_CONST_VS_I
)
1759 shader_glsl_load_constants_i(vshader
, gl_info
, state
->vs_consts_i
,
1760 prog
->vs
.uniform_i_locations
, vshader
->reg_maps
.integer_constants
);
1762 if (update_mask
& WINED3D_SHADER_CONST_VS_B
)
1763 shader_glsl_load_constantsB(vshader
, gl_info
, prog
->vs
.uniform_b_locations
, state
->vs_consts_b
,
1764 vshader
->reg_maps
.boolean_constants
);
1766 if (update_mask
& WINED3D_SHADER_CONST_VS_CLIP_PLANES
)
1768 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
1769 shader_glsl_clip_plane_uniform(context
, state
, i
, prog
);
1772 if (update_mask
& WINED3D_SHADER_CONST_VS_POINTSIZE
)
1773 shader_glsl_pointsize_uniform(context
, state
, prog
);
1775 if (update_mask
& WINED3D_SHADER_CONST_POS_FIXUP
)
1777 shader_get_position_fixup(context
, state
, position_fixup
);
1778 if (state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
])
1779 GL_EXTCALL(glUniform4fv(prog
->gs
.pos_fixup_location
, 1, position_fixup
));
1780 else if (state
->shader
[WINED3D_SHADER_TYPE_DOMAIN
])
1781 GL_EXTCALL(glUniform4fv(prog
->ds
.pos_fixup_location
, 1, position_fixup
));
1783 GL_EXTCALL(glUniform4fv(prog
->vs
.pos_fixup_location
, 1, position_fixup
));
1784 checkGLcall("glUniform4fv");
1787 if (update_mask
& WINED3D_SHADER_CONST_FFP_MODELVIEW
)
1789 struct wined3d_matrix mat
;
1791 get_modelview_matrix(context
, state
, 0, &mat
);
1792 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.modelview_matrix_location
[0], 1, FALSE
, &mat
._11
));
1793 checkGLcall("glUniformMatrix4fv");
1795 shader_glsl_ffp_vertex_normalmatrix_uniform(context
, state
, prog
);
1798 if (update_mask
& WINED3D_SHADER_CONST_FFP_VERTEXBLEND
)
1800 struct wined3d_matrix mat
;
1802 for (i
= 1; i
< MAX_VERTEX_BLENDS
; ++i
)
1804 if (prog
->vs
.modelview_matrix_location
[i
] == -1)
1807 get_modelview_matrix(context
, state
, i
, &mat
);
1808 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.modelview_matrix_location
[i
], 1, FALSE
, &mat
._11
));
1809 checkGLcall("glUniformMatrix4fv");
1813 if (update_mask
& WINED3D_SHADER_CONST_FFP_PROJ
)
1815 struct wined3d_matrix projection
;
1817 get_projection_matrix(context
, state
, &projection
);
1818 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.projection_matrix_location
, 1, FALSE
, &projection
._11
));
1819 checkGLcall("glUniformMatrix4fv");
1822 if (update_mask
& WINED3D_SHADER_CONST_FFP_TEXMATRIX
)
1824 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1825 shader_glsl_ffp_vertex_texmatrix_uniform(context
, state
, i
, prog
);
1828 if (update_mask
& WINED3D_SHADER_CONST_FFP_MATERIAL
)
1829 shader_glsl_ffp_vertex_material_uniform(context
, state
, prog
);
1831 if (update_mask
& WINED3D_SHADER_CONST_FFP_LIGHTS
)
1833 unsigned int point_idx
, spot_idx
, directional_idx
, parallel_point_idx
;
1834 DWORD point_count
= 0;
1835 DWORD spot_count
= 0;
1836 DWORD directional_count
= 0;
1837 DWORD parallel_point_count
= 0;
1839 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
1841 if (!state
->lights
[i
])
1844 switch (state
->lights
[i
]->OriginalParms
.type
)
1846 case WINED3D_LIGHT_POINT
:
1849 case WINED3D_LIGHT_SPOT
:
1852 case WINED3D_LIGHT_DIRECTIONAL
:
1853 ++directional_count
;
1855 case WINED3D_LIGHT_PARALLELPOINT
:
1856 ++parallel_point_count
;
1859 FIXME("Unhandled light type %#x.\n", state
->lights
[i
]->OriginalParms
.type
);
1864 spot_idx
= point_idx
+ point_count
;
1865 directional_idx
= spot_idx
+ spot_count
;
1866 parallel_point_idx
= directional_idx
+ directional_count
;
1868 shader_glsl_ffp_vertex_lightambient_uniform(context
, state
, prog
);
1869 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
1871 const struct wined3d_light_info
*light_info
= state
->lights
[i
];
1877 switch (light_info
->OriginalParms
.type
)
1879 case WINED3D_LIGHT_POINT
:
1882 case WINED3D_LIGHT_SPOT
:
1885 case WINED3D_LIGHT_DIRECTIONAL
:
1886 idx
= directional_idx
++;
1888 case WINED3D_LIGHT_PARALLELPOINT
:
1889 idx
= parallel_point_idx
++;
1892 FIXME("Unhandled light type %#x.\n", light_info
->OriginalParms
.type
);
1895 shader_glsl_ffp_vertex_light_uniform(context
, state
, idx
, light_info
, prog
);
1899 if (update_mask
& WINED3D_SHADER_CONST_PS_F
)
1900 shader_glsl_load_constants_f(pshader
, gl_info
, state
->ps_consts_f
,
1901 prog
->ps
.uniform_f_locations
, &priv
->pconst_heap
, priv
->stack
, constant_version
);
1903 if (update_mask
& WINED3D_SHADER_CONST_PS_I
)
1904 shader_glsl_load_constants_i(pshader
, gl_info
, state
->ps_consts_i
,
1905 prog
->ps
.uniform_i_locations
, pshader
->reg_maps
.integer_constants
);
1907 if (update_mask
& WINED3D_SHADER_CONST_PS_B
)
1908 shader_glsl_load_constantsB(pshader
, gl_info
, prog
->ps
.uniform_b_locations
, state
->ps_consts_b
,
1909 pshader
->reg_maps
.boolean_constants
);
1911 if (update_mask
& WINED3D_SHADER_CONST_PS_BUMP_ENV
)
1913 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1915 if (prog
->ps
.bumpenv_mat_location
[i
] == -1)
1918 GL_EXTCALL(glUniformMatrix2fv(prog
->ps
.bumpenv_mat_location
[i
], 1, 0,
1919 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_MAT00
]));
1921 if (prog
->ps
.bumpenv_lum_scale_location
[i
] != -1)
1923 GL_EXTCALL(glUniform1fv(prog
->ps
.bumpenv_lum_scale_location
[i
], 1,
1924 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LSCALE
]));
1925 GL_EXTCALL(glUniform1fv(prog
->ps
.bumpenv_lum_offset_location
[i
], 1,
1926 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LOFFSET
]));
1930 checkGLcall("bump env uniforms");
1933 if (update_mask
& WINED3D_SHADER_CONST_PS_Y_CORR
)
1935 const struct wined3d_vec4 correction_params
=
1937 /* Position is relative to the framebuffer, not the viewport. */
1938 context
->render_offscreen
? 0.0f
: (float)state
->fb
->render_targets
[0]->height
,
1939 context
->render_offscreen
? 1.0f
: -1.0f
,
1944 GL_EXTCALL(glUniform4fv(prog
->ps
.ycorrection_location
, 1, &correction_params
.x
));
1947 if (update_mask
& WINED3D_SHADER_CONST_PS_NP2_FIXUP
)
1948 shader_glsl_load_np2fixup_constants(&prog
->ps
, gl_info
, state
);
1949 if (update_mask
& WINED3D_SHADER_CONST_FFP_COLOR_KEY
)
1950 shader_glsl_load_color_key_constant(&prog
->ps
, gl_info
, state
);
1952 if (update_mask
& WINED3D_SHADER_CONST_FFP_PS
)
1954 struct wined3d_color color
;
1956 if (prog
->ps
.tex_factor_location
!= -1)
1958 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_TEXTUREFACTOR
]);
1959 GL_EXTCALL(glUniform4fv(prog
->ps
.tex_factor_location
, 1, &color
.r
));
1962 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
1963 GL_EXTCALL(glUniform4f(prog
->ps
.specular_enable_location
, 1.0f
, 1.0f
, 1.0f
, 0.0f
));
1965 GL_EXTCALL(glUniform4f(prog
->ps
.specular_enable_location
, 0.0f
, 0.0f
, 0.0f
, 0.0f
));
1967 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1969 if (prog
->ps
.tss_constant_location
[i
] == -1)
1972 wined3d_color_from_d3dcolor(&color
, state
->texture_states
[i
][WINED3D_TSS_CONSTANT
]);
1973 GL_EXTCALL(glUniform4fv(prog
->ps
.tss_constant_location
[i
], 1, &color
.r
));
1976 checkGLcall("fixed function uniforms");
1979 if (update_mask
& WINED3D_SHADER_CONST_PS_FOG
)
1980 shader_glsl_load_fog_uniform(context
, state
, prog
);
1982 if (update_mask
& WINED3D_SHADER_CONST_PS_ALPHA_TEST
)
1984 float ref
= state
->render_states
[WINED3D_RS_ALPHAREF
] / 255.0f
;
1986 GL_EXTCALL(glUniform1f(prog
->ps
.alpha_test_ref_location
, ref
));
1987 checkGLcall("alpha test emulation uniform");
1990 if (priv
->next_constant_version
== UINT_MAX
)
1992 TRACE("Max constant version reached, resetting to 0.\n");
1993 wine_rb_for_each_entry(&priv
->program_lookup
, reset_program_constant_version
, NULL
);
1994 priv
->next_constant_version
= 1;
1998 prog
->constant_version
= priv
->next_constant_version
++;
2002 static void update_heap_entry(struct constant_heap
*heap
, unsigned int idx
, DWORD new_version
)
2004 struct constant_entry
*entries
= heap
->entries
;
2005 unsigned int *positions
= heap
->positions
;
2006 unsigned int heap_idx
, parent_idx
;
2008 if (!heap
->contained
[idx
])
2010 heap_idx
= heap
->size
++;
2011 heap
->contained
[idx
] = TRUE
;
2015 heap_idx
= positions
[idx
];
2018 while (heap_idx
> 1)
2020 parent_idx
= heap_idx
>> 1;
2022 if (new_version
<= entries
[parent_idx
].version
) break;
2024 entries
[heap_idx
] = entries
[parent_idx
];
2025 positions
[entries
[parent_idx
].idx
] = heap_idx
;
2026 heap_idx
= parent_idx
;
2029 entries
[heap_idx
].version
= new_version
;
2030 entries
[heap_idx
].idx
= idx
;
2031 positions
[idx
] = heap_idx
;
2034 static void shader_glsl_update_float_vertex_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
2036 struct shader_glsl_priv
*priv
= device
->shader_priv
;
2037 struct constant_heap
*heap
= &priv
->vconst_heap
;
2040 for (i
= start
; i
< count
+ start
; ++i
)
2042 update_heap_entry(heap
, i
, priv
->next_constant_version
);
2046 static void shader_glsl_update_float_pixel_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
2048 struct shader_glsl_priv
*priv
= device
->shader_priv
;
2049 struct constant_heap
*heap
= &priv
->pconst_heap
;
2052 for (i
= start
; i
< count
+ start
; ++i
)
2054 update_heap_entry(heap
, i
, priv
->next_constant_version
);
2058 static unsigned int vec4_varyings(DWORD shader_major
, const struct wined3d_gl_info
*gl_info
)
2060 unsigned int ret
= gl_info
->limits
.glsl_varyings
/ 4;
2061 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
2062 if(shader_major
> 3) return ret
;
2064 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
2065 if (gl_info
->quirks
& WINED3D_QUIRK_GLSL_CLIP_VARYING
) ret
-= 1;
2069 static BOOL
needs_legacy_glsl_syntax(const struct wined3d_gl_info
*gl_info
)
2071 return gl_info
->glsl_version
< MAKEDWORD_VERSION(1, 30);
2074 static BOOL
shader_glsl_use_explicit_attrib_location(const struct wined3d_gl_info
*gl_info
)
2076 return gl_info
->supported
[ARB_EXPLICIT_ATTRIB_LOCATION
]
2077 && shader_glsl_use_layout_qualifier(gl_info
) && !needs_legacy_glsl_syntax(gl_info
);
2080 static BOOL
shader_glsl_use_interface_blocks(const struct wined3d_gl_info
*gl_info
)
2082 return shader_glsl_get_version(gl_info
) >= 150;
2085 static const char *get_attribute_keyword(const struct wined3d_gl_info
*gl_info
)
2087 return needs_legacy_glsl_syntax(gl_info
) ? "attribute" : "in";
2090 static void PRINTF_ATTR(4, 5) declare_in_varying(const struct wined3d_gl_info
*gl_info
,
2091 struct wined3d_string_buffer
*buffer
, BOOL flat
, const char *format
, ...)
2096 shader_addline(buffer
, "%s%s ", flat
? "flat " : "",
2097 needs_legacy_glsl_syntax(gl_info
) ? "varying" : "in");
2100 va_start(args
, format
);
2101 ret
= shader_vaddline(buffer
, format
, args
);
2105 if (!string_buffer_resize(buffer
, ret
))
2110 static void PRINTF_ATTR(4, 5) declare_out_varying(const struct wined3d_gl_info
*gl_info
,
2111 struct wined3d_string_buffer
*buffer
, BOOL flat
, const char *format
, ...)
2116 shader_addline(buffer
, "%s%s ", flat
? "flat " : "",
2117 needs_legacy_glsl_syntax(gl_info
) ? "varying" : "out");
2120 va_start(args
, format
);
2121 ret
= shader_vaddline(buffer
, format
, args
);
2125 if (!string_buffer_resize(buffer
, ret
))
2130 static const char *shader_glsl_shader_input_name(const struct wined3d_gl_info
*gl_info
)
2132 return shader_glsl_use_interface_blocks(gl_info
) ? "shader_in.reg" : "ps_link";
2135 static const char *shader_glsl_shader_output_name(const struct wined3d_gl_info
*gl_info
)
2137 return shader_glsl_use_interface_blocks(gl_info
) ? "shader_out.reg" : "ps_link";
2140 static const char *shader_glsl_interpolation_qualifiers(enum wined3d_shader_interpolation_mode mode
)
2144 case WINED3DSIM_CONSTANT
:
2146 case WINED3DSIM_LINEAR_NOPERSPECTIVE
:
2147 return "noperspective";
2149 FIXME("Unhandled interpolation mode %#x.\n", mode
);
2150 case WINED3DSIM_NONE
:
2151 case WINED3DSIM_LINEAR
:
2156 static enum wined3d_shader_interpolation_mode
wined3d_extract_interpolation_mode(
2157 const DWORD
*packed_interpolation_mode
, unsigned int register_idx
)
2159 return wined3d_extract_bits(packed_interpolation_mode
,
2160 register_idx
* WINED3D_PACKED_INTERPOLATION_BIT_COUNT
, WINED3D_PACKED_INTERPOLATION_BIT_COUNT
);
2163 static void shader_glsl_declare_shader_inputs(const struct wined3d_gl_info
*gl_info
,
2164 struct wined3d_string_buffer
*buffer
, unsigned int element_count
,
2165 const DWORD
*interpolation_mode
, BOOL unroll
)
2167 enum wined3d_shader_interpolation_mode mode
;
2170 if (shader_glsl_use_interface_blocks(gl_info
))
2174 shader_addline(buffer
, "in shader_in_out {\n");
2175 for (i
= 0; i
< element_count
; ++i
)
2177 mode
= wined3d_extract_interpolation_mode(interpolation_mode
, i
);
2178 shader_addline(buffer
, "%s vec4 reg%u;\n", shader_glsl_interpolation_qualifiers(mode
), i
);
2180 shader_addline(buffer
, "} shader_in;\n");
2184 shader_addline(buffer
, "in shader_in_out { vec4 reg[%u]; } shader_in;\n", element_count
);
2189 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 ps_link[%u];\n", element_count
);
2193 static void shader_glsl_declare_shader_outputs(const struct wined3d_gl_info
*gl_info
,
2194 struct wined3d_string_buffer
*buffer
, unsigned int element_count
, BOOL rasterizer_setup
,
2195 const DWORD
*interpolation_mode
)
2197 enum wined3d_shader_interpolation_mode mode
;
2200 if (shader_glsl_use_interface_blocks(gl_info
))
2202 if (rasterizer_setup
)
2204 shader_addline(buffer
, "out shader_in_out {\n");
2205 for (i
= 0; i
< element_count
; ++i
)
2207 const char *interpolation_qualifiers
= "";
2208 if (needs_interpolation_qualifiers_for_shader_outputs(gl_info
))
2210 mode
= wined3d_extract_interpolation_mode(interpolation_mode
, i
);
2211 interpolation_qualifiers
= shader_glsl_interpolation_qualifiers(mode
);
2213 shader_addline(buffer
, "%s vec4 reg%u;\n", interpolation_qualifiers
, i
);
2215 shader_addline(buffer
, "} shader_out;\n");
2219 shader_addline(buffer
, "out shader_in_out { vec4 reg[%u]; } shader_out;\n", element_count
);
2224 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ps_link[%u];\n", element_count
);
2228 static const char *get_fragment_output(const struct wined3d_gl_info
*gl_info
)
2230 return needs_legacy_glsl_syntax(gl_info
) ? "gl_FragData" : "ps_out";
2233 static const char *glsl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type
)
2235 switch (primitive_type
)
2237 case WINED3D_PT_POINTLIST
:
2240 case WINED3D_PT_LINELIST
:
2243 case WINED3D_PT_LINESTRIP
:
2244 return "line_strip";
2246 case WINED3D_PT_TRIANGLELIST
:
2249 case WINED3D_PT_TRIANGLESTRIP
:
2250 return "triangle_strip";
2252 case WINED3D_PT_LINELIST_ADJ
:
2253 return "lines_adjacency";
2255 case WINED3D_PT_TRIANGLELIST_ADJ
:
2256 return "triangles_adjacency";
2259 FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(primitive_type
));
2264 static BOOL
glsl_is_color_reg_read(const struct wined3d_shader
*shader
, unsigned int idx
)
2266 const struct wined3d_shader_signature
*input_signature
= &shader
->input_signature
;
2267 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
2268 DWORD input_reg_used
= shader
->u
.ps
.input_reg_used
;
2271 if (reg_maps
->shader_version
.major
< 3)
2272 return input_reg_used
& (1u << idx
);
2274 for (i
= 0; i
< input_signature
->element_count
; ++i
)
2276 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
2278 if (!(reg_maps
->input_registers
& (1u << input
->register_idx
)))
2281 if (shader_match_semantic(input
->semantic_name
, WINED3D_DECL_USAGE_COLOR
)
2282 && input
->semantic_idx
== idx
)
2283 return input_reg_used
& (1u << input
->register_idx
);
2288 static BOOL
glsl_is_shadow_sampler(const struct wined3d_shader
*shader
,
2289 const struct ps_compile_args
*ps_args
, unsigned int resource_idx
, unsigned int sampler_idx
)
2291 const struct wined3d_shader_version
*version
= &shader
->reg_maps
.shader_version
;
2293 if (version
->major
>= 4)
2294 return shader
->reg_maps
.sampler_comparison_mode
& (1u << sampler_idx
);
2296 return version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& (ps_args
->shadow
& (1u << resource_idx
));
2299 static void shader_glsl_declare_typed_vertex_attribute(struct wined3d_string_buffer
*buffer
,
2300 const struct wined3d_gl_info
*gl_info
, const char *vector_type
, const char *scalar_type
,
2303 shader_addline(buffer
, "%s %s4 vs_in_%s%u;\n",
2304 get_attribute_keyword(gl_info
), vector_type
, scalar_type
, index
);
2305 shader_addline(buffer
, "vec4 vs_in%u = %sBitsToFloat(vs_in_%s%u);\n",
2306 index
, scalar_type
, scalar_type
, index
);
2309 static void shader_glsl_declare_generic_vertex_attribute(struct wined3d_string_buffer
*buffer
,
2310 const struct wined3d_gl_info
*gl_info
, const struct wined3d_shader_signature_element
*e
)
2312 unsigned int index
= e
->register_idx
;
2314 if (e
->sysval_semantic
== WINED3D_SV_VERTEX_ID
)
2316 shader_addline(buffer
, "vec4 vs_in%u = vec4(intBitsToFloat(gl_VertexID), 0.0, 0.0, 0.0);\n",
2320 if (e
->sysval_semantic
== WINED3D_SV_INSTANCE_ID
)
2322 shader_addline(buffer
, "vec4 vs_in%u = vec4(intBitsToFloat(gl_InstanceID), 0.0, 0.0, 0.0);\n",
2326 if (e
->sysval_semantic
&& e
->sysval_semantic
!= WINED3D_SV_POSITION
)
2327 FIXME("Unhandled sysval semantic %#x.\n", e
->sysval_semantic
);
2329 if (shader_glsl_use_explicit_attrib_location(gl_info
))
2330 shader_addline(buffer
, "layout(location = %u) ", index
);
2332 switch (e
->component_type
)
2334 case WINED3D_TYPE_UINT
:
2335 shader_glsl_declare_typed_vertex_attribute(buffer
, gl_info
, "uvec", "uint", index
);
2337 case WINED3D_TYPE_INT
:
2338 shader_glsl_declare_typed_vertex_attribute(buffer
, gl_info
, "ivec", "int", index
);
2342 FIXME("Unhandled type %#x.\n", e
->component_type
);
2344 case WINED3D_TYPE_UNKNOWN
:
2345 case WINED3D_TYPE_FLOAT
:
2346 shader_addline(buffer
, "%s vec4 vs_in%u;\n", get_attribute_keyword(gl_info
), index
);
2351 /** Generate the variable & register declarations for the GLSL output target */
2352 static void shader_generate_glsl_declarations(const struct wined3d_context
*context
,
2353 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
2354 const struct wined3d_shader_reg_maps
*reg_maps
, const struct shader_glsl_ctx_priv
*ctx_priv
)
2356 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
2357 const struct vs_compile_args
*vs_args
= ctx_priv
->cur_vs_args
;
2358 const struct ps_compile_args
*ps_args
= ctx_priv
->cur_ps_args
;
2359 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2360 const struct wined3d_shader_indexable_temp
*idx_temp_reg
;
2361 unsigned int uniform_block_base
, uniform_block_count
;
2362 const struct wined3d_shader_lconst
*lconst
;
2367 prefix
= shader_glsl_get_prefix(version
->type
);
2369 /* Prototype the subroutines */
2370 for (i
= 0, map
= reg_maps
->labels
; map
; map
>>= 1, ++i
)
2372 if (map
& 1) shader_addline(buffer
, "void subroutine%u();\n", i
);
2375 /* Declare the constants (aka uniforms) */
2376 if (shader
->limits
->constant_float
> 0)
2378 unsigned max_constantsF
;
2380 /* Unless the shader uses indirect addressing, always declare the
2381 * maximum array size and ignore that we need some uniforms privately.
2382 * E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup
2383 * and immediate values, still declare VC[256]. If the shader needs
2384 * more uniforms than we have it won't work in any case. If it uses
2385 * less, the compiler will figure out which uniforms are really used
2386 * and strip them out. This allows a shader to use c255 on a dx9 card,
2387 * as long as it doesn't also use all the other constants.
2389 * If the shader uses indirect addressing the compiler must assume
2390 * that all declared uniforms are used. In this case, declare only the
2391 * amount that we're assured to have.
2393 * Thus we run into problems in these two cases:
2394 * 1) The shader really uses more uniforms than supported.
2395 * 2) The shader uses indirect addressing, less constants than
2396 * supported, but uses a constant index > #supported consts. */
2397 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
2399 /* No indirect addressing here. */
2400 max_constantsF
= gl_info
->limits
.glsl_ps_float_constants
;
2404 if (reg_maps
->usesrelconstF
)
2406 /* Subtract the other potential uniforms from the max
2407 * available (bools, ints, and 1 row of projection matrix).
2408 * Subtract another uniform for immediate values, which have
2409 * to be loaded via uniform by the driver as well. The shader
2410 * code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex
2411 * shader code, so one vec4 should be enough. (Unfortunately
2412 * the Nvidia driver doesn't store 128 and -128 in one float).
2414 * Writing gl_ClipVertex requires one uniform for each
2415 * clipplane as well. */
2416 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
- 3;
2417 if (vs_args
->clip_enabled
)
2418 max_constantsF
-= gl_info
->limits
.user_clip_distances
;
2419 max_constantsF
-= wined3d_popcount(reg_maps
->integer_constants
);
2420 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
2421 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
2422 * for now take this into account when calculating the number of available constants
2424 max_constantsF
-= wined3d_popcount(reg_maps
->boolean_constants
);
2425 /* Set by driver quirks in directx.c */
2426 max_constantsF
-= gl_info
->reserved_glsl_constants
;
2428 if (max_constantsF
< shader
->limits
->constant_float
)
2430 static unsigned int once
;
2433 ERR_(winediag
)("The hardware does not support enough uniform components to run this shader,"
2434 " it may not render correctly.\n");
2436 WARN("The hardware does not support enough uniform components to run this shader.\n");
2441 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
;
2444 max_constantsF
= min(shader
->limits
->constant_float
, max_constantsF
);
2445 shader_addline(buffer
, "uniform vec4 %s_c[%u];\n", prefix
, max_constantsF
);
2448 /* Always declare the full set of constants, the compiler can remove the
2449 * unused ones because d3d doesn't (yet) support indirect int and bool
2450 * constant addressing. This avoids problems if the app uses e.g. i0 and i9. */
2451 if (shader
->limits
->constant_int
> 0 && reg_maps
->integer_constants
)
2452 shader_addline(buffer
, "uniform ivec4 %s_i[%u];\n", prefix
, shader
->limits
->constant_int
);
2454 if (shader
->limits
->constant_bool
> 0 && reg_maps
->boolean_constants
)
2455 shader_addline(buffer
, "uniform bool %s_b[%u];\n", prefix
, shader
->limits
->constant_bool
);
2457 /* Declare immediate constant buffer */
2459 shader_addline(buffer
, "uniform vec4 %s_icb[%u];\n", prefix
, reg_maps
->icb
->vec4_count
);
2461 /* Declare constant buffers */
2462 wined3d_gl_limits_get_uniform_block_range(&gl_info
->limits
, version
->type
,
2463 &uniform_block_base
, &uniform_block_count
);
2464 for (i
= 0; i
< min(uniform_block_count
, WINED3D_MAX_CBS
); ++i
)
2466 if (reg_maps
->cb_sizes
[i
])
2468 shader_addline(buffer
, "layout(std140");
2469 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
2470 shader_addline(buffer
, ", binding = %u", uniform_block_base
+ i
);
2471 shader_addline(buffer
, ") uniform block_%s_cb%u { vec4 %s_cb%u[%u]; };\n",
2472 prefix
, i
, prefix
, i
, reg_maps
->cb_sizes
[i
]);
2476 /* Declare texture samplers */
2477 for (i
= 0; i
< reg_maps
->sampler_map
.count
; ++i
)
2479 struct wined3d_shader_sampler_map_entry
*entry
;
2480 const char *sampler_type_prefix
, *sampler_type
;
2481 BOOL shadow_sampler
, tex_rect
;
2483 entry
= ®_maps
->sampler_map
.entries
[i
];
2485 if (entry
->resource_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
2487 ERR("Invalid resource index %u.\n", entry
->resource_idx
);
2491 switch (reg_maps
->resource_info
[entry
->resource_idx
].data_type
)
2493 case WINED3D_DATA_FLOAT
:
2494 case WINED3D_DATA_UNORM
:
2495 case WINED3D_DATA_SNORM
:
2496 sampler_type_prefix
= "";
2499 case WINED3D_DATA_INT
:
2500 sampler_type_prefix
= "i";
2503 case WINED3D_DATA_UINT
:
2504 sampler_type_prefix
= "u";
2508 sampler_type_prefix
= "";
2509 ERR("Unhandled resource data type %#x.\n", reg_maps
->resource_info
[i
].data_type
);
2513 shadow_sampler
= glsl_is_shadow_sampler(shader
, ps_args
, entry
->resource_idx
, entry
->sampler_idx
);
2514 switch (reg_maps
->resource_info
[entry
->resource_idx
].type
)
2516 case WINED3D_SHADER_RESOURCE_BUFFER
:
2517 sampler_type
= "samplerBuffer";
2520 case WINED3D_SHADER_RESOURCE_TEXTURE_1D
:
2522 sampler_type
= "sampler1DShadow";
2524 sampler_type
= "sampler1D";
2527 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
2528 tex_rect
= version
->type
== WINED3D_SHADER_TYPE_PIXEL
2529 && (ps_args
->np2_fixup
& (1u << entry
->resource_idx
))
2530 && gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
2534 sampler_type
= "sampler2DRectShadow";
2536 sampler_type
= "sampler2DShadow";
2541 sampler_type
= "sampler2DRect";
2543 sampler_type
= "sampler2D";
2547 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
2549 FIXME("Unsupported 3D shadow sampler.\n");
2550 sampler_type
= "sampler3D";
2553 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
2555 sampler_type
= "samplerCubeShadow";
2557 sampler_type
= "samplerCube";
2560 case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
:
2562 sampler_type
= "sampler2DArrayShadow";
2564 sampler_type
= "sampler2DArray";
2567 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY
:
2569 sampler_type
= "samplerCubeArrayShadow";
2571 sampler_type
= "samplerCubeArray";
2575 sampler_type
= "unsupported_sampler";
2576 FIXME("Unhandled resource type %#x.\n", reg_maps
->resource_info
[entry
->resource_idx
].type
);
2580 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
2581 shader_glsl_append_sampler_binding_qualifier(buffer
, context
, version
, entry
->bind_idx
);
2582 shader_addline(buffer
, "uniform %s%s %s_sampler%u;\n",
2583 sampler_type_prefix
, sampler_type
, prefix
, entry
->bind_idx
);
2586 /* Declare images */
2587 for (i
= 0; i
< ARRAY_SIZE(reg_maps
->uav_resource_info
); ++i
)
2589 const char *image_type_prefix
, *image_type
, *read_format
;
2591 if (!reg_maps
->uav_resource_info
[i
].type
)
2594 switch (reg_maps
->uav_resource_info
[i
].data_type
)
2596 case WINED3D_DATA_FLOAT
:
2597 case WINED3D_DATA_UNORM
:
2598 case WINED3D_DATA_SNORM
:
2599 image_type_prefix
= "";
2600 read_format
= "r32f";
2603 case WINED3D_DATA_INT
:
2604 image_type_prefix
= "i";
2605 read_format
= "r32i";
2608 case WINED3D_DATA_UINT
:
2609 image_type_prefix
= "u";
2610 read_format
= "r32ui";
2614 image_type_prefix
= "";
2616 ERR("Unhandled resource data type %#x.\n", reg_maps
->uav_resource_info
[i
].data_type
);
2620 switch (reg_maps
->uav_resource_info
[i
].type
)
2622 case WINED3D_SHADER_RESOURCE_BUFFER
:
2623 image_type
= "imageBuffer";
2626 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
2627 image_type
= "image2D";
2630 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
2631 image_type
= "image3D";
2634 case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
:
2635 image_type
= "image2DArray";
2639 image_type
= "unsupported_image";
2640 FIXME("Unhandled resource type %#x.\n", reg_maps
->uav_resource_info
[i
].type
);
2644 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
2645 shader_addline(buffer
, "layout(binding = %u)\n", i
);
2646 if (reg_maps
->uav_read_mask
& (1u << i
))
2647 shader_addline(buffer
, "layout(%s) uniform %s%s %s_image%u;\n",
2648 read_format
, image_type_prefix
, image_type
, prefix
, i
);
2650 shader_addline(buffer
, "writeonly uniform %s%s %s_image%u;\n",
2651 image_type_prefix
, image_type
, prefix
, i
);
2653 if (reg_maps
->uav_counter_mask
& (1u << i
))
2654 shader_addline(buffer
, "layout(binding = %u) uniform atomic_uint %s_counter%u;\n",
2658 /* Declare address variables */
2659 for (i
= 0, map
= reg_maps
->address
; map
; map
>>= 1, ++i
)
2661 if (map
& 1) shader_addline(buffer
, "ivec4 A%u;\n", i
);
2664 /* Declare output register temporaries */
2665 if (shader
->limits
->packed_output
)
2666 shader_addline(buffer
, "vec4 %s_out[%u];\n", prefix
, shader
->limits
->packed_output
);
2668 /* Declare temporary variables */
2669 if (reg_maps
->temporary_count
)
2671 for (i
= 0; i
< reg_maps
->temporary_count
; ++i
)
2672 shader_addline(buffer
, "vec4 R%u;\n", i
);
2674 else if (version
->major
< 4)
2676 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
2679 shader_addline(buffer
, "vec4 R%u;\n", i
);
2683 /* Declare indexable temporary variables */
2684 LIST_FOR_EACH_ENTRY(idx_temp_reg
, ®_maps
->indexable_temps
, struct wined3d_shader_indexable_temp
, entry
)
2686 if (idx_temp_reg
->component_count
!= 4)
2687 FIXME("Ignoring component count %u.\n", idx_temp_reg
->component_count
);
2688 shader_addline(buffer
, "vec4 X%u[%u];\n", idx_temp_reg
->register_idx
, idx_temp_reg
->register_size
);
2691 /* Declare loop registers aLx */
2692 if (version
->major
< 4)
2694 for (i
= 0; i
< reg_maps
->loop_depth
; ++i
)
2696 shader_addline(buffer
, "int aL%u;\n", i
);
2697 shader_addline(buffer
, "int tmpInt%u;\n", i
);
2701 /* Temporary variables for matrix operations */
2702 shader_addline(buffer
, "vec4 tmp0;\n");
2703 shader_addline(buffer
, "vec4 tmp1;\n");
2705 if (!shader
->load_local_constsF
)
2707 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
2709 shader_addline(buffer
, "const vec4 %s_lc%u = ", prefix
, lconst
->idx
);
2710 shader_glsl_append_imm_vec4(buffer
, (const float *)lconst
->value
);
2711 shader_addline(buffer
, ";\n");
2716 /*****************************************************************************
2717 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
2718 ****************************************************************************/
2721 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
2722 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
);
2724 /** Used for opcode modifiers - They multiply the result by the specified amount */
2725 static const char * const shift_glsl_tab
[] = {
2727 "2.0 * ", /* 1 (x2) */
2728 "4.0 * ", /* 2 (x4) */
2729 "8.0 * ", /* 3 (x8) */
2730 "16.0 * ", /* 4 (x16) */
2731 "32.0 * ", /* 5 (x32) */
2738 "0.0625 * ", /* 12 (d16) */
2739 "0.125 * ", /* 13 (d8) */
2740 "0.25 * ", /* 14 (d4) */
2741 "0.5 * " /* 15 (d2) */
2744 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
2745 static void shader_glsl_gen_modifier(enum wined3d_shader_src_modifier src_modifier
,
2746 const char *in_reg
, const char *in_regswizzle
, char *out_str
)
2748 switch (src_modifier
)
2750 case WINED3DSPSM_DZ
: /* Need to handle this in the instructions itself (texld & texcrd). */
2751 case WINED3DSPSM_DW
:
2752 case WINED3DSPSM_NONE
:
2753 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
2755 case WINED3DSPSM_NEG
:
2756 sprintf(out_str
, "-%s%s", in_reg
, in_regswizzle
);
2758 case WINED3DSPSM_NOT
:
2759 sprintf(out_str
, "!%s%s", in_reg
, in_regswizzle
);
2761 case WINED3DSPSM_BIAS
:
2762 sprintf(out_str
, "(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
2764 case WINED3DSPSM_BIASNEG
:
2765 sprintf(out_str
, "-(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
2767 case WINED3DSPSM_SIGN
:
2768 sprintf(out_str
, "(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
2770 case WINED3DSPSM_SIGNNEG
:
2771 sprintf(out_str
, "-(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
2773 case WINED3DSPSM_COMP
:
2774 sprintf(out_str
, "(1.0 - %s%s)", in_reg
, in_regswizzle
);
2776 case WINED3DSPSM_X2
:
2777 sprintf(out_str
, "(2.0 * %s%s)", in_reg
, in_regswizzle
);
2779 case WINED3DSPSM_X2NEG
:
2780 sprintf(out_str
, "-(2.0 * %s%s)", in_reg
, in_regswizzle
);
2782 case WINED3DSPSM_ABS
:
2783 sprintf(out_str
, "abs(%s%s)", in_reg
, in_regswizzle
);
2785 case WINED3DSPSM_ABSNEG
:
2786 sprintf(out_str
, "-abs(%s%s)", in_reg
, in_regswizzle
);
2789 FIXME("Unhandled modifier %u\n", src_modifier
);
2790 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
2794 static void shader_glsl_fixup_scalar_register_variable(char *register_name
,
2795 const char *glsl_variable
, const struct wined3d_gl_info
*gl_info
)
2797 /* The ARB_shading_language_420pack extension allows swizzle operations on
2799 if (gl_info
->supported
[ARB_SHADING_LANGUAGE_420PACK
])
2800 sprintf(register_name
, "%s", glsl_variable
);
2802 sprintf(register_name
, "ivec2(%s, 0)", glsl_variable
);
2805 /** Writes the GLSL variable name that corresponds to the register that the
2806 * DX opcode parameter is trying to access */
2807 static void shader_glsl_get_register_name(const struct wined3d_shader_register
*reg
,
2808 enum wined3d_data_type data_type
, char *register_name
, BOOL
*is_color
,
2809 const struct wined3d_shader_instruction
*ins
)
2811 /* oPos, oFog and oPts in D3D */
2812 static const char * const hwrastout_reg_names
[] = {"vs_out[10]", "vs_out[11].x", "vs_out[11].y"};
2814 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
2815 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
2816 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
2817 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
2818 const char *prefix
= shader_glsl_get_prefix(version
->type
);
2819 struct glsl_src_param rel_param0
, rel_param1
;
2820 char imm_str
[4][17];
2822 if (reg
->idx
[0].offset
!= ~0U && reg
->idx
[0].rel_addr
)
2823 shader_glsl_add_src_param(ins
, reg
->idx
[0].rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param0
);
2824 if (reg
->idx
[1].offset
!= ~0U && reg
->idx
[1].rel_addr
)
2825 shader_glsl_add_src_param(ins
, reg
->idx
[1].rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param1
);
2830 case WINED3DSPR_TEMP
:
2831 sprintf(register_name
, "R%u", reg
->idx
[0].offset
);
2834 case WINED3DSPR_INPUT
:
2835 case WINED3DSPR_INCONTROLPOINT
:
2836 if (version
->type
== WINED3D_SHADER_TYPE_VERTEX
)
2838 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2840 if (reg
->idx
[0].rel_addr
)
2841 FIXME("VS3+ input registers relative addressing.\n");
2842 if (priv
->cur_vs_args
->swizzle_map
& (1u << reg
->idx
[0].offset
))
2844 sprintf(register_name
, "%s_in%u", prefix
, reg
->idx
[0].offset
);
2848 if (version
->type
== WINED3D_SHADER_TYPE_HULL
2849 || version
->type
== WINED3D_SHADER_TYPE_DOMAIN
2850 || version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
2852 if (reg
->idx
[0].rel_addr
)
2854 if (reg
->idx
[1].rel_addr
)
2855 sprintf(register_name
, "shader_in[%s + %u].reg[%s + %u]",
2856 rel_param0
.param_str
, reg
->idx
[0].offset
,
2857 rel_param1
.param_str
, reg
->idx
[1].offset
);
2859 sprintf(register_name
, "shader_in[%s + %u].reg[%u]",
2860 rel_param0
.param_str
, reg
->idx
[0].offset
,
2861 reg
->idx
[1].offset
);
2863 else if (reg
->idx
[1].rel_addr
)
2864 sprintf(register_name
, "shader_in[%u].reg[%s + %u]", reg
->idx
[0].offset
,
2865 rel_param1
.param_str
, reg
->idx
[1].offset
);
2867 sprintf(register_name
, "shader_in[%u].reg[%u]",
2868 reg
->idx
[0].offset
, reg
->idx
[1].offset
);
2872 /* pixel shaders >= 3.0 */
2873 if (version
->major
>= 3)
2875 DWORD idx
= shader
->u
.ps
.input_reg_map
[reg
->idx
[0].offset
];
2876 unsigned int in_count
= vec4_varyings(version
->major
, gl_info
);
2878 if (reg
->idx
[0].rel_addr
)
2880 /* Removing a + 0 would be an obvious optimization, but
2881 * OS X doesn't see the NOP operation there. */
2884 if (needs_legacy_glsl_syntax(gl_info
)
2885 && shader
->u
.ps
.declared_in_count
> in_count
)
2887 sprintf(register_name
,
2888 "((%s + %u) > %u ? (%s + %u) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s + %u])",
2889 rel_param0
.param_str
, idx
, in_count
- 1, rel_param0
.param_str
, idx
, in_count
,
2890 prefix
, rel_param0
.param_str
, idx
);
2894 sprintf(register_name
, "%s_in[%s + %u]", prefix
, rel_param0
.param_str
, idx
);
2899 if (needs_legacy_glsl_syntax(gl_info
)
2900 && shader
->u
.ps
.declared_in_count
> in_count
)
2902 sprintf(register_name
, "((%s) > %u ? (%s) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s])",
2903 rel_param0
.param_str
, in_count
- 1, rel_param0
.param_str
, in_count
,
2904 prefix
, rel_param0
.param_str
);
2908 sprintf(register_name
, "%s_in[%s]", prefix
, rel_param0
.param_str
);
2914 if (idx
== in_count
) sprintf(register_name
, "gl_Color");
2915 else if (idx
== in_count
+ 1) sprintf(register_name
, "gl_SecondaryColor");
2916 else sprintf(register_name
, "%s_in[%u]", prefix
, idx
);
2921 if (!reg
->idx
[0].offset
)
2922 strcpy(register_name
, "ffp_varying_diffuse");
2924 strcpy(register_name
, "ffp_varying_specular");
2929 case WINED3DSPR_CONST
:
2931 /* Relative addressing */
2932 if (reg
->idx
[0].rel_addr
)
2934 if (wined3d_settings
.check_float_constants
)
2935 sprintf(register_name
, "(%s + %u >= 0 && %s + %u < %u ? %s_c[%s + %u] : vec4(0.0))",
2936 rel_param0
.param_str
, reg
->idx
[0].offset
,
2937 rel_param0
.param_str
, reg
->idx
[0].offset
, shader
->limits
->constant_float
,
2938 prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2939 else if (reg
->idx
[0].offset
)
2940 sprintf(register_name
, "%s_c[%s + %u]", prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2942 sprintf(register_name
, "%s_c[%s]", prefix
, rel_param0
.param_str
);
2946 if (shader_constant_is_local(shader
, reg
->idx
[0].offset
))
2947 sprintf(register_name
, "%s_lc%u", prefix
, reg
->idx
[0].offset
);
2949 sprintf(register_name
, "%s_c[%u]", prefix
, reg
->idx
[0].offset
);
2954 case WINED3DSPR_CONSTINT
:
2955 sprintf(register_name
, "%s_i[%u]", prefix
, reg
->idx
[0].offset
);
2958 case WINED3DSPR_CONSTBOOL
:
2959 sprintf(register_name
, "%s_b[%u]", prefix
, reg
->idx
[0].offset
);
2962 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
2963 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
2964 sprintf(register_name
, "T%u", reg
->idx
[0].offset
);
2966 sprintf(register_name
, "A%u", reg
->idx
[0].offset
);
2969 case WINED3DSPR_LOOP
:
2970 sprintf(register_name
, "aL%u", ins
->ctx
->state
->current_loop_reg
- 1);
2973 case WINED3DSPR_SAMPLER
:
2974 sprintf(register_name
, "%s_sampler%u", prefix
, reg
->idx
[0].offset
);
2977 case WINED3DSPR_COLOROUT
:
2978 if (reg
->idx
[0].offset
>= gl_info
->limits
.buffers
)
2979 WARN("Write to render target %u, only %d supported.\n",
2980 reg
->idx
[0].offset
, gl_info
->limits
.buffers
);
2982 sprintf(register_name
, "%s[%u]", get_fragment_output(gl_info
), reg
->idx
[0].offset
);
2985 case WINED3DSPR_RASTOUT
:
2986 sprintf(register_name
, "%s", hwrastout_reg_names
[reg
->idx
[0].offset
]);
2989 case WINED3DSPR_DEPTHOUT
:
2990 case WINED3DSPR_DEPTHOUTGE
:
2991 case WINED3DSPR_DEPTHOUTLE
:
2992 sprintf(register_name
, "gl_FragDepth");
2995 case WINED3DSPR_ATTROUT
:
2996 if (!reg
->idx
[0].offset
)
2997 sprintf(register_name
, "%s_out[8]", prefix
);
2999 sprintf(register_name
, "%s_out[9]", prefix
);
3002 case WINED3DSPR_TEXCRDOUT
:
3003 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
3004 if (reg
->idx
[0].rel_addr
)
3005 sprintf(register_name
, "%s_out[%s + %u]",
3006 prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
3008 sprintf(register_name
, "%s_out[%u]", prefix
, reg
->idx
[0].offset
);
3011 case WINED3DSPR_MISCTYPE
:
3012 if (!reg
->idx
[0].offset
)
3015 sprintf(register_name
, "vpos");
3017 else if (reg
->idx
[0].offset
== 1)
3019 /* Note that gl_FrontFacing is a bool, while vFace is
3020 * a float for which the sign determines front/back */
3021 sprintf(register_name
, "(gl_FrontFacing ? 1.0 : -1.0)");
3025 FIXME("Unhandled misctype register %u.\n", reg
->idx
[0].offset
);
3026 sprintf(register_name
, "unrecognized_register");
3030 case WINED3DSPR_IMMCONST
:
3031 switch (reg
->immconst_type
)
3033 case WINED3D_IMMCONST_SCALAR
:
3036 case WINED3D_DATA_FLOAT
:
3037 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
3038 sprintf(register_name
, "uintBitsToFloat(%#xu)", reg
->u
.immconst_data
[0]);
3040 wined3d_ftoa(*(const float *)reg
->u
.immconst_data
, register_name
);
3042 case WINED3D_DATA_INT
:
3043 sprintf(register_name
, "%#x", reg
->u
.immconst_data
[0]);
3045 case WINED3D_DATA_RESOURCE
:
3046 case WINED3D_DATA_SAMPLER
:
3047 case WINED3D_DATA_UINT
:
3048 sprintf(register_name
, "%#xu", reg
->u
.immconst_data
[0]);
3051 sprintf(register_name
, "<unhandled data type %#x>", data_type
);
3056 case WINED3D_IMMCONST_VEC4
:
3059 case WINED3D_DATA_FLOAT
:
3060 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
3062 sprintf(register_name
, "uintBitsToFloat(uvec4(%#xu, %#xu, %#xu, %#xu))",
3063 reg
->u
.immconst_data
[0], reg
->u
.immconst_data
[1],
3064 reg
->u
.immconst_data
[2], reg
->u
.immconst_data
[3]);
3068 wined3d_ftoa(*(const float *)®
->u
.immconst_data
[0], imm_str
[0]);
3069 wined3d_ftoa(*(const float *)®
->u
.immconst_data
[1], imm_str
[1]);
3070 wined3d_ftoa(*(const float *)®
->u
.immconst_data
[2], imm_str
[2]);
3071 wined3d_ftoa(*(const float *)®
->u
.immconst_data
[3], imm_str
[3]);
3072 sprintf(register_name
, "vec4(%s, %s, %s, %s)",
3073 imm_str
[0], imm_str
[1], imm_str
[2], imm_str
[3]);
3076 case WINED3D_DATA_INT
:
3077 sprintf(register_name
, "ivec4(%#x, %#x, %#x, %#x)",
3078 reg
->u
.immconst_data
[0], reg
->u
.immconst_data
[1],
3079 reg
->u
.immconst_data
[2], reg
->u
.immconst_data
[3]);
3081 case WINED3D_DATA_RESOURCE
:
3082 case WINED3D_DATA_SAMPLER
:
3083 case WINED3D_DATA_UINT
:
3084 sprintf(register_name
, "uvec4(%#xu, %#xu, %#xu, %#xu)",
3085 reg
->u
.immconst_data
[0], reg
->u
.immconst_data
[1],
3086 reg
->u
.immconst_data
[2], reg
->u
.immconst_data
[3]);
3089 sprintf(register_name
, "<unhandled data type %#x>", data_type
);
3095 FIXME("Unhandled immconst type %#x\n", reg
->immconst_type
);
3096 sprintf(register_name
, "<unhandled_immconst_type %#x>", reg
->immconst_type
);
3100 case WINED3DSPR_CONSTBUFFER
:
3101 if (reg
->idx
[1].rel_addr
)
3102 sprintf(register_name
, "%s_cb%u[%s + %u]",
3103 prefix
, reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
3105 sprintf(register_name
, "%s_cb%u[%u]", prefix
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
3108 case WINED3DSPR_IMMCONSTBUFFER
:
3109 if (reg
->idx
[0].rel_addr
)
3110 sprintf(register_name
, "%s_icb[%s + %u]", prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
3112 sprintf(register_name
, "%s_icb[%u]", prefix
, reg
->idx
[0].offset
);
3115 case WINED3DSPR_PRIMID
:
3116 if (version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
3117 sprintf(register_name
, "gl_PrimitiveIDIn");
3119 sprintf(register_name
, "gl_PrimitiveID");
3122 case WINED3DSPR_IDXTEMP
:
3123 if (reg
->idx
[1].rel_addr
)
3124 sprintf(register_name
, "X%u[%s + %u]", reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
3126 sprintf(register_name
, "X%u[%u]", reg
->idx
[0].offset
, reg
->idx
[1].offset
);
3129 case WINED3DSPR_LOCALTHREADINDEX
:
3130 shader_glsl_fixup_scalar_register_variable(register_name
,
3131 "int(gl_LocalInvocationIndex)", gl_info
);
3134 case WINED3DSPR_GSINSTID
:
3135 case WINED3DSPR_OUTPOINTID
:
3136 shader_glsl_fixup_scalar_register_variable(register_name
,
3137 "gl_InvocationID", gl_info
);
3140 case WINED3DSPR_THREADID
:
3141 sprintf(register_name
, "ivec3(gl_GlobalInvocationID)");
3144 case WINED3DSPR_THREADGROUPID
:
3145 sprintf(register_name
, "ivec3(gl_WorkGroupID)");
3148 case WINED3DSPR_LOCALTHREADID
:
3149 sprintf(register_name
, "ivec3(gl_LocalInvocationID)");
3152 case WINED3DSPR_FORKINSTID
:
3153 case WINED3DSPR_JOININSTID
:
3154 shader_glsl_fixup_scalar_register_variable(register_name
,
3155 "phase_instance_id", gl_info
);
3158 case WINED3DSPR_TESSCOORD
:
3159 sprintf(register_name
, "gl_TessCoord");
3162 case WINED3DSPR_OUTCONTROLPOINT
:
3163 if (reg
->idx
[0].rel_addr
)
3165 if (reg
->idx
[1].rel_addr
)
3166 sprintf(register_name
, "shader_out[%s + %u].reg[%s + %u]",
3167 rel_param0
.param_str
, reg
->idx
[0].offset
,
3168 rel_param1
.param_str
, reg
->idx
[1].offset
);
3170 sprintf(register_name
, "shader_out[%s + %u].reg[%u]",
3171 rel_param0
.param_str
, reg
->idx
[0].offset
,
3172 reg
->idx
[1].offset
);
3174 else if (reg
->idx
[1].rel_addr
)
3176 sprintf(register_name
, "shader_out[%u].reg[%s + %u]",
3177 reg
->idx
[0].offset
, rel_param1
.param_str
,
3178 reg
->idx
[1].offset
);
3182 sprintf(register_name
, "shader_out[%u].reg[%u]",
3183 reg
->idx
[0].offset
, reg
->idx
[1].offset
);
3187 case WINED3DSPR_PATCHCONST
:
3188 if (version
->type
== WINED3D_SHADER_TYPE_HULL
)
3189 sprintf(register_name
, "hs_out[%u]", reg
->idx
[0].offset
);
3191 sprintf(register_name
, "vpc[%u]", reg
->idx
[0].offset
);
3195 FIXME("Unhandled register type %#x.\n", reg
->type
);
3196 sprintf(register_name
, "unrecognized_register");
3201 static void shader_glsl_write_mask_to_str(DWORD write_mask
, char *str
)
3204 if (write_mask
& WINED3DSP_WRITEMASK_0
) *str
++ = 'x';
3205 if (write_mask
& WINED3DSP_WRITEMASK_1
) *str
++ = 'y';
3206 if (write_mask
& WINED3DSP_WRITEMASK_2
) *str
++ = 'z';
3207 if (write_mask
& WINED3DSP_WRITEMASK_3
) *str
++ = 'w';
3211 /* Get the GLSL write mask for the destination register */
3212 static DWORD
shader_glsl_get_write_mask(const struct wined3d_shader_dst_param
*param
, char *write_mask
)
3214 DWORD mask
= param
->write_mask
;
3216 if (shader_is_scalar(¶m
->reg
))
3218 mask
= WINED3DSP_WRITEMASK_0
;
3223 shader_glsl_write_mask_to_str(mask
, write_mask
);
3229 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask
)
3231 unsigned int size
= 0;
3233 if (write_mask
& WINED3DSP_WRITEMASK_0
) ++size
;
3234 if (write_mask
& WINED3DSP_WRITEMASK_1
) ++size
;
3235 if (write_mask
& WINED3DSP_WRITEMASK_2
) ++size
;
3236 if (write_mask
& WINED3DSP_WRITEMASK_3
) ++size
;
3241 static unsigned int shader_glsl_swizzle_get_component(DWORD swizzle
,
3242 unsigned int component_idx
)
3244 /* swizzle bits fields: wwzzyyxx */
3245 return (swizzle
>> (2 * component_idx
)) & 0x3;
3248 static void shader_glsl_swizzle_to_str(DWORD swizzle
, BOOL fixup
, DWORD mask
, char *str
)
3250 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
3251 * but addressed as "rgba". To fix this we need to swap the register's x
3252 * and z components. */
3253 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
3257 for (i
= 0; i
< 4; ++i
)
3259 if (mask
& (WINED3DSP_WRITEMASK_0
<< i
))
3260 *str
++ = swizzle_chars
[shader_glsl_swizzle_get_component(swizzle
, i
)];
3265 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param
*param
,
3266 BOOL fixup
, DWORD mask
, char *swizzle_str
)
3268 if (shader_is_scalar(¶m
->reg
))
3269 *swizzle_str
= '\0';
3271 shader_glsl_swizzle_to_str(param
->swizzle
, fixup
, mask
, swizzle_str
);
3274 static void shader_glsl_sprintf_cast(struct wined3d_string_buffer
*dst_param
, const char *src_param
,
3275 enum wined3d_data_type dst_data_type
, enum wined3d_data_type src_data_type
)
3277 if (dst_data_type
== src_data_type
)
3279 string_buffer_sprintf(dst_param
, "%s", src_param
);
3283 if (src_data_type
== WINED3D_DATA_FLOAT
)
3285 switch (dst_data_type
)
3287 case WINED3D_DATA_INT
:
3288 string_buffer_sprintf(dst_param
, "floatBitsToInt(%s)", src_param
);
3290 case WINED3D_DATA_RESOURCE
:
3291 case WINED3D_DATA_SAMPLER
:
3292 case WINED3D_DATA_UINT
:
3293 string_buffer_sprintf(dst_param
, "floatBitsToUint(%s)", src_param
);
3300 if (src_data_type
== WINED3D_DATA_UINT
&& dst_data_type
== WINED3D_DATA_FLOAT
)
3302 string_buffer_sprintf(dst_param
, "uintBitsToFloat(%s)", src_param
);
3306 if (src_data_type
== WINED3D_DATA_INT
&& dst_data_type
== WINED3D_DATA_FLOAT
)
3308 string_buffer_sprintf(dst_param
, "intBitsToFloat(%s)", src_param
);
3312 FIXME("Unhandled cast from %#x to %#x.\n", src_data_type
, dst_data_type
);
3313 string_buffer_sprintf(dst_param
, "%s", src_param
);
3316 /* From a given parameter token, generate the corresponding GLSL string.
