wined3d: Rename struct wined3d_shader_buffer to wined3d_string_buffer.
[wine.git] / dlls / wined3d / glsl_shader.c
blob2e0be379cdf2b8ba31aa252e6a17c38c10f7cd98
1 /*
2 * GLSL pixel and vertex shader implementation
4 * Copyright 2006 Jason Green
5 * Copyright 2006-2007 Henri Verbeet
6 * Copyright 2007-2009, 2013 Stefan Dösinger for CodeWeavers
7 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 * D3D shader asm has swizzles on source parameters, and write masks for
26 * destination parameters. GLSL uses swizzles for both. The result of this is
27 * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
28 * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
29 * mask for the destination parameter into account.
32 #include "config.h"
33 #include "wine/port.h"
35 #include <limits.h>
36 #include <stdio.h>
37 #ifdef HAVE_FLOAT_H
38 # include <float.h>
39 #endif
41 #include "wined3d_private.h"
43 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
44 WINE_DECLARE_DEBUG_CHANNEL(d3d);
45 WINE_DECLARE_DEBUG_CHANNEL(winediag);
47 #define WINED3D_GLSL_SAMPLE_PROJECTED 0x1
48 #define WINED3D_GLSL_SAMPLE_NPOT 0x2
49 #define WINED3D_GLSL_SAMPLE_LOD 0x4
50 #define WINED3D_GLSL_SAMPLE_GRAD 0x8
52 struct glsl_dst_param
54 char reg_name[150];
55 char mask_str[6];
58 struct glsl_src_param
60 char reg_name[150];
61 char param_str[200];
64 struct glsl_sample_function
66 const char *name;
67 DWORD coord_mask;
68 enum wined3d_data_type data_type;
71 enum heap_node_op
73 HEAP_NODE_TRAVERSE_LEFT,
74 HEAP_NODE_TRAVERSE_RIGHT,
75 HEAP_NODE_POP,
78 struct constant_entry
80 unsigned int idx;
81 unsigned int version;
84 struct constant_heap
86 struct constant_entry *entries;
87 BOOL *contained;
88 unsigned int *positions;
89 unsigned int size;
92 /* GLSL shader private data */
93 struct shader_glsl_priv {
94 struct wined3d_string_buffer shader_buffer;
95 struct wine_rb_tree program_lookup;
96 struct constant_heap vconst_heap;
97 struct constant_heap pconst_heap;
98 unsigned char *stack;
99 GLuint depth_blt_program_full[WINED3D_GL_RES_TYPE_COUNT];
100 GLuint depth_blt_program_masked[WINED3D_GL_RES_TYPE_COUNT];
101 UINT next_constant_version;
103 const struct wined3d_vertex_pipe_ops *vertex_pipe;
104 const struct fragment_pipeline *fragment_pipe;
105 struct wine_rb_tree ffp_vertex_shaders;
106 struct wine_rb_tree ffp_fragment_shaders;
107 BOOL ffp_proj_control;
110 struct glsl_vs_program
112 struct list shader_entry;
113 GLuint id;
114 GLenum vertex_color_clamp;
115 GLint *uniform_f_locations;
116 GLint uniform_i_locations[MAX_CONST_I];
117 GLint uniform_b_locations[MAX_CONST_B];
118 GLint pos_fixup_location;
120 GLint modelview_matrix_location;
121 GLint projection_matrix_location;
122 GLint normal_matrix_location;
125 struct glsl_gs_program
127 struct list shader_entry;
128 GLuint id;
131 struct glsl_ps_program
133 struct list shader_entry;
134 GLuint id;
135 GLint *uniform_f_locations;
136 GLint uniform_i_locations[MAX_CONST_I];
137 GLint uniform_b_locations[MAX_CONST_B];
138 GLint bumpenv_mat_location[MAX_TEXTURES];
139 GLint bumpenv_lum_scale_location[MAX_TEXTURES];
140 GLint bumpenv_lum_offset_location[MAX_TEXTURES];
141 GLint tss_constant_location[MAX_TEXTURES];
142 GLint tex_factor_location;
143 GLint specular_enable_location;
144 GLint ycorrection_location;
145 GLint np2_fixup_location;
146 GLint color_key_location;
147 const struct ps_np2fixup_info *np2_fixup_info;
150 /* Struct to maintain data about a linked GLSL program */
151 struct glsl_shader_prog_link
153 struct wine_rb_entry program_lookup_entry;
154 struct glsl_vs_program vs;
155 struct glsl_gs_program gs;
156 struct glsl_ps_program ps;
157 GLuint id;
158 DWORD constant_update_mask;
159 UINT constant_version;
162 struct glsl_program_key
164 GLuint vs_id;
165 GLuint gs_id;
166 GLuint ps_id;
169 struct shader_glsl_ctx_priv {
170 const struct vs_compile_args *cur_vs_args;
171 const struct ps_compile_args *cur_ps_args;
172 struct ps_np2fixup_info *cur_np2fixup_info;
175 struct glsl_context_data
177 struct glsl_shader_prog_link *glsl_program;
180 struct glsl_ps_compiled_shader
182 struct ps_compile_args args;
183 struct ps_np2fixup_info np2fixup;
184 GLuint id;
187 struct glsl_vs_compiled_shader
189 struct vs_compile_args args;
190 GLuint id;
193 struct glsl_gs_compiled_shader
195 GLuint id;
198 struct glsl_shader_private
200 union
202 struct glsl_vs_compiled_shader *vs;
203 struct glsl_gs_compiled_shader *gs;
204 struct glsl_ps_compiled_shader *ps;
205 } gl_shaders;
206 UINT num_gl_shaders, shader_array_size;
209 struct glsl_ffp_vertex_shader
211 struct wined3d_ffp_vs_desc desc;
212 GLuint id;
213 struct list linked_programs;
216 struct glsl_ffp_fragment_shader
218 struct ffp_frag_desc entry;
219 GLuint id;
220 struct list linked_programs;
223 struct glsl_ffp_destroy_ctx
225 struct shader_glsl_priv *priv;
226 const struct wined3d_gl_info *gl_info;
229 static const char *debug_gl_shader_type(GLenum type)
231 switch (type)
233 #define WINED3D_TO_STR(u) case u: return #u
234 WINED3D_TO_STR(GL_VERTEX_SHADER);
235 WINED3D_TO_STR(GL_GEOMETRY_SHADER);
236 WINED3D_TO_STR(GL_FRAGMENT_SHADER);
237 #undef WINED3D_TO_STR
238 default:
239 return wine_dbg_sprintf("UNKNOWN(%#x)", type);
243 static const char *shader_glsl_get_prefix(enum wined3d_shader_type type)
245 switch (type)
247 case WINED3D_SHADER_TYPE_VERTEX:
248 return "vs";
250 case WINED3D_SHADER_TYPE_GEOMETRY:
251 return "gs";
253 case WINED3D_SHADER_TYPE_PIXEL:
254 return "ps";
256 default:
257 FIXME("Unhandled shader type %#x.\n", type);
258 return "unknown";
262 static const char *shader_glsl_get_version(const struct wined3d_gl_info *gl_info,
263 const struct wined3d_shader_version *version)
265 if (gl_info->glsl_version >= MAKEDWORD_VERSION(1, 30) && version->major >= 4)
266 return "#version 130";
267 else
268 return "#version 120";
271 static void shader_glsl_append_imm_vec4(struct wined3d_string_buffer *buffer, const float *values)
273 char str[4][17];
275 wined3d_ftoa(values[0], str[0]);
276 wined3d_ftoa(values[1], str[1]);
277 wined3d_ftoa(values[2], str[2]);
278 wined3d_ftoa(values[3], str[3]);
279 shader_addline(buffer, "vec4(%s, %s, %s, %s)", str[0], str[1], str[2], str[3]);
282 static const char *get_info_log_line(const char **ptr)
284 const char *p, *q;
286 p = *ptr;
287 if (!(q = strstr(p, "\n")))
289 if (!*p) return NULL;
290 *ptr += strlen(p);
291 return p;
293 *ptr = q + 1;
295 return p;
298 /* Context activation is done by the caller. */
299 static void print_glsl_info_log(const struct wined3d_gl_info *gl_info, GLuint id, BOOL program)
301 int length = 0;
302 char *log;
304 if (!WARN_ON(d3d_shader) && !FIXME_ON(d3d_shader))
305 return;
307 if (program)
308 GL_EXTCALL(glGetProgramiv(id, GL_INFO_LOG_LENGTH, &length));
309 else
310 GL_EXTCALL(glGetShaderiv(id, GL_INFO_LOG_LENGTH, &length));
312 /* A size of 1 is just a null-terminated string, so the log should be bigger than
313 * that if there are errors. */
314 if (length > 1)
316 const char *ptr, *line;
318 log = HeapAlloc(GetProcessHeap(), 0, length);
319 /* The info log is supposed to be zero-terminated, but at least some
320 * versions of fglrx don't terminate the string properly. The reported
321 * length does include the terminator, so explicitly set it to zero
322 * here. */
323 log[length - 1] = 0;
324 if (program)
325 GL_EXTCALL(glGetProgramInfoLog(id, length, NULL, log));
326 else
327 GL_EXTCALL(glGetShaderInfoLog(id, length, NULL, log));
329 ptr = log;
330 if (gl_info->quirks & WINED3D_QUIRK_INFO_LOG_SPAM)
332 WARN("Info log received from GLSL shader #%u:\n", id);
333 while ((line = get_info_log_line(&ptr))) WARN(" %.*s", (int)(ptr - line), line);
335 else
337 FIXME("Info log received from GLSL shader #%u:\n", id);
338 while ((line = get_info_log_line(&ptr))) FIXME(" %.*s", (int)(ptr - line), line);
340 HeapFree(GetProcessHeap(), 0, log);
344 /* Context activation is done by the caller. */
345 static void shader_glsl_compile(const struct wined3d_gl_info *gl_info, GLuint shader, const char *src)
347 const char *ptr, *line;
349 TRACE("Compiling shader object %u.\n", shader);
351 if (TRACE_ON(d3d_shader))
353 ptr = src;
354 while ((line = get_info_log_line(&ptr))) TRACE_(d3d_shader)(" %.*s", (int)(ptr - line), line);
357 GL_EXTCALL(glShaderSource(shader, 1, &src, NULL));
358 checkGLcall("glShaderSource");
359 GL_EXTCALL(glCompileShader(shader));
360 checkGLcall("glCompileShader");
361 print_glsl_info_log(gl_info, shader, FALSE);
364 /* Context activation is done by the caller. */
365 static void shader_glsl_dump_program_source(const struct wined3d_gl_info *gl_info, GLuint program)
367 GLint i, shader_count, source_size = -1;
368 GLuint *shaders;
369 char *source = NULL;
371 GL_EXTCALL(glGetProgramiv(program, GL_ATTACHED_SHADERS, &shader_count));
372 shaders = HeapAlloc(GetProcessHeap(), 0, shader_count * sizeof(*shaders));
373 if (!shaders)
375 ERR("Failed to allocate shader array memory.\n");
376 return;
379 GL_EXTCALL(glGetAttachedShaders(program, shader_count, NULL, shaders));
380 for (i = 0; i < shader_count; ++i)
382 const char *ptr, *line;
383 GLint tmp;
385 GL_EXTCALL(glGetShaderiv(shaders[i], GL_SHADER_SOURCE_LENGTH, &tmp));
387 if (source_size < tmp)
389 HeapFree(GetProcessHeap(), 0, source);
391 source = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, tmp);
392 if (!source)
394 ERR("Failed to allocate %d bytes for shader source.\n", tmp);
395 HeapFree(GetProcessHeap(), 0, shaders);
396 return;
398 source_size = tmp;
401 FIXME("Shader %u:\n", shaders[i]);
402 GL_EXTCALL(glGetShaderiv(shaders[i], GL_SHADER_TYPE, &tmp));
403 FIXME(" GL_SHADER_TYPE: %s.\n", debug_gl_shader_type(tmp));
404 GL_EXTCALL(glGetShaderiv(shaders[i], GL_COMPILE_STATUS, &tmp));
405 FIXME(" GL_COMPILE_STATUS: %d.\n", tmp);
406 FIXME("\n");
408 ptr = source;
409 GL_EXTCALL(glGetShaderSource(shaders[i], source_size, NULL, source));
410 while ((line = get_info_log_line(&ptr))) FIXME(" %.*s", (int)(ptr - line), line);
411 FIXME("\n");
414 HeapFree(GetProcessHeap(), 0, source);
415 HeapFree(GetProcessHeap(), 0, shaders);
418 /* Context activation is done by the caller. */
419 static void shader_glsl_validate_link(const struct wined3d_gl_info *gl_info, GLuint program)
421 GLint tmp;
423 if (!TRACE_ON(d3d_shader) && !FIXME_ON(d3d_shader))
424 return;
426 GL_EXTCALL(glGetProgramiv(program, GL_LINK_STATUS, &tmp));
427 if (!tmp)
429 FIXME("Program %u link status invalid.\n", program);
430 shader_glsl_dump_program_source(gl_info, program);
433 print_glsl_info_log(gl_info, program, TRUE);
436 /* Context activation is done by the caller. */
437 static void shader_glsl_load_samplers(const struct wined3d_gl_info *gl_info,
438 const DWORD *tex_unit_map, GLuint program_id)
440 unsigned int mapped_unit;
441 char sampler_name[20];
442 const char *prefix;
443 unsigned int i, j;
444 GLint name_loc;
446 static const struct
448 enum wined3d_shader_type type;
449 unsigned int base_idx;
450 unsigned int count;
452 sampler_info[] =
454 {WINED3D_SHADER_TYPE_PIXEL, 0, MAX_FRAGMENT_SAMPLERS},
455 {WINED3D_SHADER_TYPE_VERTEX, MAX_FRAGMENT_SAMPLERS, MAX_VERTEX_SAMPLERS},
458 for (i = 0; i < ARRAY_SIZE(sampler_info); ++i)
460 prefix = shader_glsl_get_prefix(sampler_info[i].type);
462 for (j = 0; j < sampler_info[i].count; ++j)
464 snprintf(sampler_name, sizeof(sampler_name), "%s_sampler%u", prefix, j);
465 name_loc = GL_EXTCALL(glGetUniformLocation(program_id, sampler_name));
466 if (name_loc == -1)
467 continue;
469 mapped_unit = tex_unit_map[sampler_info[i].base_idx + j];
470 if (mapped_unit == WINED3D_UNMAPPED_STAGE || mapped_unit >= gl_info->limits.combined_samplers)
472 ERR("Trying to load sampler %s on unsupported unit %u.\n", sampler_name, mapped_unit);
473 continue;
476 TRACE("Loading sampler %s on unit %u.\n", sampler_name, mapped_unit);
477 GL_EXTCALL(glUniform1i(name_loc, mapped_unit));
480 checkGLcall("glUniform1i");
483 /* Context activation is done by the caller. */
484 static inline void walk_constant_heap(const struct wined3d_gl_info *gl_info, const float *constants,
485 const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
487 unsigned int start = ~0U, end = 0;
488 int stack_idx = 0;
489 unsigned int heap_idx = 1;
490 unsigned int idx;
492 if (heap->entries[heap_idx].version <= version) return;
494 idx = heap->entries[heap_idx].idx;
495 if (constant_locations[idx] != -1)
496 start = end = idx;
497 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
499 while (stack_idx >= 0)
501 /* Note that we fall through to the next case statement. */
502 switch(stack[stack_idx])
504 case HEAP_NODE_TRAVERSE_LEFT:
506 unsigned int left_idx = heap_idx << 1;
507 if (left_idx < heap->size && heap->entries[left_idx].version > version)
509 heap_idx = left_idx;
510 idx = heap->entries[heap_idx].idx;
511 if (constant_locations[idx] != -1)
513 if (start > idx)
514 start = idx;
515 if (end < idx)
516 end = idx;
519 stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
520 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
521 break;
525 case HEAP_NODE_TRAVERSE_RIGHT:
527 unsigned int right_idx = (heap_idx << 1) + 1;
528 if (right_idx < heap->size && heap->entries[right_idx].version > version)
530 heap_idx = right_idx;
531 idx = heap->entries[heap_idx].idx;
532 if (constant_locations[idx] != -1)
534 if (start > idx)
535 start = idx;
536 if (end < idx)
537 end = idx;
540 stack[stack_idx++] = HEAP_NODE_POP;
541 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
542 break;
546 case HEAP_NODE_POP:
547 heap_idx >>= 1;
548 --stack_idx;
549 break;
552 if (start <= end)
553 GL_EXTCALL(glUniform4fv(constant_locations[start], end - start + 1, &constants[start * 4]));
554 checkGLcall("walk_constant_heap()");
557 /* Context activation is done by the caller. */
558 static inline void apply_clamped_constant(const struct wined3d_gl_info *gl_info, GLint location, const GLfloat *data)
560 GLfloat clamped_constant[4];
562 if (location == -1) return;
564 clamped_constant[0] = data[0] < -1.0f ? -1.0f : data[0] > 1.0f ? 1.0f : data[0];
565 clamped_constant[1] = data[1] < -1.0f ? -1.0f : data[1] > 1.0f ? 1.0f : data[1];
566 clamped_constant[2] = data[2] < -1.0f ? -1.0f : data[2] > 1.0f ? 1.0f : data[2];
567 clamped_constant[3] = data[3] < -1.0f ? -1.0f : data[3] > 1.0f ? 1.0f : data[3];
569 GL_EXTCALL(glUniform4fv(location, 1, clamped_constant));
572 /* Context activation is done by the caller. */
573 static inline void walk_constant_heap_clamped(const struct wined3d_gl_info *gl_info, const float *constants,
574 const GLint *constant_locations, const struct constant_heap *heap, unsigned char *stack, DWORD version)
576 int stack_idx = 0;
577 unsigned int heap_idx = 1;
578 unsigned int idx;
580 if (heap->entries[heap_idx].version <= version) return;
582 idx = heap->entries[heap_idx].idx;
583 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
584 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
586 while (stack_idx >= 0)
588 /* Note that we fall through to the next case statement. */
589 switch(stack[stack_idx])
591 case HEAP_NODE_TRAVERSE_LEFT:
593 unsigned int left_idx = heap_idx << 1;
594 if (left_idx < heap->size && heap->entries[left_idx].version > version)
596 heap_idx = left_idx;
597 idx = heap->entries[heap_idx].idx;
598 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
600 stack[stack_idx++] = HEAP_NODE_TRAVERSE_RIGHT;
601 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
602 break;
606 case HEAP_NODE_TRAVERSE_RIGHT:
608 unsigned int right_idx = (heap_idx << 1) + 1;
609 if (right_idx < heap->size && heap->entries[right_idx].version > version)
611 heap_idx = right_idx;
612 idx = heap->entries[heap_idx].idx;
613 apply_clamped_constant(gl_info, constant_locations[idx], &constants[idx * 4]);
615 stack[stack_idx++] = HEAP_NODE_POP;
616 stack[stack_idx] = HEAP_NODE_TRAVERSE_LEFT;
617 break;
621 case HEAP_NODE_POP:
622 heap_idx >>= 1;
623 --stack_idx;
624 break;
627 checkGLcall("walk_constant_heap_clamped()");
630 /* Context activation is done by the caller. */
631 static void shader_glsl_load_constantsF(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info,
632 const float *constants, const GLint *constant_locations, const struct constant_heap *heap,
633 unsigned char *stack, UINT version)
635 const struct wined3d_shader_lconst *lconst;
637 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
638 if (shader->reg_maps.shader_version.major == 1
639 && shader->reg_maps.shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
640 walk_constant_heap_clamped(gl_info, constants, constant_locations, heap, stack, version);
641 else
642 walk_constant_heap(gl_info, constants, constant_locations, heap, stack, version);
644 if (!shader->load_local_constsF)
646 TRACE("No need to load local float constants for this shader\n");
647 return;
650 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
651 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
653 GL_EXTCALL(glUniform4fv(constant_locations[lconst->idx], 1, (const GLfloat *)lconst->value));
655 checkGLcall("glUniform4fv()");
658 /* Context activation is done by the caller. */
659 static void shader_glsl_load_constantsI(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info,
660 const GLint locations[MAX_CONST_I], const int *constants, WORD constants_set)
662 unsigned int i;
663 struct list* ptr;
665 for (i = 0; constants_set; constants_set >>= 1, ++i)
667 if (!(constants_set & 1)) continue;
669 /* We found this uniform name in the program - go ahead and send the data */
670 GL_EXTCALL(glUniform4iv(locations[i], 1, &constants[i * 4]));
673 /* Load immediate constants */
674 ptr = list_head(&shader->constantsI);
675 while (ptr)
677 const struct wined3d_shader_lconst *lconst = LIST_ENTRY(ptr, const struct wined3d_shader_lconst, entry);
678 unsigned int idx = lconst->idx;
679 const GLint *values = (const GLint *)lconst->value;
681 /* We found this uniform name in the program - go ahead and send the data */
682 GL_EXTCALL(glUniform4iv(locations[idx], 1, values));
683 ptr = list_next(&shader->constantsI, ptr);
685 checkGLcall("glUniform4iv()");
688 /* Context activation is done by the caller. */
689 static void shader_glsl_load_constantsB(const struct wined3d_shader *shader, const struct wined3d_gl_info *gl_info,
690 const GLint locations[MAX_CONST_B], const BOOL *constants, WORD constants_set)
692 unsigned int i;
693 struct list* ptr;
695 for (i = 0; constants_set; constants_set >>= 1, ++i)
697 if (!(constants_set & 1)) continue;
699 GL_EXTCALL(glUniform1iv(locations[i], 1, &constants[i]));
702 /* Load immediate constants */
703 ptr = list_head(&shader->constantsB);
704 while (ptr)
706 const struct wined3d_shader_lconst *lconst = LIST_ENTRY(ptr, const struct wined3d_shader_lconst, entry);
707 unsigned int idx = lconst->idx;
708 const GLint *values = (const GLint *)lconst->value;
710 GL_EXTCALL(glUniform1iv(locations[idx], 1, values));
711 ptr = list_next(&shader->constantsB, ptr);
713 checkGLcall("glUniform1iv()");
716 static void reset_program_constant_version(struct wine_rb_entry *entry, void *context)
718 WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry)->constant_version = 0;
721 /* Context activation is done by the caller (state handler). */
722 static void shader_glsl_load_np2fixup_constants(const struct glsl_ps_program *ps,
723 const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
725 GLfloat np2fixup_constants[4 * MAX_FRAGMENT_SAMPLERS];
726 UINT fixup = ps->np2_fixup_info->active;
727 UINT i;
729 for (i = 0; fixup; fixup >>= 1, ++i)
731 const struct wined3d_texture *tex = state->textures[i];
732 unsigned char idx = ps->np2_fixup_info->idx[i];
733 GLfloat *tex_dim = &np2fixup_constants[(idx >> 1) * 4];
735 if (!tex)
737 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
738 continue;
741 if (idx % 2)
743 tex_dim[2] = tex->pow2_matrix[0];
744 tex_dim[3] = tex->pow2_matrix[5];
746 else
748 tex_dim[0] = tex->pow2_matrix[0];
749 tex_dim[1] = tex->pow2_matrix[5];
753 GL_EXTCALL(glUniform4fv(ps->np2_fixup_location, ps->np2_fixup_info->num_consts, np2fixup_constants));
756 /* Taken and adapted from Mesa. */
757 static BOOL invert_matrix_3d(struct wined3d_matrix *out, const struct wined3d_matrix *in)
759 float pos, neg, t, det;
760 struct wined3d_matrix temp;
762 /* Calculate the determinant of upper left 3x3 submatrix and
763 * determine if the matrix is singular. */
764 pos = neg = 0.0f;
765 t = in->_11 * in->_22 * in->_33;
766 if (t >= 0.0f)
767 pos += t;
768 else
769 neg += t;
771 t = in->_21 * in->_32 * in->_13;
772 if (t >= 0.0f)
773 pos += t;
774 else
775 neg += t;
776 t = in->_31 * in->_12 * in->_23;
777 if (t >= 0.0f)
778 pos += t;
779 else
780 neg += t;
782 t = -in->_31 * in->_22 * in->_13;
783 if (t >= 0.0f)
784 pos += t;
785 else
786 neg += t;
787 t = -in->_21 * in->_12 * in->_33;
788 if (t >= 0.0f)
789 pos += t;
790 else
791 neg += t;
793 t = -in->_11 * in->_32 * in->_23;
794 if (t >= 0.0f)
795 pos += t;
796 else
797 neg += t;
799 det = pos + neg;
801 if (fabsf(det) < 1e-25f)
802 return FALSE;
804 det = 1.0f / det;
805 temp._11 = (in->_22 * in->_33 - in->_32 * in->_23) * det;
806 temp._12 = -(in->_12 * in->_33 - in->_32 * in->_13) * det;
807 temp._13 = (in->_12 * in->_23 - in->_22 * in->_13) * det;
808 temp._21 = -(in->_21 * in->_33 - in->_31 * in->_23) * det;
809 temp._22 = (in->_11 * in->_33 - in->_31 * in->_13) * det;
810 temp._23 = -(in->_11 * in->_23 - in->_21 * in->_13) * det;
811 temp._31 = (in->_21 * in->_32 - in->_31 * in->_22) * det;
812 temp._32 = -(in->_11 * in->_32 - in->_31 * in->_12) * det;
813 temp._33 = (in->_11 * in->_22 - in->_21 * in->_12) * det;
815 *out = temp;
816 return TRUE;
819 static void swap_rows(float **a, float **b)
821 float *tmp = *a;
823 *a = *b;
824 *b = tmp;
827 static BOOL invert_matrix(struct wined3d_matrix *out, struct wined3d_matrix *m)
829 float wtmp[4][8];
830 float m0, m1, m2, m3, s;
831 float *r0, *r1, *r2, *r3;
833 r0 = wtmp[0];
834 r1 = wtmp[1];
835 r2 = wtmp[2];
836 r3 = wtmp[3];
838 r0[0] = m->_11;
839 r0[1] = m->_12;
840 r0[2] = m->_13;
841 r0[3] = m->_14;
842 r0[4] = 1.0f;
843 r0[5] = r0[6] = r0[7] = 0.0f;
845 r1[0] = m->_21;
846 r1[1] = m->_22;
847 r1[2] = m->_23;
848 r1[3] = m->_24;
849 r1[5] = 1.0f;
850 r1[4] = r1[6] = r1[7] = 0.0f;
852 r2[0] = m->_31;
853 r2[1] = m->_32;
854 r2[2] = m->_33;
855 r2[3] = m->_34;
856 r2[6] = 1.0f;
857 r2[4] = r2[5] = r2[7] = 0.0f;
859 r3[0] = m->_41;
860 r3[1] = m->_42;
861 r3[2] = m->_43;
862 r3[3] = m->_44;
863 r3[7] = 1.0f;
864 r3[4] = r3[5] = r3[6] = 0.0f;
866 /* Choose pivot - or die. */
867 if (fabsf(r3[0]) > fabsf(r2[0]))
868 swap_rows(&r3, &r2);
869 if (fabsf(r2[0]) > fabsf(r1[0]))
870 swap_rows(&r2, &r1);
871 if (fabsf(r1[0]) > fabsf(r0[0]))
872 swap_rows(&r1, &r0);
873 if (r0[0] == 0.0f)
874 return FALSE;
876 /* Eliminate first variable. */
877 m1 = r1[0] / r0[0]; m2 = r2[0] / r0[0]; m3 = r3[0] / r0[0];
878 s = r0[1]; r1[1] -= m1 * s; r2[1] -= m2 * s; r3[1] -= m3 * s;
879 s = r0[2]; r1[2] -= m1 * s; r2[2] -= m2 * s; r3[2] -= m3 * s;
880 s = r0[3]; r1[3] -= m1 * s; r2[3] -= m2 * s; r3[3] -= m3 * s;
881 s = r0[4];
882 if (s != 0.0f)
884 r1[4] -= m1 * s;
885 r2[4] -= m2 * s;
886 r3[4] -= m3 * s;
888 s = r0[5];
889 if (s != 0.0f)
891 r1[5] -= m1 * s;
892 r2[5] -= m2 * s;
893 r3[5] -= m3 * s;
895 s = r0[6];
896 if (s != 0.0f)
898 r1[6] -= m1 * s;
899 r2[6] -= m2 * s;
900 r3[6] -= m3 * s;
902 s = r0[7];
903 if (s != 0.0f)
905 r1[7] -= m1 * s;
906 r2[7] -= m2 * s;
907 r3[7] -= m3 * s;
910 /* Choose pivot - or die. */
911 if (fabsf(r3[1]) > fabsf(r2[1]))
912 swap_rows(&r3, &r2);
913 if (fabsf(r2[1]) > fabsf(r1[1]))
914 swap_rows(&r2, &r1);
915 if (r1[1] == 0.0f)
916 return FALSE;
918 /* Eliminate second variable. */
919 m2 = r2[1] / r1[1]; m3 = r3[1] / r1[1];
920 r2[2] -= m2 * r1[2]; r3[2] -= m3 * r1[2];
921 r2[3] -= m2 * r1[3]; r3[3] -= m3 * r1[3];
922 s = r1[4];
923 if (s != 0.0f)
925 r2[4] -= m2 * s;
926 r3[4] -= m3 * s;
928 s = r1[5];
929 if (s != 0.0f)
931 r2[5] -= m2 * s;
932 r3[5] -= m3 * s;
934 s = r1[6];
935 if (s != 0.0f)
937 r2[6] -= m2 * s;
938 r3[6] -= m3 * s;
940 s = r1[7];
941 if (s != 0.0f)
943 r2[7] -= m2 * s;
944 r3[7] -= m3 * s;
947 /* Choose pivot - or die. */
948 if (fabsf(r3[2]) > fabsf(r2[2]))
949 swap_rows(&r3, &r2);
950 if (r2[2] == 0.0f)
951 return FALSE;
953 /* Eliminate third variable. */
954 m3 = r3[2] / r2[2];
955 r3[3] -= m3 * r2[3];
956 r3[4] -= m3 * r2[4];
957 r3[5] -= m3 * r2[5];
958 r3[6] -= m3 * r2[6];
959 r3[7] -= m3 * r2[7];
961 /* Last check. */
962 if (r3[3] == 0.0f)
963 return FALSE;
965 /* Back substitute row 3. */
966 s = 1.0f / r3[3];
967 r3[4] *= s;
968 r3[5] *= s;
969 r3[6] *= s;
970 r3[7] *= s;
972 /* Back substitute row 2. */
973 m2 = r2[3];
974 s = 1.0f / r2[2];
975 r2[4] = s * (r2[4] - r3[4] * m2);
976 r2[5] = s * (r2[5] - r3[5] * m2);
977 r2[6] = s * (r2[6] - r3[6] * m2);
978 r2[7] = s * (r2[7] - r3[7] * m2);
979 m1 = r1[3];
980 r1[4] -= r3[4] * m1;
981 r1[5] -= r3[5] * m1;
982 r1[6] -= r3[6] * m1;
983 r1[7] -= r3[7] * m1;
984 m0 = r0[3];
985 r0[4] -= r3[4] * m0;
986 r0[5] -= r3[5] * m0;
987 r0[6] -= r3[6] * m0;
988 r0[7] -= r3[7] * m0;
990 /* Back substitute row 1. */
991 m1 = r1[2];
992 s = 1.0f / r1[1];
993 r1[4] = s * (r1[4] - r2[4] * m1);
994 r1[5] = s * (r1[5] - r2[5] * m1);
995 r1[6] = s * (r1[6] - r2[6] * m1);
996 r1[7] = s * (r1[7] - r2[7] * m1);
997 m0 = r0[2];
998 r0[4] -= r2[4] * m0;
999 r0[5] -= r2[5] * m0;
1000 r0[6] -= r2[6] * m0;
1001 r0[7] -= r2[7] * m0;
1003 /* Back substitute row 0. */
1004 m0 = r0[1];
1005 s = 1.0f / r0[0];
1006 r0[4] = s * (r0[4] - r1[4] * m0);
1007 r0[5] = s * (r0[5] - r1[5] * m0);
1008 r0[6] = s * (r0[6] - r1[6] * m0);
1009 r0[7] = s * (r0[7] - r1[7] * m0);
1011 out->_11 = r0[4];
1012 out->_12 = r0[5];
1013 out->_13 = r0[6];
1014 out->_14 = r0[7];
1015 out->_21 = r1[4];
1016 out->_22 = r1[5];
1017 out->_23 = r1[6];
1018 out->_24 = r1[7];
1019 out->_31 = r2[4];
1020 out->_32 = r2[5];
1021 out->_33 = r2[6];
1022 out->_34 = r2[7];
1023 out->_41 = r3[4];
1024 out->_42 = r3[5];
1025 out->_43 = r3[6];
1026 out->_44 = r3[7];
1028 return TRUE;
1031 static void shader_glsl_ffp_vertex_normalmatrix_uniform(const struct wined3d_context *context,
1032 const struct wined3d_state *state, struct glsl_shader_prog_link *prog)
1034 const struct wined3d_gl_info *gl_info = context->gl_info;
1035 float mat[3 * 3];
1036 struct wined3d_matrix mv;
1037 unsigned int i, j;
1039 get_modelview_matrix(context, state, &mv);
1040 if (context->swapchain->device->wined3d->flags & WINED3D_LEGACY_FFP_LIGHTING)
1041 invert_matrix_3d(&mv, &mv);
1042 else
1043 invert_matrix(&mv, &mv);
1044 /* Tests show that singular modelview matrices are used unchanged as normal
1045 * matrices on D3D3 and older. There seems to be no clearly consistent
1046 * behavior on newer D3D versions so always follow older ddraw behavior. */
1047 for (i = 0; i < 3; ++i)
1048 for (j = 0; j < 3; ++j)
1049 mat[i * 3 + j] = (&mv._11)[j * 4 + i];
1051 GL_EXTCALL(glUniformMatrix3fv(prog->vs.normal_matrix_location, 1, FALSE, mat));
1052 checkGLcall("glUniformMatrix3fv");
1055 /* Context activation is done by the caller (state handler). */
1056 static void shader_glsl_load_color_key_constant(const struct glsl_ps_program *ps,
1057 const struct wined3d_gl_info *gl_info, const struct wined3d_state *state)
1059 struct wined3d_color float_key;
1060 const struct wined3d_texture *texture = state->textures[0];
1062 wined3d_format_convert_color_to_float(texture->resource.format, NULL,
1063 texture->async.src_blt_color_key.color_space_high_value, &float_key);
1064 GL_EXTCALL(glUniform4fv(ps->color_key_location, 1, &float_key.r));
1067 /* Context activation is done by the caller (state handler). */
1068 static void shader_glsl_load_constants(void *shader_priv, struct wined3d_context *context,
1069 const struct wined3d_state *state)
1071 const struct glsl_context_data *ctx_data = context->shader_backend_data;
1072 const struct wined3d_shader *vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
1073 const struct wined3d_shader *pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
1074 const struct wined3d_gl_info *gl_info = context->gl_info;
1075 struct shader_glsl_priv *priv = shader_priv;
1076 float position_fixup[4];
1077 DWORD update_mask = 0;
1079 struct glsl_shader_prog_link *prog = ctx_data->glsl_program;
1080 UINT constant_version;
1081 int i;
1083 if (!prog) {
1084 /* No GLSL program set - nothing to do. */
1085 return;
1087 constant_version = prog->constant_version;
1088 update_mask = context->constant_update_mask & prog->constant_update_mask;
1090 if (update_mask & WINED3D_SHADER_CONST_VS_F)
1091 shader_glsl_load_constantsF(vshader, gl_info, state->vs_consts_f,
1092 prog->vs.uniform_f_locations, &priv->vconst_heap, priv->stack, constant_version);
1094 if (update_mask & WINED3D_SHADER_CONST_VS_I)
1095 shader_glsl_load_constantsI(vshader, gl_info, prog->vs.uniform_i_locations, state->vs_consts_i,
1096 vshader->reg_maps.integer_constants);
1098 if (update_mask & WINED3D_SHADER_CONST_VS_B)
1099 shader_glsl_load_constantsB(vshader, gl_info, prog->vs.uniform_b_locations, state->vs_consts_b,
1100 vshader->reg_maps.boolean_constants);
1102 if (update_mask & WINED3D_SHADER_CONST_VS_POS_FIXUP)
1104 shader_get_position_fixup(context, state, position_fixup);
1105 GL_EXTCALL(glUniform4fv(prog->vs.pos_fixup_location, 1, position_fixup));
1106 checkGLcall("glUniform4fv");
1109 if (update_mask & WINED3D_SHADER_CONST_FFP_MODELVIEW)
1111 struct wined3d_matrix mat;
1113 get_modelview_matrix(context, state, &mat);
1114 GL_EXTCALL(glUniformMatrix4fv(prog->vs.modelview_matrix_location, 1, FALSE, &mat._11));
1115 checkGLcall("glUniformMatrix4fv");
1117 shader_glsl_ffp_vertex_normalmatrix_uniform(context, state, prog);
1120 if (update_mask & WINED3D_SHADER_CONST_FFP_PROJ)
1122 struct wined3d_matrix projection;
1124 get_projection_matrix(context, state, &projection);
1125 GL_EXTCALL(glUniformMatrix4fv(prog->vs.projection_matrix_location, 1, FALSE, &projection._11));
1126 checkGLcall("glUniformMatrix4fv");
1129 if (update_mask & WINED3D_SHADER_CONST_PS_F)
1130 shader_glsl_load_constantsF(pshader, gl_info, state->ps_consts_f,
1131 prog->ps.uniform_f_locations, &priv->pconst_heap, priv->stack, constant_version);
1133 if (update_mask & WINED3D_SHADER_CONST_PS_I)
1134 shader_glsl_load_constantsI(pshader, gl_info, prog->ps.uniform_i_locations, state->ps_consts_i,
1135 pshader->reg_maps.integer_constants);
1137 if (update_mask & WINED3D_SHADER_CONST_PS_B)
1138 shader_glsl_load_constantsB(pshader, gl_info, prog->ps.uniform_b_locations, state->ps_consts_b,
1139 pshader->reg_maps.boolean_constants);
1141 if (update_mask & WINED3D_SHADER_CONST_PS_BUMP_ENV)
1143 for (i = 0; i < MAX_TEXTURES; ++i)
1145 if (prog->ps.bumpenv_mat_location[i] == -1)
1146 continue;
1148 GL_EXTCALL(glUniformMatrix2fv(prog->ps.bumpenv_mat_location[i], 1, 0,
1149 (const GLfloat *)&state->texture_states[i][WINED3D_TSS_BUMPENV_MAT00]));
1151 if (prog->ps.bumpenv_lum_scale_location[i] != -1)
1153 GL_EXTCALL(glUniform1fv(prog->ps.bumpenv_lum_scale_location[i], 1,
1154 (const GLfloat *)&state->texture_states[i][WINED3D_TSS_BUMPENV_LSCALE]));
1155 GL_EXTCALL(glUniform1fv(prog->ps.bumpenv_lum_offset_location[i], 1,
1156 (const GLfloat *)&state->texture_states[i][WINED3D_TSS_BUMPENV_LOFFSET]));
1160 checkGLcall("bump env uniforms");
1163 if (update_mask & WINED3D_SHADER_CONST_PS_Y_CORR)
1165 float correction_params[] =
1167 /* position is window relative, not viewport relative */
1168 context->render_offscreen ? 0.0f : (float)context->current_rt->resource.height,
1169 context->render_offscreen ? 1.0f : -1.0f,
1170 0.0f,
1171 0.0f,
1174 GL_EXTCALL(glUniform4fv(prog->ps.ycorrection_location, 1, correction_params));
1177 if (update_mask & WINED3D_SHADER_CONST_PS_NP2_FIXUP)
1178 shader_glsl_load_np2fixup_constants(&prog->ps, gl_info, state);
1179 if (update_mask & WINED3D_SHADER_CONST_FFP_COLOR_KEY)
1180 shader_glsl_load_color_key_constant(&prog->ps, gl_info, state);
1182 if (update_mask & WINED3D_SHADER_CONST_FFP_PS)
1184 float col[4];
1186 if (prog->ps.tex_factor_location != -1)
1188 D3DCOLORTOGLFLOAT4(state->render_states[WINED3D_RS_TEXTUREFACTOR], col);
1189 GL_EXTCALL(glUniform4fv(prog->ps.tex_factor_location, 1, col));
1192 if (state->render_states[WINED3D_RS_SPECULARENABLE])
1193 GL_EXTCALL(glUniform4f(prog->ps.specular_enable_location, 1.0f, 1.0f, 1.0f, 0.0f));
1194 else
1195 GL_EXTCALL(glUniform4f(prog->ps.specular_enable_location, 0.0f, 0.0f, 0.0f, 0.0f));
1197 for (i = 0; i < MAX_TEXTURES; ++i)
1199 if (prog->ps.tss_constant_location[i] == -1)
1200 continue;
1202 D3DCOLORTOGLFLOAT4(state->texture_states[i][WINED3D_TSS_CONSTANT], col);
1203 GL_EXTCALL(glUniform4fv(prog->ps.tss_constant_location[i], 1, col));
1206 checkGLcall("fixed function uniforms");
1209 if (priv->next_constant_version == UINT_MAX)
1211 TRACE("Max constant version reached, resetting to 0.\n");
1212 wine_rb_for_each_entry(&priv->program_lookup, reset_program_constant_version, NULL);
1213 priv->next_constant_version = 1;
1215 else
1217 prog->constant_version = priv->next_constant_version++;
1221 static void update_heap_entry(struct constant_heap *heap, unsigned int idx, DWORD new_version)
1223 struct constant_entry *entries = heap->entries;
1224 unsigned int *positions = heap->positions;
1225 unsigned int heap_idx, parent_idx;
1227 if (!heap->contained[idx])
1229 heap_idx = heap->size++;
1230 heap->contained[idx] = TRUE;
1232 else
1234 heap_idx = positions[idx];
1237 while (heap_idx > 1)
1239 parent_idx = heap_idx >> 1;
1241 if (new_version <= entries[parent_idx].version) break;
1243 entries[heap_idx] = entries[parent_idx];
1244 positions[entries[parent_idx].idx] = heap_idx;
1245 heap_idx = parent_idx;
1248 entries[heap_idx].version = new_version;
1249 entries[heap_idx].idx = idx;
1250 positions[idx] = heap_idx;
1253 static void shader_glsl_update_float_vertex_constants(struct wined3d_device *device, UINT start, UINT count)
1255 struct shader_glsl_priv *priv = device->shader_priv;
1256 struct constant_heap *heap = &priv->vconst_heap;
1257 UINT i;
1259 for (i = start; i < count + start; ++i)
1261 update_heap_entry(heap, i, priv->next_constant_version);
1264 for (i = 0; i < device->context_count; ++i)
1266 device->contexts[i]->constant_update_mask |= WINED3D_SHADER_CONST_VS_F;
1270 static void shader_glsl_update_float_pixel_constants(struct wined3d_device *device, UINT start, UINT count)
1272 struct shader_glsl_priv *priv = device->shader_priv;
1273 struct constant_heap *heap = &priv->pconst_heap;
1274 UINT i;
1276 for (i = start; i < count + start; ++i)
1278 update_heap_entry(heap, i, priv->next_constant_version);
1281 for (i = 0; i < device->context_count; ++i)
1283 device->contexts[i]->constant_update_mask |= WINED3D_SHADER_CONST_PS_F;
1287 static unsigned int vec4_varyings(DWORD shader_major, const struct wined3d_gl_info *gl_info)
1289 unsigned int ret = gl_info->limits.glsl_varyings / 4;
1290 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
1291 if(shader_major > 3) return ret;
1293 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
1294 if (gl_info->quirks & WINED3D_QUIRK_GLSL_CLIP_VARYING) ret -= 1;
1295 return ret;
1298 /** Generate the variable & register declarations for the GLSL output target */
1299 static void shader_generate_glsl_declarations(const struct wined3d_context *context,
1300 struct wined3d_string_buffer *buffer, const struct wined3d_shader *shader,
1301 const struct wined3d_shader_reg_maps *reg_maps, const struct shader_glsl_ctx_priv *ctx_priv)
1303 const struct wined3d_shader_version *version = &reg_maps->shader_version;
1304 const struct wined3d_state *state = &shader->device->state;
1305 const struct ps_compile_args *ps_args = ctx_priv->cur_ps_args;
1306 const struct wined3d_gl_info *gl_info = context->gl_info;
1307 const struct wined3d_fb_state *fb = &shader->device->fb;
1308 unsigned int i, extra_constants_needed = 0;
1309 const struct wined3d_shader_lconst *lconst;
1310 const char *prefix;
1311 DWORD map;
1313 prefix = shader_glsl_get_prefix(version->type);
1315 /* Prototype the subroutines */
1316 for (i = 0, map = reg_maps->labels; map; map >>= 1, ++i)
1318 if (map & 1) shader_addline(buffer, "void subroutine%u();\n", i);
1321 /* Declare the constants (aka uniforms) */
1322 if (shader->limits->constant_float > 0)
1324 unsigned max_constantsF;
1326 /* Unless the shader uses indirect addressing, always declare the
1327 * maximum array size and ignore that we need some uniforms privately.
1328 * E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup
1329 * and immediate values, still declare VC[256]. If the shader needs
1330 * more uniforms than we have it won't work in any case. If it uses
1331 * less, the compiler will figure out which uniforms are really used
1332 * and strip them out. This allows a shader to use c255 on a dx9 card,
1333 * as long as it doesn't also use all the other constants.
1335 * If the shader uses indirect addressing the compiler must assume
1336 * that all declared uniforms are used. In this case, declare only the
1337 * amount that we're assured to have.
1339 * Thus we run into problems in these two cases:
1340 * 1) The shader really uses more uniforms than supported.
1341 * 2) The shader uses indirect addressing, less constants than
1342 * supported, but uses a constant index > #supported consts. */
1343 if (version->type == WINED3D_SHADER_TYPE_PIXEL)
1345 /* No indirect addressing here. */
1346 max_constantsF = gl_info->limits.glsl_ps_float_constants;
1348 else
1350 if (reg_maps->usesrelconstF)
1352 /* Subtract the other potential uniforms from the max
1353 * available (bools, ints, and 1 row of projection matrix).
1354 * Subtract another uniform for immediate values, which have
1355 * to be loaded via uniform by the driver as well. The shader
1356 * code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex
1357 * shader code, so one vec4 should be enough. (Unfortunately
1358 * the Nvidia driver doesn't store 128 and -128 in one float).
1360 * Writing gl_ClipVertex requires one uniform for each
1361 * clipplane as well. */
1362 max_constantsF = gl_info->limits.glsl_vs_float_constants - 3;
1363 if(ctx_priv->cur_vs_args->clip_enabled)
1365 max_constantsF -= gl_info->limits.clipplanes;
1367 max_constantsF -= count_bits(reg_maps->integer_constants);
1368 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
1369 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
1370 * for now take this into account when calculating the number of available constants
1372 max_constantsF -= count_bits(reg_maps->boolean_constants);
1373 /* Set by driver quirks in directx.c */
1374 max_constantsF -= gl_info->reserved_glsl_constants;
1376 if (max_constantsF < shader->limits->constant_float)
1378 static unsigned int once;
1380 if (!once++)
1381 ERR_(winediag)("The hardware does not support enough uniform components to run this shader,"
1382 " it may not render correctly.\n");
1383 else
1384 WARN("The hardware does not support enough uniform components to run this shader.\n");
1387 else
1389 max_constantsF = gl_info->limits.glsl_vs_float_constants;
1392 max_constantsF = min(shader->limits->constant_float, max_constantsF);
1393 shader_addline(buffer, "uniform vec4 %s_c[%u];\n", prefix, max_constantsF);
1396 /* Always declare the full set of constants, the compiler can remove the
1397 * unused ones because d3d doesn't (yet) support indirect int and bool
1398 * constant addressing. This avoids problems if the app uses e.g. i0 and i9. */
1399 if (shader->limits->constant_int > 0 && reg_maps->integer_constants)
1400 shader_addline(buffer, "uniform ivec4 %s_i[%u];\n", prefix, shader->limits->constant_int);
1402 if (shader->limits->constant_bool > 0 && reg_maps->boolean_constants)
1403 shader_addline(buffer, "uniform bool %s_b[%u];\n", prefix, shader->limits->constant_bool);
1405 for (i = 0; i < WINED3D_MAX_CBS; ++i)
1407 if (reg_maps->cb_sizes[i])
1408 shader_addline(buffer, "layout(std140) uniform block_%s_cb%u { vec4 %s_cb%u[%u]; };\n",
1409 prefix, i, prefix, i, reg_maps->cb_sizes[i]);
1412 /* Declare texture samplers */
1413 for (i = 0; i < reg_maps->sampler_map.count; ++i)
1415 struct wined3d_shader_sampler_map_entry *entry;
1416 BOOL shadow_sampler, tex_rect;
1417 const char *sampler_type;
1419 entry = &reg_maps->sampler_map.entries[i];
1421 if (entry->resource_idx >= ARRAY_SIZE(reg_maps->resource_info))
1423 ERR("Invalid resource index %u.\n", entry->resource_idx);
1424 continue;
1427 shadow_sampler = version->type == WINED3D_SHADER_TYPE_PIXEL && (ps_args->shadow & (1 << entry->sampler_idx));
1428 switch (reg_maps->resource_info[entry->resource_idx].type)
1430 case WINED3D_SHADER_RESOURCE_TEXTURE_1D:
1431 if (shadow_sampler)
1432 sampler_type = "sampler1DShadow";
1433 else
1434 sampler_type = "sampler1D";
1435 break;
1437 case WINED3D_SHADER_RESOURCE_TEXTURE_2D:
1438 tex_rect = version->type == WINED3D_SHADER_TYPE_PIXEL
1439 && (ps_args->np2_fixup & (1 << entry->resource_idx))
1440 && gl_info->supported[ARB_TEXTURE_RECTANGLE];
1441 if (shadow_sampler)
1443 if (tex_rect)
1444 sampler_type = "sampler2DRectShadow";
1445 else
1446 sampler_type = "sampler2DShadow";
1448 else
1450 if (tex_rect)
1451 sampler_type = "sampler2DRect";
1452 else
1453 sampler_type = "sampler2D";
1455 break;
1457 case WINED3D_SHADER_RESOURCE_TEXTURE_3D:
1458 if (shadow_sampler)
1459 FIXME("Unsupported 3D shadow sampler.\n");
1460 sampler_type = "sampler3D";
1461 break;
1463 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE:
1464 if (shadow_sampler)
1465 FIXME("Unsupported Cube shadow sampler.\n");
1466 sampler_type = "samplerCube";
1467 break;
1469 default:
1470 sampler_type = "unsupported_sampler";
1471 FIXME("Unhandled resource type %#x.\n", reg_maps->resource_info[i].type);
1472 break;
1474 shader_addline(buffer, "uniform %s %s_sampler%u;\n", sampler_type, prefix, entry->bind_idx);
1477 /* Declare uniforms for NP2 texcoord fixup:
1478 * This is NOT done inside the loop that declares the texture samplers
1479 * since the NP2 fixup code is currently only used for the GeforceFX
1480 * series and when forcing the ARB_npot extension off. Modern cards just
1481 * skip the code anyway, so put it inside a separate loop. */
1482 if (version->type == WINED3D_SHADER_TYPE_PIXEL && ps_args->np2_fixup)
1484 struct ps_np2fixup_info *fixup = ctx_priv->cur_np2fixup_info;
1485 UINT cur = 0;
1487 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
1488 * while D3D has them in the (normalized) [0,1]x[0,1] range.
1489 * samplerNP2Fixup stores texture dimensions and is updated through
1490 * shader_glsl_load_np2fixup_constants when the sampler changes. */
1492 for (i = 0; i < shader->limits->sampler; ++i)
1494 if (!reg_maps->resource_info[i].type || !(ps_args->np2_fixup & (1 << i)))
1495 continue;
1497 if (reg_maps->resource_info[i].type != WINED3D_SHADER_RESOURCE_TEXTURE_2D)
1499 FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
1500 continue;
1503 fixup->idx[i] = cur++;
1506 fixup->num_consts = (cur + 1) >> 1;
1507 fixup->active = ps_args->np2_fixup;
1508 shader_addline(buffer, "uniform vec4 %s_samplerNP2Fixup[%u];\n", prefix, fixup->num_consts);
1511 /* Declare address variables */
1512 for (i = 0, map = reg_maps->address; map; map >>= 1, ++i)
1514 if (map & 1) shader_addline(buffer, "ivec4 A%u;\n", i);
1517 /* Declare texture coordinate temporaries and initialize them */
1518 for (i = 0, map = reg_maps->texcoord; map; map >>= 1, ++i)
1520 if (map & 1) shader_addline(buffer, "vec4 T%u = gl_TexCoord[%u];\n", i, i);
1523 if (version->type == WINED3D_SHADER_TYPE_VERTEX)
1525 for (i = 0; i < shader->input_signature.element_count; ++i)
1527 const struct wined3d_shader_signature_element *e = &shader->input_signature.elements[i];
1528 if (e->sysval_semantic == WINED3D_SV_INSTANCEID)
1529 shader_addline(buffer, "vec4 %s_in%u = vec4(intBitsToFloat(gl_InstanceID), 0.0, 0.0, 0.0);\n",
1530 prefix, e->register_idx);
1531 else
1532 shader_addline(buffer, "attribute vec4 %s_in%u;\n", prefix, e->register_idx);
1535 shader_addline(buffer, "uniform vec4 posFixup;\n");
1536 shader_addline(buffer, "void order_ps_input(in vec4[%u]);\n", shader->limits->packed_output);
1538 else if (version->type == WINED3D_SHADER_TYPE_GEOMETRY)
1540 shader_addline(buffer, "varying in vec4 gs_in[][%u];\n", shader->limits->packed_input);
1542 else if (version->type == WINED3D_SHADER_TYPE_PIXEL)
1544 if (version->major >= 3)
1546 UINT in_count = min(vec4_varyings(version->major, gl_info), shader->limits->packed_input);
1548 if (use_vs(state))
1549 shader_addline(buffer, "varying vec4 %s_link[%u];\n", prefix, in_count);
1550 shader_addline(buffer, "vec4 %s_in[%u];\n", prefix, in_count);
1553 for (i = 0, map = reg_maps->bumpmat; map; map >>= 1, ++i)
1555 if (!(map & 1))
1556 continue;
1558 shader_addline(buffer, "uniform mat2 bumpenv_mat%u;\n", i);
1560 if (reg_maps->luminanceparams & (1 << i))
1562 shader_addline(buffer, "uniform float bumpenv_lum_scale%u;\n", i);
1563 shader_addline(buffer, "uniform float bumpenv_lum_offset%u;\n", i);
1564 extra_constants_needed++;
1567 extra_constants_needed++;
1570 if (ps_args->srgb_correction)
1572 shader_addline(buffer, "const vec4 srgb_const0 = ");
1573 shader_glsl_append_imm_vec4(buffer, wined3d_srgb_const0);
1574 shader_addline(buffer, ";\n");
1575 shader_addline(buffer, "const vec4 srgb_const1 = ");
1576 shader_glsl_append_imm_vec4(buffer, wined3d_srgb_const1);
1577 shader_addline(buffer, ";\n");
1579 if (reg_maps->vpos || reg_maps->usesdsy)
1581 if (shader->limits->constant_float + extra_constants_needed
1582 + 1 < gl_info->limits.glsl_ps_float_constants)
1584 shader_addline(buffer, "uniform vec4 ycorrection;\n");
1585 extra_constants_needed++;
1587 else
1589 float ycorrection[] =
1591 context->render_offscreen ? 0.0f : fb->render_targets[0]->height,
1592 context->render_offscreen ? 1.0f : -1.0f,
1593 0.0f,
1594 0.0f,
1597 /* This happens because we do not have proper tracking of the
1598 * constant registers that are actually used, only the max
1599 * limit of the shader version. */
1600 FIXME("Cannot find a free uniform for vpos correction params\n");
1601 shader_addline(buffer, "const vec4 ycorrection = ");
1602 shader_glsl_append_imm_vec4(buffer, ycorrection);
1603 shader_addline(buffer, ";\n");
1605 shader_addline(buffer, "vec4 vpos;\n");
1609 /* Declare output register temporaries */
1610 if (shader->limits->packed_output)
1611 shader_addline(buffer, "vec4 %s_out[%u];\n", prefix, shader->limits->packed_output);
1613 /* Declare temporary variables */
1614 for (i = 0, map = reg_maps->temporary; map; map >>= 1, ++i)
1616 if (map & 1) shader_addline(buffer, "vec4 R%u;\n", i);
1619 /* Declare loop registers aLx */
1620 if (version->major < 4)
1622 for (i = 0; i < reg_maps->loop_depth; ++i)
1624 shader_addline(buffer, "int aL%u;\n", i);
1625 shader_addline(buffer, "int tmpInt%u;\n", i);
1629 /* Temporary variables for matrix operations */
1630 shader_addline(buffer, "vec4 tmp0;\n");
1631 shader_addline(buffer, "vec4 tmp1;\n");
1633 if (!shader->load_local_constsF)
1635 LIST_FOR_EACH_ENTRY(lconst, &shader->constantsF, struct wined3d_shader_lconst, entry)
1637 shader_addline(buffer, "const vec4 %s_lc%u = ", prefix, lconst->idx);
1638 shader_glsl_append_imm_vec4(buffer, (const float *)lconst->value);
1639 shader_addline(buffer, ";\n");
1643 /* Start the main program. */
1644 shader_addline(buffer, "void main()\n{\n");
1646 /* Direct3D applications expect integer vPos values, while OpenGL drivers
1647 * add approximately 0.5. This causes off-by-one problems as spotted by
1648 * the vPos d3d9 visual test. Unfortunately ATI cards do not add exactly
1649 * 0.5, but rather something like 0.49999999 or 0.50000001, which still
1650 * causes precision troubles when we just subtract 0.5.
1652 * To deal with that, just floor() the position. This will eliminate the
1653 * fraction on all cards.
1655 * TODO: Test how this behaves with multisampling.
1657 * An advantage of floor is that it works even if the driver doesn't add
1658 * 0.5. It is somewhat questionable if 1.5, 2.5, ... are the proper values
1659 * to return in gl_FragCoord, even though coordinates specify the pixel
1660 * centers instead of the pixel corners. This code will behave correctly
1661 * on drivers that returns integer values. */
1662 if (version->type == WINED3D_SHADER_TYPE_PIXEL && reg_maps->vpos)
1664 if (shader->device->wined3d->flags & WINED3D_PIXEL_CENTER_INTEGER)
1665 shader_addline(buffer,
1666 "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
1667 else
1668 shader_addline(buffer,
1669 "vpos = vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1);\n");
1673 /*****************************************************************************
1674 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
1676 * For more information, see http://wiki.winehq.org/DirectX-Shaders
1677 ****************************************************************************/
1679 /* Prototypes */
1680 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
1681 const struct wined3d_shader_src_param *wined3d_src, DWORD mask, struct glsl_src_param *glsl_src);
1683 /** Used for opcode modifiers - They multiply the result by the specified amount */
1684 static const char * const shift_glsl_tab[] = {
1685 "", /* 0 (none) */
1686 "2.0 * ", /* 1 (x2) */
1687 "4.0 * ", /* 2 (x4) */
1688 "8.0 * ", /* 3 (x8) */
1689 "16.0 * ", /* 4 (x16) */
1690 "32.0 * ", /* 5 (x32) */
1691 "", /* 6 (x64) */
1692 "", /* 7 (x128) */
1693 "", /* 8 (d256) */
1694 "", /* 9 (d128) */
1695 "", /* 10 (d64) */
1696 "", /* 11 (d32) */
1697 "0.0625 * ", /* 12 (d16) */
1698 "0.125 * ", /* 13 (d8) */
1699 "0.25 * ", /* 14 (d4) */
1700 "0.5 * " /* 15 (d2) */
1703 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
1704 static void shader_glsl_gen_modifier(enum wined3d_shader_src_modifier src_modifier,
1705 const char *in_reg, const char *in_regswizzle, char *out_str)
1707 out_str[0] = 0;
1709 switch (src_modifier)
1711 case WINED3DSPSM_DZ: /* Need to handle this in the instructions itself (texld & texcrd). */
1712 case WINED3DSPSM_DW:
1713 case WINED3DSPSM_NONE:
1714 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
1715 break;
1716 case WINED3DSPSM_NEG:
1717 sprintf(out_str, "-%s%s", in_reg, in_regswizzle);
1718 break;
1719 case WINED3DSPSM_NOT:
1720 sprintf(out_str, "!%s%s", in_reg, in_regswizzle);
1721 break;
1722 case WINED3DSPSM_BIAS:
1723 sprintf(out_str, "(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
1724 break;
1725 case WINED3DSPSM_BIASNEG:
1726 sprintf(out_str, "-(%s%s - vec4(0.5)%s)", in_reg, in_regswizzle, in_regswizzle);
1727 break;
1728 case WINED3DSPSM_SIGN:
1729 sprintf(out_str, "(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
1730 break;
1731 case WINED3DSPSM_SIGNNEG:
1732 sprintf(out_str, "-(2.0 * (%s%s - 0.5))", in_reg, in_regswizzle);
1733 break;
1734 case WINED3DSPSM_COMP:
1735 sprintf(out_str, "(1.0 - %s%s)", in_reg, in_regswizzle);
1736 break;
1737 case WINED3DSPSM_X2:
1738 sprintf(out_str, "(2.0 * %s%s)", in_reg, in_regswizzle);
1739 break;
1740 case WINED3DSPSM_X2NEG:
1741 sprintf(out_str, "-(2.0 * %s%s)", in_reg, in_regswizzle);
1742 break;
1743 case WINED3DSPSM_ABS:
1744 sprintf(out_str, "abs(%s%s)", in_reg, in_regswizzle);
1745 break;
1746 case WINED3DSPSM_ABSNEG:
1747 sprintf(out_str, "-abs(%s%s)", in_reg, in_regswizzle);
1748 break;
1749 default:
1750 FIXME("Unhandled modifier %u\n", src_modifier);
1751 sprintf(out_str, "%s%s", in_reg, in_regswizzle);
1755 /** Writes the GLSL variable name that corresponds to the register that the
1756 * DX opcode parameter is trying to access */
1757 static void shader_glsl_get_register_name(const struct wined3d_shader_register *reg,
1758 char *register_name, BOOL *is_color, const struct wined3d_shader_instruction *ins)
1760 /* oPos, oFog and oPts in D3D */
1761 static const char * const hwrastout_reg_names[] = {"vs_out[10]", "vs_out[11].x", "vs_out[11].y"};
1763 const struct wined3d_shader *shader = ins->ctx->shader;
1764 const struct wined3d_shader_reg_maps *reg_maps = ins->ctx->reg_maps;
1765 const struct wined3d_shader_version *version = &reg_maps->shader_version;
1766 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
1767 const char *prefix = shader_glsl_get_prefix(version->type);
1768 struct glsl_src_param rel_param0, rel_param1;
1769 char imm_str[4][17];
1771 if (reg->idx[0].offset != ~0U && reg->idx[0].rel_addr)
1772 shader_glsl_add_src_param(ins, reg->idx[0].rel_addr, WINED3DSP_WRITEMASK_0, &rel_param0);
1773 if (reg->idx[1].offset != ~0U && reg->idx[1].rel_addr)
1774 shader_glsl_add_src_param(ins, reg->idx[1].rel_addr, WINED3DSP_WRITEMASK_0, &rel_param1);
1775 *is_color = FALSE;
1777 switch (reg->type)
1779 case WINED3DSPR_TEMP:
1780 sprintf(register_name, "R%u", reg->idx[0].offset);
1781 break;
1783 case WINED3DSPR_INPUT:
1784 /* vertex shaders */
1785 if (version->type == WINED3D_SHADER_TYPE_VERTEX)
1787 struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
1788 if (priv->cur_vs_args->swizzle_map & (1 << reg->idx[0].offset))
1789 *is_color = TRUE;
1790 sprintf(register_name, "%s_in%u", prefix, reg->idx[0].offset);
1791 break;
1794 if (version->type == WINED3D_SHADER_TYPE_GEOMETRY)
1796 if (reg->idx[0].rel_addr)
1798 if (reg->idx[1].rel_addr)
1799 sprintf(register_name, "gs_in[%s + %u][%s + %u]",
1800 rel_param0.param_str, reg->idx[0].offset, rel_param1.param_str, reg->idx[1].offset);
1801 else
1802 sprintf(register_name, "gs_in[%s + %u][%u]",
1803 rel_param0.param_str, reg->idx[0].offset, reg->idx[1].offset);
1805 else if (reg->idx[1].rel_addr)
1806 sprintf(register_name, "gs_in[%u][%s + %u]",
1807 reg->idx[0].offset, rel_param1.param_str, reg->idx[1].offset);
1808 else
1809 sprintf(register_name, "gs_in[%u][%u]", reg->idx[0].offset, reg->idx[1].offset);
1810 break;
1813 /* pixel shaders >= 3.0 */
1814 if (version->major >= 3)
1816 DWORD idx = shader->u.ps.input_reg_map[reg->idx[0].offset];
1817 unsigned int in_count = vec4_varyings(version->major, gl_info);
1819 if (reg->idx[0].rel_addr)
1821 /* Removing a + 0 would be an obvious optimization, but
1822 * OS X doesn't see the NOP operation there. */
1823 if (idx)
1825 if (shader->u.ps.declared_in_count > in_count)
1827 sprintf(register_name,
1828 "((%s + %u) > %u ? (%s + %u) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s + %u])",
1829 rel_param0.param_str, idx, in_count - 1, rel_param0.param_str, idx, in_count,
1830 prefix, rel_param0.param_str, idx);
1832 else
1834 sprintf(register_name, "%s_in[%s + %u]", prefix, rel_param0.param_str, idx);
1837 else
1839 if (shader->u.ps.declared_in_count > in_count)
1841 sprintf(register_name, "((%s) > %u ? (%s) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s])",
1842 rel_param0.param_str, in_count - 1, rel_param0.param_str, in_count,
1843 prefix, rel_param0.param_str);
1845 else
1847 sprintf(register_name, "%s_in[%s]", prefix, rel_param0.param_str);
1851 else
1853 if (idx == in_count) sprintf(register_name, "gl_Color");
1854 else if (idx == in_count + 1) sprintf(register_name, "gl_SecondaryColor");
1855 else sprintf(register_name, "%s_in[%u]", prefix, idx);
1858 else
1860 if (!reg->idx[0].offset)
1861 strcpy(register_name, "gl_Color");
1862 else
1863 strcpy(register_name, "gl_SecondaryColor");
1864 break;
1866 break;
1868 case WINED3DSPR_CONST:
1870 /* Relative addressing */
1871 if (reg->idx[0].rel_addr)
1873 if (reg->idx[0].offset)
1874 sprintf(register_name, "%s_c[%s + %u]", prefix, rel_param0.param_str, reg->idx[0].offset);
1875 else
1876 sprintf(register_name, "%s_c[%s]", prefix, rel_param0.param_str);
1878 else
1880 if (shader_constant_is_local(shader, reg->idx[0].offset))
1881 sprintf(register_name, "%s_lc%u", prefix, reg->idx[0].offset);
1882 else
1883 sprintf(register_name, "%s_c[%u]", prefix, reg->idx[0].offset);
1886 break;
1888 case WINED3DSPR_CONSTINT:
1889 sprintf(register_name, "%s_i[%u]", prefix, reg->idx[0].offset);
1890 break;
1892 case WINED3DSPR_CONSTBOOL:
1893 sprintf(register_name, "%s_b[%u]", prefix, reg->idx[0].offset);
1894 break;
1896 case WINED3DSPR_TEXTURE: /* case WINED3DSPR_ADDR: */
1897 if (version->type == WINED3D_SHADER_TYPE_PIXEL)
1898 sprintf(register_name, "T%u", reg->idx[0].offset);
1899 else
1900 sprintf(register_name, "A%u", reg->idx[0].offset);
1901 break;
1903 case WINED3DSPR_LOOP:
1904 sprintf(register_name, "aL%u", ins->ctx->loop_state->current_reg - 1);
1905 break;
1907 case WINED3DSPR_SAMPLER:
1908 sprintf(register_name, "%s_sampler%u", prefix, reg->idx[0].offset);
1909 break;
1911 case WINED3DSPR_COLOROUT:
1912 if (reg->idx[0].offset >= gl_info->limits.buffers)
1913 WARN("Write to render target %u, only %d supported.\n",
1914 reg->idx[0].offset, gl_info->limits.buffers);
1916 sprintf(register_name, "gl_FragData[%u]", reg->idx[0].offset);
1917 break;
1919 case WINED3DSPR_RASTOUT:
1920 sprintf(register_name, "%s", hwrastout_reg_names[reg->idx[0].offset]);
1921 break;
1923 case WINED3DSPR_DEPTHOUT:
1924 sprintf(register_name, "gl_FragDepth");
1925 break;
1927 case WINED3DSPR_ATTROUT:
1928 if (!reg->idx[0].offset)
1929 sprintf(register_name, "%s_out[8]", prefix);
1930 else
1931 sprintf(register_name, "%s_out[9]", prefix);
1932 break;
1934 case WINED3DSPR_TEXCRDOUT:
1935 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
1936 sprintf(register_name, "%s_out[%u]", prefix, reg->idx[0].offset);
1937 break;
1939 case WINED3DSPR_MISCTYPE:
1940 if (!reg->idx[0].offset)
1942 /* vPos */
1943 sprintf(register_name, "vpos");
1945 else if (reg->idx[0].offset == 1)
1947 /* Note that gl_FrontFacing is a bool, while vFace is
1948 * a float for which the sign determines front/back */
1949 sprintf(register_name, "(gl_FrontFacing ? 1.0 : -1.0)");
1951 else
1953 FIXME("Unhandled misctype register %u.\n", reg->idx[0].offset);
1954 sprintf(register_name, "unrecognized_register");
1956 break;
1958 case WINED3DSPR_IMMCONST:
1959 switch (reg->immconst_type)
1961 case WINED3D_IMMCONST_SCALAR:
1962 switch (reg->data_type)
1964 case WINED3D_DATA_FLOAT:
1965 wined3d_ftoa(*(const float *)reg->immconst_data, register_name);
1966 break;
1967 case WINED3D_DATA_INT:
1968 sprintf(register_name, "%#x", reg->immconst_data[0]);
1969 break;
1970 case WINED3D_DATA_RESOURCE:
1971 case WINED3D_DATA_SAMPLER:
1972 case WINED3D_DATA_UINT:
1973 sprintf(register_name, "%#xu", reg->immconst_data[0]);
1974 break;
1975 default:
1976 sprintf(register_name, "<unhandled data type %#x>", reg->data_type);
1977 break;
1979 break;
1981 case WINED3D_IMMCONST_VEC4:
1982 switch (reg->data_type)
1984 case WINED3D_DATA_FLOAT:
1985 wined3d_ftoa(*(const float *)&reg->immconst_data[0], imm_str[0]);
1986 wined3d_ftoa(*(const float *)&reg->immconst_data[1], imm_str[1]);
1987 wined3d_ftoa(*(const float *)&reg->immconst_data[2], imm_str[2]);
1988 wined3d_ftoa(*(const float *)&reg->immconst_data[3], imm_str[3]);
1989 sprintf(register_name, "vec4(%s, %s, %s, %s)",
1990 imm_str[0], imm_str[1], imm_str[2], imm_str[3]);
1991 break;
1992 case WINED3D_DATA_INT:
1993 sprintf(register_name, "ivec4(%#x, %#x, %#x, %#x)",
1994 reg->immconst_data[0], reg->immconst_data[1],
1995 reg->immconst_data[2], reg->immconst_data[3]);
1996 break;
1997 case WINED3D_DATA_RESOURCE:
1998 case WINED3D_DATA_SAMPLER:
1999 case WINED3D_DATA_UINT:
2000 sprintf(register_name, "uvec4(%#xu, %#xu, %#xu, %#xu)",
2001 reg->immconst_data[0], reg->immconst_data[1],
2002 reg->immconst_data[2], reg->immconst_data[3]);
2003 break;
2004 default:
2005 sprintf(register_name, "<unhandled data type %#x>", reg->data_type);
2006 break;
2008 break;
2010 default:
2011 FIXME("Unhandled immconst type %#x\n", reg->immconst_type);
2012 sprintf(register_name, "<unhandled_immconst_type %#x>", reg->immconst_type);
2014 break;
2016 case WINED3DSPR_CONSTBUFFER:
2017 if (reg->idx[1].rel_addr)
2018 sprintf(register_name, "%s_cb%u[%s + %u]",
2019 prefix, reg->idx[0].offset, rel_param1.param_str, reg->idx[1].offset);
2020 else
2021 sprintf(register_name, "%s_cb%u[%u]", prefix, reg->idx[0].offset, reg->idx[1].offset);
2022 break;
2024 case WINED3DSPR_PRIMID:
2025 sprintf(register_name, "uint(gl_PrimitiveIDIn)");
2026 break;
2028 default:
2029 FIXME("Unhandled register type %#x.\n", reg->type);
2030 sprintf(register_name, "unrecognized_register");
2031 break;
2035 static void shader_glsl_write_mask_to_str(DWORD write_mask, char *str)
2037 *str++ = '.';
2038 if (write_mask & WINED3DSP_WRITEMASK_0) *str++ = 'x';
2039 if (write_mask & WINED3DSP_WRITEMASK_1) *str++ = 'y';
2040 if (write_mask & WINED3DSP_WRITEMASK_2) *str++ = 'z';
2041 if (write_mask & WINED3DSP_WRITEMASK_3) *str++ = 'w';
2042 *str = '\0';
2045 /* Get the GLSL write mask for the destination register */
2046 static DWORD shader_glsl_get_write_mask(const struct wined3d_shader_dst_param *param, char *write_mask)
2048 DWORD mask = param->write_mask;
2050 if (shader_is_scalar(&param->reg))
2052 mask = WINED3DSP_WRITEMASK_0;
2053 *write_mask = '\0';
2055 else
2057 shader_glsl_write_mask_to_str(mask, write_mask);
2060 return mask;
2063 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask) {
2064 unsigned int size = 0;
2066 if (write_mask & WINED3DSP_WRITEMASK_0) ++size;
2067 if (write_mask & WINED3DSP_WRITEMASK_1) ++size;
2068 if (write_mask & WINED3DSP_WRITEMASK_2) ++size;
2069 if (write_mask & WINED3DSP_WRITEMASK_3) ++size;
2071 return size;
2074 static void shader_glsl_swizzle_to_str(const DWORD swizzle, BOOL fixup, DWORD mask, char *str)
2076 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
2077 * but addressed as "rgba". To fix this we need to swap the register's x
2078 * and z components. */
2079 const char *swizzle_chars = fixup ? "zyxw" : "xyzw";
2081 *str++ = '.';
2082 /* swizzle bits fields: wwzzyyxx */
2083 if (mask & WINED3DSP_WRITEMASK_0) *str++ = swizzle_chars[swizzle & 0x03];
2084 if (mask & WINED3DSP_WRITEMASK_1) *str++ = swizzle_chars[(swizzle >> 2) & 0x03];
2085 if (mask & WINED3DSP_WRITEMASK_2) *str++ = swizzle_chars[(swizzle >> 4) & 0x03];
2086 if (mask & WINED3DSP_WRITEMASK_3) *str++ = swizzle_chars[(swizzle >> 6) & 0x03];
2087 *str = '\0';
2090 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param *param,
2091 BOOL fixup, DWORD mask, char *swizzle_str)
2093 if (shader_is_scalar(&param->reg))
2094 *swizzle_str = '\0';
2095 else
2096 shader_glsl_swizzle_to_str(param->swizzle, fixup, mask, swizzle_str);
2099 /* From a given parameter token, generate the corresponding GLSL string.