3317 * Also, return the actual register name and swizzle in case the
3318 * caller needs this information as well. */
3319 static void shader_glsl_add_src_param_ext(const struct wined3d_shader_instruction
*ins
,
3320 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
,
3321 enum wined3d_data_type data_type
)
3323 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3324 struct wined3d_string_buffer
*reg_name
= string_buffer_get(priv
->string_buffers
);
3325 enum wined3d_data_type param_data_type
;
3326 BOOL is_color
= FALSE
;
3327 char swizzle_str
[6];
3329 glsl_src
->reg_name
[0] = '\0';
3330 glsl_src
->param_str
[0] = '\0';
3331 swizzle_str
[0] = '\0';
3333 shader_glsl_get_register_name(&wined3d_src
->reg
, data_type
, glsl_src
->reg_name
, &is_color
, ins
);
3334 shader_glsl_get_swizzle(wined3d_src
, is_color
, mask
, swizzle_str
);
3336 switch (wined3d_src
->reg
.type
)
3338 case WINED3DSPR_IMMCONST
:
3339 param_data_type
= data_type
;
3341 case WINED3DSPR_FORKINSTID
:
3342 case WINED3DSPR_GSINSTID
:
3343 case WINED3DSPR_JOININSTID
:
3344 case WINED3DSPR_LOCALTHREADID
:
3345 case WINED3DSPR_LOCALTHREADINDEX
:
3346 case WINED3DSPR_OUTPOINTID
:
3347 case WINED3DSPR_PRIMID
:
3348 case WINED3DSPR_THREADGROUPID
:
3349 case WINED3DSPR_THREADID
:
3350 param_data_type
= WINED3D_DATA_INT
;
3353 param_data_type
= WINED3D_DATA_FLOAT
;
3357 shader_glsl_sprintf_cast(reg_name
, glsl_src
->reg_name
, data_type
, param_data_type
);
3358 shader_glsl_gen_modifier(wined3d_src
->modifiers
, reg_name
->buffer
, swizzle_str
, glsl_src
->param_str
);
3360 string_buffer_release(priv
->string_buffers
, reg_name
);
3363 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
3364 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
)
3366 shader_glsl_add_src_param_ext(ins
, wined3d_src
, mask
, glsl_src
, wined3d_src
->reg
.data_type
);
3369 /* From a given parameter token, generate the corresponding GLSL string.
3370 * Also, return the actual register name and swizzle in case the
3371 * caller needs this information as well. */
3372 static DWORD
shader_glsl_add_dst_param(const struct wined3d_shader_instruction
*ins
,
3373 const struct wined3d_shader_dst_param
*wined3d_dst
, struct glsl_dst_param
*glsl_dst
)
3375 BOOL is_color
= FALSE
;
3377 glsl_dst
->mask_str
[0] = '\0';
3378 glsl_dst
->reg_name
[0] = '\0';
3380 shader_glsl_get_register_name(&wined3d_dst
->reg
, wined3d_dst
->reg
.data_type
,
3381 glsl_dst
->reg_name
, &is_color
, ins
);
3382 return shader_glsl_get_write_mask(wined3d_dst
, glsl_dst
->mask_str
);
3385 /* Append the destination part of the instruction to the buffer, return the effective write mask */
3386 static DWORD
shader_glsl_append_dst_ext(struct wined3d_string_buffer
*buffer
,
3387 const struct wined3d_shader_instruction
*ins
, const struct wined3d_shader_dst_param
*dst
,
3388 enum wined3d_data_type data_type
)
3390 struct glsl_dst_param glsl_dst
;
3393 if ((mask
= shader_glsl_add_dst_param(ins
, dst
, &glsl_dst
)))
3397 case WINED3D_DATA_FLOAT
:
3398 shader_addline(buffer
, "%s%s = %s(",
3399 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
3401 case WINED3D_DATA_INT
:
3402 shader_addline(buffer
, "%s%s = %sintBitsToFloat(",
3403 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
3405 case WINED3D_DATA_RESOURCE
:
3406 case WINED3D_DATA_SAMPLER
:
3407 case WINED3D_DATA_UINT
:
3408 shader_addline(buffer
, "%s%s = %suintBitsToFloat(",
3409 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
3412 FIXME("Unhandled data type %#x.\n", data_type
);
3413 shader_addline(buffer
, "%s%s = %s(",
3414 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
3422 /* Append the destination part of the instruction to the buffer, return the effective write mask */
3423 static DWORD
shader_glsl_append_dst(struct wined3d_string_buffer
*buffer
, const struct wined3d_shader_instruction
*ins
)
3425 return shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
3428 /** Process GLSL instruction modifiers */
3429 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
)
3431 struct glsl_dst_param dst_param
;
3434 if (!ins
->dst_count
) return;
3436 modifiers
= ins
->dst
[0].modifiers
;
3437 if (!modifiers
) return;
3439 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
3441 if (modifiers
& WINED3DSPDM_SATURATE
)
3443 /* _SAT means to clamp the value of the register to between 0 and 1 */
3444 shader_addline(ins
->ctx
->buffer
, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param
.reg_name
,
3445 dst_param
.mask_str
, dst_param
.reg_name
, dst_param
.mask_str
);
3448 if (modifiers
& WINED3DSPDM_MSAMPCENTROID
)
3450 FIXME("_centroid modifier not handled\n");
3453 if (modifiers
& WINED3DSPDM_PARTIALPRECISION
)
3455 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
3459 static const char *shader_glsl_get_rel_op(enum wined3d_shader_rel_op op
)
3463 case WINED3D_SHADER_REL_OP_GT
: return ">";
3464 case WINED3D_SHADER_REL_OP_EQ
: return "==";
3465 case WINED3D_SHADER_REL_OP_GE
: return ">=";
3466 case WINED3D_SHADER_REL_OP_LT
: return "<";
3467 case WINED3D_SHADER_REL_OP_NE
: return "!=";
3468 case WINED3D_SHADER_REL_OP_LE
: return "<=";
3470 FIXME("Unrecognized operator %#x.\n", op
);
3475 static BOOL
shader_glsl_has_core_grad(const struct wined3d_gl_info
*gl_info
)
3477 return shader_glsl_get_version(gl_info
) >= 130 || gl_info
->supported
[EXT_GPU_SHADER4
];
3480 static void shader_glsl_get_coord_size(enum wined3d_shader_resource_type resource_type
,
3481 unsigned int *coord_size
, unsigned int *deriv_size
)
3483 const BOOL is_array
= resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY
3484 || resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
;
3486 *coord_size
= resource_type_info
[resource_type
].coord_size
;
3487 *deriv_size
= *coord_size
;
3492 static void shader_glsl_get_sample_function(const struct wined3d_shader_context
*ctx
,
3493 DWORD resource_idx
, DWORD sampler_idx
, DWORD flags
, struct glsl_sample_function
*sample_function
)
3495 enum wined3d_shader_resource_type resource_type
= ctx
->reg_maps
->resource_info
[resource_idx
].type
;
3496 struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
3497 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
3498 BOOL shadow
= glsl_is_shadow_sampler(ctx
->shader
, priv
->cur_ps_args
, resource_idx
, sampler_idx
);
3499 BOOL projected
= flags
& WINED3D_GLSL_SAMPLE_PROJECTED
;
3500 BOOL texrect
= ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
3501 && priv
->cur_ps_args
->np2_fixup
& (1u << resource_idx
)
3502 && gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
3503 BOOL lod
= flags
& WINED3D_GLSL_SAMPLE_LOD
;
3504 BOOL grad
= flags
& WINED3D_GLSL_SAMPLE_GRAD
;
3505 BOOL offset
= flags
& WINED3D_GLSL_SAMPLE_OFFSET
;
3506 const char *base
= "texture", *type_part
= "", *suffix
= "";
3507 unsigned int coord_size
, deriv_size
;
3509 sample_function
->data_type
= ctx
->reg_maps
->resource_info
[resource_idx
].data_type
;
3511 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
3513 ERR("Unexpected resource type %#x.\n", resource_type
);
3514 resource_type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
3517 /* Note that there's no such thing as a projected cube texture. */
3518 if (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
3521 if (needs_legacy_glsl_syntax(gl_info
))
3526 type_part
= resource_type_info
[resource_type
].type_part
;
3527 if (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2D
&& texrect
)
3528 type_part
= "2DRect";
3529 if (!type_part
[0] && resource_type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY
)
3530 FIXME("Unhandled resource type %#x.\n", resource_type
);
3532 if (!lod
&& grad
&& !shader_glsl_has_core_grad(gl_info
))
3534 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
3537 FIXME("Unsupported grad function.\n");
3541 if (flags
& WINED3D_GLSL_SAMPLE_LOAD
)
3543 static const DWORD texel_fetch_flags
= WINED3D_GLSL_SAMPLE_LOAD
| WINED3D_GLSL_SAMPLE_OFFSET
;
3544 if (flags
& ~texel_fetch_flags
)
3545 ERR("Unexpected flags %#x for texelFetch.\n", flags
& ~texel_fetch_flags
);
3547 base
= "texelFetch";
3551 sample_function
->name
= string_buffer_get(priv
->string_buffers
);
3552 string_buffer_sprintf(sample_function
->name
, "%s%s%s%s%s%s", base
, type_part
, projected
? "Proj" : "",
3553 lod
? "Lod" : grad
? "Grad" : "", offset
? "Offset" : "", suffix
);
3555 shader_glsl_get_coord_size(resource_type
, &coord_size
, &deriv_size
);
3558 sample_function
->offset_size
= offset
? deriv_size
: 0;
3559 sample_function
->coord_mask
= (1u << coord_size
) - 1;
3560 sample_function
->deriv_mask
= (1u << deriv_size
) - 1;
3561 sample_function
->output_single_component
= shadow
&& !needs_legacy_glsl_syntax(gl_info
);
3564 static void shader_glsl_release_sample_function(const struct wined3d_shader_context
*ctx
,
3565 struct glsl_sample_function
*sample_function
)
3567 const struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
3569 string_buffer_release(priv
->string_buffers
, sample_function
->name
);
3572 static void shader_glsl_append_fixup_arg(char *arguments
, const char *reg_name
,
3573 BOOL sign_fixup
, enum fixup_channel_source channel_source
)
3575 switch(channel_source
)
3577 case CHANNEL_SOURCE_ZERO
:
3578 strcat(arguments
, "0.0");
3581 case CHANNEL_SOURCE_ONE
:
3582 strcat(arguments
, "1.0");
3585 case CHANNEL_SOURCE_X
:
3586 strcat(arguments
, reg_name
);
3587 strcat(arguments
, ".x");
3590 case CHANNEL_SOURCE_Y
:
3591 strcat(arguments
, reg_name
);
3592 strcat(arguments
, ".y");
3595 case CHANNEL_SOURCE_Z
:
3596 strcat(arguments
, reg_name
);
3597 strcat(arguments
, ".z");
3600 case CHANNEL_SOURCE_W
:
3601 strcat(arguments
, reg_name
);
3602 strcat(arguments
, ".w");
3606 FIXME("Unhandled channel source %#x\n", channel_source
);
3607 strcat(arguments
, "undefined");
3611 if (sign_fixup
) strcat(arguments
, " * 2.0 - 1.0");
3614 static void shader_glsl_color_correction_ext(struct wined3d_string_buffer
*buffer
,
3615 const char *reg_name
, DWORD mask
, struct color_fixup_desc fixup
)
3617 unsigned int mask_size
, remaining
;
3618 DWORD fixup_mask
= 0;
3619 char arguments
[256];
3622 if (fixup
.x_sign_fixup
|| fixup
.x_source
!= CHANNEL_SOURCE_X
) fixup_mask
|= WINED3DSP_WRITEMASK_0
;
3623 if (fixup
.y_sign_fixup
|| fixup
.y_source
!= CHANNEL_SOURCE_Y
) fixup_mask
|= WINED3DSP_WRITEMASK_1
;
3624 if (fixup
.z_sign_fixup
|| fixup
.z_source
!= CHANNEL_SOURCE_Z
) fixup_mask
|= WINED3DSP_WRITEMASK_2
;
3625 if (fixup
.w_sign_fixup
|| fixup
.w_source
!= CHANNEL_SOURCE_W
) fixup_mask
|= WINED3DSP_WRITEMASK_3
;
3626 if (!(mask
&= fixup_mask
))
3629 if (is_complex_fixup(fixup
))
3631 enum complex_fixup complex_fixup
= get_complex_fixup(fixup
);
3632 FIXME("Complex fixup (%#x) not supported\n",complex_fixup
);
3636 shader_glsl_write_mask_to_str(mask
, mask_str
);
3637 mask_size
= shader_glsl_get_write_mask_size(mask
);
3639 arguments
[0] = '\0';
3640 remaining
= mask_size
;
3641 if (mask
& WINED3DSP_WRITEMASK_0
)
3643 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.x_sign_fixup
, fixup
.x_source
);
3644 if (--remaining
) strcat(arguments
, ", ");
3646 if (mask
& WINED3DSP_WRITEMASK_1
)
3648 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.y_sign_fixup
, fixup
.y_source
);
3649 if (--remaining
) strcat(arguments
, ", ");
3651 if (mask
& WINED3DSP_WRITEMASK_2
)
3653 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.z_sign_fixup
, fixup
.z_source
);
3654 if (--remaining
) strcat(arguments
, ", ");
3656 if (mask
& WINED3DSP_WRITEMASK_3
)
3658 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.w_sign_fixup
, fixup
.w_source
);
3659 if (--remaining
) strcat(arguments
, ", ");
3663 shader_addline(buffer
, "%s%s = vec%u(%s);\n", reg_name
, mask_str
, mask_size
, arguments
);
3665 shader_addline(buffer
, "%s%s = %s;\n", reg_name
, mask_str
, arguments
);
3668 static void shader_glsl_color_correction(const struct wined3d_shader_instruction
*ins
, struct color_fixup_desc fixup
)
3673 shader_glsl_get_register_name(&ins
->dst
[0].reg
, ins
->dst
[0].reg
.data_type
, reg_name
, &is_color
, ins
);
3674 shader_glsl_color_correction_ext(ins
->ctx
->buffer
, reg_name
, ins
->dst
[0].write_mask
, fixup
);
3677 static void PRINTF_ATTR(9, 10) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction
*ins
,
3678 unsigned int sampler_bind_idx
, const struct glsl_sample_function
*sample_function
, DWORD swizzle
,
3679 const char *dx
, const char *dy
, const char *bias
, const struct wined3d_shader_texel_offset
*offset
,
3680 const char *coord_reg_fmt
, ...)
3682 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
3683 char dst_swizzle
[6];
3684 struct color_fixup_desc fixup
;
3685 BOOL np2_fixup
= FALSE
;
3689 shader_glsl_swizzle_to_str(swizzle
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
3691 /* If ARB_texture_swizzle is supported we don't need to do anything here.
3692 * We actually rely on it for vertex shaders and SM4+. */
3693 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& version
->major
< 4)
3695 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3696 fixup
= priv
->cur_ps_args
->color_fixup
[sampler_bind_idx
];
3698 if (priv
->cur_ps_args
->np2_fixup
& (1u << sampler_bind_idx
))
3703 fixup
= COLOR_FIXUP_IDENTITY
;
3706 shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], sample_function
->data_type
);
3708 if (sample_function
->output_single_component
)
3709 shader_addline(ins
->ctx
->buffer
, "vec4(");
3711 shader_addline(ins
->ctx
->buffer
, "%s(%s_sampler%u, ",
3712 sample_function
->name
->buffer
, shader_glsl_get_prefix(version
->type
), sampler_bind_idx
);
3716 va_start(args
, coord_reg_fmt
);
3717 ret
= shader_vaddline(ins
->ctx
->buffer
, coord_reg_fmt
, args
);
3721 if (!string_buffer_resize(ins
->ctx
->buffer
, ret
))
3727 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3728 const unsigned char idx
= priv
->cur_np2fixup_info
->idx
[sampler_bind_idx
];
3730 switch (shader_glsl_get_write_mask_size(sample_function
->coord_mask
))
3733 shader_addline(ins
->ctx
->buffer
, " * ps_samplerNP2Fixup[%u].%s",
3734 idx
>> 1, (idx
% 2) ? "z" : "x");
3737 shader_addline(ins
->ctx
->buffer
, " * ps_samplerNP2Fixup[%u].%s",
3738 idx
>> 1, (idx
% 2) ? "zw" : "xy");
3741 shader_addline(ins
->ctx
->buffer
, " * vec3(ps_samplerNP2Fixup[%u].%s, 1.0)",
3742 idx
>> 1, (idx
% 2) ? "zw" : "xy");
3745 shader_addline(ins
->ctx
->buffer
, " * vec4(ps_samplerNP2Fixup[%u].%s, 1.0, 1.0)",
3746 idx
>> 1, (idx
% 2) ? "zw" : "xy");
3751 shader_addline(ins
->ctx
->buffer
, ", %s, %s", dx
, dy
);
3753 shader_addline(ins
->ctx
->buffer
, ", %s", bias
);
3754 if (sample_function
->offset_size
)
3756 int offset_immdata
[4] = {offset
->u
, offset
->v
, offset
->w
};
3757 shader_addline(ins
->ctx
->buffer
, ", ");
3758 shader_glsl_append_imm_ivec(ins
->ctx
->buffer
, offset_immdata
, sample_function
->offset_size
);
3760 shader_addline(ins
->ctx
->buffer
, ")");
3762 if (sample_function
->output_single_component
)
3763 shader_addline(ins
->ctx
->buffer
, ")");
3765 shader_addline(ins
->ctx
->buffer
, "%s);\n", dst_swizzle
);
3767 if (!is_identity_fixup(fixup
))
3768 shader_glsl_color_correction(ins
, fixup
);
3771 static void shader_glsl_fixup_position(struct wined3d_string_buffer
*buffer
)
3773 /* Write the final position.
3775 * OpenGL coordinates specify the center of the pixel while D3D coords
3776 * specify the corner. The offsets are stored in z and w in
3777 * pos_fixup. pos_fixup.y contains 1.0 or -1.0 to turn the rendering
3778 * upside down for offscreen rendering. pos_fixup.x contains 1.0 to allow
3780 shader_addline(buffer
, "gl_Position.y = gl_Position.y * pos_fixup.y;\n");
3781 shader_addline(buffer
, "gl_Position.xy += pos_fixup.zw * gl_Position.ww;\n");
3783 /* Z coord [0;1]->[-1;1] mapping, see comment in get_projection_matrix()
3786 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However,
3787 * shaders are run before the homogeneous divide, so we have to take the w
3788 * into account: z = ((z / w) * 2 - 1) * w, which is the same as
3790 shader_addline(buffer
, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
3793 /*****************************************************************************
3794 * Begin processing individual instruction opcodes
3795 ****************************************************************************/
3797 static void shader_glsl_binop(const struct wined3d_shader_instruction
*ins
)
3799 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3800 struct glsl_src_param src0_param
;
3801 struct glsl_src_param src1_param
;
3805 /* Determine the GLSL operator to use based on the opcode */
3806 switch (ins
->handler_idx
)
3808 case WINED3DSIH_ADD
: op
= "+"; break;
3809 case WINED3DSIH_AND
: op
= "&"; break;
3810 case WINED3DSIH_DIV
: op
= "/"; break;
3811 case WINED3DSIH_IADD
: op
= "+"; break;
3812 case WINED3DSIH_ISHL
: op
= "<<"; break;
3813 case WINED3DSIH_ISHR
: op
= ">>"; break;
3814 case WINED3DSIH_MUL
: op
= "*"; break;
3815 case WINED3DSIH_OR
: op
= "|"; break;
3816 case WINED3DSIH_SUB
: op
= "-"; break;
3817 case WINED3DSIH_USHR
: op
= ">>"; break;
3818 case WINED3DSIH_XOR
: op
= "^"; break;
3820 op
= "<unhandled operator>";
3821 FIXME("Opcode %s not yet handled in GLSL.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3825 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3826 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3827 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3828 shader_addline(buffer
, "%s %s %s);\n", src0_param
.param_str
, op
, src1_param
.param_str
);
3831 static void shader_glsl_relop(const struct wined3d_shader_instruction
*ins
)
3833 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3834 struct glsl_src_param src0_param
;
3835 struct glsl_src_param src1_param
;
3836 unsigned int mask_size
;
3840 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3841 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3842 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3843 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3847 switch (ins
->handler_idx
)
3849 case WINED3DSIH_EQ
: op
= "equal"; break;
3850 case WINED3DSIH_IEQ
: op
= "equal"; break;
3851 case WINED3DSIH_GE
: op
= "greaterThanEqual"; break;
3852 case WINED3DSIH_IGE
: op
= "greaterThanEqual"; break;
3853 case WINED3DSIH_UGE
: op
= "greaterThanEqual"; break;
3854 case WINED3DSIH_LT
: op
= "lessThan"; break;
3855 case WINED3DSIH_ILT
: op
= "lessThan"; break;
3856 case WINED3DSIH_ULT
: op
= "lessThan"; break;
3857 case WINED3DSIH_NE
: op
= "notEqual"; break;
3858 case WINED3DSIH_INE
: op
= "notEqual"; break;
3860 op
= "<unhandled operator>";
3861 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
3865 shader_addline(buffer
, "uvec%u(%s(%s, %s)) * 0xffffffffu);\n",
3866 mask_size
, op
, src0_param
.param_str
, src1_param
.param_str
);
3870 switch (ins
->handler_idx
)
3872 case WINED3DSIH_EQ
: op
= "=="; break;
3873 case WINED3DSIH_IEQ
: op
= "=="; break;
3874 case WINED3DSIH_GE
: op
= ">="; break;
3875 case WINED3DSIH_IGE
: op
= ">="; break;
3876 case WINED3DSIH_UGE
: op
= ">="; break;
3877 case WINED3DSIH_LT
: op
= "<"; break;
3878 case WINED3DSIH_ILT
: op
= "<"; break;
3879 case WINED3DSIH_ULT
: op
= "<"; break;
3880 case WINED3DSIH_NE
: op
= "!="; break;
3881 case WINED3DSIH_INE
: op
= "!="; break;
3883 op
= "<unhandled operator>";
3884 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
3888 shader_addline(buffer
, "%s %s %s ? 0xffffffffu : 0u);\n",
3889 src0_param
.param_str
, op
, src1_param
.param_str
);
3893 static void shader_glsl_unary_op(const struct wined3d_shader_instruction
*ins
)
3895 struct glsl_src_param src_param
;
3899 switch (ins
->handler_idx
)
3901 case WINED3DSIH_INEG
: op
= "-"; break;
3902 case WINED3DSIH_NOT
: op
= "~"; break;
3904 op
= "<unhandled operator>";
3905 ERR("Unhandled opcode %s.\n",
3906 debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3910 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3911 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3912 shader_addline(ins
->ctx
->buffer
, "%s%s);\n", op
, src_param
.param_str
);
3915 static void shader_glsl_mul_extended(const struct wined3d_shader_instruction
*ins
)
3917 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3918 struct glsl_src_param src0_param
;
3919 struct glsl_src_param src1_param
;
3922 /* If we have ARB_gpu_shader5, we can use imulExtended() / umulExtended().
3923 * If not, we can emulate it. */
3924 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
3925 FIXME("64-bit integer multiplies not implemented.\n");
3927 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3929 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3930 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3931 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3933 shader_addline(ins
->ctx
->buffer
, "%s * %s);\n",
3934 src0_param
.param_str
, src1_param
.param_str
);
3938 static void shader_glsl_udiv(const struct wined3d_shader_instruction
*ins
)
3940 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3941 struct glsl_src_param src0_param
, src1_param
;
3944 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
3946 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3950 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3951 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3952 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3953 shader_addline(buffer
, "tmp0%s = uintBitsToFloat(%s / %s);\n",
3954 dst_mask
, src0_param
.param_str
, src1_param
.param_str
);
3956 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3957 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3958 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3959 shader_addline(buffer
, "%s %% %s);\n", src0_param
.param_str
, src1_param
.param_str
);
3961 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], WINED3D_DATA_FLOAT
);
3962 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
3966 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
3967 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3968 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3969 shader_addline(buffer
, "%s / %s);\n", src0_param
.param_str
, src1_param
.param_str
);
3972 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3974 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3975 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3976 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3977 shader_addline(buffer
, "%s %% %s);\n", src0_param
.param_str
, src1_param
.param_str
);
3981 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
3982 static void shader_glsl_mov(const struct wined3d_shader_instruction
*ins
)
3984 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
3985 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3986 struct glsl_src_param src0_param
;
3989 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3990 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3992 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
3993 * shader versions WINED3DSIO_MOVA is used for this. */
3994 if (ins
->ctx
->reg_maps
->shader_version
.major
== 1
3995 && ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_VERTEX
3996 && ins
->dst
[0].reg
.type
== WINED3DSPR_ADDR
)
3998 /* This is a simple floor() */
3999 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4000 if (mask_size
> 1) {
4001 shader_addline(buffer
, "ivec%d(floor(%s)));\n", mask_size
, src0_param
.param_str
);
4003 shader_addline(buffer
, "int(floor(%s)));\n", src0_param
.param_str
);
4006 else if (ins
->handler_idx
== WINED3DSIH_MOVA
)
4008 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4010 if (shader_glsl_get_version(gl_info
) >= 130 || gl_info
->supported
[EXT_GPU_SHADER4
])
4013 shader_addline(buffer
, "ivec%d(round(%s)));\n", mask_size
, src0_param
.param_str
);
4015 shader_addline(buffer
, "int(round(%s)));\n", src0_param
.param_str
);
4020 shader_addline(buffer
, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
4021 mask_size
, src0_param
.param_str
, mask_size
, src0_param
.param_str
);
4023 shader_addline(buffer
, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
4024 src0_param
.param_str
, src0_param
.param_str
);
4029 shader_addline(buffer
, "%s);\n", src0_param
.param_str
);
4033 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
4034 static void shader_glsl_dot(const struct wined3d_shader_instruction
*ins
)
4036 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4037 struct glsl_src_param src0_param
;
4038 struct glsl_src_param src1_param
;
4039 DWORD dst_write_mask
, src_write_mask
;
4040 unsigned int dst_size
;
4042 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
4043 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
4045 /* dp4 works on vec4, dp3 on vec3, etc. */
4046 if (ins
->handler_idx
== WINED3DSIH_DP4
)
4047 src_write_mask
= WINED3DSP_WRITEMASK_ALL
;
4048 else if (ins
->handler_idx
== WINED3DSIH_DP3
)
4049 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4051 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
4053 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_write_mask
, &src0_param
);
4054 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_write_mask
, &src1_param
);
4057 shader_addline(buffer
, "vec%d(dot(%s, %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
4059 shader_addline(buffer
, "dot(%s, %s));\n", src0_param
.param_str
, src1_param
.param_str
);
4063 /* Note that this instruction has some restrictions. The destination write mask
4064 * can't contain the w component, and the source swizzles have to be .xyzw */
4065 static void shader_glsl_cross(const struct wined3d_shader_instruction
*ins
)
4067 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4068 struct glsl_src_param src0_param
;
4069 struct glsl_src_param src1_param
;
4072 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4073 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4074 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4075 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
4076 shader_addline(ins
->ctx
->buffer
, "cross(%s, %s)%s);\n", src0_param
.param_str
, src1_param
.param_str
, dst_mask
);
4079 static void shader_glsl_cut(const struct wined3d_shader_instruction
*ins
)
4081 unsigned int stream
= ins
->handler_idx
== WINED3DSIH_CUT
? 0 : ins
->src
[0].reg
.idx
[0].offset
;
4084 shader_addline(ins
->ctx
->buffer
, "EndPrimitive();\n");
4086 FIXME("Unhandled primitive stream %u.\n", stream
);
4089 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
4090 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
4091 * GLSL uses the value as-is. */
4092 static void shader_glsl_pow(const struct wined3d_shader_instruction
*ins
)
4094 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4095 struct glsl_src_param src0_param
;
4096 struct glsl_src_param src1_param
;
4097 DWORD dst_write_mask
;
4098 unsigned int dst_size
;
4100 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
4101 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
4103 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4104 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
4108 shader_addline(buffer
, "vec%u(%s == 0.0 ? 1.0 : pow(abs(%s), %s)));\n",
4109 dst_size
, src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
4113 shader_addline(buffer
, "%s == 0.0 ? 1.0 : pow(abs(%s), %s));\n",
4114 src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
4118 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
4119 static void shader_glsl_map2gl(const struct wined3d_shader_instruction
*ins
)
4121 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4122 struct glsl_src_param src_param
;
4123 const char *instruction
;
4127 /* Determine the GLSL function to use based on the opcode */
4128 /* TODO: Possibly make this a table for faster lookups */
4129 switch (ins
->handler_idx
)
4131 case WINED3DSIH_ABS
: instruction
= "abs"; break;
4132 case WINED3DSIH_BFREV
: instruction
= "bitfieldReverse"; break;
4133 case WINED3DSIH_COUNTBITS
: instruction
= "bitCount"; break;
4134 case WINED3DSIH_DSX
: instruction
= "dFdx"; break;
4135 case WINED3DSIH_DSX_COARSE
: instruction
= "dFdxCoarse"; break;
4136 case WINED3DSIH_DSX_FINE
: instruction
= "dFdxFine"; break;
4137 case WINED3DSIH_DSY
: instruction
= "ycorrection.y * dFdy"; break;
4138 case WINED3DSIH_DSY_COARSE
: instruction
= "ycorrection.y * dFdyCoarse"; break;
4139 case WINED3DSIH_DSY_FINE
: instruction
= "ycorrection.y * dFdyFine"; break;
4140 case WINED3DSIH_FIRSTBIT_HI
: instruction
= "findMSB"; break;
4141 case WINED3DSIH_FIRSTBIT_LO
: instruction
= "findLSB"; break;
4142 case WINED3DSIH_FIRSTBIT_SHI
: instruction
= "findMSB"; break;
4143 case WINED3DSIH_FRC
: instruction
= "fract"; break;
4144 case WINED3DSIH_IMAX
: instruction
= "max"; break;
4145 case WINED3DSIH_IMIN
: instruction
= "min"; break;
4146 case WINED3DSIH_MAX
: instruction
= "max"; break;
4147 case WINED3DSIH_MIN
: instruction
= "min"; break;
4148 case WINED3DSIH_ROUND_NE
: instruction
= "roundEven"; break;
4149 case WINED3DSIH_ROUND_NI
: instruction
= "floor"; break;
4150 case WINED3DSIH_ROUND_PI
: instruction
= "ceil"; break;
4151 case WINED3DSIH_ROUND_Z
: instruction
= "trunc"; break;
4152 case WINED3DSIH_SQRT
: instruction
= "sqrt"; break;
4153 case WINED3DSIH_UMAX
: instruction
= "max"; break;
4154 case WINED3DSIH_UMIN
: instruction
= "min"; break;
4155 default: instruction
= "";
4156 ERR("Opcode %s not yet handled in GLSL.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
4160 write_mask
= shader_glsl_append_dst(buffer
, ins
);
4162 /* In D3D bits are numbered from the most significant bit. */
4163 if (ins
->handler_idx
== WINED3DSIH_FIRSTBIT_HI
|| ins
->handler_idx
== WINED3DSIH_FIRSTBIT_SHI
)
4164 shader_addline(buffer
, "31 - ");
4165 shader_addline(buffer
, "%s(", instruction
);
4169 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
4170 shader_addline(buffer
, "%s", src_param
.param_str
);
4171 for (i
= 1; i
< ins
->src_count
; ++i
)
4173 shader_glsl_add_src_param(ins
, &ins
->src
[i
], write_mask
, &src_param
);
4174 shader_addline(buffer
, ", %s", src_param
.param_str
);
4178 shader_addline(buffer
, "));\n");
4181 static void shader_glsl_float16(const struct wined3d_shader_instruction
*ins
)
4183 struct wined3d_shader_dst_param dst
;
4184 struct glsl_src_param src
;
4189 fmt
= ins
->handler_idx
== WINED3DSIH_F16TOF32
4190 ? "unpackHalf2x16(%s).x);\n" : "packHalf2x16(vec2(%s, 0.0)));\n";
4193 for (i
= 0; i
< 4; ++i
)
4195 dst
.write_mask
= ins
->dst
[0].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
);
4196 if (!(write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
,
4197 &dst
, dst
.reg
.data_type
)))
4200 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src
);
4201 shader_addline(ins
->ctx
->buffer
, fmt
, src
.param_str
);
4205 static void shader_glsl_bitwise_op(const struct wined3d_shader_instruction
*ins
)
4207 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4208 struct wined3d_shader_dst_param dst
;
4209 struct glsl_src_param src
[4];
4210 const char *instruction
;
4211 BOOL tmp_dst
= FALSE
;
4216 switch (ins
->handler_idx
)
4218 case WINED3DSIH_BFI
: instruction
= "bitfieldInsert"; break;
4219 case WINED3DSIH_IBFE
: instruction
= "bitfieldExtract"; break;
4220 case WINED3DSIH_UBFE
: instruction
= "bitfieldExtract"; break;
4222 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
4226 for (i
= 0; i
< ins
->src_count
; ++i
)
4228 if (ins
->dst
[0].reg
.idx
[0].offset
== ins
->src
[i
].reg
.idx
[0].offset
4229 && ins
->dst
[0].reg
.type
== ins
->src
[i
].reg
.type
)
4234 for (i
= 0; i
< 4; ++i
)
4236 dst
.write_mask
= ins
->dst
[0].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
);
4237 if (tmp_dst
&& (write_mask
= shader_glsl_get_write_mask(&dst
, mask_char
)))
4238 shader_addline(buffer
, "tmp0%s = %sBitsToFloat(", mask_char
,
4239 dst
.reg
.data_type
== WINED3D_DATA_INT
? "int" : "uint");
4240 else if (!(write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &dst
, dst
.reg
.data_type
)))
4243 for (j
= 0; j
< ins
->src_count
; ++j
)
4244 shader_glsl_add_src_param(ins
, &ins
->src
[j
], write_mask
, &src
[j
]);
4245 shader_addline(buffer
, "%s(", instruction
);
4246 for (j
= 0; j
< ins
->src_count
- 2; ++j
)
4247 shader_addline(buffer
, "%s, ", src
[ins
->src_count
- j
- 1].param_str
);
4248 shader_addline(buffer
, "%s & 0x1f, %s & 0x1f));\n", src
[1].param_str
, src
[0].param_str
);
4253 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], WINED3D_DATA_FLOAT
);
4254 shader_glsl_get_write_mask(&ins
->dst
[0], mask_char
);
4255 shader_addline(buffer
, "tmp0%s);\n", mask_char
);
4259 static void shader_glsl_nop(const struct wined3d_shader_instruction
*ins
) {}
4261 static void shader_glsl_nrm(const struct wined3d_shader_instruction
*ins
)
4263 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4264 struct glsl_src_param src_param
;
4265 unsigned int mask_size
;
4269 write_mask
= shader_glsl_get_write_mask(ins
->dst
, dst_mask
);
4270 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4271 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
4273 shader_addline(buffer
, "tmp0.x = dot(%s, %s);\n",
4274 src_param
.param_str
, src_param
.param_str
);
4275 shader_glsl_append_dst(buffer
, ins
);
4279 shader_addline(buffer
, "tmp0.x == 0.0 ? vec%u(0.0) : (%s * inversesqrt(tmp0.x)));\n",
4280 mask_size
, src_param
.param_str
);
4284 shader_addline(buffer
, "tmp0.x == 0.0 ? 0.0 : (%s * inversesqrt(tmp0.x)));\n",
4285 src_param
.param_str
);
4289 static void shader_glsl_scalar_op(const struct wined3d_shader_instruction
*ins
)
4291 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
4292 ins
->ctx
->reg_maps
->shader_version
.minor
);
4293 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4294 struct glsl_src_param src0_param
;
4295 const char *prefix
, *suffix
;
4296 unsigned int dst_size
;
4297 DWORD dst_write_mask
;
4299 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
4300 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
4302 if (shader_version
< WINED3D_SHADER_VERSION(4, 0))
4303 dst_write_mask
= WINED3DSP_WRITEMASK_3
;
4305 shader_glsl_add_src_param(ins
, &ins
->src
[0], dst_write_mask
, &src0_param
);
4307 switch (ins
->handler_idx
)
4309 case WINED3DSIH_EXP
:
4310 case WINED3DSIH_EXPP
:
4315 case WINED3DSIH_LOG
:
4316 case WINED3DSIH_LOGP
:
4317 prefix
= "log2(abs(";
4321 case WINED3DSIH_RCP
:
4326 case WINED3DSIH_RSQ
:
4327 prefix
= "inversesqrt(abs(";
4334 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
4338 if (dst_size
> 1 && shader_version
< WINED3D_SHADER_VERSION(4, 0))
4339 shader_addline(buffer
, "vec%u(%s%s%s));\n", dst_size
, prefix
, src0_param
.param_str
, suffix
);
4341 shader_addline(buffer
, "%s%s%s);\n", prefix
, src0_param
.param_str
, suffix
);
4344 /** Process the WINED3DSIO_EXPP instruction in GLSL:
4345 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
4346 * dst.x = 2^(floor(src))
4347 * dst.y = src - floor(src)
4348 * dst.z = 2^src (partial precision is allowed, but optional)
4350 * For 2.0 shaders, just do this (honoring writemask and swizzle):
4351 * dst = 2^src; (partial precision is allowed, but optional)
4353 static void shader_glsl_expp(const struct wined3d_shader_instruction
*ins
)
4355 if (ins
->ctx
->reg_maps
->shader_version
.major
< 2)
4357 struct glsl_src_param src_param
;
4360 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
4362 shader_addline(ins
->ctx
->buffer
, "tmp0.x = exp2(floor(%s));\n", src_param
.param_str
);
4363 shader_addline(ins
->ctx
->buffer
, "tmp0.y = %s - floor(%s);\n", src_param
.param_str
, src_param
.param_str
);
4364 shader_addline(ins
->ctx
->buffer
, "tmp0.z = exp2(%s);\n", src_param
.param_str
);
4365 shader_addline(ins
->ctx
->buffer
, "tmp0.w = 1.0;\n");
4367 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4368 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4369 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", dst_mask
);
4373 shader_glsl_scalar_op(ins
);
4376 static void shader_glsl_cast(const struct wined3d_shader_instruction
*ins
,
4377 const char *vector_constructor
, const char *scalar_constructor
)
4379 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4380 struct glsl_src_param src_param
;
4381 unsigned int mask_size
;
4384 write_mask
= shader_glsl_append_dst(buffer
, ins
);
4385 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4386 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
4389 shader_addline(buffer
, "%s%u(%s));\n", vector_constructor
, mask_size
, src_param
.param_str
);
4391 shader_addline(buffer
, "%s(%s));\n", scalar_constructor
, src_param
.param_str
);
4394 static void shader_glsl_to_int(const struct wined3d_shader_instruction
*ins
)
4396 shader_glsl_cast(ins
, "ivec", "int");
4399 static void shader_glsl_to_uint(const struct wined3d_shader_instruction
*ins
)
4401 shader_glsl_cast(ins
, "uvec", "uint");
4404 static void shader_glsl_to_float(const struct wined3d_shader_instruction
*ins
)
4406 shader_glsl_cast(ins
, "vec", "float");
4409 /** Process signed comparison opcodes in GLSL. */
4410 static void shader_glsl_compare(const struct wined3d_shader_instruction
*ins
)
4412 struct glsl_src_param src0_param
;
4413 struct glsl_src_param src1_param
;
4415 unsigned int mask_size
;
4417 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4418 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4419 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4420 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4422 if (mask_size
> 1) {
4423 const char *compare
;
4425 switch(ins
->handler_idx
)
4427 case WINED3DSIH_SLT
: compare
= "lessThan"; break;
4428 case WINED3DSIH_SGE
: compare
= "greaterThanEqual"; break;
4429 default: compare
= "";
4430 FIXME("Can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
4433 shader_addline(ins
->ctx
->buffer
, "vec%d(%s(%s, %s)));\n", mask_size
, compare
,
4434 src0_param
.param_str
, src1_param
.param_str
);
4436 switch(ins
->handler_idx
)
4438 case WINED3DSIH_SLT
:
4439 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
4440 * to return 0.0 but step returns 1.0 because step is not < x
4441 * An alternative is a bvec compare padded with an unused second component.