2100 * Also, return the actual register name and swizzle in case the
2101 * caller needs this information as well. */
2102 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *ins,
2103 const struct wined3d_shader_src_param *wined3d_src, DWORD mask, struct glsl_src_param *glsl_src)
2105 BOOL is_color = FALSE;
2106 char swizzle_str[6];
2108 glsl_src->reg_name[0] = '\0';
2109 glsl_src->param_str[0] = '\0';
2110 swizzle_str[0] = '\0';
2112 shader_glsl_get_register_name(&wined3d_src->reg, glsl_src->reg_name, &is_color, ins);
2113 shader_glsl_get_swizzle(wined3d_src, is_color, mask, swizzle_str);
2115 if (wined3d_src->reg.type == WINED3DSPR_IMMCONST || wined3d_src->reg.type == WINED3DSPR_PRIMID)
2117 shader_glsl_gen_modifier(wined3d_src->modifiers, glsl_src->reg_name, swizzle_str, glsl_src->param_str);
2119 else
2121 char reg_name[200];
2123 switch (wined3d_src->reg.data_type)
2125 case WINED3D_DATA_FLOAT:
2126 sprintf(reg_name, "%s", glsl_src->reg_name);
2127 break;
2128 case WINED3D_DATA_INT:
2129 sprintf(reg_name, "floatBitsToInt(%s)", glsl_src->reg_name);
2130 break;
2131 case WINED3D_DATA_RESOURCE:
2132 case WINED3D_DATA_SAMPLER:
2133 case WINED3D_DATA_UINT:
2134 sprintf(reg_name, "floatBitsToUint(%s)", glsl_src->reg_name);
2135 break;
2136 default:
2137 FIXME("Unhandled data type %#x.\n", wined3d_src->reg.data_type);
2138 sprintf(reg_name, "%s", glsl_src->reg_name);
2139 break;
2142 shader_glsl_gen_modifier(wined3d_src->modifiers, reg_name, swizzle_str, glsl_src->param_str);
2146 /* From a given parameter token, generate the corresponding GLSL string.
2147 * Also, return the actual register name and swizzle in case the
2148 * caller needs this information as well. */
2149 static DWORD shader_glsl_add_dst_param(const struct wined3d_shader_instruction *ins,
2150 const struct wined3d_shader_dst_param *wined3d_dst, struct glsl_dst_param *glsl_dst)
2152 BOOL is_color = FALSE;
2154 glsl_dst->mask_str[0] = '\0';
2155 glsl_dst->reg_name[0] = '\0';
2157 shader_glsl_get_register_name(&wined3d_dst->reg, glsl_dst->reg_name, &is_color, ins);
2158 return shader_glsl_get_write_mask(wined3d_dst, glsl_dst->mask_str);
2161 /* Append the destination part of the instruction to the buffer, return the effective write mask */
2162 static DWORD shader_glsl_append_dst_ext(struct wined3d_string_buffer *buffer,
2163 const struct wined3d_shader_instruction *ins, const struct wined3d_shader_dst_param *dst,
2164 enum wined3d_data_type data_type)
2166 struct glsl_dst_param glsl_dst;
2167 DWORD mask;
2169 if ((mask = shader_glsl_add_dst_param(ins, dst, &glsl_dst)))
2171 switch (data_type)
2173 case WINED3D_DATA_FLOAT:
2174 shader_addline(buffer, "%s%s = %s(",
2175 glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
2176 break;
2177 case WINED3D_DATA_INT:
2178 shader_addline(buffer, "%s%s = %sintBitsToFloat(",
2179 glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
2180 break;
2181 case WINED3D_DATA_RESOURCE:
2182 case WINED3D_DATA_SAMPLER:
2183 case WINED3D_DATA_UINT:
2184 shader_addline(buffer, "%s%s = %suintBitsToFloat(",
2185 glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
2186 break;
2187 default:
2188 FIXME("Unhandled data type %#x.\n", data_type);
2189 shader_addline(buffer, "%s%s = %s(",
2190 glsl_dst.reg_name, glsl_dst.mask_str, shift_glsl_tab[dst->shift]);
2191 break;
2195 return mask;
2198 /* Append the destination part of the instruction to the buffer, return the effective write mask */
2199 static DWORD shader_glsl_append_dst(struct wined3d_string_buffer *buffer, const struct wined3d_shader_instruction *ins)
2201 return shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], ins->dst[0].reg.data_type);
2204 /** Process GLSL instruction modifiers */
2205 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction *ins)
2207 struct glsl_dst_param dst_param;
2208 DWORD modifiers;
2210 if (!ins->dst_count) return;
2212 modifiers = ins->dst[0].modifiers;
2213 if (!modifiers) return;
2215 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
2217 if (modifiers & WINED3DSPDM_SATURATE)
2219 /* _SAT means to clamp the value of the register to between 0 and 1 */
2220 shader_addline(ins->ctx->buffer, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param.reg_name,
2221 dst_param.mask_str, dst_param.reg_name, dst_param.mask_str);
2224 if (modifiers & WINED3DSPDM_MSAMPCENTROID)
2226 FIXME("_centroid modifier not handled\n");
2229 if (modifiers & WINED3DSPDM_PARTIALPRECISION)
2231 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
2235 static const char *shader_glsl_get_rel_op(enum wined3d_shader_rel_op op)
2237 switch (op)
2239 case WINED3D_SHADER_REL_OP_GT: return ">";
2240 case WINED3D_SHADER_REL_OP_EQ: return "==";
2241 case WINED3D_SHADER_REL_OP_GE: return ">=";
2242 case WINED3D_SHADER_REL_OP_LT: return "<";
2243 case WINED3D_SHADER_REL_OP_NE: return "!=";
2244 case WINED3D_SHADER_REL_OP_LE: return "<=";
2245 default:
2246 FIXME("Unrecognized operator %#x.\n", op);
2247 return "(\?\?)";
2251 static void shader_glsl_get_sample_function(const struct wined3d_shader_context *ctx,
2252 DWORD resource_idx, DWORD flags, struct glsl_sample_function *sample_function)
2254 enum wined3d_shader_resource_type resource_type = ctx->reg_maps->resource_info[resource_idx].type;
2255 const struct wined3d_gl_info *gl_info = ctx->gl_info;
2256 BOOL shadow = ctx->reg_maps->shader_version.type == WINED3D_SHADER_TYPE_PIXEL
2257 && (((const struct shader_glsl_ctx_priv *)ctx->backend_data)->cur_ps_args->shadow & (1 << resource_idx));
2258 BOOL projected = flags & WINED3D_GLSL_SAMPLE_PROJECTED;
2259 BOOL texrect = flags & WINED3D_GLSL_SAMPLE_NPOT && gl_info->supported[ARB_TEXTURE_RECTANGLE];
2260 BOOL lod = flags & WINED3D_GLSL_SAMPLE_LOD;
2261 BOOL grad = flags & WINED3D_GLSL_SAMPLE_GRAD;
2263 sample_function->data_type = ctx->reg_maps->resource_info[resource_idx].data_type;
2265 /* Note that there's no such thing as a projected cube texture. */
2266 switch (resource_type)
2268 case WINED3D_SHADER_RESOURCE_TEXTURE_1D:
2269 if (shadow)
2271 if (lod)
2273 sample_function->name = projected ? "shadow1DProjLod" : "shadow1DLod";
2275 else if (grad)
2277 if (gl_info->supported[EXT_GPU_SHADER4])
2278 sample_function->name = projected ? "shadow1DProjGrad" : "shadow1DGrad";
2279 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
2280 sample_function->name = projected ? "shadow1DProjGradARB" : "shadow1DGradARB";
2281 else
2283 FIXME("Unsupported 1D shadow grad function.\n");
2284 sample_function->name = "unsupported1DGrad";
2287 else
2289 sample_function->name = projected ? "shadow1DProj" : "shadow1D";
2291 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
2293 else
2295 if (lod)
2297 sample_function->name = projected ? "texture1DProjLod" : "texture1DLod";
2299 else if (grad)
2301 if (gl_info->supported[EXT_GPU_SHADER4])
2302 sample_function->name = projected ? "texture1DProjGrad" : "texture1DGrad";
2303 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
2304 sample_function->name = projected ? "texture1DProjGradARB" : "texture1DGradARB";
2305 else
2307 FIXME("Unsupported 1D grad function.\n");
2308 sample_function->name = "unsupported1DGrad";
2311 else
2313 sample_function->name = projected ? "texture1DProj" : "texture1D";
2315 sample_function->coord_mask = WINED3DSP_WRITEMASK_0;
2317 break;
2319 case WINED3D_SHADER_RESOURCE_TEXTURE_2D:
2320 if (shadow)
2322 if (texrect)
2324 if (lod)
2326 sample_function->name = projected ? "shadow2DRectProjLod" : "shadow2DRectLod";
2328 else if (grad)
2330 if (gl_info->supported[EXT_GPU_SHADER4])
2331 sample_function->name = projected ? "shadow2DRectProjGrad" : "shadow2DRectGrad";
2332 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
2333 sample_function->name = projected ? "shadow2DRectProjGradARB" : "shadow2DRectGradARB";
2334 else
2336 FIXME("Unsupported RECT shadow grad function.\n");
2337 sample_function->name = "unsupported2DRectGrad";
2340 else
2342 sample_function->name = projected ? "shadow2DRectProj" : "shadow2DRect";
2345 else
2347 if (lod)
2349 sample_function->name = projected ? "shadow2DProjLod" : "shadow2DLod";
2351 else if (grad)
2353 if (gl_info->supported[EXT_GPU_SHADER4])
2354 sample_function->name = projected ? "shadow2DProjGrad" : "shadow2DGrad";
2355 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
2356 sample_function->name = projected ? "shadow2DProjGradARB" : "shadow2DGradARB";
2357 else
2359 FIXME("Unsupported 2D shadow grad function.\n");
2360 sample_function->name = "unsupported2DGrad";
2363 else
2365 sample_function->name = projected ? "shadow2DProj" : "shadow2D";
2368 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2370 else
2372 if (texrect)
2374 if (lod)
2376 sample_function->name = projected ? "texture2DRectProjLod" : "texture2DRectLod";
2378 else if (grad)
2380 if (gl_info->supported[EXT_GPU_SHADER4])
2381 sample_function->name = projected ? "texture2DRectProjGrad" : "texture2DRectGrad";
2382 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
2383 sample_function->name = projected ? "texture2DRectProjGradARB" : "texture2DRectGradARB";
2384 else
2386 FIXME("Unsupported RECT grad function.\n");
2387 sample_function->name = "unsupported2DRectGrad";
2390 else
2392 sample_function->name = projected ? "texture2DRectProj" : "texture2DRect";
2395 else
2397 if (lod)
2399 sample_function->name = projected ? "texture2DProjLod" : "texture2DLod";
2401 else if (grad)
2403 if (gl_info->supported[EXT_GPU_SHADER4])
2404 sample_function->name = projected ? "texture2DProjGrad" : "texture2DGrad";
2405 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
2406 sample_function->name = projected ? "texture2DProjGradARB" : "texture2DGradARB";
2407 else
2409 FIXME("Unsupported 2D grad function.\n");
2410 sample_function->name = "unsupported2DGrad";
2413 else
2415 sample_function->name = projected ? "texture2DProj" : "texture2D";
2418 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
2420 break;
2422 case WINED3D_SHADER_RESOURCE_TEXTURE_3D:
2423 if (shadow)
2425 FIXME("Unsupported 3D shadow function.\n");
2426 sample_function->name = "unsupported3DShadow";
2427 sample_function->coord_mask = 0;
2429 else
2431 if (lod)
2433 sample_function->name = projected ? "texture3DProjLod" : "texture3DLod";
2435 else if (grad)
2437 if (gl_info->supported[EXT_GPU_SHADER4])
2438 sample_function->name = projected ? "texture3DProjGrad" : "texture3DGrad";
2439 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
2440 sample_function->name = projected ? "texture3DProjGradARB" : "texture3DGradARB";
2441 else
2443 FIXME("Unsupported 3D grad function.\n");
2444 sample_function->name = "unsupported3DGrad";
2447 else
2449 sample_function->name = projected ? "texture3DProj" : "texture3D";
2451 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2453 break;
2455 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE:
2456 if (shadow)
2458 FIXME("Unsupported Cube shadow function.\n");
2459 sample_function->name = "unsupportedCubeShadow";
2460 sample_function->coord_mask = 0;
2462 else
2464 if (lod)
2466 sample_function->name = "textureCubeLod";
2468 else if (grad)
2470 if (gl_info->supported[EXT_GPU_SHADER4])
2471 sample_function->name = "textureCubeGrad";
2472 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
2473 sample_function->name = "textureCubeGradARB";
2474 else
2476 FIXME("Unsupported Cube grad function.\n");
2477 sample_function->name = "unsupportedCubeGrad";
2480 else
2482 sample_function->name = "textureCube";
2484 sample_function->coord_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2486 break;
2488 default:
2489 sample_function->name = "";
2490 sample_function->coord_mask = 0;
2491 FIXME("Unhandled resource type %#x.\n", resource_type);
2492 break;
2496 static void shader_glsl_append_fixup_arg(char *arguments, const char *reg_name,
2497 BOOL sign_fixup, enum fixup_channel_source channel_source)
2499 switch(channel_source)
2501 case CHANNEL_SOURCE_ZERO:
2502 strcat(arguments, "0.0");
2503 break;
2505 case CHANNEL_SOURCE_ONE:
2506 strcat(arguments, "1.0");
2507 break;
2509 case CHANNEL_SOURCE_X:
2510 strcat(arguments, reg_name);
2511 strcat(arguments, ".x");
2512 break;
2514 case CHANNEL_SOURCE_Y:
2515 strcat(arguments, reg_name);
2516 strcat(arguments, ".y");
2517 break;
2519 case CHANNEL_SOURCE_Z:
2520 strcat(arguments, reg_name);
2521 strcat(arguments, ".z");
2522 break;
2524 case CHANNEL_SOURCE_W:
2525 strcat(arguments, reg_name);
2526 strcat(arguments, ".w");
2527 break;
2529 default:
2530 FIXME("Unhandled channel source %#x\n", channel_source);
2531 strcat(arguments, "undefined");
2532 break;
2535 if (sign_fixup) strcat(arguments, " * 2.0 - 1.0");
2538 static void shader_glsl_color_correction_ext(struct wined3d_string_buffer *buffer,
2539 const char *reg_name, DWORD mask, struct color_fixup_desc fixup)
2541 unsigned int mask_size, remaining;
2542 DWORD fixup_mask = 0;
2543 char arguments[256];
2544 char mask_str[6];
2546 if (fixup.x_sign_fixup || fixup.x_source != CHANNEL_SOURCE_X) fixup_mask |= WINED3DSP_WRITEMASK_0;
2547 if (fixup.y_sign_fixup || fixup.y_source != CHANNEL_SOURCE_Y) fixup_mask |= WINED3DSP_WRITEMASK_1;
2548 if (fixup.z_sign_fixup || fixup.z_source != CHANNEL_SOURCE_Z) fixup_mask |= WINED3DSP_WRITEMASK_2;
2549 if (fixup.w_sign_fixup || fixup.w_source != CHANNEL_SOURCE_W) fixup_mask |= WINED3DSP_WRITEMASK_3;
2550 if (!(mask &= fixup_mask))
2551 return;
2553 if (is_complex_fixup(fixup))
2555 enum complex_fixup complex_fixup = get_complex_fixup(fixup);
2556 FIXME("Complex fixup (%#x) not supported\n",complex_fixup);
2557 return;
2560 shader_glsl_write_mask_to_str(mask, mask_str);
2561 mask_size = shader_glsl_get_write_mask_size(mask);
2563 arguments[0] = '\0';
2564 remaining = mask_size;
2565 if (mask & WINED3DSP_WRITEMASK_0)
2567 shader_glsl_append_fixup_arg(arguments, reg_name, fixup.x_sign_fixup, fixup.x_source);
2568 if (--remaining) strcat(arguments, ", ");
2570 if (mask & WINED3DSP_WRITEMASK_1)
2572 shader_glsl_append_fixup_arg(arguments, reg_name, fixup.y_sign_fixup, fixup.y_source);
2573 if (--remaining) strcat(arguments, ", ");
2575 if (mask & WINED3DSP_WRITEMASK_2)
2577 shader_glsl_append_fixup_arg(arguments, reg_name, fixup.z_sign_fixup, fixup.z_source);
2578 if (--remaining) strcat(arguments, ", ");
2580 if (mask & WINED3DSP_WRITEMASK_3)
2582 shader_glsl_append_fixup_arg(arguments, reg_name, fixup.w_sign_fixup, fixup.w_source);
2583 if (--remaining) strcat(arguments, ", ");
2586 if (mask_size > 1)
2587 shader_addline(buffer, "%s%s = vec%u(%s);\n", reg_name, mask_str, mask_size, arguments);
2588 else
2589 shader_addline(buffer, "%s%s = %s;\n", reg_name, mask_str, arguments);
2592 static void shader_glsl_color_correction(const struct wined3d_shader_instruction *ins, struct color_fixup_desc fixup)
2594 char reg_name[256];
2595 BOOL is_color;
2597 shader_glsl_get_register_name(&ins->dst[0].reg, reg_name, &is_color, ins);
2598 shader_glsl_color_correction_ext(ins->ctx->buffer, reg_name, ins->dst[0].write_mask, fixup);
2601 static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction *ins,
2602 DWORD sampler, const struct glsl_sample_function *sample_function, DWORD swizzle,
2603 const char *dx, const char *dy, const char *bias, const char *coord_reg_fmt, ...)
2605 const struct wined3d_shader_version *version = &ins->ctx->reg_maps->shader_version;
2606 char dst_swizzle[6];
2607 struct color_fixup_desc fixup;
2608 BOOL np2_fixup = FALSE;
2609 va_list args;
2611 shader_glsl_swizzle_to_str(swizzle, FALSE, ins->dst[0].write_mask, dst_swizzle);
2613 if (version->type == WINED3D_SHADER_TYPE_PIXEL)
2615 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
2616 fixup = priv->cur_ps_args->color_fixup[sampler];
2618 if(priv->cur_ps_args->np2_fixup & (1 << sampler)) {
2619 if(bias) {
2620 FIXME("Biased sampling from NP2 textures is unsupported\n");
2621 } else {
2622 np2_fixup = TRUE;
2626 else
2628 fixup = COLOR_FIXUP_IDENTITY; /* FIXME: Vshader color fixup */
2631 shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &ins->dst[0], sample_function->data_type);
2633 shader_addline(ins->ctx->buffer, "%s(%s_sampler%u, ",
2634 sample_function->name, shader_glsl_get_prefix(version->type), sampler);
2636 va_start(args, coord_reg_fmt);
2637 shader_vaddline(ins->ctx->buffer, coord_reg_fmt, args);
2638 va_end(args);
2640 if(bias) {
2641 shader_addline(ins->ctx->buffer, ", %s)%s);\n", bias, dst_swizzle);
2642 } else {
2643 if (np2_fixup) {
2644 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
2645 const unsigned char idx = priv->cur_np2fixup_info->idx[sampler];
2647 shader_addline(ins->ctx->buffer, " * ps_samplerNP2Fixup[%u].%s)%s);\n", idx >> 1,
2648 (idx % 2) ? "zw" : "xy", dst_swizzle);
2649 } else if(dx && dy) {
2650 shader_addline(ins->ctx->buffer, ", %s, %s)%s);\n", dx, dy, dst_swizzle);
2651 } else {
2652 shader_addline(ins->ctx->buffer, ")%s);\n", dst_swizzle);
2656 if(!is_identity_fixup(fixup)) {
2657 shader_glsl_color_correction(ins, fixup);
2661 /*****************************************************************************
2662 * Begin processing individual instruction opcodes
2663 ****************************************************************************/
2665 static void shader_glsl_binop(const struct wined3d_shader_instruction *ins)
2667 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2668 struct glsl_src_param src0_param;
2669 struct glsl_src_param src1_param;
2670 DWORD write_mask;
2671 const char *op;
2673 /* Determine the GLSL operator to use based on the opcode */
2674 switch (ins->handler_idx)
2676 case WINED3DSIH_ADD: op = "+"; break;
2677 case WINED3DSIH_AND: op = "&"; break;
2678 case WINED3DSIH_DIV: op = "/"; break;
2679 case WINED3DSIH_IADD: op = "+"; break;
2680 case WINED3DSIH_ISHL: op = "<<"; break;
2681 case WINED3DSIH_MUL: op = "*"; break;
2682 case WINED3DSIH_OR: op = "|"; break;
2683 case WINED3DSIH_SUB: op = "-"; break;
2684 case WINED3DSIH_USHR: op = ">>"; break;
2685 case WINED3DSIH_XOR: op = "^"; break;
2686 default:
2687 op = "<unhandled operator>";
2688 FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
2689 break;
2692 write_mask = shader_glsl_append_dst(buffer, ins);
2693 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2694 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2695 shader_addline(buffer, "%s %s %s);\n", src0_param.param_str, op, src1_param.param_str);
2698 static void shader_glsl_relop(const struct wined3d_shader_instruction *ins)
2700 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2701 struct glsl_src_param src0_param;
2702 struct glsl_src_param src1_param;
2703 unsigned int mask_size;
2704 DWORD write_mask;
2705 const char *op;
2707 write_mask = shader_glsl_append_dst(buffer, ins);
2708 mask_size = shader_glsl_get_write_mask_size(write_mask);
2709 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2710 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2712 if (mask_size > 1)
2714 switch (ins->handler_idx)
2716 case WINED3DSIH_EQ: op = "equal"; break;
2717 case WINED3DSIH_GE: op = "greaterThanEqual"; break;
2718 case WINED3DSIH_IGE: op = "greaterThanEqual"; break;
2719 case WINED3DSIH_UGE: op = "greaterThanEqual"; break;
2720 case WINED3DSIH_LT: op = "lessThan"; break;
2721 case WINED3DSIH_NE: op = "notEqual"; break;
2722 default:
2723 op = "<unhandled operator>";
2724 ERR("Unhandled opcode %#x.\n", ins->handler_idx);
2725 break;
2728 shader_addline(buffer, "uvec%u(%s(%s, %s)) * 0xffffffffu);\n",
2729 mask_size, op, src0_param.param_str, src1_param.param_str);
2731 else
2733 switch (ins->handler_idx)
2735 case WINED3DSIH_EQ: op = "=="; break;
2736 case WINED3DSIH_GE: op = ">="; break;
2737 case WINED3DSIH_IGE: op = ">="; break;
2738 case WINED3DSIH_UGE: op = ">="; break;
2739 case WINED3DSIH_LT: op = "<"; break;
2740 case WINED3DSIH_NE: op = "!="; break;
2741 default:
2742 op = "<unhandled operator>";
2743 ERR("Unhandled opcode %#x.\n", ins->handler_idx);
2744 break;
2747 shader_addline(buffer, "%s %s %s ? 0xffffffffu : 0u);\n",
2748 src0_param.param_str, op, src1_param.param_str);
2752 static void shader_glsl_imul(const struct wined3d_shader_instruction *ins)
2754 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2755 struct glsl_src_param src0_param;
2756 struct glsl_src_param src1_param;
2757 DWORD write_mask;
2759 /* If we have ARB_gpu_shader5 or GLSL 4.0, we can use imulExtended(). If
2760 * not, we can emulate it. */
2761 if (ins->dst[0].reg.type != WINED3DSPR_NULL)
2762 FIXME("64-bit integer multiplies not implemented.\n");
2764 if (ins->dst[1].reg.type != WINED3DSPR_NULL)
2766 write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1], ins->dst[1].reg.data_type);
2767 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2768 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2770 shader_addline(ins->ctx->buffer, "%s * %s);\n",
2771 src0_param.param_str, src1_param.param_str);
2775 static void shader_glsl_udiv(const struct wined3d_shader_instruction *ins)
2777 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2778 struct glsl_src_param src0_param, src1_param;
2779 DWORD write_mask;
2781 if (ins->dst[0].reg.type != WINED3DSPR_NULL)
2784 if (ins->dst[1].reg.type != WINED3DSPR_NULL)
2786 char dst_mask[6];
2788 write_mask = shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2789 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2790 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2791 shader_addline(buffer, "tmp0%s = %s / %s;\n",
2792 dst_mask, src0_param.param_str, src1_param.param_str);
2794 write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1], ins->dst[1].reg.data_type);
2795 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2796 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2797 shader_addline(buffer, "%s %% %s));\n", src0_param.param_str, src1_param.param_str);
2799 shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], ins->dst[0].reg.data_type);
2800 shader_addline(buffer, "tmp0%s);\n", dst_mask);
2802 else
2804 write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], ins->dst[0].reg.data_type);
2805 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2806 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2807 shader_addline(buffer, "%s / %s);\n", src0_param.param_str, src1_param.param_str);
2810 else if (ins->dst[1].reg.type != WINED3DSPR_NULL)
2812 write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1], ins->dst[1].reg.data_type);
2813 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2814 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
2815 shader_addline(buffer, "%s %% %s);\n", src0_param.param_str, src1_param.param_str);
2819 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
2820 static void shader_glsl_mov(const struct wined3d_shader_instruction *ins)
2822 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
2823 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2824 struct glsl_src_param src0_param;
2825 DWORD write_mask;
2827 write_mask = shader_glsl_append_dst(buffer, ins);
2828 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
2830 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
2831 * shader versions WINED3DSIO_MOVA is used for this. */
2832 if (ins->ctx->reg_maps->shader_version.major == 1
2833 && ins->ctx->reg_maps->shader_version.type == WINED3D_SHADER_TYPE_VERTEX
2834 && ins->dst[0].reg.type == WINED3DSPR_ADDR)
2836 /* This is a simple floor() */
2837 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2838 if (mask_size > 1) {
2839 shader_addline(buffer, "ivec%d(floor(%s)));\n", mask_size, src0_param.param_str);
2840 } else {
2841 shader_addline(buffer, "int(floor(%s)));\n", src0_param.param_str);
2844 else if(ins->handler_idx == WINED3DSIH_MOVA)
2846 /* We need to *round* to the nearest int here. */
2847 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
2849 if (gl_info->supported[EXT_GPU_SHADER4])
2851 if (mask_size > 1)
2852 shader_addline(buffer, "ivec%d(round(%s)));\n", mask_size, src0_param.param_str);
2853 else
2854 shader_addline(buffer, "int(round(%s)));\n", src0_param.param_str);
2856 else
2858 if (mask_size > 1)
2859 shader_addline(buffer, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
2860 mask_size, src0_param.param_str, mask_size, src0_param.param_str);
2861 else
2862 shader_addline(buffer, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
2863 src0_param.param_str, src0_param.param_str);
2866 else
2868 shader_addline(buffer, "%s);\n", src0_param.param_str);
2872 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
2873 static void shader_glsl_dot(const struct wined3d_shader_instruction *ins)
2875 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2876 struct glsl_src_param src0_param;
2877 struct glsl_src_param src1_param;
2878 DWORD dst_write_mask, src_write_mask;
2879 unsigned int dst_size = 0;
2881 dst_write_mask = shader_glsl_append_dst(buffer, ins);
2882 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
2884 /* dp4 works on vec4, dp3 on vec3, etc. */
2885 if (ins->handler_idx == WINED3DSIH_DP4)
2886 src_write_mask = WINED3DSP_WRITEMASK_ALL;
2887 else if (ins->handler_idx == WINED3DSIH_DP3)
2888 src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2889 else
2890 src_write_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1;
2892 shader_glsl_add_src_param(ins, &ins->src[0], src_write_mask, &src0_param);
2893 shader_glsl_add_src_param(ins, &ins->src[1], src_write_mask, &src1_param);
2895 if (dst_size > 1) {
2896 shader_addline(buffer, "vec%d(dot(%s, %s)));\n", dst_size, src0_param.param_str, src1_param.param_str);
2897 } else {
2898 shader_addline(buffer, "dot(%s, %s));\n", src0_param.param_str, src1_param.param_str);
2902 /* Note that this instruction has some restrictions. The destination write mask
2903 * can't contain the w component, and the source swizzles have to be .xyzw */
2904 static void shader_glsl_cross(const struct wined3d_shader_instruction *ins)
2906 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
2907 struct glsl_src_param src0_param;
2908 struct glsl_src_param src1_param;
2909 char dst_mask[6];
2911 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
2912 shader_glsl_append_dst(ins->ctx->buffer, ins);
2913 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
2914 shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
2915 shader_addline(ins->ctx->buffer, "cross(%s, %s)%s);\n", src0_param.param_str, src1_param.param_str, dst_mask);
2918 static void shader_glsl_cut(const struct wined3d_shader_instruction *ins)
2920 shader_addline(ins->ctx->buffer, "EndPrimitive();\n");
2923 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
2924 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
2925 * GLSL uses the value as-is. */
2926 static void shader_glsl_pow(const struct wined3d_shader_instruction *ins)
2928 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2929 struct glsl_src_param src0_param;
2930 struct glsl_src_param src1_param;
2931 DWORD dst_write_mask;
2932 unsigned int dst_size;
2934 dst_write_mask = shader_glsl_append_dst(buffer, ins);
2935 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
2937 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
2938 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
2940 if (dst_size > 1)
2942 shader_addline(buffer, "vec%u(%s == 0.0 ? 1.0 : pow(abs(%s), %s)));\n",
2943 dst_size, src1_param.param_str, src0_param.param_str, src1_param.param_str);
2945 else
2947 shader_addline(buffer, "%s == 0.0 ? 1.0 : pow(abs(%s), %s));\n",
2948 src1_param.param_str, src0_param.param_str, src1_param.param_str);
2952 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
2953 static void shader_glsl_map2gl(const struct wined3d_shader_instruction *ins)
2955 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
2956 struct glsl_src_param src_param;
2957 const char *instruction;
2958 DWORD write_mask;
2959 unsigned i;
2961 /* Determine the GLSL function to use based on the opcode */
2962 /* TODO: Possibly make this a table for faster lookups */
2963 switch (ins->handler_idx)
2965 case WINED3DSIH_MIN: instruction = "min"; break;
2966 case WINED3DSIH_MAX: instruction = "max"; break;
2967 case WINED3DSIH_ABS: instruction = "abs"; break;
2968 case WINED3DSIH_FRC: instruction = "fract"; break;
2969 case WINED3DSIH_DSX: instruction = "dFdx"; break;
2970 case WINED3DSIH_DSY: instruction = "ycorrection.y * dFdy"; break;
2971 case WINED3DSIH_ROUND_NI: instruction = "floor"; break;
2972 case WINED3DSIH_SQRT: instruction = "sqrt"; break;
2973 default: instruction = "";
2974 FIXME("Opcode %#x not yet handled in GLSL\n", ins->handler_idx);
2975 break;
2978 write_mask = shader_glsl_append_dst(buffer, ins);
2980 shader_addline(buffer, "%s(", instruction);
2982 if (ins->src_count)
2984 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
2985 shader_addline(buffer, "%s", src_param.param_str);
2986 for (i = 1; i < ins->src_count; ++i)
2988 shader_glsl_add_src_param(ins, &ins->src[i], write_mask, &src_param);
2989 shader_addline(buffer, ", %s", src_param.param_str);
2993 shader_addline(buffer, "));\n");
2996 static void shader_glsl_nop(const struct wined3d_shader_instruction *ins) {}
2998 static void shader_glsl_nrm(const struct wined3d_shader_instruction *ins)
3000 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3001 struct glsl_src_param src_param;
3002 unsigned int mask_size;
3003 DWORD write_mask;
3004 char dst_mask[6];
3006 write_mask = shader_glsl_get_write_mask(ins->dst, dst_mask);
3007 mask_size = shader_glsl_get_write_mask_size(write_mask);
3008 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
3010 shader_addline(buffer, "tmp0.x = dot(%s, %s);\n",
3011 src_param.param_str, src_param.param_str);
3012 shader_glsl_append_dst(buffer, ins);
3014 if (mask_size > 1)
3016 shader_addline(buffer, "tmp0.x == 0.0 ? vec%u(0.0) : (%s * inversesqrt(tmp0.x)));\n",
3017 mask_size, src_param.param_str);
3019 else
3021 shader_addline(buffer, "tmp0.x == 0.0 ? 0.0 : (%s * inversesqrt(tmp0.x)));\n",
3022 src_param.param_str);
3026 static void shader_glsl_scalar_op(const struct wined3d_shader_instruction *ins)
3028 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3029 struct glsl_src_param src0_param;
3030 const char *prefix, *suffix;
3031 unsigned int dst_size;
3032 DWORD dst_write_mask;
3034 dst_write_mask = shader_glsl_append_dst(buffer, ins);
3035 dst_size = shader_glsl_get_write_mask_size(dst_write_mask);
3037 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src0_param);
3039 switch (ins->handler_idx)
3041 case WINED3DSIH_EXP:
3042 case WINED3DSIH_EXPP:
3043 prefix = "exp2(";
3044 suffix = ")";
3045 break;
3047 case WINED3DSIH_LOG:
3048 case WINED3DSIH_LOGP:
3049 prefix = "log2(abs(";
3050 suffix = "))";
3051 break;
3053 case WINED3DSIH_RCP:
3054 prefix = "1.0 / ";
3055 suffix = "";
3056 break;
3058 case WINED3DSIH_RSQ:
3059 prefix = "inversesqrt(abs(";
3060 suffix = "))";
3061 break;
3063 default:
3064 prefix = "";
3065 suffix = "";
3066 FIXME("Unhandled instruction %#x.\n", ins->handler_idx);
3067 break;
3070 if (dst_size > 1)
3071 shader_addline(buffer, "vec%u(%s%s%s));\n", dst_size, prefix, src0_param.param_str, suffix);
3072 else
3073 shader_addline(buffer, "%s%s%s);\n", prefix, src0_param.param_str, suffix);
3076 /** Process the WINED3DSIO_EXPP instruction in GLSL:
3077 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
3078 * dst.x = 2^(floor(src))
3079 * dst.y = src - floor(src)
3080 * dst.z = 2^src (partial precision is allowed, but optional)
3081 * dst.w = 1.0;
3082 * For 2.0 shaders, just do this (honoring writemask and swizzle):
3083 * dst = 2^src; (partial precision is allowed, but optional)
3085 static void shader_glsl_expp(const struct wined3d_shader_instruction *ins)
3087 if (ins->ctx->reg_maps->shader_version.major < 2)
3089 struct glsl_src_param src_param;
3090 char dst_mask[6];
3092 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src_param);
3094 shader_addline(ins->ctx->buffer, "tmp0.x = exp2(floor(%s));\n", src_param.param_str);
3095 shader_addline(ins->ctx->buffer, "tmp0.y = %s - floor(%s);\n", src_param.param_str, src_param.param_str);
3096 shader_addline(ins->ctx->buffer, "tmp0.z = exp2(%s);\n", src_param.param_str);
3097 shader_addline(ins->ctx->buffer, "tmp0.w = 1.0;\n");
3099 shader_glsl_append_dst(ins->ctx->buffer, ins);
3100 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
3101 shader_addline(ins->ctx->buffer, "tmp0%s);\n", dst_mask);
3102 return;
3105 shader_glsl_scalar_op(ins);
3108 static void shader_glsl_to_int(const struct wined3d_shader_instruction *ins)
3110 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3111 struct glsl_src_param src_param;
3112 unsigned int mask_size;
3113 DWORD write_mask;
3115 write_mask = shader_glsl_append_dst(buffer, ins);
3116 mask_size = shader_glsl_get_write_mask_size(write_mask);
3117 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
3119 if (mask_size > 1)
3120 shader_addline(buffer, "ivec%u(%s));\n", mask_size, src_param.param_str);
3121 else
3122 shader_addline(buffer, "int(%s));\n", src_param.param_str);
3125 static void shader_glsl_to_float(const struct wined3d_shader_instruction *ins)
3127 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3128 struct glsl_src_param src_param;
3129 unsigned int mask_size;
3130 DWORD write_mask;
3132 write_mask = shader_glsl_append_dst(buffer, ins);
3133 mask_size = shader_glsl_get_write_mask_size(write_mask);
3134 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src_param);
3136 if (mask_size > 1)
3137 shader_addline(buffer, "vec%u(%s));\n", mask_size, src_param.param_str);
3138 else
3139 shader_addline(buffer, "float(%s));\n", src_param.param_str);
3142 /** Process signed comparison opcodes in GLSL. */
3143 static void shader_glsl_compare(const struct wined3d_shader_instruction *ins)
3145 struct glsl_src_param src0_param;
3146 struct glsl_src_param src1_param;
3147 DWORD write_mask;
3148 unsigned int mask_size;
3150 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3151 mask_size = shader_glsl_get_write_mask_size(write_mask);
3152 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3153 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
3155 if (mask_size > 1) {
3156 const char *compare;
3158 switch(ins->handler_idx)
3160 case WINED3DSIH_SLT: compare = "lessThan"; break;
3161 case WINED3DSIH_SGE: compare = "greaterThanEqual"; break;
3162 default: compare = "";
3163 FIXME("Can't handle opcode %#x\n", ins->handler_idx);
3166 shader_addline(ins->ctx->buffer, "vec%d(%s(%s, %s)));\n", mask_size, compare,
3167 src0_param.param_str, src1_param.param_str);
3168 } else {
3169 switch(ins->handler_idx)
3171 case WINED3DSIH_SLT:
3172 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
3173 * to return 0.0 but step returns 1.0 because step is not < x
3174 * An alternative is a bvec compare padded with an unused second component.
3175 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
3176 * issue. Playing with not() is not possible either because not() does not accept
3177 * a scalar.
3179 shader_addline(ins->ctx->buffer, "(%s < %s) ? 1.0 : 0.0);\n",
3180 src0_param.param_str, src1_param.param_str);
3181 break;
3182 case WINED3DSIH_SGE:
3183 /* Here we can use the step() function and safe a conditional */
3184 shader_addline(ins->ctx->buffer, "step(%s, %s));\n", src1_param.param_str, src0_param.param_str);
3185 break;
3186 default:
3187 FIXME("Can't handle opcode %#x\n", ins->handler_idx);
3193 static void shader_glsl_conditional_move(const struct wined3d_shader_instruction *ins)
3195 const char *condition_prefix, *condition_suffix;
3196 struct wined3d_shader_dst_param dst;
3197 struct glsl_src_param src0_param;
3198 struct glsl_src_param src1_param;
3199 struct glsl_src_param src2_param;
3200 BOOL temp_destination = FALSE;
3201 DWORD cmp_channel = 0;
3202 unsigned int i, j;
3203 char mask_char[6];
3204 DWORD write_mask;
3206 switch (ins->handler_idx)
3208 case WINED3DSIH_CMP:
3209 condition_prefix = "";
3210 condition_suffix = " >= 0.0";
3211 break;
3213 case WINED3DSIH_CND:
3214 condition_prefix = "";
3215 condition_suffix = " > 0.5";
3216 break;
3218 case WINED3DSIH_MOVC:
3219 condition_prefix = "bool(";
3220 condition_suffix = ")";
3221 break;
3223 default:
3224 FIXME("Unhandled instruction %#x.\n", ins->handler_idx);
3225 condition_prefix = "<unhandled prefix>";
3226 condition_suffix = "<unhandled suffix>";
3227 break;
3230 if (shader_is_scalar(&ins->dst[0].reg) || shader_is_scalar(&ins->src[0].reg))
3232 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3233 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3234 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
3235 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
3237 shader_addline(ins->ctx->buffer, "%s%s%s ? %s : %s);\n",
3238 condition_prefix, src0_param.param_str, condition_suffix,
3239 src1_param.param_str, src2_param.param_str);
3240 return;
3243 dst = ins->dst[0];
3245 /* Splitting the instruction up in multiple lines imposes a problem:
3246 * The first lines may overwrite source parameters of the following lines.
3247 * Deal with that by using a temporary destination register if needed. */
3248 if ((ins->src[0].reg.idx[0].offset == dst.reg.idx[0].offset
3249 && ins->src[0].reg.type == dst.reg.type)
3250 || (ins->src[1].reg.idx[0].offset == dst.reg.idx[0].offset
3251 && ins->src[1].reg.type == dst.reg.type)
3252 || (ins->src[2].reg.idx[0].offset == dst.reg.idx[0].offset
3253 && ins->src[2].reg.type == dst.reg.type))
3254 temp_destination = TRUE;
3256 /* Cycle through all source0 channels. */
3257 for (i = 0; i < 4; ++i)
3259 write_mask = 0;
3260 /* Find the destination channels which use the current source0 channel. */
3261 for (j = 0; j < 4; ++j)
3263 if (((ins->src[0].swizzle >> (2 * j)) & 0x3) == i)
3265 write_mask |= WINED3DSP_WRITEMASK_0 << j;
3266 cmp_channel = WINED3DSP_WRITEMASK_0 << j;
3269 dst.write_mask = ins->dst[0].write_mask & write_mask;
3271 if (temp_destination)
3273 if (!(write_mask = shader_glsl_get_write_mask(&dst, mask_char)))
3274 continue;
3275 shader_addline(ins->ctx->buffer, "tmp0%s = (", mask_char);
3277 else if (!(write_mask = shader_glsl_append_dst_ext(ins->ctx->buffer, ins, &dst, dst.reg.data_type)))
3278 continue;
3280 shader_glsl_add_src_param(ins, &ins->src[0], cmp_channel, &src0_param);
3281 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
3282 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
3284 shader_addline(ins->ctx->buffer, "%s%s%s ? %s : %s);\n",
3285 condition_prefix, src0_param.param_str, condition_suffix,
3286 src1_param.param_str, src2_param.param_str);
3289 if (temp_destination)
3291 shader_glsl_get_write_mask(&ins->dst[0], mask_char);
3292 shader_glsl_append_dst(ins->ctx->buffer, ins);
3293 shader_addline(ins->ctx->buffer, "tmp0%s);\n", mask_char);
3297 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
3298 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
3299 * the compare is done per component of src0. */
3300 static void shader_glsl_cnd(const struct wined3d_shader_instruction *ins)
3302 struct glsl_src_param src0_param;
3303 struct glsl_src_param src1_param;
3304 struct glsl_src_param src2_param;
3305 DWORD write_mask;
3306 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
3307 ins->ctx->reg_maps->shader_version.minor);
3309 if (shader_version < WINED3D_SHADER_VERSION(1, 4))
3311 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3312 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
3313 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
3314 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
3316 if (ins->coissue && ins->dst->write_mask != WINED3DSP_WRITEMASK_3)
3317 shader_addline(ins->ctx->buffer, "%s /* COISSUE! */);\n", src1_param.param_str);
3318 else
3319 shader_addline(ins->ctx->buffer, "%s > 0.5 ? %s : %s);\n",
3320 src0_param.param_str, src1_param.param_str, src2_param.param_str);
3321 return;
3324 shader_glsl_conditional_move(ins);
3327 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
3328 static void shader_glsl_mad(const struct wined3d_shader_instruction *ins)
3330 struct glsl_src_param src0_param;
3331 struct glsl_src_param src1_param;
3332 struct glsl_src_param src2_param;
3333 DWORD write_mask;
3335 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3336 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3337 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
3338 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
3339 shader_addline(ins->ctx->buffer, "(%s * %s) + %s);\n",
3340 src0_param.param_str, src1_param.param_str, src2_param.param_str);
3343 /* Handles transforming all WINED3DSIO_M?x? opcodes for
3344 Vertex shaders to GLSL codes */
3345 static void shader_glsl_mnxn(const struct wined3d_shader_instruction *ins)
3347 int i;
3348 int nComponents = 0;
3349 struct wined3d_shader_dst_param tmp_dst = {{0}};
3350 struct wined3d_shader_src_param tmp_src[2] = {{{0}}};
3351 struct wined3d_shader_instruction tmp_ins;
3353 memset(&tmp_ins, 0, sizeof(tmp_ins));
3355 /* Set constants for the temporary argument */
3356 tmp_ins.ctx = ins->ctx;
3357 tmp_ins.dst_count = 1;
3358 tmp_ins.dst = &tmp_dst;
3359 tmp_ins.src_count = 2;
3360 tmp_ins.src = tmp_src;
3362 switch(ins->handler_idx)
3364 case WINED3DSIH_M4x4:
3365 nComponents = 4;
3366 tmp_ins.handler_idx = WINED3DSIH_DP4;
3367 break;
3368 case WINED3DSIH_M4x3:
3369 nComponents = 3;
3370 tmp_ins.handler_idx = WINED3DSIH_DP4;
3371 break;
3372 case WINED3DSIH_M3x4:
3373 nComponents = 4;
3374 tmp_ins.handler_idx = WINED3DSIH_DP3;
3375 break;
3376 case WINED3DSIH_M3x3:
3377 nComponents = 3;
3378 tmp_ins.handler_idx = WINED3DSIH_DP3;
3379 break;
3380 case WINED3DSIH_M3x2:
3381 nComponents = 2;
3382 tmp_ins.handler_idx = WINED3DSIH_DP3;
3383 break;
3384 default:
3385 break;
3388 tmp_dst = ins->dst[0];
3389 tmp_src[0] = ins->src[0];
3390 tmp_src[1] = ins->src[1];
3391 for (i = 0; i < nComponents; ++i)
3393 tmp_dst.write_mask = WINED3DSP_WRITEMASK_0 << i;
3394 shader_glsl_dot(&tmp_ins);
3395 ++tmp_src[1].reg.idx[0].offset;
3400 The LRP instruction performs a component-wise linear interpolation
3401 between the second and third operands using the first operand as the
3402 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
3403 This is equivalent to mix(src2, src1, src0);
3405 static void shader_glsl_lrp(const struct wined3d_shader_instruction *ins)
3407 struct glsl_src_param src0_param;
3408 struct glsl_src_param src1_param;
3409 struct glsl_src_param src2_param;
3410 DWORD write_mask;
3412 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3414 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3415 shader_glsl_add_src_param(ins, &ins->src[1], write_mask, &src1_param);
3416 shader_glsl_add_src_param(ins, &ins->src[2], write_mask, &src2_param);
3418 shader_addline(ins->ctx->buffer, "mix(%s, %s, %s));\n",
3419 src2_param.param_str, src1_param.param_str, src0_param.param_str);
3422 /** Process the WINED3DSIO_LIT instruction in GLSL:
3423 * dst.x = dst.w = 1.0
3424 * dst.y = (src0.x > 0) ? src0.x
3425 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
3426 * where src.w is clamped at +- 128
3428 static void shader_glsl_lit(const struct wined3d_shader_instruction *ins)
3430 struct glsl_src_param src0_param;
3431 struct glsl_src_param src1_param;
3432 struct glsl_src_param src3_param;
3433 char dst_mask[6];
3435 shader_glsl_append_dst(ins->ctx->buffer, ins);
3436 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
3438 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
3439 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src1_param);
3440 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &src3_param);
3442 /* The sdk specifies the instruction like this
3443 * dst.x = 1.0;
3444 * if(src.x > 0.0) dst.y = src.x
3445 * else dst.y = 0.0.
3446 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
3447 * else dst.z = 0.0;
3448 * dst.w = 1.0;
3449 * (where power = src.w clamped between -128 and 128)
3451 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
3452 * dst.x = 1.0 ... No further explanation needed
3453 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
3454 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
3455 * dst.w = 1.0. ... Nothing fancy.
3457 * So we still have one conditional in there. So do this:
3458 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
3460 * 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),
3461 * 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.
3462 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to.
3464 * Unfortunately pow(0.0 ^ 0.0) returns NaN on most GPUs, but lit with src.y = 0 and src.w = 0 returns
3465 * a non-NaN value in dst.z. What we return doesn't matter, as long as it is not NaN. Return 0, which is
3466 * what all Windows HW drivers and GL_ARB_vertex_program's LIT do.
3468 shader_addline(ins->ctx->buffer,
3469 "vec4(1.0, max(%s, 0.0), %s == 0.0 ? 0.0 : "
3470 "pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
3471 src0_param.param_str, src3_param.param_str, src1_param.param_str,
3472 src0_param.param_str, src3_param.param_str, dst_mask);
3475 /** Process the WINED3DSIO_DST instruction in GLSL:
3476 * dst.x = 1.0
3477 * dst.y = src0.x * src0.y
3478 * dst.z = src0.z
3479 * dst.w = src1.w
3481 static void shader_glsl_dst(const struct wined3d_shader_instruction *ins)
3483 struct glsl_src_param src0y_param;
3484 struct glsl_src_param src0z_param;
3485 struct glsl_src_param src1y_param;
3486 struct glsl_src_param src1w_param;
3487 char dst_mask[6];
3489 shader_glsl_append_dst(ins->ctx->buffer, ins);
3490 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
3492 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_1, &src0y_param);
3493 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &src0z_param);
3494 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_1, &src1y_param);
3495 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_3, &src1w_param);
3497 shader_addline(ins->ctx->buffer, "vec4(1.0, %s * %s, %s, %s))%s;\n",
3498 src0y_param.param_str, src1y_param.param_str, src0z_param.param_str, src1w_param.param_str, dst_mask);
3501 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
3502 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
3503 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
3505 * dst.x = cos(src0.?)
3506 * dst.y = sin(src0.?)
3507 * dst.z = dst.z
3508 * dst.w = dst.w
3510 static void shader_glsl_sincos(const struct wined3d_shader_instruction *ins)
3512 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3513 struct glsl_src_param src0_param;
3514 DWORD write_mask;
3516 if (ins->ctx->reg_maps->shader_version.major < 4)
3518 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
3520 write_mask = shader_glsl_append_dst(buffer, ins);
3521 switch (write_mask)
3523 case WINED3DSP_WRITEMASK_0:
3524 shader_addline(buffer, "cos(%s));\n", src0_param.param_str);
3525 break;
3527 case WINED3DSP_WRITEMASK_1:
3528 shader_addline(buffer, "sin(%s));\n", src0_param.param_str);
3529 break;
3531 case (WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1):
3532 shader_addline(buffer, "vec2(cos(%s), sin(%s)));\n",
3533 src0_param.param_str, src0_param.param_str);
3534 break;
3536 default:
3537 ERR("Write mask should be .x, .y or .xy\n");
3538 break;
3541 return;
3544 if (ins->dst[0].reg.type != WINED3DSPR_NULL)
3547 if (ins->dst[1].reg.type != WINED3DSPR_NULL)
3549 char dst_mask[6];
3551 write_mask = shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
3552 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3553 shader_addline(buffer, "tmp0%s = sin(%s);\n", dst_mask, src0_param.param_str);
3555 write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1], ins->dst[1].reg.data_type);
3556 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3557 shader_addline(buffer, "cos(%s));\n", src0_param.param_str);
3559 shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], ins->dst[0].reg.data_type);
3560 shader_addline(buffer, "tmp0%s);\n", dst_mask);
3562 else
3564 write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[0], ins->dst[0].reg.data_type);
3565 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3566 shader_addline(buffer, "sin(%s));\n", src0_param.param_str);
3569 else if (ins->dst[1].reg.type != WINED3DSPR_NULL)
3571 write_mask = shader_glsl_append_dst_ext(buffer, ins, &ins->dst[1], ins->dst[1].reg.data_type);
3572 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3573 shader_addline(buffer, "cos(%s));\n", src0_param.param_str);
3577 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
3578 * here. But those extra parameters require a dedicated function for sgn, since map2gl would
3579 * generate invalid code
3581 static void shader_glsl_sgn(const struct wined3d_shader_instruction *ins)
3583 struct glsl_src_param src0_param;
3584 DWORD write_mask;
3586 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
3587 shader_glsl_add_src_param(ins, &ins->src[0], write_mask, &src0_param);
3589 shader_addline(ins->ctx->buffer, "sign(%s));\n", src0_param.param_str);
3592 /** Process the WINED3DSIO_LOOP instruction in GLSL:
3593 * Start a for() loop where src1.y is the initial value of aL,
3594 * increment aL by src1.z for a total of src1.x iterations.
3595 * Need to use a temporary variable for this operation.
3597 /* FIXME: I don't think nested loops will work correctly this way. */
3598 static void shader_glsl_loop(const struct wined3d_shader_instruction *ins)
3600 struct wined3d_shader_loop_state *loop_state = ins->ctx->loop_state;
3601 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
3602 const struct wined3d_shader *shader = ins->ctx->shader;
3603 const struct wined3d_shader_lconst *constant;
3604 struct glsl_src_param src1_param;
3605 const DWORD *control_values = NULL;
3607 if (ins->ctx->reg_maps->shader_version.major < 4)
3609 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_ALL, &src1_param);
3611 /* Try to hardcode the loop control parameters if possible. Direct3D 9
3612 * class hardware doesn't support real varying indexing, but Microsoft
3613 * designed this feature for Shader model 2.x+. If the loop control is
3614 * known at compile time, the GLSL compiler can unroll the loop, and
3615 * replace indirect addressing with direct addressing. */
3616 if (ins->src[1].reg.type == WINED3DSPR_CONSTINT)
3618 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
3620 if (constant->idx == ins->src[1].reg.idx[0].offset)
3622 control_values = constant->value;
3623 break;
3628 if (control_values)
3630 struct wined3d_shader_loop_control loop_control;
3631 loop_control.count = control_values[0];
3632 loop_control.start = control_values[1];
3633 loop_control.step = (int)control_values[2];
3635 if (loop_control.step > 0)
3637 shader_addline(buffer, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d)\n{\n",
3638 loop_state->current_depth, loop_control.start,
3639 loop_state->current_depth, loop_control.count, loop_control.step, loop_control.start,
3640 loop_state->current_depth, loop_control.step);
3642 else if (loop_control.step < 0)
3644 shader_addline(buffer, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d)\n{\n",
3645 loop_state->current_depth, loop_control.start,
3646 loop_state->current_depth, loop_control.count, loop_control.step, loop_control.start,
3647 loop_state->current_depth, loop_control.step);
3649 else
3651 shader_addline(buffer, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++)\n{\n",
3652 loop_state->current_depth, loop_control.start, loop_state->current_depth,
3653 loop_state->current_depth, loop_control.count,
3654 loop_state->current_depth);
3657 else
3659 shader_addline(buffer, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z)\n{\n",
3660 loop_state->current_depth, loop_state->current_reg,
3661 src1_param.reg_name, loop_state->current_depth, src1_param.reg_name,
3662 loop_state->current_depth, loop_state->current_reg, src1_param.reg_name);
3665 ++loop_state->current_reg;
3667 else
3669 shader_addline(buffer, "for (;;)\n{\n");
3672 ++loop_state->current_depth;
3675 static void shader_glsl_end(const struct wined3d_shader_instruction *ins)
3677 struct wined3d_shader_loop_state *loop_state = ins->ctx->loop_state;
3679 shader_addline(ins->ctx->buffer, "}\n");
3681 if (ins->handler_idx == WINED3DSIH_ENDLOOP)
3683 --loop_state->current_depth;
3684 --loop_state->current_reg;
3687 if (ins->handler_idx == WINED3DSIH_ENDREP)
3689 --loop_state->current_depth;
3693 static void shader_glsl_rep(const struct wined3d_shader_instruction *ins)
3695 const struct wined3d_shader *shader = ins->ctx->shader;
3696 struct wined3d_shader_loop_state *loop_state = ins->ctx->loop_state;
3697 const struct wined3d_shader_lconst *constant;
3698 struct glsl_src_param src0_param;
3699 const DWORD *control_values = NULL;
3701 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
3702 if (ins->src[0].reg.type == WINED3DSPR_CONSTINT)
3704 LIST_FOR_EACH_ENTRY(constant, &shader->constantsI, struct wined3d_shader_lconst, entry)
3706 if (constant->idx == ins->src[0].reg.idx[0].offset)
3708 control_values = constant->value;
3709 break;
3714 if (control_values)
3716 shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
3717 loop_state->current_depth, loop_state->current_depth,
3718 control_values[0], loop_state->current_depth);
3720 else
3722 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
3723 shader_addline(ins->ctx->buffer, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
3724 loop_state->current_depth, loop_state->current_depth,
3725 src0_param.param_str, loop_state->current_depth);
3728 ++loop_state->current_depth;
3731 static void shader_glsl_if(const struct wined3d_shader_instruction *ins)
3733 struct glsl_src_param src0_param;
3735 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
3736 shader_addline(ins->ctx->buffer, "if (bool(%s)) {\n", src0_param.param_str);
3739 static void shader_glsl_ifc(const struct wined3d_shader_instruction *ins)
3741 struct glsl_src_param src0_param;
3742 struct glsl_src_param src1_param;
3744 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
3745 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
3747 shader_addline(ins->ctx->buffer, "if (%s %s %s) {\n",
3748 src0_param.param_str, shader_glsl_get_rel_op(ins->flags), src1_param.param_str);
3751 static void shader_glsl_else(const struct wined3d_shader_instruction *ins)
3753 shader_addline(ins->ctx->buffer, "} else {\n");
3756 static void shader_glsl_emit(const struct wined3d_shader_instruction *ins)
3758 shader_addline(ins->ctx->buffer, "EmitVertex();\n");
3761 static void shader_glsl_break(const struct wined3d_shader_instruction *ins)
3763 shader_addline(ins->ctx->buffer, "break;\n");
3766 /* FIXME: According to MSDN the compare is done per component. */
3767 static void shader_glsl_breakc(const struct wined3d_shader_instruction *ins)
3769 struct glsl_src_param src0_param;
3770 struct glsl_src_param src1_param;
3772 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src0_param);
3773 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
3775 shader_addline(ins->ctx->buffer, "if (%s %s %s) break;\n",
3776 src0_param.param_str, shader_glsl_get_rel_op(ins->flags), src1_param.param_str);
3779 static void shader_glsl_breakp(const struct wined3d_shader_instruction *ins)
3781 struct glsl_src_param src_param;
3783 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0, &src_param);
3784 shader_addline(ins->ctx->buffer, "if (bool(%s)) break;\n", src_param.param_str);
3787 static void shader_glsl_label(const struct wined3d_shader_instruction *ins)
3789 shader_addline(ins->ctx->buffer, "}\n");
3790 shader_addline(ins->ctx->buffer, "void subroutine%u()\n{\n", ins->src[0].reg.idx[0].offset);
3793 static void shader_glsl_call(const struct wined3d_shader_instruction *ins)
3795 shader_addline(ins->ctx->buffer, "subroutine%u();\n", ins->src[0].reg.idx[0].offset);
3798 static void shader_glsl_callnz(const struct wined3d_shader_instruction *ins)
3800 struct glsl_src_param src1_param;
3802 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0, &src1_param);
3803 shader_addline(ins->ctx->buffer, "if (%s) subroutine%u();\n",
3804 src1_param.param_str, ins->src[0].reg.idx[0].offset);
3807 static void shader_glsl_ret(const struct wined3d_shader_instruction *ins)
3809 /* No-op. The closing } is written when a new function is started, and at the end of the shader. This
3810 * function only suppresses the unhandled instruction warning
3814 /*********************************************
3815 * Pixel Shader Specific Code begins here
3816 ********************************************/
3817 static void shader_glsl_tex(const struct wined3d_shader_instruction *ins)
3819 DWORD shader_version = WINED3D_SHADER_VERSION(ins->ctx->reg_maps->shader_version.major,
3820 ins->ctx->reg_maps->shader_version.minor);
3821 struct glsl_sample_function sample_function;
3822 DWORD sample_flags = 0;
3823 DWORD resource_idx;
3824 DWORD mask = 0, swizzle;
3825 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
3827 /* 1.0-1.4: Use destination register as sampler source.
3828 * 2.0+: Use provided sampler source. */
3829 if (shader_version < WINED3D_SHADER_VERSION(2,0))
3830 resource_idx = ins->dst[0].reg.idx[0].offset;
3831 else
3832 resource_idx = ins->src[1].reg.idx[0].offset;
3834 if (shader_version < WINED3D_SHADER_VERSION(1,4))
3836 DWORD flags = (priv->cur_ps_args->tex_transform >> resource_idx * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
3837 & WINED3D_PSARGS_TEXTRANSFORM_MASK;
3838 enum wined3d_shader_resource_type resource_type = ins->ctx->reg_maps->resource_info[resource_idx].type;
3840 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
3841 if (flags & WINED3D_PSARGS_PROJECTED && resource_type != WINED3D_SHADER_RESOURCE_TEXTURE_CUBE)
3843 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
3844 switch (flags & ~WINED3D_PSARGS_PROJECTED)
3846 case WINED3D_TTFF_COUNT1:
3847 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
3848 break;
3849 case WINED3D_TTFF_COUNT2:
3850 mask = WINED3DSP_WRITEMASK_1;
3851 break;
3852 case WINED3D_TTFF_COUNT3:
3853 mask = WINED3DSP_WRITEMASK_2;
3854 break;
3855 case WINED3D_TTFF_COUNT4:
3856 case WINED3D_TTFF_DISABLE:
3857 mask = WINED3DSP_WRITEMASK_3;
3858 break;
3862 else if (shader_version < WINED3D_SHADER_VERSION(2,0))
3864 enum wined3d_shader_src_modifier src_mod = ins->src[0].modifiers;
3866 if (src_mod == WINED3DSPSM_DZ) {
3867 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
3868 mask = WINED3DSP_WRITEMASK_2;
3869 } else if (src_mod == WINED3DSPSM_DW) {
3870 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
3871 mask = WINED3DSP_WRITEMASK_3;
3874 else
3876 if ((ins->flags & WINED3DSI_TEXLD_PROJECT)
3877 && ins->ctx->reg_maps->resource_info[resource_idx].type != WINED3D_SHADER_RESOURCE_TEXTURE_CUBE)
3879 /* ps 2.0 texldp instruction always divides by the fourth component. */
3880 sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
3881 mask = WINED3DSP_WRITEMASK_3;
3885 if (priv->cur_ps_args->np2_fixup & (1 << resource_idx))
3886 sample_flags |= WINED3D_GLSL_SAMPLE_NPOT;
3888 shader_glsl_get_sample_function(ins->ctx, resource_idx, sample_flags, &sample_function);
3889 mask |= sample_function.coord_mask;
3891 if (shader_version < WINED3D_SHADER_VERSION(2,0)) swizzle = WINED3DSP_NOSWIZZLE;
3892 else swizzle = ins->src[1].swizzle;
3894 /* 1.0-1.3: Use destination register as coordinate source.
3895 1.4+: Use provided coordinate source register. */
3896 if (shader_version < WINED3D_SHADER_VERSION(1,4))
3898 char coord_mask[6];
3899 shader_glsl_write_mask_to_str(mask, coord_mask);
3900 shader_glsl_gen_sample_code(ins, resource_idx, &sample_function, swizzle, NULL, NULL, NULL,
3901 "T%u%s", resource_idx, coord_mask);
3903 else
3905 struct glsl_src_param coord_param;
3906 shader_glsl_add_src_param(ins, &ins->src[0], mask, &coord_param);
3907 if (ins->flags & WINED3DSI_TEXLD_BIAS)
3909 struct glsl_src_param bias;
3910 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &bias);
3911 shader_glsl_gen_sample_code(ins, resource_idx, &sample_function, swizzle, NULL, NULL, bias.param_str,
3912 "%s", coord_param.param_str);
3913 } else {
3914 shader_glsl_gen_sample_code(ins, resource_idx, &sample_function, swizzle, NULL, NULL, NULL,
3915 "%s", coord_param.param_str);
3920 static void shader_glsl_texldd(const struct wined3d_shader_instruction *ins)
3922 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
3923 struct glsl_src_param coord_param, dx_param, dy_param;
3924 DWORD sample_flags = WINED3D_GLSL_SAMPLE_GRAD;
3925 struct glsl_sample_function sample_function;
3926 DWORD sampler_idx;
3927 DWORD swizzle = ins->src[1].swizzle;
3928 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
3930 if (!gl_info->supported[ARB_SHADER_TEXTURE_LOD] && !gl_info->supported[EXT_GPU_SHADER4])
3932 FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
3933 shader_glsl_tex(ins);
3934 return;
3937 sampler_idx = ins->src[1].reg.idx[0].offset;
3938 if (priv->cur_ps_args->np2_fixup & (1 << sampler_idx))
3939 sample_flags |= WINED3D_GLSL_SAMPLE_NPOT;
3941 shader_glsl_get_sample_function(ins->ctx, sampler_idx, sample_flags, &sample_function);
3942 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
3943 shader_glsl_add_src_param(ins, &ins->src[2], sample_function.coord_mask, &dx_param);
3944 shader_glsl_add_src_param(ins, &ins->src[3], sample_function.coord_mask, &dy_param);
3946 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, dx_param.param_str, dy_param.param_str, NULL,
3947 "%s", coord_param.param_str);
3950 static void shader_glsl_texldl(const struct wined3d_shader_instruction *ins)
3952 const struct wined3d_gl_info *gl_info = ins->ctx->gl_info;
3953 struct glsl_src_param coord_param, lod_param;
3954 DWORD sample_flags = WINED3D_GLSL_SAMPLE_LOD;
3955 struct glsl_sample_function sample_function;
3956 DWORD sampler_idx;
3957 DWORD swizzle = ins->src[1].swizzle;
3958 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
3960 sampler_idx = ins->src[1].reg.idx[0].offset;
3961 if (ins->ctx->reg_maps->shader_version.type == WINED3D_SHADER_TYPE_PIXEL
3962 && priv->cur_ps_args->np2_fixup & (1 << sampler_idx))
3963 sample_flags |= WINED3D_GLSL_SAMPLE_NPOT;
3965 shader_glsl_get_sample_function(ins->ctx, sampler_idx, sample_flags, &sample_function);
3966 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
3968 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &lod_param);
3970 if (!gl_info->supported[ARB_SHADER_TEXTURE_LOD] && !gl_info->supported[EXT_GPU_SHADER4]
3971 && ins->ctx->reg_maps->shader_version.type == WINED3D_SHADER_TYPE_PIXEL)
3973 /* Plain GLSL only supports Lod sampling functions in vertex shaders.
3974 * However, the NVIDIA drivers allow them in fragment shaders as well,
3975 * even without the appropriate extension. */
3976 WARN("Using %s in fragment shader.\n", sample_function.name);
3978 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, swizzle, NULL, NULL, lod_param.param_str,
3979 "%s", coord_param.param_str);
3982 static unsigned int shader_glsl_find_sampler(const struct wined3d_shader_sampler_map *sampler_map,
3983 unsigned int resource_idx, unsigned int sampler_idx)
3985 struct wined3d_shader_sampler_map_entry *entries = sampler_map->entries;
3986 unsigned int i;
3988 for (i = 0; i < sampler_map->count; ++i)
3990 if (entries[i].resource_idx == resource_idx && entries[i].sampler_idx == sampler_idx)
3991 return entries[i].bind_idx;
3994 ERR("No GLSL sampler found for resource %u / sampler %u.\n", resource_idx, sampler_idx);
3996 return ~0u;
3999 static void shader_glsl_sample(const struct wined3d_shader_instruction *ins)
4001 struct glsl_sample_function sample_function;
4002 struct glsl_src_param coord_param;
4003 unsigned int sampler_idx;
4005 shader_glsl_get_sample_function(ins->ctx, ins->src[1].reg.idx[0].offset, 0, &sample_function);
4006 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &coord_param);
4007 sampler_idx = shader_glsl_find_sampler(&ins->ctx->reg_maps->sampler_map,
4008 ins->src[1].reg.idx[0].offset, ins->src[2].reg.idx[0].offset);
4009 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE,
4010 NULL, NULL, NULL, "%s", coord_param.param_str);
4013 static void shader_glsl_texcoord(const struct wined3d_shader_instruction *ins)
4015 /* FIXME: Make this work for more than just 2D textures */
4016 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
4017 DWORD write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
4019 if (!(ins->ctx->reg_maps->shader_version.major == 1 && ins->ctx->reg_maps->shader_version.minor == 4))
4021 char dst_mask[6];
4023 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
4024 shader_addline(buffer, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n",
4025 ins->dst[0].reg.idx[0].offset, dst_mask);
4027 else
4029 enum wined3d_shader_src_modifier src_mod = ins->src[0].modifiers;
4030 DWORD reg = ins->src[0].reg.idx[0].offset;
4031 char dst_swizzle[6];
4033 shader_glsl_get_swizzle(&ins->src[0], FALSE, write_mask, dst_swizzle);
4035 if (src_mod == WINED3DSPSM_DZ)
4037 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
4038 struct glsl_src_param div_param;
4040 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &div_param);
4042 if (mask_size > 1) {
4043 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
4044 } else {
4045 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
4048 else if (src_mod == WINED3DSPSM_DW)
4050 unsigned int mask_size = shader_glsl_get_write_mask_size(write_mask);
4051 struct glsl_src_param div_param;
4053 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_3, &div_param);
4055 if (mask_size > 1) {
4056 shader_addline(buffer, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg, dst_swizzle, mask_size, div_param.param_str);
4057 } else {
4058 shader_addline(buffer, "gl_TexCoord[%u]%s / %s);\n", reg, dst_swizzle, div_param.param_str);
4060 } else {
4061 shader_addline(buffer, "gl_TexCoord[%u]%s);\n", reg, dst_swizzle);
4066 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
4067 * Take a 3-component dot product of the TexCoord[dstreg] and src,
4068 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
4069 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction *ins)
4071 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
4072 DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
4073 struct glsl_sample_function sample_function;
4074 struct glsl_src_param src0_param;
4075 UINT mask_size;
4077 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
4079 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
4080 * scalar, and projected sampling would require 4.
4082 * It is a dependent read - not valid with conditional NP2 textures
4084 shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
4085 mask_size = shader_glsl_get_write_mask_size(sample_function.coord_mask);
4087 switch(mask_size)
4089 case 1:
4090 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
4091 "dot(gl_TexCoord[%u].xyz, %s)", sampler_idx, src0_param.param_str);
4092 break;
4094 case 2:
4095 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
4096 "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx, src0_param.param_str);
4097 break;
4099 case 3:
4100 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
4101 "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx, src0_param.param_str);
4102 break;
4104 default:
4105 FIXME("Unexpected mask size %u\n", mask_size);
4106 break;
4110 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
4111 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
4112 static void shader_glsl_texdp3(const struct wined3d_shader_instruction *ins)
4114 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
4115 DWORD dstreg = ins->dst[0].reg.idx[0].offset;
4116 struct glsl_src_param src0_param;
4117 DWORD dst_mask;
4118 unsigned int mask_size;
4120 dst_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
4121 mask_size = shader_glsl_get_write_mask_size(dst_mask);
4122 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
4124 if (mask_size > 1) {
4125 shader_addline(ins->ctx->buffer, "vec%d(dot(T%u.xyz, %s)));\n", mask_size, dstreg, src0_param.param_str);
4126 } else {
4127 shader_addline(ins->ctx->buffer, "dot(T%u.xyz, %s));\n", dstreg, src0_param.param_str);
4131 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
4132 * Calculate the depth as dst.x / dst.y */
4133 static void shader_glsl_texdepth(const struct wined3d_shader_instruction *ins)
4135 struct glsl_dst_param dst_param;
4137 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
4139 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
4140 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
4141 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
4142 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
4143 * >= 1.0 or < 0.0
4145 shader_addline(ins->ctx->buffer, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
4146 dst_param.reg_name, dst_param.reg_name);
4149 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
4150 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
4151 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
4152 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
4154 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction *ins)
4156 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
4157 DWORD dstreg = ins->dst[0].reg.idx[0].offset;
4158 struct glsl_src_param src0_param;
4160 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
4162 shader_addline(ins->ctx->buffer, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg, src0_param.param_str);
4163 shader_addline(ins->ctx->buffer, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
4166 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
4167 * Calculate the 1st of a 2-row matrix multiplication. */
4168 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction *ins)
4170 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
4171 DWORD reg = ins->dst[0].reg.idx[0].offset;
4172 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
4173 struct glsl_src_param src0_param;
4175 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
4176 shader_addline(buffer, "tmp0.x = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
4179 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
4180 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
4181 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction *ins)
4183 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
4184 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
4185 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
4186 DWORD reg = ins->dst[0].reg.idx[0].offset;
4187 struct glsl_src_param src0_param;
4189 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
4190 shader_addline(buffer, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + tex_mx->current_row, reg, src0_param.param_str);
4191 tex_mx->texcoord_w[tex_mx->current_row++] = reg;
4194 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction *ins)
4196 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
4197 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
4198 struct glsl_sample_function sample_function;
4199 DWORD reg = ins->dst[0].reg.idx[0].offset;
4200 struct glsl_src_param src0_param;
4202 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
4203 shader_addline(buffer, "tmp0.y = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
4205 shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
4207 /* Sample the texture using the calculated coordinates */
4208 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xy");
4211 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
4212 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
4213 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction *ins)
4215 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
4216 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
4217 struct glsl_sample_function sample_function;
4218 DWORD reg = ins->dst[0].reg.idx[0].offset;
4219 struct glsl_src_param src0_param;
4221 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
4222 shader_addline(ins->ctx->buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
4224 /* Dependent read, not valid with conditional NP2 */
4225 shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
4227 /* Sample the texture using the calculated coordinates */
4228 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL, "tmp0.xyz");
4230 tex_mx->current_row = 0;
4233 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
4234 * Perform the 3rd row of a 3x3 matrix multiply */
4235 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction *ins)
4237 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
4238 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
4239 DWORD reg = ins->dst[0].reg.idx[0].offset;
4240 struct glsl_src_param src0_param;
4241 char dst_mask[6];
4243 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
4245 shader_glsl_append_dst(ins->ctx->buffer, ins);
4246 shader_glsl_get_write_mask(&ins->dst[0], dst_mask);
4247 shader_addline(ins->ctx->buffer, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg, src0_param.param_str, dst_mask);
4249 tex_mx->current_row = 0;
4252 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
4253 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
4254 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction *ins)
4256 struct glsl_src_param src0_param;
4257 struct glsl_src_param src1_param;
4258 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
4259 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
4260 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
4261 struct glsl_sample_function sample_function;
4262 DWORD reg = ins->dst[0].reg.idx[0].offset;
4263 char coord_mask[6];
4265 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
4266 shader_glsl_add_src_param(ins, &ins->src[1], src_mask, &src1_param);
4268 /* Perform the last matrix multiply operation */
4269 shader_addline(buffer, "tmp0.z = dot(T%u.xyz, %s);\n", reg, src0_param.param_str);
4270 /* Reflection calculation */
4271 shader_addline(buffer, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param.param_str);
4273 /* Dependent read, not valid with conditional NP2 */
4274 shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
4275 shader_glsl_write_mask_to_str(sample_function.coord_mask, coord_mask);
4277 /* Sample the texture */
4278 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE,
4279 NULL, NULL, NULL, "tmp0%s", coord_mask);
4281 tex_mx->current_row = 0;
4284 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
4285 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
4286 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *ins)
4288 struct wined3d_string_buffer *buffer = ins->ctx->buffer;
4289 struct wined3d_shader_tex_mx *tex_mx = ins->ctx->tex_mx;
4290 DWORD src_mask = WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1 | WINED3DSP_WRITEMASK_2;
4291 struct glsl_sample_function sample_function;
4292 DWORD reg = ins->dst[0].reg.idx[0].offset;
4293 struct glsl_src_param src0_param;
4294 char coord_mask[6];
4296 shader_glsl_add_src_param(ins, &ins->src[0], src_mask, &src0_param);
4298 /* Perform the last matrix multiply operation */
4299 shader_addline(buffer, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg, src0_param.param_str);
4301 /* Construct the eye-ray vector from w coordinates */
4302 shader_addline(buffer, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
4303 tex_mx->texcoord_w[0], tex_mx->texcoord_w[1], reg);
4304 shader_addline(buffer, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
4306 /* Dependent read, not valid with conditional NP2 */
4307 shader_glsl_get_sample_function(ins->ctx, reg, 0, &sample_function);
4308 shader_glsl_write_mask_to_str(sample_function.coord_mask, coord_mask);
4310 /* Sample the texture using the calculated coordinates */
4311 shader_glsl_gen_sample_code(ins, reg, &sample_function, WINED3DSP_NOSWIZZLE,
4312 NULL, NULL, NULL, "tmp0%s", coord_mask);
4314 tex_mx->current_row = 0;
4317 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
4318 * Apply a fake bump map transform.