4442 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
4443 * issue. Playing with not() is not possible either because not() does not accept
4446 shader_addline(ins
->ctx
->buffer
, "(%s < %s) ? 1.0 : 0.0);\n",
4447 src0_param
.param_str
, src1_param
.param_str
);
4449 case WINED3DSIH_SGE
:
4450 /* Here we can use the step() function and safe a conditional */
4451 shader_addline(ins
->ctx
->buffer
, "step(%s, %s));\n", src1_param
.param_str
, src0_param
.param_str
);
4454 FIXME("Can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
4460 static void shader_glsl_swapc(const struct wined3d_shader_instruction
*ins
)
4462 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4463 struct wined3d_shader_dst_param dst
[2];
4464 struct glsl_src_param src
[3];
4465 unsigned int i
, j
, k
;
4470 for (i
= 0; i
< ins
->dst_count
; ++i
)
4473 for (j
= 0; j
< ins
->src_count
; ++j
)
4475 if (ins
->dst
[i
].reg
.idx
[0].offset
== ins
->src
[j
].reg
.idx
[0].offset
4476 && ins
->dst
[i
].reg
.type
== ins
->src
[j
].reg
.type
)
4481 dst
[0] = ins
->dst
[0];
4482 dst
[1] = ins
->dst
[1];
4483 for (i
= 0; i
< 4; ++i
)
4485 for (j
= 0; j
< ARRAY_SIZE(dst
); ++j
)
4487 dst
[j
].write_mask
= ins
->dst
[j
].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
);
4488 if (tmp_dst
[j
] && (write_mask
= shader_glsl_get_write_mask(&dst
[j
], mask_char
)))
4489 shader_addline(buffer
, "tmp%u%s = (", j
, mask_char
);
4490 else if (!(write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &dst
[j
], dst
[j
].reg
.data_type
)))
4493 for (k
= 0; k
< ARRAY_SIZE(src
); ++k
)
4494 shader_glsl_add_src_param(ins
, &ins
->src
[k
], write_mask
, &src
[k
]);
4496 shader_addline(buffer
, "%sbool(%s) ? %s : %s);\n", !j
? "!" : "",
4497 src
[0].param_str
, src
[1].param_str
, src
[2].param_str
);
4501 for (i
= 0; i
< ARRAY_SIZE(tmp_dst
); ++i
)
4505 shader_glsl_get_write_mask(&ins
->dst
[i
], mask_char
);
4506 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[i
], ins
->dst
[i
].reg
.data_type
);
4507 shader_addline(buffer
, "tmp%u%s);\n", i
, mask_char
);
4512 static void shader_glsl_conditional_move(const struct wined3d_shader_instruction
*ins
)
4514 const char *condition_prefix
, *condition_suffix
;
4515 struct wined3d_shader_dst_param dst
;
4516 struct glsl_src_param src0_param
;
4517 struct glsl_src_param src1_param
;
4518 struct glsl_src_param src2_param
;
4519 BOOL temp_destination
= FALSE
;
4520 DWORD cmp_channel
= 0;
4525 switch (ins
->handler_idx
)
4527 case WINED3DSIH_CMP
:
4528 condition_prefix
= "";
4529 condition_suffix
= " >= 0.0";
4532 case WINED3DSIH_CND
:
4533 condition_prefix
= "";
4534 condition_suffix
= " > 0.5";
4537 case WINED3DSIH_MOVC
:
4538 condition_prefix
= "bool(";
4539 condition_suffix
= ")";
4543 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
4544 condition_prefix
= "<unhandled prefix>";
4545 condition_suffix
= "<unhandled suffix>";
4549 if (shader_is_scalar(&ins
->dst
[0].reg
) || shader_is_scalar(&ins
->src
[0].reg
))
4551 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4552 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4553 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4554 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4556 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
4557 condition_prefix
, src0_param
.param_str
, condition_suffix
,
4558 src1_param
.param_str
, src2_param
.param_str
);
4564 /* Splitting the instruction up in multiple lines imposes a problem:
4565 * The first lines may overwrite source parameters of the following lines.
4566 * Deal with that by using a temporary destination register if needed. */
4567 if ((ins
->src
[0].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
4568 && ins
->src
[0].reg
.type
== dst
.reg
.type
)
4569 || (ins
->src
[1].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
4570 && ins
->src
[1].reg
.type
== dst
.reg
.type
)
4571 || (ins
->src
[2].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
4572 && ins
->src
[2].reg
.type
== dst
.reg
.type
))
4573 temp_destination
= TRUE
;
4575 /* Cycle through all source0 channels. */
4576 for (i
= 0; i
< 4; ++i
)
4579 /* Find the destination channels which use the current source0 channel. */
4580 for (j
= 0; j
< 4; ++j
)
4582 if (shader_glsl_swizzle_get_component(ins
->src
[0].swizzle
, j
) == i
)
4584 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
4585 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
4588 dst
.write_mask
= ins
->dst
[0].write_mask
& write_mask
;
4590 if (temp_destination
)
4592 if (!(write_mask
= shader_glsl_get_write_mask(&dst
, mask_char
)))
4594 shader_addline(ins
->ctx
->buffer
, "tmp0%s = (", mask_char
);
4596 else if (!(write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
, dst
.reg
.data_type
)))
4599 shader_glsl_add_src_param(ins
, &ins
->src
[0], cmp_channel
, &src0_param
);
4600 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4601 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4603 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
4604 condition_prefix
, src0_param
.param_str
, condition_suffix
,
4605 src1_param
.param_str
, src2_param
.param_str
);
4608 if (temp_destination
)
4610 shader_glsl_get_write_mask(&ins
->dst
[0], mask_char
);
4611 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4612 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", mask_char
);
4616 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
4617 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
4618 * the compare is done per component of src0. */
4619 static void shader_glsl_cnd(const struct wined3d_shader_instruction
*ins
)
4621 struct glsl_src_param src0_param
;
4622 struct glsl_src_param src1_param
;
4623 struct glsl_src_param src2_param
;
4625 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
4626 ins
->ctx
->reg_maps
->shader_version
.minor
);
4628 if (shader_version
< WINED3D_SHADER_VERSION(1, 4))
4630 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4631 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4632 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4633 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4635 if (ins
->coissue
&& ins
->dst
->write_mask
!= WINED3DSP_WRITEMASK_3
)
4636 shader_addline(ins
->ctx
->buffer
, "%s /* COISSUE! */);\n", src1_param
.param_str
);
4638 shader_addline(ins
->ctx
->buffer
, "%s > 0.5 ? %s : %s);\n",
4639 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
4643 shader_glsl_conditional_move(ins
);
4646 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
4647 static void shader_glsl_mad(const struct wined3d_shader_instruction
*ins
)
4649 struct glsl_src_param src0_param
;
4650 struct glsl_src_param src1_param
;
4651 struct glsl_src_param src2_param
;
4654 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4655 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4656 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4657 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4658 shader_addline(ins
->ctx
->buffer
, "(%s * %s) + %s);\n",
4659 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
4662 /* Handles transforming all WINED3DSIO_M?x? opcodes for
4663 Vertex shaders to GLSL codes */
4664 static void shader_glsl_mnxn(const struct wined3d_shader_instruction
*ins
)
4667 int nComponents
= 0;
4668 struct wined3d_shader_dst_param tmp_dst
= {{0}};
4669 struct wined3d_shader_src_param tmp_src
[2] = {{{0}}};
4670 struct wined3d_shader_instruction tmp_ins
;
4672 memset(&tmp_ins
, 0, sizeof(tmp_ins
));
4674 /* Set constants for the temporary argument */
4675 tmp_ins
.ctx
= ins
->ctx
;
4676 tmp_ins
.dst_count
= 1;
4677 tmp_ins
.dst
= &tmp_dst
;
4678 tmp_ins
.src_count
= 2;
4679 tmp_ins
.src
= tmp_src
;
4681 switch(ins
->handler_idx
)
4683 case WINED3DSIH_M4x4
:
4685 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
4687 case WINED3DSIH_M4x3
:
4689 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
4691 case WINED3DSIH_M3x4
:
4693 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
4695 case WINED3DSIH_M3x3
:
4697 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
4699 case WINED3DSIH_M3x2
:
4701 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
4707 tmp_dst
= ins
->dst
[0];
4708 tmp_src
[0] = ins
->src
[0];
4709 tmp_src
[1] = ins
->src
[1];
4710 for (i
= 0; i
< nComponents
; ++i
)
4712 tmp_dst
.write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
4713 shader_glsl_dot(&tmp_ins
);
4714 ++tmp_src
[1].reg
.idx
[0].offset
;
4719 The LRP instruction performs a component-wise linear interpolation
4720 between the second and third operands using the first operand as the
4721 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
4722 This is equivalent to mix(src2, src1, src0);
4724 static void shader_glsl_lrp(const struct wined3d_shader_instruction
*ins
)
4726 struct glsl_src_param src0_param
;
4727 struct glsl_src_param src1_param
;
4728 struct glsl_src_param src2_param
;
4731 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4733 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4734 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4735 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4737 shader_addline(ins
->ctx
->buffer
, "mix(%s, %s, %s));\n",
4738 src2_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
);
4741 /** Process the WINED3DSIO_LIT instruction in GLSL:
4742 * dst.x = dst.w = 1.0
4743 * dst.y = (src0.x > 0) ? src0.x
4744 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
4745 * where src.w is clamped at +- 128
4747 static void shader_glsl_lit(const struct wined3d_shader_instruction
*ins
)
4749 struct glsl_src_param src0_param
;
4750 struct glsl_src_param src1_param
;
4751 struct glsl_src_param src3_param
;
4754 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4755 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4757 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4758 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src1_param
);
4759 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src3_param
);
4761 /* The sdk specifies the instruction like this
4763 * if(src.x > 0.0) dst.y = src.x
4765 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
4768 * (where power = src.w clamped between -128 and 128)
4770 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
4771 * dst.x = 1.0 ... No further explanation needed
4772 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
4773 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
4774 * dst.w = 1.0. ... Nothing fancy.
4776 * So we still have one conditional in there. So do this:
4777 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
4779 * 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),
4780 * 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.
4781 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to.
4783 * Unfortunately pow(0.0 ^ 0.0) returns NaN on most GPUs, but lit with src.y = 0 and src.w = 0 returns
4784 * a non-NaN value in dst.z. What we return doesn't matter, as long as it is not NaN. Return 0, which is
4785 * what all Windows HW drivers and GL_ARB_vertex_program's LIT do.
4787 shader_addline(ins
->ctx
->buffer
,
4788 "vec4(1.0, max(%s, 0.0), %s == 0.0 ? 0.0 : "
4789 "pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
4790 src0_param
.param_str
, src3_param
.param_str
, src1_param
.param_str
,
4791 src0_param
.param_str
, src3_param
.param_str
, dst_mask
);
4794 /** Process the WINED3DSIO_DST instruction in GLSL:
4796 * dst.y = src0.x * src0.y
4800 static void shader_glsl_dst(const struct wined3d_shader_instruction
*ins
)
4802 struct glsl_src_param src0y_param
;
4803 struct glsl_src_param src0z_param
;
4804 struct glsl_src_param src1y_param
;
4805 struct glsl_src_param src1w_param
;
4808 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4809 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4811 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src0y_param
);
4812 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &src0z_param
);
4813 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_1
, &src1y_param
);
4814 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_3
, &src1w_param
);
4816 shader_addline(ins
->ctx
->buffer
, "vec4(1.0, %s * %s, %s, %s))%s;\n",
4817 src0y_param
.param_str
, src1y_param
.param_str
, src0z_param
.param_str
, src1w_param
.param_str
, dst_mask
);
4820 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
4821 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
4822 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
4824 * dst.x = cos(src0.?)
4825 * dst.y = sin(src0.?)
4829 static void shader_glsl_sincos(const struct wined3d_shader_instruction
*ins
)
4831 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4832 struct glsl_src_param src0_param
;
4835 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
4837 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4839 write_mask
= shader_glsl_append_dst(buffer
, ins
);
4842 case WINED3DSP_WRITEMASK_0
:
4843 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
4846 case WINED3DSP_WRITEMASK_1
:
4847 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
4850 case (WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
):
4851 shader_addline(buffer
, "vec2(cos(%s), sin(%s)));\n",
4852 src0_param
.param_str
, src0_param
.param_str
);
4856 ERR("Write mask should be .x, .y or .xy\n");
4863 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
4866 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
4870 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4871 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4872 shader_addline(buffer
, "tmp0%s = sin(%s);\n", dst_mask
, src0_param
.param_str
);
4874 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
4875 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4876 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
4878 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
4879 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
4883 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
4884 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4885 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
4888 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
4890 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
4891 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4892 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
4896 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
4897 * here. But those extra parameters require a dedicated function for sgn, since map2gl would
4898 * generate invalid code
4900 static void shader_glsl_sgn(const struct wined3d_shader_instruction
*ins
)
4902 struct glsl_src_param src0_param
;
4905 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4906 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4908 shader_addline(ins
->ctx
->buffer
, "sign(%s));\n", src0_param
.param_str
);
4911 /** Process the WINED3DSIO_LOOP instruction in GLSL:
4912 * Start a for() loop where src1.y is the initial value of aL,
4913 * increment aL by src1.z for a total of src1.x iterations.
4914 * Need to use a temporary variable for this operation.
4916 /* FIXME: I don't think nested loops will work correctly this way. */
4917 static void shader_glsl_loop(const struct wined3d_shader_instruction
*ins
)
4919 struct wined3d_shader_parser_state
*state
= ins
->ctx
->state
;
4920 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4921 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
4922 const struct wined3d_shader_lconst
*constant
;
4923 struct glsl_src_param src1_param
;
4924 const DWORD
*control_values
= NULL
;
4926 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
4928 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_ALL
, &src1_param
);
4930 /* Try to hardcode the loop control parameters if possible. Direct3D 9
4931 * class hardware doesn't support real varying indexing, but Microsoft
4932 * designed this feature for Shader model 2.x+. If the loop control is
4933 * known at compile time, the GLSL compiler can unroll the loop, and
4934 * replace indirect addressing with direct addressing. */
4935 if (ins
->src
[1].reg
.type
== WINED3DSPR_CONSTINT
)
4937 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
4939 if (constant
->idx
== ins
->src
[1].reg
.idx
[0].offset
)
4941 control_values
= constant
->value
;
4949 struct wined3d_shader_loop_control loop_control
;
4950 loop_control
.count
= control_values
[0];
4951 loop_control
.start
= control_values
[1];
4952 loop_control
.step
= (int)control_values
[2];
4954 if (loop_control
.step
> 0)
4956 shader_addline(buffer
, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d)\n{\n",
4957 state
->current_loop_depth
, loop_control
.start
,
4958 state
->current_loop_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
4959 state
->current_loop_depth
, loop_control
.step
);
4961 else if (loop_control
.step
< 0)
4963 shader_addline(buffer
, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d)\n{\n",
4964 state
->current_loop_depth
, loop_control
.start
,
4965 state
->current_loop_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
4966 state
->current_loop_depth
, loop_control
.step
);
4970 shader_addline(buffer
, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++)\n{\n",
4971 state
->current_loop_depth
, loop_control
.start
, state
->current_loop_depth
,
4972 state
->current_loop_depth
, loop_control
.count
,
4973 state
->current_loop_depth
);
4978 shader_addline(buffer
, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z)\n{\n",
4979 state
->current_loop_depth
, state
->current_loop_reg
,
4980 src1_param
.reg_name
, state
->current_loop_depth
, src1_param
.reg_name
,
4981 state
->current_loop_depth
, state
->current_loop_reg
, src1_param
.reg_name
);
4984 ++state
->current_loop_reg
;
4988 shader_addline(buffer
, "for (;;)\n{\n");
4991 ++state
->current_loop_depth
;
4994 static void shader_glsl_end(const struct wined3d_shader_instruction
*ins
)
4996 struct wined3d_shader_parser_state
*state
= ins
->ctx
->state
;
4998 shader_addline(ins
->ctx
->buffer
, "}\n");
5000 if (ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
5002 --state
->current_loop_depth
;
5003 --state
->current_loop_reg
;
5006 if (ins
->handler_idx
== WINED3DSIH_ENDREP
)
5008 --state
->current_loop_depth
;
5012 static void shader_glsl_rep(const struct wined3d_shader_instruction
*ins
)
5014 struct wined3d_shader_parser_state
*state
= ins
->ctx
->state
;
5015 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
5016 const struct wined3d_shader_lconst
*constant
;
5017 struct glsl_src_param src0_param
;
5018 const DWORD
*control_values
= NULL
;
5020 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
5021 if (ins
->src
[0].reg
.type
== WINED3DSPR_CONSTINT
)
5023 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
5025 if (constant
->idx
== ins
->src
[0].reg
.idx
[0].offset
)
5027 control_values
= constant
->value
;
5035 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
5036 state
->current_loop_depth
, state
->current_loop_depth
,
5037 control_values
[0], state
->current_loop_depth
);
5041 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
5042 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
5043 state
->current_loop_depth
, state
->current_loop_depth
,
5044 src0_param
.param_str
, state
->current_loop_depth
);
5047 ++state
->current_loop_depth
;
5050 static void shader_glsl_switch(const struct wined3d_shader_instruction
*ins
)
5052 struct glsl_src_param src0_param
;
5054 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
5055 shader_addline(ins
->ctx
->buffer
, "switch (%s)\n{\n", src0_param
.param_str
);
5058 static void shader_glsl_case(const struct wined3d_shader_instruction
*ins
)
5060 struct glsl_src_param src0_param
;
5062 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
5063 shader_addline(ins
->ctx
->buffer
, "case %s:\n", src0_param
.param_str
);
5066 static void shader_glsl_default(const struct wined3d_shader_instruction
*ins
)
5068 shader_addline(ins
->ctx
->buffer
, "default:\n");
5071 static void shader_glsl_generate_conditional_op(const struct wined3d_shader_instruction
*ins
,
5074 struct glsl_src_param src_param
;
5075 const char *condition
;
5077 condition
= ins
->flags
== WINED3D_SHADER_CONDITIONAL_OP_NZ
? "bool" : "!bool";
5078 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
5079 shader_addline(ins
->ctx
->buffer
, "if (%s(%s)) %s\n", condition
, src_param
.param_str
, op
);
5082 static void shader_glsl_if(const struct wined3d_shader_instruction
*ins
)
5084 shader_glsl_generate_conditional_op(ins
, "{");
5087 static void shader_glsl_ifc(const struct wined3d_shader_instruction
*ins
)
5089 struct glsl_src_param src0_param
;
5090 struct glsl_src_param src1_param
;
5092 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
5093 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
5095 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) {\n",
5096 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
5099 static void shader_glsl_else(const struct wined3d_shader_instruction
*ins
)
5101 shader_addline(ins
->ctx
->buffer
, "} else {\n");
5104 static void shader_glsl_emit(const struct wined3d_shader_instruction
*ins
)
5106 unsigned int stream
= ins
->handler_idx
== WINED3DSIH_EMIT
? 0 : ins
->src
[0].reg
.idx
[0].offset
;
5108 shader_addline(ins
->ctx
->buffer
, "setup_gs_output(gs_out);\n");
5109 if (!ins
->ctx
->gl_info
->supported
[ARB_CLIP_CONTROL
])
5110 shader_glsl_fixup_position(ins
->ctx
->buffer
);
5113 shader_addline(ins
->ctx
->buffer
, "EmitVertex();\n");
5115 FIXME("Unhandled primitive stream %u.\n", stream
);
5118 static void shader_glsl_break(const struct wined3d_shader_instruction
*ins
)
5120 shader_addline(ins
->ctx
->buffer
, "break;\n");
5123 /* FIXME: According to MSDN the compare is done per component. */
5124 static void shader_glsl_breakc(const struct wined3d_shader_instruction
*ins
)
5126 struct glsl_src_param src0_param
;
5127 struct glsl_src_param src1_param
;
5129 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
5130 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
5132 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) break;\n",
5133 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
5136 static void shader_glsl_conditional_op(const struct wined3d_shader_instruction
*ins
)
5140 switch (ins
->handler_idx
)
5142 case WINED3DSIH_BREAKP
: op
= "break;"; break;
5143 case WINED3DSIH_CONTINUEP
: op
= "continue;"; break;
5144 case WINED3DSIH_RETP
: op
= "return;"; break;
5146 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
5150 shader_glsl_generate_conditional_op(ins
, op
);
5153 static void shader_glsl_continue(const struct wined3d_shader_instruction
*ins
)
5155 shader_addline(ins
->ctx
->buffer
, "continue;\n");
5158 static void shader_glsl_label(const struct wined3d_shader_instruction
*ins
)
5160 shader_addline(ins
->ctx
->buffer
, "}\n");
5161 shader_addline(ins
->ctx
->buffer
, "void subroutine%u()\n{\n", ins
->src
[0].reg
.idx
[0].offset
);
5163 /* Subroutines appear at the end of the shader. */
5164 ins
->ctx
->state
->in_subroutine
= TRUE
;
5167 static void shader_glsl_call(const struct wined3d_shader_instruction
*ins
)
5169 shader_addline(ins
->ctx
->buffer
, "subroutine%u();\n", ins
->src
[0].reg
.idx
[0].offset
);
5172 static void shader_glsl_callnz(const struct wined3d_shader_instruction
*ins
)
5174 struct glsl_src_param src1_param
;
5176 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
5177 shader_addline(ins
->ctx
->buffer
, "if (%s) subroutine%u();\n",
5178 src1_param
.param_str
, ins
->src
[0].reg
.idx
[0].offset
);
5181 static void shader_glsl_ret(const struct wined3d_shader_instruction
*ins
)
5183 const struct wined3d_shader_version
*version
= &ins
->ctx
->shader
->reg_maps
.shader_version
;
5185 if (version
->major
>= 4 && !ins
->ctx
->state
->in_subroutine
)
5187 shader_glsl_generate_shader_epilogue(ins
->ctx
);
5188 shader_addline(ins
->ctx
->buffer
, "return;\n");
5192 static void shader_glsl_tex(const struct wined3d_shader_instruction
*ins
)
5194 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
5195 ins
->ctx
->reg_maps
->shader_version
.minor
);
5196 struct glsl_sample_function sample_function
;
5197 DWORD sample_flags
= 0;
5199 DWORD mask
= 0, swizzle
;
5200 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5202 /* 1.0-1.4: Use destination register as sampler source.
5203 * 2.0+: Use provided sampler source. */
5204 if (shader_version
< WINED3D_SHADER_VERSION(2,0))
5205 resource_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5207 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5209 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
5211 DWORD flags
= (priv
->cur_ps_args
->tex_transform
>> resource_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
5212 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
5213 enum wined3d_shader_resource_type resource_type
= ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
;
5215 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
5216 if (flags
& WINED3D_PSARGS_PROJECTED
&& resource_type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
5218 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
5219 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
5221 case WINED3D_TTFF_COUNT1
:
5222 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
5224 case WINED3D_TTFF_COUNT2
:
5225 mask
= WINED3DSP_WRITEMASK_1
;
5227 case WINED3D_TTFF_COUNT3
:
5228 mask
= WINED3DSP_WRITEMASK_2
;
5230 case WINED3D_TTFF_COUNT4
:
5231 case WINED3D_TTFF_DISABLE
:
5232 mask
= WINED3DSP_WRITEMASK_3
;
5237 else if (shader_version
< WINED3D_SHADER_VERSION(2,0))
5239 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
5241 if (src_mod
== WINED3DSPSM_DZ
) {
5242 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
5243 mask
= WINED3DSP_WRITEMASK_2
;
5244 } else if (src_mod
== WINED3DSPSM_DW
) {
5245 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
5246 mask
= WINED3DSP_WRITEMASK_3
;
5251 if ((ins
->flags
& WINED3DSI_TEXLD_PROJECT
)
5252 && ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
5254 /* ps 2.0 texldp instruction always divides by the fourth component. */
5255 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
5256 mask
= WINED3DSP_WRITEMASK_3
;
5260 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, resource_idx
, sample_flags
, &sample_function
);
5261 mask
|= sample_function
.coord_mask
;
5262 sample_function
.coord_mask
= mask
;
5264 if (shader_version
< WINED3D_SHADER_VERSION(2,0)) swizzle
= WINED3DSP_NOSWIZZLE
;
5265 else swizzle
= ins
->src
[1].swizzle
;
5267 /* 1.0-1.3: Use destination register as coordinate source.
5268 1.4+: Use provided coordinate source register. */
5269 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
5272 shader_glsl_write_mask_to_str(mask
, coord_mask
);
5273 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
, NULL
,
5274 "T%u%s", resource_idx
, coord_mask
);
5278 struct glsl_src_param coord_param
;
5279 shader_glsl_add_src_param(ins
, &ins
->src
[0], mask
, &coord_param
);
5280 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
)
5282 struct glsl_src_param bias
;
5283 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &bias
);
5284 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, bias
.param_str
,
5285 NULL
, "%s", coord_param
.param_str
);
5287 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
, NULL
,
5288 "%s", coord_param
.param_str
);
5291 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5294 static void shader_glsl_texldd(const struct wined3d_shader_instruction
*ins
)
5296 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
5297 struct glsl_src_param coord_param
, dx_param
, dy_param
;
5298 struct glsl_sample_function sample_function
;
5300 DWORD swizzle
= ins
->src
[1].swizzle
;
5302 if (!shader_glsl_has_core_grad(gl_info
) && !gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
5304 FIXME("texldd used, but not supported by hardware. Falling back to regular tex.\n");
5305 shader_glsl_tex(ins
);
5309 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5311 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, WINED3D_GLSL_SAMPLE_GRAD
, &sample_function
);
5312 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
5313 shader_glsl_add_src_param(ins
, &ins
->src
[2], sample_function
.deriv_mask
, &dx_param
);
5314 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.deriv_mask
, &dy_param
);
5316 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, dx_param
.param_str
, dy_param
.param_str
,
5317 NULL
, NULL
, "%s", coord_param
.param_str
);
5318 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5321 static void shader_glsl_texldl(const struct wined3d_shader_instruction
*ins
)
5323 const struct wined3d_shader_version
*shader_version
= &ins
->ctx
->reg_maps
->shader_version
;
5324 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
5325 struct glsl_src_param coord_param
, lod_param
;
5326 struct glsl_sample_function sample_function
;
5327 DWORD swizzle
= ins
->src
[1].swizzle
;
5330 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5332 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, WINED3D_GLSL_SAMPLE_LOD
, &sample_function
);
5333 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
5335 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
5337 if (shader_version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& !shader_glsl_has_core_grad(gl_info
)
5338 && !gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
5340 /* Plain GLSL only supports Lod sampling functions in vertex shaders.
5341 * However, the NVIDIA drivers allow them in fragment shaders as well,
5342 * even without the appropriate extension. */
5343 WARN("Using %s in fragment shader.\n", sample_function
.name
->buffer
);
5345 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, lod_param
.param_str
, NULL
,
5346 "%s", coord_param
.param_str
);
5347 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5350 static unsigned int shader_glsl_find_sampler(const struct wined3d_shader_sampler_map
*sampler_map
,
5351 unsigned int resource_idx
, unsigned int sampler_idx
)
5353 struct wined3d_shader_sampler_map_entry
*entries
= sampler_map
->entries
;
5356 for (i
= 0; i
< sampler_map
->count
; ++i
)
5358 if (entries
[i
].resource_idx
== resource_idx
&& entries
[i
].sampler_idx
== sampler_idx
)
5359 return entries
[i
].bind_idx
;
5362 ERR("No GLSL sampler found for resource %u / sampler %u.\n", resource_idx
, sampler_idx
);
5367 static void shader_glsl_atomic(const struct wined3d_shader_instruction
*ins
)
5369 const BOOL is_imm_instruction
= WINED3DSIH_IMM_ATOMIC_AND
<= ins
->handler_idx
5370 && ins
->handler_idx
<= WINED3DSIH_IMM_ATOMIC_XOR
;
5371 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5372 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
5373 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5374 struct glsl_src_param structure_idx
, offset
, data
, data2
;
5375 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5376 enum wined3d_shader_resource_type resource_type
;
5377 struct wined3d_string_buffer
*address
;
5378 enum wined3d_data_type data_type
;
5379 unsigned int resource_idx
, stride
;
5380 const char *op
, *resource
;
5384 resource_idx
= ins
->dst
[is_imm_instruction
].reg
.idx
[0].offset
;
5385 is_tgsm
= ins
->dst
[is_imm_instruction
].reg
.type
== WINED3DSPR_GROUPSHAREDMEM
;
5388 if (resource_idx
>= reg_maps
->tgsm_count
)
5390 ERR("Invalid TGSM index %u.\n", resource_idx
);
5394 data_type
= WINED3D_DATA_UINT
;
5396 stride
= reg_maps
->tgsm
[resource_idx
].stride
;
5400 if (resource_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5402 ERR("Invalid UAV index %u.\n", resource_idx
);
5405 resource_type
= reg_maps
->uav_resource_info
[resource_idx
].type
;
5406 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
5408 ERR("Unexpected resource type %#x.\n", resource_type
);
5412 data_type
= reg_maps
->uav_resource_info
[resource_idx
].data_type
;
5413 coord_mask
= (1u << resource_type_info
[resource_type
].coord_size
) - 1;
5414 stride
= reg_maps
->uav_resource_info
[resource_idx
].stride
;
5417 switch (ins
->handler_idx
)
5419 case WINED3DSIH_ATOMIC_AND
:
5420 case WINED3DSIH_IMM_ATOMIC_AND
:
5424 op
= "imageAtomicAnd";
5426 case WINED3DSIH_ATOMIC_CMP_STORE
:
5427 case WINED3DSIH_IMM_ATOMIC_CMP_EXCH
:
5429 op
= "atomicCompSwap";
5431 op
= "imageAtomicCompSwap";
5433 case WINED3DSIH_ATOMIC_IADD
:
5434 case WINED3DSIH_IMM_ATOMIC_IADD
:
5438 op
= "imageAtomicAdd";
5440 case WINED3DSIH_ATOMIC_IMAX
:
5441 case WINED3DSIH_IMM_ATOMIC_IMAX
:
5445 op
= "imageAtomicMax";
5446 if (data_type
!= WINED3D_DATA_INT
)
5448 FIXME("Unhandled opcode %#x for unsigned integers.\n", ins
->handler_idx
);
5452 case WINED3DSIH_ATOMIC_IMIN
:
5453 case WINED3DSIH_IMM_ATOMIC_IMIN
:
5457 op
= "imageAtomicMin";
5458 if (data_type
!= WINED3D_DATA_INT
)
5460 FIXME("Unhandled opcode %#x for unsigned integers.\n", ins
->handler_idx
);
5464 case WINED3DSIH_ATOMIC_OR
:
5465 case WINED3DSIH_IMM_ATOMIC_OR
:
5469 op
= "imageAtomicOr";
5471 case WINED3DSIH_ATOMIC_UMAX
:
5472 case WINED3DSIH_IMM_ATOMIC_UMAX
:
5476 op
= "imageAtomicMax";
5477 if (data_type
!= WINED3D_DATA_UINT
)
5479 FIXME("Unhandled opcode %#x for signed integers.\n", ins
->handler_idx
);
5483 case WINED3DSIH_ATOMIC_UMIN
:
5484 case WINED3DSIH_IMM_ATOMIC_UMIN
:
5488 op
= "imageAtomicMin";
5489 if (data_type
!= WINED3D_DATA_UINT
)
5491 FIXME("Unhandled opcode %#x for signed integers.\n", ins
->handler_idx
);
5495 case WINED3DSIH_ATOMIC_XOR
:
5496 case WINED3DSIH_IMM_ATOMIC_XOR
:
5500 op
= "imageAtomicXor";
5502 case WINED3DSIH_IMM_ATOMIC_EXCH
:
5504 op
= "atomicExchange";
5506 op
= "imageAtomicExchange";
5509 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
5513 address
= string_buffer_get(priv
->string_buffers
);
5516 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &structure_idx
);
5517 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &offset
);
5518 string_buffer_sprintf(address
, "%s * %u + %s / 4", structure_idx
.param_str
, stride
, offset
.param_str
);
5522 shader_glsl_add_src_param(ins
, &ins
->src
[0], coord_mask
, &offset
);
5523 string_buffer_sprintf(address
, "%s", offset
.param_str
);
5524 if (is_tgsm
|| (reg_maps
->uav_resource_info
[resource_idx
].flags
& WINED3D_VIEW_BUFFER_RAW
))
5525 shader_addline(address
, "/ 4");
5528 if (is_imm_instruction
)
5529 shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], data_type
);
5532 shader_addline(buffer
, "%s(%s_%s%u[%s], ",
5533 op
, shader_glsl_get_prefix(version
->type
), resource
, resource_idx
, address
->buffer
);
5535 shader_addline(buffer
, "%s(%s_%s%u, %s, ",
5536 op
, shader_glsl_get_prefix(version
->type
), resource
, resource_idx
, address
->buffer
);
5538 shader_glsl_add_src_param_ext(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &data
, data_type
);
5539 shader_addline(buffer
, "%s", data
.param_str
);
5540 if (ins
->src_count
>= 3)
5542 shader_glsl_add_src_param_ext(ins
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &data2
, data_type
);
5543 shader_addline(buffer
, ", %s", data2
.param_str
);
5546 if (is_imm_instruction
)
5547 shader_addline(buffer
, ")");
5548 shader_addline(buffer
, ");\n");
5550 string_buffer_release(priv
->string_buffers
, address
);
5553 static void shader_glsl_uav_counter(const struct wined3d_shader_instruction
*ins
)
5555 const char *prefix
= shader_glsl_get_prefix(ins
->ctx
->reg_maps
->shader_version
.type
);
5558 if (ins
->handler_idx
== WINED3DSIH_IMM_ATOMIC_ALLOC
)
5559 op
= "atomicCounterIncrement";
5561 op
= "atomicCounterDecrement";
5563 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
5564 shader_addline(ins
->ctx
->buffer
, "%s(%s_counter%u));\n", op
, prefix
, ins
->src
[0].reg
.idx
[0].offset
);
5567 static void shader_glsl_ld_uav(const struct wined3d_shader_instruction
*ins
)
5569 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5570 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
5571 enum wined3d_shader_resource_type resource_type
;
5572 struct glsl_src_param image_coord_param
;
5573 enum wined3d_data_type data_type
;
5574 DWORD coord_mask
, write_mask
;
5575 unsigned int uav_idx
;
5576 char dst_swizzle
[6];
5578 uav_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5579 if (uav_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5581 ERR("Invalid UAV index %u.\n", uav_idx
);
5584 resource_type
= reg_maps
->uav_resource_info
[uav_idx
].type
;
5585 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
5587 ERR("Unexpected resource type %#x.\n", resource_type
);
5588 resource_type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
5590 data_type
= reg_maps
->uav_resource_info
[uav_idx
].data_type
;
5591 coord_mask
= (1u << resource_type_info
[resource_type
].coord_size
) - 1;
5593 write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], data_type
);
5594 shader_glsl_get_swizzle(&ins
->src
[1], FALSE
, write_mask
, dst_swizzle
);
5596 shader_glsl_add_src_param(ins
, &ins
->src
[0], coord_mask
, &image_coord_param
);
5597 shader_addline(ins
->ctx
->buffer
, "imageLoad(%s_image%u, %s)%s);\n",
5598 shader_glsl_get_prefix(version
->type
), uav_idx
, image_coord_param
.param_str
, dst_swizzle
);
5601 static void shader_glsl_ld_raw_structured(const struct wined3d_shader_instruction
*ins
)
5603 const char *prefix
= shader_glsl_get_prefix(ins
->ctx
->reg_maps
->shader_version
.type
);
5604 const struct wined3d_shader_src_param
*src
= &ins
->src
[ins
->src_count
- 1];
5605 unsigned int i
, swizzle
, resource_idx
, bind_idx
, stride
, src_idx
= 0;
5606 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5607 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5608 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5609 struct glsl_src_param structure_idx
, offset
;
5610 struct wined3d_string_buffer
*address
;
5611 struct wined3d_shader_dst_param dst
;
5612 const char *function
, *resource
;
5614 resource_idx
= src
->reg
.idx
[0].offset
;
5615 if (src
->reg
.type
== WINED3DSPR_RESOURCE
)
5617 if (resource_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
5619 ERR("Invalid resource index %u.\n", resource_idx
);
5622 stride
= reg_maps
->resource_info
[resource_idx
].stride
;
5623 bind_idx
= shader_glsl_find_sampler(®_maps
->sampler_map
, resource_idx
, WINED3D_SAMPLER_DEFAULT
);
5624 function
= "texelFetch";
5625 resource
= "sampler";
5627 else if (src
->reg
.type
== WINED3DSPR_UAV
)
5629 if (resource_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5631 ERR("Invalid UAV index %u.\n", resource_idx
);
5634 stride
= reg_maps
->uav_resource_info
[resource_idx
].stride
;
5635 bind_idx
= resource_idx
;
5636 function
= "imageLoad";
5641 if (resource_idx
>= reg_maps
->tgsm_count
)
5643 ERR("Invalid TGSM index %u.\n", resource_idx
);
5646 stride
= reg_maps
->tgsm
[resource_idx
].stride
;
5647 bind_idx
= resource_idx
;
5652 address
= string_buffer_get(priv
->string_buffers
);
5653 if (ins
->handler_idx
== WINED3DSIH_LD_STRUCTURED
)
5655 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
++], WINED3DSP_WRITEMASK_0
, &structure_idx
);
5656 shader_addline(address
, "%s * %u + ", structure_idx
.param_str
, stride
);
5658 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
++], WINED3DSP_WRITEMASK_0
, &offset
);
5659 shader_addline(address
, "%s / 4", offset
.param_str
);
5662 if (shader_glsl_get_write_mask_size(dst
.write_mask
) > 1)
5664 /* The instruction is split into multiple lines. The first lines may
5665 * overwrite source parameters of the following lines. */
5666 shader_addline(buffer
, "tmp0.x = intBitsToFloat(%s);\n", address
->buffer
);
5667 string_buffer_sprintf(address
, "floatBitsToInt(tmp0.x)");
5670 for (i
= 0; i
< 4; ++i
)
5672 dst
.write_mask
= ins
->dst
[0].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
);
5673 if (!shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
, dst
.reg
.data_type
))
5676 swizzle
= shader_glsl_swizzle_get_component(src
->swizzle
, i
);
5678 shader_addline(buffer
, "%s(%s_%s%u, %s + %u).x);\n",
5679 function
, prefix
, resource
, bind_idx
, address
->buffer
, swizzle
);
5681 shader_addline(buffer
, "%s_%s%u[%s + %u]);\n",
5682 prefix
, resource
, bind_idx
, address
->buffer
, swizzle
);
5685 string_buffer_release(priv
->string_buffers
, address
);
5688 static void shader_glsl_store_uav(const struct wined3d_shader_instruction
*ins
)
5690 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5691 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
5692 struct glsl_src_param image_coord_param
, image_data_param
;
5693 enum wined3d_shader_resource_type resource_type
;
5694 enum wined3d_data_type data_type
;
5695 unsigned int uav_idx
;
5698 uav_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5699 if (uav_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5701 ERR("Invalid UAV index %u.\n", uav_idx
);
5704 resource_type
= reg_maps
->uav_resource_info
[uav_idx
].type
;
5705 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
5707 ERR("Unexpected resource type %#x.\n", resource_type
);
5710 data_type
= reg_maps
->uav_resource_info
[uav_idx
].data_type
;
5711 coord_mask
= (1u << resource_type_info
[resource_type
].coord_size
) - 1;
5713 shader_glsl_add_src_param(ins
, &ins
->src
[0], coord_mask
, &image_coord_param
);
5714 shader_glsl_add_src_param_ext(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_ALL
, &image_data_param
, data_type
);
5715 shader_addline(ins
->ctx
->buffer
, "imageStore(%s_image%u, %s, %s);\n",
5716 shader_glsl_get_prefix(version
->type
), uav_idx
,
5717 image_coord_param
.param_str
, image_data_param
.param_str
);
5720 static void shader_glsl_store_raw_structured(const struct wined3d_shader_instruction
*ins
)
5722 const char *prefix
= shader_glsl_get_prefix(ins
->ctx
->reg_maps
->shader_version
.type
);
5723 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5724 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5725 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5726 struct glsl_src_param structure_idx
, offset
, data
;
5727 unsigned int i
, resource_idx
, stride
, src_idx
= 0;
5728 struct wined3d_string_buffer
*address
;
5732 resource_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5733 is_tgsm
= ins
->dst
[0].reg
.type
== WINED3DSPR_GROUPSHAREDMEM
;
5736 if (resource_idx
>= reg_maps
->tgsm_count
)
5738 ERR("Invalid TGSM index %u.\n", resource_idx
);
5741 stride
= reg_maps
->tgsm
[resource_idx
].stride
;
5745 if (resource_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5747 ERR("Invalid UAV index %u.\n", resource_idx
);
5750 stride
= reg_maps
->uav_resource_info
[resource_idx
].stride
;
5753 address
= string_buffer_get(priv
->string_buffers
);
5754 if (ins
->handler_idx
== WINED3DSIH_STORE_STRUCTURED
)
5756 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
++], WINED3DSP_WRITEMASK_0
, &structure_idx
);
5757 shader_addline(address
, "%s * %u + ", structure_idx
.param_str
, stride
);
5759 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
++], WINED3DSP_WRITEMASK_0
, &offset
);
5760 shader_addline(address
, "%s / 4", offset
.param_str
);
5762 for (i
= 0; i
< 4; ++i
)
5764 if (!(write_mask
= ins
->dst
[0].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
)))
5767 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
], write_mask
, &data
);
5770 shader_addline(buffer
, "%s_g%u[%s + %u] = %s;\n",
5771 prefix
, resource_idx
, address
->buffer
, i
, data
.param_str
);
5773 shader_addline(buffer
, "imageStore(%s_image%u, %s + %u, uvec4(%s, 0, 0, 0));\n",
5774 prefix
, resource_idx
, address
->buffer
, i
, data
.param_str
);
5777 string_buffer_release(priv
->string_buffers
, address
);
5780 static void shader_glsl_sync(const struct wined3d_shader_instruction
*ins
)
5782 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5783 unsigned int sync_flags
= ins
->flags
;
5785 if (sync_flags
& WINED3DSSF_THREAD_GROUP
)
5787 shader_addline(buffer
, "barrier();\n");
5788 sync_flags
&= ~(WINED3DSSF_THREAD_GROUP
| WINED3DSSF_GROUP_SHARED_MEMORY
);
5791 if (sync_flags
& WINED3DSSF_GROUP_SHARED_MEMORY
)
5793 shader_addline(buffer
, "memoryBarrierShared();\n");
5794 sync_flags
&= ~WINED3DSSF_GROUP_SHARED_MEMORY
;
5798 FIXME("Unhandled sync flags %#x.\n", sync_flags
);
5801 static const struct wined3d_shader_resource_info
*shader_glsl_get_resource_info(
5802 const struct wined3d_shader_instruction
*ins
, const struct wined3d_shader_register
*reg
)
5804 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5805 unsigned int idx
= reg
->idx
[0].offset
;
5807 if (reg
->type
== WINED3DSPR_RESOURCE
)
5809 if (idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
5811 ERR("Invalid resource index %u.\n", idx
);
5814 return ®_maps
->resource_info
[idx
];
5817 if (reg
->type
== WINED3DSPR_UAV
)
5819 if (idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5821 ERR("Invalid UAV index %u.\n", idx
);
5824 return ®_maps
->uav_resource_info
[idx
];
5827 FIXME("Unhandled register type %#x.\n", reg
->type
);
5831 static void shader_glsl_bufinfo(const struct wined3d_shader_instruction
*ins
)
5833 const char *prefix
= shader_glsl_get_prefix(ins
->ctx
->reg_maps
->shader_version
.type
);
5834 const struct wined3d_shader_resource_info
*resource_info
;
5835 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5836 unsigned int resource_idx
;
5837 char dst_swizzle
[6];
5840 write_mask
= shader_glsl_append_dst(buffer
, ins
);
5841 shader_glsl_get_swizzle(&ins
->src
[0], FALSE
, write_mask
, dst_swizzle
);
5843 if (!(resource_info
= shader_glsl_get_resource_info(ins
, &ins
->src
[0].reg
)))
5845 resource_idx
= ins
->src
[0].reg
.idx
[0].offset
;
5847 shader_addline(buffer
, "ivec2(");
5848 if (ins
->src
[0].reg
.type
== WINED3DSPR_RESOURCE
)
5850 unsigned int bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
,
5851 resource_idx
, WINED3D_SAMPLER_DEFAULT
);
5852 shader_addline(buffer
, "textureSize(%s_sampler%u)", prefix
, bind_idx
);
5856 shader_addline(buffer
, "imageSize(%s_image%u)", prefix
, resource_idx
);
5858 if (resource_info
->stride
)
5859 shader_addline(buffer
, " / %u", resource_info
->stride
);
5860 else if (resource_info
->flags
& WINED3D_VIEW_BUFFER_RAW
)
5861 shader_addline(buffer
, " * 4");
5862 shader_addline(buffer
, ", %u)%s);\n", resource_info
->stride
, dst_swizzle
);
5865 static void shader_glsl_resinfo(const struct wined3d_shader_instruction
*ins
)
5867 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
5868 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
5869 enum wined3d_shader_resource_type resource_type
;
5870 enum wined3d_shader_register_type reg_type
;
5871 unsigned int resource_idx
, bind_idx
, i
;
5872 enum wined3d_data_type dst_data_type
;
5873 struct glsl_src_param lod_param
;
5874 char dst_swizzle
[6];
5877 dst_data_type
= ins
->dst
[0].reg
.data_type
;
5878 if (ins
->flags
== WINED3DSI_RESINFO_UINT
)
5879 dst_data_type
= WINED3D_DATA_UINT
;
5880 else if (ins
->flags
)
5881 FIXME("Unhandled flags %#x.\n", ins
->flags
);
5883 write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], dst_data_type
);
5884 shader_glsl_get_swizzle(&ins
->src
[1], FALSE
, write_mask
, dst_swizzle
);
5886 reg_type
= ins
->src
[1].reg
.type
;
5887 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5888 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &lod_param
);
5889 if (reg_type
== WINED3DSPR_RESOURCE
)
5891 resource_type
= ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
;
5892 bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
,
5893 resource_idx
, WINED3D_SAMPLER_DEFAULT
);
5897 resource_type
= ins
->ctx
->reg_maps
->uav_resource_info
[resource_idx
].type
;
5898 bind_idx
= resource_idx
;
5901 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
5903 ERR("Unexpected resource type %#x.\n", resource_type
);
5904 resource_type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
5907 if (dst_data_type
== WINED3D_DATA_UINT
)
5908 shader_addline(ins
->ctx
->buffer
, "uvec4(");
5910 shader_addline(ins
->ctx
->buffer
, "vec4(");
5912 if (reg_type
== WINED3DSPR_RESOURCE
)
5914 shader_addline(ins
->ctx
->buffer
, "textureSize(%s_sampler%u, %s), ",
5915 shader_glsl_get_prefix(version
->type
), bind_idx
, lod_param
.param_str
);
5917 for (i
= 0; i
< 3 - resource_type_info
[resource_type
].resinfo_size
; ++i
)
5918 shader_addline(ins
->ctx
->buffer
, "0, ");
5920 if (gl_info
->supported
[ARB_TEXTURE_QUERY_LEVELS
])
5922 shader_addline(ins
->ctx
->buffer
, "textureQueryLevels(%s_sampler%u)",
5923 shader_glsl_get_prefix(version
->type
), bind_idx
);
5927 FIXME("textureQueryLevels is not supported, returning 1 mipmap level.\n");
5928 shader_addline(ins
->ctx
->buffer
, "1");
5933 shader_addline(ins
->ctx
->buffer
, "imageSize(%s_image%u), ",
5934 shader_glsl_get_prefix(version
->type
), bind_idx
);
5936 for (i
= 0; i
< 3 - resource_type_info
[resource_type
].resinfo_size
; ++i
)
5937 shader_addline(ins
->ctx
->buffer
, "0, ");
5939 /* For UAVs the returned miplevel count is always 1. */
5940 shader_addline(ins
->ctx
->buffer
, "1");
5943 shader_addline(ins
->ctx
->buffer
, ")%s);\n", dst_swizzle
);
5946 /* FIXME: The current implementation does not handle multisample textures correctly. */
5947 static void shader_glsl_ld(const struct wined3d_shader_instruction
*ins
)
5949 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5950 unsigned int resource_idx
, sampler_idx
, sampler_bind_idx
;
5951 struct glsl_src_param coord_param
, lod_param
;
5952 struct glsl_sample_function sample_function
;
5953 DWORD flags
= WINED3D_GLSL_SAMPLE_LOAD
;
5956 if (wined3d_shader_instruction_has_texel_offset(ins
))
5957 flags
|= WINED3D_GLSL_SAMPLE_OFFSET
;
5959 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5960 sampler_idx
= WINED3D_SAMPLER_DEFAULT
;
5962 if (resource_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
5964 ERR("Invalid resource index %u.\n", resource_idx
);
5967 has_lod_param
= reg_maps
->resource_info
[resource_idx
].type
!= WINED3D_SHADER_RESOURCE_BUFFER
;
5969 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sampler_idx
, flags
, &sample_function
);
5970 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
5971 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
5972 sampler_bind_idx
= shader_glsl_find_sampler(®_maps
->sampler_map
, resource_idx
, sampler_idx
);
5973 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, ins
->src
[1].swizzle
,
5974 NULL
, NULL
, has_lod_param
? lod_param
.param_str
: NULL
, &ins
->texel_offset
,
5975 "%s", coord_param
.param_str
);
5976 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5979 static void shader_glsl_sample(const struct wined3d_shader_instruction
*ins
)
5981 const char *lod_param_str
= NULL
, *dx_param_str
= NULL
, *dy_param_str
= NULL
;
5982 struct glsl_src_param coord_param
, lod_param
, dx_param
, dy_param
;
5983 unsigned int resource_idx
, sampler_idx
, sampler_bind_idx
;
5984 struct glsl_sample_function sample_function
;
5987 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_GRAD
)
5988 flags
|= WINED3D_GLSL_SAMPLE_GRAD
;
5989 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_LOD
)
5990 flags
|= WINED3D_GLSL_SAMPLE_LOD
;
5991 if (wined3d_shader_instruction_has_texel_offset(ins
))
5992 flags
|= WINED3D_GLSL_SAMPLE_OFFSET
;
5994 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5995 sampler_idx
= ins
->src
[2].reg
.idx
[0].offset
;
5997 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sampler_idx
, flags
, &sample_function
);
5998 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
6000 switch (ins
->handler_idx
)
6002 case WINED3DSIH_SAMPLE
:
6004 case WINED3DSIH_SAMPLE_B
:
6005 shader_glsl_add_src_param(ins
, &ins
->src
[3], WINED3DSP_WRITEMASK_0
, &lod_param
);
6006 lod_param_str
= lod_param
.param_str
;
6008 case WINED3DSIH_SAMPLE_GRAD
:
6009 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.deriv_mask
, &dx_param
);
6010 shader_glsl_add_src_param(ins
, &ins
->src
[4], sample_function
.deriv_mask
, &dy_param
);
6011 dx_param_str
= dx_param
.param_str
;
6012 dy_param_str
= dy_param
.param_str
;
6014 case WINED3DSIH_SAMPLE_LOD
:
6015 shader_glsl_add_src_param(ins
, &ins
->src
[3], WINED3DSP_WRITEMASK_0
, &lod_param
);
6016 lod_param_str
= lod_param
.param_str
;
6019 ERR("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
6023 sampler_bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
, resource_idx
, sampler_idx
);
6024 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, ins
->src
[1].swizzle
,
6025 dx_param_str
, dy_param_str
, lod_param_str
, &ins
->texel_offset
, "%s", coord_param
.param_str
);
6026 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6029 /* GLSL doesn't provide a function to sample from level zero with depth
6030 * comparison for array textures and cube textures. We use textureGrad*()
6031 * to implement sample_c_lz.