4319 * texbem is pshader <= 1.3 only, this saves a few version checks
4321 static void shader_glsl_texbem(const struct wined3d_shader_instruction *ins)
4323 const struct shader_glsl_ctx_priv *priv = ins->ctx->backend_data;
4324 struct glsl_sample_function sample_function;
4325 struct glsl_src_param coord_param;
4326 DWORD sampler_idx;
4327 DWORD mask;
4328 DWORD flags;
4329 char coord_mask[6];
4331 sampler_idx = ins->dst[0].reg.idx[0].offset;
4332 flags = (priv->cur_ps_args->tex_transform >> sampler_idx * WINED3D_PSARGS_TEXTRANSFORM_SHIFT)
4333 & WINED3D_PSARGS_TEXTRANSFORM_MASK;
4335 /* Dependent read, not valid with conditional NP2 */
4336 shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
4337 mask = sample_function.coord_mask;
4339 shader_glsl_write_mask_to_str(mask, coord_mask);
4341 /* With projected textures, texbem only divides the static texture coord,
4342 * not the displacement, so we can't let GL handle this. */
4343 if (flags & WINED3D_PSARGS_PROJECTED)
4345 DWORD div_mask=0;
4346 char coord_div_mask[3];
4347 switch (flags & ~WINED3D_PSARGS_PROJECTED)
4349 case WINED3D_TTFF_COUNT1:
4350 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
4351 break;
4352 case WINED3D_TTFF_COUNT2:
4353 div_mask = WINED3DSP_WRITEMASK_1;
4354 break;
4355 case WINED3D_TTFF_COUNT3:
4356 div_mask = WINED3DSP_WRITEMASK_2;
4357 break;
4358 case WINED3D_TTFF_COUNT4:
4359 case WINED3D_TTFF_DISABLE:
4360 div_mask = WINED3DSP_WRITEMASK_3;
4361 break;
4363 shader_glsl_write_mask_to_str(div_mask, coord_div_mask);
4364 shader_addline(ins->ctx->buffer, "T%u%s /= T%u%s;\n", sampler_idx, coord_mask, sampler_idx, coord_div_mask);
4367 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &coord_param);
4369 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
4370 "T%u%s + vec4(bumpenv_mat%u * %s, 0.0, 0.0)%s", sampler_idx, coord_mask, sampler_idx,
4371 coord_param.param_str, coord_mask);
4373 if (ins->handler_idx == WINED3DSIH_TEXBEML)
4375 struct glsl_src_param luminance_param;
4376 struct glsl_dst_param dst_param;
4378 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_2, &luminance_param);
4379 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
4381 shader_addline(ins->ctx->buffer, "%s%s *= (%s * bumpenv_lum_scale%u + bumpenv_lum_offset%u);\n",
4382 dst_param.reg_name, dst_param.mask_str,
4383 luminance_param.param_str, sampler_idx, sampler_idx);
4387 static void shader_glsl_bem(const struct wined3d_shader_instruction *ins)
4389 DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
4390 struct glsl_src_param src0_param, src1_param;
4392 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
4393 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
4395 shader_glsl_append_dst(ins->ctx->buffer, ins);
4396 shader_addline(ins->ctx->buffer, "%s + bumpenv_mat%u * %s);\n",
4397 src0_param.param_str, sampler_idx, src1_param.param_str);
4400 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
4401 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
4402 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction *ins)
4404 DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
4405 struct glsl_sample_function sample_function;
4406 struct glsl_src_param src0_param;
4408 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
4410 shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
4411 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
4412 "%s.wx", src0_param.reg_name);
4415 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
4416 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
4417 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction *ins)
4419 DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
4420 struct glsl_sample_function sample_function;
4421 struct glsl_src_param src0_param;
4423 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_ALL, &src0_param);
4425 shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
4426 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
4427 "%s.yz", src0_param.reg_name);
4430 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
4431 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
4432 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction *ins)
4434 DWORD sampler_idx = ins->dst[0].reg.idx[0].offset;
4435 struct glsl_sample_function sample_function;
4436 struct glsl_src_param src0_param;
4438 /* Dependent read, not valid with conditional NP2 */
4439 shader_glsl_get_sample_function(ins->ctx, sampler_idx, 0, &sample_function);
4440 shader_glsl_add_src_param(ins, &ins->src[0], sample_function.coord_mask, &src0_param);
4442 shader_glsl_gen_sample_code(ins, sampler_idx, &sample_function, WINED3DSP_NOSWIZZLE, NULL, NULL, NULL,
4443 "%s", src0_param.param_str);
4446 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
4447 * If any of the first 3 components are < 0, discard this pixel */
4448 static void shader_glsl_texkill(const struct wined3d_shader_instruction *ins)
4450 struct glsl_dst_param dst_param;
4452 /* The argument is a destination parameter, and no writemasks are allowed */
4453 shader_glsl_add_dst_param(ins, &ins->dst[0], &dst_param);
4454 if (ins->ctx->reg_maps->shader_version.major >= 2)
4456 if (ins->ctx->reg_maps->shader_version.major >= 4)
4457 FIXME("SM4 discard not implemented.\n");
4458 /* 2.0 shaders compare all 4 components in texkill */
4459 shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param.reg_name);
4460 } else {
4461 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
4462 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
4463 * 4 components are defined, only the first 3 are used
4465 shader_addline(ins->ctx->buffer, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param.reg_name);
4469 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
4470 * dst = dot2(src0, src1) + src2 */
4471 static void shader_glsl_dp2add(const struct wined3d_shader_instruction *ins)
4473 struct glsl_src_param src0_param;
4474 struct glsl_src_param src1_param;
4475 struct glsl_src_param src2_param;
4476 DWORD write_mask;
4477 unsigned int mask_size;
4479 write_mask = shader_glsl_append_dst(ins->ctx->buffer, ins);
4480 mask_size = shader_glsl_get_write_mask_size(write_mask);
4482 shader_glsl_add_src_param(ins, &ins->src[0], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src0_param);
4483 shader_glsl_add_src_param(ins, &ins->src[1], WINED3DSP_WRITEMASK_0 | WINED3DSP_WRITEMASK_1, &src1_param);
4484 shader_glsl_add_src_param(ins, &ins->src[2], WINED3DSP_WRITEMASK_0, &src2_param);
4486 if (mask_size > 1) {
4487 shader_addline(ins->ctx->buffer, "vec%d(dot(%s, %s) + %s));\n",
4488 mask_size, src0_param.param_str, src1_param.param_str, src2_param.param_str);
4489 } else {
4490 shader_addline(ins->ctx->buffer, "dot(%s, %s) + %s);\n",
4491 src0_param.param_str, src1_param.param_str, src2_param.param_str);
4495 static void shader_glsl_input_pack(const struct wined3d_shader *shader, struct wined3d_string_buffer *buffer,
4496 const struct wined3d_shader_signature *input_signature,
4497 const struct wined3d_shader_reg_maps *reg_maps,
4498 enum vertexprocessing_mode vertexprocessing)
4500 unsigned int i;
4502 for (i = 0; i < input_signature->element_count; ++i)
4504 const struct wined3d_shader_signature_element *input = &input_signature->elements[i];
4505 const char *semantic_name;
4506 UINT semantic_idx;
4507 char reg_mask[6];
4509 /* Unused */
4510 if (!(reg_maps->input_registers & (1 << input->register_idx)))
4511 continue;
4513 semantic_name = input->semantic_name;
4514 semantic_idx = input->semantic_idx;
4515 shader_glsl_write_mask_to_str(input->mask, reg_mask);
4517 if (vertexprocessing == vertexshader)
4519 if (input->sysval_semantic == WINED3D_SV_POSITION)
4520 shader_addline(buffer, "ps_in[%u]%s = vpos%s;\n",
4521 shader->u.ps.input_reg_map[input->register_idx], reg_mask, reg_mask);
4522 else
4523 shader_addline(buffer, "ps_in[%u]%s = ps_link[%u]%s;\n",
4524 shader->u.ps.input_reg_map[input->register_idx], reg_mask,
4525 shader->u.ps.input_reg_map[input->register_idx], reg_mask);
4527 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
4529 if (semantic_idx < 8 && vertexprocessing == pretransformed)
4530 shader_addline(buffer, "ps_in[%u]%s = gl_TexCoord[%u]%s;\n",
4531 shader->u.ps.input_reg_map[input->register_idx], reg_mask, semantic_idx, reg_mask);
4532 else
4533 shader_addline(buffer, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
4534 shader->u.ps.input_reg_map[input->register_idx], reg_mask, reg_mask);
4536 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
4538 if (!semantic_idx)
4539 shader_addline(buffer, "ps_in[%u]%s = vec4(gl_Color)%s;\n",
4540 shader->u.ps.input_reg_map[input->register_idx], reg_mask, reg_mask);
4541 else if (semantic_idx == 1)
4542 shader_addline(buffer, "ps_in[%u]%s = vec4(gl_SecondaryColor)%s;\n",
4543 shader->u.ps.input_reg_map[input->register_idx], reg_mask, reg_mask);
4544 else
4545 shader_addline(buffer, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
4546 shader->u.ps.input_reg_map[input->register_idx], reg_mask, reg_mask);
4548 else
4550 shader_addline(buffer, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
4551 shader->u.ps.input_reg_map[input->register_idx], reg_mask, reg_mask);
4556 /*********************************************
4557 * Vertex Shader Specific Code begins here
4558 ********************************************/
4560 static void add_glsl_program_entry(struct shader_glsl_priv *priv, struct glsl_shader_prog_link *entry)
4562 struct glsl_program_key key;
4564 key.vs_id = entry->vs.id;
4565 key.gs_id = entry->gs.id;
4566 key.ps_id = entry->ps.id;
4568 if (wine_rb_put(&priv->program_lookup, &key, &entry->program_lookup_entry) == -1)
4570 ERR("Failed to insert program entry.\n");
4574 static struct glsl_shader_prog_link *get_glsl_program_entry(const struct shader_glsl_priv *priv,
4575 GLuint vs_id, GLuint gs_id, GLuint ps_id)
4577 struct wine_rb_entry *entry;
4578 struct glsl_program_key key;
4580 key.vs_id = vs_id;
4581 key.gs_id = gs_id;
4582 key.ps_id = ps_id;
4584 entry = wine_rb_get(&priv->program_lookup, &key);
4585 return entry ? WINE_RB_ENTRY_VALUE(entry, struct glsl_shader_prog_link, program_lookup_entry) : NULL;
4588 /* Context activation is done by the caller. */
4589 static void delete_glsl_program_entry(struct shader_glsl_priv *priv, const struct wined3d_gl_info *gl_info,
4590 struct glsl_shader_prog_link *entry)
4592 struct glsl_program_key key;
4594 key.vs_id = entry->vs.id;
4595 key.gs_id = entry->gs.id;
4596 key.ps_id = entry->ps.id;
4597 wine_rb_remove(&priv->program_lookup, &key);
4599 GL_EXTCALL(glDeleteProgram(entry->id));
4600 if (entry->vs.id)
4601 list_remove(&entry->vs.shader_entry);
4602 if (entry->gs.id)
4603 list_remove(&entry->gs.shader_entry);
4604 if (entry->ps.id)
4605 list_remove(&entry->ps.shader_entry);
4606 HeapFree(GetProcessHeap(), 0, entry->vs.uniform_f_locations);
4607 HeapFree(GetProcessHeap(), 0, entry->ps.uniform_f_locations);
4608 HeapFree(GetProcessHeap(), 0, entry);
4611 static void handle_ps3_input(struct wined3d_string_buffer *buffer,
4612 const struct wined3d_gl_info *gl_info, const DWORD *map,
4613 const struct wined3d_shader_signature *input_signature,
4614 const struct wined3d_shader_reg_maps *reg_maps_in,
4615 const struct wined3d_shader_signature *output_signature,
4616 const struct wined3d_shader_reg_maps *reg_maps_out)
4618 unsigned int i, j;
4619 DWORD *set;
4620 DWORD in_idx;
4621 unsigned int in_count = vec4_varyings(3, gl_info);
4622 char reg_mask[6];
4623 char destination[50];
4625 set = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*set) * (in_count + 2));
4627 for (i = 0; i < input_signature->element_count; ++i)
4629 const struct wined3d_shader_signature_element *input = &input_signature->elements[i];
4631 if (!(reg_maps_in->input_registers & (1 << input->register_idx)))
4632 continue;
4634 in_idx = map[input->register_idx];
4635 /* Declared, but not read register */
4636 if (in_idx == ~0u)
4637 continue;
4638 if (in_idx >= (in_count + 2))
4640 FIXME("More input varyings declared than supported, expect issues.\n");
4641 continue;
4644 if (in_idx == in_count)
4645 sprintf(destination, "gl_FrontColor");
4646 else if (in_idx == in_count + 1)
4647 sprintf(destination, "gl_FrontSecondaryColor");
4648 else
4649 sprintf(destination, "ps_link[%u]", in_idx);
4651 if (!set[in_idx])
4652 set[in_idx] = ~0u;
4654 for (j = 0; j < output_signature->element_count; ++j)
4656 const struct wined3d_shader_signature_element *output = &output_signature->elements[j];
4657 DWORD mask;
4659 if (!(reg_maps_out->output_registers & (1 << output->register_idx))
4660 || input->semantic_idx != output->semantic_idx
4661 || strcmp(input->semantic_name, output->semantic_name)
4662 || !(mask = input->mask & output->mask))
4663 continue;
4665 if (set[in_idx] == ~0u)
4666 set[in_idx] = mask;
4667 else
4668 set[in_idx] |= mask;
4669 shader_glsl_write_mask_to_str(mask, reg_mask);
4671 shader_addline(buffer, "%s%s = vs_out[%u]%s;\n",
4672 destination, reg_mask, output->register_idx, reg_mask);
4676 for (i = 0; i < in_count + 2; ++i)
4678 unsigned int size;
4680 if (!set[i] || set[i] == WINED3DSP_WRITEMASK_ALL)
4681 continue;
4683 if (set[i] == ~0U) set[i] = 0;
4685 size = 0;
4686 if (!(set[i] & WINED3DSP_WRITEMASK_0)) reg_mask[size++] = 'x';
4687 if (!(set[i] & WINED3DSP_WRITEMASK_1)) reg_mask[size++] = 'y';
4688 if (!(set[i] & WINED3DSP_WRITEMASK_2)) reg_mask[size++] = 'z';
4689 if (!(set[i] & WINED3DSP_WRITEMASK_3)) reg_mask[size++] = 'w';
4690 reg_mask[size] = '\0';
4692 if (i == in_count)
4693 sprintf(destination, "gl_FrontColor");
4694 else if (i == in_count + 1)
4695 sprintf(destination, "gl_FrontSecondaryColor");
4696 else
4697 sprintf(destination, "ps_link[%u]", i);
4699 if (size == 1) shader_addline(buffer, "%s.%s = 0.0;\n", destination, reg_mask);
4700 else shader_addline(buffer, "%s.%s = vec%u(0.0);\n", destination, reg_mask, size);
4703 HeapFree(GetProcessHeap(), 0, set);
4706 /* Context activation is done by the caller. */
4707 static GLuint generate_param_reorder_function(struct wined3d_string_buffer *buffer,
4708 const struct wined3d_shader *vs, const struct wined3d_shader *ps,
4709 const struct wined3d_gl_info *gl_info)
4711 GLuint ret = 0;
4712 DWORD ps_major = ps ? ps->reg_maps.shader_version.major : 0;
4713 unsigned int i;
4714 const char *semantic_name;
4715 UINT semantic_idx;
4716 char reg_mask[6];
4718 string_buffer_clear(buffer);
4720 shader_addline(buffer, "%s\n", shader_glsl_get_version(gl_info, &vs->reg_maps.shader_version));
4722 if (ps_major < 3)
4724 shader_addline(buffer, "void order_ps_input(in vec4 vs_out[%u])\n{\n", vs->limits->packed_output);
4726 for (i = 0; i < vs->output_signature.element_count; ++i)
4728 const struct wined3d_shader_signature_element *output = &vs->output_signature.elements[i];
4729 DWORD write_mask;
4731 if (!(vs->reg_maps.output_registers & (1 << output->register_idx)))
4732 continue;
4734 semantic_name = output->semantic_name;
4735 semantic_idx = output->semantic_idx;
4736 write_mask = output->mask;
4737 shader_glsl_write_mask_to_str(write_mask, reg_mask);
4739 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_COLOR))
4741 if (!semantic_idx)
4742 shader_addline(buffer, "gl_FrontColor%s = vs_out[%u]%s;\n",
4743 reg_mask, output->register_idx, reg_mask);
4744 else if (semantic_idx == 1)
4745 shader_addline(buffer, "gl_FrontSecondaryColor%s = vs_out[%u]%s;\n",
4746 reg_mask, output->register_idx, reg_mask);
4748 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION) && !semantic_idx)
4750 shader_addline(buffer, "gl_Position%s = vs_out[%u]%s;\n",
4751 reg_mask, output->register_idx, reg_mask);
4753 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_TEXCOORD))
4755 if (semantic_idx < 8)
4757 if (!(gl_info->quirks & WINED3D_QUIRK_SET_TEXCOORD_W) || ps_major > 0)
4758 write_mask |= WINED3DSP_WRITEMASK_3;
4760 shader_addline(buffer, "gl_TexCoord[%u]%s = vs_out[%u]%s;\n",
4761 semantic_idx, reg_mask, output->register_idx, reg_mask);
4762 if (!(write_mask & WINED3DSP_WRITEMASK_3))
4763 shader_addline(buffer, "gl_TexCoord[%u].w = 1.0;\n", semantic_idx);
4766 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE))
4768 shader_addline(buffer, "gl_PointSize = vs_out[%u].%c;\n", output->register_idx, reg_mask[1]);
4770 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_FOG))
4772 shader_addline(buffer, "gl_FogFragCoord = clamp(vs_out[%u].%c, 0.0, 1.0);\n",
4773 output->register_idx, reg_mask[1]);
4776 shader_addline(buffer, "}\n");
4778 else
4780 UINT in_count = min(vec4_varyings(ps_major, gl_info), ps->limits->packed_input);
4781 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
4782 shader_addline(buffer, "varying vec4 ps_link[%u];\n", in_count);
4783 shader_addline(buffer, "void order_ps_input(in vec4 vs_out[%u])\n{\n", vs->limits->packed_output);
4785 /* First, sort out position and point size. Those are not passed to the pixel shader */
4786 for (i = 0; i < vs->output_signature.element_count; ++i)
4788 const struct wined3d_shader_signature_element *output = &vs->output_signature.elements[i];
4790 if (!(vs->reg_maps.output_registers & (1 << output->register_idx)))
4791 continue;
4793 semantic_name = output->semantic_name;
4794 semantic_idx = output->semantic_idx;
4795 shader_glsl_write_mask_to_str(output->mask, reg_mask);
4797 if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_POSITION) && !semantic_idx)
4799 shader_addline(buffer, "gl_Position%s = vs_out[%u]%s;\n",
4800 reg_mask, output->register_idx, reg_mask);
4802 else if (shader_match_semantic(semantic_name, WINED3D_DECL_USAGE_PSIZE))
4804 shader_addline(buffer, "gl_PointSize = vs_out[%u].%c;\n", output->register_idx, reg_mask[1]);
4808 /* Then, fix the pixel shader input */
4809 handle_ps3_input(buffer, gl_info, ps->u.ps.input_reg_map, &ps->input_signature,
4810 &ps->reg_maps, &vs->output_signature, &vs->reg_maps);
4812 shader_addline(buffer, "}\n");
4815 ret = GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER));
4816 checkGLcall("glCreateShader(GL_VERTEX_SHADER)");
4817 shader_glsl_compile(gl_info, ret, buffer->buffer);
4819 return ret;
4822 static void shader_glsl_generate_srgb_write_correction(struct wined3d_string_buffer *buffer)
4824 shader_addline(buffer, "tmp0.xyz = pow(gl_FragData[0].xyz, vec3(srgb_const0.x));\n");
4825 shader_addline(buffer, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
4826 shader_addline(buffer, "tmp1.xyz = gl_FragData[0].xyz * vec3(srgb_const0.w);\n");
4827 shader_addline(buffer, "bvec3 srgb_compare = lessThan(gl_FragData[0].xyz, vec3(srgb_const1.x));\n");
4828 shader_addline(buffer, "gl_FragData[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n");
4829 shader_addline(buffer, "gl_FragData[0] = clamp(gl_FragData[0], 0.0, 1.0);\n");
4832 static void shader_glsl_generate_fog_code(struct wined3d_string_buffer *buffer, enum wined3d_ffp_ps_fog_mode mode)
4834 switch (mode)
4836 case WINED3D_FFP_PS_FOG_OFF:
4837 return;
4839 case WINED3D_FFP_PS_FOG_LINEAR:
4840 shader_addline(buffer, "float Fog = (gl_Fog.end - gl_FogFragCoord) * gl_Fog.scale;\n");
4841 break;
4843 case WINED3D_FFP_PS_FOG_EXP:
4844 /* Fog = e^-(gl_Fog.density * gl_FogFragCoord) */
4845 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
4846 break;
4848 case WINED3D_FFP_PS_FOG_EXP2:
4849 /* Fog = e^-((gl_Fog.density * gl_FogFragCoord)^2) */
4850 shader_addline(buffer, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
4851 break;
4853 default:
4854 ERR("Invalid fog mode %#x.\n", mode);
4855 return;
4858 shader_addline(buffer, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, clamp(Fog, 0.0, 1.0));\n");
4861 /* Context activation is done by the caller. */
4862 static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context,
4863 struct wined3d_string_buffer *buffer, const struct wined3d_shader *shader,
4864 const struct ps_compile_args *args, struct ps_np2fixup_info *np2fixup_info)
4866 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4867 const struct wined3d_gl_info *gl_info = context->gl_info;
4868 const DWORD *function = shader->function;
4869 struct shader_glsl_ctx_priv priv_ctx;
4871 /* Create the hw GLSL shader object and assign it as the shader->prgId */
4872 GLuint shader_id = GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER));
4874 memset(&priv_ctx, 0, sizeof(priv_ctx));
4875 priv_ctx.cur_ps_args = args;
4876 priv_ctx.cur_np2fixup_info = np2fixup_info;
4878 shader_addline(buffer, "%s\n", shader_glsl_get_version(gl_info, &reg_maps->shader_version));
4880 if (gl_info->supported[ARB_SHADER_BIT_ENCODING])
4881 shader_addline(buffer, "#extension GL_ARB_shader_bit_encoding : enable\n");
4882 if (gl_info->supported[ARB_SHADER_TEXTURE_LOD])
4883 shader_addline(buffer, "#extension GL_ARB_shader_texture_lod : enable\n");
4884 /* The spec says that it doesn't have to be explicitly enabled, but the
4885 * nvidia drivers write a warning if we don't do so. */
4886 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
4887 shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n");
4888 if (gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT])
4889 shader_addline(buffer, "#extension GL_ARB_uniform_buffer_object : enable\n");
4890 if (gl_info->supported[EXT_GPU_SHADER4])
4891 shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
4893 /* Base Declarations */
4894 shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
4896 /* Pack 3.0 inputs */
4897 if (reg_maps->shader_version.major >= 3)
4898 shader_glsl_input_pack(shader, buffer, &shader->input_signature, reg_maps, args->vp_mode);
4900 /* Base Shader Body */
4901 shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
4903 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
4904 if (reg_maps->shader_version.major < 2)
4906 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
4907 shader_addline(buffer, "gl_FragData[0] = R0;\n");
4910 if (args->srgb_correction)
4911 shader_glsl_generate_srgb_write_correction(buffer);
4913 /* SM < 3 does not replace the fog stage. */
4914 if (reg_maps->shader_version.major < 3)
4915 shader_glsl_generate_fog_code(buffer, args->fog);
4917 shader_addline(buffer, "}\n");
4919 TRACE("Compiling shader object %u.\n", shader_id);
4920 shader_glsl_compile(gl_info, shader_id, buffer->buffer);
4922 return shader_id;
4925 /* Context activation is done by the caller. */
4926 static GLuint shader_glsl_generate_vshader(const struct wined3d_context *context,
4927 struct wined3d_string_buffer *buffer, const struct wined3d_shader *shader,
4928 const struct vs_compile_args *args)
4930 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
4931 const struct wined3d_gl_info *gl_info = context->gl_info;
4932 const DWORD *function = shader->function;
4933 struct shader_glsl_ctx_priv priv_ctx;
4935 /* Create the hw GLSL shader program and assign it as the shader->prgId */
4936 GLuint shader_id = GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER));
4938 shader_addline(buffer, "%s\n", shader_glsl_get_version(gl_info, &reg_maps->shader_version));
4940 if (gl_info->supported[ARB_DRAW_INSTANCED])
4941 shader_addline(buffer, "#extension GL_ARB_draw_instanced : enable\n");
4942 if (gl_info->supported[ARB_SHADER_BIT_ENCODING])
4943 shader_addline(buffer, "#extension GL_ARB_shader_bit_encoding : enable\n");
4944 if (gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT])
4945 shader_addline(buffer, "#extension GL_ARB_uniform_buffer_object : enable\n");
4946 if (gl_info->supported[EXT_GPU_SHADER4])
4947 shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
4949 memset(&priv_ctx, 0, sizeof(priv_ctx));
4950 priv_ctx.cur_vs_args = args;
4952 /* Base Declarations */
4953 shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
4955 /* Base Shader Body */
4956 shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
4958 /* Unpack outputs */
4959 shader_addline(buffer, "order_ps_input(vs_out);\n");
4961 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
4962 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
4963 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
4964 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
4966 if (args->fog_src == VS_FOG_Z)
4967 shader_addline(buffer, "gl_FogFragCoord = gl_Position.z;\n");
4968 else if (!reg_maps->fog)
4969 shader_addline(buffer, "gl_FogFragCoord = 0.0;\n");
4971 /* We always store the clipplanes without y inversion */
4972 if (args->clip_enabled)
4973 shader_addline(buffer, "gl_ClipVertex = gl_Position;\n");
4975 /* Write the final position.
4977 * OpenGL coordinates specify the center of the pixel while d3d coords specify
4978 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
4979 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
4980 * contains 1.0 to allow a mad.
4982 shader_addline(buffer, "gl_Position.y = gl_Position.y * posFixup.y;\n");
4983 shader_addline(buffer, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
4985 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
4987 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
4988 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
4989 * which is the same as z = z * 2 - w.
4991 shader_addline(buffer, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
4993 shader_addline(buffer, "}\n");
4995 TRACE("Compiling shader object %u.\n", shader_id);
4996 shader_glsl_compile(gl_info, shader_id, buffer->buffer);
4998 return shader_id;
5001 /* Context activation is done by the caller. */
5002 static GLuint shader_glsl_generate_geometry_shader(const struct wined3d_context *context,
5003 struct wined3d_string_buffer *buffer, const struct wined3d_shader *shader)
5005 const struct wined3d_shader_reg_maps *reg_maps = &shader->reg_maps;
5006 const struct wined3d_gl_info *gl_info = context->gl_info;
5007 const DWORD *function = shader->function;
5008 struct shader_glsl_ctx_priv priv_ctx;
5009 GLuint shader_id;
5011 shader_id = GL_EXTCALL(glCreateShader(GL_GEOMETRY_SHADER));
5013 shader_addline(buffer, "%s\n", shader_glsl_get_version(gl_info, &reg_maps->shader_version));
5015 if (gl_info->supported[ARB_GEOMETRY_SHADER4])
5016 shader_addline(buffer, "#extension GL_ARB_geometry_shader4 : enable\n");
5017 if (gl_info->supported[ARB_SHADER_BIT_ENCODING])
5018 shader_addline(buffer, "#extension GL_ARB_shader_bit_encoding : enable\n");
5019 if (gl_info->supported[ARB_UNIFORM_BUFFER_OBJECT])
5020 shader_addline(buffer, "#extension GL_ARB_uniform_buffer_object : enable\n");
5021 if (gl_info->supported[EXT_GPU_SHADER4])
5022 shader_addline(buffer, "#extension GL_EXT_gpu_shader4 : enable\n");
5024 memset(&priv_ctx, 0, sizeof(priv_ctx));
5025 shader_generate_glsl_declarations(context, buffer, shader, reg_maps, &priv_ctx);
5026 shader_generate_main(shader, buffer, reg_maps, function, &priv_ctx);
5027 shader_addline(buffer, "}\n");
5029 TRACE("Compiling shader object %u.\n", shader_id);
5030 shader_glsl_compile(gl_info, shader_id, buffer->buffer);
5032 return shader_id;
5035 static GLuint find_glsl_pshader(const struct wined3d_context *context,
5036 struct wined3d_string_buffer *buffer, struct wined3d_shader *shader,
5037 const struct ps_compile_args *args, const struct ps_np2fixup_info **np2fixup_info)
5039 struct glsl_ps_compiled_shader *gl_shaders, *new_array;
5040 struct glsl_shader_private *shader_data;
5041 struct ps_np2fixup_info *np2fixup;
5042 UINT i;
5043 DWORD new_size;
5044 GLuint ret;
5046 if (!shader->backend_data)
5048 shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
5049 if (!shader->backend_data)
5051 ERR("Failed to allocate backend data.\n");
5052 return 0;
5055 shader_data = shader->backend_data;
5056 gl_shaders = shader_data->gl_shaders.ps;
5058 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
5059 * so a linear search is more performant than a hashmap or a binary search
5060 * (cache coherency etc)
5062 for (i = 0; i < shader_data->num_gl_shaders; ++i)
5064 if (!memcmp(&gl_shaders[i].args, args, sizeof(*args)))
5066 if (args->np2_fixup)
5067 *np2fixup_info = &gl_shaders[i].np2fixup;
5068 return gl_shaders[i].id;
5072 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
5073 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
5074 if (shader_data->num_gl_shaders)
5076 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
5077 new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders.ps,
5078 new_size * sizeof(*gl_shaders));
5080 else
5082 new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders));
5083 new_size = 1;
5086 if(!new_array) {
5087 ERR("Out of memory\n");
5088 return 0;
5090 shader_data->gl_shaders.ps = new_array;
5091 shader_data->shader_array_size = new_size;
5092 gl_shaders = new_array;
5095 gl_shaders[shader_data->num_gl_shaders].args = *args;
5097 np2fixup = &gl_shaders[shader_data->num_gl_shaders].np2fixup;
5098 memset(np2fixup, 0, sizeof(*np2fixup));
5099 *np2fixup_info = args->np2_fixup ? np2fixup : NULL;
5101 pixelshader_update_resource_types(shader, args->tex_types);
5103 string_buffer_clear(buffer);
5104 ret = shader_glsl_generate_pshader(context, buffer, shader, args, np2fixup);
5105 gl_shaders[shader_data->num_gl_shaders++].id = ret;
5107 return ret;
5110 static inline BOOL vs_args_equal(const struct vs_compile_args *stored, const struct vs_compile_args *new,
5111 const DWORD use_map) {
5112 if((stored->swizzle_map & use_map) != new->swizzle_map) return FALSE;
5113 if((stored->clip_enabled) != new->clip_enabled) return FALSE;
5114 return stored->fog_src == new->fog_src;
5117 static GLuint find_glsl_vshader(const struct wined3d_context *context,
5118 struct wined3d_string_buffer *buffer, struct wined3d_shader *shader,
5119 const struct vs_compile_args *args)
5121 UINT i;
5122 DWORD new_size;
5123 DWORD use_map = context->stream_info.use_map;
5124 struct glsl_vs_compiled_shader *gl_shaders, *new_array;
5125 struct glsl_shader_private *shader_data;
5126 GLuint ret;
5128 if (!shader->backend_data)
5130 shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data));
5131 if (!shader->backend_data)
5133 ERR("Failed to allocate backend data.\n");
5134 return 0;
5137 shader_data = shader->backend_data;
5138 gl_shaders = shader_data->gl_shaders.vs;
5140 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
5141 * so a linear search is more performant than a hashmap or a binary search
5142 * (cache coherency etc)
5144 for (i = 0; i < shader_data->num_gl_shaders; ++i)
5146 if (vs_args_equal(&gl_shaders[i].args, args, use_map))
5147 return gl_shaders[i].id;
5150 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
5152 if(shader_data->shader_array_size == shader_data->num_gl_shaders) {
5153 if (shader_data->num_gl_shaders)
5155 new_size = shader_data->shader_array_size + max(1, shader_data->shader_array_size / 2);
5156 new_array = HeapReAlloc(GetProcessHeap(), 0, shader_data->gl_shaders.vs,
5157 new_size * sizeof(*gl_shaders));
5159 else
5161 new_array = HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders));
5162 new_size = 1;
5165 if(!new_array) {
5166 ERR("Out of memory\n");
5167 return 0;
5169 shader_data->gl_shaders.vs = new_array;
5170 shader_data->shader_array_size = new_size;
5171 gl_shaders = new_array;
5174 gl_shaders[shader_data->num_gl_shaders].args = *args;
5176 string_buffer_clear(buffer);
5177 ret = shader_glsl_generate_vshader(context, buffer, shader, args);
5178 gl_shaders[shader_data->num_gl_shaders++].id = ret;
5180 return ret;
5183 static GLuint find_glsl_geometry_shader(const struct wined3d_context *context,
5184 struct wined3d_string_buffer *buffer, struct wined3d_shader *shader)
5186 struct glsl_gs_compiled_shader *gl_shaders;
5187 struct glsl_shader_private *shader_data;
5188 GLuint ret;
5190 if (!shader->backend_data)
5192 if (!(shader->backend_data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*shader_data))))
5194 ERR("Failed to allocate backend data.\n");
5195 return 0;
5198 shader_data = shader->backend_data;
5199 gl_shaders = shader_data->gl_shaders.gs;
5201 if (shader_data->num_gl_shaders)
5202 return gl_shaders[0].id;
5204 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader);
5206 if (!(shader_data->gl_shaders.gs = HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders))))
5208 ERR("Failed to allocate GL shader array.\n");
5209 return 0;
5211 shader_data->shader_array_size = 1;
5212 gl_shaders = shader_data->gl_shaders.gs;
5214 string_buffer_clear(buffer);
5215 ret = shader_glsl_generate_geometry_shader(context, buffer, shader);
5216 gl_shaders[shader_data->num_gl_shaders++].id = ret;
5218 return ret;
5221 static const char *shader_glsl_ffp_mcs(enum wined3d_material_color_source mcs, const char *material)
5223 switch (mcs)
5225 case WINED3D_MCS_MATERIAL:
5226 return material;
5227 case WINED3D_MCS_COLOR1:
5228 return "gl_Color";
5229 case WINED3D_MCS_COLOR2:
5230 return "gl_SecondaryColor";
5231 default:
5232 ERR("Invalid material color source %#x.\n", mcs);
5233 return "<invalid>";
5237 static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer *buffer,
5238 const struct wined3d_ffp_vs_settings *settings, const struct wined3d_gl_info *gl_info)
5240 const char *diffuse, *specular, *emission, *ambient;
5241 enum wined3d_light_type light_type;
5242 unsigned int i;
5244 if (!settings->lighting)
5246 shader_addline(buffer, "gl_FrontColor = gl_Color;\n");
5247 shader_addline(buffer, "gl_FrontSecondaryColor = gl_SecondaryColor;\n");
5248 return;
5251 shader_addline(buffer, "vec3 ambient = gl_LightModel.ambient.xyz;\n");
5252 shader_addline(buffer, "vec3 diffuse = vec3(0.0);\n");
5253 shader_addline(buffer, "vec4 specular = vec4(0.0);\n");
5254 shader_addline(buffer, "vec3 dir, dst;\n");
5255 shader_addline(buffer, "float att, t;\n");
5257 ambient = shader_glsl_ffp_mcs(settings->ambient_source, "gl_FrontMaterial.ambient");
5258 diffuse = shader_glsl_ffp_mcs(settings->diffuse_source, "gl_FrontMaterial.diffuse");
5259 specular = shader_glsl_ffp_mcs(settings->specular_source, "gl_FrontMaterial.specular");
5260 emission = shader_glsl_ffp_mcs(settings->emission_source, "gl_FrontMaterial.emission");
5262 for (i = 0; i < MAX_ACTIVE_LIGHTS; ++i)
5264 light_type = (settings->light_type >> WINED3D_FFP_LIGHT_TYPE_SHIFT(i)) & WINED3D_FFP_LIGHT_TYPE_MASK;
5265 switch (light_type)
5267 case WINED3D_LIGHT_POINT:
5268 shader_addline(buffer, "dir = gl_LightSource[%u].position.xyz - ec_pos.xyz;\n", i);
5269 shader_addline(buffer, "dst.z = dot(dir, dir);\n");
5270 shader_addline(buffer, "dst.y = sqrt(dst.z);\n");
5271 shader_addline(buffer, "dst.x = 1.0;\n");
5272 shader_addline(buffer, "att = dot(dst.xyz, vec3(gl_LightSource[%u].constantAttenuation,"
5273 " gl_LightSource[%u].linearAttenuation, gl_LightSource[%u].quadraticAttenuation));\n", i, i, i);
5274 shader_addline(buffer, "ambient += gl_LightSource[%u].ambient.xyz / att;\n", i);
5275 if (!settings->normal)
5276 break;
5277 shader_addline(buffer, "dir = normalize(dir);\n");
5278 shader_addline(buffer, "diffuse += (clamp(dot(dir, normal), 0.0, 1.0)"
5279 " * gl_LightSource[%u].diffuse.xyz) / att;\n", i);
5280 if (settings->localviewer)
5281 shader_addline(buffer, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
5282 else
5283 shader_addline(buffer, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
5284 shader_addline(buffer, "if (t > 0.0) specular += (pow(t, gl_FrontMaterial.shininess)"
5285 " * gl_LightSource[%u].specular) / att;\n", i);
5286 break;
5288 case WINED3D_LIGHT_SPOT:
5289 shader_addline(buffer, "dir = gl_LightSource[%u].position.xyz - ec_pos.xyz;\n", i);
5290 shader_addline(buffer, "dst.z = dot(dir, dir);\n");
5291 shader_addline(buffer, "dst.y = sqrt(dst.z);\n");
5292 shader_addline(buffer, "dst.x = 1.0;\n");
5293 shader_addline(buffer, "dir = normalize(dir);\n");
5294 shader_addline(buffer, "t = dot(-dir, normalize(gl_LightSource[%u].spotDirection));\n", i);
5295 shader_addline(buffer, "if (t < gl_LightSource[%u].spotCosCutoff) att = 0.0;\n", i);
5296 shader_addline(buffer, "else att = pow(t, gl_LightSource[%u].spotExponent)"
5297 " / dot(dst.xyz, vec3(gl_LightSource[%u].constantAttenuation,"
5298 " gl_LightSource[%u].linearAttenuation, gl_LightSource[%u].quadraticAttenuation));\n",
5299 i, i, i, i);
5300 shader_addline(buffer, "ambient += gl_LightSource[%u].ambient.xyz * att;\n", i);
5301 if (!settings->normal)
5302 break;
5303 shader_addline(buffer, "diffuse += (clamp(dot(dir, normal), 0.0, 1.0)"
5304 " * gl_LightSource[%u].diffuse.xyz) * att;\n", i);
5305 if (settings->localviewer)
5306 shader_addline(buffer, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
5307 else
5308 shader_addline(buffer, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
5309 shader_addline(buffer, "if (t > 0.0) specular += (pow(t, gl_FrontMaterial.shininess)"
5310 " * gl_LightSource[%u].specular) * att;\n", i);
5311 break;
5313 case WINED3D_LIGHT_DIRECTIONAL:
5314 shader_addline(buffer, "ambient += gl_LightSource[%u].ambient.xyz;\n", i);
5315 if (!settings->normal)
5316 break;
5317 shader_addline(buffer, "dir = normalize(gl_LightSource[%u].position.xyz);\n", i);
5318 shader_addline(buffer, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)"
5319 " * gl_LightSource[%u].diffuse.xyz;\n", i);
5320 /* TODO: In the non-local viewer case the halfvector is constant
5321 * and could be precomputed and stored in a uniform. */
5322 if (settings->localviewer)
5323 shader_addline(buffer, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
5324 else
5325 shader_addline(buffer, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
5326 shader_addline(buffer, "if (t > 0.0) specular += pow(t, gl_FrontMaterial.shininess)"
5327 " * gl_LightSource[%u].specular;\n", i);
5328 break;
5330 default:
5331 if (light_type)
5332 FIXME("Unhandled light type %#x.\n", light_type);
5333 continue;
5337 shader_addline(buffer, "gl_FrontColor.xyz = %s.xyz * ambient + %s.xyz * diffuse + %s.xyz;\n",
5338 ambient, diffuse, emission);
5339 shader_addline(buffer, "gl_FrontColor.w = %s.w;\n", diffuse);
5340 shader_addline(buffer, "gl_FrontSecondaryColor = %s * specular;\n", specular);
5343 /* Context activation is done by the caller. */
5344 static GLuint shader_glsl_generate_ffp_vertex_shader(struct wined3d_string_buffer *buffer,
5345 const struct wined3d_ffp_vs_settings *settings, const struct wined3d_gl_info *gl_info)
5347 GLuint shader_obj;
5348 unsigned int i;
5350 string_buffer_clear(buffer);
5352 shader_addline(buffer, "#version 120\n");
5353 shader_addline(buffer, "\n");
5355 shader_addline(buffer, "uniform mat4 ffp_modelview_matrix;\n");
5356 shader_addline(buffer, "uniform mat4 ffp_projection_matrix;\n");
5357 shader_addline(buffer, "uniform mat3 ffp_normal_matrix;\n");
5359 shader_addline(buffer, "\nvoid main()\n{\n");
5360 shader_addline(buffer, "float m;\n");
5361 shader_addline(buffer, "vec3 r;\n");
5363 if (settings->transformed)
5365 shader_addline(buffer, "vec4 ec_pos = vec4(gl_Vertex.xyz, 1.0);\n");
5366 shader_addline(buffer, "gl_Position = ffp_projection_matrix * ec_pos;\n");
5367 shader_addline(buffer, "if (gl_Vertex.w != 0.0) gl_Position /= gl_Vertex.w;\n");
5369 else
5371 shader_addline(buffer, "vec4 ec_pos = ffp_modelview_matrix * gl_Vertex;\n");
5372 shader_addline(buffer, "gl_Position = ffp_projection_matrix * ec_pos;\n");
5373 if (settings->clipping)
5374 shader_addline(buffer, "gl_ClipVertex = ec_pos;\n");
5375 shader_addline(buffer, "ec_pos /= ec_pos.w;\n");
5378 if (!settings->normal)
5379 shader_addline(buffer, "vec3 normal = vec3(0.0);\n");
5380 else if (settings->normalize)
5381 shader_addline(buffer, "vec3 normal = normalize(ffp_normal_matrix * gl_Normal);\n");
5382 else
5383 shader_addline(buffer, "vec3 normal = ffp_normal_matrix * gl_Normal;\n");
5385 shader_glsl_ffp_vertex_lighting(buffer, settings, gl_info);
5387 for (i = 0; i < MAX_TEXTURES; ++i)
5389 switch (settings->texgen[i] << WINED3D_FFP_TCI_SHIFT)
5391 case WINED3DTSS_TCI_PASSTHRU:
5392 if (settings->texcoords & (1 << i))
5393 shader_addline(buffer, "gl_TexCoord[%u] = gl_TextureMatrix[%u] * gl_MultiTexCoord%d;\n",
5394 i, i, i);
5395 break;
5397 case WINED3DTSS_TCI_CAMERASPACENORMAL:
5398 shader_addline(buffer, "gl_TexCoord[%u] = gl_TextureMatrix[%u] * vec4(normal, 1.0);\n", i, i);
5399 break;
5401 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
5402 shader_addline(buffer, "gl_TexCoord[%u] = gl_TextureMatrix[%u] * ec_pos;\n", i, i);
5403 break;
5405 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
5406 shader_addline(buffer, "gl_TexCoord[%u] = gl_TextureMatrix[%u]"
5407 " * vec4(reflect(normalize(ec_pos.xyz), normal), 1.0);\n", i, i);
5408 break;
5410 case WINED3DTSS_TCI_SPHEREMAP:
5411 shader_addline(buffer, "r = reflect(normalize(ec_pos.xyz), normal);\n");
5412 shader_addline(buffer, "m = 2.0 * length(vec3(r.x, r.y, r.z + 1.0));\n");
5413 shader_addline(buffer, "gl_TexCoord[%u] = gl_TextureMatrix[%u]"
5414 " * vec4(r.x / m + 0.5, r.y / m + 0.5, 0.0, 1.0);\n", i, i);
5415 break;
5417 default:
5418 ERR("Unhandled texgen %#x.\n", settings->texgen[i]);
5419 break;
5423 switch (settings->fog_mode)
5425 case WINED3D_FFP_VS_FOG_OFF:
5426 break;
5428 case WINED3D_FFP_VS_FOG_FOGCOORD:
5429 shader_addline(buffer, "gl_FogFragCoord = gl_SecondaryColor.w * 255.0;\n");
5430 break;
5432 case WINED3D_FFP_VS_FOG_RANGE:
5433 shader_addline(buffer, "gl_FogFragCoord = length(ec_pos.xyz);\n");
5434 break;
5436 case WINED3D_FFP_VS_FOG_DEPTH:
5437 if (settings->ortho_fog)
5438 /* Need to undo the [0.0 - 1.0] -> [-1.0 - 1.0] transformation from D3D to GL coordinates. */
5439 shader_addline(buffer, "gl_FogFragCoord = gl_Position.z * 0.5 + 0.5;\n");
5440 else if (settings->transformed)
5441 shader_addline(buffer, "gl_FogFragCoord = ec_pos.z;\n");
5442 else
5443 shader_addline(buffer, "gl_FogFragCoord = abs(ec_pos.z);\n");
5444 break;
5446 default:
5447 ERR("Unhandled fog mode %#x.\n", settings->fog_mode);
5448 break;
5451 if (settings->point_size)
5453 shader_addline(buffer, "gl_PointSize = gl_Point.size / sqrt(gl_Point.distanceConstantAttenuation"
5454 " + gl_Point.distanceLinearAttenuation * length(ec_pos.xyz)"
5455 " + gl_Point.distanceQuadraticAttenuation * dot(ec_pos.xyz, ec_pos.xyz));\n");
5456 shader_addline(buffer, "gl_PointSize = clamp(gl_PointSize, gl_Point.sizeMin, gl_Point.sizeMax);\n");
5459 shader_addline(buffer, "}\n");
5461 shader_obj = GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER));
5462 shader_glsl_compile(gl_info, shader_obj, buffer->buffer);
5464 return shader_obj;
5467 static const char *shader_glsl_get_ffp_fragment_op_arg(struct wined3d_string_buffer *buffer,
5468 DWORD argnum, unsigned int stage, DWORD arg)
5470 const char *ret;
5472 if (arg == ARG_UNUSED)
5473 return "<unused arg>";
5475 switch (arg & WINED3DTA_SELECTMASK)
5477 case WINED3DTA_DIFFUSE:
5478 ret = "gl_Color";
5479 break;
5481 case WINED3DTA_CURRENT:
5482 if (!stage)
5483 ret = "gl_Color";
5484 else
5485 ret = "ret";
5486 break;
5488 case WINED3DTA_TEXTURE:
5489 switch (stage)
5491 case 0: ret = "tex0"; break;
5492 case 1: ret = "tex1"; break;
5493 case 2: ret = "tex2"; break;
5494 case 3: ret = "tex3"; break;
5495 case 4: ret = "tex4"; break;
5496 case 5: ret = "tex5"; break;
5497 case 6: ret = "tex6"; break;
5498 case 7: ret = "tex7"; break;
5499 default:
5500 ret = "<invalid texture>";
5501 break;
5503 break;
5505 case WINED3DTA_TFACTOR:
5506 ret = "tex_factor";
5507 break;
5509 case WINED3DTA_SPECULAR:
5510 ret = "gl_SecondaryColor";
5511 break;
5513 case WINED3DTA_TEMP:
5514 ret = "temp_reg";
5515 break;
5517 case WINED3DTA_CONSTANT:
5518 switch (stage)
5520 case 0: ret = "tss_const0"; break;
5521 case 1: ret = "tss_const1"; break;
5522 case 2: ret = "tss_const2"; break;
5523 case 3: ret = "tss_const3"; break;
5524 case 4: ret = "tss_const4"; break;
5525 case 5: ret = "tss_const5"; break;
5526 case 6: ret = "tss_const6"; break;
5527 case 7: ret = "tss_const7"; break;
5528 default:
5529 ret = "<invalid constant>";
5530 break;
5532 break;
5534 default:
5535 return "<unhandled arg>";
5538 if (arg & WINED3DTA_COMPLEMENT)
5540 shader_addline(buffer, "arg%u = vec4(1.0) - %s;\n", argnum, ret);
5541 if (argnum == 0)
5542 ret = "arg0";
5543 else if (argnum == 1)
5544 ret = "arg1";
5545 else if (argnum == 2)
5546 ret = "arg2";
5549 if (arg & WINED3DTA_ALPHAREPLICATE)
5551 shader_addline(buffer, "arg%u = vec4(%s.w);\n", argnum, ret);
5552 if (argnum == 0)
5553 ret = "arg0";
5554 else if (argnum == 1)
5555 ret = "arg1";
5556 else if (argnum == 2)
5557 ret = "arg2";
5560 return ret;
5563 static void shader_glsl_ffp_fragment_op(struct wined3d_string_buffer *buffer, unsigned int stage, BOOL color,
5564 BOOL alpha, DWORD dst, DWORD op, DWORD dw_arg0, DWORD dw_arg1, DWORD dw_arg2)
5566 const char *dstmask, *dstreg, *arg0, *arg1, *arg2;
5568 if (color && alpha)
5569 dstmask = "";
5570 else if (color)
5571 dstmask = ".xyz";
5572 else
5573 dstmask = ".w";
5575 if (dst == tempreg)
5576 dstreg = "temp_reg";
5577 else
5578 dstreg = "ret";
5580 arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, dw_arg0);
5581 arg1 = shader_glsl_get_ffp_fragment_op_arg(buffer, 1, stage, dw_arg1);
5582 arg2 = shader_glsl_get_ffp_fragment_op_arg(buffer, 2, stage, dw_arg2);
5584 switch (op)
5586 case WINED3D_TOP_DISABLE:
5587 if (!stage)
5588 shader_addline(buffer, "%s%s = gl_Color%s;\n", dstreg, dstmask, dstmask);
5589 break;
5591 case WINED3D_TOP_SELECT_ARG1:
5592 shader_addline(buffer, "%s%s = %s%s;\n", dstreg, dstmask, arg1, dstmask);
5593 break;
5595 case WINED3D_TOP_SELECT_ARG2:
5596 shader_addline(buffer, "%s%s = %s%s;\n", dstreg, dstmask, arg2, dstmask);
5597 break;
5599 case WINED3D_TOP_MODULATE:
5600 shader_addline(buffer, "%s%s = %s%s * %s%s;\n", dstreg, dstmask, arg1, dstmask, arg2, dstmask);
5601 break;
5603 case WINED3D_TOP_MODULATE_4X:
5604 shader_addline(buffer, "%s%s = clamp(%s%s * %s%s * 4.0, 0.0, 1.0);\n",
5605 dstreg, dstmask, arg1, dstmask, arg2, dstmask);
5606 break;
5608 case WINED3D_TOP_MODULATE_2X:
5609 shader_addline(buffer, "%s%s = clamp(%s%s * %s%s * 2.0, 0.0, 1.0);\n",
5610 dstreg, dstmask, arg1, dstmask, arg2, dstmask);
5611 break;
5613 case WINED3D_TOP_ADD:
5614 shader_addline(buffer, "%s%s = clamp(%s%s + %s%s, 0.0, 1.0);\n",
5615 dstreg, dstmask, arg1, dstmask, arg2, dstmask);
5616 break;
5618 case WINED3D_TOP_ADD_SIGNED:
5619 shader_addline(buffer, "%s%s = clamp(%s%s + (%s - vec4(0.5))%s, 0.0, 1.0);\n",
5620 dstreg, dstmask, arg1, dstmask, arg2, dstmask);
5621 break;
5623 case WINED3D_TOP_ADD_SIGNED_2X:
5624 shader_addline(buffer, "%s%s = clamp((%s%s + (%s - vec4(0.5))%s) * 2.0, 0.0, 1.0);\n",
5625 dstreg, dstmask, arg1, dstmask, arg2, dstmask);
5626 break;
5628 case WINED3D_TOP_SUBTRACT:
5629 shader_addline(buffer, "%s%s = clamp(%s%s - %s%s, 0.0, 1.0);\n",
5630 dstreg, dstmask, arg1, dstmask, arg2, dstmask);
5631 break;
5633 case WINED3D_TOP_ADD_SMOOTH:
5634 shader_addline(buffer, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s%s, 0.0, 1.0);\n",
5635 dstreg, dstmask, arg1, dstmask, arg2, dstmask, arg1, dstmask);
5636 break;
5638 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA:
5639 arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, WINED3DTA_DIFFUSE);
5640 shader_addline(buffer, "%s%s = mix(%s%s, %s%s, %s.w);\n",
5641 dstreg, dstmask, arg2, dstmask, arg1, dstmask, arg0);
5642 break;
5644 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
5645 arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, WINED3DTA_TEXTURE);
5646 shader_addline(buffer, "%s%s = mix(%s%s, %s%s, %s.w);\n",
5647 dstreg, dstmask, arg2, dstmask, arg1, dstmask, arg0);
5648 break;
5650 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
5651 arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, WINED3DTA_TFACTOR);
5652 shader_addline(buffer, "%s%s = mix(%s%s, %s%s, %s.w);\n",
5653 dstreg, dstmask, arg2, dstmask, arg1, dstmask, arg0);
5654 break;
5656 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
5657 arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, WINED3DTA_TEXTURE);
5658 shader_addline(buffer, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
5659 dstreg, dstmask, arg2, dstmask, arg0, arg1, dstmask);
5660 break;
5662 case WINED3D_TOP_BLEND_CURRENT_ALPHA:
5663 arg0 = shader_glsl_get_ffp_fragment_op_arg(buffer, 0, stage, WINED3DTA_CURRENT);
5664 shader_addline(buffer, "%s%s = mix(%s%s, %s%s, %s.w);\n",
5665 dstreg, dstmask, arg2, dstmask, arg1, dstmask, arg0);
5666 break;
5668 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR:
5669 shader_addline(buffer, "%s%s = clamp(%s%s * %s.w + %s%s, 0.0, 1.0);\n",
5670 dstreg, dstmask, arg2, dstmask, arg1, arg1, dstmask);
5671 break;
5673 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA:
5674 shader_addline(buffer, "%s%s = clamp(%s%s * %s%s + %s.w, 0.0, 1.0);\n",
5675 dstreg, dstmask, arg1, dstmask, arg2, dstmask, arg1);
5676 break;
5678 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR:
5679 shader_addline(buffer, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
5680 dstreg, dstmask, arg2, dstmask, arg1, arg1, dstmask);
5681 break;
5682 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA:
5683 shader_addline(buffer, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s.w, 0.0, 1.0);\n",
5684 dstreg, dstmask, arg1, dstmask, arg2, dstmask, arg1);
5685 break;
5687 case WINED3D_TOP_BUMPENVMAP:
5688 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
5689 /* These are handled in the first pass, nothing to do. */
5690 break;
5692 case WINED3D_TOP_DOTPRODUCT3:
5693 shader_addline(buffer, "%s%s = vec4(clamp(dot(%s.xyz - 0.5, %s.xyz - 0.5) * 4.0, 0.0, 1.0))%s;\n",
5694 dstreg, dstmask, arg1, arg2, dstmask);
5695 break;
5697 case WINED3D_TOP_MULTIPLY_ADD:
5698 shader_addline(buffer, "%s%s = clamp(%s%s * %s%s + %s%s, 0.0, 1.0);\n",
5699 dstreg, dstmask, arg1, dstmask, arg2, dstmask, arg0, dstmask);
5700 break;
5702 case WINED3D_TOP_LERP:
5703 /* MSDN isn't quite right here. */
5704 shader_addline(buffer, "%s%s = mix(%s%s, %s%s, %s%s);\n",
5705 dstreg, dstmask, arg2, dstmask, arg1, dstmask, arg0, dstmask);
5706 break;
5708 default:
5709 FIXME("Unhandled operation %#x.\n", op);
5710 break;
5714 /* Context activation is done by the caller. */
5715 static GLuint shader_glsl_generate_ffp_fragment_shader(struct wined3d_string_buffer *buffer,
5716 const struct ffp_frag_settings *settings, const struct wined3d_gl_info *gl_info)
5718 BYTE lum_map = 0, bump_map = 0, tex_map = 0, tss_const_map = 0;
5719 BOOL tempreg_used = FALSE, tfactor_used = FALSE;
5720 const char *final_combiner_src = "ret";
5721 UINT lowest_disabled_stage;
5722 GLuint shader_id;
5723 DWORD arg0, arg1, arg2;
5724 unsigned int stage;
5726 string_buffer_clear(buffer);
5728 /* Find out which textures are read */
5729 for (stage = 0; stage < MAX_TEXTURES; ++stage)
5731 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
5732 break;
5734 arg0 = settings->op[stage].carg0 & WINED3DTA_SELECTMASK;
5735 arg1 = settings->op[stage].carg1 & WINED3DTA_SELECTMASK;
5736 arg2 = settings->op[stage].carg2 & WINED3DTA_SELECTMASK;
5738 if (arg0 == WINED3DTA_TEXTURE || arg1 == WINED3DTA_TEXTURE || arg2 == WINED3DTA_TEXTURE
5739 || (stage == 0 && settings->color_key_enabled))
5740 tex_map |= 1 << stage;
5741 if (arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR)
5742 tfactor_used = TRUE;
5743 if (arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP)
5744 tempreg_used = TRUE;
5745 if (settings->op[stage].dst == tempreg)
5746 tempreg_used = TRUE;
5747 if (arg0 == WINED3DTA_CONSTANT || arg1 == WINED3DTA_CONSTANT || arg2 == WINED3DTA_CONSTANT)
5748 tss_const_map |= 1 << stage;
5750 switch (settings->op[stage].cop)
5752 case WINED3D_TOP_BUMPENVMAP_LUMINANCE:
5753 lum_map |= 1 << stage;
5754 /* fall through */
5755 case WINED3D_TOP_BUMPENVMAP:
5756 bump_map |= 1 << stage;
5757 /* fall through */
5758 case WINED3D_TOP_BLEND_TEXTURE_ALPHA:
5759 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM:
5760 tex_map |= 1 << stage;
5761 break;
5763 case WINED3D_TOP_BLEND_FACTOR_ALPHA:
5764 tfactor_used = TRUE;
5765 break;
5767 default:
5768 break;
5771 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
5772 continue;
5774 arg0 = settings->op[stage].aarg0 & WINED3DTA_SELECTMASK;
5775 arg1 = settings->op[stage].aarg1 & WINED3DTA_SELECTMASK;
5776 arg2 = settings->op[stage].aarg2 & WINED3DTA_SELECTMASK;
5778 if (arg0 == WINED3DTA_TEXTURE || arg1 == WINED3DTA_TEXTURE || arg2 == WINED3DTA_TEXTURE)
5779 tex_map |= 1 << stage;
5780 if (arg0 == WINED3DTA_TFACTOR || arg1 == WINED3DTA_TFACTOR || arg2 == WINED3DTA_TFACTOR)
5781 tfactor_used = TRUE;
5782 if (arg0 == WINED3DTA_TEMP || arg1 == WINED3DTA_TEMP || arg2 == WINED3DTA_TEMP)
5783 tempreg_used = TRUE;
5784 if (arg0 == WINED3DTA_CONSTANT || arg1 == WINED3DTA_CONSTANT || arg2 == WINED3DTA_CONSTANT)
5785 tss_const_map |= 1 << stage;
5787 lowest_disabled_stage = stage;
5789 shader_addline(buffer, "#version 120\n");
5791 if (gl_info->supported[ARB_TEXTURE_RECTANGLE])
5792 shader_addline(buffer, "#extension GL_ARB_texture_rectangle : enable\n");
5794 shader_addline(buffer, "vec4 tmp0, tmp1;\n");
5795 shader_addline(buffer, "vec4 ret;\n");
5796 if (tempreg_used || settings->sRGB_write)
5797 shader_addline(buffer, "vec4 temp_reg = vec4(0.0);\n");
5798 shader_addline(buffer, "vec4 arg0, arg1, arg2;\n");
5800 for (stage = 0; stage < MAX_TEXTURES; ++stage)
5802 if (tss_const_map & (1 << stage))
5803 shader_addline(buffer, "uniform vec4 tss_const%u;\n", stage);
5805 if (!(tex_map & (1 << stage)))
5806 continue;
5808 switch (settings->op[stage].tex_type)
5810 case WINED3D_GL_RES_TYPE_TEX_1D:
5811 shader_addline(buffer, "uniform sampler1D ps_sampler%u;\n", stage);
5812 break;
5813 case WINED3D_GL_RES_TYPE_TEX_2D:
5814 shader_addline(buffer, "uniform sampler2D ps_sampler%u;\n", stage);
5815 break;
5816 case WINED3D_GL_RES_TYPE_TEX_3D:
5817 shader_addline(buffer, "uniform sampler3D ps_sampler%u;\n", stage);
5818 break;
5819 case WINED3D_GL_RES_TYPE_TEX_CUBE:
5820 shader_addline(buffer, "uniform samplerCube ps_sampler%u;\n", stage);
5821 break;
5822 case WINED3D_GL_RES_TYPE_TEX_RECT:
5823 shader_addline(buffer, "uniform sampler2DRect ps_sampler%u;\n", stage);
5824 break;
5825 default:
5826 FIXME("Unhandled sampler type %#x.\n", settings->op[stage].tex_type);
5827 break;
5830 shader_addline(buffer, "vec4 tex%u;\n", stage);
5832 if (!(bump_map & (1 << stage)))
5833 continue;
5834 shader_addline(buffer, "uniform mat2 bumpenv_mat%u;\n", stage);
5836 if (!(lum_map & (1 << stage)))
5837 continue;
5838 shader_addline(buffer, "uniform float bumpenv_lum_scale%u;\n", stage);
5839 shader_addline(buffer, "uniform float bumpenv_lum_offset%u;\n", stage);
5841 if (tfactor_used)
5842 shader_addline(buffer, "uniform vec4 tex_factor;\n");
5843 if (settings->color_key_enabled)
5844 shader_addline(buffer, "uniform vec4 color_key;\n");
5845 shader_addline(buffer, "uniform vec4 specular_enable;\n");
5847 if (settings->sRGB_write)
5849 shader_addline(buffer, "const vec4 srgb_const0 = ");
5850 shader_glsl_append_imm_vec4(buffer, wined3d_srgb_const0);
5851 shader_addline(buffer, ";\n");
5852 shader_addline(buffer, "const vec4 srgb_const1 = ");
5853 shader_glsl_append_imm_vec4(buffer, wined3d_srgb_const1);
5854 shader_addline(buffer, ";\n");
5857 shader_addline(buffer, "void main()\n{\n");
5859 if (lowest_disabled_stage < 7 && settings->emul_clipplanes)
5860 shader_addline(buffer, "if (any(lessThan(gl_TexCoord[7], vec4(0.0)))) discard;\n");
5862 /* Generate texture sampling instructions) */
5863 for (stage = 0; stage < MAX_TEXTURES && settings->op[stage].cop != WINED3D_TOP_DISABLE; ++stage)
5865 const char *texture_function, *coord_mask;
5866 char tex_reg_name[8];
5867 BOOL proj;
5869 if (!(tex_map & (1 << stage)))
5870 continue;
5872 if (settings->op[stage].projected == proj_none)
5874 proj = FALSE;
5876 else if (settings->op[stage].projected == proj_count4
5877 || settings->op[stage].projected == proj_count3)
5879 proj = TRUE;
5881 else
5883 FIXME("Unexpected projection mode %d\n", settings->op[stage].projected);
5884 proj = TRUE;
5887 switch (settings->op[stage].tex_type)
5889 case WINED3D_GL_RES_TYPE_TEX_1D:
5890 if (proj)
5892 texture_function = "texture1DProj";
5893 coord_mask = "xw";
5895 else
5897 texture_function = "texture1D";
5898 coord_mask = "x";
5900 break;
5901 case WINED3D_GL_RES_TYPE_TEX_2D:
5902 if (proj)
5904 texture_function = "texture2DProj";
5905 coord_mask = "xyw";
5907 else
5909 texture_function = "texture2D";
5910 coord_mask = "xy";
5912 break;
5913 case WINED3D_GL_RES_TYPE_TEX_3D:
5914 if (proj)
5916 texture_function = "texture3DProj";
5917 coord_mask = "xyzw";
5919 else
5921 texture_function = "texture3D";
5922 coord_mask = "xyz";
5924 break;
5925 case WINED3D_GL_RES_TYPE_TEX_CUBE:
5926 texture_function = "textureCube";
5927 coord_mask = "xyz";
5928 break;
5929 case WINED3D_GL_RES_TYPE_TEX_RECT:
5930 if (proj)
5932 texture_function = "texture2DRectProj";
5933 coord_mask = "xyw";
5935 else
5937 texture_function = "texture2DRect";
5938 coord_mask = "xy";
5940 break;
5941 default:
5942 FIXME("Unhandled texture type %#x.\n", settings->op[stage].tex_type);
5943 texture_function = "";
5944 coord_mask = "xyzw";
5945 break;
5948 if (stage > 0
5949 && (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP
5950 || settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE))
5952 shader_addline(buffer, "ret.xy = bumpenv_mat%u * tex%u.xy;\n", stage - 1, stage - 1);
5954 /* With projective textures, texbem only divides the static
5955 * texture coord, not the displacement, so multiply the
5956 * displacement with the dividing parameter before passing it to
5957 * TXP. */
5958 if (settings->op[stage].projected != proj_none)
5960 if (settings->op[stage].projected == proj_count4)
5962 shader_addline(buffer, "ret.xy = (ret.xy * gl_TexCoord[%u].w) + gl_TexCoord[%u].xy;\n",
5963 stage, stage);
5964 shader_addline(buffer, "ret.zw = gl_TexCoord[%u].ww;\n", stage);
5966 else
5968 shader_addline(buffer, "ret.xy = (ret.xy * gl_TexCoord[%u].z) + gl_TexCoord[%u].xy;\n",
5969 stage, stage);
5970 shader_addline(buffer, "ret.zw = gl_TexCoord[%u].zz;\n", stage);
5973 else
5975 shader_addline(buffer, "ret = gl_TexCoord[%u] + ret.xyxy;\n", stage);
5978 shader_addline(buffer, "tex%u = %s(ps_sampler%u, ret.%s);\n",
5979 stage, texture_function, stage, coord_mask);
5981 if (settings->op[stage - 1].cop == WINED3D_TOP_BUMPENVMAP_LUMINANCE)
5982 shader_addline(buffer, "tex%u *= clamp(tex%u.z * bumpenv_lum_scale%u + bumpenv_lum_offset%u, 0.0, 1.0);\n",
5983 stage, stage - 1, stage - 1, stage - 1);
5985 else if (settings->op[stage].projected == proj_count3)
5987 shader_addline(buffer, "tex%u = %s(ps_sampler%u, gl_TexCoord[%u].xyz);\n",
5988 stage, texture_function, stage, stage);
5990 else
5992 shader_addline(buffer, "tex%u = %s(ps_sampler%u, gl_TexCoord[%u].%s);\n",
5993 stage, texture_function, stage, stage, coord_mask);
5996 sprintf(tex_reg_name, "tex%u", stage);
5997 shader_glsl_color_correction_ext(buffer, tex_reg_name, WINED3DSP_WRITEMASK_ALL,
5998 settings->op[stage].color_fixup);
6001 if (settings->color_key_enabled)
6002 shader_addline(buffer, "if (all(equal(tex0, color_key))) discard;\n");
6004 /* Generate the main shader */
6005 for (stage = 0; stage < MAX_TEXTURES; ++stage)
6007 BOOL op_equal;
6009 if (settings->op[stage].cop == WINED3D_TOP_DISABLE)
6011 if (!stage)
6012 final_combiner_src = "gl_Color";
6013 break;
6016 if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
6017 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
6018 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg1;
6019 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG1
6020 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
6021 op_equal = settings->op[stage].carg1 == settings->op[stage].aarg2;
6022 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
6023 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG1)
6024 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg1;
6025 else if (settings->op[stage].cop == WINED3D_TOP_SELECT_ARG2
6026 && settings->op[stage].aop == WINED3D_TOP_SELECT_ARG2)
6027 op_equal = settings->op[stage].carg2 == settings->op[stage].aarg2;
6028 else
6029 op_equal = settings->op[stage].aop == settings->op[stage].cop
6030 && settings->op[stage].carg0 == settings->op[stage].aarg0
6031 && settings->op[stage].carg1 == settings->op[stage].aarg1
6032 && settings->op[stage].carg2 == settings->op[stage].aarg2;
6034 if (settings->op[stage].aop == WINED3D_TOP_DISABLE)
6036 shader_glsl_ffp_fragment_op(buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6037 settings->op[stage].cop, settings->op[stage].carg0,
6038 settings->op[stage].carg1, settings->op[stage].carg2);
6039 if (!stage)
6040 shader_addline(buffer, "ret.w = gl_Color.w;\n");
6042 else if (op_equal)
6044 shader_glsl_ffp_fragment_op(buffer, stage, TRUE, TRUE, settings->op[stage].dst,
6045 settings->op[stage].cop, settings->op[stage].carg0,
6046 settings->op[stage].carg1, settings->op[stage].carg2);
6048 else
6050 shader_glsl_ffp_fragment_op(buffer, stage, TRUE, FALSE, settings->op[stage].dst,
6051 settings->op[stage].cop, settings->op[stage].carg0,
6052 settings->op[stage].carg1, settings->op[stage].carg2);
6053 shader_glsl_ffp_fragment_op(buffer, stage, FALSE, TRUE, settings->op[stage].dst,
6054 settings->op[stage].aop, settings->op[stage].aarg0,
6055 settings->op[stage].aarg1, settings->op[stage].aarg2);
6059 shader_addline(buffer, "gl_FragData[0] = gl_SecondaryColor * specular_enable + %s;\n", final_combiner_src);
6061 if (settings->sRGB_write)
6062 shader_glsl_generate_srgb_write_correction(buffer);
6064 shader_glsl_generate_fog_code(buffer, settings->fog);
6066 shader_addline(buffer, "}\n");
6068 shader_id = GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER));
6069 shader_glsl_compile(gl_info, shader_id, buffer->buffer);
6070 return shader_id;
6073 static struct glsl_ffp_vertex_shader *shader_glsl_find_ffp_vertex_shader(struct shader_glsl_priv *priv,
6074 const struct wined3d_gl_info *gl_info, const struct wined3d_ffp_vs_settings *settings)
6076 struct glsl_ffp_vertex_shader *shader;
6077 const struct wine_rb_entry *entry;
6079 if ((entry = wine_rb_get(&priv->ffp_vertex_shaders, settings)))
6080 return WINE_RB_ENTRY_VALUE(entry, struct glsl_ffp_vertex_shader, desc.entry);
6082 if (!(shader = HeapAlloc(GetProcessHeap(), 0, sizeof(*shader))))
6083 return NULL;
6085 shader->desc.settings = *settings;
6086 shader->id = shader_glsl_generate_ffp_vertex_shader(&priv->shader_buffer, settings, gl_info);
6087 list_init(&shader->linked_programs);
6088 if (wine_rb_put(&priv->ffp_vertex_shaders, &shader->desc.settings, &shader->desc.entry) == -1)
6089 ERR("Failed to insert ffp vertex shader.\n");
6091 return shader;
6094 static struct glsl_ffp_fragment_shader *shader_glsl_find_ffp_fragment_shader(struct shader_glsl_priv *priv,
6095 const struct wined3d_gl_info *gl_info, const struct ffp_frag_settings *args)
6097 struct glsl_ffp_fragment_shader *glsl_desc;
6098 const struct ffp_frag_desc *desc;
6100 if ((desc = find_ffp_frag_shader(&priv->ffp_fragment_shaders, args)))
6101 return CONTAINING_RECORD(desc, struct glsl_ffp_fragment_shader, entry);
6103 if (!(glsl_desc = HeapAlloc(GetProcessHeap(), 0, sizeof(*glsl_desc))))
6104 return NULL;
6106 glsl_desc->entry.settings = *args;
6107 glsl_desc->id = shader_glsl_generate_ffp_fragment_shader(&priv->shader_buffer, args, gl_info);
6108 list_init(&glsl_desc->linked_programs);
6109 add_ffp_frag_shader(&priv->ffp_fragment_shaders, &glsl_desc->entry);
6111 return glsl_desc;
6115 static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info *gl_info,
6116 GLuint program_id, struct glsl_vs_program *vs, unsigned int vs_c_count)
6118 unsigned int i;
6119 char name[32];
6121 vs->uniform_f_locations = HeapAlloc(GetProcessHeap(), 0,
6122 sizeof(GLuint) * gl_info->limits.glsl_vs_float_constants);
6123 for (i = 0; i < vs_c_count; ++i)
6125 snprintf(name, sizeof(name), "vs_c[%u]", i);
6126 vs->uniform_f_locations[i] = GL_EXTCALL(glGetUniformLocation(program_id, name));
6128 memset(&vs->uniform_f_locations[vs_c_count], 0xff,
6129 (gl_info->limits.glsl_vs_float_constants - vs_c_count) * sizeof(GLuint));
6131 for (i = 0; i < MAX_CONST_I; ++i)
6133 snprintf(name, sizeof(name), "vs_i[%u]", i);
6134 vs->uniform_i_locations[i] = GL_EXTCALL(glGetUniformLocation(program_id, name));
6137 for (i = 0; i < MAX_CONST_B; ++i)
6139 snprintf(name, sizeof(name), "vs_b[%u]", i);
6140 vs->uniform_b_locations[i] = GL_EXTCALL(glGetUniformLocation(program_id, name));
6143 vs->pos_fixup_location = GL_EXTCALL(glGetUniformLocation(program_id, "posFixup"));
6145 vs->modelview_matrix_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_modelview_matrix"));
6146 vs->projection_matrix_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_projection_matrix"));
6147 vs->normal_matrix_location = GL_EXTCALL(glGetUniformLocation(program_id, "ffp_normal_matrix"));
6150 static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info *gl_info,
6151 GLuint program_id, struct glsl_ps_program *ps, unsigned int ps_c_count)
6153 unsigned int i;
6154 char name[32];
6156 ps->uniform_f_locations = HeapAlloc(GetProcessHeap(), 0,
6157 sizeof(GLuint) * gl_info->limits.glsl_ps_float_constants);
6158 for (i = 0; i < ps_c_count; ++i)
6160 snprintf(name, sizeof(name), "ps_c[%u]", i);
6161 ps->uniform_f_locations[i] = GL_EXTCALL(glGetUniformLocation(program_id, name));
6163 memset(&ps->uniform_f_locations[ps_c_count], 0xff,
6164 (gl_info->limits.glsl_ps_float_constants - ps_c_count) * sizeof(GLuint));
6166 for (i = 0; i < MAX_CONST_I; ++i)
6168 snprintf(name, sizeof(name), "ps_i[%u]", i);
6169 ps->uniform_i_locations[i] = GL_EXTCALL(glGetUniformLocation(program_id, name));
6172 for (i = 0; i < MAX_CONST_B; ++i)
6174 snprintf(name, sizeof(name), "ps_b[%u]", i);
6175 ps->uniform_b_locations[i] = GL_EXTCALL(glGetUniformLocation(program_id, name));
6178 for (i = 0; i < MAX_TEXTURES; ++i)
6180 snprintf(name, sizeof(name), "bumpenv_mat%u", i);
6181 ps->bumpenv_mat_location[i] = GL_EXTCALL(glGetUniformLocation(program_id, name));
6182 snprintf(name, sizeof(name), "bumpenv_lum_scale%u", i);
6183 ps->bumpenv_lum_scale_location[i] = GL_EXTCALL(glGetUniformLocation(program_id, name));
6184 snprintf(name, sizeof(name), "bumpenv_lum_offset%u", i);
6185 ps->bumpenv_lum_offset_location[i] = GL_EXTCALL(glGetUniformLocation(program_id, name));
6186 snprintf(name, sizeof(name), "tss_const%u", i);
6187 ps->tss_constant_location[i] = GL_EXTCALL(glGetUniformLocation(program_id, name));
6190 ps->tex_factor_location = GL_EXTCALL(glGetUniformLocation(program_id, "tex_factor"));
6191 ps->specular_enable_location = GL_EXTCALL(glGetUniformLocation(program_id, "specular_enable"));
6192 ps->np2_fixup_location = GL_EXTCALL(glGetUniformLocation(program_id, "ps_samplerNP2Fixup"));
6193 ps->ycorrection_location = GL_EXTCALL(glGetUniformLocation(program_id, "ycorrection"));
6194 ps->color_key_location = GL_EXTCALL(glGetUniformLocation(program_id, "color_key"));
6197 static void shader_glsl_init_uniform_block_bindings(const struct wined3d_gl_info *gl_info, GLuint program_id,
6198 const struct wined3d_shader_reg_maps *reg_maps, unsigned int base, unsigned int count)
6200 const char *prefix = shader_glsl_get_prefix(reg_maps->shader_version.type);
6201 GLuint block_idx;
6202 unsigned int i;
6203 char name[16];
6205 for (i = 0; i < count; ++i)
6207 if (!reg_maps->cb_sizes[i])
6208 continue;
6210 snprintf(name, sizeof(name), "block_%s_cb%u", prefix, i);
6211 block_idx = GL_EXTCALL(glGetUniformBlockIndex(program_id, name));
6212 GL_EXTCALL(glUniformBlockBinding(program_id, block_idx, base + i));
6214 checkGLcall("glUniformBlockBinding");
6217 /* Context activation is done by the caller. */
6218 static void set_glsl_shader_program(const struct wined3d_context *context, const struct wined3d_state *state,
6219 struct shader_glsl_priv *priv, struct glsl_context_data *ctx_data)
6221 const struct wined3d_gl_info *gl_info = context->gl_info;
6222 const struct ps_np2fixup_info *np2fixup_info = NULL;
6223 struct glsl_shader_prog_link *entry = NULL;
6224 struct wined3d_shader *vshader = NULL;
6225 struct wined3d_shader *gshader = NULL;
6226 struct wined3d_shader *pshader = NULL;
6227 GLuint program_id = 0;
6228 GLuint reorder_shader_id = 0;
6229 unsigned int i;
6230 GLuint vs_id = 0;
6231 GLuint gs_id = 0;
6232 GLuint ps_id = 0;
6233 struct list *ps_list, *vs_list;
6235 if (!(context->shader_update_mask & (1 << WINED3D_SHADER_TYPE_VERTEX)))
6237 vs_id = ctx_data->glsl_program->vs.id;
6238 vs_list = &ctx_data->glsl_program->vs.shader_entry;
6240 if (use_vs(state))
6242 vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
6243 gshader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY];
6245 if (!(context->shader_update_mask & (1 << WINED3D_SHADER_TYPE_GEOMETRY))
6246 && ctx_data->glsl_program->gs.id)
6247 gs_id = ctx_data->glsl_program->gs.id;
6248 else if (gshader)
6249 gs_id = find_glsl_geometry_shader(context, &priv->shader_buffer, gshader);
6252 else if (use_vs(state))
6254 struct vs_compile_args vs_compile_args;
6255 vshader = state->shader[WINED3D_SHADER_TYPE_VERTEX];
6257 find_vs_compile_args(state, vshader, context->stream_info.swizzle_map, &vs_compile_args);
6258 vs_id = find_glsl_vshader(context, &priv->shader_buffer, vshader, &vs_compile_args);
6259 vs_list = &vshader->linked_programs;
6261 if ((gshader = state->shader[WINED3D_SHADER_TYPE_GEOMETRY]))
6262 gs_id = find_glsl_geometry_shader(context, &priv->shader_buffer, gshader);
6264 else if (priv->vertex_pipe == &glsl_vertex_pipe)
6266 struct glsl_ffp_vertex_shader *ffp_shader;
6267 struct wined3d_ffp_vs_settings settings;
6269 wined3d_ffp_get_vs_settings(state, &context->stream_info, &settings);
6270 ffp_shader = shader_glsl_find_ffp_vertex_shader(priv, gl_info, &settings);
6271 vs_id = ffp_shader->id;
6272 vs_list = &ffp_shader->linked_programs;
6275 if (!(context->shader_update_mask & (1 << WINED3D_SHADER_TYPE_PIXEL)))
6277 ps_id = ctx_data->glsl_program->ps.id;
6278 ps_list = &ctx_data->glsl_program->ps.shader_entry;
6280 if (use_ps(state))
6281 pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
6283 else if (use_ps(state))
6285 struct ps_compile_args ps_compile_args;
6286 pshader = state->shader[WINED3D_SHADER_TYPE_PIXEL];
6287 find_ps_compile_args(state, pshader, context->stream_info.position_transformed, &ps_compile_args, gl_info);
6288 ps_id = find_glsl_pshader(context, &priv->shader_buffer,
6289 pshader, &ps_compile_args, &np2fixup_info);
6290 ps_list = &pshader->linked_programs;
6292 else if (priv->fragment_pipe == &glsl_fragment_pipe)
6294 struct glsl_ffp_fragment_shader *ffp_shader;
6295 struct ffp_frag_settings settings;
6297 gen_ffp_frag_op(context, state, &settings, FALSE);
6298 ffp_shader = shader_glsl_find_ffp_fragment_shader(priv, gl_info, &settings);
6299 ps_id = ffp_shader->id;
6300 ps_list = &ffp_shader->linked_programs;
6303 if ((!vs_id && !gs_id && !ps_id) || (entry = get_glsl_program_entry(priv, vs_id, gs_id, ps_id)))
6305 ctx_data->glsl_program = entry;
6306 return;
6309 /* If we get to this point, then no matching program exists, so we create one */
6310 program_id = GL_EXTCALL(glCreateProgram());
6311 TRACE("Created new GLSL shader program %u.\n", program_id);
6313 /* Create the entry */
6314 entry = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
6315 entry->id = program_id;
6316 entry->vs.id = vs_id;
6317 entry->gs.id = gs_id;
6318 entry->ps.id = ps_id;
6319 entry->constant_version = 0;
6320 entry->ps.np2_fixup_info = np2fixup_info;
6321 /* Add the hash table entry */
6322 add_glsl_program_entry(priv, entry);
6324 /* Set the current program */
6325 ctx_data->glsl_program = entry;
6327 /* Attach GLSL vshader */
6328 if (vs_id)
6330 TRACE("Attaching GLSL shader object %u to program %u.\n", vs_id, program_id);
6331 GL_EXTCALL(glAttachShader(program_id, vs_id));
6332 checkGLcall("glAttachShader");
6334 list_add_head(vs_list, &entry->vs.shader_entry);
6337 if (vshader)
6339 WORD map = vshader->reg_maps.input_registers;
6340 char tmp_name[10];
6342 reorder_shader_id = generate_param_reorder_function(&priv->shader_buffer, vshader, pshader, gl_info);
6343 TRACE("Attaching GLSL shader object %u to program %u.\n", reorder_shader_id, program_id);
6344 GL_EXTCALL(glAttachShader(program_id, reorder_shader_id));
6345 checkGLcall("glAttachShader");
6346 /* Flag the reorder function for deletion, then it will be freed automatically when the program
6347 * is destroyed
6349 GL_EXTCALL(glDeleteShader(reorder_shader_id));
6351 /* Bind vertex attributes to a corresponding index number to match
6352 * the same index numbers as ARB_vertex_programs (makes loading
6353 * vertex attributes simpler). With this method, we can use the
6354 * exact same code to load the attributes later for both ARB and
6355 * GLSL shaders.