6033 static void shader_glsl_gen_sample_c_lz(const struct wined3d_shader_instruction
*ins
,
6034 unsigned int sampler_bind_idx
, const struct glsl_sample_function
*sample_function
,
6035 unsigned int coord_size
, const char *coord_param
, const char *ref_param
)
6037 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
6038 unsigned int deriv_size
= wined3d_popcount(sample_function
->deriv_mask
);
6039 const struct wined3d_shader_texel_offset
*offset
= &ins
->texel_offset
;
6040 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6041 char dst_swizzle
[6];
6043 WARN("Emitting textureGrad() for sample_c_lz.\n");
6045 shader_glsl_swizzle_to_str(WINED3DSP_NOSWIZZLE
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
6046 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], sample_function
->data_type
);
6047 shader_addline(buffer
, "vec4(textureGrad%s(%s_sampler%u, vec%u(%s, %s), vec%u(0.0), vec%u(0.0)",
6048 sample_function
->offset_size
? "Offset" : "",
6049 shader_glsl_get_prefix(version
->type
), sampler_bind_idx
,
6050 coord_size
, coord_param
, ref_param
, deriv_size
, deriv_size
);
6051 if (sample_function
->offset_size
)
6053 int offset_immdata
[4] = {offset
->u
, offset
->v
, offset
->w
};
6054 shader_addline(buffer
, ", ");
6055 shader_glsl_append_imm_ivec(buffer
, offset_immdata
, sample_function
->offset_size
);
6057 shader_addline(buffer
, "))%s);\n", dst_swizzle
);
6060 static void shader_glsl_sample_c(const struct wined3d_shader_instruction
*ins
)
6062 unsigned int resource_idx
, sampler_idx
, sampler_bind_idx
;
6063 const struct wined3d_shader_resource_info
*resource_info
;
6064 struct glsl_src_param coord_param
, compare_param
;
6065 struct glsl_sample_function sample_function
;
6066 const char *lod_param
= NULL
;
6067 unsigned int coord_size
;
6070 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_C_LZ
)
6073 flags
|= WINED3D_GLSL_SAMPLE_LOD
;
6076 if (wined3d_shader_instruction_has_texel_offset(ins
))
6077 flags
|= WINED3D_GLSL_SAMPLE_OFFSET
;
6079 if (!(resource_info
= shader_glsl_get_resource_info(ins
, &ins
->src
[1].reg
)))
6081 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
6082 sampler_idx
= ins
->src
[2].reg
.idx
[0].offset
;
6084 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sampler_idx
, flags
, &sample_function
);
6085 coord_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
6086 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
>> 1, &coord_param
);
6087 shader_glsl_add_src_param(ins
, &ins
->src
[3], WINED3DSP_WRITEMASK_0
, &compare_param
);
6088 sampler_bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
, resource_idx
, sampler_idx
);
6089 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_C_LZ
6090 && (resource_info
->type
== WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
6091 || resource_info
->type
== WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
))
6093 shader_glsl_gen_sample_c_lz(ins
, sampler_bind_idx
, &sample_function
,
6094 coord_size
, coord_param
.param_str
, compare_param
.param_str
);
6098 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
,
6099 NULL
, NULL
, lod_param
, &ins
->texel_offset
, "vec%u(%s, %s)",
6100 coord_size
, coord_param
.param_str
, compare_param
.param_str
);
6102 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6105 static void shader_glsl_gather4(const struct wined3d_shader_instruction
*ins
)
6107 unsigned int resource_param_idx
, resource_idx
, sampler_idx
, sampler_bind_idx
, component_idx
;
6108 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
6109 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
6110 struct glsl_src_param coord_param
, compare_param
, offset_param
;
6111 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
6112 const struct wined3d_shader_resource_info
*resource_info
;
6113 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6114 unsigned int coord_size
, offset_size
;
6115 char dst_swizzle
[6];
6118 if (!gl_info
->supported
[ARB_TEXTURE_GATHER
])
6120 FIXME("OpenGL implementation does not support textureGather.\n");
6124 has_offset
= ins
->handler_idx
== WINED3DSIH_GATHER4_PO
6125 || ins
->handler_idx
== WINED3DSIH_GATHER4_PO_C
6126 || wined3d_shader_instruction_has_texel_offset(ins
);
6128 resource_param_idx
=
6129 (ins
->handler_idx
== WINED3DSIH_GATHER4_PO
|| ins
->handler_idx
== WINED3DSIH_GATHER4_PO_C
) ? 2 : 1;
6130 resource_idx
= ins
->src
[resource_param_idx
].reg
.idx
[0].offset
;
6131 sampler_idx
= ins
->src
[resource_param_idx
+ 1].reg
.idx
[0].offset
;
6132 component_idx
= shader_glsl_swizzle_get_component(ins
->src
[resource_param_idx
+ 1].swizzle
, 0);
6133 sampler_bind_idx
= shader_glsl_find_sampler(®_maps
->sampler_map
, resource_idx
, sampler_idx
);
6135 if (!(resource_info
= shader_glsl_get_resource_info(ins
, &ins
->src
[resource_param_idx
].reg
)))
6138 if (resource_info
->type
>= ARRAY_SIZE(resource_type_info
))
6140 ERR("Unexpected resource type %#x.\n", resource_info
->type
);
6143 shader_glsl_get_coord_size(resource_info
->type
, &coord_size
, &offset_size
);
6145 shader_glsl_swizzle_to_str(ins
->src
[resource_param_idx
].swizzle
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
6146 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], resource_info
->data_type
);
6148 shader_glsl_add_src_param(ins
, &ins
->src
[0], (1u << coord_size
) - 1, &coord_param
);
6150 shader_addline(buffer
, "textureGather%s(%s_sampler%u, %s",
6151 has_offset
? "Offset" : "", prefix
, sampler_bind_idx
, coord_param
.param_str
);
6152 if (ins
->handler_idx
== WINED3DSIH_GATHER4_C
|| ins
->handler_idx
== WINED3DSIH_GATHER4_PO_C
)
6154 shader_glsl_add_src_param(ins
, &ins
->src
[resource_param_idx
+ 2], WINED3DSP_WRITEMASK_0
, &compare_param
);
6155 shader_addline(buffer
, ", %s", compare_param
.param_str
);
6157 if (ins
->handler_idx
== WINED3DSIH_GATHER4_PO
|| ins
->handler_idx
== WINED3DSIH_GATHER4_PO_C
)
6159 shader_glsl_add_src_param(ins
, &ins
->src
[1], (1u << offset_size
) - 1, &offset_param
);
6160 shader_addline(buffer
, ", %s", offset_param
.param_str
);
6162 else if (has_offset
)
6164 int offset_immdata
[4] = {ins
->texel_offset
.u
, ins
->texel_offset
.v
, ins
->texel_offset
.w
};
6165 shader_addline(buffer
, ", ");
6166 shader_glsl_append_imm_ivec(buffer
, offset_immdata
, offset_size
);
6169 shader_addline(buffer
, ", %u", component_idx
);
6171 shader_addline(buffer
, ")%s);\n", dst_swizzle
);
6174 static void shader_glsl_texcoord(const struct wined3d_shader_instruction
*ins
)
6176 /* FIXME: Make this work for more than just 2D textures */
6177 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6178 DWORD write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
6180 if (!(ins
->ctx
->reg_maps
->shader_version
.major
== 1 && ins
->ctx
->reg_maps
->shader_version
.minor
== 4))
6184 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
6185 shader_addline(buffer
, "clamp(ffp_texcoord[%u], 0.0, 1.0)%s);\n",
6186 ins
->dst
[0].reg
.idx
[0].offset
, dst_mask
);
6190 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
6191 DWORD reg
= ins
->src
[0].reg
.idx
[0].offset
;
6192 char dst_swizzle
[6];
6194 shader_glsl_get_swizzle(&ins
->src
[0], FALSE
, write_mask
, dst_swizzle
);
6196 if (src_mod
== WINED3DSPSM_DZ
|| src_mod
== WINED3DSPSM_DW
)
6198 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
6199 struct glsl_src_param div_param
;
6200 DWORD src_writemask
= src_mod
== WINED3DSPSM_DZ
? WINED3DSP_WRITEMASK_2
: WINED3DSP_WRITEMASK_3
;
6202 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_writemask
, &div_param
);
6205 shader_addline(buffer
, "ffp_texcoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
6207 shader_addline(buffer
, "ffp_texcoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
6211 shader_addline(buffer
, "ffp_texcoord[%u]%s);\n", reg
, dst_swizzle
);
6216 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
6217 * Take a 3-component dot product of the TexCoord[dstreg] and src,
6218 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
6219 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction
*ins
)
6221 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6222 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6223 struct glsl_sample_function sample_function
;
6224 struct glsl_src_param src0_param
;
6227 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6229 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
6230 * scalar, and projected sampling would require 4.
6232 * It is a dependent read - not valid with conditional NP2 textures
6234 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
6235 mask_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
6240 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
6241 NULL
, "dot(ffp_texcoord[%u].xyz, %s)", sampler_idx
, src0_param
.param_str
);
6245 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
6246 NULL
, "vec2(dot(ffp_texcoord[%u].xyz, %s), 0.0)", sampler_idx
, src0_param
.param_str
);
6250 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
6251 NULL
, "vec3(dot(ffp_texcoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx
, src0_param
.param_str
);
6255 FIXME("Unexpected mask size %u\n", mask_size
);
6258 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6261 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
6262 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
6263 static void shader_glsl_texdp3(const struct wined3d_shader_instruction
*ins
)
6265 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6266 DWORD dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
6267 struct glsl_src_param src0_param
;
6269 unsigned int mask_size
;
6271 dst_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
6272 mask_size
= shader_glsl_get_write_mask_size(dst_mask
);
6273 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6275 if (mask_size
> 1) {
6276 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(T%u.xyz, %s)));\n", mask_size
, dstreg
, src0_param
.param_str
);
6278 shader_addline(ins
->ctx
->buffer
, "dot(T%u.xyz, %s));\n", dstreg
, src0_param
.param_str
);
6282 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
6283 * Calculate the depth as dst.x / dst.y */
6284 static void shader_glsl_texdepth(const struct wined3d_shader_instruction
*ins
)
6286 struct glsl_dst_param dst_param
;
6288 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
6290 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
6291 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
6292 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
6293 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
6296 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
6297 dst_param
.reg_name
, dst_param
.reg_name
);
6300 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
6301 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
6302 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
6303 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
6305 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction
*ins
)
6307 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6308 DWORD dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
6309 struct glsl_src_param src0_param
;
6311 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6313 shader_addline(ins
->ctx
->buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg
, src0_param
.param_str
);
6314 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
6317 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
6318 * Calculate the 1st of a 2-row matrix multiplication. */
6319 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction
*ins
)
6321 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6322 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6323 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6324 struct glsl_src_param src0_param
;
6326 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6327 shader_addline(buffer
, "tmp0.x = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
6330 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
6331 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
6332 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction
*ins
)
6334 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6335 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6336 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
6337 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6338 struct glsl_src_param src0_param
;
6340 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6341 shader_addline(buffer
, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + tex_mx
->current_row
, reg
, src0_param
.param_str
);
6342 tex_mx
->texcoord_w
[tex_mx
->current_row
++] = reg
;
6345 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction
*ins
)
6347 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6348 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6349 struct glsl_sample_function sample_function
;
6350 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6351 struct glsl_src_param src0_param
;
6353 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6354 shader_addline(buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
6356 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
6358 /* Sample the texture using the calculated coordinates */
6359 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
, "tmp0.xy");
6360 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6363 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
6364 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
6365 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction
*ins
)
6367 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6368 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
6369 struct glsl_sample_function sample_function
;
6370 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6371 struct glsl_src_param src0_param
;
6373 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6374 shader_addline(ins
->ctx
->buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
6376 /* Dependent read, not valid with conditional NP2 */
6377 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
6379 /* Sample the texture using the calculated coordinates */
6380 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
, "tmp0.xyz");
6381 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6383 tex_mx
->current_row
= 0;
6386 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
6387 * Perform the 3rd row of a 3x3 matrix multiply */
6388 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction
*ins
)
6390 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6391 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
6392 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6393 struct glsl_src_param src0_param
;
6396 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6398 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
6399 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
6400 shader_addline(ins
->ctx
->buffer
, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg
, src0_param
.param_str
, dst_mask
);
6402 tex_mx
->current_row
= 0;
6405 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
6406 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
6407 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction
*ins
)
6409 struct glsl_src_param src0_param
;
6410 struct glsl_src_param src1_param
;
6411 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6412 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
6413 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6414 struct glsl_sample_function sample_function
;
6415 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6418 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6419 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
6421 /* Perform the last matrix multiply operation */
6422 shader_addline(buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
6423 /* Reflection calculation */
6424 shader_addline(buffer
, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param
.param_str
);
6426 /* Dependent read, not valid with conditional NP2 */
6427 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
6428 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
6430 /* Sample the texture */
6431 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
6432 NULL
, NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
6433 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6435 tex_mx
->current_row
= 0;
6438 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
6439 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
6440 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction
*ins
)
6442 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6443 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
6444 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6445 struct glsl_sample_function sample_function
;
6446 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6447 struct glsl_src_param src0_param
;
6450 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6452 /* Perform the last matrix multiply operation */
6453 shader_addline(buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_param
.param_str
);
6455 /* Construct the eye-ray vector from w coordinates */
6456 shader_addline(buffer
, "tmp1.xyz = normalize(vec3(ffp_texcoord[%u].w, ffp_texcoord[%u].w, ffp_texcoord[%u].w));\n",
6457 tex_mx
->texcoord_w
[0], tex_mx
->texcoord_w
[1], reg
);
6458 shader_addline(buffer
, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
6460 /* Dependent read, not valid with conditional NP2 */
6461 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
6462 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
6464 /* Sample the texture using the calculated coordinates */
6465 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
6466 NULL
, NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
6467 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6469 tex_mx
->current_row
= 0;
6472 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
6473 * Apply a fake bump map transform.
6474 * texbem is pshader <= 1.3 only, this saves a few version checks
6476 static void shader_glsl_texbem(const struct wined3d_shader_instruction
*ins
)
6478 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
6479 struct glsl_sample_function sample_function
;
6480 struct glsl_src_param coord_param
;
6486 sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6487 flags
= (priv
->cur_ps_args
->tex_transform
>> sampler_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
6488 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
6490 /* Dependent read, not valid with conditional NP2 */
6491 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
6492 mask
= sample_function
.coord_mask
;
6494 shader_glsl_write_mask_to_str(mask
, coord_mask
);
6496 /* With projected textures, texbem only divides the static texture coord,
6497 * not the displacement, so we can't let GL handle this. */
6498 if (flags
& WINED3D_PSARGS_PROJECTED
)
6501 char coord_div_mask
[3];
6502 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
6504 case WINED3D_TTFF_COUNT1
:
6505 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
6507 case WINED3D_TTFF_COUNT2
:
6508 div_mask
= WINED3DSP_WRITEMASK_1
;
6510 case WINED3D_TTFF_COUNT3
:
6511 div_mask
= WINED3DSP_WRITEMASK_2
;
6513 case WINED3D_TTFF_COUNT4
:
6514 case WINED3D_TTFF_DISABLE
:
6515 div_mask
= WINED3DSP_WRITEMASK_3
;
6518 shader_glsl_write_mask_to_str(div_mask
, coord_div_mask
);
6519 shader_addline(ins
->ctx
->buffer
, "T%u%s /= T%u%s;\n", sampler_idx
, coord_mask
, sampler_idx
, coord_div_mask
);
6522 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &coord_param
);
6524 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
6525 "T%u%s + vec4(bumpenv_mat%u * %s, 0.0, 0.0)%s", sampler_idx
, coord_mask
, sampler_idx
,
6526 coord_param
.param_str
, coord_mask
);
6528 if (ins
->handler_idx
== WINED3DSIH_TEXBEML
)
6530 struct glsl_src_param luminance_param
;
6531 struct glsl_dst_param dst_param
;
6533 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &luminance_param
);
6534 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
6536 shader_addline(ins
->ctx
->buffer
, "%s%s *= (%s * bumpenv_lum_scale%u + bumpenv_lum_offset%u);\n",
6537 dst_param
.reg_name
, dst_param
.mask_str
,
6538 luminance_param
.param_str
, sampler_idx
, sampler_idx
);
6540 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6543 static void shader_glsl_bem(const struct wined3d_shader_instruction
*ins
)
6545 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6546 struct glsl_src_param src0_param
, src1_param
;
6548 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
6549 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
6551 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
6552 shader_addline(ins
->ctx
->buffer
, "%s + bumpenv_mat%u * %s);\n",
6553 src0_param
.param_str
, sampler_idx
, src1_param
.param_str
);
6556 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
6557 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
6558 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction
*ins
)
6560 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6561 struct glsl_sample_function sample_function
;
6562 struct glsl_src_param src0_param
;
6564 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
6566 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
6567 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
6568 "%s.wx", src0_param
.reg_name
);
6569 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6572 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
6573 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
6574 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction
*ins
)
6576 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6577 struct glsl_sample_function sample_function
;
6578 struct glsl_src_param src0_param
;
6580 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
6582 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
6583 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
6584 "%s.yz", src0_param
.reg_name
);
6585 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6588 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
6589 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
6590 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction
*ins
)
6592 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6593 struct glsl_sample_function sample_function
;
6594 struct glsl_src_param src0_param
;
6596 /* Dependent read, not valid with conditional NP2 */
6597 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
6598 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &src0_param
);
6600 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
6601 "%s", src0_param
.param_str
);
6602 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6605 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
6606 * If any of the first 3 components are < 0, discard this pixel */
6607 static void shader_glsl_texkill(const struct wined3d_shader_instruction
*ins
)
6609 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 4)
6611 shader_glsl_generate_conditional_op(ins
, "discard;");
6615 struct glsl_dst_param dst_param
;
6617 /* The argument is a destination parameter, and no writemasks are allowed */
6618 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
6620 /* 2.0 shaders compare all 4 components in texkill. */
6621 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 2)
6622 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param
.reg_name
);
6623 /* 1.x shaders only compare the first 3 components, probably due to
6624 * the nature of the texkill instruction as a tex* instruction, and
6625 * phase, which kills all .w components. Even if all 4 components are
6626 * defined, only the first 3 are used. */
6628 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param
.reg_name
);
6632 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
6633 * dst = dot2(src0, src1) + src2 */
6634 static void shader_glsl_dp2add(const struct wined3d_shader_instruction
*ins
)
6636 struct glsl_src_param src0_param
;
6637 struct glsl_src_param src1_param
;
6638 struct glsl_src_param src2_param
;
6640 unsigned int mask_size
;
6642 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
6643 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
6645 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
6646 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
6647 shader_glsl_add_src_param(ins
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &src2_param
);
6649 if (mask_size
> 1) {
6650 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(%s, %s) + %s));\n",
6651 mask_size
, src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
6653 shader_addline(ins
->ctx
->buffer
, "dot(%s, %s) + %s);\n",
6654 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
6658 static void shader_glsl_input_pack(const struct wined3d_shader
*shader
, struct wined3d_string_buffer
*buffer
,
6659 const struct wined3d_shader_signature
*input_signature
,
6660 const struct wined3d_shader_reg_maps
*reg_maps
,
6661 const struct ps_compile_args
*args
, const struct wined3d_gl_info
*gl_info
, BOOL unroll
)
6665 for (i
= 0; i
< input_signature
->element_count
; ++i
)
6667 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
6668 const char *semantic_name
;
6673 if (!(reg_maps
->input_registers
& (1u << input
->register_idx
)))
6676 semantic_name
= input
->semantic_name
;
6677 semantic_idx
= input
->semantic_idx
;
6678 shader_glsl_write_mask_to_str(input
->mask
, reg_mask
);
6680 if (args
->vp_mode
== vertexshader
)
6682 if (input
->sysval_semantic
== WINED3D_SV_POSITION
&& !semantic_idx
)
6684 shader_addline(buffer
, "ps_in[%u]%s = vpos%s;\n",
6685 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6687 else if (args
->pointsprite
&& shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
6689 shader_addline(buffer
, "ps_in[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", input
->register_idx
);
6691 else if (input
->sysval_semantic
== WINED3D_SV_IS_FRONT_FACE
)
6693 shader_addline(buffer
, "ps_in[%u]%s = uintBitsToFloat(gl_FrontFacing ? 0xffffffffu : 0u);\n",
6694 input
->register_idx
, reg_mask
);
6696 else if (input
->sysval_semantic
== WINED3D_SV_RENDER_TARGET_ARRAY_INDEX
&& !semantic_idx
)
6698 if (gl_info
->supported
[ARB_FRAGMENT_LAYER_VIEWPORT
])
6699 shader_addline(buffer
, "ps_in[%u]%s = intBitsToFloat(gl_Layer);\n",
6700 input
->register_idx
, reg_mask
);
6702 FIXME("ARB_fragment_layer_viewport is not supported.\n");
6706 if (input
->sysval_semantic
)
6707 FIXME("Unhandled sysval semantic %#x.\n", input
->sysval_semantic
);
6708 shader_addline(buffer
, unroll
? "ps_in[%u]%s = %s%u%s;\n" : "ps_in[%u]%s = %s[%u]%s;\n",
6709 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
,
6710 shader_glsl_shader_input_name(gl_info
),
6711 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
);
6714 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
6716 if (args
->pointsprite
)
6717 shader_addline(buffer
, "ps_in[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n",
6718 shader
->u
.ps
.input_reg_map
[input
->register_idx
]);
6719 else if (args
->vp_mode
== pretransformed
&& args
->texcoords_initialized
& (1u << semantic_idx
))
6720 shader_addline(buffer
, "ps_in[%u]%s = %s[%u]%s;\n",
6721 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
,
6722 needs_legacy_glsl_syntax(gl_info
)
6723 ? "gl_TexCoord" : "ffp_varying_texcoord", semantic_idx
, reg_mask
);
6725 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
6726 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6728 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
))
6731 shader_addline(buffer
, "ps_in[%u]%s = vec4(ffp_varying_diffuse)%s;\n",
6732 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6733 else if (semantic_idx
== 1)
6734 shader_addline(buffer
, "ps_in[%u]%s = vec4(ffp_varying_specular)%s;\n",
6735 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6737 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
6738 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6742 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
6743 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6748 static void add_glsl_program_entry(struct shader_glsl_priv
*priv
, struct glsl_shader_prog_link
*entry
)
6750 struct glsl_program_key key
;
6752 key
.vs_id
= entry
->vs
.id
;
6753 key
.hs_id
= entry
->hs
.id
;
6754 key
.ds_id
= entry
->ds
.id
;
6755 key
.gs_id
= entry
->gs
.id
;
6756 key
.ps_id
= entry
->ps
.id
;
6757 key
.cs_id
= entry
->cs
.id
;
6759 if (wine_rb_put(&priv
->program_lookup
, &key
, &entry
->program_lookup_entry
) == -1)
6761 ERR("Failed to insert program entry.\n");
6765 static struct glsl_shader_prog_link
*get_glsl_program_entry(const struct shader_glsl_priv
*priv
,
6766 const struct glsl_program_key
*key
)
6768 struct wine_rb_entry
*entry
;
6770 entry
= wine_rb_get(&priv
->program_lookup
, key
);
6771 return entry
? WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
) : NULL
;
6774 /* Context activation is done by the caller. */
6775 static void delete_glsl_program_entry(struct shader_glsl_priv
*priv
, const struct wined3d_gl_info
*gl_info
,
6776 struct glsl_shader_prog_link
*entry
)
6778 wine_rb_remove(&priv
->program_lookup
, &entry
->program_lookup_entry
);
6780 GL_EXTCALL(glDeleteProgram(entry
->id
));
6782 list_remove(&entry
->vs
.shader_entry
);
6784 list_remove(&entry
->hs
.shader_entry
);
6786 list_remove(&entry
->ds
.shader_entry
);
6788 list_remove(&entry
->gs
.shader_entry
);
6790 list_remove(&entry
->ps
.shader_entry
);
6792 list_remove(&entry
->cs
.shader_entry
);
6793 HeapFree(GetProcessHeap(), 0, entry
);
6796 static void shader_glsl_setup_vs3_output(struct shader_glsl_priv
*priv
,
6797 const struct wined3d_gl_info
*gl_info
, const DWORD
*map
,
6798 const struct wined3d_shader_signature
*input_signature
,
6799 const struct wined3d_shader_reg_maps
*reg_maps_in
,
6800 const struct wined3d_shader_signature
*output_signature
,
6801 const struct wined3d_shader_reg_maps
*reg_maps_out
)
6803 struct wined3d_string_buffer
*destination
= string_buffer_get(&priv
->string_buffers
);
6804 const char *out_array_name
= shader_glsl_shader_output_name(gl_info
);
6805 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6806 unsigned int in_count
= vec4_varyings(3, gl_info
);
6807 unsigned int max_varyings
= needs_legacy_glsl_syntax(gl_info
) ? in_count
+ 2 : in_count
;
6808 DWORD in_idx
, *set
= NULL
;
6812 set
= wined3d_calloc(max_varyings
, sizeof(*set
));
6814 for (i
= 0; i
< input_signature
->element_count
; ++i
)
6816 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
6818 if (!(reg_maps_in
->input_registers
& (1u << input
->register_idx
)))
6821 in_idx
= map
[input
->register_idx
];
6822 /* Declared, but not read register */
6825 if (in_idx
>= max_varyings
)
6827 FIXME("More input varyings declared than supported, expect issues.\n");
6831 if (in_idx
== in_count
)
6832 string_buffer_sprintf(destination
, "gl_FrontColor");
6833 else if (in_idx
== in_count
+ 1)
6834 string_buffer_sprintf(destination
, "gl_FrontSecondaryColor");
6836 string_buffer_sprintf(destination
, "%s[%u]", out_array_name
, in_idx
);
6841 for (j
= 0; j
< output_signature
->element_count
; ++j
)
6843 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[j
];
6846 if (!(reg_maps_out
->output_registers
& (1u << output
->register_idx
))
6847 || input
->semantic_idx
!= output
->semantic_idx
6848 || strcmp(input
->semantic_name
, output
->semantic_name
)
6849 || !(mask
= input
->mask
& output
->mask
))
6852 if (set
[in_idx
] == ~0u)
6854 set
[in_idx
] |= mask
& reg_maps_out
->u
.output_registers_mask
[output
->register_idx
];
6855 shader_glsl_write_mask_to_str(mask
, reg_mask
);
6857 shader_addline(buffer
, "%s%s = outputs[%u]%s;\n",
6858 destination
->buffer
, reg_mask
, output
->register_idx
, reg_mask
);
6862 for (i
= 0; i
< max_varyings
; ++i
)
6866 if (!set
[i
] || set
[i
] == WINED3DSP_WRITEMASK_ALL
)
6873 if (!(set
[i
] & WINED3DSP_WRITEMASK_0
))
6874 reg_mask
[size
++] = 'x';
6875 if (!(set
[i
] & WINED3DSP_WRITEMASK_1
))
6876 reg_mask
[size
++] = 'y';
6877 if (!(set
[i
] & WINED3DSP_WRITEMASK_2
))
6878 reg_mask
[size
++] = 'z';
6879 if (!(set
[i
] & WINED3DSP_WRITEMASK_3
))
6880 reg_mask
[size
++] = 'w';
6881 reg_mask
[size
] = '\0';
6884 string_buffer_sprintf(destination
, "gl_FrontColor");
6885 else if (i
== in_count
+ 1)
6886 string_buffer_sprintf(destination
, "gl_FrontSecondaryColor");
6888 string_buffer_sprintf(destination
, "%s[%u]", out_array_name
, i
);
6891 shader_addline(buffer
, "%s.%s = 0.0;\n", destination
->buffer
, reg_mask
);
6893 shader_addline(buffer
, "%s.%s = vec%u(0.0);\n", destination
->buffer
, reg_mask
, size
);
6896 HeapFree(GetProcessHeap(), 0, set
);
6897 string_buffer_release(&priv
->string_buffers
, destination
);
6900 static void shader_glsl_setup_sm4_shader_output(struct shader_glsl_priv
*priv
,
6901 unsigned int input_count
, const struct wined3d_shader_signature
*output_signature
,
6902 const struct wined3d_shader_reg_maps
*reg_maps_out
, const char *output_variable_name
,
6903 BOOL rasterizer_setup
)
6905 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6909 for (i
= 0; i
< output_signature
->element_count
; ++i
)
6911 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[i
];
6913 if (!(reg_maps_out
->output_registers
& (1u << output
->register_idx
)))
6916 if (output
->stream_idx
)
6919 if (output
->register_idx
>= input_count
)
6922 shader_glsl_write_mask_to_str(output
->mask
, reg_mask
);
6924 shader_addline(buffer
,
6925 rasterizer_setup
? "%s.reg%u%s = outputs[%u]%s;\n" : "%s.reg[%u]%s = outputs[%u]%s;\n",
6926 output_variable_name
, output
->register_idx
, reg_mask
, output
->register_idx
, reg_mask
);
6930 static void shader_glsl_setup_sm3_rasterizer_input(struct shader_glsl_priv
*priv
,
6931 const struct wined3d_gl_info
*gl_info
, const DWORD
*map
,
6932 const struct wined3d_shader_signature
*input_signature
,
6933 const struct wined3d_shader_reg_maps
*reg_maps_in
, unsigned int input_count
,
6934 const struct wined3d_shader_signature
*output_signature
,
6935 const struct wined3d_shader_reg_maps
*reg_maps_out
, BOOL per_vertex_point_size
)
6937 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6938 const char *semantic_name
;
6943 /* First, sort out position and point size system values. */
6944 for (i
= 0; i
< output_signature
->element_count
; ++i
)
6946 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[i
];
6948 if (!(reg_maps_out
->output_registers
& (1u << output
->register_idx
)))
6951 if (output
->stream_idx
)
6954 semantic_name
= output
->semantic_name
;
6955 semantic_idx
= output
->semantic_idx
;
6956 shader_glsl_write_mask_to_str(output
->mask
, reg_mask
);
6958 if (output
->sysval_semantic
== WINED3D_SV_POSITION
&& !semantic_idx
)
6960 shader_addline(buffer
, "gl_Position%s = outputs[%u]%s;\n",
6961 reg_mask
, output
->register_idx
, reg_mask
);
6963 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
) && per_vertex_point_size
)
6965 shader_addline(buffer
, "gl_PointSize = clamp(outputs[%u].%c, "
6966 "ffp_point.size_min, ffp_point.size_max);\n", output
->register_idx
, reg_mask
[1]);
6968 else if (output
->sysval_semantic
== WINED3D_SV_RENDER_TARGET_ARRAY_INDEX
&& !semantic_idx
)
6970 shader_addline(buffer
, "gl_Layer = floatBitsToInt(outputs[%u])%s;\n",
6971 output
->register_idx
, reg_mask
);
6973 else if (output
->sysval_semantic
)
6975 FIXME("Unhandled sysval semantic %#x.\n", output
->sysval_semantic
);
6979 /* Then, setup the pixel shader input. */
6980 if (reg_maps_out
->shader_version
.major
< 4)
6981 shader_glsl_setup_vs3_output(priv
, gl_info
, map
, input_signature
, reg_maps_in
,
6982 output_signature
, reg_maps_out
);
6984 shader_glsl_setup_sm4_shader_output(priv
, input_count
, output_signature
, reg_maps_out
, "shader_out", TRUE
);
6987 /* Context activation is done by the caller. */
6988 static GLuint
shader_glsl_generate_vs3_rasterizer_input_setup(struct shader_glsl_priv
*priv
,
6989 const struct wined3d_shader
*vs
, const struct wined3d_shader
*ps
,
6990 BOOL per_vertex_point_size
, BOOL flatshading
, const struct wined3d_gl_info
*gl_info
)
6992 const BOOL legacy_syntax
= needs_legacy_glsl_syntax(gl_info
);
6993 DWORD ps_major
= ps
? ps
->reg_maps
.shader_version
.major
: 0;
6994 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6995 const char *semantic_name
;
7001 string_buffer_clear(buffer
);
7003 shader_glsl_add_version_declaration(buffer
, gl_info
);
7005 if (per_vertex_point_size
)
7007 shader_addline(buffer
, "uniform struct\n{\n");
7008 shader_addline(buffer
, " float size_min;\n");
7009 shader_addline(buffer
, " float size_max;\n");
7010 shader_addline(buffer
, "} ffp_point;\n");
7015 DWORD colors_written_mask
[2] = {0};
7016 DWORD texcoords_written_mask
[MAX_TEXTURES
] = {0};
7020 declare_out_varying(gl_info
, buffer
, flatshading
, "vec4 ffp_varying_diffuse;\n");
7021 declare_out_varying(gl_info
, buffer
, flatshading
, "vec4 ffp_varying_specular;\n");
7022 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
7023 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
7026 shader_addline(buffer
, "void setup_vs_output(in vec4 outputs[%u])\n{\n", vs
->limits
->packed_output
);
7028 for (i
= 0; i
< vs
->output_signature
.element_count
; ++i
)
7030 const struct wined3d_shader_signature_element
*output
= &vs
->output_signature
.elements
[i
];
7033 if (!(vs
->reg_maps
.output_registers
& (1u << output
->register_idx
)))
7036 semantic_name
= output
->semantic_name
;
7037 semantic_idx
= output
->semantic_idx
;
7038 write_mask
= output
->mask
;
7039 shader_glsl_write_mask_to_str(write_mask
, reg_mask
);
7041 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
) && semantic_idx
< 2)
7044 shader_addline(buffer
, "gl_Front%sColor%s = outputs[%u]%s;\n",
7045 semantic_idx
? "Secondary" : "", reg_mask
, output
->register_idx
, reg_mask
);
7047 shader_addline(buffer
, "ffp_varying_%s%s = clamp(outputs[%u]%s, 0.0, 1.0);\n",
7048 semantic_idx
? "specular" : "diffuse", reg_mask
, output
->register_idx
, reg_mask
);
7050 colors_written_mask
[semantic_idx
] = write_mask
;
7052 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_POSITION
) && !semantic_idx
)
7054 shader_addline(buffer
, "gl_Position%s = outputs[%u]%s;\n",
7055 reg_mask
, output
->register_idx
, reg_mask
);
7057 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
7059 if (semantic_idx
< MAX_TEXTURES
)
7061 shader_addline(buffer
, "%s[%u]%s = outputs[%u]%s;\n",
7062 legacy_syntax
? "gl_TexCoord" : "ffp_varying_texcoord",
7063 semantic_idx
, reg_mask
, output
->register_idx
, reg_mask
);
7064 texcoords_written_mask
[semantic_idx
] = write_mask
;
7067 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
) && per_vertex_point_size
)
7069 shader_addline(buffer
, "gl_PointSize = clamp(outputs[%u].%c, "
7070 "ffp_point.size_min, ffp_point.size_max);\n", output
->register_idx
, reg_mask
[1]);
7072 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_FOG
))
7074 shader_addline(buffer
, "%s = clamp(outputs[%u].%c, 0.0, 1.0);\n",
7075 legacy_syntax
? "gl_FogFragCoord" : "ffp_varying_fogcoord",
7076 output
->register_idx
, reg_mask
[1]);
7080 for (i
= 0; i
< 2; ++i
)
7082 if (colors_written_mask
[i
] != WINED3DSP_WRITEMASK_ALL
)
7084 shader_glsl_write_mask_to_str(~colors_written_mask
[i
] & WINED3DSP_WRITEMASK_ALL
, reg_mask
);
7086 shader_addline(buffer
, "%s%s = vec4(1.0)%s;\n",
7087 legacy_syntax
? "gl_FrontColor" : "ffp_varying_diffuse",
7088 reg_mask
, reg_mask
);
7090 shader_addline(buffer
, "%s%s = vec4(0.0)%s;\n",
7091 legacy_syntax
? "gl_FrontSecondaryColor" : "ffp_varying_specular",
7092 reg_mask
, reg_mask
);
7095 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
7097 if (ps
&& !(ps
->reg_maps
.texcoord
& (1u << i
)))
7100 if (texcoords_written_mask
[i
] != WINED3DSP_WRITEMASK_ALL
)
7102 if (gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(gl_info
)
7103 && !texcoords_written_mask
[i
])
7106 shader_glsl_write_mask_to_str(~texcoords_written_mask
[i
] & WINED3DSP_WRITEMASK_ALL
, reg_mask
);
7107 shader_addline(buffer
, "%s[%u]%s = vec4(0.0)%s;\n",
7108 legacy_syntax
? "gl_TexCoord" : "ffp_varying_texcoord", i
, reg_mask
, reg_mask
);
7114 unsigned int in_count
= min(vec4_varyings(ps_major
, gl_info
), ps
->limits
->packed_input
);
7116 shader_glsl_declare_shader_outputs(gl_info
, buffer
, in_count
, FALSE
, NULL
);
7117 shader_addline(buffer
, "void setup_vs_output(in vec4 outputs[%u])\n{\n", vs
->limits
->packed_output
);
7118 shader_glsl_setup_sm3_rasterizer_input(priv
, gl_info
, ps
->u
.ps
.input_reg_map
, &ps
->input_signature
,
7119 &ps
->reg_maps
, 0, &vs
->output_signature
, &vs
->reg_maps
, per_vertex_point_size
);
7122 shader_addline(buffer
, "}\n");
7124 ret
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
7125 checkGLcall("glCreateShader(GL_VERTEX_SHADER)");
7126 shader_glsl_compile(gl_info
, ret
, buffer
->buffer
);
7131 static void shader_glsl_generate_stream_output_setup(struct shader_glsl_priv
*priv
,
7132 const struct wined3d_shader
*shader
, const struct wined3d_stream_output_desc
*so_desc
)
7134 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
7137 shader_addline(buffer
, "out shader_in_out\n{\n");
7138 for (i
= 0; i
< so_desc
->element_count
; ++i
)
7140 const struct wined3d_stream_output_element
*e
= &so_desc
->elements
[i
];
7144 FIXME("Unhandled stream %u.\n", e
->stream_idx
);
7147 if (e
->register_idx
== WINED3D_STREAM_OUTPUT_GAP
)
7150 if (e
->component_idx
|| e
->component_count
!= 4)
7152 if (e
->component_count
== 1)
7153 shader_addline(buffer
, "float");
7155 shader_addline(buffer
, "vec%u", e
->component_count
);
7156 shader_addline(buffer
, " reg%u_%u_%u;\n",
7157 e
->register_idx
, e
->component_idx
, e
->component_idx
+ e
->component_count
- 1);
7161 shader_addline(buffer
, "vec4 reg%u;\n", e
->register_idx
);
7164 shader_addline(buffer
, "} shader_out;\n");
7166 shader_addline(buffer
, "void setup_gs_output(in vec4 outputs[%u])\n{\n",
7167 shader
->limits
->packed_output
);
7168 for (i
= 0; i
< so_desc
->element_count
; ++i
)
7170 const struct wined3d_stream_output_element
*e
= &so_desc
->elements
[i
];
7174 FIXME("Unhandled stream %u.\n", e
->stream_idx
);
7177 if (e
->register_idx
== WINED3D_STREAM_OUTPUT_GAP
)
7180 if (e
->component_idx
|| e
->component_count
!= 4)
7185 write_mask
= ((1u << e
->component_count
) - 1) << e
->component_idx
;
7186 shader_glsl_write_mask_to_str(write_mask
, str_mask
);
7187 shader_addline(buffer
, "shader_out.reg%u_%u_%u = outputs[%u]%s;\n",
7188 e
->register_idx
, e
->component_idx
, e
->component_idx
+ e
->component_count
- 1,
7189 e
->register_idx
, str_mask
);
7193 shader_addline(buffer
, "shader_out.reg%u = outputs[%u];\n",
7194 e
->register_idx
, e
->register_idx
);
7197 shader_addline(buffer
, "}\n");
7200 static void shader_glsl_generate_sm4_output_setup(struct shader_glsl_priv
*priv
,
7201 const struct wined3d_shader
*shader
, unsigned int input_count
,
7202 const struct wined3d_gl_info
*gl_info
, BOOL rasterizer_setup
, const DWORD
*interpolation_mode
)
7204 const char *prefix
= shader_glsl_get_prefix(shader
->reg_maps
.shader_version
.type
);
7205 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
7207 if (rasterizer_setup
)
7208 input_count
= min(vec4_varyings(4, gl_info
), input_count
);
7211 shader_glsl_declare_shader_outputs(gl_info
, buffer
, input_count
, rasterizer_setup
, interpolation_mode
);
7213 shader_addline(buffer
, "void setup_%s_output(in vec4 outputs[%u])\n{\n",
7214 prefix
, shader
->limits
->packed_output
);
7216 if (rasterizer_setup
)
7217 shader_glsl_setup_sm3_rasterizer_input(priv
, gl_info
, NULL
, NULL
,
7218 NULL
, input_count
, &shader
->output_signature
, &shader
->reg_maps
, FALSE
);
7220 shader_glsl_setup_sm4_shader_output(priv
, input_count
, &shader
->output_signature
,
7221 &shader
->reg_maps
, "shader_out", rasterizer_setup
);
7223 shader_addline(buffer
, "}\n");
7226 static void shader_glsl_generate_patch_constant_name(struct wined3d_string_buffer
*buffer
,
7227 const struct wined3d_shader_signature_element
*constant
, unsigned int *user_constant_idx
,
7228 const char *reg_mask
)
7230 if (!constant
->sysval_semantic
)
7232 shader_addline(buffer
, "user_patch_constant[%u]%s", (*user_constant_idx
)++, reg_mask
);
7236 switch (constant
->sysval_semantic
)
7238 case WINED3D_SV_TESS_FACTOR_QUADEDGE
:
7239 case WINED3D_SV_TESS_FACTOR_TRIEDGE
:
7240 case WINED3D_SV_TESS_FACTOR_LINEDET
:
7241 case WINED3D_SV_TESS_FACTOR_LINEDEN
:
7242 shader_addline(buffer
, "gl_TessLevelOuter[%u]", constant
->semantic_idx
);
7244 case WINED3D_SV_TESS_FACTOR_QUADINT
:
7245 case WINED3D_SV_TESS_FACTOR_TRIINT
:
7246 shader_addline(buffer
, "gl_TessLevelInner[%u]", constant
->semantic_idx
);
7249 FIXME("Unhandled sysval semantic %#x.\n", constant
->sysval_semantic
);
7250 shader_addline(buffer
, "vec4(0.0)%s", reg_mask
);
7254 static void shader_glsl_generate_patch_constant_setup(struct wined3d_string_buffer
*buffer
,
7255 const struct wined3d_shader_signature
*signature
, BOOL input_setup
)
7257 unsigned int i
, register_count
, user_constant_index
, user_constant_count
;
7259 register_count
= user_constant_count
= 0;
7260 for (i
= 0; i
< signature
->element_count
; ++i
)
7262 const struct wined3d_shader_signature_element
*constant
= &signature
->elements
[i
];
7263 register_count
= max(constant
->register_idx
+ 1, register_count
);
7264 if (!constant
->sysval_semantic
)
7265 ++user_constant_count
;
7268 if (user_constant_count
)
7269 shader_addline(buffer
, "patch %s vec4 user_patch_constant[%u];\n",
7270 input_setup
? "in" : "out", user_constant_count
);
7272 shader_addline(buffer
, "vec4 vpc[%u];\n", register_count
);
7274 shader_addline(buffer
, "void setup_patch_constant_%s()\n{\n", input_setup
? "input" : "output");
7275 for (i
= 0, user_constant_index
= 0; i
< signature
->element_count
; ++i
)
7277 const struct wined3d_shader_signature_element
*constant
= &signature
->elements
[i
];
7280 shader_glsl_write_mask_to_str(constant
->mask
, reg_mask
);
7283 shader_addline(buffer
, "vpc[%u]%s", constant
->register_idx
, reg_mask
);
7285 shader_glsl_generate_patch_constant_name(buffer
, constant
, &user_constant_index
, reg_mask
);
7287 shader_addline(buffer
, " = ");
7290 shader_glsl_generate_patch_constant_name(buffer
, constant
, &user_constant_index
, reg_mask
);
7292 shader_addline(buffer
, "hs_out[%u]%s", constant
->register_idx
, reg_mask
);
7294 shader_addline(buffer
, ";\n");
7296 shader_addline(buffer
, "}\n");
7299 static void shader_glsl_generate_srgb_write_correction(struct wined3d_string_buffer
*buffer
,
7300 const struct wined3d_gl_info
*gl_info
)
7302 const char *output
= get_fragment_output(gl_info
);
7304 shader_addline(buffer
, "tmp0.xyz = pow(%s[0].xyz, vec3(srgb_const0.x));\n", output
);
7305 shader_addline(buffer
, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
7306 shader_addline(buffer
, "tmp1.xyz = %s[0].xyz * vec3(srgb_const0.w);\n", output
);
7307 shader_addline(buffer
, "bvec3 srgb_compare = lessThan(%s[0].xyz, vec3(srgb_const1.x));\n", output
);
7308 shader_addline(buffer
, "%s[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n", output
);
7309 shader_addline(buffer
, "%s[0] = clamp(%s[0], 0.0, 1.0);\n", output
, output
);
7312 static void shader_glsl_generate_fog_code(struct wined3d_string_buffer
*buffer
,
7313 const struct wined3d_gl_info
*gl_info
, enum wined3d_ffp_ps_fog_mode mode
)
7315 const char *output
= get_fragment_output(gl_info
);
7319 case WINED3D_FFP_PS_FOG_OFF
:
7322 case WINED3D_FFP_PS_FOG_LINEAR
:
7323 shader_addline(buffer
, "float fog = (ffp_fog.end - ffp_varying_fogcoord) * ffp_fog.scale;\n");
7326 case WINED3D_FFP_PS_FOG_EXP
:
7327 shader_addline(buffer
, "float fog = exp(-ffp_fog.density * ffp_varying_fogcoord);\n");
7330 case WINED3D_FFP_PS_FOG_EXP2
:
7331 shader_addline(buffer
, "float fog = exp(-ffp_fog.density * ffp_fog.density"
7332 " * ffp_varying_fogcoord * ffp_varying_fogcoord);\n");
7336 ERR("Invalid fog mode %#x.\n", mode
);
7340 shader_addline(buffer
, "%s[0].xyz = mix(ffp_fog.color.xyz, %s[0].xyz, clamp(fog, 0.0, 1.0));\n",
7344 static void shader_glsl_generate_alpha_test(struct wined3d_string_buffer
*buffer
,
7345 const struct wined3d_gl_info
*gl_info
, enum wined3d_cmp_func alpha_func
)
7347 /* alpha_func is the PASS condition, not the DISCARD condition. Instead of
7348 * flipping all the operators here, just negate the comparison below. */
7349 static const char * const comparison_operator
[] =
7351 "", /* WINED3D_CMP_NEVER */
7352 "<", /* WINED3D_CMP_LESS */
7353 "==", /* WINED3D_CMP_EQUAL */
7354 "<=", /* WINED3D_CMP_LESSEQUAL */
7355 ">", /* WINED3D_CMP_GREATER */
7356 "!=", /* WINED3D_CMP_NOTEQUAL */
7357 ">=", /* WINED3D_CMP_GREATEREQUAL */
7358 "" /* WINED3D_CMP_ALWAYS */
7361 if (alpha_func
== WINED3D_CMP_ALWAYS
)
7364 if (alpha_func
!= WINED3D_CMP_NEVER
)
7365 shader_addline(buffer
, "if (!(%s[0].a %s alpha_test_ref))\n",
7366 get_fragment_output(gl_info
), comparison_operator
[alpha_func
- WINED3D_CMP_NEVER
]);
7367 shader_addline(buffer
, " discard;\n");
7370 static void shader_glsl_enable_extensions(struct wined3d_string_buffer
*buffer
,
7371 const struct wined3d_gl_info
*gl_info
)
7373 if (gl_info
->supported
[ARB_GPU_SHADER5
])
7374 shader_addline(buffer
, "#extension GL_ARB_gpu_shader5 : enable\n");
7375 if (gl_info
->supported
[ARB_SHADER_ATOMIC_COUNTERS
])
7376 shader_addline(buffer
, "#extension GL_ARB_shader_atomic_counters : enable\n");
7377 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
7378 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
7379 if (gl_info
->supported
[ARB_SHADER_IMAGE_LOAD_STORE
])
7380 shader_addline(buffer
, "#extension GL_ARB_shader_image_load_store : enable\n");
7381 if (gl_info
->supported
[ARB_SHADER_IMAGE_SIZE
])
7382 shader_addline(buffer
, "#extension GL_ARB_shader_image_size : enable\n");
7383 if (gl_info
->supported
[ARB_SHADER_STORAGE_BUFFER_OBJECT
])
7384 shader_addline(buffer
, "#extension GL_ARB_shader_storage_buffer_object : enable\n");
7385 if (gl_info
->supported
[ARB_SHADING_LANGUAGE_420PACK
])
7386 shader_addline(buffer
, "#extension GL_ARB_shading_language_420pack : enable\n");
7387 if (gl_info
->supported
[ARB_SHADING_LANGUAGE_PACKING
])
7388 shader_addline(buffer
, "#extension GL_ARB_shading_language_packing : enable\n");
7389 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP_ARRAY
])
7390 shader_addline(buffer
, "#extension GL_ARB_texture_cube_map_array : enable\n");
7391 if (gl_info
->supported
[ARB_TEXTURE_GATHER
])
7392 shader_addline(buffer
, "#extension GL_ARB_texture_gather : enable\n");
7393 if (gl_info
->supported
[ARB_TEXTURE_QUERY_LEVELS
])
7394 shader_addline(buffer
, "#extension GL_ARB_texture_query_levels : enable\n");
7395 if (gl_info
->supported
[ARB_UNIFORM_BUFFER_OBJECT
])
7396 shader_addline(buffer
, "#extension GL_ARB_uniform_buffer_object : enable\n");
7397 if (gl_info
->supported
[EXT_GPU_SHADER4
])
7398 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
7399 if (gl_info
->supported
[EXT_TEXTURE_ARRAY
])
7400 shader_addline(buffer
, "#extension GL_EXT_texture_array : enable\n");
7403 static void shader_glsl_generate_ps_epilogue(const struct wined3d_gl_info
*gl_info
,
7404 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
7405 const struct ps_compile_args
*args
)
7407 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
7409 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly. */
7410 if (reg_maps
->shader_version
.major
< 2)
7411 shader_addline(buffer
, "%s[0] = R0;\n", get_fragment_output(gl_info
));
7413 if (args
->srgb_correction
)
7414 shader_glsl_generate_srgb_write_correction(buffer
, gl_info
);
7416 /* SM < 3 does not replace the fog stage. */
7417 if (reg_maps
->shader_version
.major
< 3)
7418 shader_glsl_generate_fog_code(buffer
, gl_info
, args
->fog
);
7420 shader_glsl_generate_alpha_test(buffer
, gl_info
, args
->alpha_test_func
+ 1);
7423 /* Context activation is done by the caller. */
7424 static GLuint
shader_glsl_generate_pshader(const struct wined3d_context
*context
,
7425 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
7426 const struct wined3d_shader
*shader
,
7427 const struct ps_compile_args
*args
, struct ps_np2fixup_info
*np2fixup_info
)
7429 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
7430 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
7431 const char *prefix
= shader_glsl_get_prefix(version
->type
);
7432 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
7433 const BOOL legacy_syntax
= needs_legacy_glsl_syntax(gl_info
);
7434 unsigned int i
, extra_constants_needed
= 0;
7435 struct shader_glsl_ctx_priv priv_ctx
;
7439 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
7440 priv_ctx
.cur_ps_args
= args
;
7441 priv_ctx
.cur_np2fixup_info
= np2fixup_info
;
7442 priv_ctx
.string_buffers
= string_buffers
;
7444 shader_glsl_add_version_declaration(buffer
, gl_info
);
7446 shader_glsl_enable_extensions(buffer
, gl_info
);
7447 if (gl_info
->supported
[ARB_CONSERVATIVE_DEPTH
])
7448 shader_addline(buffer
, "#extension GL_ARB_conservative_depth : enable\n");
7449 if (gl_info
->supported
[ARB_DERIVATIVE_CONTROL
])
7450 shader_addline(buffer
, "#extension GL_ARB_derivative_control : enable\n");
7451 if (shader_glsl_use_explicit_attrib_location(gl_info
))
7452 shader_addline(buffer
, "#extension GL_ARB_explicit_attrib_location : enable\n");
7453 if (gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
7454 shader_addline(buffer
, "#extension GL_ARB_fragment_coord_conventions : enable\n");
7455 if (gl_info
->supported
[ARB_FRAGMENT_LAYER_VIEWPORT
])
7456 shader_addline(buffer
, "#extension GL_ARB_fragment_layer_viewport : enable\n");
7457 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
7458 shader_addline(buffer
, "#extension GL_ARB_shader_texture_lod : enable\n");
7459 /* The spec says that it doesn't have to be explicitly enabled, but the
7460 * nvidia drivers write a warning if we don't do so. */
7461 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
7462 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
7464 /* Base Declarations */
7465 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
7467 if (gl_info
->supported
[ARB_CONSERVATIVE_DEPTH
])
7469 if (shader
->u
.ps
.depth_output
== WINED3DSPR_DEPTHOUTGE
)
7470 shader_addline(buffer
, "layout (depth_greater) out float gl_FragDepth;\n");
7471 else if (shader
->u
.ps
.depth_output
== WINED3DSPR_DEPTHOUTLE
)
7472 shader_addline(buffer
, "layout (depth_less) out float gl_FragDepth;\n");
7475 /* Declare uniforms for NP2 texcoord fixup:
7476 * This is NOT done inside the loop that declares the texture samplers
7477 * since the NP2 fixup code is currently only used for the GeforceFX
7478 * series and when forcing the ARB_npot extension off. Modern cards just
7479 * skip the code anyway, so put it inside a separate loop. */
7480 if (args
->np2_fixup
)
7482 struct ps_np2fixup_info
*fixup
= priv_ctx
.cur_np2fixup_info
;
7483 unsigned int cur
= 0;
7485 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
7486 * while D3D has them in the (normalized) [0,1]x[0,1] range.