6357 * We have to do this here because we need to know the Program ID
6358 * in order to make the bindings work, and it has to be done prior
6359 * to linking the GLSL program. */
6360 for (i = 0; map; map >>= 1, ++i)
6362 if (!(map & 1)) continue;
6364 snprintf(tmp_name, sizeof(tmp_name), "vs_in%u", i);
6365 GL_EXTCALL(glBindAttribLocation(program_id, i, tmp_name));
6367 checkGLcall("glBindAttribLocation");
6370 if (gshader)
6372 TRACE("Attaching GLSL geometry shader object %u to program %u.\n", gs_id, program_id);
6373 GL_EXTCALL(glAttachShader(program_id, gs_id));
6374 checkGLcall("glAttachShader");
6376 TRACE("input type %s, output type %s, vertices out %u.\n",
6377 debug_d3dprimitivetype(gshader->u.gs.input_type),
6378 debug_d3dprimitivetype(gshader->u.gs.output_type),
6379 gshader->u.gs.vertices_out);
6380 GL_EXTCALL(glProgramParameteriARB(program_id, GL_GEOMETRY_INPUT_TYPE_ARB,
6381 gl_primitive_type_from_d3d(gshader->u.gs.input_type)));
6382 GL_EXTCALL(glProgramParameteriARB(program_id, GL_GEOMETRY_OUTPUT_TYPE_ARB,
6383 gl_primitive_type_from_d3d(gshader->u.gs.output_type)));
6384 GL_EXTCALL(glProgramParameteriARB(program_id, GL_GEOMETRY_VERTICES_OUT_ARB,
6385 gshader->u.gs.vertices_out));
6386 checkGLcall("glProgramParameteriARB");
6388 list_add_head(&gshader->linked_programs, &entry->gs.shader_entry);
6391 /* Attach GLSL pshader */
6392 if (ps_id)
6394 TRACE("Attaching GLSL shader object %u to program %u.\n", ps_id, program_id);
6395 GL_EXTCALL(glAttachShader(program_id, ps_id));
6396 checkGLcall("glAttachShader");
6398 list_add_head(ps_list, &entry->ps.shader_entry);
6401 /* Link the program */
6402 TRACE("Linking GLSL shader program %u.\n", program_id);
6403 GL_EXTCALL(glLinkProgram(program_id));
6404 shader_glsl_validate_link(gl_info, program_id);
6406 shader_glsl_init_vs_uniform_locations(gl_info, program_id, &entry->vs,
6407 vshader ? min(vshader->limits->constant_float, gl_info->limits.glsl_vs_float_constants) : 0);
6408 shader_glsl_init_ps_uniform_locations(gl_info, program_id, &entry->ps,
6409 pshader ? min(pshader->limits->constant_float, gl_info->limits.glsl_ps_float_constants) : 0);
6410 checkGLcall("Find glsl program uniform locations");
6412 if (pshader && pshader->reg_maps.shader_version.major >= 3
6413 && pshader->u.ps.declared_in_count > vec4_varyings(3, gl_info))
6415 TRACE("Shader %d needs vertex color clamping disabled.\n", program_id);
6416 entry->vs.vertex_color_clamp = GL_FALSE;
6418 else
6420 entry->vs.vertex_color_clamp = GL_FIXED_ONLY_ARB;
6423 /* Set the shader to allow uniform loading on it */
6424 GL_EXTCALL(glUseProgram(program_id));
6425 checkGLcall("glUseProgram");
6427 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
6428 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
6429 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
6430 * vertex shader with fixed function pixel processing is used we make sure that the card
6431 * supports enough samplers to allow the max number of vertex samplers with all possible
6432 * fixed function fragment processing setups. So once the program is linked these samplers
6433 * won't change. */
6434 shader_glsl_load_samplers(gl_info, context->tex_unit_map, program_id);
6436 entry->constant_update_mask = 0;
6437 if (vshader)
6439 entry->constant_update_mask |= WINED3D_SHADER_CONST_VS_F;
6440 if (vshader->reg_maps.integer_constants)
6441 entry->constant_update_mask |= WINED3D_SHADER_CONST_VS_I;
6442 if (vshader->reg_maps.boolean_constants)
6443 entry->constant_update_mask |= WINED3D_SHADER_CONST_VS_B;
6444 entry->constant_update_mask |= WINED3D_SHADER_CONST_VS_POS_FIXUP;
6446 shader_glsl_init_uniform_block_bindings(gl_info, program_id, &vshader->reg_maps,
6447 0, gl_info->limits.vertex_uniform_blocks);
6449 else
6451 entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_MODELVIEW
6452 | WINED3D_SHADER_CONST_FFP_PROJ;
6455 if (gshader)
6456 shader_glsl_init_uniform_block_bindings(gl_info, program_id, &gshader->reg_maps,
6457 gl_info->limits.vertex_uniform_blocks, gl_info->limits.geometry_uniform_blocks);
6459 if (ps_id)
6461 if (pshader)
6463 entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_F;
6464 if (pshader->reg_maps.integer_constants)
6465 entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_I;
6466 if (pshader->reg_maps.boolean_constants)
6467 entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_B;
6468 if (entry->ps.ycorrection_location != -1)
6469 entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_Y_CORR;
6471 shader_glsl_init_uniform_block_bindings(gl_info, program_id, &pshader->reg_maps,
6472 gl_info->limits.vertex_uniform_blocks + gl_info->limits.geometry_uniform_blocks,
6473 gl_info->limits.fragment_uniform_blocks);
6475 else
6477 entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_PS;
6480 for (i = 0; i < MAX_TEXTURES; ++i)
6482 if (entry->ps.bumpenv_mat_location[i] != -1)
6484 entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_BUMP_ENV;
6485 break;
6489 if (entry->ps.np2_fixup_location != -1)
6490 entry->constant_update_mask |= WINED3D_SHADER_CONST_PS_NP2_FIXUP;
6491 if (entry->ps.color_key_location != -1)
6492 entry->constant_update_mask |= WINED3D_SHADER_CONST_FFP_COLOR_KEY;
6496 /* Context activation is done by the caller. */
6497 static GLuint create_glsl_blt_shader(const struct wined3d_gl_info *gl_info, enum wined3d_gl_resource_type tex_type,
6498 BOOL masked)
6500 GLuint program_id;
6501 GLuint vshader_id, pshader_id;
6502 const char *blt_pshader;
6504 static const char blt_vshader[] =
6505 "#version 120\n"
6506 "void main(void)\n"
6507 "{\n"
6508 " gl_Position = gl_Vertex;\n"
6509 " gl_FrontColor = vec4(1.0);\n"
6510 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
6511 "}\n";
6513 static const char * const blt_pshaders_full[WINED3D_GL_RES_TYPE_COUNT] =
6515 /* WINED3D_GL_RES_TYPE_TEX_1D */
6516 NULL,
6517 /* WINED3D_GL_RES_TYPE_TEX_2D */
6518 "#version 120\n"
6519 "uniform sampler2D sampler;\n"
6520 "void main(void)\n"
6521 "{\n"
6522 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
6523 "}\n",
6524 /* WINED3D_GL_RES_TYPE_TEX_3D */
6525 NULL,
6526 /* WINED3D_GL_RES_TYPE_TEX_CUBE */
6527 "#version 120\n"
6528 "uniform samplerCube sampler;\n"
6529 "void main(void)\n"
6530 "{\n"
6531 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
6532 "}\n",
6533 /* WINED3D_GL_RES_TYPE_TEX_RECT */
6534 "#version 120\n"
6535 "#extension GL_ARB_texture_rectangle : enable\n"
6536 "uniform sampler2DRect sampler;\n"
6537 "void main(void)\n"
6538 "{\n"
6539 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
6540 "}\n",
6543 static const char * const blt_pshaders_masked[WINED3D_GL_RES_TYPE_COUNT] =
6545 /* WINED3D_GL_RES_TYPE_TEX_1D */
6546 NULL,
6547 /* WINED3D_GL_RES_TYPE_TEX_2D */
6548 "#version 120\n"
6549 "uniform sampler2D sampler;\n"
6550 "uniform vec4 mask;\n"
6551 "void main(void)\n"
6552 "{\n"
6553 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
6554 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
6555 "}\n",
6556 /* WINED3D_GL_RES_TYPE_TEX_3D */
6557 NULL,
6558 /* WINED3D_GL_RES_TYPE_TEX_CUBE */
6559 "#version 120\n"
6560 "uniform samplerCube sampler;\n"
6561 "uniform vec4 mask;\n"
6562 "void main(void)\n"
6563 "{\n"
6564 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
6565 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
6566 "}\n",
6567 /* WINED3D_GL_RES_TYPE_TEX_RECT */
6568 "#version 120\n"
6569 "#extension GL_ARB_texture_rectangle : enable\n"
6570 "uniform sampler2DRect sampler;\n"
6571 "uniform vec4 mask;\n"
6572 "void main(void)\n"
6573 "{\n"
6574 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
6575 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
6576 "}\n",
6579 blt_pshader = masked ? blt_pshaders_masked[tex_type] : blt_pshaders_full[tex_type];
6580 if (!blt_pshader)
6582 FIXME("tex_type %#x not supported\n", tex_type);
6583 return 0;
6586 vshader_id = GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER));
6587 shader_glsl_compile(gl_info, vshader_id, blt_vshader);
6589 pshader_id = GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER));
6590 shader_glsl_compile(gl_info, pshader_id, blt_pshader);
6592 program_id = GL_EXTCALL(glCreateProgram());
6593 GL_EXTCALL(glAttachShader(program_id, vshader_id));
6594 GL_EXTCALL(glAttachShader(program_id, pshader_id));
6595 GL_EXTCALL(glLinkProgram(program_id));
6597 shader_glsl_validate_link(gl_info, program_id);
6599 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
6600 * is destroyed
6602 GL_EXTCALL(glDeleteShader(vshader_id));
6603 GL_EXTCALL(glDeleteShader(pshader_id));
6604 return program_id;
6607 /* Context activation is done by the caller. */
6608 static void shader_glsl_select(void *shader_priv, struct wined3d_context *context,
6609 const struct wined3d_state *state)
6611 struct glsl_context_data *ctx_data = context->shader_backend_data;
6612 const struct wined3d_gl_info *gl_info = context->gl_info;
6613 struct shader_glsl_priv *priv = shader_priv;
6614 GLuint program_id = 0, prev_id = 0;
6615 GLenum old_vertex_color_clamp, current_vertex_color_clamp;
6617 priv->vertex_pipe->vp_enable(gl_info, !use_vs(state));
6618 priv->fragment_pipe->enable_extension(gl_info, !use_ps(state));
6620 if (ctx_data->glsl_program)
6622 prev_id = ctx_data->glsl_program->id;
6623 old_vertex_color_clamp = ctx_data->glsl_program->vs.vertex_color_clamp;
6625 else
6627 prev_id = 0;
6628 old_vertex_color_clamp = GL_FIXED_ONLY_ARB;
6631 set_glsl_shader_program(context, state, priv, ctx_data);
6633 if (ctx_data->glsl_program)
6635 program_id = ctx_data->glsl_program->id;
6636 current_vertex_color_clamp = ctx_data->glsl_program->vs.vertex_color_clamp;
6638 else
6640 program_id = 0;
6641 current_vertex_color_clamp = GL_FIXED_ONLY_ARB;
6644 if (old_vertex_color_clamp != current_vertex_color_clamp)
6646 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
6648 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, current_vertex_color_clamp));
6649 checkGLcall("glClampColorARB");
6651 else
6653 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
6657 TRACE("Using GLSL program %u.\n", program_id);
6659 if (prev_id != program_id)
6661 GL_EXTCALL(glUseProgram(program_id));
6662 checkGLcall("glUseProgram");
6664 if (program_id)
6665 context->constant_update_mask |= ctx_data->glsl_program->constant_update_mask;
6669 /* "context" is not necessarily the currently active context. */
6670 static void shader_glsl_invalidate_current_program(struct wined3d_context *context)
6672 struct glsl_context_data *ctx_data = context->shader_backend_data;
6674 ctx_data->glsl_program = NULL;
6675 context->shader_update_mask = (1 << WINED3D_SHADER_TYPE_PIXEL)
6676 | (1 << WINED3D_SHADER_TYPE_VERTEX)
6677 | (1 << WINED3D_SHADER_TYPE_GEOMETRY);
6680 /* Context activation is done by the caller. */
6681 static void shader_glsl_disable(void *shader_priv, struct wined3d_context *context)
6683 const struct wined3d_gl_info *gl_info = context->gl_info;
6684 struct shader_glsl_priv *priv = shader_priv;
6686 shader_glsl_invalidate_current_program(context);
6687 GL_EXTCALL(glUseProgram(0));
6688 checkGLcall("glUseProgram");
6690 priv->vertex_pipe->vp_enable(gl_info, FALSE);
6691 priv->fragment_pipe->enable_extension(gl_info, FALSE);
6693 if (gl_info->supported[ARB_COLOR_BUFFER_FLOAT])
6695 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB, GL_FIXED_ONLY_ARB));
6696 checkGLcall("glClampColorARB");
6700 /* Context activation is done by the caller. */
6701 static void shader_glsl_select_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info,
6702 enum wined3d_gl_resource_type tex_type, const SIZE *ds_mask_size)
6704 BOOL masked = ds_mask_size->cx && ds_mask_size->cy;
6705 struct shader_glsl_priv *priv = shader_priv;
6706 GLuint *blt_program;
6707 GLint loc;
6709 blt_program = masked ? &priv->depth_blt_program_masked[tex_type] : &priv->depth_blt_program_full[tex_type];
6710 if (!*blt_program)
6712 *blt_program = create_glsl_blt_shader(gl_info, tex_type, masked);
6713 loc = GL_EXTCALL(glGetUniformLocation(*blt_program, "sampler"));
6714 GL_EXTCALL(glUseProgram(*blt_program));
6715 GL_EXTCALL(glUniform1i(loc, 0));
6717 else
6719 GL_EXTCALL(glUseProgram(*blt_program));
6722 if (masked)
6724 loc = GL_EXTCALL(glGetUniformLocation(*blt_program, "mask"));
6725 GL_EXTCALL(glUniform4f(loc, 0.0f, 0.0f, (float)ds_mask_size->cx, (float)ds_mask_size->cy));
6729 /* Context activation is done by the caller. */
6730 static void shader_glsl_deselect_depth_blt(void *shader_priv, const struct wined3d_gl_info *gl_info)
6732 const struct glsl_context_data *ctx_data = context_get_current()->shader_backend_data;
6733 GLuint program_id;
6735 program_id = ctx_data->glsl_program ? ctx_data->glsl_program->id : 0;
6736 if (program_id) TRACE("Using GLSL program %u\n", program_id);
6738 GL_EXTCALL(glUseProgram(program_id));
6739 checkGLcall("glUseProgram");
6742 static void shader_glsl_invalidate_contexts_program(struct wined3d_device *device,
6743 const struct glsl_shader_prog_link *program)
6745 const struct glsl_context_data *ctx_data;
6746 struct wined3d_context *context;
6747 unsigned int i;
6749 for (i = 0; i < device->context_count; ++i)
6751 context = device->contexts[i];
6752 ctx_data = context->shader_backend_data;
6754 if (ctx_data->glsl_program == program)
6755 shader_glsl_invalidate_current_program(context);
6759 static void shader_glsl_destroy(struct wined3d_shader *shader)
6761 struct glsl_shader_private *shader_data = shader->backend_data;
6762 struct wined3d_device *device = shader->device;
6763 struct shader_glsl_priv *priv = device->shader_priv;
6764 const struct wined3d_gl_info *gl_info;
6765 const struct list *linked_programs;
6766 struct wined3d_context *context;
6768 if (!shader_data || !shader_data->num_gl_shaders)
6770 HeapFree(GetProcessHeap(), 0, shader_data);
6771 shader->backend_data = NULL;
6772 return;
6775 context = context_acquire(device, NULL);
6776 gl_info = context->gl_info;
6778 TRACE("Deleting linked programs.\n");
6779 linked_programs = &shader->linked_programs;
6780 if (linked_programs->next)
6782 struct glsl_shader_prog_link *entry, *entry2;
6783 UINT i;
6785 switch (shader->reg_maps.shader_version.type)
6787 case WINED3D_SHADER_TYPE_PIXEL:
6789 struct glsl_ps_compiled_shader *gl_shaders = shader_data->gl_shaders.ps;
6791 for (i = 0; i < shader_data->num_gl_shaders; ++i)
6793 TRACE("Deleting pixel shader %u.\n", gl_shaders[i].id);
6794 GL_EXTCALL(glDeleteShader(gl_shaders[i].id));
6795 checkGLcall("glDeleteShader");
6797 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders.ps);
6799 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs,
6800 struct glsl_shader_prog_link, ps.shader_entry)
6802 shader_glsl_invalidate_contexts_program(device, entry);
6803 delete_glsl_program_entry(priv, gl_info, entry);
6806 break;
6809 case WINED3D_SHADER_TYPE_VERTEX:
6811 struct glsl_vs_compiled_shader *gl_shaders = shader_data->gl_shaders.vs;
6813 for (i = 0; i < shader_data->num_gl_shaders; ++i)
6815 TRACE("Deleting vertex shader %u.\n", gl_shaders[i].id);
6816 GL_EXTCALL(glDeleteShader(gl_shaders[i].id));
6817 checkGLcall("glDeleteShader");
6819 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders.vs);
6821 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs,
6822 struct glsl_shader_prog_link, vs.shader_entry)
6824 shader_glsl_invalidate_contexts_program(device, entry);
6825 delete_glsl_program_entry(priv, gl_info, entry);
6828 break;
6831 case WINED3D_SHADER_TYPE_GEOMETRY:
6833 struct glsl_gs_compiled_shader *gl_shaders = shader_data->gl_shaders.gs;
6835 for (i = 0; i < shader_data->num_gl_shaders; ++i)
6837 TRACE("Deleting geometry shader %u.\n", gl_shaders[i].id);
6838 GL_EXTCALL(glDeleteShader(gl_shaders[i].id));
6839 checkGLcall("glDeleteShader");
6841 HeapFree(GetProcessHeap(), 0, shader_data->gl_shaders.gs);
6843 LIST_FOR_EACH_ENTRY_SAFE(entry, entry2, linked_programs,
6844 struct glsl_shader_prog_link, gs.shader_entry)
6846 shader_glsl_invalidate_contexts_program(device, entry);
6847 delete_glsl_program_entry(priv, gl_info, entry);
6850 break;
6853 default:
6854 ERR("Unhandled shader type %#x.\n", shader->reg_maps.shader_version.type);
6855 break;
6859 HeapFree(GetProcessHeap(), 0, shader->backend_data);
6860 shader->backend_data = NULL;
6862 context_release(context);
6865 static int glsl_program_key_compare(const void *key, const struct wine_rb_entry *entry)
6867 const struct glsl_program_key *k = key;
6868 const struct glsl_shader_prog_link *prog = WINE_RB_ENTRY_VALUE(entry,
6869 const struct glsl_shader_prog_link, program_lookup_entry);
6871 if (k->vs_id > prog->vs.id) return 1;
6872 else if (k->vs_id < prog->vs.id) return -1;
6874 if (k->gs_id > prog->gs.id) return 1;
6875 else if (k->gs_id < prog->gs.id) return -1;
6877 if (k->ps_id > prog->ps.id) return 1;
6878 else if (k->ps_id < prog->ps.id) return -1;
6880 return 0;
6883 static BOOL constant_heap_init(struct constant_heap *heap, unsigned int constant_count)
6885 SIZE_T size = (constant_count + 1) * sizeof(*heap->entries)
6886 + constant_count * sizeof(*heap->contained)
6887 + constant_count * sizeof(*heap->positions);
6888 void *mem = HeapAlloc(GetProcessHeap(), 0, size);
6890 if (!mem)
6892 ERR("Failed to allocate memory\n");
6893 return FALSE;
6896 heap->entries = mem;
6897 heap->entries[1].version = 0;
6898 heap->contained = (BOOL *)(heap->entries + constant_count + 1);
6899 memset(heap->contained, 0, constant_count * sizeof(*heap->contained));
6900 heap->positions = (unsigned int *)(heap->contained + constant_count);
6901 heap->size = 1;
6903 return TRUE;
6906 static void constant_heap_free(struct constant_heap *heap)
6908 HeapFree(GetProcessHeap(), 0, heap->entries);
6911 static const struct wine_rb_functions wined3d_glsl_program_rb_functions =
6913 wined3d_rb_alloc,
6914 wined3d_rb_realloc,
6915 wined3d_rb_free,
6916 glsl_program_key_compare,
6919 static HRESULT shader_glsl_alloc(struct wined3d_device *device, const struct wined3d_vertex_pipe_ops *vertex_pipe,
6920 const struct fragment_pipeline *fragment_pipe)
6922 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
6923 struct shader_glsl_priv *priv = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(struct shader_glsl_priv));
6924 SIZE_T stack_size = wined3d_log2i(max(gl_info->limits.glsl_vs_float_constants,
6925 gl_info->limits.glsl_ps_float_constants)) + 1;
6926 struct fragment_caps fragment_caps;
6927 void *vertex_priv, *fragment_priv;
6929 if (!(vertex_priv = vertex_pipe->vp_alloc(&glsl_shader_backend, priv)))
6931 ERR("Failed to initialize vertex pipe.\n");
6932 HeapFree(GetProcessHeap(), 0, priv);
6933 return E_FAIL;
6936 if (!(fragment_priv = fragment_pipe->alloc_private(&glsl_shader_backend, priv)))
6938 ERR("Failed to initialize fragment pipe.\n");
6939 vertex_pipe->vp_free(device);
6940 HeapFree(GetProcessHeap(), 0, priv);
6941 return E_FAIL;
6944 if (!string_buffer_init(&priv->shader_buffer))
6946 ERR("Failed to initialize shader buffer.\n");
6947 goto fail;
6950 priv->stack = HeapAlloc(GetProcessHeap(), 0, stack_size * sizeof(*priv->stack));
6951 if (!priv->stack)
6953 ERR("Failed to allocate memory.\n");
6954 goto fail;
6957 if (!constant_heap_init(&priv->vconst_heap, gl_info->limits.glsl_vs_float_constants))
6959 ERR("Failed to initialize vertex shader constant heap\n");
6960 goto fail;
6963 if (!constant_heap_init(&priv->pconst_heap, gl_info->limits.glsl_ps_float_constants))
6965 ERR("Failed to initialize pixel shader constant heap\n");
6966 goto fail;
6969 if (wine_rb_init(&priv->program_lookup, &wined3d_glsl_program_rb_functions) == -1)
6971 ERR("Failed to initialize rbtree.\n");
6972 goto fail;
6975 priv->next_constant_version = 1;
6976 priv->vertex_pipe = vertex_pipe;
6977 priv->fragment_pipe = fragment_pipe;
6978 fragment_pipe->get_caps(gl_info, &fragment_caps);
6979 priv->ffp_proj_control = fragment_caps.wined3d_caps & WINED3D_FRAGMENT_CAP_PROJ_CONTROL;
6981 device->vertex_priv = vertex_priv;
6982 device->fragment_priv = fragment_priv;
6983 device->shader_priv = priv;
6985 return WINED3D_OK;
6987 fail:
6988 constant_heap_free(&priv->pconst_heap);
6989 constant_heap_free(&priv->vconst_heap);
6990 HeapFree(GetProcessHeap(), 0, priv->stack);
6991 string_buffer_free(&priv->shader_buffer);
6992 fragment_pipe->free_private(device);
6993 vertex_pipe->vp_free(device);
6994 HeapFree(GetProcessHeap(), 0, priv);
6995 return E_OUTOFMEMORY;
6998 /* Context activation is done by the caller. */
6999 static void shader_glsl_free(struct wined3d_device *device)
7001 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
7002 struct shader_glsl_priv *priv = device->shader_priv;
7003 int i;
7005 for (i = 0; i < WINED3D_GL_RES_TYPE_COUNT; ++i)
7007 if (priv->depth_blt_program_full[i])
7009 GL_EXTCALL(glDeleteProgram(priv->depth_blt_program_full[i]));
7011 if (priv->depth_blt_program_masked[i])
7013 GL_EXTCALL(glDeleteProgram(priv->depth_blt_program_masked[i]));
7017 wine_rb_destroy(&priv->program_lookup, NULL, NULL);
7018 constant_heap_free(&priv->pconst_heap);
7019 constant_heap_free(&priv->vconst_heap);
7020 HeapFree(GetProcessHeap(), 0, priv->stack);
7021 string_buffer_free(&priv->shader_buffer);
7022 priv->fragment_pipe->free_private(device);
7023 priv->vertex_pipe->vp_free(device);
7025 HeapFree(GetProcessHeap(), 0, device->shader_priv);
7026 device->shader_priv = NULL;
7029 static BOOL shader_glsl_allocate_context_data(struct wined3d_context *context)
7031 return !!(context->shader_backend_data = HeapAlloc(GetProcessHeap(),
7032 HEAP_ZERO_MEMORY, sizeof(struct glsl_context_data)));
7035 static void shader_glsl_free_context_data(struct wined3d_context *context)
7037 HeapFree(GetProcessHeap(), 0, context->shader_backend_data);
7040 static void shader_glsl_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
7042 UINT shader_model;
7044 if (gl_info->supported[EXT_GPU_SHADER4] && gl_info->supported[ARB_SHADER_BIT_ENCODING]
7045 && gl_info->supported[ARB_GEOMETRY_SHADER4] && gl_info->glsl_version >= MAKEDWORD_VERSION(1, 50)
7046 && gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX] && gl_info->supported[ARB_DRAW_INSTANCED]
7047 && gl_info->supported[ARB_TEXTURE_RG] && gl_info->supported[ARB_SAMPLER_OBJECTS])
7048 shader_model = 4;
7049 /* ARB_shader_texture_lod or EXT_gpu_shader4 is required for the SM3
7050 * texldd and texldl instructions. */
7051 else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD] || gl_info->supported[EXT_GPU_SHADER4])
7052 shader_model = 3;
7053 else
7054 shader_model = 2;
7055 TRACE("Shader model %u.\n", shader_model);
7057 caps->vs_version = min(wined3d_settings.max_sm_vs, shader_model);
7058 caps->gs_version = min(wined3d_settings.max_sm_gs, shader_model);
7059 caps->ps_version = min(wined3d_settings.max_sm_ps, shader_model);
7061 caps->vs_uniform_count = gl_info->limits.glsl_vs_float_constants;
7062 caps->ps_uniform_count = gl_info->limits.glsl_ps_float_constants;
7064 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
7065 * Direct3D minimum requirement.
7067 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
7068 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
7070 * The problem is that the refrast clamps temporary results in the shader to
7071 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
7072 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
7073 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
7074 * offer a way to query this.