7487 * samplerNP2Fixup stores texture dimensions and is updated through
7488 * shader_glsl_load_np2fixup_constants when the sampler changes. */
7490 for (i
= 0; i
< shader
->limits
->sampler
; ++i
)
7492 if (!reg_maps
->resource_info
[i
].type
|| !(args
->np2_fixup
& (1u << i
)))
7495 if (reg_maps
->resource_info
[i
].type
!= WINED3D_SHADER_RESOURCE_TEXTURE_2D
)
7497 FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
7501 fixup
->idx
[i
] = cur
++;
7504 fixup
->num_consts
= (cur
+ 1) >> 1;
7505 fixup
->active
= args
->np2_fixup
;
7506 shader_addline(buffer
, "uniform vec4 %s_samplerNP2Fixup[%u];\n", prefix
, fixup
->num_consts
);
7509 if (version
->major
< 3 || args
->vp_mode
!= vertexshader
)
7511 shader_addline(buffer
, "uniform struct\n{\n");
7512 shader_addline(buffer
, " vec4 color;\n");
7513 shader_addline(buffer
, " float density;\n");
7514 shader_addline(buffer
, " float end;\n");
7515 shader_addline(buffer
, " float scale;\n");
7516 shader_addline(buffer
, "} ffp_fog;\n");
7518 if (needs_legacy_glsl_syntax(gl_info
))
7520 if (glsl_is_color_reg_read(shader
, 0))
7521 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
7522 if (glsl_is_color_reg_read(shader
, 1))
7523 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
7524 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
7525 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
7529 if (glsl_is_color_reg_read(shader
, 0))
7530 declare_in_varying(gl_info
, buffer
, args
->flatshading
, "vec4 ffp_varying_diffuse;\n");
7531 if (glsl_is_color_reg_read(shader
, 1))
7532 declare_in_varying(gl_info
, buffer
, args
->flatshading
, "vec4 ffp_varying_specular;\n");
7533 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
7534 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
7535 declare_in_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
7539 if (version
->major
>= 3)
7541 unsigned int in_count
= min(vec4_varyings(version
->major
, gl_info
), shader
->limits
->packed_input
);
7543 if (args
->vp_mode
== vertexshader
&& reg_maps
->input_registers
)
7544 shader_glsl_declare_shader_inputs(gl_info
, buffer
, in_count
,
7545 shader
->u
.ps
.interpolation_mode
, version
->major
>= 4);
7546 shader_addline(buffer
, "vec4 %s_in[%u];\n", prefix
, in_count
);
7549 for (i
= 0, map
= reg_maps
->bumpmat
; map
; map
>>= 1, ++i
)
7554 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", i
);
7556 if (reg_maps
->luminanceparams
& (1u << i
))
7558 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", i
);
7559 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", i
);
7560 extra_constants_needed
++;
7563 extra_constants_needed
++;
7566 if (args
->srgb_correction
)
7568 shader_addline(buffer
, "const vec4 srgb_const0 = ");
7569 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const0
);
7570 shader_addline(buffer
, ";\n");
7571 shader_addline(buffer
, "const vec4 srgb_const1 = ");
7572 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const1
);
7573 shader_addline(buffer
, ";\n");
7575 if (reg_maps
->vpos
|| reg_maps
->usesdsy
)
7577 if (reg_maps
->usesdsy
|| !gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
7579 ++extra_constants_needed
;
7580 shader_addline(buffer
, "uniform vec4 ycorrection;\n");
7584 if (gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
7586 if (context
->d3d_info
->wined3d_creation_flags
& WINED3D_PIXEL_CENTER_INTEGER
)
7587 shader_addline(buffer
, "layout(%spixel_center_integer) in vec4 gl_FragCoord;\n",
7588 args
->render_offscreen
? "" : "origin_upper_left, ");
7589 else if (!args
->render_offscreen
)
7590 shader_addline(buffer
, "layout(origin_upper_left) in vec4 gl_FragCoord;\n");
7592 shader_addline(buffer
, "vec4 vpos;\n");
7596 if (args
->alpha_test_func
+ 1 != WINED3D_CMP_ALWAYS
)
7597 shader_addline(buffer
, "uniform float alpha_test_ref;\n");
7599 if (!needs_legacy_glsl_syntax(gl_info
))
7601 if (shader_glsl_use_explicit_attrib_location(gl_info
))
7602 shader_addline(buffer
, "layout(location = 0) ");
7603 shader_addline(buffer
, "out vec4 ps_out[%u];\n", gl_info
->limits
.buffers
);
7606 if (shader
->limits
->constant_float
+ extra_constants_needed
>= gl_info
->limits
.glsl_ps_float_constants
)
7607 FIXME("Insufficient uniforms to run this shader.\n");
7609 if (shader
->u
.ps
.force_early_depth_stencil
)
7610 shader_addline(buffer
, "layout(early_fragment_tests) in;\n");
7612 shader_addline(buffer
, "void main()\n{\n");
7614 /* Direct3D applications expect integer vPos values, while OpenGL drivers
7615 * add approximately 0.5. This causes off-by-one problems as spotted by
7616 * the vPos d3d9 visual test. Unfortunately ATI cards do not add exactly
7617 * 0.5, but rather something like 0.49999999 or 0.50000001, which still
7618 * causes precision troubles when we just subtract 0.5.
7620 * To deal with that, just floor() the position. This will eliminate the
7621 * fraction on all cards.
7623 * TODO: Test how this behaves with multisampling.
7625 * An advantage of floor is that it works even if the driver doesn't add
7626 * 0.5. It is somewhat questionable if 1.5, 2.5, ... are the proper values
7627 * to return in gl_FragCoord, even though coordinates specify the pixel
7628 * centers instead of the pixel corners. This code will behave correctly
7629 * on drivers that returns integer values. */
7632 if (gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
7633 shader_addline(buffer
, "vpos = gl_FragCoord;\n");
7634 else if (context
->d3d_info
->wined3d_creation_flags
& WINED3D_PIXEL_CENTER_INTEGER
)
7635 shader_addline(buffer
,
7636 "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
7638 shader_addline(buffer
,
7639 "vpos = vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1);\n");
7642 if (reg_maps
->shader_version
.major
< 3 || args
->vp_mode
!= vertexshader
)
7645 WORD map
= reg_maps
->texcoord
;
7649 if (glsl_is_color_reg_read(shader
, 0))
7650 shader_addline(buffer
, "ffp_varying_diffuse = gl_Color;\n");
7651 if (glsl_is_color_reg_read(shader
, 1))
7652 shader_addline(buffer
, "ffp_varying_specular = gl_SecondaryColor;\n");
7655 for (i
= 0; map
; map
>>= 1, ++i
)
7659 if (args
->pointsprite
)
7660 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", i
);
7661 else if (args
->texcoords_initialized
& (1u << i
))
7662 shader_addline(buffer
, "ffp_texcoord[%u] = %s[%u];\n", i
,
7663 legacy_syntax
? "gl_TexCoord" : "ffp_varying_texcoord", i
);
7665 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(0.0);\n", i
);
7666 shader_addline(buffer
, "vec4 T%u = ffp_texcoord[%u];\n", i
, i
);
7671 shader_addline(buffer
, "ffp_varying_fogcoord = gl_FogFragCoord;\n");
7674 /* Pack 3.0 inputs */
7675 if (reg_maps
->shader_version
.major
>= 3)
7676 shader_glsl_input_pack(shader
, buffer
, &shader
->input_signature
, reg_maps
, args
, gl_info
,
7677 reg_maps
->shader_version
.major
>= 4);
7679 /* Base Shader Body */
7680 if (FAILED(shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, NULL
, NULL
)))
7683 /* In SM4+ the shader epilogue is generated by the "ret" instruction. */
7684 if (reg_maps
->shader_version
.major
< 4)
7685 shader_glsl_generate_ps_epilogue(gl_info
, buffer
, shader
, args
);
7687 shader_addline(buffer
, "}\n");
7689 shader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
7690 TRACE("Compiling shader object %u.\n", shader_id
);
7691 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
7696 static void shader_glsl_generate_vs_epilogue(const struct wined3d_gl_info
*gl_info
,
7697 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
7698 const struct vs_compile_args
*args
)
7700 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
7701 const BOOL legacy_syntax
= needs_legacy_glsl_syntax(gl_info
);
7704 /* Unpack outputs. */
7705 shader_addline(buffer
, "setup_vs_output(vs_out);\n");
7707 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
7708 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
7709 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
7710 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0).
7712 if (reg_maps
->shader_version
.major
< 3)
7714 if (args
->fog_src
== VS_FOG_Z
)
7715 shader_addline(buffer
, "%s = gl_Position.z;\n",
7716 legacy_syntax
? "gl_FogFragCoord" : "ffp_varying_fogcoord");
7717 else if (!reg_maps
->fog
)
7718 shader_addline(buffer
, "%s = 0.0;\n",
7719 legacy_syntax
? "gl_FogFragCoord" : "ffp_varying_fogcoord");
7722 /* We always store the clipplanes without y inversion. */
7723 if (args
->clip_enabled
)
7726 shader_addline(buffer
, "gl_ClipVertex = gl_Position;\n");
7728 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
7729 shader_addline(buffer
, "gl_ClipDistance[%u] = dot(gl_Position, clip_planes[%u]);\n", i
, i
);
7732 if (args
->point_size
&& !args
->per_vertex_point_size
)
7733 shader_addline(buffer
, "gl_PointSize = clamp(ffp_point.size, ffp_point.size_min, ffp_point.size_max);\n");
7735 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
&& !gl_info
->supported
[ARB_CLIP_CONTROL
])
7736 shader_glsl_fixup_position(buffer
);
7739 /* Context activation is done by the caller. */
7740 static GLuint
shader_glsl_generate_vshader(const struct wined3d_context
*context
,
7741 struct shader_glsl_priv
*priv
, const struct wined3d_shader
*shader
, const struct vs_compile_args
*args
)
7743 struct wined3d_string_buffer_list
*string_buffers
= &priv
->string_buffers
;
7744 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
7745 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
7746 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
7747 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
7748 struct shader_glsl_ctx_priv priv_ctx
;
7752 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
7753 priv_ctx
.cur_vs_args
= args
;
7754 priv_ctx
.string_buffers
= string_buffers
;
7756 shader_glsl_add_version_declaration(buffer
, gl_info
);
7758 shader_glsl_enable_extensions(buffer
, gl_info
);
7759 if (gl_info
->supported
[ARB_DRAW_INSTANCED
])
7760 shader_addline(buffer
, "#extension GL_ARB_draw_instanced : enable\n");
7761 if (shader_glsl_use_explicit_attrib_location(gl_info
))
7762 shader_addline(buffer
, "#extension GL_ARB_explicit_attrib_location : enable\n");
7764 /* Base Declarations */
7765 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
7767 for (i
= 0; i
< shader
->input_signature
.element_count
; ++i
)
7768 shader_glsl_declare_generic_vertex_attribute(buffer
, gl_info
, &shader
->input_signature
.elements
[i
]);
7770 if (args
->point_size
&& !args
->per_vertex_point_size
)
7772 shader_addline(buffer
, "uniform struct\n{\n");
7773 shader_addline(buffer
, " float size;\n");
7774 shader_addline(buffer
, " float size_min;\n");
7775 shader_addline(buffer
, " float size_max;\n");
7776 shader_addline(buffer
, "} ffp_point;\n");
7779 if (!needs_legacy_glsl_syntax(gl_info
))
7781 if (args
->clip_enabled
)
7782 shader_addline(buffer
, "uniform vec4 clip_planes[%u];\n", gl_info
->limits
.user_clip_distances
);
7784 if (version
->major
< 3)
7786 declare_out_varying(gl_info
, buffer
, args
->flatshading
, "vec4 ffp_varying_diffuse;\n");
7787 declare_out_varying(gl_info
, buffer
, args
->flatshading
, "vec4 ffp_varying_specular;\n");
7788 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
7789 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
7793 if (version
->major
< 4)
7794 shader_addline(buffer
, "void setup_vs_output(in vec4[%u]);\n", shader
->limits
->packed_output
);
7796 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
&& !gl_info
->supported
[ARB_CLIP_CONTROL
])
7797 shader_addline(buffer
, "uniform vec4 pos_fixup;\n");
7799 if (reg_maps
->shader_version
.major
>= 4)
7800 shader_glsl_generate_sm4_output_setup(priv
, shader
, args
->next_shader_input_count
,
7801 gl_info
, args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
, args
->interpolation_mode
);
7803 shader_addline(buffer
, "void main()\n{\n");
7805 /* Base Shader Body */
7806 if (FAILED(shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, NULL
, NULL
)))
7809 /* In SM4+ the shader epilogue is generated by the "ret" instruction. */
7810 if (reg_maps
->shader_version
.major
< 4)
7811 shader_glsl_generate_vs_epilogue(gl_info
, buffer
, shader
, args
);
7813 shader_addline(buffer
, "}\n");
7815 shader_id
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
7816 TRACE("Compiling shader object %u.\n", shader_id
);
7817 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
7822 static void shader_glsl_generate_default_control_point_phase(const struct wined3d_shader
*shader
,
7823 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader_reg_maps
*reg_maps
)
7825 const struct wined3d_shader_signature
*output_signature
= &shader
->output_signature
;
7829 for (i
= 0; i
< output_signature
->element_count
; ++i
)
7831 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[i
];
7833 shader_glsl_write_mask_to_str(output
->mask
, reg_mask
);
7834 shader_addline(buffer
, "shader_out[gl_InvocationID].reg[%u]%s = shader_in[gl_InvocationID].reg[%u]%s;\n",
7835 output
->register_idx
, reg_mask
, output
->register_idx
, reg_mask
);
7839 static HRESULT
shader_glsl_generate_shader_phase(const struct wined3d_shader
*shader
,
7840 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader_reg_maps
*reg_maps
,
7841 struct shader_glsl_ctx_priv
*priv_ctx
, const struct wined3d_shader_phase
*phase
,
7842 const char *phase_name
, unsigned phase_idx
)
7847 shader_addline(buffer
, "void hs_%s_phase%u(%s)\n{\n",
7848 phase_name
, phase_idx
, phase
->instance_count
? "int phase_instance_id" : "");
7849 for (i
= 0; i
< phase
->temporary_count
; ++i
)
7850 shader_addline(buffer
, "vec4 R%u;\n", i
);
7851 hr
= shader_generate_code(shader
, buffer
, reg_maps
, priv_ctx
, phase
->start
, phase
->end
);
7852 shader_addline(buffer
, "}\n");
7856 static void shader_glsl_generate_shader_phase_invocation(struct wined3d_string_buffer
*buffer
,
7857 const struct wined3d_shader_phase
*phase
, const char *phase_name
, unsigned int phase_idx
)
7859 if (phase
->instance_count
)
7861 shader_addline(buffer
, "for (int i = 0; i < %u; ++i)\n{\n", phase
->instance_count
);
7862 shader_addline(buffer
, "hs_%s_phase%u(i);\n", phase_name
, phase_idx
);
7863 shader_addline(buffer
, "}\n");
7867 shader_addline(buffer
, "hs_%s_phase%u();\n", phase_name
, phase_idx
);
7871 static GLuint
shader_glsl_generate_hull_shader(const struct wined3d_context
*context
,
7872 struct shader_glsl_priv
*priv
, const struct wined3d_shader
*shader
)
7874 struct wined3d_string_buffer_list
*string_buffers
= &priv
->string_buffers
;
7875 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
7876 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
7877 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
7878 const struct wined3d_hull_shader
*hs
= &shader
->u
.hs
;
7879 const struct wined3d_shader_phase
*phase
;
7880 struct shader_glsl_ctx_priv priv_ctx
;
7884 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
7885 priv_ctx
.string_buffers
= string_buffers
;
7887 shader_glsl_add_version_declaration(buffer
, gl_info
);
7889 shader_glsl_enable_extensions(buffer
, gl_info
);
7890 shader_addline(buffer
, "#extension GL_ARB_tessellation_shader : enable\n");
7892 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
7894 shader_addline(buffer
, "layout(vertices = %u) out;\n", hs
->output_vertex_count
);
7896 shader_addline(buffer
, "in shader_in_out { vec4 reg[%u]; } shader_in[];\n", shader
->limits
->packed_input
);
7897 shader_addline(buffer
, "out shader_in_out { vec4 reg[%u]; } shader_out[];\n", shader
->limits
->packed_output
);
7899 shader_glsl_generate_patch_constant_setup(buffer
, &shader
->patch_constant_signature
, FALSE
);
7901 if (hs
->phases
.control_point
)
7903 shader_addline(buffer
, "void setup_hs_output(in vec4 outputs[%u])\n{\n",
7904 shader
->limits
->packed_output
);
7905 shader_glsl_setup_sm4_shader_output(priv
, shader
->limits
->packed_output
, &shader
->output_signature
,
7906 &shader
->reg_maps
, "shader_out[gl_InvocationID]", FALSE
);
7907 shader_addline(buffer
, "}\n");
7910 shader_addline(buffer
, "void hs_control_point_phase()\n{\n");
7911 if ((phase
= hs
->phases
.control_point
))
7913 for (i
= 0; i
< phase
->temporary_count
; ++i
)
7914 shader_addline(buffer
, "vec4 R%u;\n", i
);
7915 if (FAILED(shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, phase
->start
, phase
->end
)))
7917 shader_addline(buffer
, "setup_hs_output(hs_out);\n");
7921 shader_glsl_generate_default_control_point_phase(shader
, buffer
, reg_maps
);
7923 shader_addline(buffer
, "}\n");
7925 for (i
= 0; i
< hs
->phases
.fork_count
; ++i
)
7927 if (FAILED(shader_glsl_generate_shader_phase(shader
, buffer
, reg_maps
, &priv_ctx
,
7928 &hs
->phases
.fork
[i
], "fork", i
)))
7932 for (i
= 0; i
< hs
->phases
.join_count
; ++i
)
7934 if (FAILED(shader_glsl_generate_shader_phase(shader
, buffer
, reg_maps
, &priv_ctx
,
7935 &hs
->phases
.join
[i
], "join", i
)))
7939 shader_addline(buffer
, "void main()\n{\n");
7940 shader_addline(buffer
, "hs_control_point_phase();\n");
7942 shader_addline(buffer
, "barrier();\n");
7943 for (i
= 0; i
< hs
->phases
.fork_count
; ++i
)
7944 shader_glsl_generate_shader_phase_invocation(buffer
, &hs
->phases
.fork
[i
], "fork", i
);
7945 for (i
= 0; i
< hs
->phases
.join_count
; ++i
)
7946 shader_glsl_generate_shader_phase_invocation(buffer
, &hs
->phases
.join
[i
], "join", i
);
7947 shader_addline(buffer
, "setup_patch_constant_output();\n");
7948 shader_addline(buffer
, "}\n");
7950 shader_id
= GL_EXTCALL(glCreateShader(GL_TESS_CONTROL_SHADER
));
7951 TRACE("Compiling shader object %u.\n", shader_id
);
7952 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
7957 static void shader_glsl_generate_ds_epilogue(const struct wined3d_gl_info
*gl_info
,
7958 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
7959 const struct ds_compile_args
*args
)
7961 shader_addline(buffer
, "setup_ds_output(ds_out);\n");
7963 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
&& !gl_info
->supported
[ARB_CLIP_CONTROL
])
7964 shader_glsl_fixup_position(buffer
);
7967 static GLuint
shader_glsl_generate_domain_shader(const struct wined3d_context
*context
,
7968 struct shader_glsl_priv
*priv
, const struct wined3d_shader
*shader
, const struct ds_compile_args
*args
)
7970 struct wined3d_string_buffer_list
*string_buffers
= &priv
->string_buffers
;
7971 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
7972 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
7973 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
7974 struct shader_glsl_ctx_priv priv_ctx
;
7977 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
7978 priv_ctx
.cur_ds_args
= args
;
7979 priv_ctx
.string_buffers
= string_buffers
;
7981 shader_glsl_add_version_declaration(buffer
, gl_info
);
7983 shader_glsl_enable_extensions(buffer
, gl_info
);
7984 shader_addline(buffer
, "#extension GL_ARB_tessellation_shader : enable\n");
7986 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
7988 shader_addline(buffer
, "layout(");
7989 switch (shader
->u
.ds
.tessellator_domain
)
7991 case WINED3D_TESSELLATOR_DOMAIN_LINE
:
7992 shader_addline(buffer
, "isolines");
7994 case WINED3D_TESSELLATOR_DOMAIN_QUAD
:
7995 shader_addline(buffer
, "quads");
7997 case WINED3D_TESSELLATOR_DOMAIN_TRIANGLE
:
7998 shader_addline(buffer
, "triangles");
8001 switch (args
->tessellator_output_primitive
)
8003 case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CW
:
8004 if (args
->render_offscreen
)
8005 shader_addline(buffer
, ", ccw");
8007 shader_addline(buffer
, ", cw");
8009 case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW
:
8010 if (args
->render_offscreen
)
8011 shader_addline(buffer
, ", cw");
8013 shader_addline(buffer
, ", ccw");
8015 case WINED3D_TESSELLATOR_OUTPUT_POINT
:
8016 shader_addline(buffer
, ", point_mode");
8018 case WINED3D_TESSELLATOR_OUTPUT_LINE
:
8021 switch (args
->tessellator_partitioning
)
8023 case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD
:
8024 shader_addline(buffer
, ", fractional_odd_spacing");
8026 case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN
:
8027 shader_addline(buffer
, ", fractional_even_spacing");
8029 case WINED3D_TESSELLATOR_PARTITIONING_INTEGER
:
8030 case WINED3D_TESSELLATOR_PARTITIONING_POW2
:
8031 shader_addline(buffer
, ", equal_spacing");
8034 shader_addline(buffer
, ") in;\n");
8036 shader_addline(buffer
, "in shader_in_out { vec4 reg[%u]; } shader_in[];\n", shader
->limits
->packed_input
);
8038 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
&& !gl_info
->supported
[ARB_CLIP_CONTROL
])
8039 shader_addline(buffer
, "uniform vec4 pos_fixup;\n");
8041 shader_glsl_generate_sm4_output_setup(priv
, shader
, args
->output_count
, gl_info
,
8042 args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
, args
->interpolation_mode
);
8043 shader_glsl_generate_patch_constant_setup(buffer
, &shader
->patch_constant_signature
, TRUE
);
8045 shader_addline(buffer
, "void main()\n{\n");
8046 shader_addline(buffer
, "setup_patch_constant_input();\n");
8048 if (FAILED(shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, NULL
, NULL
)))
8051 shader_addline(buffer
, "}\n");
8053 shader_id
= GL_EXTCALL(glCreateShader(GL_TESS_EVALUATION_SHADER
));
8054 TRACE("Compiling shader object %u.\n", shader_id
);
8055 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
8060 /* Context activation is done by the caller. */
8061 static GLuint
shader_glsl_generate_geometry_shader(const struct wined3d_context
*context
,
8062 struct shader_glsl_priv
*priv
, const struct wined3d_shader
*shader
, const struct gs_compile_args
*args
)
8064 struct wined3d_string_buffer_list
*string_buffers
= &priv
->string_buffers
;
8065 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
8066 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
8067 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8068 struct shader_glsl_ctx_priv priv_ctx
;
8071 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
8072 priv_ctx
.string_buffers
= string_buffers
;
8074 shader_glsl_add_version_declaration(buffer
, gl_info
);
8076 shader_glsl_enable_extensions(buffer
, gl_info
);
8078 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
8080 shader_addline(buffer
, "layout(%s", glsl_primitive_type_from_d3d(shader
->u
.gs
.input_type
));
8081 if (shader
->u
.gs
.instance_count
> 1)
8082 shader_addline(buffer
, ", invocations = %u", shader
->u
.gs
.instance_count
);
8083 shader_addline(buffer
, ") in;\n");
8084 shader_addline(buffer
, "layout(%s, max_vertices = %u) out;\n",
8085 glsl_primitive_type_from_d3d(shader
->u
.gs
.output_type
), shader
->u
.gs
.vertices_out
);
8086 shader_addline(buffer
, "in shader_in_out { vec4 reg[%u]; } shader_in[];\n", shader
->limits
->packed_input
);
8088 if (!gl_info
->supported
[ARB_CLIP_CONTROL
])
8089 shader_addline(buffer
, "uniform vec4 pos_fixup;\n");
8091 if (is_rasterization_disabled(shader
))
8093 shader_glsl_generate_stream_output_setup(priv
, shader
, &shader
->u
.gs
.so_desc
);
8097 shader_glsl_generate_sm4_output_setup(priv
, shader
, args
->output_count
,
8098 gl_info
, TRUE
, args
->interpolation_mode
);
8100 shader_addline(buffer
, "void main()\n{\n");
8101 if (FAILED(shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, NULL
, NULL
)))
8103 shader_addline(buffer
, "}\n");
8105 shader_id
= GL_EXTCALL(glCreateShader(GL_GEOMETRY_SHADER
));
8106 TRACE("Compiling shader object %u.\n", shader_id
);
8107 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
8112 static void shader_glsl_generate_shader_epilogue(const struct wined3d_shader_context
*ctx
)
8114 const struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
8115 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
8116 struct wined3d_string_buffer
*buffer
= ctx
->buffer
;
8117 const struct wined3d_shader
*shader
= ctx
->shader
;
8119 switch (shader
->reg_maps
.shader_version
.type
)
8121 case WINED3D_SHADER_TYPE_PIXEL
:
8122 shader_glsl_generate_ps_epilogue(gl_info
, buffer
, shader
, priv
->cur_ps_args
);
8124 case WINED3D_SHADER_TYPE_VERTEX
:
8125 shader_glsl_generate_vs_epilogue(gl_info
, buffer
, shader
, priv
->cur_vs_args
);
8127 case WINED3D_SHADER_TYPE_DOMAIN
:
8128 shader_glsl_generate_ds_epilogue(gl_info
, buffer
, shader
, priv
->cur_ds_args
);
8130 case WINED3D_SHADER_TYPE_GEOMETRY
:
8131 case WINED3D_SHADER_TYPE_COMPUTE
:
8134 FIXME("Unhandled shader type %#x.\n", shader
->reg_maps
.shader_version
.type
);
8139 /* Context activation is done by the caller. */
8140 static GLuint
shader_glsl_generate_compute_shader(const struct wined3d_context
*context
,
8141 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
8142 const struct wined3d_shader
*shader
)
8144 const struct wined3d_shader_thread_group_size
*thread_group_size
= &shader
->u
.cs
.thread_group_size
;
8145 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
8146 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8147 struct shader_glsl_ctx_priv priv_ctx
;
8151 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
8152 priv_ctx
.string_buffers
= string_buffers
;
8154 shader_glsl_add_version_declaration(buffer
, gl_info
);
8156 shader_glsl_enable_extensions(buffer
, gl_info
);
8157 shader_addline(buffer
, "#extension GL_ARB_compute_shader : enable\n");
8159 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
8161 for (i
= 0; i
< reg_maps
->tgsm_count
; ++i
)
8163 if (reg_maps
->tgsm
[i
].size
)
8164 shader_addline(buffer
, "shared uint cs_g%u[%u];\n", i
, reg_maps
->tgsm
[i
].size
);
8167 shader_addline(buffer
, "layout(local_size_x = %u, local_size_y = %u, local_size_z = %u) in;\n",
8168 thread_group_size
->x
, thread_group_size
->y
, thread_group_size
->z
);
8170 shader_addline(buffer
, "void main()\n{\n");
8171 shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, NULL
, NULL
);
8172 shader_addline(buffer
, "}\n");
8174 shader_id
= GL_EXTCALL(glCreateShader(GL_COMPUTE_SHADER
));
8175 TRACE("Compiling shader object %u.\n", shader_id
);
8176 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
8181 static GLuint
find_glsl_pshader(const struct wined3d_context
*context
,
8182 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
8183 struct wined3d_shader
*shader
,
8184 const struct ps_compile_args
*args
, const struct ps_np2fixup_info
**np2fixup_info
)
8186 struct glsl_ps_compiled_shader
*gl_shaders
, *new_array
;
8187 struct glsl_shader_private
*shader_data
;
8188 struct ps_np2fixup_info
*np2fixup
;
8193 if (!shader
->backend_data
)
8195 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
8196 if (!shader
->backend_data
)
8198 ERR("Failed to allocate backend data.\n");
8202 shader_data
= shader
->backend_data
;
8203 gl_shaders
= shader_data
->gl_shaders
.ps
;
8205 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
8206 * so a linear search is more performant than a hashmap or a binary search
8207 * (cache coherency etc)
8209 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
8211 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
8213 if (args
->np2_fixup
)
8214 *np2fixup_info
= &gl_shaders
[i
].np2fixup
;
8215 return gl_shaders
[i
].id
;
8219 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
8220 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
8221 if (shader_data
->num_gl_shaders
)
8223 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
8224 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.ps
,
8225 new_size
* sizeof(*gl_shaders
));
8229 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
));
8234 ERR("Out of memory\n");
8237 shader_data
->gl_shaders
.ps
= new_array
;
8238 shader_data
->shader_array_size
= new_size
;
8239 gl_shaders
= new_array
;
8242 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
8244 np2fixup
= &gl_shaders
[shader_data
->num_gl_shaders
].np2fixup
;
8245 memset(np2fixup
, 0, sizeof(*np2fixup
));
8246 *np2fixup_info
= args
->np2_fixup
? np2fixup
: NULL
;
8248 pixelshader_update_resource_types(shader
, args
->tex_types
);
8250 string_buffer_clear(buffer
);
8251 ret
= shader_glsl_generate_pshader(context
, buffer
, string_buffers
, shader
, args
, np2fixup
);
8252 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
8257 static inline BOOL
vs_args_equal(const struct vs_compile_args
*stored
, const struct vs_compile_args
*new,
8258 const DWORD use_map
)
8260 if((stored
->swizzle_map
& use_map
) != new->swizzle_map
) return FALSE
;
8261 if((stored
->clip_enabled
) != new->clip_enabled
) return FALSE
;
8262 if (stored
->point_size
!= new->point_size
)
8264 if (stored
->per_vertex_point_size
!= new->per_vertex_point_size
)
8266 if (stored
->flatshading
!= new->flatshading
)
8268 if (stored
->next_shader_type
!= new->next_shader_type
)
8270 if (stored
->next_shader_input_count
!= new->next_shader_input_count
)
8272 return stored
->fog_src
== new->fog_src
;
8275 static GLuint
find_glsl_vshader(const struct wined3d_context
*context
, struct shader_glsl_priv
*priv
,
8276 struct wined3d_shader
*shader
, const struct vs_compile_args
*args
)
8280 DWORD use_map
= context
->stream_info
.use_map
;
8281 struct glsl_vs_compiled_shader
*gl_shaders
, *new_array
;
8282 struct glsl_shader_private
*shader_data
;
8285 if (!shader
->backend_data
)
8287 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
8288 if (!shader
->backend_data
)
8290 ERR("Failed to allocate backend data.\n");
8294 shader_data
= shader
->backend_data
;
8295 gl_shaders
= shader_data
->gl_shaders
.vs
;
8297 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
8298 * so a linear search is more performant than a hashmap or a binary search
8299 * (cache coherency etc)
8301 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
8303 if (vs_args_equal(&gl_shaders
[i
].args
, args
, use_map
))
8304 return gl_shaders
[i
].id
;
8307 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
8309 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
8310 if (shader_data
->num_gl_shaders
)
8312 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
8313 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.vs
,
8314 new_size
* sizeof(*gl_shaders
));
8318 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
));
8323 ERR("Out of memory\n");
8326 shader_data
->gl_shaders
.vs
= new_array
;
8327 shader_data
->shader_array_size
= new_size
;
8328 gl_shaders
= new_array
;
8331 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
8333 string_buffer_clear(&priv
->shader_buffer
);
8334 ret
= shader_glsl_generate_vshader(context
, priv
, shader
, args
);
8335 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
8340 static GLuint
find_glsl_hull_shader(const struct wined3d_context
*context
,
8341 struct shader_glsl_priv
*priv
, struct wined3d_shader
*shader
)
8343 struct glsl_hs_compiled_shader
*gl_shaders
, *new_array
;
8344 struct glsl_shader_private
*shader_data
;
8345 unsigned int new_size
;
8348 if (!shader
->backend_data
)
8350 if (!(shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
))))
8352 ERR("Failed to allocate backend data.\n");
8356 shader_data
= shader
->backend_data
;
8357 gl_shaders
= shader_data
->gl_shaders
.hs
;
8359 if (shader_data
->num_gl_shaders
> 0)
8361 assert(shader_data
->num_gl_shaders
== 1);
8362 return gl_shaders
[0].id
;
8365 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
8367 assert(!shader_data
->gl_shaders
.hs
);
8368 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array
));
8372 ERR("Failed to allocate GL shaders array.\n");
8375 shader_data
->gl_shaders
.hs
= new_array
;
8376 shader_data
->shader_array_size
= new_size
;
8377 gl_shaders
= new_array
;
8379 string_buffer_clear(&priv
->shader_buffer
);
8380 ret
= shader_glsl_generate_hull_shader(context
, priv
, shader
);
8381 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
8386 static GLuint
find_glsl_domain_shader(const struct wined3d_context
*context
,
8387 struct shader_glsl_priv
*priv
, struct wined3d_shader
*shader
, const struct ds_compile_args
*args
)
8389 struct glsl_ds_compiled_shader
*gl_shaders
, *new_array
;
8390 struct glsl_shader_private
*shader_data
;
8391 unsigned int i
, new_size
;
8394 if (!shader
->backend_data
)
8396 if (!(shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
))))
8398 ERR("Failed to allocate backend data.\n");
8402 shader_data
= shader
->backend_data
;
8403 gl_shaders
= shader_data
->gl_shaders
.ds
;
8405 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
8407 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
8408 return gl_shaders
[i
].id
;
8411 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
8413 if (shader_data
->num_gl_shaders
)
8415 new_size
= shader_data
->shader_array_size
+ 1;
8416 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.ds
,
8417 new_size
* sizeof(*new_array
));
8421 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array
));
8427 ERR("Failed to allocate GL shaders array.\n");
8430 shader_data
->gl_shaders
.ds
= new_array
;
8431 shader_data
->shader_array_size
= new_size
;
8432 gl_shaders
= new_array
;
8434 string_buffer_clear(&priv
->shader_buffer
);
8435 ret
= shader_glsl_generate_domain_shader(context
, priv
, shader
, args
);
8436 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
8437 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
8442 static GLuint
find_glsl_geometry_shader(const struct wined3d_context
*context
,
8443 struct shader_glsl_priv
*priv
, struct wined3d_shader
*shader
, const struct gs_compile_args
*args
)
8445 struct glsl_gs_compiled_shader
*gl_shaders
, *new_array
;
8446 struct glsl_shader_private
*shader_data
;
8447 unsigned int i
, new_size
;
8450 if (!shader
->backend_data
)
8452 if (!(shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
))))
8454 ERR("Failed to allocate backend data.\n");
8458 shader_data
= shader
->backend_data
;
8459 gl_shaders
= shader_data
->gl_shaders
.gs
;
8461 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
8463 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
8464 return gl_shaders
[i
].id
;
8467 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
8469 if (shader_data
->num_gl_shaders
)
8471 new_size
= shader_data
->shader_array_size
+ 1;
8472 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.gs
,
8473 new_size
* sizeof(*new_array
));
8477 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array
));
8483 ERR("Failed to allocate GL shaders array.\n");
8486 shader_data
->gl_shaders
.gs
= new_array
;
8487 shader_data
->shader_array_size
= new_size
;
8488 gl_shaders
= new_array
;
8490 string_buffer_clear(&priv
->shader_buffer
);
8491 ret
= shader_glsl_generate_geometry_shader(context
, priv
, shader
, args
);
8492 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
8493 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
8498 static const char *shader_glsl_ffp_mcs(enum wined3d_material_color_source mcs
, const char *material
)
8502 case WINED3D_MCS_MATERIAL
:
8504 case WINED3D_MCS_COLOR1
:
8505 return "ffp_attrib_diffuse";
8506 case WINED3D_MCS_COLOR2
:
8507 return "ffp_attrib_specular";
8509 ERR("Invalid material color source %#x.\n", mcs
);
8514 static void shader_glsl_ffp_vertex_lighting_footer(struct wined3d_string_buffer
*buffer
,
8515 const struct wined3d_ffp_vs_settings
*settings
, unsigned int idx
)
8517 shader_addline(buffer
, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)"
8518 " * ffp_light[%u].diffuse.xyz * att;\n", idx
);
8519 if (settings
->localviewer
)
8520 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
8522 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
8523 shader_addline(buffer
, "if (dot(dir, normal) > 0.0 && t > 0.0) specular +="
8524 " pow(t, ffp_material.shininess) * ffp_light[%u].specular * att;\n", idx
);
8527 static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer
*buffer
,
8528 const struct wined3d_ffp_vs_settings
*settings
, BOOL legacy_lighting
)
8530 const char *diffuse
, *specular
, *emissive
, *ambient
;
8531 unsigned int i
, idx
;
8533 if (!settings
->lighting
)
8535 shader_addline(buffer
, "ffp_varying_diffuse = ffp_attrib_diffuse;\n");
8536 shader_addline(buffer
, "ffp_varying_specular = ffp_attrib_specular;\n");
8540 shader_addline(buffer
, "vec3 ambient = ffp_light_ambient;\n");
8541 shader_addline(buffer
, "vec3 diffuse = vec3(0.0);\n");
8542 shader_addline(buffer
, "vec4 specular = vec4(0.0);\n");
8543 shader_addline(buffer
, "vec3 dir, dst;\n");
8544 shader_addline(buffer
, "float att, t;\n");
8546 ambient
= shader_glsl_ffp_mcs(settings
->ambient_source
, "ffp_material.ambient");
8547 diffuse
= shader_glsl_ffp_mcs(settings
->diffuse_source
, "ffp_material.diffuse");
8548 specular
= shader_glsl_ffp_mcs(settings
->specular_source
, "ffp_material.specular");
8549 emissive
= shader_glsl_ffp_mcs(settings
->emissive_source
, "ffp_material.emissive");
8552 for (i
= 0; i
< settings
->point_light_count
; ++i
, ++idx
)
8554 shader_addline(buffer
, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", idx
);
8555 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
8556 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
8557 shader_addline(buffer
, "dst.x = 1.0;\n");
8558 if (legacy_lighting
)
8560 shader_addline(buffer
, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", idx
, idx
);
8561 shader_addline(buffer
, "dst.z = dst.y * dst.y;\n");
8562 shader_addline(buffer
, "if (dst.y > 0.0)\n{\n");
8566 shader_addline(buffer
, "if (dst.y <= ffp_light[%u].range)\n{\n", idx
);
8568 shader_addline(buffer
, "att = dot(dst.xyz, vec3(ffp_light[%u].c_att,"
8569 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n", idx
, idx
, idx
);
8570 if (!legacy_lighting
)
8571 shader_addline(buffer
, "att = 1.0 / att;\n");
8572 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz * att;\n", idx
);
8573 if (!settings
->normal
)
8575 shader_addline(buffer
, "}\n");
8578 shader_addline(buffer
, "dir = normalize(dir);\n");
8579 shader_glsl_ffp_vertex_lighting_footer(buffer
, settings
, idx
);
8580 shader_addline(buffer
, "}\n");
8583 for (i
= 0; i
< settings
->spot_light_count
; ++i
, ++idx
)
8585 shader_addline(buffer
, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", idx
);
8586 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
8587 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
8588 shader_addline(buffer
, "dst.x = 1.0;\n");
8589 if (legacy_lighting
)
8591 shader_addline(buffer
, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", idx
, idx
);
8592 shader_addline(buffer
, "dst.z = dst.y * dst.y;\n");
8593 shader_addline(buffer
, "if (dst.y > 0.0)\n{\n");
8597 shader_addline(buffer
, "if (dst.y <= ffp_light[%u].range)\n{\n", idx
);
8599 shader_addline(buffer
, "dir = normalize(dir);\n");
8600 shader_addline(buffer
, "t = dot(-dir, normalize(ffp_light[%u].direction));\n", idx
);
8601 shader_addline(buffer
, "if (t > ffp_light[%u].cos_htheta) att = 1.0;\n", idx
);
8602 shader_addline(buffer
, "else if (t <= ffp_light[%u].cos_hphi) att = 0.0;\n", idx
);
8603 shader_addline(buffer
, "else att = pow((t - ffp_light[%u].cos_hphi)"
8604 " / (ffp_light[%u].cos_htheta - ffp_light[%u].cos_hphi), ffp_light[%u].falloff);\n",
8605 idx
, idx
, idx
, idx
);
8606 if (legacy_lighting
)
8607 shader_addline(buffer
, "att *= dot(dst.xyz, vec3(ffp_light[%u].c_att,"
8608 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n",
8611 shader_addline(buffer
, "att /= dot(dst.xyz, vec3(ffp_light[%u].c_att,"
8612 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n",
8614 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz * att;\n", idx
);
8615 if (!settings
->normal
)
8617 shader_addline(buffer
, "}\n");
8620 shader_glsl_ffp_vertex_lighting_footer(buffer
, settings
, idx
);
8621 shader_addline(buffer
, "}\n");
8624 for (i
= 0; i
< settings
->directional_light_count
; ++i
, ++idx
)
8626 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz;\n", idx
);
8627 if (!settings
->normal
)
8629 shader_addline(buffer
, "att = 1.0;\n");
8630 shader_addline(buffer
, "dir = normalize(ffp_light[%u].direction.xyz);\n", idx
);
8631 shader_glsl_ffp_vertex_lighting_footer(buffer
, settings
, idx
);
8634 for (i
= 0; i
< settings
->parallel_point_light_count
; ++i
, ++idx
)
8636 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz;\n", idx
);
8637 if (!settings
->normal
)
8639 shader_addline(buffer
, "att = 1.0;\n");
8640 shader_addline(buffer
, "dir = normalize(ffp_light[%u].position.xyz);\n", idx
);
8641 shader_glsl_ffp_vertex_lighting_footer(buffer
, settings
, idx
);
8644 shader_addline(buffer
, "ffp_varying_diffuse.xyz = %s.xyz * ambient + %s.xyz * diffuse + %s.xyz;\n",
8645 ambient
, diffuse
, emissive
);
8646 shader_addline(buffer
, "ffp_varying_diffuse.w = %s.w;\n", diffuse
);
8647 shader_addline(buffer
, "ffp_varying_specular = %s * specular;\n", specular
);
8650 /* Context activation is done by the caller. */
8651 static GLuint
shader_glsl_generate_ffp_vertex_shader(struct shader_glsl_priv
*priv
,
8652 const struct wined3d_ffp_vs_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
8654 static const struct attrib_info
8657 const char name
[24];
8661 {"vec4", "ffp_attrib_position"}, /* WINED3D_FFP_POSITION */
8662 {"vec4", "ffp_attrib_blendweight"}, /* WINED3D_FFP_BLENDWEIGHT */
8663 /* TODO: Indexed vertex blending */
8664 {"float", ""}, /* WINED3D_FFP_BLENDINDICES */
8665 {"vec3", "ffp_attrib_normal"}, /* WINED3D_FFP_NORMAL */
8666 {"float", "ffp_attrib_psize"}, /* WINED3D_FFP_PSIZE */
8667 {"vec4", "ffp_attrib_diffuse"}, /* WINED3D_FFP_DIFFUSE */
8668 {"vec4", "ffp_attrib_specular"}, /* WINED3D_FFP_SPECULAR */
8670 const BOOL legacy_syntax
= needs_legacy_glsl_syntax(gl_info
);
8671 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
8672 BOOL output_legacy_fogcoord
= legacy_syntax
;
8673 BOOL legacy_lighting
= priv
->legacy_lighting
;
8677 string_buffer_clear(buffer
);
8679 shader_glsl_add_version_declaration(buffer
, gl_info
);
8681 if (shader_glsl_use_explicit_attrib_location(gl_info
))
8682 shader_addline(buffer
, "#extension GL_ARB_explicit_attrib_location : enable\n");
8684 for (i
= 0; i
< WINED3D_FFP_ATTRIBS_COUNT
; ++i
)
8686 const char *type
= i
< ARRAY_SIZE(attrib_info
) ? attrib_info
[i
].type
: "vec4";
8688 if (shader_glsl_use_explicit_attrib_location(gl_info
))
8689 shader_addline(buffer
, "layout(location = %u) ", i
);
8690 shader_addline(buffer
, "%s %s vs_in%u;\n", get_attribute_keyword(gl_info
), type
, i
);
8692 shader_addline(buffer
, "\n");
8694 shader_addline(buffer
, "uniform mat4 ffp_modelview_matrix[%u];\n", MAX_VERTEX_BLENDS
);
8695 shader_addline(buffer
, "uniform mat4 ffp_projection_matrix;\n");
8696 shader_addline(buffer
, "uniform mat3 ffp_normal_matrix;\n");
8697 shader_addline(buffer
, "uniform mat4 ffp_texture_matrix[%u];\n", MAX_TEXTURES
);
8699 shader_addline(buffer
, "uniform struct\n{\n");
8700 shader_addline(buffer
, " vec4 emissive;\n");
8701 shader_addline(buffer
, " vec4 ambient;\n");
8702 shader_addline(buffer
, " vec4 diffuse;\n");
8703 shader_addline(buffer
, " vec4 specular;\n");
8704 shader_addline(buffer
, " float shininess;\n");
8705 shader_addline(buffer
, "} ffp_material;\n");
8707 shader_addline(buffer
, "uniform vec3 ffp_light_ambient;\n");
8708 shader_addline(buffer
, "uniform struct\n{\n");
8709 shader_addline(buffer
, " vec4 diffuse;\n");
8710 shader_addline(buffer
, " vec4 specular;\n");
8711 shader_addline(buffer
, " vec4 ambient;\n");
8712 shader_addline(buffer
, " vec4 position;\n");
8713 shader_addline(buffer
, " vec3 direction;\n");
8714 shader_addline(buffer
, " float range;\n");
8715 shader_addline(buffer
, " float falloff;\n");
8716 shader_addline(buffer
, " float c_att;\n");
8717 shader_addline(buffer
, " float l_att;\n");
8718 shader_addline(buffer
, " float q_att;\n");
8719 shader_addline(buffer
, " float cos_htheta;\n");
8720 shader_addline(buffer
, " float cos_hphi;\n");
8721 shader_addline(buffer
, "} ffp_light[%u];\n", MAX_ACTIVE_LIGHTS
);
8723 if (settings
->point_size
)
8725 shader_addline(buffer
, "uniform struct\n{\n");
8726 shader_addline(buffer
, " float size;\n");
8727 shader_addline(buffer
, " float size_min;\n");
8728 shader_addline(buffer
, " float size_max;\n");
8729 shader_addline(buffer
, " float c_att;\n");
8730 shader_addline(buffer
, " float l_att;\n");
8731 shader_addline(buffer
, " float q_att;\n");
8732 shader_addline(buffer
, "} ffp_point;\n");
8737 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
8738 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
8739 shader_addline(buffer
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
8740 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
8744 if (settings
->clipping
)
8745 shader_addline(buffer
, "uniform vec4 clip_planes[%u];\n", gl_info
->limits
.user_clip_distances
);
8747 declare_out_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_diffuse;\n");
8748 declare_out_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_specular;\n");
8749 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
8750 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
8753 shader_addline(buffer
, "\nvoid main()\n{\n");
8754 shader_addline(buffer
, "float m;\n");
8755 shader_addline(buffer
, "vec3 r;\n");
8757 for (i
= 0; i
< ARRAY_SIZE(attrib_info
); ++i
)
8759 if (attrib_info
[i
].name
[0])
8760 shader_addline(buffer
, "%s %s = vs_in%u%s;\n", attrib_info
[i
].type
, attrib_info
[i
].name
,
8761 i
, settings
->swizzle_map
& (1u << i
) ? ".zyxw" : "");
8763 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
8765 unsigned int coord_idx
= settings
->texgen
[i
] & 0x0000ffff;
8766 if ((settings
->texgen
[i
] & 0xffff0000) == WINED3DTSS_TCI_PASSTHRU
8767 && settings
->texcoords
& (1u << i
))
8768 shader_addline(buffer
, "vec4 ffp_attrib_texcoord%u = vs_in%u;\n", i
, coord_idx
+ WINED3D_FFP_TEXCOORD0
);
8771 shader_addline(buffer
, "ffp_attrib_blendweight[%u] = 1.0;\n", settings
->vertexblends
);
8773 if (settings
->transformed
)
8775 shader_addline(buffer
, "vec4 ec_pos = vec4(ffp_attrib_position.xyz, 1.0);\n");
8776 shader_addline(buffer
, "gl_Position = ffp_projection_matrix * ec_pos;\n");
8777 shader_addline(buffer
, "if (ffp_attrib_position.w != 0.0) gl_Position /= ffp_attrib_position.w;\n");
8781 for (i
= 0; i
< settings
->vertexblends
; ++i
)
8782 shader_addline(buffer
, "ffp_attrib_blendweight[%u] -= ffp_attrib_blendweight[%u];\n", settings
->vertexblends
, i
);
8784 shader_addline(buffer
, "vec4 ec_pos = vec4(0.0);\n");
8785 for (i
= 0; i
< settings
->vertexblends
+ 1; ++i
)
8786 shader_addline(buffer
, "ec_pos += ffp_attrib_blendweight[%u] * (ffp_modelview_matrix[%u] * ffp_attrib_position);\n", i
, i
);
8788 shader_addline(buffer
, "gl_Position = ffp_projection_matrix * ec_pos;\n");
8789 if (settings
->clipping
)
8792 shader_addline(buffer
, "gl_ClipVertex = ec_pos;\n");
8794 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
8795 shader_addline(buffer
, "gl_ClipDistance[%u] = dot(ec_pos, clip_planes[%u]);\n", i
, i
);
8797 shader_addline(buffer
, "ec_pos /= ec_pos.w;\n");
8800 shader_addline(buffer
, "vec3 normal = vec3(0.0);\n");
8801 if (settings
->normal
)
8803 if (!settings
->vertexblends
)
8805 shader_addline(buffer
, "normal = ffp_normal_matrix * ffp_attrib_normal;\n");
8809 for (i
= 0; i
< settings
->vertexblends
+ 1; ++i
)
8810 shader_addline(buffer
, "normal += ffp_attrib_blendweight[%u] * (mat3(ffp_modelview_matrix[%u]) * ffp_attrib_normal);\n", i
, i
);
8813 if (settings
->normalize
)
8814 shader_addline(buffer
, "normal = normalize(normal);\n");
8817 shader_glsl_ffp_vertex_lighting(buffer
, settings
, legacy_lighting
);
8820 shader_addline(buffer
, "gl_FrontColor = ffp_varying_diffuse;\n");
8821 shader_addline(buffer
, "gl_FrontSecondaryColor = ffp_varying_specular;\n");
8825 shader_addline(buffer
, "ffp_varying_diffuse = clamp(ffp_varying_diffuse, 0.0, 1.0);\n");
8826 shader_addline(buffer
, "ffp_varying_specular = clamp(ffp_varying_specular, 0.0, 1.0);\n");
8829 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
8831 BOOL output_legacy_texcoord
= legacy_syntax
;
8833 switch (settings
->texgen
[i
] & 0xffff0000)
8835 case WINED3DTSS_TCI_PASSTHRU
:
8836 if (settings
->texcoords
& (1u << i
))
8837 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * ffp_attrib_texcoord%u;\n",
8839 else if (gl_info
->limits
.glsl_varyings
>= wined3d_max_compat_varyings(gl_info
))
8840 shader_addline(buffer
, "ffp_varying_texcoord[%u] = vec4(0.0);\n", i
);
8842 output_legacy_texcoord
= FALSE
;
8845 case WINED3DTSS_TCI_CAMERASPACENORMAL
:
8846 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * vec4(normal, 1.0);\n", i
, i
);
8849 case WINED3DTSS_TCI_CAMERASPACEPOSITION
:
8850 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * ec_pos;\n", i
, i
);
8853 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR
:
8854 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u]"
8855 " * vec4(reflect(normalize(ec_pos.xyz), normal), 1.0);\n", i
, i
);
8858 case WINED3DTSS_TCI_SPHEREMAP
:
8859 shader_addline(buffer
, "r = reflect(normalize(ec_pos.xyz), normal);\n");
8860 shader_addline(buffer
, "m = 2.0 * length(vec3(r.x, r.y, r.z + 1.0));\n");
8861 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u]"
8862 " * vec4(r.x / m + 0.5, r.y / m + 0.5, 0.0, 1.0);\n", i
, i
);
8866 ERR("Unhandled texgen %#x.\n", settings
->texgen
[i
]);
8869 if (output_legacy_texcoord
)
8870 shader_addline(buffer
, "gl_TexCoord[%u] = ffp_varying_texcoord[%u];\n", i
, i
);
8873 switch (settings
->fog_mode
)
8875 case WINED3D_FFP_VS_FOG_OFF
:
8876 output_legacy_fogcoord
= FALSE
;
8879 case WINED3D_FFP_VS_FOG_FOGCOORD
:
8880 shader_addline(buffer
, "ffp_varying_fogcoord = ffp_attrib_specular.w * 255.0;\n");
8883 case WINED3D_FFP_VS_FOG_RANGE
:
8884 shader_addline(buffer
, "ffp_varying_fogcoord = length(ec_pos.xyz);\n");
8887 case WINED3D_FFP_VS_FOG_DEPTH
:
8888 if (settings
->ortho_fog
)
8890 if (gl_info
->supported
[ARB_CLIP_CONTROL
])
8891 shader_addline(buffer
, "ffp_varying_fogcoord = gl_Position.z;\n");
8893 /* Need to undo the [0.0 - 1.0] -> [-1.0 - 1.0] transformation from D3D to GL coordinates. */
8894 shader_addline(buffer
, "ffp_varying_fogcoord = gl_Position.z * 0.5 + 0.5;\n");
8896 else if (settings
->transformed
)
8898 shader_addline(buffer
, "ffp_varying_fogcoord = ec_pos.z;\n");
8902 shader_addline(buffer
, "ffp_varying_fogcoord = abs(ec_pos.z);\n");
8907 ERR("Unhandled fog mode %#x.\n", settings
->fog_mode
);
8910 if (output_legacy_fogcoord
)
8911 shader_addline(buffer
, "gl_FogFragCoord = ffp_varying_fogcoord;\n");
8913 if (settings
->point_size
)
8915 shader_addline(buffer
, "gl_PointSize = %s / sqrt(ffp_point.c_att"
8916 " + ffp_point.l_att * length(ec_pos.xyz)"
8917 " + ffp_point.q_att * dot(ec_pos.xyz, ec_pos.xyz));\n",
8918 settings
->per_vertex_point_size
? "ffp_attrib_psize" : "ffp_point.size");
8919 shader_addline(buffer
, "gl_PointSize = clamp(gl_PointSize, ffp_point.size_min, ffp_point.size_max);\n");
8922 shader_addline(buffer
, "}\n");
8924 shader_obj
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
8925 shader_glsl_compile(gl_info
, shader_obj
, buffer
->buffer
);
8930 static const char *shader_glsl_get_ffp_fragment_op_arg(struct wined3d_string_buffer
*buffer
,
8931 DWORD argnum
, unsigned int stage
, DWORD arg
)
8935 if (arg
== ARG_UNUSED
)
8936 return "<unused arg>";
8938 switch (arg
& WINED3DTA_SELECTMASK
)
8940 case WINED3DTA_DIFFUSE
:
8941 ret
= "ffp_varying_diffuse";
8944 case WINED3DTA_CURRENT
:
8948 case WINED3DTA_TEXTURE
:
8951 case 0: ret
= "tex0"; break;
8952 case 1: ret
= "tex1"; break;
8953 case 2: ret
= "tex2"; break;
8954 case 3: ret
= "tex3"; break;
8955 case 4: ret
= "tex4"; break;
8956 case 5: ret
= "tex5"; break;
8957 case 6: ret
= "tex6"; break;
8958 case 7: ret
= "tex7"; break;
8960 ret
= "<invalid texture>";
8965 case WINED3DTA_TFACTOR
:
8969 case WINED3DTA_SPECULAR
:
8970 ret
= "ffp_varying_specular";
8973 case WINED3DTA_TEMP
:
8977 case WINED3DTA_CONSTANT
:
8980 case 0: ret
= "tss_const0"; break;
8981 case 1: ret
= "tss_const1"; break;
8982 case 2: ret
= "tss_const2"; break;
8983 case 3: ret
= "tss_const3"; break;
8984 case 4: ret
= "tss_const4"; break;
8985 case 5: ret
= "tss_const5"; break;
8986 case 6: ret
= "tss_const6"; break;
8987 case 7: ret
= "tss_const7"; break;
8989 ret
= "<invalid constant>";
8995 return "<unhandled arg>";
8998 if (arg
& WINED3DTA_COMPLEMENT
)
9000 shader_addline(buffer
, "arg%u = vec4(1.0) - %s;\n", argnum
, ret
);
9003 else if (argnum
== 1)
9005 else if (argnum
== 2)
9009 if (arg
& WINED3DTA_ALPHAREPLICATE
)
9011 shader_addline(buffer
, "arg%u = vec4(%s.w);\n", argnum
, ret
);
9014 else if (argnum
== 1)
9016 else if (argnum
== 2)
9023 static void shader_glsl_ffp_fragment_op(struct wined3d_string_buffer
*buffer
, unsigned int stage
, BOOL color
,
9024 BOOL alpha
, DWORD dst
, DWORD op
, DWORD dw_arg0
, DWORD dw_arg1
, DWORD dw_arg2
)
9026 const char *dstmask
, *dstreg
, *arg0
, *arg1
, *arg2
;
9036 dstreg
= "temp_reg";
9040 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, dw_arg0
);
9041 arg1
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 1, stage
, dw_arg1
);
9042 arg2
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 2, stage
, dw_arg2
);
9046 case WINED3D_TOP_DISABLE
:
9049 case WINED3D_TOP_SELECT_ARG1
:
9050 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
);
9053 case WINED3D_TOP_SELECT_ARG2
:
9054 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg2
, dstmask
);
9057 case WINED3D_TOP_MODULATE
:
9058 shader_addline(buffer
, "%s%s = %s%s * %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9061 case WINED3D_TOP_MODULATE_4X
:
9062 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 4.0, 0.0, 1.0);\n",
9063 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9066 case WINED3D_TOP_MODULATE_2X
:
9067 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 2.0, 0.0, 1.0);\n",
9068 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9071 case WINED3D_TOP_ADD
:
9072 shader_addline(buffer
, "%s%s = clamp(%s%s + %s%s, 0.0, 1.0);\n",
9073 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9076 case WINED3D_TOP_ADD_SIGNED
:
9077 shader_addline(buffer
, "%s%s = clamp(%s%s + (%s - vec4(0.5))%s, 0.0, 1.0);\n",
9078 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9081 case WINED3D_TOP_ADD_SIGNED_2X
:
9082 shader_addline(buffer
, "%s%s = clamp((%s%s + (%s - vec4(0.5))%s) * 2.0, 0.0, 1.0);\n",
9083 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9086 case WINED3D_TOP_SUBTRACT
:
9087 shader_addline(buffer
, "%s%s = clamp(%s%s - %s%s, 0.0, 1.0);\n",
9088 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9091 case WINED3D_TOP_ADD_SMOOTH
:
9092 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s%s, 0.0, 1.0);\n",
9093 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
, dstmask
);
9096 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
9097 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_DIFFUSE
);
9098 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
9099 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
9102 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
9103 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
9104 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
9105 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
9108 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
9109 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TFACTOR
);
9110 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
9111 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
9114 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
9115 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
9116 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
9117 dstreg
, dstmask
, arg2
, dstmask
, arg0
, arg1
, dstmask
);
9120 case WINED3D_TOP_BLEND_CURRENT_ALPHA
:
9121 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_CURRENT
);
9122 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
9123 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
9126 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
9127 shader_addline(buffer
, "%s%s = clamp(%s%s * %s.w + %s%s, 0.0, 1.0);\n",
9128 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
9131 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
9132 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s.w, 0.0, 1.0);\n",
9133 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
9136 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
9137 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
9138 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
9140 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
9141 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s.w, 0.0, 1.0);\n",
9142 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
9145 case WINED3D_TOP_BUMPENVMAP
:
9146 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
9147 /* These are handled in the first pass, nothing to do. */
9150 case WINED3D_TOP_DOTPRODUCT3
:
9151 shader_addline(buffer
, "%s%s = vec4(clamp(dot(%s.xyz - 0.5, %s.xyz - 0.5) * 4.0, 0.0, 1.0))%s;\n",
9152 dstreg
, dstmask
, arg1
, arg2
, dstmask
);
9155 case WINED3D_TOP_MULTIPLY_ADD
:
9156 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s%s, 0.0, 1.0);\n",
9157 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg0
, dstmask
);
9160 case WINED3D_TOP_LERP
:
9161 /* MSDN isn't quite right here. */
9162 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s%s);\n",
9163 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
, dstmask
);
9167 FIXME("Unhandled operation %#x.\n", op
);
9172 /* Context activation is done by the caller. */
9173 static GLuint
shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv
*priv
,
9174 const struct ffp_frag_settings
*settings
, const struct wined3d_context
*context
)
9176 struct wined3d_string_buffer
*tex_reg_name
= string_buffer_get(&priv
->string_buffers
);
9177 enum wined3d_cmp_func alpha_test_func
= settings
->alpha_test_func
+ 1;
9178 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
9179 BYTE lum_map
= 0, bump_map
= 0, tex_map
= 0, tss_const_map
= 0;
9180 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
9181 const BOOL legacy_syntax
= needs_legacy_glsl_syntax(gl_info
);
9182 BOOL tempreg_used
= FALSE
, tfactor_used
= FALSE
;
9183 UINT lowest_disabled_stage
;
9185 DWORD arg0
, arg1
, arg2
;
9188 string_buffer_clear(buffer
);
9190 /* Find out which textures are read */
9191 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
9193 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
9196 arg0
= settings
->op
[stage
].carg0
& WINED3DTA_SELECTMASK
;
9197 arg1
= settings
->op
[stage
].carg1
& WINED3DTA_SELECTMASK
;
9198 arg2
= settings
->op
[stage
].carg2
& WINED3DTA_SELECTMASK
;
9200 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
9201 || (stage
== 0 && settings
->color_key_enabled
))
9202 tex_map
|= 1u << stage
;
9203 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
9204 tfactor_used
= TRUE
;
9205 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
9206 tempreg_used
= TRUE
;
9207 if (settings
->op
[stage
].dst
== tempreg
)
9208 tempreg_used
= TRUE
;
9209 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
9210 tss_const_map
|= 1u << stage
;
9212 switch (settings
->op
[stage
].cop
)
9214 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
9215 lum_map
|= 1u << stage
;
9217 case WINED3D_TOP_BUMPENVMAP
:
9218 bump_map
|= 1u << stage
;
9220 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
9221 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
9222 tex_map
|= 1u << stage
;
9225 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
9226 tfactor_used
= TRUE
;
9233 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
9236 arg0
= settings
->op
[stage
].aarg0
& WINED3DTA_SELECTMASK
;
9237 arg1
= settings
->op
[stage
].aarg1
& WINED3DTA_SELECTMASK
;
9238 arg2
= settings
->op
[stage
].aarg2
& WINED3DTA_SELECTMASK
;
9240 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
)
9241 tex_map
|= 1u << stage
;
9242 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
9243 tfactor_used
= TRUE
;
9244 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
9245 tempreg_used
= TRUE
;
9246 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
9247 tss_const_map
|= 1u << stage
;
9249 lowest_disabled_stage
= stage
;
9251 shader_glsl_add_version_declaration(buffer
, gl_info
);
9253 if (shader_glsl_use_explicit_attrib_location(gl_info
))
9254 shader_addline(buffer
, "#extension GL_ARB_explicit_attrib_location : enable\n");
9255 if (gl_info
->supported
[ARB_SHADING_LANGUAGE_420PACK
])
9256 shader_addline(buffer
, "#extension GL_ARB_shading_language_420pack : enable\n");
9257 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
9258 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
9260 if (!needs_legacy_glsl_syntax(gl_info
))
9262 if (shader_glsl_use_explicit_attrib_location(gl_info
))
9263 shader_addline(buffer
, "layout(location = 0) ");
9264 shader_addline(buffer
, "out vec4 ps_out[1];\n");
9267 shader_addline(buffer
, "vec4 tmp0, tmp1;\n");
9268 shader_addline(buffer
, "vec4 ret;\n");
9269 if (tempreg_used
|| settings
->sRGB_write
)
9270 shader_addline(buffer
, "vec4 temp_reg = vec4(0.0);\n");
9271 shader_addline(buffer
, "vec4 arg0, arg1, arg2;\n");
9273 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
9275 const char *sampler_type
;
9277 if (tss_const_map
& (1u << stage
))
9278 shader_addline(buffer
, "uniform vec4 tss_const%u;\n", stage
);
9280 if (!(tex_map
& (1u << stage
)))
9283 switch (settings
->op
[stage
].tex_type
)
9285 case WINED3D_GL_RES_TYPE_TEX_1D
:
9286 sampler_type
= "1D";
9288 case WINED3D_GL_RES_TYPE_TEX_2D
:
9289 sampler_type
= "2D";
9291 case WINED3D_GL_RES_TYPE_TEX_3D
:
9292 sampler_type
= "3D";
9294 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
9295 sampler_type
= "Cube";
9297 case WINED3D_GL_RES_TYPE_TEX_RECT
:
9298 sampler_type
= "2DRect";
9301 FIXME("Unhandled sampler type %#x.\n", settings
->op
[stage
].tex_type
);
9302 sampler_type
= NULL
;
9307 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
9308 shader_glsl_append_sampler_binding_qualifier(buffer
, context
, NULL
, stage
);
9309 shader_addline(buffer
, "uniform sampler%s ps_sampler%u;\n", sampler_type
, stage
);
9312 shader_addline(buffer
, "vec4 tex%u;\n", stage
);
9314 if (!(bump_map
& (1u << stage
)))
9316 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", stage
);
9318 if (!(lum_map
& (1u << stage
)))
9320 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", stage
);
9321 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", stage
);
9324 shader_addline(buffer
, "uniform vec4 tex_factor;\n");
9325 if (settings
->color_key_enabled
)
9326 shader_addline(buffer
, "uniform vec4 color_key[2];\n");
9327 shader_addline(buffer
, "uniform vec4 specular_enable;\n");
9329 if (settings
->sRGB_write
)
9331 shader_addline(buffer
, "const vec4 srgb_const0 = ");
9332 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const0
);
9333 shader_addline(buffer
, ";\n");
9334 shader_addline(buffer
, "const vec4 srgb_const1 = ");
9335 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const1
);
9336 shader_addline(buffer
, ";\n");
9339 shader_addline(buffer
, "uniform struct\n{\n");
9340 shader_addline(buffer
, " vec4 color;\n");
9341 shader_addline(buffer
, " float density;\n");
9342 shader_addline(buffer
, " float end;\n");
9343 shader_addline(buffer
, " float scale;\n");
9344 shader_addline(buffer
, "} ffp_fog;\n");
9346 if (alpha_test_func
!= WINED3D_CMP_ALWAYS
)
9347 shader_addline(buffer
, "uniform float alpha_test_ref;\n");
9351 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
9352 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
9353 shader_addline(buffer
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
9354 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
9355 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
9359 declare_in_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_diffuse;\n");
9360 declare_in_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_specular;\n");
9361 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
9362 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
9363 declare_in_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
9366 shader_addline(buffer
, "void main()\n{\n");
9370 shader_addline(buffer
, "ffp_varying_diffuse = gl_Color;\n");
9371 shader_addline(buffer
, "ffp_varying_specular = gl_SecondaryColor;\n");
9374 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
9376 if (tex_map
& (1u << stage
))
9378 if (settings
->pointsprite
)
9379 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", stage
);
9380 else if (settings
->texcoords_initialized
& (1u << stage
))
9381 shader_addline(buffer
, "ffp_texcoord[%u] = %s[%u];\n",
9382 stage
, legacy_syntax
? "gl_TexCoord" : "ffp_varying_texcoord", stage
);
9384 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(0.0);\n", stage
);
9388 if (legacy_syntax
&& settings
->fog
!= WINED3D_FFP_PS_FOG_OFF
)
9389 shader_addline(buffer
, "ffp_varying_fogcoord = gl_FogFragCoord;\n");
9391 if (lowest_disabled_stage
< 7 && settings
->emul_clipplanes
)
9392 shader_addline(buffer
, "if (any(lessThan(ffp_texcoord[7], vec4(0.0)))) discard;\n");
9394 /* Generate texture sampling instructions */
9395 for (stage
= 0; stage
< MAX_TEXTURES
&& settings
->op
[stage
].cop
!= WINED3D_TOP_DISABLE
; ++stage
)
9397 const char *texture_function
, *coord_mask
;
9400 if (!(tex_map
& (1u << stage
)))
9403 if (settings
->op
[stage
].projected
== proj_none
)
9407 else if (settings
->op
[stage
].projected
== proj_count4
9408 || settings
->op
[stage
].projected
== proj_count3
)
9414 FIXME("Unexpected projection mode %d\n", settings
->op
[stage
].projected
);
9418 if (settings
->op
[stage
].tex_type
== WINED3D_GL_RES_TYPE_TEX_CUBE
)
9421 switch (settings
->op
[stage
].tex_type
)
9423 case WINED3D_GL_RES_TYPE_TEX_1D
:
9426 texture_function
= "texture1DProj";
9431 texture_function
= "texture1D";
9435 case WINED3D_GL_RES_TYPE_TEX_2D
:
9438 texture_function
= "texture2DProj";
9443 texture_function
= "texture2D";
9447 case WINED3D_GL_RES_TYPE_TEX_3D
:
9450 texture_function
= "texture3DProj";
9451 coord_mask
= "xyzw";
9455 texture_function
= "texture3D";
9459 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
9460 texture_function
= "textureCube";
9463 case WINED3D_GL_RES_TYPE_TEX_RECT
:
9466 texture_function
= "texture2DRectProj";
9471 texture_function
= "texture2DRect";
9476 FIXME("Unhandled texture type %#x.\n", settings
->op
[stage
].tex_type
);
9477 texture_function
= "";
9478 coord_mask
= "xyzw";
9482 texture_function
= proj
? "textureProj" : "texture";
9485 && (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP
9486 || settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
))
9488 shader_addline(buffer
, "ret.xy = bumpenv_mat%u * tex%u.xy;\n", stage
- 1, stage
- 1);
9490 /* With projective textures, texbem only divides the static
9491 * texture coord, not the displacement, so multiply the
9492 * displacement with the dividing parameter before passing it to
9494 if (settings
->op
[stage
].projected
!= proj_none
)
9496 if (settings
->op
[stage
].projected
== proj_count4
)
9498 shader_addline(buffer
, "ret.xy = (ret.xy * ffp_texcoord[%u].w) + ffp_texcoord[%u].xy;\n",
9500 shader_addline(buffer
, "ret.zw = ffp_texcoord[%u].ww;\n", stage
);
9504 shader_addline(buffer
, "ret.xy = (ret.xy * ffp_texcoord[%u].z) + ffp_texcoord[%u].xy;\n",
9506 shader_addline(buffer
, "ret.zw = ffp_texcoord[%u].zz;\n", stage
);
9511 shader_addline(buffer
, "ret = ffp_texcoord[%u] + ret.xyxy;\n", stage
);
9514 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ret.%s);\n",
9515 stage
, texture_function
, stage
, coord_mask
);
9517 if (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
9518 shader_addline(buffer
, "tex%u *= clamp(tex%u.z * bumpenv_lum_scale%u + bumpenv_lum_offset%u, 0.0, 1.0);\n",
9519 stage
, stage
- 1, stage
- 1, stage
- 1);
9521 else if (settings
->op
[stage
].projected
== proj_count3
)
9523 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ffp_texcoord[%u].xyz);\n",
9524 stage
, texture_function
, stage
, stage
);
9528 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ffp_texcoord[%u].%s);\n",
9529 stage
, texture_function
, stage
, stage
, coord_mask
);
9532 string_buffer_sprintf(tex_reg_name
, "tex%u", stage
);
9533 shader_glsl_color_correction_ext(buffer
, tex_reg_name
->buffer
, WINED3DSP_WRITEMASK_ALL
,
9534 settings
->op
[stage
].color_fixup
);
9537 if (settings
->color_key_enabled
)
9539 shader_addline(buffer
, "if (all(greaterThanEqual(tex0, color_key[0])) && all(lessThan(tex0, color_key[1])))\n");
9540 shader_addline(buffer
, " discard;\n");
9543 shader_addline(buffer
, "ret = ffp_varying_diffuse;\n");
9545 /* Generate the main shader */
9546 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
9550 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
9553 if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
9554 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
9555 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
;
9556 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
9557 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
9558 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg2
;
9559 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
9560 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
9561 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg1
;
9562 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
9563 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
9564 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
9566 op_equal
= settings
->op
[stage
].aop
== settings
->op
[stage
].cop
9567 && settings
->op
[stage
].carg0
== settings
->op
[stage
].aarg0
9568 && settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
9569 && settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
9571 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
9573 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
9574 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
9575 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
9579 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, TRUE
, settings
->op
[stage
].dst
,
9580 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
9581 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
9583 else if (settings
->op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP
9584 && settings
->op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
9586 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
9587 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
9588 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
9589 shader_glsl_ffp_fragment_op(buffer
, stage
, FALSE
, TRUE
, settings
->op
[stage
].dst
,
9590 settings
->op
[stage
].aop
, settings
->op
[stage
].aarg0
,
9591 settings
->op
[stage
].aarg1
, settings
->op
[stage
].aarg2
);
9595 shader_addline(buffer
, "%s[0] = ffp_varying_specular * specular_enable + ret;\n",
9596 get_fragment_output(gl_info
));
9598 if (settings
->sRGB_write
)
9599 shader_glsl_generate_srgb_write_correction(buffer
, gl_info
);
9601 shader_glsl_generate_fog_code(buffer
, gl_info
, settings
->fog
);
9603 shader_glsl_generate_alpha_test(buffer
, gl_info
, alpha_test_func
);
9605 shader_addline(buffer
, "}\n");
9607 shader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
9608 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
9610 string_buffer_release(&priv
->string_buffers
, tex_reg_name
);
9614 static struct glsl_ffp_vertex_shader
*shader_glsl_find_ffp_vertex_shader(struct shader_glsl_priv
*priv
,
9615 const struct wined3d_gl_info
*gl_info
, const struct wined3d_ffp_vs_settings
*settings
)
9617 struct glsl_ffp_vertex_shader
*shader
;
9618 const struct wine_rb_entry
*entry
;
9620 if ((entry
= wine_rb_get(&priv
->ffp_vertex_shaders
, settings
)))
9621 return WINE_RB_ENTRY_VALUE(entry
, struct glsl_ffp_vertex_shader
, desc
.entry
);
9623 if (!(shader
= HeapAlloc(GetProcessHeap(), 0, sizeof(*shader
))))
9626 shader
->desc
.settings
= *settings
;
9627 shader
->id
= shader_glsl_generate_ffp_vertex_shader(priv
, settings
, gl_info
);
9628 list_init(&shader
->linked_programs
);
9629 if (wine_rb_put(&priv
->ffp_vertex_shaders
, &shader
->desc
.settings
, &shader
->desc
.entry
) == -1)
9630 ERR("Failed to insert ffp vertex shader.\n");
9635 static struct glsl_ffp_fragment_shader
*shader_glsl_find_ffp_fragment_shader(struct shader_glsl_priv
*priv
,
9636 const struct ffp_frag_settings
*args
, const struct wined3d_context
*context
)
9638 struct glsl_ffp_fragment_shader
*glsl_desc
;
9639 const struct ffp_frag_desc
*desc
;
9641 if ((desc
= find_ffp_frag_shader(&priv
->ffp_fragment_shaders
, args
)))
9642 return CONTAINING_RECORD(desc
, struct glsl_ffp_fragment_shader
, entry
);
9644 if (!(glsl_desc
= HeapAlloc(GetProcessHeap(), 0, sizeof(*glsl_desc
))))
9647 glsl_desc
->entry
.settings
= *args
;
9648 glsl_desc
->id
= shader_glsl_generate_ffp_fragment_shader(priv
, args
, context
);
9649 list_init(&glsl_desc
->linked_programs
);
9650 add_ffp_frag_shader(&priv
->ffp_fragment_shaders
, &glsl_desc
->entry
);
9656 static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info
*gl_info
,
9657 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_vs_program
*vs
, unsigned int vs_c_count
)
9660 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
9662 for (i
= 0; i
< vs_c_count
; ++i
)
9664 string_buffer_sprintf(name
, "vs_c[%u]", i
);
9665 vs
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9667 memset(&vs
->uniform_f_locations
[vs_c_count
], 0xff, (WINED3D_MAX_VS_CONSTS_F
- vs_c_count
) * sizeof(GLuint
));
9669 for (i
= 0; i
< WINED3D_MAX_CONSTS_I
; ++i
)
9671 string_buffer_sprintf(name
, "vs_i[%u]", i
);
9672 vs
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9675 for (i
= 0; i
< WINED3D_MAX_CONSTS_B
; ++i
)
9677 string_buffer_sprintf(name
, "vs_b[%u]", i
);
9678 vs
->uniform_b_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9681 vs
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "pos_fixup"));
9683 for (i
= 0; i
< MAX_VERTEX_BLENDS
; ++i
)
9685 string_buffer_sprintf(name
, "ffp_modelview_matrix[%u]", i
);
9686 vs
->modelview_matrix_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9688 vs
->projection_matrix_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_projection_matrix"));
9689 vs
->normal_matrix_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_normal_matrix"));
9690 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
9692 string_buffer_sprintf(name
, "ffp_texture_matrix[%u]", i
);
9693 vs
->texture_matrix_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9695 vs
->material_ambient_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.ambient"));
9696 vs
->material_diffuse_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.diffuse"));
9697 vs
->material_specular_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.specular"));
9698 vs
->material_emissive_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.emissive"));
9699 vs
->material_shininess_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.shininess"));
9700 vs
->light_ambient_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_light_ambient"));
9701 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
9703 string_buffer_sprintf(name
, "ffp_light[%u].diffuse", i
);
9704 vs
->light_location
[i
].diffuse
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9705 string_buffer_sprintf(name
, "ffp_light[%u].specular", i
);
9706 vs
->light_location
[i
].specular
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9707 string_buffer_sprintf(name
, "ffp_light[%u].ambient", i
);
9708 vs
->light_location
[i
].ambient
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9709 string_buffer_sprintf(name
, "ffp_light[%u].position", i
);
9710 vs
->light_location
[i
].position
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9711 string_buffer_sprintf(name
, "ffp_light[%u].direction", i
);
9712 vs
->light_location
[i
].direction
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9713 string_buffer_sprintf(name
, "ffp_light[%u].range", i
);
9714 vs
->light_location
[i
].range
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9715 string_buffer_sprintf(name
, "ffp_light[%u].falloff", i
);
9716 vs
->light_location
[i
].falloff
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9717 string_buffer_sprintf(name
, "ffp_light[%u].c_att", i
);
9718 vs
->light_location
[i
].c_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9719 string_buffer_sprintf(name
, "ffp_light[%u].l_att", i
);
9720 vs
->light_location
[i
].l_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9721 string_buffer_sprintf(name
, "ffp_light[%u].q_att", i
);
9722 vs
->light_location
[i
].q_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9723 string_buffer_sprintf(name
, "ffp_light[%u].cos_htheta", i
);
9724 vs
->light_location
[i
].cos_htheta
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9725 string_buffer_sprintf(name
, "ffp_light[%u].cos_hphi", i
);
9726 vs
->light_location
[i
].cos_hphi
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9728 vs
->pointsize_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size"));
9729 vs
->pointsize_min_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size_min"));
9730 vs
->pointsize_max_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size_max"));
9731 vs
->pointsize_c_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.c_att"));
9732 vs
->pointsize_l_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.l_att"));
9733 vs
->pointsize_q_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.q_att"));
9734 vs
->clip_planes_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "clip_planes"));
9736 string_buffer_release(&priv
->string_buffers
, name
);
9739 static void shader_glsl_init_ds_uniform_locations(const struct wined3d_gl_info
*gl_info
,
9740 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_ds_program
*ds
)
9742 ds
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "pos_fixup"));
9745 static void shader_glsl_init_gs_uniform_locations(const struct wined3d_gl_info
*gl_info
,
9746 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_gs_program
*gs
)
9748 gs
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "pos_fixup"));
9751 static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info
*gl_info
,
9752 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_ps_program
*ps
, unsigned int ps_c_count
)
9755 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
9757 for (i
= 0; i
< ps_c_count
; ++i
)
9759 string_buffer_sprintf(name
, "ps_c[%u]", i
);
9760 ps
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9762 memset(&ps
->uniform_f_locations
[ps_c_count
], 0xff, (WINED3D_MAX_PS_CONSTS_F
- ps_c_count
) * sizeof(GLuint
));
9764 for (i
= 0; i
< WINED3D_MAX_CONSTS_I
; ++i
)
9766 string_buffer_sprintf(name
, "ps_i[%u]", i
);
9767 ps
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9770 for (i
= 0; i
< WINED3D_MAX_CONSTS_B
; ++i
)
9772 string_buffer_sprintf(name
, "ps_b[%u]", i
);
9773 ps
->uniform_b_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9776 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
9778 string_buffer_sprintf(name
, "bumpenv_mat%u", i
);
9779 ps
->bumpenv_mat_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9780 string_buffer_sprintf(name
, "bumpenv_lum_scale%u", i
);
9781 ps
->bumpenv_lum_scale_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9782 string_buffer_sprintf(name
, "bumpenv_lum_offset%u", i
);
9783 ps
->bumpenv_lum_offset_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9784 string_buffer_sprintf(name
, "tss_const%u", i
);
9785 ps
->tss_constant_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9788 ps
->tex_factor_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "tex_factor"));
9789 ps
->specular_enable_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "specular_enable"));
9791 ps
->fog_color_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.color"));
9792 ps
->fog_density_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.density"));
9793 ps
->fog_end_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.end"));
9794 ps
->fog_scale_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.scale"));
9796 ps
->alpha_test_ref_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "alpha_test_ref"));
9798 ps
->np2_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ps_samplerNP2Fixup"));
9799 ps
->ycorrection_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ycorrection"));
9800 ps
->color_key_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "color_key"));
9802 string_buffer_release(&priv
->string_buffers
, name
);
9805 static HRESULT
shader_glsl_compile_compute_shader(struct shader_glsl_priv
*priv
,
9806 const struct wined3d_context
*context
, struct wined3d_shader
*shader
)
9808 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
9809 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
9810 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
9811 struct glsl_cs_compiled_shader
*gl_shaders
;
9812 struct glsl_shader_private
*shader_data
;
9813 struct glsl_shader_prog_link
*entry
;
9814 GLuint shader_id
, program_id
;
9816 if (!(entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(*entry
))))
9818 ERR("Out of memory.\n");
9819 return E_OUTOFMEMORY
;
9822 if (!(shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
))))
9824 ERR("Failed to allocate backend data.\n");
9825 HeapFree(GetProcessHeap(), 0, entry
);
9826 return E_OUTOFMEMORY
;
9828 shader_data
= shader
->backend_data
;
9829 gl_shaders
= shader_data
->gl_shaders
.cs
;
9831 if (!(shader_data
->gl_shaders
.cs
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
))))
9833 ERR("Failed to allocate GL shader array.\n");
9834 HeapFree(GetProcessHeap(), 0, entry
);
9835 HeapFree(GetProcessHeap(), 0, shader
->backend_data
);
9836 shader
->backend_data
= NULL
;
9837 return E_OUTOFMEMORY
;
9839 shader_data
->shader_array_size
= 1;
9840 gl_shaders
= shader_data
->gl_shaders
.cs
;
9842 TRACE("Compiling compute shader %p.\n", shader
);
9844 string_buffer_clear(buffer
);
9845 shader_id
= shader_glsl_generate_compute_shader(context
, buffer
, &priv
->string_buffers
, shader
);
9846 gl_shaders
[shader_data
->num_gl_shaders
++].id
= shader_id
;
9848 program_id
= GL_EXTCALL(glCreateProgram());
9849 TRACE("Created new GLSL shader program %u.\n", program_id
);
9851 entry
->id
= program_id
;
9857 entry
->cs
.id
= shader_id
;
9858 entry
->constant_version
= 0;
9859 entry
->ps
.np2_fixup_info
= NULL
;
9860 add_glsl_program_entry(priv
, entry
);
9862 TRACE("Attaching GLSL shader object %u to program %u.\n", shader_id
, program_id
);
9863 GL_EXTCALL(glAttachShader(program_id
, shader_id
));
9864 checkGLcall("glAttachShader");
9866 list_add_head(&shader
->linked_programs
, &entry
->cs
.shader_entry
);
9868 TRACE("Linking GLSL shader program %u.\n", program_id
);
9869 GL_EXTCALL(glLinkProgram(program_id
));
9870 shader_glsl_validate_link(gl_info
, program_id
);
9872 GL_EXTCALL(glUseProgram(program_id
));
9873 checkGLcall("glUseProgram");
9874 shader_glsl_load_program_resources(context
, priv
, program_id
, shader
);
9875 shader_glsl_load_images(gl_info
, priv
, program_id
, &shader
->reg_maps
);
9877 entry
->constant_update_mask
= 0;
9879 GL_EXTCALL(glUseProgram(ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0));
9880 checkGLcall("glUseProgram");
9884 static GLuint
find_glsl_compute_shader(const struct wined3d_context
*context
,
9885 struct shader_glsl_priv
*priv
, struct wined3d_shader
*shader
)
9887 struct glsl_shader_private
*shader_data
;
9889 if (!shader
->backend_data
)
9891 WARN("Failed to find GLSL program for compute shader %p.\n", shader
);
9892 if (FAILED(shader_glsl_compile_compute_shader(priv
, context
, shader
)))
9894 ERR("Failed to compile compute shader %p.\n", shader
);
9898 shader_data
= shader
->backend_data
;
9899 return shader_data
->gl_shaders
.cs
[0].id
;
9902 /* Context activation is done by the caller. */
9903 static void set_glsl_compute_shader_program(const struct wined3d_context
*context
,
9904 const struct wined3d_state
*state
, struct shader_glsl_priv
*priv
, struct glsl_context_data
*ctx_data
)
9906 struct glsl_shader_prog_link
*entry
;
9907 struct wined3d_shader
*shader
;
9908 struct glsl_program_key key
;
9911 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_COMPUTE
)))
9914 if (!(shader
= state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
]))
9916 WARN("Compute shader is NULL.\n");
9917 ctx_data
->glsl_program
= NULL
;
9921 cs_id
= find_glsl_compute_shader(context
, priv
, shader
);
9922 memset(&key
, 0, sizeof(key
));
9924 if (!(entry
= get_glsl_program_entry(priv
, &key
)))
9925 ERR("Failed to find GLSL program for compute shader %p.\n", shader
);
9926 ctx_data
->glsl_program
= entry
;
9929 /* Context activation is done by the caller. */
9930 static void set_glsl_shader_program(const struct wined3d_context
*context
, const struct wined3d_state
*state
,
9931 struct shader_glsl_priv
*priv
, struct glsl_context_data
*ctx_data
)
9933 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
9934 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
9935 const struct ps_np2fixup_info
*np2fixup_info
= NULL
;
9936 struct glsl_shader_prog_link
*entry
= NULL
;
9937 struct wined3d_shader
*hshader
, *dshader
, *gshader
;
9938 struct wined3d_shader
*vshader
= NULL
;
9939 struct wined3d_shader
*pshader
= NULL
;
9940 GLuint reorder_shader_id
= 0;
9941 struct glsl_program_key key
;
9949 struct list
*ps_list
, *vs_list
;
9951 struct wined3d_string_buffer
*tmp_name
;
9953 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_VERTEX
)) && ctx_data
->glsl_program
)
9955 vs_id
= ctx_data
->glsl_program
->vs
.id
;
9956 vs_list
= &ctx_data
->glsl_program
->vs
.shader_entry
;
9959 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
9961 else if (use_vs(state
))
9963 struct vs_compile_args vs_compile_args
;
9965 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
9967 find_vs_compile_args(state
, vshader
, context
->stream_info
.swizzle_map
, &vs_compile_args
, context
);
9968 vs_id
= find_glsl_vshader(context
, priv
, vshader
, &vs_compile_args
);
9969 vs_list
= &vshader
->linked_programs
;
9971 else if (priv
->vertex_pipe
== &glsl_vertex_pipe
)
9973 struct glsl_ffp_vertex_shader
*ffp_shader
;
9974 struct wined3d_ffp_vs_settings settings
;
9976 wined3d_ffp_get_vs_settings(context
, state
, &settings
);
9977 ffp_shader
= shader_glsl_find_ffp_vertex_shader(priv
, gl_info
, &settings
);
9978 vs_id
= ffp_shader
->id
;
9979 vs_list
= &ffp_shader
->linked_programs
;
9982 hshader
= state
->shader
[WINED3D_SHADER_TYPE_HULL
];
9983 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_HULL
)) && ctx_data
->glsl_program
)
9984 hs_id
= ctx_data
->glsl_program
->hs
.id
;
9986 hs_id
= find_glsl_hull_shader(context
, priv
, hshader
);
9988 dshader
= state
->shader
[WINED3D_SHADER_TYPE_DOMAIN
];
9989 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_DOMAIN
)) && ctx_data
->glsl_program
)
9991 ds_id
= ctx_data
->glsl_program
->ds
.id
;
9995 struct ds_compile_args args
;
9997 find_ds_compile_args(state
, dshader
, &args
, context
);
9998 ds_id
= find_glsl_domain_shader(context
, priv
, dshader
, &args
);
10001 gshader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
10002 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_GEOMETRY
)) && ctx_data
->glsl_program
)
10004 gs_id
= ctx_data
->glsl_program
->gs
.id
;
10008 struct gs_compile_args args
;
10010 find_gs_compile_args(state
, gshader
, &args
, context
);
10011 gs_id
= find_glsl_geometry_shader(context
, priv
, gshader
, &args
);
10014 /* A pixel shader is not used when rasterization is disabled. */
10015 if (is_rasterization_disabled(gshader
))
10020 else if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_PIXEL
)) && ctx_data
->glsl_program
)
10022 ps_id
= ctx_data
->glsl_program
->ps
.id
;
10023 ps_list
= &ctx_data
->glsl_program
->ps
.shader_entry
;
10026 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
10028 else if (use_ps(state
))
10030 struct ps_compile_args ps_compile_args
;
10031 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
10032 find_ps_compile_args(state
, pshader
, context
->stream_info
.position_transformed
, &ps_compile_args
, context
);
10033 ps_id
= find_glsl_pshader(context
, &priv
->shader_buffer
, &priv
->string_buffers
,
10034 pshader
, &ps_compile_args
, &np2fixup_info
);
10035 ps_list
= &pshader
->linked_programs
;
10037 else if (priv
->fragment_pipe
== &glsl_fragment_pipe
10038 && !(vshader
&& vshader
->reg_maps
.shader_version
.major
>= 4))
10040 struct glsl_ffp_fragment_shader
*ffp_shader
;
10041 struct ffp_frag_settings settings
;
10043 gen_ffp_frag_op(context
, state
, &settings
, FALSE
);
10044 ffp_shader
= shader_glsl_find_ffp_fragment_shader(priv
, &settings
, context
);
10045 ps_id
= ffp_shader
->id
;
10046 ps_list
= &ffp_shader
->linked_programs
;
10055 if ((!vs_id
&& !hs_id
&& !ds_id
&& !gs_id
&& !ps_id
) || (entry
= get_glsl_program_entry(priv
, &key
)))
10057 ctx_data
->glsl_program
= entry
;
10061 /* If we get to this point, then no matching program exists, so we create one */
10062 program_id
= GL_EXTCALL(glCreateProgram());
10063 TRACE("Created new GLSL shader program %u.\n", program_id
);
10065 /* Create the entry */
10066 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link
));
10067 entry
->id
= program_id
;
10068 entry
->vs
.id
= vs_id
;
10069 entry
->hs
.id
= hs_id
;
10070 entry
->ds
.id
= ds_id
;
10071 entry
->gs
.id
= gs_id
;
10072 entry
->ps
.id
= ps_id
;
10074 entry
->constant_version
= 0;
10075 entry
->ps
.np2_fixup_info
= np2fixup_info
;
10076 /* Add the hash table entry */
10077 add_glsl_program_entry(priv
, entry
);
10079 /* Set the current program */
10080 ctx_data
->glsl_program
= entry
;
10082 /* Attach GLSL vshader */
10085 TRACE("Attaching GLSL shader object %u to program %u.\n", vs_id
, program_id
);
10086 GL_EXTCALL(glAttachShader(program_id
, vs_id
));
10087 checkGLcall("glAttachShader");
10089 list_add_head(vs_list
, &entry
->vs
.shader_entry
);
10094 attribs_map
= vshader
->reg_maps
.input_registers
;
10095 if (vshader
->reg_maps
.shader_version
.major
< 4)
10097 reorder_shader_id
= shader_glsl_generate_vs3_rasterizer_input_setup(priv
, vshader
, pshader
,
10098 state
->gl_primitive_type
== GL_POINTS
&& vshader
->reg_maps
.point_size
,
10099 d3d_info
->emulated_flatshading
10100 && state
->render_states
[WINED3D_RS_SHADEMODE
] == WINED3D_SHADE_FLAT
, gl_info
);
10101 TRACE("Attaching GLSL shader object %u to program %u.\n", reorder_shader_id
, program_id
);
10102 GL_EXTCALL(glAttachShader(program_id
, reorder_shader_id
));
10103 checkGLcall("glAttachShader");
10104 /* Flag the reorder function for deletion, it will be freed
10105 * automatically when the program is destroyed. */
10106 GL_EXTCALL(glDeleteShader(reorder_shader_id
));
10111 attribs_map
= (1u << WINED3D_FFP_ATTRIBS_COUNT
) - 1;
10114 if (!shader_glsl_use_explicit_attrib_location(gl_info
))
10116 /* Bind vertex attributes to a corresponding index number to match
10117 * the same index numbers as ARB_vertex_programs (makes loading
10118 * vertex attributes simpler). With this method, we can use the
10119 * exact same code to load the attributes later for both ARB and
10122 * We have to do this here because we need to know the Program ID
10123 * in order to make the bindings work, and it has to be done prior
10124 * to linking the GLSL program. */
10125 tmp_name
= string_buffer_get(&priv
->string_buffers
);
10126 for (i
= 0; attribs_map
; attribs_map
>>= 1, ++i
)
10128 if (!(attribs_map
& 1))
10131 string_buffer_sprintf(tmp_name
, "vs_in%u", i
);
10132 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
10133 if (vshader
&& vshader
->reg_maps
.shader_version
.major
>= 4)
10135 string_buffer_sprintf(tmp_name
, "vs_in_uint%u", i
);
10136 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
10137 string_buffer_sprintf(tmp_name
, "vs_in_int%u", i
);
10138 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
10141 checkGLcall("glBindAttribLocation");
10142 string_buffer_release(&priv
->string_buffers
, tmp_name
);
10144 if (!needs_legacy_glsl_syntax(gl_info
))
10146 GL_EXTCALL(glBindFragDataLocation(program_id
, 0, "ps_out"));
10147 checkGLcall("glBindFragDataLocation");
10153 TRACE("Attaching GLSL tessellation control shader object %u to program %u.\n", hs_id
, program_id
);
10154 GL_EXTCALL(glAttachShader(program_id
, hs_id
));
10155 checkGLcall("glAttachShader");
10157 list_add_head(&hshader
->linked_programs
, &entry
->hs
.shader_entry
);
10162 TRACE("Attaching GLSL tessellation evaluation shader object %u to program %u.\n", ds_id
, program_id
);
10163 GL_EXTCALL(glAttachShader(program_id
, ds_id
));
10164 checkGLcall("glAttachShader");
10166 list_add_head(&dshader
->linked_programs
, &entry
->ds
.shader_entry
);
10171 TRACE("Attaching GLSL geometry shader object %u to program %u.\n", gs_id
, program_id
);
10172 GL_EXTCALL(glAttachShader(program_id
, gs_id
));
10173 checkGLcall("glAttachShader");
10175 shader_glsl_init_transform_feedback(context
, priv
, program_id
, gshader
);
10177 list_add_head(&gshader
->linked_programs
, &entry
->gs
.shader_entry
);
10180 /* Attach GLSL pshader */
10183 TRACE("Attaching GLSL shader object %u to program %u.\n", ps_id
, program_id
);
10184 GL_EXTCALL(glAttachShader(program_id
, ps_id
));
10185 checkGLcall("glAttachShader");
10187 list_add_head(ps_list
, &entry
->ps
.shader_entry
);
10190 /* Link the program */
10191 TRACE("Linking GLSL shader program %u.\n", program_id
);
10192 GL_EXTCALL(glLinkProgram(program_id
));
10193 shader_glsl_validate_link(gl_info
, program_id
);
10195 shader_glsl_init_vs_uniform_locations(gl_info
, priv
, program_id
, &entry
->vs
,
10196 vshader
? vshader
->limits
->constant_float
: 0);
10197 shader_glsl_init_ds_uniform_locations(gl_info
, priv
, program_id
, &entry
->ds
);
10198 shader_glsl_init_gs_uniform_locations(gl_info
, priv
, program_id
, &entry
->gs
);
10199 shader_glsl_init_ps_uniform_locations(gl_info
, priv
, program_id
, &entry
->ps
,
10200 pshader
? pshader
->limits
->constant_float
: 0);
10201 checkGLcall("Find glsl program uniform locations");
10203 if (needs_legacy_glsl_syntax(gl_info
))
10205 if (pshader
&& pshader
->reg_maps
.shader_version
.major
>= 3
10206 && pshader
->u
.ps
.declared_in_count
> vec4_varyings(3, gl_info
))
10208 TRACE("Shader %d needs vertex color clamping disabled.\n", program_id
);
10209 entry
->vs
.vertex_color_clamp
= GL_FALSE
;
10213 entry
->vs
.vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
10218 /* With core profile we never change vertex_color_clamp from
10219 * GL_FIXED_ONLY_MODE (which is also the initial value) so we never call
10220 * glClampColorARB(). */
10221 entry
->vs
.vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
10224 /* Set the shader to allow uniform loading on it */
10225 GL_EXTCALL(glUseProgram(program_id
));
10226 checkGLcall("glUseProgram");
10228 entry
->constant_update_mask
= 0;
10231 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_F
;
10232 if (vshader
->reg_maps
.integer_constants
)
10233 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_I
;
10234 if (vshader
->reg_maps
.boolean_constants
)
10235 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_B
;
10236 if (entry
->vs
.pos_fixup_location
!= -1)
10237 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
10239 shader_glsl_load_program_resources(context
, priv
, program_id
, vshader
);
10243 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
10244 | WINED3D_SHADER_CONST_FFP_PROJ
;
10246 for (i
= 1; i
< MAX_VERTEX_BLENDS
; ++i
)
10248 if (entry
->vs
.modelview_matrix_location
[i
] != -1)
10250 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
10255 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
10257 if (entry
->vs
.texture_matrix_location
[i
] != -1)
10259 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
10263 if (entry
->vs
.material_ambient_location
!= -1 || entry
->vs
.material_diffuse_location
!= -1
10264 || entry
->vs
.material_specular_location
!= -1
10265 || entry
->vs
.material_emissive_location
!= -1
10266 || entry
->vs
.material_shininess_location
!= -1)
10267 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MATERIAL
;
10268 if (entry
->vs
.light_ambient_location
!= -1)
10269 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_LIGHTS
;
10271 if (entry
->vs
.clip_planes_location
!= -1)
10272 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
10273 if (entry
->vs
.pointsize_min_location
!= -1)
10274 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
10277 shader_glsl_load_program_resources(context
, priv
, program_id
, hshader
);
10281 if (entry
->ds
.pos_fixup_location
!= -1)
10282 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
10284 shader_glsl_load_program_resources(context
, priv
, program_id
, dshader
);
10289 if (entry
->gs
.pos_fixup_location
!= -1)
10290 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
10292 shader_glsl_load_program_resources(context
, priv
, program_id
, gshader
);
10299 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_F
;
10300 if (pshader
->reg_maps
.integer_constants
)
10301 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_I
;
10302 if (pshader
->reg_maps
.boolean_constants
)
10303 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_B
;
10304 if (entry
->ps
.ycorrection_location
!= -1)
10305 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_Y_CORR
;
10307 shader_glsl_load_program_resources(context
, priv
, program_id
, pshader
);
10308 shader_glsl_load_images(gl_info
, priv
, program_id
, &pshader
->reg_maps
);
10312 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PS
;
10314 shader_glsl_load_samplers(context
, priv
, program_id
, NULL
);
10317 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
10319 if (entry
->ps
.bumpenv_mat_location
[i
] != -1)
10321 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_BUMP_ENV
;
10326 if (entry
->ps
.fog_color_location
!= -1)
10327 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
10328 if (entry
->ps
.alpha_test_ref_location
!= -1)
10329 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_ALPHA_TEST
;
10330 if (entry
->ps
.np2_fixup_location
!= -1)
10331 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_NP2_FIXUP
;
10332 if (entry
->ps
.color_key_location
!= -1)
10333 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_COLOR_KEY
;
10337 static void shader_glsl_precompile(void *shader_priv
, struct wined3d_shader
*shader
)
10339 struct wined3d_device
*device
= shader
->device
;
10340 struct wined3d_context
*context
;
10342 if (shader
->reg_maps
.shader_version
.type
== WINED3D_SHADER_TYPE_COMPUTE
)
10344 context
= context_acquire(device
, NULL
, 0);
10345 shader_glsl_compile_compute_shader(shader_priv
, context
, shader
);
10346 context_release(context
);
10350 /* Context activation is done by the caller. */
10351 static void shader_glsl_select(void *shader_priv
, struct wined3d_context
*context
,
10352 const struct wined3d_state
*state
)
10354 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
10355 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
10356 struct shader_glsl_priv
*priv
= shader_priv
;
10357 GLenum current_vertex_color_clamp
;
10358 GLuint program_id
, prev_id
;
10360 priv
->vertex_pipe
->vp_enable(gl_info
, !use_vs(state
));
10361 priv
->fragment_pipe
->enable_extension(gl_info
, !use_ps(state
));
10363 prev_id
= ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0;
10365 set_glsl_shader_program(context
, state
, priv
, ctx_data
);
10367 if (ctx_data
->glsl_program
)
10369 program_id
= ctx_data
->glsl_program
->id
;
10370 current_vertex_color_clamp
= ctx_data
->glsl_program
->vs
.vertex_color_clamp
;
10375 current_vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
10378 if (ctx_data
->vertex_color_clamp
!= current_vertex_color_clamp
)
10380 ctx_data
->vertex_color_clamp
= current_vertex_color_clamp
;
10381 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
10383 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, current_vertex_color_clamp
));
10384 checkGLcall("glClampColorARB");
10388 FIXME("Vertex color clamp needs to be changed, but extension not supported.\n");
10392 TRACE("Using GLSL program %u.\n", program_id
);
10394 if (prev_id
!= program_id
)
10396 GL_EXTCALL(glUseProgram(program_id
));
10397 checkGLcall("glUseProgram");
10400 context
->constant_update_mask
|= ctx_data
->glsl_program
->constant_update_mask
;
10403 context
->shader_update_mask
|= (1u << WINED3D_SHADER_TYPE_COMPUTE
);
10406 /* Context activation is done by the caller. */
10407 static void shader_glsl_select_compute(void *shader_priv
, struct wined3d_context
*context
,
10408 const struct wined3d_state
*state
)
10410 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
10411 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
10412 struct shader_glsl_priv
*priv
= shader_priv
;
10413 GLuint program_id
, prev_id
;
10415 prev_id
= ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0;
10416 set_glsl_compute_shader_program(context
, state
, priv
, ctx_data
);
10417 program_id
= ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0;
10419 TRACE("Using GLSL program %u.\n", program_id
);
10421 if (prev_id
!= program_id
)
10423 GL_EXTCALL(glUseProgram(program_id
));
10424 checkGLcall("glUseProgram");
10427 context
->shader_update_mask
|= (1u << WINED3D_SHADER_TYPE_PIXEL
)
10428 | (1u << WINED3D_SHADER_TYPE_VERTEX
)
10429 | (1u << WINED3D_SHADER_TYPE_GEOMETRY
)
10430 | (1u << WINED3D_SHADER_TYPE_HULL
)
10431 | (1u << WINED3D_SHADER_TYPE_DOMAIN
);
10434 /* "context" is not necessarily the currently active context. */
10435 static void shader_glsl_invalidate_current_program(struct wined3d_context
*context
)
10437 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
10439 ctx_data
->glsl_program
= NULL
;
10440 context
->shader_update_mask
= (1u << WINED3D_SHADER_TYPE_PIXEL
)
10441 | (1u << WINED3D_SHADER_TYPE_VERTEX
)
10442 | (1u << WINED3D_SHADER_TYPE_GEOMETRY
)
10443 | (1u << WINED3D_SHADER_TYPE_HULL
)
10444 | (1u << WINED3D_SHADER_TYPE_DOMAIN
)
10445 | (1u << WINED3D_SHADER_TYPE_COMPUTE
);
10448 /* Context activation is done by the caller. */
10449 static void shader_glsl_disable(void *shader_priv
, struct wined3d_context
*context
)
10451 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
10452 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
10453 struct shader_glsl_priv
*priv
= shader_priv
;
10455 shader_glsl_invalidate_current_program(context
);
10456 GL_EXTCALL(glUseProgram(0));
10457 checkGLcall("glUseProgram");
10459 priv
->vertex_pipe
->vp_enable(gl_info
, FALSE
);
10460 priv
->fragment_pipe
->enable_extension(gl_info
, FALSE
);
10462 if (needs_legacy_glsl_syntax(gl_info
) && gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
10464 ctx_data
->vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
10465 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, GL_FIXED_ONLY_ARB
));
10466 checkGLcall("glClampColorARB");
10470 static void shader_glsl_invalidate_contexts_program(struct wined3d_device
*device
,
10471 const struct glsl_shader_prog_link
*program
)
10473 const struct glsl_context_data
*ctx_data
;
10474 struct wined3d_context
*context
;
10477 for (i
= 0; i
< device
->context_count
; ++i
)
10479 context
= device
->contexts
[i
];
10480 ctx_data
= context
->shader_backend_data
;
10482 if (ctx_data
->glsl_program
== program
)
10483 shader_glsl_invalidate_current_program(context
);
10487 static void shader_glsl_destroy(struct wined3d_shader
*shader
)
10489 struct glsl_shader_private
*shader_data
= shader
->backend_data
;
10490 struct wined3d_device
*device
= shader
->device
;
10491 struct shader_glsl_priv
*priv
= device
->shader_priv
;
10492 const struct wined3d_gl_info
*gl_info
;
10493 const struct list
*linked_programs
;
10494 struct wined3d_context
*context
;
10496 if (!shader_data
|| !shader_data
->num_gl_shaders
)
10498 HeapFree(GetProcessHeap(), 0, shader_data
);
10499 shader
->backend_data
= NULL
;
10503 context
= context_acquire(device
, NULL
, 0);
10504 gl_info
= context
->gl_info
;
10506 TRACE("Deleting linked programs.\n");
10507 linked_programs
= &shader
->linked_programs
;
10508 if (linked_programs
->next
)
10510 struct glsl_shader_prog_link
*entry
, *entry2
;
10513 switch (shader
->reg_maps
.shader_version
.type
)
10515 case WINED3D_SHADER_TYPE_PIXEL
:
10517 struct glsl_ps_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.ps
;
10519 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
10521 TRACE("Deleting pixel shader %u.\n", gl_shaders
[i
].id
);
10522 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
10523 checkGLcall("glDeleteShader");
10525 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.ps
);
10527 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
10528 struct glsl_shader_prog_link
, ps
.shader_entry
)
10530 shader_glsl_invalidate_contexts_program(device
, entry
);
10531 delete_glsl_program_entry(priv
, gl_info
, entry
);
10537 case WINED3D_SHADER_TYPE_VERTEX
:
10539 struct glsl_vs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.vs
;
10541 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
10543 TRACE("Deleting vertex shader %u.\n", gl_shaders
[i
].id
);
10544 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
10545 checkGLcall("glDeleteShader");
10547 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.vs
);
10549 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
10550 struct glsl_shader_prog_link
, vs
.shader_entry
)
10552 shader_glsl_invalidate_contexts_program(device
, entry
);
10553 delete_glsl_program_entry(priv
, gl_info
, entry
);
10559 case WINED3D_SHADER_TYPE_HULL
:
10561 struct glsl_hs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.hs
;
10563 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
10565 TRACE("Deleting hull shader %u.\n", gl_shaders
[i
].id
);
10566 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
10567 checkGLcall("glDeleteShader");
10569 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.hs
);
10571 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
10572 struct glsl_shader_prog_link
, hs
.shader_entry
)
10574 shader_glsl_invalidate_contexts_program(device
, entry
);
10575 delete_glsl_program_entry(priv
, gl_info
, entry
);
10581 case WINED3D_SHADER_TYPE_DOMAIN
:
10583 struct glsl_ds_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.ds
;
10585 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
10587 TRACE("Deleting domain shader %u.\n", gl_shaders
[i
].id
);
10588 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
10589 checkGLcall("glDeleteShader");
10591 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.ds
);
10593 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
10594 struct glsl_shader_prog_link
, ds
.shader_entry
)
10596 shader_glsl_invalidate_contexts_program(device
, entry
);
10597 delete_glsl_program_entry(priv
, gl_info
, entry
);
10603 case WINED3D_SHADER_TYPE_GEOMETRY
:
10605 struct glsl_gs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.gs
;
10607 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
10609 TRACE("Deleting geometry shader %u.\n", gl_shaders
[i
].id
);
10610 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
10611 checkGLcall("glDeleteShader");
10613 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.gs
);
10615 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
10616 struct glsl_shader_prog_link
, gs
.shader_entry
)
10618 shader_glsl_invalidate_contexts_program(device
, entry
);
10619 delete_glsl_program_entry(priv
, gl_info
, entry
);
10625 case WINED3D_SHADER_TYPE_COMPUTE
:
10627 struct glsl_cs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.cs
;
10629 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
10631 TRACE("Deleting compute shader %u.\n", gl_shaders
[i
].id
);
10632 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
10633 checkGLcall("glDeleteShader");
10635 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.cs
);
10637 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
10638 struct glsl_shader_prog_link
, cs
.shader_entry
)
10640 shader_glsl_invalidate_contexts_program(device
, entry
);
10641 delete_glsl_program_entry(priv
, gl_info
, entry
);
10648 ERR("Unhandled shader type %#x.\n", shader
->reg_maps
.shader_version
.type
);
10653 HeapFree(GetProcessHeap(), 0, shader
->backend_data
);
10654 shader
->backend_data
= NULL
;
10656 context_release(context
);
10659 static int glsl_program_key_compare(const void *key
, const struct wine_rb_entry
*entry
)
10661 const struct glsl_program_key
*k
= key
;
10662 const struct glsl_shader_prog_link
*prog
= WINE_RB_ENTRY_VALUE(entry
,
10663 const struct glsl_shader_prog_link
, program_lookup_entry
);
10665 if (k
->vs_id
> prog
->vs
.id
) return 1;
10666 else if (k
->vs_id
< prog
->vs
.id
) return -1;
10668 if (k
->gs_id
> prog
->gs
.id
) return 1;
10669 else if (k
->gs_id
< prog
->gs
.id
) return -1;
10671 if (k
->ps_id
> prog
->ps
.id
) return 1;
10672 else if (k
->ps_id
< prog
->ps
.id
) return -1;
10674 if (k
->hs_id
> prog
->hs
.id
) return 1;
10675 else if (k
->hs_id
< prog
->hs
.id
) return -1;
10677 if (k
->ds_id
> prog
->ds
.id
) return 1;
10678 else if (k
->ds_id
< prog
->ds
.id
) return -1;
10680 if (k
->cs_id
> prog
->cs
.id
) return 1;
10681 else if (k
->cs_id
< prog
->cs
.id
) return -1;
10686 static BOOL
constant_heap_init(struct constant_heap
*heap
, unsigned int constant_count
)
10688 SIZE_T size
= (constant_count
+ 1) * sizeof(*heap
->entries
)
10689 + constant_count
* sizeof(*heap
->contained
)
10690 + constant_count
* sizeof(*heap
->positions
);
10691 void *mem
= HeapAlloc(GetProcessHeap(), 0, size
);
10695 ERR("Failed to allocate memory\n");
10699 heap
->entries
= mem
;
10700 heap
->entries
[1].version
= 0;
10701 heap
->contained
= (BOOL
*)(heap
->entries
+ constant_count
+ 1);
10702 memset(heap
->contained
, 0, constant_count
* sizeof(*heap
->contained
));
10703 heap
->positions
= (unsigned int *)(heap
->contained
+ constant_count
);
10709 static void constant_heap_free(struct constant_heap
*heap
)
10711 HeapFree(GetProcessHeap(), 0, heap
->entries
);
10714 static HRESULT
shader_glsl_alloc(struct wined3d_device
*device
, const struct wined3d_vertex_pipe_ops
*vertex_pipe
,
10715 const struct fragment_pipeline
*fragment_pipe
)
10717 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
10718 struct shader_glsl_priv
*priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_glsl_priv
));
10719 SIZE_T stack_size
= wined3d_log2i(max(WINED3D_MAX_VS_CONSTS_F
, WINED3D_MAX_PS_CONSTS_F
)) + 1;
10720 struct fragment_caps fragment_caps
;
10721 void *vertex_priv
, *fragment_priv
;
10723 string_buffer_list_init(&priv
->string_buffers
);
10725 if (!(vertex_priv
= vertex_pipe
->vp_alloc(&glsl_shader_backend
, priv
)))
10727 ERR("Failed to initialize vertex pipe.\n");
10728 HeapFree(GetProcessHeap(), 0, priv
);
10732 if (!(fragment_priv
= fragment_pipe
->alloc_private(&glsl_shader_backend
, priv
)))
10734 ERR("Failed to initialize fragment pipe.\n");
10735 vertex_pipe
->vp_free(device
);
10736 HeapFree(GetProcessHeap(), 0, priv
);
10740 if (!string_buffer_init(&priv
->shader_buffer
))
10742 ERR("Failed to initialize shader buffer.\n");
10746 if (!(priv
->stack
= wined3d_calloc(stack_size
, sizeof(*priv
->stack
))))
10748 ERR("Failed to allocate memory.\n");
10752 if (!constant_heap_init(&priv
->vconst_heap
, WINED3D_MAX_VS_CONSTS_F
))
10754 ERR("Failed to initialize vertex shader constant heap\n");
10758 if (!constant_heap_init(&priv
->pconst_heap
, WINED3D_MAX_PS_CONSTS_F
))
10760 ERR("Failed to initialize pixel shader constant heap\n");
10764 wine_rb_init(&priv
->program_lookup
, glsl_program_key_compare
);
10766 priv
->next_constant_version
= 1;
10767 priv
->vertex_pipe
= vertex_pipe
;
10768 priv
->fragment_pipe
= fragment_pipe
;
10769 fragment_pipe
->get_caps(gl_info
, &fragment_caps
);
10770 priv
->ffp_proj_control
= fragment_caps
.wined3d_caps
& WINED3D_FRAGMENT_CAP_PROJ_CONTROL
;
10771 priv
->legacy_lighting
= device
->wined3d
->flags
& WINED3D_LEGACY_FFP_LIGHTING
;
10773 device
->vertex_priv
= vertex_priv
;
10774 device
->fragment_priv
= fragment_priv
;
10775 device
->shader_priv
= priv
;
10780 constant_heap_free(&priv
->pconst_heap
);
10781 constant_heap_free(&priv
->vconst_heap
);
10782 HeapFree(GetProcessHeap(), 0, priv
->stack
);
10783 string_buffer_free(&priv
->shader_buffer
);
10784 fragment_pipe
->free_private(device
);
10785 vertex_pipe
->vp_free(device
);
10786 HeapFree(GetProcessHeap(), 0, priv
);
10787 return E_OUTOFMEMORY
;
10790 /* Context activation is done by the caller. */
10791 static void shader_glsl_free(struct wined3d_device
*device
)
10793 struct shader_glsl_priv
*priv
= device
->shader_priv
;
10795 wine_rb_destroy(&priv
->program_lookup
, NULL
, NULL
);
10796 constant_heap_free(&priv
->pconst_heap
);
10797 constant_heap_free(&priv
->vconst_heap
);
10798 HeapFree(GetProcessHeap(), 0, priv
->stack
);
10799 string_buffer_list_cleanup(&priv
->string_buffers
);
10800 string_buffer_free(&priv
->shader_buffer
);
10801 priv
->fragment_pipe
->free_private(device
);
10802 priv
->vertex_pipe
->vp_free(device
);
10804 HeapFree(GetProcessHeap(), 0, device
->shader_priv
);
10805 device
->shader_priv
= NULL
;
10808 static BOOL
shader_glsl_allocate_context_data(struct wined3d_context
*context
)
10810 struct glsl_context_data
*ctx_data
;
10811 if (!(ctx_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*ctx_data
))))
10813 ctx_data
->vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
10814 context
->shader_backend_data
= ctx_data
;
10818 static void shader_glsl_free_context_data(struct wined3d_context
*context
)
10820 HeapFree(GetProcessHeap(), 0, context
->shader_backend_data
);
10823 static void shader_glsl_init_context_state(struct wined3d_context
*context
)
10825 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
10827 gl_info
->gl_ops
.gl
.p_glEnable(GL_PROGRAM_POINT_SIZE
);
10828 checkGLcall("GL_PROGRAM_POINT_SIZE");
10831 static unsigned int shader_glsl_get_shader_model(const struct wined3d_gl_info
*gl_info
)
10833 BOOL shader_model_4
= gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 50)
10834 && gl_info
->supported
[WINED3D_GL_VERSION_3_2
]
10835 && gl_info
->supported
[ARB_SAMPLER_OBJECTS
]
10836 && gl_info
->supported
[ARB_SHADER_BIT_ENCODING
]
10837 && gl_info
->supported
[ARB_TEXTURE_SWIZZLE
];
10840 && gl_info
->supported
[ARB_COMPUTE_SHADER
]
10841 && gl_info
->supported
[ARB_DERIVATIVE_CONTROL
]
10842 && gl_info
->supported
[ARB_DRAW_INDIRECT
]
10843 && gl_info
->supported
[ARB_GPU_SHADER5
]
10844 && gl_info
->supported
[ARB_SHADER_ATOMIC_COUNTERS
]
10845 && gl_info
->supported
[ARB_SHADER_IMAGE_LOAD_STORE
]
10846 && gl_info
->supported
[ARB_SHADER_IMAGE_SIZE
]
10847 && gl_info
->supported
[ARB_SHADING_LANGUAGE_PACKING
]
10848 && gl_info
->supported
[ARB_TESSELLATION_SHADER
]
10849 && gl_info
->supported
[ARB_TEXTURE_GATHER
]
10850 && gl_info
->supported
[ARB_TRANSFORM_FEEDBACK3
])
10853 if (shader_model_4
)
10856 /* Support for texldd and texldl instructions in pixel shaders is required
10858 if (shader_glsl_has_core_grad(gl_info
) || gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
10864 static void shader_glsl_get_caps(const struct wined3d_gl_info
*gl_info
, struct shader_caps
*caps
)
10866 unsigned int shader_model
= shader_glsl_get_shader_model(gl_info
);
10868 TRACE("Shader model %u.\n", shader_model
);
10870 caps
->vs_version
= min(wined3d_settings
.max_sm_vs
, shader_model
);
10871 caps
->hs_version
= min(wined3d_settings
.max_sm_hs
, shader_model
);
10872 caps
->ds_version
= min(wined3d_settings
.max_sm_ds
, shader_model
);
10873 caps
->gs_version
= min(wined3d_settings
.max_sm_gs
, shader_model
);
10874 caps
->ps_version
= min(wined3d_settings
.max_sm_ps
, shader_model
);
10875 caps
->cs_version
= min(wined3d_settings
.max_sm_cs
, shader_model
);
10877 caps
->vs_version
= gl_info
->supported
[ARB_VERTEX_SHADER
] ? caps
->vs_version
: 0;
10878 caps
->ps_version
= gl_info
->supported
[ARB_FRAGMENT_SHADER
] ? caps
->ps_version
: 0;
10880 caps
->vs_uniform_count
= min(WINED3D_MAX_VS_CONSTS_F
, gl_info
->limits
.glsl_vs_float_constants
);
10881 caps
->ps_uniform_count
= min(WINED3D_MAX_PS_CONSTS_F
, gl_info
->limits
.glsl_ps_float_constants
);
10882 caps
->varying_count
= gl_info
->limits
.glsl_varyings
;
10884 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
10885 * Direct3D minimum requirement.
10887 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
10888 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
10890 * The problem is that the refrast clamps temporary results in the shader to
10891 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
10892 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
10893 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
10894 * offer a way to query this.
10896 if (shader_model
>= 4)
10897 caps
->ps_1x_max_value
= FLT_MAX
;
10899 caps
->ps_1x_max_value
= 1024.0f
;
10901 /* Ideally we'd only set caps like sRGB writes here if supported by both
10902 * the shader backend and the fragment pipe, but we can get called before
10903 * shader_glsl_alloc(). */
10904 caps
->wined3d_caps
= WINED3D_SHADER_CAP_VS_CLIPPING
10905 | WINED3D_SHADER_CAP_SRGB_WRITE
;
10908 static BOOL
shader_glsl_color_fixup_supported(struct color_fixup_desc fixup
)
10910 /* We support everything except YUV conversions. */
10911 return !is_complex_fixup(fixup
);
10914 static const SHADER_HANDLER shader_glsl_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
10916 /* WINED3DSIH_ABS */ shader_glsl_map2gl
,
10917 /* WINED3DSIH_ADD */ shader_glsl_binop
,
10918 /* WINED3DSIH_AND */ shader_glsl_binop
,
10919 /* WINED3DSIH_ATOMIC_AND */ shader_glsl_atomic
,
10920 /* WINED3DSIH_ATOMIC_CMP_STORE */ shader_glsl_atomic
,
10921 /* WINED3DSIH_ATOMIC_IADD */ shader_glsl_atomic
,
10922 /* WINED3DSIH_ATOMIC_IMAX */ shader_glsl_atomic
,
10923 /* WINED3DSIH_ATOMIC_IMIN */ shader_glsl_atomic
,
10924 /* WINED3DSIH_ATOMIC_OR */ shader_glsl_atomic
,
10925 /* WINED3DSIH_ATOMIC_UMAX */ shader_glsl_atomic
,
10926 /* WINED3DSIH_ATOMIC_UMIN */ shader_glsl_atomic
,
10927 /* WINED3DSIH_ATOMIC_XOR */ shader_glsl_atomic
,
10928 /* WINED3DSIH_BEM */ shader_glsl_bem
,
10929 /* WINED3DSIH_BFI */ shader_glsl_bitwise_op
,
10930 /* WINED3DSIH_BFREV */ shader_glsl_map2gl
,
10931 /* WINED3DSIH_BREAK */ shader_glsl_break
,
10932 /* WINED3DSIH_BREAKC */ shader_glsl_breakc
,
10933 /* WINED3DSIH_BREAKP */ shader_glsl_conditional_op
,
10934 /* WINED3DSIH_BUFINFO */ shader_glsl_bufinfo
,
10935 /* WINED3DSIH_CALL */ shader_glsl_call
,
10936 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz
,
10937 /* WINED3DSIH_CASE */ shader_glsl_case
,
10938 /* WINED3DSIH_CMP */ shader_glsl_conditional_move
,
10939 /* WINED3DSIH_CND */ shader_glsl_cnd
,
10940 /* WINED3DSIH_CONTINUE */ shader_glsl_continue
,
10941 /* WINED3DSIH_CONTINUEP */ shader_glsl_conditional_op
,
10942 /* WINED3DSIH_COUNTBITS */ shader_glsl_map2gl
,
10943 /* WINED3DSIH_CRS */ shader_glsl_cross
,
10944 /* WINED3DSIH_CUT */ shader_glsl_cut
,
10945 /* WINED3DSIH_CUT_STREAM */ shader_glsl_cut
,
10946 /* WINED3DSIH_DCL */ shader_glsl_nop
,
10947 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_glsl_nop
,
10948 /* WINED3DSIH_DCL_FUNCTION_BODY */ NULL
,
10949 /* WINED3DSIH_DCL_FUNCTION_TABLE */ NULL
,
10950 /* WINED3DSIH_DCL_GLOBAL_FLAGS */ shader_glsl_nop
,
10951 /* WINED3DSIH_DCL_GS_INSTANCES */ shader_glsl_nop
,
10952 /* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ shader_glsl_nop
,
10953 /* WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT */ shader_glsl_nop
,
10954 /* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ shader_glsl_nop
,
10955 /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ shader_glsl_nop
,
10956 /* WINED3DSIH_DCL_INDEX_RANGE */ shader_glsl_nop
,
10957 /* WINED3DSIH_DCL_INDEXABLE_TEMP */ shader_glsl_nop
,
10958 /* WINED3DSIH_DCL_INPUT */ shader_glsl_nop
,
10959 /* WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT */ shader_glsl_nop
,
10960 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_glsl_nop
,
10961 /* WINED3DSIH_DCL_INPUT_PS */ shader_glsl_nop
,
10962 /* WINED3DSIH_DCL_INPUT_PS_SGV */ NULL
,
10963 /* WINED3DSIH_DCL_INPUT_PS_SIV */ NULL
,
10964 /* WINED3DSIH_DCL_INPUT_SGV */ shader_glsl_nop
,
10965 /* WINED3DSIH_DCL_INPUT_SIV */ shader_glsl_nop
,
10966 /* WINED3DSIH_DCL_INTERFACE */ NULL
,
10967 /* WINED3DSIH_DCL_OUTPUT */ shader_glsl_nop
,
10968 /* WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT */ shader_glsl_nop
,
10969 /* WINED3DSIH_DCL_OUTPUT_SIV */ shader_glsl_nop
,
10970 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_glsl_nop
,
10971 /* WINED3DSIH_DCL_RESOURCE_RAW */ shader_glsl_nop
,
10972 /* WINED3DSIH_DCL_RESOURCE_STRUCTURED */ shader_glsl_nop
,
10973 /* WINED3DSIH_DCL_SAMPLER */ shader_glsl_nop
,
10974 /* WINED3DSIH_DCL_STREAM */ NULL
,
10975 /* WINED3DSIH_DCL_TEMPS */ shader_glsl_nop
,
10976 /* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ shader_glsl_nop
,
10977 /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ shader_glsl_nop
,
10978 /* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ shader_glsl_nop
,
10979 /* WINED3DSIH_DCL_TGSM_RAW */ shader_glsl_nop
,
10980 /* WINED3DSIH_DCL_TGSM_STRUCTURED */ shader_glsl_nop
,
10981 /* WINED3DSIH_DCL_THREAD_GROUP */ shader_glsl_nop
,
10982 /* WINED3DSIH_DCL_UAV_RAW */ shader_glsl_nop
,
10983 /* WINED3DSIH_DCL_UAV_STRUCTURED */ shader_glsl_nop
,
10984 /* WINED3DSIH_DCL_UAV_TYPED */ shader_glsl_nop
,
10985 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_glsl_nop
,
10986 /* WINED3DSIH_DEF */ shader_glsl_nop
,
10987 /* WINED3DSIH_DEFAULT */ shader_glsl_default
,
10988 /* WINED3DSIH_DEFB */ shader_glsl_nop
,
10989 /* WINED3DSIH_DEFI */ shader_glsl_nop
,
10990 /* WINED3DSIH_DIV */ shader_glsl_binop
,
10991 /* WINED3DSIH_DP2 */ shader_glsl_dot
,
10992 /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add
,
10993 /* WINED3DSIH_DP3 */ shader_glsl_dot
,
10994 /* WINED3DSIH_DP4 */ shader_glsl_dot
,
10995 /* WINED3DSIH_DST */ shader_glsl_dst
,
10996 /* WINED3DSIH_DSX */ shader_glsl_map2gl
,
10997 /* WINED3DSIH_DSX_COARSE */ shader_glsl_map2gl
,
10998 /* WINED3DSIH_DSX_FINE */ shader_glsl_map2gl
,
10999 /* WINED3DSIH_DSY */ shader_glsl_map2gl
,
11000 /* WINED3DSIH_DSY_COARSE */ shader_glsl_map2gl
,
11001 /* WINED3DSIH_DSY_FINE */ shader_glsl_map2gl
,
11002 /* WINED3DSIH_ELSE */ shader_glsl_else
,
11003 /* WINED3DSIH_EMIT */ shader_glsl_emit
,
11004 /* WINED3DSIH_EMIT_STREAM */ shader_glsl_emit
,
11005 /* WINED3DSIH_ENDIF */ shader_glsl_end
,
11006 /* WINED3DSIH_ENDLOOP */ shader_glsl_end
,
11007 /* WINED3DSIH_ENDREP */ shader_glsl_end
,
11008 /* WINED3DSIH_ENDSWITCH */ shader_glsl_end
,
11009 /* WINED3DSIH_EQ */ shader_glsl_relop
,
11010 /* WINED3DSIH_EXP */ shader_glsl_scalar_op
,
11011 /* WINED3DSIH_EXPP */ shader_glsl_expp
,
11012 /* WINED3DSIH_F16TOF32 */ shader_glsl_float16
,
11013 /* WINED3DSIH_F32TOF16 */ shader_glsl_float16
,
11014 /* WINED3DSIH_FCALL */ NULL
,
11015 /* WINED3DSIH_FIRSTBIT_HI */ shader_glsl_map2gl
,
11016 /* WINED3DSIH_FIRSTBIT_LO */ shader_glsl_map2gl
,
11017 /* WINED3DSIH_FIRSTBIT_SHI */ shader_glsl_map2gl
,
11018 /* WINED3DSIH_FRC */ shader_glsl_map2gl
,
11019 /* WINED3DSIH_FTOI */ shader_glsl_to_int
,
11020 /* WINED3DSIH_FTOU */ shader_glsl_to_uint
,
11021 /* WINED3DSIH_GATHER4 */ shader_glsl_gather4
,
11022 /* WINED3DSIH_GATHER4_C */ shader_glsl_gather4
,
11023 /* WINED3DSIH_GATHER4_PO */ shader_glsl_gather4
,
11024 /* WINED3DSIH_GATHER4_PO_C */ shader_glsl_gather4
,
11025 /* WINED3DSIH_GE */ shader_glsl_relop
,
11026 /* WINED3DSIH_HS_CONTROL_POINT_PHASE */ shader_glsl_nop
,
11027 /* WINED3DSIH_HS_DECLS */ shader_glsl_nop
,
11028 /* WINED3DSIH_HS_FORK_PHASE */ shader_glsl_nop
,
11029 /* WINED3DSIH_HS_JOIN_PHASE */ shader_glsl_nop
,
11030 /* WINED3DSIH_IADD */ shader_glsl_binop
,
11031 /* WINED3DSIH_IBFE */ shader_glsl_bitwise_op
,
11032 /* WINED3DSIH_IEQ */ shader_glsl_relop
,
11033 /* WINED3DSIH_IF */ shader_glsl_if
,
11034 /* WINED3DSIH_IFC */ shader_glsl_ifc
,
11035 /* WINED3DSIH_IGE */ shader_glsl_relop
,
11036 /* WINED3DSIH_ILT */ shader_glsl_relop
,
11037 /* WINED3DSIH_IMAD */ shader_glsl_mad
,
11038 /* WINED3DSIH_IMAX */ shader_glsl_map2gl
,
11039 /* WINED3DSIH_IMIN */ shader_glsl_map2gl
,
11040 /* WINED3DSIH_IMM_ATOMIC_ALLOC */ shader_glsl_uav_counter
,
11041 /* WINED3DSIH_IMM_ATOMIC_AND */ shader_glsl_atomic
,
11042 /* WINED3DSIH_IMM_ATOMIC_CMP_EXCH */ shader_glsl_atomic
,
11043 /* WINED3DSIH_IMM_ATOMIC_CONSUME */ shader_glsl_uav_counter
,
11044 /* WINED3DSIH_IMM_ATOMIC_EXCH */ shader_glsl_atomic
,
11045 /* WINED3DSIH_IMM_ATOMIC_IADD */ shader_glsl_atomic
,
11046 /* WINED3DSIH_IMM_ATOMIC_IMAX */ shader_glsl_atomic
,
11047 /* WINED3DSIH_IMM_ATOMIC_IMIN */ shader_glsl_atomic
,
11048 /* WINED3DSIH_IMM_ATOMIC_OR */ shader_glsl_atomic
,
11049 /* WINED3DSIH_IMM_ATOMIC_UMAX */ shader_glsl_atomic
,
11050 /* WINED3DSIH_IMM_ATOMIC_UMIN */ shader_glsl_atomic
,
11051 /* WINED3DSIH_IMM_ATOMIC_XOR */ shader_glsl_atomic
,
11052 /* WINED3DSIH_IMUL */ shader_glsl_mul_extended
,
11053 /* WINED3DSIH_INE */ shader_glsl_relop
,
11054 /* WINED3DSIH_INEG */ shader_glsl_unary_op
,
11055 /* WINED3DSIH_ISHL */ shader_glsl_binop
,
11056 /* WINED3DSIH_ISHR */ shader_glsl_binop
,
11057 /* WINED3DSIH_ITOF */ shader_glsl_to_float
,
11058 /* WINED3DSIH_LABEL */ shader_glsl_label
,
11059 /* WINED3DSIH_LD */ shader_glsl_ld
,
11060 /* WINED3DSIH_LD2DMS */ NULL
,
11061 /* WINED3DSIH_LD_RAW */ shader_glsl_ld_raw_structured
,
11062 /* WINED3DSIH_LD_STRUCTURED */ shader_glsl_ld_raw_structured
,
11063 /* WINED3DSIH_LD_UAV_TYPED */ shader_glsl_ld_uav
,
11064 /* WINED3DSIH_LIT */ shader_glsl_lit
,
11065 /* WINED3DSIH_LOD */ NULL
,
11066 /* WINED3DSIH_LOG */ shader_glsl_scalar_op
,
11067 /* WINED3DSIH_LOGP */ shader_glsl_scalar_op
,
11068 /* WINED3DSIH_LOOP */ shader_glsl_loop
,
11069 /* WINED3DSIH_LRP */ shader_glsl_lrp
,
11070 /* WINED3DSIH_LT */ shader_glsl_relop
,
11071 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn
,
11072 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn
,
11073 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn
,
11074 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn
,
11075 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn
,
11076 /* WINED3DSIH_MAD */ shader_glsl_mad
,
11077 /* WINED3DSIH_MAX */ shader_glsl_map2gl
,
11078 /* WINED3DSIH_MIN */ shader_glsl_map2gl
,
11079 /* WINED3DSIH_MOV */ shader_glsl_mov
,
11080 /* WINED3DSIH_MOVA */ shader_glsl_mov
,
11081 /* WINED3DSIH_MOVC */ shader_glsl_conditional_move
,
11082 /* WINED3DSIH_MUL */ shader_glsl_binop
,
11083 /* WINED3DSIH_NE */ shader_glsl_relop
,
11084 /* WINED3DSIH_NOP */ shader_glsl_nop
,
11085 /* WINED3DSIH_NOT */ shader_glsl_unary_op
,
11086 /* WINED3DSIH_NRM */ shader_glsl_nrm
,
11087 /* WINED3DSIH_OR */ shader_glsl_binop
,
11088 /* WINED3DSIH_PHASE */ shader_glsl_nop
,
11089 /* WINED3DSIH_POW */ shader_glsl_pow
,
11090 /* WINED3DSIH_RCP */ shader_glsl_scalar_op
,
11091 /* WINED3DSIH_REP */ shader_glsl_rep
,
11092 /* WINED3DSIH_RESINFO */ shader_glsl_resinfo
,
11093 /* WINED3DSIH_RET */ shader_glsl_ret
,
11094 /* WINED3DSIH_RETP */ shader_glsl_conditional_op
,
11095 /* WINED3DSIH_ROUND_NE */ shader_glsl_map2gl
,
11096 /* WINED3DSIH_ROUND_NI */ shader_glsl_map2gl
,
11097 /* WINED3DSIH_ROUND_PI */ shader_glsl_map2gl
,
11098 /* WINED3DSIH_ROUND_Z */ shader_glsl_map2gl
,
11099 /* WINED3DSIH_RSQ */ shader_glsl_scalar_op
,
11100 /* WINED3DSIH_SAMPLE */ shader_glsl_sample
,
11101 /* WINED3DSIH_SAMPLE_B */ shader_glsl_sample
,
11102 /* WINED3DSIH_SAMPLE_C */ shader_glsl_sample_c
,
11103 /* WINED3DSIH_SAMPLE_C_LZ */ shader_glsl_sample_c
,
11104 /* WINED3DSIH_SAMPLE_GRAD */ shader_glsl_sample
,
11105 /* WINED3DSIH_SAMPLE_INFO */ NULL
,
11106 /* WINED3DSIH_SAMPLE_LOD */ shader_glsl_sample
,
11107 /* WINED3DSIH_SAMPLE_POS */ NULL
,
11108 /* WINED3DSIH_SETP */ NULL
,
11109 /* WINED3DSIH_SGE */ shader_glsl_compare
,
11110 /* WINED3DSIH_SGN */ shader_glsl_sgn
,
11111 /* WINED3DSIH_SINCOS */ shader_glsl_sincos
,
11112 /* WINED3DSIH_SLT */ shader_glsl_compare
,
11113 /* WINED3DSIH_SQRT */ shader_glsl_map2gl
,
11114 /* WINED3DSIH_STORE_RAW */ shader_glsl_store_raw_structured
,
11115 /* WINED3DSIH_STORE_STRUCTURED */ shader_glsl_store_raw_structured
,
11116 /* WINED3DSIH_STORE_UAV_TYPED */ shader_glsl_store_uav
,
11117 /* WINED3DSIH_SUB */ shader_glsl_binop
,
11118 /* WINED3DSIH_SWAPC */ shader_glsl_swapc
,
11119 /* WINED3DSIH_SWITCH */ shader_glsl_switch
,
11120 /* WINED3DSIH_SYNC */ shader_glsl_sync
,
11121 /* WINED3DSIH_TEX */ shader_glsl_tex
,
11122 /* WINED3DSIH_TEXBEM */ shader_glsl_texbem
,
11123 /* WINED3DSIH_TEXBEML */ shader_glsl_texbem
,
11124 /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord
,
11125 /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth
,
11126 /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3
,
11127 /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex
,
11128 /* WINED3DSIH_TEXKILL */ shader_glsl_texkill
,
11129 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd
,
11130 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl
,
11131 /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth
,
11132 /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad
,
11133 /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex
,
11134 /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3
,
11135 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
11136 /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad
,
11137 /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec
,
11138 /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex
,
11139 /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec
,
11140 /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar
,
11141 /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb
,
11142 /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb
,
11143 /* WINED3DSIH_UBFE */ shader_glsl_bitwise_op
,
11144 /* WINED3DSIH_UDIV */ shader_glsl_udiv
,
11145 /* WINED3DSIH_UGE */ shader_glsl_relop
,
11146 /* WINED3DSIH_ULT */ shader_glsl_relop
,
11147 /* WINED3DSIH_UMAX */ shader_glsl_map2gl
,
11148 /* WINED3DSIH_UMIN */ shader_glsl_map2gl
,
11149 /* WINED3DSIH_UMUL */ shader_glsl_mul_extended
,
11150 /* WINED3DSIH_USHR */ shader_glsl_binop
,
11151 /* WINED3DSIH_UTOF */ shader_glsl_to_float
,
11152 /* WINED3DSIH_XOR */ shader_glsl_binop
,
11155 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction
*ins
) {
11156 SHADER_HANDLER hw_fct
;
11158 /* Select handler */
11159 hw_fct
= shader_glsl_instruction_handler_table
[ins
->handler_idx
];
11161 /* Unhandled opcode */
11164 FIXME("Backend can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
11169 shader_glsl_add_instruction_modifiers(ins
);
11172 static BOOL
shader_glsl_has_ffp_proj_control(void *shader_priv
)
11174 struct shader_glsl_priv
*priv
= shader_priv
;
11176 return priv
->ffp_proj_control
;
11179 const struct wined3d_shader_backend_ops glsl_shader_backend
=
11181 shader_glsl_handle_instruction
,
11182 shader_glsl_precompile
,
11183 shader_glsl_select
,
11184 shader_glsl_select_compute
,
11185 shader_glsl_disable
,
11186 shader_glsl_update_float_vertex_constants
,
11187 shader_glsl_update_float_pixel_constants
,
11188 shader_glsl_load_constants
,
11189 shader_glsl_destroy
,
11192 shader_glsl_allocate_context_data
,
11193 shader_glsl_free_context_data
,
11194 shader_glsl_init_context_state
,
11195 shader_glsl_get_caps
,
11196 shader_glsl_color_fixup_supported
,
11197 shader_glsl_has_ffp_proj_control
,
11200 static void glsl_vertex_pipe_vp_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
) {}
11202 static void glsl_vertex_pipe_vp_get_caps(const struct wined3d_gl_info
*gl_info
, struct wined3d_vertex_caps
*caps
)
11204 caps
->xyzrhw
= TRUE
;
11205 caps
->emulated_flatshading
= !needs_legacy_glsl_syntax(gl_info
);
11206 caps
->ffp_generic_attributes
= TRUE
;
11207 caps
->max_active_lights
= MAX_ACTIVE_LIGHTS
;
11208 caps
->max_vertex_blend_matrices
= MAX_VERTEX_BLENDS
;
11209 caps
->max_vertex_blend_matrix_index
= 0;
11210 caps
->vertex_processing_caps
= WINED3DVTXPCAPS_TEXGEN
11211 | WINED3DVTXPCAPS_MATERIALSOURCE7
11212 | WINED3DVTXPCAPS_VERTEXFOG
11213 | WINED3DVTXPCAPS_DIRECTIONALLIGHTS
11214 | WINED3DVTXPCAPS_POSITIONALLIGHTS
11215 | WINED3DVTXPCAPS_LOCALVIEWER
11216 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP
;
11217 caps
->fvf_caps
= WINED3DFVFCAPS_PSIZE
| 8; /* 8 texture coordinates. */
11218 caps
->max_user_clip_planes
= gl_info
->limits
.user_clip_distances
;
11219 caps
->raster_caps
= WINED3DPRASTERCAPS_FOGRANGE
;
11222 static DWORD
glsl_vertex_pipe_vp_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
11224 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
11225 return GL_EXT_EMUL_ARB_MULTITEXTURE
;
11229 static void *glsl_vertex_pipe_vp_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
11231 struct shader_glsl_priv
*priv
;
11233 if (shader_backend
== &glsl_shader_backend
)
11235 priv
= shader_priv
;
11236 wine_rb_init(&priv
->ffp_vertex_shaders
, wined3d_ffp_vertex_program_key_compare
);
11240 FIXME("GLSL vertex pipe without GLSL shader backend not implemented.\n");
11245 static void shader_glsl_free_ffp_vertex_shader(struct wine_rb_entry
*entry
, void *context
)
11247 struct glsl_ffp_vertex_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
11248 struct glsl_ffp_vertex_shader
, desc
.entry
);
11249 struct glsl_shader_prog_link
*program
, *program2
;
11250 struct glsl_ffp_destroy_ctx
*ctx
= context
;
11252 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
11253 struct glsl_shader_prog_link
, vs
.shader_entry
)
11255 delete_glsl_program_entry(ctx
->priv
, ctx
->gl_info
, program
);
11257 ctx
->gl_info
->gl_ops
.ext
.p_glDeleteShader(shader
->id
);
11258 HeapFree(GetProcessHeap(), 0, shader
);
11261 /* Context activation is done by the caller. */
11262 static void glsl_vertex_pipe_vp_free(struct wined3d_device
*device
)
11264 struct shader_glsl_priv
*priv
= device
->vertex_priv
;
11265 struct glsl_ffp_destroy_ctx ctx
;
11268 ctx
.gl_info
= &device
->adapter
->gl_info
;
11269 wine_rb_destroy(&priv
->ffp_vertex_shaders
, shader_glsl_free_ffp_vertex_shader
, &ctx
);
11272 static void glsl_vertex_pipe_nop(struct wined3d_context
*context
,
11273 const struct wined3d_state
*state
, DWORD state_id
) {}
11275 static void glsl_vertex_pipe_shader(struct wined3d_context
*context
,
11276 const struct wined3d_state
*state
, DWORD state_id
)
11278 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11281 static void glsl_vertex_pipe_vdecl(struct wined3d_context
*context
,
11282 const struct wined3d_state
*state
, DWORD state_id
)
11284 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
11285 BOOL normal
= !!(context
->stream_info
.use_map
& (1u << WINED3D_FFP_NORMAL
));
11286 const BOOL legacy_clip_planes
= needs_legacy_glsl_syntax(gl_info
);
11287 BOOL transformed
= context
->stream_info
.position_transformed
;
11288 BOOL wasrhw
= context
->last_was_rhw
;
11291 context
->last_was_rhw
= transformed
;
11293 /* If the vertex declaration contains a transformed position attribute,
11294 * the draw uses the fixed function vertex pipeline regardless of any
11295 * vertex shader set by the application. */
11296 if (transformed
!= wasrhw
11297 || context
->stream_info
.swizzle_map
!= context
->last_swizzle_map
)
11298 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11300 context
->last_swizzle_map
= context
->stream_info
.swizzle_map
;
11302 if (!use_vs(state
))
11304 if (context
->last_was_vshader
)
11306 if (legacy_clip_planes
)
11307 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
11308 clipplane(context
, state
, STATE_CLIPPLANE(i
));
11310 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
11313 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
11315 /* Because of settings->texcoords, we have to regenerate the vertex
11316 * shader on a vdecl change if there aren't enough varyings to just
11317 * always output all the texture coordinates. */
11318 if (gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(gl_info
)
11319 || normal
!= context
->last_was_normal
)
11320 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11323 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.major
== 1
11324 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.minor
<= 3)
11325 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
11329 if (!context
->last_was_vshader
)
11331 /* Vertex shader clipping ignores the view matrix. Update all clip planes. */
11332 if (legacy_clip_planes
)
11333 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
11334 clipplane(context
, state
, STATE_CLIPPLANE(i
));
11336 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
11340 context
->last_was_vshader
= use_vs(state
);
11341 context
->last_was_normal
= normal
;
11344 static void glsl_vertex_pipe_vs(struct wined3d_context
*context
,
11345 const struct wined3d_state
*state
, DWORD state_id
)
11347 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11348 /* Different vertex shaders potentially require a different vertex attributes setup. */
11349 if (!isStateDirty(context
, STATE_VDECL
))
11350 context_apply_state(context
, state
, STATE_VDECL
);
11353 static void glsl_vertex_pipe_hs(struct wined3d_context
*context
,
11354 const struct wined3d_state
*state
, DWORD state_id
)
11356 /* In Direct3D tessellator options (e.g. output primitive type, primitive
11357 * winding) are defined in Hull Shaders, while in GLSL those are
11358 * specified in Tessellation Evaluation Shaders. */
11359 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_DOMAIN
;
11361 if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
])
11362 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11365 static void glsl_vertex_pipe_geometry_shader(struct wined3d_context
*context
,
11366 const struct wined3d_state
*state
, DWORD state_id
)
11368 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
11369 BOOL rasterization_disabled
;
11371 rasterization_disabled
= is_rasterization_disabled(state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
]);
11372 if (ctx_data
->rasterization_disabled
!= rasterization_disabled
)
11373 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
11374 ctx_data
->rasterization_disabled
= rasterization_disabled
;
11376 if (state
->shader
[WINED3D_SHADER_TYPE_DOMAIN
])
11377 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_DOMAIN
;
11378 else if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]
11379 && state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.shader_version
.major
>= 4)
11380 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11383 static void glsl_vertex_pipe_pixel_shader(struct wined3d_context
*context
,
11384 const struct wined3d_state
*state
, DWORD state_id
)
11386 if (state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
])
11387 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_GEOMETRY
;
11388 else if (state
->shader
[WINED3D_SHADER_TYPE_DOMAIN
])
11389 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_DOMAIN
;
11390 else if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]
11391 && state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.shader_version
.major
>= 4)
11392 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11395 static void glsl_vertex_pipe_world(struct wined3d_context
*context
,
11396 const struct wined3d_state
*state
, DWORD state_id
)
11398 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
;
11401 static void glsl_vertex_pipe_vertexblend(struct wined3d_context
*context
,
11402 const struct wined3d_state
*state
, DWORD state_id
)
11404 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
11407 static void glsl_vertex_pipe_view(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
11409 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
11412 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
11413 | WINED3D_SHADER_CONST_FFP_LIGHTS
11414 | WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
11416 if (needs_legacy_glsl_syntax(gl_info
))
11418 for (k
= 0; k
< gl_info
->limits
.user_clip_distances
; ++k
)
11420 if (!isStateDirty(context
, STATE_CLIPPLANE(k
)))
11421 clipplane(context
, state
, STATE_CLIPPLANE(k
));
11426 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
11430 static void glsl_vertex_pipe_projection(struct wined3d_context
*context
,
11431 const struct wined3d_state
*state
, DWORD state_id
)
11433 /* Table fog behavior depends on the projection matrix. */
11434 if (state
->render_states
[WINED3D_RS_FOGENABLE
]
11435 && state
->render_states
[WINED3D_RS_FOGTABLEMODE
] != WINED3D_FOG_NONE
)
11436 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11437 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PROJ
;
11440 static void glsl_vertex_pipe_viewport(struct wined3d_context
*context
,
11441 const struct wined3d_state
*state
, DWORD state_id
)
11443 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
)))
11444 glsl_vertex_pipe_projection(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
11445 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
))
11446 && state
->render_states
[WINED3D_RS_POINTSCALEENABLE
])
11447 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
11448 context
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
11451 static void glsl_vertex_pipe_texmatrix(struct wined3d_context
*context
,
11452 const struct wined3d_state
*state
, DWORD state_id
)
11454 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
11457 static void glsl_vertex_pipe_texmatrix_np2(struct wined3d_context
*context
,
11458 const struct wined3d_state
*state
, DWORD state_id
)
11460 DWORD sampler
= state_id
- STATE_SAMPLER(0);
11461 const struct wined3d_texture
*texture
= state
->textures
[sampler
];
11467 if (sampler
>= MAX_TEXTURES
)
11470 if ((np2
= !(texture
->flags
& WINED3D_TEXTURE_POW2_MAT_IDENT
))
11471 || context
->lastWasPow2Texture
& (1u << sampler
))
11474 context
->lastWasPow2Texture
|= 1u << sampler
;
11476 context
->lastWasPow2Texture
&= ~(1u << sampler
);
11478 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
11482 static void glsl_vertex_pipe_material(struct wined3d_context
*context
,
11483 const struct wined3d_state
*state
, DWORD state_id
)
11485 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MATERIAL
;
11488 static void glsl_vertex_pipe_light(struct wined3d_context
*context
,
11489 const struct wined3d_state
*state
, DWORD state_id
)
11491 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_LIGHTS
;
11494 static void glsl_vertex_pipe_pointsize(struct wined3d_context
*context
,
11495 const struct wined3d_state
*state
, DWORD state_id
)
11497 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
11500 static void glsl_vertex_pipe_pointscale(struct wined3d_context
*context
,
11501 const struct wined3d_state
*state
, DWORD state_id
)
11503 if (!use_vs(state
))
11504 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
11507 static void glsl_vertex_pointsprite_core(struct wined3d_context
*context
,
11508 const struct wined3d_state
*state
, DWORD state_id
)
11510 static unsigned int once
;
11512 if (state
->gl_primitive_type
== GL_POINTS
&& !state
->render_states
[WINED3D_RS_POINTSPRITEENABLE
] && !once
++)
11513 FIXME("Non-point sprite points not supported in core profile.\n");
11516 static void glsl_vertex_pipe_shademode(struct wined3d_context
*context
,
11517 const struct wined3d_state
*state
, DWORD state_id
)
11519 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11522 static void glsl_vertex_pipe_clip_plane(struct wined3d_context
*context
,
11523 const struct wined3d_state
*state
, DWORD state_id
)
11525 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
11526 UINT index
= state_id
- STATE_CLIPPLANE(0);
11528 if (index
>= gl_info
->limits
.user_clip_distances
)
11531 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
11534 static const struct StateEntryTemplate glsl_vertex_pipe_vp_states
[] =
11536 {STATE_VDECL
, {STATE_VDECL
, glsl_vertex_pipe_vdecl
}, WINED3D_GL_EXT_NONE
},
11537 {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), glsl_vertex_pipe_vs
}, WINED3D_GL_EXT_NONE
},
11538 {STATE_SHADER(WINED3D_SHADER_TYPE_HULL
), {STATE_SHADER(WINED3D_SHADER_TYPE_HULL
), glsl_vertex_pipe_hs
}, WINED3D_GL_EXT_NONE
},
11539 {STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
), {STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
), glsl_vertex_pipe_geometry_shader
}, WINED3D_GL_EXT_NONE
},
11540 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), glsl_vertex_pipe_pixel_shader
}, WINED3D_GL_EXT_NONE
},
11541 {STATE_MATERIAL
, {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11542 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), glsl_vertex_pipe_material
}, WINED3D_GL_EXT_NONE
},
11544 {STATE_CLIPPLANE(0), {STATE_CLIPPLANE(0), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11545 {STATE_CLIPPLANE(0), {STATE_CLIPPLANE(0), clipplane
}, WINED3D_GL_EXT_NONE
},
11546 {STATE_CLIPPLANE(1), {STATE_CLIPPLANE(1), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11547 {STATE_CLIPPLANE(1), {STATE_CLIPPLANE(1), clipplane
}, WINED3D_GL_EXT_NONE
},
11548 {STATE_CLIPPLANE(2), {STATE_CLIPPLANE(2), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11549 {STATE_CLIPPLANE(2), {STATE_CLIPPLANE(2), clipplane
}, WINED3D_GL_EXT_NONE
},
11550 {STATE_CLIPPLANE(3), {STATE_CLIPPLANE(3), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11551 {STATE_CLIPPLANE(3), {STATE_CLIPPLANE(3), clipplane
}, WINED3D_GL_EXT_NONE
},
11552 {STATE_CLIPPLANE(4), {STATE_CLIPPLANE(4), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11553 {STATE_CLIPPLANE(4), {STATE_CLIPPLANE(4), clipplane
}, WINED3D_GL_EXT_NONE
},
11554 {STATE_CLIPPLANE(5), {STATE_CLIPPLANE(5), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11555 {STATE_CLIPPLANE(5), {STATE_CLIPPLANE(5), clipplane
}, WINED3D_GL_EXT_NONE
},
11556 {STATE_CLIPPLANE(6), {STATE_CLIPPLANE(6), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11557 {STATE_CLIPPLANE(6), {STATE_CLIPPLANE(6), clipplane
}, WINED3D_GL_EXT_NONE
},
11558 {STATE_CLIPPLANE(7), {STATE_CLIPPLANE(7), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11559 {STATE_CLIPPLANE(7), {STATE_CLIPPLANE(7), clipplane
}, WINED3D_GL_EXT_NONE
},
11560 {STATE_CLIPPLANE(8), {STATE_CLIPPLANE(8), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11561 {STATE_CLIPPLANE(8), {STATE_CLIPPLANE(8), clipplane
}, WINED3D_GL_EXT_NONE
},
11562 {STATE_CLIPPLANE(9), {STATE_CLIPPLANE(9), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11563 {STATE_CLIPPLANE(9), {STATE_CLIPPLANE(9), clipplane
}, WINED3D_GL_EXT_NONE
},
11564 {STATE_CLIPPLANE(10), {STATE_CLIPPLANE(10), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11565 {STATE_CLIPPLANE(10), {STATE_CLIPPLANE(10), clipplane
}, WINED3D_GL_EXT_NONE
},
11566 {STATE_CLIPPLANE(11), {STATE_CLIPPLANE(11), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11567 {STATE_CLIPPLANE(11), {STATE_CLIPPLANE(11), clipplane
}, WINED3D_GL_EXT_NONE
},
11568 {STATE_CLIPPLANE(12), {STATE_CLIPPLANE(12), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11569 {STATE_CLIPPLANE(12), {STATE_CLIPPLANE(12), clipplane
}, WINED3D_GL_EXT_NONE
},
11570 {STATE_CLIPPLANE(13), {STATE_CLIPPLANE(13), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11571 {STATE_CLIPPLANE(13), {STATE_CLIPPLANE(13), clipplane
}, WINED3D_GL_EXT_NONE
},
11572 {STATE_CLIPPLANE(14), {STATE_CLIPPLANE(14), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11573 {STATE_CLIPPLANE(14), {STATE_CLIPPLANE(14), clipplane
}, WINED3D_GL_EXT_NONE
},
11574 {STATE_CLIPPLANE(15), {STATE_CLIPPLANE(15), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11575 {STATE_CLIPPLANE(15), {STATE_CLIPPLANE(15), clipplane
}, WINED3D_GL_EXT_NONE
},
11576 {STATE_CLIPPLANE(16), {STATE_CLIPPLANE(16), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11577 {STATE_CLIPPLANE(16), {STATE_CLIPPLANE(16), clipplane
}, WINED3D_GL_EXT_NONE
},
11578 {STATE_CLIPPLANE(17), {STATE_CLIPPLANE(17), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11579 {STATE_CLIPPLANE(17), {STATE_CLIPPLANE(17), clipplane
}, WINED3D_GL_EXT_NONE
},
11580 {STATE_CLIPPLANE(18), {STATE_CLIPPLANE(18), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11581 {STATE_CLIPPLANE(18), {STATE_CLIPPLANE(18), clipplane
}, WINED3D_GL_EXT_NONE
},
11582 {STATE_CLIPPLANE(19), {STATE_CLIPPLANE(19), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11583 {STATE_CLIPPLANE(19), {STATE_CLIPPLANE(19), clipplane
}, WINED3D_GL_EXT_NONE
},
11584 {STATE_CLIPPLANE(20), {STATE_CLIPPLANE(20), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11585 {STATE_CLIPPLANE(20), {STATE_CLIPPLANE(20), clipplane
}, WINED3D_GL_EXT_NONE
},
11586 {STATE_CLIPPLANE(21), {STATE_CLIPPLANE(21), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11587 {STATE_CLIPPLANE(21), {STATE_CLIPPLANE(21), clipplane
}, WINED3D_GL_EXT_NONE
},
11588 {STATE_CLIPPLANE(22), {STATE_CLIPPLANE(22), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11589 {STATE_CLIPPLANE(22), {STATE_CLIPPLANE(22), clipplane
}, WINED3D_GL_EXT_NONE
},
11590 {STATE_CLIPPLANE(23), {STATE_CLIPPLANE(23), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11591 {STATE_CLIPPLANE(23), {STATE_CLIPPLANE(23), clipplane
}, WINED3D_GL_EXT_NONE
},
11592 {STATE_CLIPPLANE(24), {STATE_CLIPPLANE(24), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11593 {STATE_CLIPPLANE(24), {STATE_CLIPPLANE(24), clipplane
}, WINED3D_GL_EXT_NONE
},
11594 {STATE_CLIPPLANE(25), {STATE_CLIPPLANE(25), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11595 {STATE_CLIPPLANE(25), {STATE_CLIPPLANE(25), clipplane
}, WINED3D_GL_EXT_NONE
},
11596 {STATE_CLIPPLANE(26), {STATE_CLIPPLANE(26), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11597 {STATE_CLIPPLANE(26), {STATE_CLIPPLANE(26), clipplane
}, WINED3D_GL_EXT_NONE
},
11598 {STATE_CLIPPLANE(27), {STATE_CLIPPLANE(27), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11599 {STATE_CLIPPLANE(27), {STATE_CLIPPLANE(27), clipplane
}, WINED3D_GL_EXT_NONE
},
11600 {STATE_CLIPPLANE(28), {STATE_CLIPPLANE(28), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11601 {STATE_CLIPPLANE(28), {STATE_CLIPPLANE(28), clipplane
}, WINED3D_GL_EXT_NONE
},
11602 {STATE_CLIPPLANE(29), {STATE_CLIPPLANE(29), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11603 {STATE_CLIPPLANE(29), {STATE_CLIPPLANE(29), clipplane
}, WINED3D_GL_EXT_NONE
},
11604 {STATE_CLIPPLANE(30), {STATE_CLIPPLANE(30), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11605 {STATE_CLIPPLANE(30), {STATE_CLIPPLANE(30), clipplane
}, WINED3D_GL_EXT_NONE
},
11606 {STATE_CLIPPLANE(31), {STATE_CLIPPLANE(31), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11607 {STATE_CLIPPLANE(31), {STATE_CLIPPLANE(31), clipplane
}, WINED3D_GL_EXT_NONE
},
11609 {STATE_LIGHT_TYPE
, {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11610 {STATE_ACTIVELIGHT(0), {STATE_ACTIVELIGHT(0), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11611 {STATE_ACTIVELIGHT(1), {STATE_ACTIVELIGHT(1), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11612 {STATE_ACTIVELIGHT(2), {STATE_ACTIVELIGHT(2), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11613 {STATE_ACTIVELIGHT(3), {STATE_ACTIVELIGHT(3), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11614 {STATE_ACTIVELIGHT(4), {STATE_ACTIVELIGHT(4), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11615 {STATE_ACTIVELIGHT(5), {STATE_ACTIVELIGHT(5), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11616 {STATE_ACTIVELIGHT(6), {STATE_ACTIVELIGHT(6), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11617 {STATE_ACTIVELIGHT(7), {STATE_ACTIVELIGHT(7), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11619 {STATE_VIEWPORT
, {STATE_VIEWPORT
, glsl_vertex_pipe_viewport
}, WINED3D_GL_EXT_NONE
},
11620 /* Transform states */
11621 {STATE_TRANSFORM(WINED3D_TS_VIEW
), {STATE_TRANSFORM(WINED3D_TS_VIEW
), glsl_vertex_pipe_view
}, WINED3D_GL_EXT_NONE
},
11622 {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), glsl_vertex_pipe_projection
}, WINED3D_GL_EXT_NONE
},
11623 {STATE_TRANSFORM(WINED3D_TS_TEXTURE0
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11624 {STATE_TRANSFORM(WINED3D_TS_TEXTURE1
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11625 {STATE_TRANSFORM(WINED3D_TS_TEXTURE2
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11626 {STATE_TRANSFORM(WINED3D_TS_TEXTURE3
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11627 {STATE_TRANSFORM(WINED3D_TS_TEXTURE4
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11628 {STATE_TRANSFORM(WINED3D_TS_TEXTURE5
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11629 {STATE_TRANSFORM(WINED3D_TS_TEXTURE6
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11630 {STATE_TRANSFORM(WINED3D_TS_TEXTURE7
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11631 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), glsl_vertex_pipe_world
}, WINED3D_GL_EXT_NONE
},
11632 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
11633 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
11634 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
11635 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11636 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11637 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11638 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11639 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11640 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11641 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11642 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11643 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11644 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11645 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11646 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11647 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11648 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11649 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11650 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11652 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
11653 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11654 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11655 {STATE_RENDER(WINED3D_RS_RANGEFOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11656 {STATE_RENDER(WINED3D_RS_CLIPPING
), {STATE_RENDER(WINED3D_RS_CLIPPING
), state_clipping
}, WINED3D_GL_EXT_NONE
},
11657 {STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
), {STATE_RENDER(WINED3D_RS_CLIPPING
), NULL
}, WINED3D_GL_EXT_NONE
},
11658 {STATE_RENDER(WINED3D_RS_LIGHTING
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11659 {STATE_RENDER(WINED3D_RS_AMBIENT
), {STATE_RENDER(WINED3D_RS_AMBIENT
), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11660 {STATE_RENDER(WINED3D_RS_COLORVERTEX
), {STATE_RENDER(WINED3D_RS_COLORVERTEX
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
11661 {STATE_RENDER(WINED3D_RS_LOCALVIEWER
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11662 {STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11663 {STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11664 {STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11665 {STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11666 {STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11667 {STATE_RENDER(WINED3D_RS_VERTEXBLEND
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11668 {STATE_RENDER(WINED3D_RS_POINTSIZE
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
11669 {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), glsl_vertex_pipe_pointsize
}, WINED3D_GL_EXT_NONE
},
11670 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite
}, ARB_POINT_SPRITE
},
11671 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite_w
}, WINED3D_GL_LEGACY_CONTEXT
},
11672 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), glsl_vertex_pointsprite_core
}, WINED3D_GL_EXT_NONE
},
11673 {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), glsl_vertex_pipe_pointscale
}, WINED3D_GL_EXT_NONE
},
11674 {STATE_RENDER(WINED3D_RS_POINTSCALE_A
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11675 {STATE_RENDER(WINED3D_RS_POINTSCALE_B
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11676 {STATE_RENDER(WINED3D_RS_POINTSCALE_C
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11677 {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
11678 {STATE_RENDER(WINED3D_RS_TWEENFACTOR
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11679 {STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11680 /* NP2 texture matrix fixups. They are not needed if
11681 * GL_ARB_texture_non_power_of_two is supported. Otherwise, register
11682 * glsl_vertex_pipe_texmatrix(), which takes care of updating the texture
11684 {STATE_SAMPLER(0), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
11685 {STATE_SAMPLER(0), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
11686 {STATE_SAMPLER(0), {STATE_SAMPLER(0), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
11687 {STATE_SAMPLER(1), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
11688 {STATE_SAMPLER(1), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
11689 {STATE_SAMPLER(1), {STATE_SAMPLER(1), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
11690 {STATE_SAMPLER(2), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
11691 {STATE_SAMPLER(2), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
11692 {STATE_SAMPLER(2), {STATE_SAMPLER(2), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
11693 {STATE_SAMPLER(3), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
11694 {STATE_SAMPLER(3), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
11695 {STATE_SAMPLER(3), {STATE_SAMPLER(3), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
11696 {STATE_SAMPLER(4), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
11697 {STATE_SAMPLER(4), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
11698 {STATE_SAMPLER(4), {STATE_SAMPLER(4), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
11699 {STATE_SAMPLER(5), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
11700 {STATE_SAMPLER(5), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
11701 {STATE_SAMPLER(5), {STATE_SAMPLER(5), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
11702 {STATE_SAMPLER(6), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
11703 {STATE_SAMPLER(6), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
11704 {STATE_SAMPLER(6), {STATE_SAMPLER(6), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
11705 {STATE_SAMPLER(7), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
11706 {STATE_SAMPLER(7), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
11707 {STATE_SAMPLER(7), {STATE_SAMPLER(7), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
11708 {STATE_POINT_ENABLE
, {STATE_POINT_ENABLE
, glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
11709 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_vertex_pipe_shademode
}, WINED3D_GLSL_130
},
11710 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_vertex_pipe_nop
}, WINED3D_GL_EXT_NONE
},
11711 {0 /* Terminate */, {0, NULL
}, WINED3D_GL_EXT_NONE
},
11715 * - Implement vertex tweening. */
11716 const struct wined3d_vertex_pipe_ops glsl_vertex_pipe
=
11718 glsl_vertex_pipe_vp_enable
,
11719 glsl_vertex_pipe_vp_get_caps
,
11720 glsl_vertex_pipe_vp_get_emul_mask
,
11721 glsl_vertex_pipe_vp_alloc
,
11722 glsl_vertex_pipe_vp_free
,
11723 glsl_vertex_pipe_vp_states
,
11726 static void glsl_fragment_pipe_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
)
11728 /* Nothing to do. */
11731 static void glsl_fragment_pipe_get_caps(const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*caps
)
11733 caps
->wined3d_caps
= WINED3D_FRAGMENT_CAP_PROJ_CONTROL
11734 | WINED3D_FRAGMENT_CAP_SRGB_WRITE
11735 | WINED3D_FRAGMENT_CAP_COLOR_KEY
;
11736 caps
->PrimitiveMiscCaps
= WINED3DPMISCCAPS_TSSARGTEMP
11737 | WINED3DPMISCCAPS_PERSTAGECONSTANT
;
11738 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_DISABLE
11739 | WINED3DTEXOPCAPS_SELECTARG1
11740 | WINED3DTEXOPCAPS_SELECTARG2
11741 | WINED3DTEXOPCAPS_MODULATE4X
11742 | WINED3DTEXOPCAPS_MODULATE2X
11743 | WINED3DTEXOPCAPS_MODULATE
11744 | WINED3DTEXOPCAPS_ADDSIGNED2X
11745 | WINED3DTEXOPCAPS_ADDSIGNED
11746 | WINED3DTEXOPCAPS_ADD
11747 | WINED3DTEXOPCAPS_SUBTRACT
11748 | WINED3DTEXOPCAPS_ADDSMOOTH
11749 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
11750 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
11751 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
11752 | WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
11753 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
11754 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
11755 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
11756 | WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
11757 | WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
11758 | WINED3DTEXOPCAPS_DOTPRODUCT3
11759 | WINED3DTEXOPCAPS_MULTIPLYADD
11760 | WINED3DTEXOPCAPS_LERP
11761 | WINED3DTEXOPCAPS_BUMPENVMAP
11762 | WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
;
11763 caps
->MaxTextureBlendStages
= MAX_TEXTURES
;
11764 caps
->MaxSimultaneousTextures
= min(gl_info
->limits
.samplers
[WINED3D_SHADER_TYPE_PIXEL
], MAX_TEXTURES
);
11767 static DWORD
glsl_fragment_pipe_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
11769 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
11770 return GL_EXT_EMUL_ARB_MULTITEXTURE
;
11774 static void *glsl_fragment_pipe_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
11776 struct shader_glsl_priv
*priv
;
11778 if (shader_backend
== &glsl_shader_backend
)
11780 priv
= shader_priv
;
11781 wine_rb_init(&priv
->ffp_fragment_shaders
, wined3d_ffp_frag_program_key_compare
);
11785 FIXME("GLSL fragment pipe without GLSL shader backend not implemented.\n");
11790 static void shader_glsl_free_ffp_fragment_shader(struct wine_rb_entry
*entry
, void *context
)
11792 struct glsl_ffp_fragment_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
11793 struct glsl_ffp_fragment_shader
, entry
.entry
);
11794 struct glsl_shader_prog_link
*program
, *program2
;
11795 struct glsl_ffp_destroy_ctx
*ctx
= context
;
11797 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
11798 struct glsl_shader_prog_link
, ps
.shader_entry
)
11800 delete_glsl_program_entry(ctx
->priv
, ctx
->gl_info
, program
);
11802 ctx
->gl_info
->gl_ops
.ext
.p_glDeleteShader(shader
->id
);
11803 HeapFree(GetProcessHeap(), 0, shader
);
11806 /* Context activation is done by the caller. */
11807 static void glsl_fragment_pipe_free(struct wined3d_device
*device
)
11809 struct shader_glsl_priv
*priv
= device
->fragment_priv
;
11810 struct glsl_ffp_destroy_ctx ctx
;
11813 ctx
.gl_info
= &device
->adapter
->gl_info
;
11814 wine_rb_destroy(&priv
->ffp_fragment_shaders
, shader_glsl_free_ffp_fragment_shader
, &ctx
);
11817 static void glsl_fragment_pipe_shader(struct wined3d_context
*context
,
11818 const struct wined3d_state
*state
, DWORD state_id
)
11820 context
->last_was_pshader
= use_ps(state
);
11822 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
11825 static void glsl_fragment_pipe_fogparams(struct wined3d_context
*context
,
11826 const struct wined3d_state
*state
, DWORD state_id
)
11828 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
11831 static void glsl_fragment_pipe_fog(struct wined3d_context
*context
,
11832 const struct wined3d_state
*state
, DWORD state_id
)
11834 BOOL use_vshader
= use_vs(state
);
11835 enum fogsource new_source
;
11836 DWORD fogstart
= state
->render_states
[WINED3D_RS_FOGSTART
];
11837 DWORD fogend
= state
->render_states
[WINED3D_RS_FOGEND
];
11839 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
11841 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
11844 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
11847 new_source
= FOGSOURCE_VS
;
11848 else if (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
|| context
->stream_info
.position_transformed
)
11849 new_source
= FOGSOURCE_COORD
;
11851 new_source
= FOGSOURCE_FFP
;
11855 new_source
= FOGSOURCE_FFP
;
11858 if (new_source
!= context
->fog_source
|| fogstart
== fogend
)
11860 context
->fog_source
= new_source
;
11861 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
11865 static void glsl_fragment_pipe_vdecl(struct wined3d_context
*context
,
11866 const struct wined3d_state
*state
, DWORD state_id
)
11868 /* Because of settings->texcoords_initialized and args->texcoords_initialized. */
11869 if (context
->gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(context
->gl_info
))
11870 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
11872 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_FOGENABLE
)))
11873 glsl_fragment_pipe_fog(context
, state
, state_id
);
11876 static void glsl_fragment_pipe_vs(struct wined3d_context
*context
,
11877 const struct wined3d_state
*state
, DWORD state_id
)
11879 /* Because of settings->texcoords_initialized and args->texcoords_initialized. */
11880 if (context
->gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(context
->gl_info
))
11881 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
11884 static void glsl_fragment_pipe_tex_transform(struct wined3d_context
*context
,
11885 const struct wined3d_state
*state
, DWORD state_id
)
11887 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
11890 static void glsl_fragment_pipe_invalidate_constants(struct wined3d_context
*context
,
11891 const struct wined3d_state
*state
, DWORD state_id
)
11893 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PS
;
11896 static void glsl_fragment_pipe_alpha_test_func(struct wined3d_context
*context
,
11897 const struct wined3d_state
*state
, DWORD state_id
)
11899 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
11900 GLint func
= wined3d_gl_compare_func(state
->render_states
[WINED3D_RS_ALPHAFUNC
]);
11901 float ref
= state
->render_states
[WINED3D_RS_ALPHAREF
] / 255.0f
;
11905 gl_info
->gl_ops
.gl
.p_glAlphaFunc(func
, ref
);
11906 checkGLcall("glAlphaFunc");
11910 static void glsl_fragment_pipe_core_alpha_test(struct wined3d_context
*context
,
11911 const struct wined3d_state
*state
, DWORD state_id
)
11913 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
11916 static void glsl_fragment_pipe_alpha_test(struct wined3d_context
*context
,
11917 const struct wined3d_state
*state
, DWORD state_id
)
11919 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
11921 if (state
->render_states
[WINED3D_RS_ALPHATESTENABLE
])
11923 gl_info
->gl_ops
.gl
.p_glEnable(GL_ALPHA_TEST
);
11924 checkGLcall("glEnable(GL_ALPHA_TEST)");
11928 gl_info
->gl_ops
.gl
.p_glDisable(GL_ALPHA_TEST
);
11929 checkGLcall("glDisable(GL_ALPHA_TEST)");
11933 static void glsl_fragment_pipe_core_alpha_test_ref(struct wined3d_context
*context
,
11934 const struct wined3d_state
*state
, DWORD state_id
)
11936 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_ALPHA_TEST
;
11939 static void glsl_fragment_pipe_color_key(struct wined3d_context
*context
,
11940 const struct wined3d_state
*state
, DWORD state_id
)
11942 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_COLOR_KEY
;
11945 static void glsl_fragment_pipe_shademode(struct wined3d_context
*context
,
11946 const struct wined3d_state
*state
, DWORD state_id
)
11948 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
11951 static const struct StateEntryTemplate glsl_fragment_pipe_state_template
[] =
11953 {STATE_VDECL
, {STATE_VDECL
, glsl_fragment_pipe_vdecl
}, WINED3D_GL_EXT_NONE
},
11954 {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), glsl_fragment_pipe_vs
}, WINED3D_GL_EXT_NONE
},
11955 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
11956 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11957 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11958 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11959 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11960 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11961 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11962 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11963 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11964 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11965 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11966 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11967 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11968 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11969 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11970 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11971 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11972 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11973 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11974 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11975 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11976 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11977 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11978 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11979 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11980 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11981 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11982 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11983 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11984 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11985 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11986 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11987 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11988 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11989 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11990 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11991 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11992 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11993 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11994 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11995 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11996 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11997 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11998 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
11999 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12000 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12001 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12002 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12003 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12004 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12005 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12006 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12007 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12008 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12009 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12010 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12011 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12012 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12013 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12014 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12015 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12016 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12017 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12018 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12019 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12020 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12021 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12022 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12023 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12024 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12025 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12026 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12027 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12028 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), glsl_fragment_pipe_shader
}, WINED3D_GL_EXT_NONE
},
12029 {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), glsl_fragment_pipe_alpha_test_func
}, WINED3D_GL_LEGACY_CONTEXT
},
12030 {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
12031 {STATE_RENDER(WINED3D_RS_ALPHAREF
), {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), NULL
}, WINED3D_GL_LEGACY_CONTEXT
},
12032 {STATE_RENDER(WINED3D_RS_ALPHAREF
), {STATE_RENDER(WINED3D_RS_ALPHAREF
), glsl_fragment_pipe_core_alpha_test_ref
}, WINED3D_GL_EXT_NONE
},
12033 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), glsl_fragment_pipe_alpha_test
}, WINED3D_GL_LEGACY_CONTEXT
},
12034 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), glsl_fragment_pipe_core_alpha_test
}, WINED3D_GL_EXT_NONE
},
12035 {STATE_RENDER(WINED3D_RS_COLORKEYENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12036 {STATE_COLOR_KEY
, { STATE_COLOR_KEY
, glsl_fragment_pipe_color_key
}, WINED3D_GL_EXT_NONE
},
12037 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_fragment_pipe_fog
}, WINED3D_GL_EXT_NONE
},
12038 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
12039 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
12040 {STATE_RENDER(WINED3D_RS_FOGSTART
), {STATE_RENDER(WINED3D_RS_FOGSTART
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
12041 {STATE_RENDER(WINED3D_RS_FOGEND
), {STATE_RENDER(WINED3D_RS_FOGSTART
), NULL
}, WINED3D_GL_EXT_NONE
},
12042 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), state_srgbwrite
}, ARB_FRAMEBUFFER_SRGB
},
12043 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12044 {STATE_RENDER(WINED3D_RS_FOGCOLOR
), {STATE_RENDER(WINED3D_RS_FOGCOLOR
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
12045 {STATE_RENDER(WINED3D_RS_FOGDENSITY
), {STATE_RENDER(WINED3D_RS_FOGDENSITY
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
12046 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), glsl_fragment_pipe_shader
}, ARB_POINT_SPRITE
},
12047 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), glsl_fragment_pipe_shader
}, WINED3D_GL_VERSION_2_0
},
12048 {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
},
12049 {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
},
12050 {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
},
12051 {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
},
12052 {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
},
12053 {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
},
12054 {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
},
12055 {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
},
12056 {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12057 {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12058 {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12059 {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12060 {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12061 {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12062 {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12063 {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12064 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12065 {STATE_POINT_ENABLE
, {STATE_POINT_ENABLE
, glsl_fragment_pipe_shader
}, WINED3D_GL_EXT_NONE
},
12066 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_fragment_pipe_shademode
}, WINED3D_GLSL_130
},
12067 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), state_shademode
}, WINED3D_GL_EXT_NONE
},
12068 {0 /* Terminate */, {0, 0 }, WINED3D_GL_EXT_NONE
},
12071 static BOOL
glsl_fragment_pipe_alloc_context_data(struct wined3d_context
*context
)
12076 static void glsl_fragment_pipe_free_context_data(struct wined3d_context
*context
)
12080 const struct fragment_pipeline glsl_fragment_pipe
=
12082 glsl_fragment_pipe_enable
,
12083 glsl_fragment_pipe_get_caps
,
12084 glsl_fragment_pipe_get_emul_mask
,
12085 glsl_fragment_pipe_alloc
,
12086 glsl_fragment_pipe_free
,
12087 glsl_fragment_pipe_alloc_context_data
,
12088 glsl_fragment_pipe_free_context_data
,
12089 shader_glsl_color_fixup_supported
,
12090 glsl_fragment_pipe_state_template
,