7076 if (shader_model >= 4)
7077 caps->ps_1x_max_value = FLT_MAX;
7078 else
7079 caps->ps_1x_max_value = 1024.0f;
7081 /* Ideally we'd only set caps like sRGB writes here if supported by both
7082 * the shader backend and the fragment pipe, but we can get called before
7083 * shader_glsl_alloc(). */
7084 caps->wined3d_caps = WINED3D_SHADER_CAP_VS_CLIPPING
7085 | WINED3D_SHADER_CAP_SRGB_WRITE;
7088 static BOOL shader_glsl_color_fixup_supported(struct color_fixup_desc fixup)
7090 if (TRACE_ON(d3d_shader) && TRACE_ON(d3d))
7092 TRACE("Checking support for fixup:\n");
7093 dump_color_fixup_desc(fixup);
7096 /* We support everything except YUV conversions. */
7097 if (!is_complex_fixup(fixup))
7099 TRACE("[OK]\n");
7100 return TRUE;
7103 TRACE("[FAILED]\n");
7104 return FALSE;
7107 static const SHADER_HANDLER shader_glsl_instruction_handler_table[WINED3DSIH_TABLE_SIZE] =
7109 /* WINED3DSIH_ABS */ shader_glsl_map2gl,
7110 /* WINED3DSIH_ADD */ shader_glsl_binop,
7111 /* WINED3DSIH_AND */ shader_glsl_binop,
7112 /* WINED3DSIH_BEM */ shader_glsl_bem,
7113 /* WINED3DSIH_BREAK */ shader_glsl_break,
7114 /* WINED3DSIH_BREAKC */ shader_glsl_breakc,
7115 /* WINED3DSIH_BREAKP */ shader_glsl_breakp,
7116 /* WINED3DSIH_CALL */ shader_glsl_call,
7117 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz,
7118 /* WINED3DSIH_CMP */ shader_glsl_conditional_move,
7119 /* WINED3DSIH_CND */ shader_glsl_cnd,
7120 /* WINED3DSIH_CRS */ shader_glsl_cross,
7121 /* WINED3DSIH_CUT */ shader_glsl_cut,
7122 /* WINED3DSIH_DCL */ shader_glsl_nop,
7123 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_glsl_nop,
7124 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_glsl_nop,
7125 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_glsl_nop,
7126 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_glsl_nop,
7127 /* WINED3DSIH_DEF */ shader_glsl_nop,
7128 /* WINED3DSIH_DEFB */ shader_glsl_nop,
7129 /* WINED3DSIH_DEFI */ shader_glsl_nop,
7130 /* WINED3DSIH_DIV */ shader_glsl_binop,
7131 /* WINED3DSIH_DP2 */ shader_glsl_dot,
7132 /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add,
7133 /* WINED3DSIH_DP3 */ shader_glsl_dot,
7134 /* WINED3DSIH_DP4 */ shader_glsl_dot,
7135 /* WINED3DSIH_DST */ shader_glsl_dst,
7136 /* WINED3DSIH_DSX */ shader_glsl_map2gl,
7137 /* WINED3DSIH_DSY */ shader_glsl_map2gl,
7138 /* WINED3DSIH_ELSE */ shader_glsl_else,
7139 /* WINED3DSIH_EMIT */ shader_glsl_emit,
7140 /* WINED3DSIH_ENDIF */ shader_glsl_end,
7141 /* WINED3DSIH_ENDLOOP */ shader_glsl_end,
7142 /* WINED3DSIH_ENDREP */ shader_glsl_end,
7143 /* WINED3DSIH_EQ */ shader_glsl_relop,
7144 /* WINED3DSIH_EXP */ shader_glsl_scalar_op,
7145 /* WINED3DSIH_EXPP */ shader_glsl_expp,
7146 /* WINED3DSIH_FRC */ shader_glsl_map2gl,
7147 /* WINED3DSIH_FTOI */ shader_glsl_to_int,
7148 /* WINED3DSIH_GE */ shader_glsl_relop,
7149 /* WINED3DSIH_IADD */ shader_glsl_binop,
7150 /* WINED3DSIH_IEQ */ NULL,
7151 /* WINED3DSIH_IF */ shader_glsl_if,
7152 /* WINED3DSIH_IFC */ shader_glsl_ifc,
7153 /* WINED3DSIH_IGE */ shader_glsl_relop,
7154 /* WINED3DSIH_IMUL */ shader_glsl_imul,
7155 /* WINED3DSIH_ISHL */ shader_glsl_binop,
7156 /* WINED3DSIH_ITOF */ shader_glsl_to_float,
7157 /* WINED3DSIH_LABEL */ shader_glsl_label,
7158 /* WINED3DSIH_LD */ NULL,
7159 /* WINED3DSIH_LIT */ shader_glsl_lit,
7160 /* WINED3DSIH_LOG */ shader_glsl_scalar_op,
7161 /* WINED3DSIH_LOGP */ shader_glsl_scalar_op,
7162 /* WINED3DSIH_LOOP */ shader_glsl_loop,
7163 /* WINED3DSIH_LRP */ shader_glsl_lrp,
7164 /* WINED3DSIH_LT */ shader_glsl_relop,
7165 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn,
7166 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn,
7167 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn,
7168 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn,
7169 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn,
7170 /* WINED3DSIH_MAD */ shader_glsl_mad,
7171 /* WINED3DSIH_MAX */ shader_glsl_map2gl,
7172 /* WINED3DSIH_MIN */ shader_glsl_map2gl,
7173 /* WINED3DSIH_MOV */ shader_glsl_mov,
7174 /* WINED3DSIH_MOVA */ shader_glsl_mov,
7175 /* WINED3DSIH_MOVC */ shader_glsl_conditional_move,
7176 /* WINED3DSIH_MUL */ shader_glsl_binop,
7177 /* WINED3DSIH_NE */ shader_glsl_relop,
7178 /* WINED3DSIH_NOP */ shader_glsl_nop,
7179 /* WINED3DSIH_NRM */ shader_glsl_nrm,
7180 /* WINED3DSIH_OR */ shader_glsl_binop,
7181 /* WINED3DSIH_PHASE */ shader_glsl_nop,
7182 /* WINED3DSIH_POW */ shader_glsl_pow,
7183 /* WINED3DSIH_RCP */ shader_glsl_scalar_op,
7184 /* WINED3DSIH_REP */ shader_glsl_rep,
7185 /* WINED3DSIH_RET */ shader_glsl_ret,
7186 /* WINED3DSIH_ROUND_NI */ shader_glsl_map2gl,
7187 /* WINED3DSIH_RSQ */ shader_glsl_scalar_op,
7188 /* WINED3DSIH_SAMPLE */ shader_glsl_sample,
7189 /* WINED3DSIH_SAMPLE_GRAD */ NULL,
7190 /* WINED3DSIH_SAMPLE_LOD */ NULL,
7191 /* WINED3DSIH_SETP */ NULL,
7192 /* WINED3DSIH_SGE */ shader_glsl_compare,
7193 /* WINED3DSIH_SGN */ shader_glsl_sgn,
7194 /* WINED3DSIH_SINCOS */ shader_glsl_sincos,
7195 /* WINED3DSIH_SLT */ shader_glsl_compare,
7196 /* WINED3DSIH_SQRT */ shader_glsl_map2gl,
7197 /* WINED3DSIH_SUB */ shader_glsl_binop,
7198 /* WINED3DSIH_TEX */ shader_glsl_tex,
7199 /* WINED3DSIH_TEXBEM */ shader_glsl_texbem,
7200 /* WINED3DSIH_TEXBEML */ shader_glsl_texbem,
7201 /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord,
7202 /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth,
7203 /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3,
7204 /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex,
7205 /* WINED3DSIH_TEXKILL */ shader_glsl_texkill,
7206 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd,
7207 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl,
7208 /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth,
7209 /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad,
7210 /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex,
7211 /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3,
7212 /* WINED3DSIH_TEXM3x3DIFF */ NULL,
7213 /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad,
7214 /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec,
7215 /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex,
7216 /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec,
7217 /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar,
7218 /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb,
7219 /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb,
7220 /* WINED3DSIH_UDIV */ shader_glsl_udiv,
7221 /* WINED3DSIH_UGE */ shader_glsl_relop,
7222 /* WINED3DSIH_USHR */ shader_glsl_binop,
7223 /* WINED3DSIH_UTOF */ shader_glsl_to_float,
7224 /* WINED3DSIH_XOR */ shader_glsl_binop,
7227 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction *ins) {
7228 SHADER_HANDLER hw_fct;
7230 /* Select handler */
7231 hw_fct = shader_glsl_instruction_handler_table[ins->handler_idx];
7233 /* Unhandled opcode */
7234 if (!hw_fct)
7236 FIXME("Backend can't handle opcode %#x\n", ins->handler_idx);
7237 return;
7239 hw_fct(ins);
7241 shader_glsl_add_instruction_modifiers(ins);
7244 static BOOL shader_glsl_has_ffp_proj_control(void *shader_priv)
7246 struct shader_glsl_priv *priv = shader_priv;
7248 return priv->ffp_proj_control;
7251 const struct wined3d_shader_backend_ops glsl_shader_backend =
7253 shader_glsl_handle_instruction,
7254 shader_glsl_select,
7255 shader_glsl_disable,
7256 shader_glsl_select_depth_blt,
7257 shader_glsl_deselect_depth_blt,
7258 shader_glsl_update_float_vertex_constants,
7259 shader_glsl_update_float_pixel_constants,
7260 shader_glsl_load_constants,
7261 shader_glsl_destroy,
7262 shader_glsl_alloc,
7263 shader_glsl_free,
7264 shader_glsl_allocate_context_data,
7265 shader_glsl_free_context_data,
7266 shader_glsl_get_caps,
7267 shader_glsl_color_fixup_supported,
7268 shader_glsl_has_ffp_proj_control,
7271 static void glsl_vertex_pipe_vp_enable(const struct wined3d_gl_info *gl_info, BOOL enable)
7273 if (enable)
7274 gl_info->gl_ops.gl.p_glEnable(GL_VERTEX_PROGRAM_POINT_SIZE_ARB);
7275 else
7276 gl_info->gl_ops.gl.p_glDisable(GL_VERTEX_PROGRAM_POINT_SIZE_ARB);
7277 checkGLcall("GL_VERTEX_PROGRAM_POINT_SIZE_ARB");
7280 static void glsl_vertex_pipe_vp_get_caps(const struct wined3d_gl_info *gl_info, struct wined3d_vertex_caps *caps)
7282 caps->xyzrhw = TRUE;
7283 caps->max_active_lights = gl_info->limits.lights;
7284 caps->max_vertex_blend_matrices = 1;
7285 caps->max_vertex_blend_matrix_index = 0;
7286 caps->vertex_processing_caps = WINED3DVTXPCAPS_TEXGEN
7287 | WINED3DVTXPCAPS_MATERIALSOURCE7
7288 | WINED3DVTXPCAPS_VERTEXFOG
7289 | WINED3DVTXPCAPS_DIRECTIONALLIGHTS
7290 | WINED3DVTXPCAPS_POSITIONALLIGHTS
7291 | WINED3DVTXPCAPS_LOCALVIEWER
7292 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP;
7293 caps->fvf_caps = WINED3DFVFCAPS_PSIZE | 8; /* 8 texture coordinates. */
7294 caps->max_user_clip_planes = gl_info->limits.clipplanes;
7295 caps->raster_caps = WINED3DPRASTERCAPS_FOGRANGE;
7298 static void *glsl_vertex_pipe_vp_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
7300 struct shader_glsl_priv *priv;
7302 if (shader_backend == &glsl_shader_backend)
7304 priv = shader_priv;
7306 if (wine_rb_init(&priv->ffp_vertex_shaders, &wined3d_ffp_vertex_program_rb_functions) == -1)
7308 ERR("Failed to initialize rbtree.\n");
7309 return NULL;
7312 return priv;
7315 FIXME("GLSL vertex pipe without GLSL shader backend not implemented.\n");
7317 return NULL;
7320 static void shader_glsl_free_ffp_vertex_shader(struct wine_rb_entry *entry, void *context)
7322 struct glsl_ffp_vertex_shader *shader = WINE_RB_ENTRY_VALUE(entry,
7323 struct glsl_ffp_vertex_shader, desc.entry);
7324 struct glsl_shader_prog_link *program, *program2;
7325 struct glsl_ffp_destroy_ctx *ctx = context;
7327 LIST_FOR_EACH_ENTRY_SAFE(program, program2, &shader->linked_programs,
7328 struct glsl_shader_prog_link, vs.shader_entry)
7330 delete_glsl_program_entry(ctx->priv, ctx->gl_info, program);
7332 ctx->gl_info->gl_ops.ext.p_glDeleteShader(shader->id);
7333 HeapFree(GetProcessHeap(), 0, shader);
7336 /* Context activation is done by the caller. */
7337 static void glsl_vertex_pipe_vp_free(struct wined3d_device *device)
7339 struct shader_glsl_priv *priv = device->vertex_priv;
7340 struct glsl_ffp_destroy_ctx ctx;
7342 ctx.priv = priv;
7343 ctx.gl_info = &device->adapter->gl_info;
7344 wine_rb_destroy(&priv->ffp_vertex_shaders, shader_glsl_free_ffp_vertex_shader, &ctx);
7347 static void glsl_vertex_pipe_shader(struct wined3d_context *context,
7348 const struct wined3d_state *state, DWORD state_id)
7350 context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_VERTEX;
7353 static void glsl_vertex_pipe_vdecl(struct wined3d_context *context,
7354 const struct wined3d_state *state, DWORD state_id)
7356 const struct wined3d_gl_info *gl_info = context->gl_info;
7357 BOOL transformed = context->stream_info.position_transformed;
7358 BOOL wasrhw = context->last_was_rhw;
7359 unsigned int i;
7361 context->last_was_rhw = transformed;
7363 if (!use_vs(state))
7365 if (context->last_was_vshader)
7367 for (i = 0; i < gl_info->limits.clipplanes; ++i)
7368 clipplane(context, state, STATE_CLIPPLANE(i));
7371 if (transformed != wasrhw)
7372 context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_PROJ;
7374 for (i = 0; i < MAX_TEXTURES; ++i)
7376 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_TEXTURE0 + i)))
7377 transform_texture(context, state, STATE_TEXTURESTAGE(i, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS));
7380 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_LIGHTING)))
7381 state_lighting(context, state, STATE_RENDER(WINED3D_RS_LIGHTING));
7382 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS)))
7383 state_normalize(context, state, STATE_RENDER(WINED3D_RS_NORMALIZENORMALS));
7385 /* Because of settings->texcoords, we have to always regenerate the
7386 * vertex shader on a vdecl change.
7387 * TODO: Just always output all the texcoords when there are enough
7388 * varyings available to drop the dependency. */
7389 context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_VERTEX;
7391 if (use_ps(state)
7392 && state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.shader_version.major == 1
7393 && state->shader[WINED3D_SHADER_TYPE_PIXEL]->reg_maps.shader_version.minor <= 3)
7394 context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_PIXEL;
7396 else
7398 if (!context->last_was_vshader)
7400 /* Vertex shader clipping ignores the view matrix. Update all clipplanes. */
7401 for (i = 0; i < gl_info->limits.clipplanes; ++i)
7402 clipplane(context, state, STATE_CLIPPLANE(i));
7406 context->last_was_vshader = use_vs(state);
7409 static void glsl_vertex_pipe_vs(struct wined3d_context *context,
7410 const struct wined3d_state *state, DWORD state_id)
7412 context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_VERTEX;
7413 /* Different vertex shaders potentially require a different vertex attributes setup. */
7414 if (!isStateDirty(context, STATE_VDECL))
7415 context_apply_state(context, state, STATE_VDECL);
7418 static void glsl_vertex_pipe_world(struct wined3d_context *context,
7419 const struct wined3d_state *state, DWORD state_id)
7421 context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_MODELVIEW;
7424 static void glsl_vertex_pipe_view(struct wined3d_context *context, const struct wined3d_state *state, DWORD state_id)
7426 const struct wined3d_gl_info *gl_info = context->gl_info;
7427 const struct wined3d_light_info *light = NULL;
7428 unsigned int k;
7430 context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_MODELVIEW;
7432 /* Light settings are affected by the ModelView transform in OpenGL, the View transform in Direct3D. */
7433 gl_info->gl_ops.gl.p_glMatrixMode(GL_MODELVIEW);
7434 gl_info->gl_ops.gl.p_glPushMatrix();
7435 gl_info->gl_ops.gl.p_glLoadMatrixf(&state->transforms[WINED3D_TS_VIEW]._11);
7437 for (k = 0; k < gl_info->limits.lights; ++k)
7439 if (!(light = state->lights[k]))
7440 continue;
7441 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_POSITION, light->lightPosn);
7442 checkGLcall("glLightfv posn");
7443 gl_info->gl_ops.gl.p_glLightfv(GL_LIGHT0 + light->glIndex, GL_SPOT_DIRECTION, light->lightDirn);
7444 checkGLcall("glLightfv dirn");
7447 gl_info->gl_ops.gl.p_glPopMatrix();
7449 for (k = 0; k < gl_info->limits.clipplanes; ++k)
7451 if (!isStateDirty(context, STATE_CLIPPLANE(k)))
7452 clipplane(context, state, STATE_CLIPPLANE(k));
7455 if (context->swapchain->device->vertexBlendUsed)
7457 static int warned;
7459 if (!warned++)
7460 FIXME("Vertex blending emulation.\n");
7464 static void glsl_vertex_pipe_projection(struct wined3d_context *context,
7465 const struct wined3d_state *state, DWORD state_id)
7467 /* Table fog behavior depends on the projection matrix. */
7468 if (state->render_states[WINED3D_RS_FOGENABLE]
7469 && state->render_states[WINED3D_RS_FOGTABLEMODE] != WINED3D_FOG_NONE)
7470 context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_VERTEX;
7471 context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_PROJ;
7474 static void glsl_vertex_pipe_viewport(struct wined3d_context *context,
7475 const struct wined3d_state *state, DWORD state_id)
7477 if (!isStateDirty(context, STATE_TRANSFORM(WINED3D_TS_PROJECTION)))
7478 glsl_vertex_pipe_projection(context, state, STATE_TRANSFORM(WINED3D_TS_PROJECTION));
7479 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE))
7480 && state->render_states[WINED3D_RS_POINTSCALEENABLE])
7481 state_pscale(context, state, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE));
7482 context->constant_update_mask |= WINED3D_SHADER_CONST_VS_POS_FIXUP;
7485 static const struct StateEntryTemplate glsl_vertex_pipe_vp_states[] =
7487 {STATE_VDECL, {STATE_VDECL, glsl_vertex_pipe_vdecl }, WINED3D_GL_EXT_NONE },
7488 {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), glsl_vertex_pipe_vs }, WINED3D_GL_EXT_NONE },
7489 {STATE_MATERIAL, {STATE_RENDER(WINED3D_RS_SPECULARENABLE), NULL }, WINED3D_GL_EXT_NONE },
7490 {STATE_RENDER(WINED3D_RS_SPECULARENABLE), {STATE_RENDER(WINED3D_RS_SPECULARENABLE), state_specularenable }, WINED3D_GL_EXT_NONE },
7491 /* Clip planes */
7492 {STATE_CLIPPLANE(0), {STATE_CLIPPLANE(0), clipplane }, WINED3D_GL_EXT_NONE },
7493 {STATE_CLIPPLANE(1), {STATE_CLIPPLANE(1), clipplane }, WINED3D_GL_EXT_NONE },
7494 {STATE_CLIPPLANE(2), {STATE_CLIPPLANE(2), clipplane }, WINED3D_GL_EXT_NONE },
7495 {STATE_CLIPPLANE(3), {STATE_CLIPPLANE(3), clipplane }, WINED3D_GL_EXT_NONE },
7496 {STATE_CLIPPLANE(4), {STATE_CLIPPLANE(4), clipplane }, WINED3D_GL_EXT_NONE },
7497 {STATE_CLIPPLANE(5), {STATE_CLIPPLANE(5), clipplane }, WINED3D_GL_EXT_NONE },
7498 {STATE_CLIPPLANE(6), {STATE_CLIPPLANE(6), clipplane }, WINED3D_GL_EXT_NONE },
7499 {STATE_CLIPPLANE(7), {STATE_CLIPPLANE(7), clipplane }, WINED3D_GL_EXT_NONE },
7500 {STATE_CLIPPLANE(8), {STATE_CLIPPLANE(8), clipplane }, WINED3D_GL_EXT_NONE },
7501 {STATE_CLIPPLANE(9), {STATE_CLIPPLANE(9), clipplane }, WINED3D_GL_EXT_NONE },
7502 {STATE_CLIPPLANE(10), {STATE_CLIPPLANE(10), clipplane }, WINED3D_GL_EXT_NONE },
7503 {STATE_CLIPPLANE(11), {STATE_CLIPPLANE(11), clipplane }, WINED3D_GL_EXT_NONE },
7504 {STATE_CLIPPLANE(12), {STATE_CLIPPLANE(12), clipplane }, WINED3D_GL_EXT_NONE },
7505 {STATE_CLIPPLANE(13), {STATE_CLIPPLANE(13), clipplane }, WINED3D_GL_EXT_NONE },
7506 {STATE_CLIPPLANE(14), {STATE_CLIPPLANE(14), clipplane }, WINED3D_GL_EXT_NONE },
7507 {STATE_CLIPPLANE(15), {STATE_CLIPPLANE(15), clipplane }, WINED3D_GL_EXT_NONE },
7508 {STATE_CLIPPLANE(16), {STATE_CLIPPLANE(16), clipplane }, WINED3D_GL_EXT_NONE },
7509 {STATE_CLIPPLANE(17), {STATE_CLIPPLANE(17), clipplane }, WINED3D_GL_EXT_NONE },
7510 {STATE_CLIPPLANE(18), {STATE_CLIPPLANE(18), clipplane }, WINED3D_GL_EXT_NONE },
7511 {STATE_CLIPPLANE(19), {STATE_CLIPPLANE(19), clipplane }, WINED3D_GL_EXT_NONE },
7512 {STATE_CLIPPLANE(20), {STATE_CLIPPLANE(20), clipplane }, WINED3D_GL_EXT_NONE },
7513 {STATE_CLIPPLANE(21), {STATE_CLIPPLANE(21), clipplane }, WINED3D_GL_EXT_NONE },
7514 {STATE_CLIPPLANE(22), {STATE_CLIPPLANE(22), clipplane }, WINED3D_GL_EXT_NONE },
7515 {STATE_CLIPPLANE(23), {STATE_CLIPPLANE(23), clipplane }, WINED3D_GL_EXT_NONE },
7516 {STATE_CLIPPLANE(24), {STATE_CLIPPLANE(24), clipplane }, WINED3D_GL_EXT_NONE },
7517 {STATE_CLIPPLANE(25), {STATE_CLIPPLANE(25), clipplane }, WINED3D_GL_EXT_NONE },
7518 {STATE_CLIPPLANE(26), {STATE_CLIPPLANE(26), clipplane }, WINED3D_GL_EXT_NONE },
7519 {STATE_CLIPPLANE(27), {STATE_CLIPPLANE(27), clipplane }, WINED3D_GL_EXT_NONE },
7520 {STATE_CLIPPLANE(28), {STATE_CLIPPLANE(28), clipplane }, WINED3D_GL_EXT_NONE },
7521 {STATE_CLIPPLANE(29), {STATE_CLIPPLANE(29), clipplane }, WINED3D_GL_EXT_NONE },
7522 {STATE_CLIPPLANE(30), {STATE_CLIPPLANE(30), clipplane }, WINED3D_GL_EXT_NONE },
7523 {STATE_CLIPPLANE(31), {STATE_CLIPPLANE(31), clipplane }, WINED3D_GL_EXT_NONE },
7524 /* Lights */
7525 {STATE_LIGHT_TYPE, {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
7526 {STATE_ACTIVELIGHT(0), {STATE_ACTIVELIGHT(0), light }, WINED3D_GL_EXT_NONE },
7527 {STATE_ACTIVELIGHT(1), {STATE_ACTIVELIGHT(1), light }, WINED3D_GL_EXT_NONE },
7528 {STATE_ACTIVELIGHT(2), {STATE_ACTIVELIGHT(2), light }, WINED3D_GL_EXT_NONE },
7529 {STATE_ACTIVELIGHT(3), {STATE_ACTIVELIGHT(3), light }, WINED3D_GL_EXT_NONE },
7530 {STATE_ACTIVELIGHT(4), {STATE_ACTIVELIGHT(4), light }, WINED3D_GL_EXT_NONE },
7531 {STATE_ACTIVELIGHT(5), {STATE_ACTIVELIGHT(5), light }, WINED3D_GL_EXT_NONE },
7532 {STATE_ACTIVELIGHT(6), {STATE_ACTIVELIGHT(6), light }, WINED3D_GL_EXT_NONE },
7533 {STATE_ACTIVELIGHT(7), {STATE_ACTIVELIGHT(7), light }, WINED3D_GL_EXT_NONE },
7534 /* Viewport */
7535 {STATE_VIEWPORT, {STATE_VIEWPORT, glsl_vertex_pipe_viewport}, WINED3D_GL_EXT_NONE },
7536 /* Transform states */
7537 {STATE_TRANSFORM(WINED3D_TS_VIEW), {STATE_TRANSFORM(WINED3D_TS_VIEW), glsl_vertex_pipe_view }, WINED3D_GL_EXT_NONE },
7538 {STATE_TRANSFORM(WINED3D_TS_PROJECTION), {STATE_TRANSFORM(WINED3D_TS_PROJECTION), glsl_vertex_pipe_projection}, WINED3D_GL_EXT_NONE },
7539 {STATE_TRANSFORM(WINED3D_TS_TEXTURE0), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
7540 {STATE_TRANSFORM(WINED3D_TS_TEXTURE1), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
7541 {STATE_TRANSFORM(WINED3D_TS_TEXTURE2), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
7542 {STATE_TRANSFORM(WINED3D_TS_TEXTURE3), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
7543 {STATE_TRANSFORM(WINED3D_TS_TEXTURE4), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
7544 {STATE_TRANSFORM(WINED3D_TS_TEXTURE5), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
7545 {STATE_TRANSFORM(WINED3D_TS_TEXTURE6), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
7546 {STATE_TRANSFORM(WINED3D_TS_TEXTURE7), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), NULL }, WINED3D_GL_EXT_NONE },
7547 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), glsl_vertex_pipe_world }, WINED3D_GL_EXT_NONE },
7548 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
7549 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
7550 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
7551 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
7552 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
7553 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
7554 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
7555 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS), transform_texture }, WINED3D_GL_EXT_NONE },
7556 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
7557 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
7558 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
7559 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
7560 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
7561 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
7562 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
7563 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
7564 /* Fog */
7565 {STATE_RENDER(WINED3D_RS_FOGENABLE), {STATE_RENDER(WINED3D_RS_FOGENABLE), glsl_vertex_pipe_shader}, WINED3D_GL_EXT_NONE },
7566 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE), {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
7567 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
7568 {STATE_RENDER(WINED3D_RS_RANGEFOGENABLE), {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
7569 {STATE_RENDER(WINED3D_RS_CLIPPING), {STATE_RENDER(WINED3D_RS_CLIPPING), state_clipping }, WINED3D_GL_EXT_NONE },
7570 {STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE), {STATE_RENDER(WINED3D_RS_CLIPPING), NULL }, WINED3D_GL_EXT_NONE },
7571 {STATE_RENDER(WINED3D_RS_LIGHTING), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
7572 {STATE_RENDER(WINED3D_RS_AMBIENT), {STATE_RENDER(WINED3D_RS_AMBIENT), state_ambient }, WINED3D_GL_EXT_NONE },
7573 {STATE_RENDER(WINED3D_RS_COLORVERTEX), {STATE_RENDER(WINED3D_RS_COLORVERTEX), glsl_vertex_pipe_shader}, WINED3D_GL_EXT_NONE },
7574 {STATE_RENDER(WINED3D_RS_LOCALVIEWER), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
7575 {STATE_RENDER(WINED3D_RS_NORMALIZENORMALS), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
7576 {STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
7577 {STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
7578 {STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
7579 {STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
7580 {STATE_RENDER(WINED3D_RS_VERTEXBLEND), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
7581 {STATE_RENDER(WINED3D_RS_POINTSIZE), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
7582 {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_arb }, ARB_POINT_PARAMETERS },
7583 {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_ext }, EXT_POINT_PARAMETERS },
7584 {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), state_psizemin_w }, WINED3D_GL_EXT_NONE },
7585 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_pointsprite }, ARB_POINT_SPRITE },
7586 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE), state_pointsprite_w }, WINED3D_GL_EXT_NONE },
7587 {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), state_pscale }, WINED3D_GL_EXT_NONE },
7588 {STATE_RENDER(WINED3D_RS_POINTSCALE_A), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
7589 {STATE_RENDER(WINED3D_RS_POINTSCALE_B), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
7590 {STATE_RENDER(WINED3D_RS_POINTSCALE_C), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE), NULL }, WINED3D_GL_EXT_NONE },
7591 {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, ARB_POINT_PARAMETERS },
7592 {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, EXT_POINT_PARAMETERS },
7593 {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN), NULL }, WINED3D_GL_EXT_NONE },
7594 {STATE_RENDER(WINED3D_RS_TWEENFACTOR), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
7595 {STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX), NULL }, WINED3D_GL_EXT_NONE },
7596 /* Samplers for NP2 texture matrix adjustions. They are not needed if
7597 * GL_ARB_texture_non_power_of_two is supported, so register a NULL state
7598 * handler in that case to get the vertex part of sampler() skipped (VTF
7599 * is handled in the misc states). Otherwise, register
7600 * sampler_texmatrix(), which takes care of updating the texture matrix. */
7601 {STATE_SAMPLER(0), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
7602 {STATE_SAMPLER(0), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT},
7603 {STATE_SAMPLER(0), {STATE_SAMPLER(0), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
7604 {STATE_SAMPLER(1), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
7605 {STATE_SAMPLER(1), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT},
7606 {STATE_SAMPLER(1), {STATE_SAMPLER(1), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
7607 {STATE_SAMPLER(2), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
7608 {STATE_SAMPLER(2), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT},
7609 {STATE_SAMPLER(2), {STATE_SAMPLER(2), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
7610 {STATE_SAMPLER(3), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
7611 {STATE_SAMPLER(3), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT},
7612 {STATE_SAMPLER(3), {STATE_SAMPLER(3), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
7613 {STATE_SAMPLER(4), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
7614 {STATE_SAMPLER(4), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT},
7615 {STATE_SAMPLER(4), {STATE_SAMPLER(4), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
7616 {STATE_SAMPLER(5), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
7617 {STATE_SAMPLER(5), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT},
7618 {STATE_SAMPLER(5), {STATE_SAMPLER(5), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
7619 {STATE_SAMPLER(6), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
7620 {STATE_SAMPLER(6), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT},
7621 {STATE_SAMPLER(6), {STATE_SAMPLER(6), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
7622 {STATE_SAMPLER(7), {0, NULL }, ARB_TEXTURE_NON_POWER_OF_TWO },
7623 {STATE_SAMPLER(7), {0, NULL }, WINED3D_GL_NORMALIZED_TEXRECT},
7624 {STATE_SAMPLER(7), {STATE_SAMPLER(7), sampler_texmatrix }, WINED3D_GL_EXT_NONE },
7625 {STATE_POINT_SIZE_ENABLE, {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
7626 {0 /* Terminate */, {0, NULL }, WINED3D_GL_EXT_NONE },
7629 /* TODO:
7630 * - This currently depends on GL fixed function functions to set things
7631 * like light parameters. Ideally we'd use regular uniforms for that.
7632 * - In part because of the previous point, much of this is modelled after
7633 * GL fixed function, and has much of the same limitations. For example,
7634 * D3D spot lights are slightly different from GL spot lights.
7635 * - We can now implement drawing transformed vertices using the GLSL pipe,
7636 * instead of using the immediate mode fallback.
7637 * - Similarly, we don't need the fallback for certain combinations of
7638 * material sources anymore.
7639 * - Implement vertex blending and vertex tweening.
7640 * - Handle WINED3D_TSS_TEXCOORD_INDEX in the shader, instead of duplicating
7641 * attribute arrays in load_tex_coords().
7642 * - Per-vertex point sizes. */
7643 const struct wined3d_vertex_pipe_ops glsl_vertex_pipe =
7645 glsl_vertex_pipe_vp_enable,
7646 glsl_vertex_pipe_vp_get_caps,
7647 glsl_vertex_pipe_vp_alloc,
7648 glsl_vertex_pipe_vp_free,
7649 glsl_vertex_pipe_vp_states,
7652 static void glsl_fragment_pipe_enable(const struct wined3d_gl_info *gl_info, BOOL enable)
7654 /* Nothing to do. */
7657 static void glsl_fragment_pipe_get_caps(const struct wined3d_gl_info *gl_info, struct fragment_caps *caps)
7659 caps->wined3d_caps = WINED3D_FRAGMENT_CAP_PROJ_CONTROL
7660 | WINED3D_FRAGMENT_CAP_SRGB_WRITE
7661 | WINED3D_FRAGMENT_CAP_COLOR_KEY;
7662 caps->PrimitiveMiscCaps = WINED3DPMISCCAPS_TSSARGTEMP
7663 | WINED3DPMISCCAPS_PERSTAGECONSTANT;
7664 caps->TextureOpCaps = WINED3DTEXOPCAPS_DISABLE
7665 | WINED3DTEXOPCAPS_SELECTARG1
7666 | WINED3DTEXOPCAPS_SELECTARG2
7667 | WINED3DTEXOPCAPS_MODULATE4X
7668 | WINED3DTEXOPCAPS_MODULATE2X
7669 | WINED3DTEXOPCAPS_MODULATE
7670 | WINED3DTEXOPCAPS_ADDSIGNED2X
7671 | WINED3DTEXOPCAPS_ADDSIGNED
7672 | WINED3DTEXOPCAPS_ADD
7673 | WINED3DTEXOPCAPS_SUBTRACT
7674 | WINED3DTEXOPCAPS_ADDSMOOTH
7675 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
7676 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
7677 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
7678 | WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
7679 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
7680 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
7681 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
7682 | WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
7683 | WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
7684 | WINED3DTEXOPCAPS_DOTPRODUCT3
7685 | WINED3DTEXOPCAPS_MULTIPLYADD
7686 | WINED3DTEXOPCAPS_LERP
7687 | WINED3DTEXOPCAPS_BUMPENVMAP
7688 | WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE;
7689 caps->MaxTextureBlendStages = 8;
7690 caps->MaxSimultaneousTextures = min(gl_info->limits.fragment_samplers, 8);
7693 static void *glsl_fragment_pipe_alloc(const struct wined3d_shader_backend_ops *shader_backend, void *shader_priv)
7695 struct shader_glsl_priv *priv;
7697 if (shader_backend == &glsl_shader_backend)
7699 priv = shader_priv;
7701 if (wine_rb_init(&priv->ffp_fragment_shaders, &wined3d_ffp_frag_program_rb_functions) == -1)
7703 ERR("Failed to initialize rbtree.\n");
7704 return NULL;
7707 return priv;
7710 FIXME("GLSL fragment pipe without GLSL shader backend not implemented.\n");
7712 return NULL;
7715 static void shader_glsl_free_ffp_fragment_shader(struct wine_rb_entry *entry, void *context)
7717 struct glsl_ffp_fragment_shader *shader = WINE_RB_ENTRY_VALUE(entry,
7718 struct glsl_ffp_fragment_shader, entry.entry);
7719 struct glsl_shader_prog_link *program, *program2;
7720 struct glsl_ffp_destroy_ctx *ctx = context;
7722 LIST_FOR_EACH_ENTRY_SAFE(program, program2, &shader->linked_programs,
7723 struct glsl_shader_prog_link, ps.shader_entry)
7725 delete_glsl_program_entry(ctx->priv, ctx->gl_info, program);
7727 ctx->gl_info->gl_ops.ext.p_glDeleteShader(shader->id);
7728 HeapFree(GetProcessHeap(), 0, shader);
7731 /* Context activation is done by the caller. */
7732 static void glsl_fragment_pipe_free(struct wined3d_device *device)
7734 struct shader_glsl_priv *priv = device->fragment_priv;
7735 struct glsl_ffp_destroy_ctx ctx;
7737 ctx.priv = priv;
7738 ctx.gl_info = &device->adapter->gl_info;
7739 wine_rb_destroy(&priv->ffp_fragment_shaders, shader_glsl_free_ffp_fragment_shader, &ctx);
7742 static void glsl_fragment_pipe_shader(struct wined3d_context *context,
7743 const struct wined3d_state *state, DWORD state_id)
7745 context->last_was_pshader = use_ps(state);
7747 context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_PIXEL;
7750 static void glsl_fragment_pipe_fog(struct wined3d_context *context,
7751 const struct wined3d_state *state, DWORD state_id)
7753 BOOL use_vshader = use_vs(state);
7754 enum fogsource new_source;
7755 DWORD fogstart = state->render_states[WINED3D_RS_FOGSTART];
7756 DWORD fogend = state->render_states[WINED3D_RS_FOGEND];
7758 context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_PIXEL;
7760 if (!state->render_states[WINED3D_RS_FOGENABLE])
7761 return;
7763 if (state->render_states[WINED3D_RS_FOGTABLEMODE] == WINED3D_FOG_NONE)
7765 if (use_vshader)
7766 new_source = FOGSOURCE_VS;
7767 else if (state->render_states[WINED3D_RS_FOGVERTEXMODE] == WINED3D_FOG_NONE || context->stream_info.position_transformed)
7768 new_source = FOGSOURCE_COORD;
7769 else
7770 new_source = FOGSOURCE_FFP;
7772 else
7774 new_source = FOGSOURCE_FFP;
7777 if (new_source != context->fog_source || fogstart == fogend)
7779 context->fog_source = new_source;
7780 state_fogstartend(context, state, STATE_RENDER(WINED3D_RS_FOGSTART));
7784 static void glsl_fragment_pipe_vdecl(struct wined3d_context *context,
7785 const struct wined3d_state *state, DWORD state_id)
7787 if (!isStateDirty(context, STATE_RENDER(WINED3D_RS_FOGENABLE)))
7788 glsl_fragment_pipe_fog(context, state, state_id);
7791 static void glsl_fragment_pipe_tex_transform(struct wined3d_context *context,
7792 const struct wined3d_state *state, DWORD state_id)
7794 context->shader_update_mask |= 1 << WINED3D_SHADER_TYPE_PIXEL;
7797 static void glsl_fragment_pipe_invalidate_constants(struct wined3d_context *context,
7798 const struct wined3d_state *state, DWORD state_id)
7800 context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_PS;
7803 static void glsl_fragment_pipe_alpha_test(struct wined3d_context *context,
7804 const struct wined3d_state *state, DWORD state_id)
7806 const struct wined3d_gl_info *gl_info = context->gl_info;
7807 int glParm;
7808 float ref;
7810 TRACE("context %p, state %p, state_id %#x.\n", context, state, state_id);
7812 if (state->render_states[WINED3D_RS_ALPHATESTENABLE])
7814 gl_info->gl_ops.gl.p_glEnable(GL_ALPHA_TEST);
7815 checkGLcall("glEnable GL_ALPHA_TEST");
7817 else
7819 gl_info->gl_ops.gl.p_glDisable(GL_ALPHA_TEST);
7820 checkGLcall("glDisable GL_ALPHA_TEST");
7821 return;
7824 ref = ((float)state->render_states[WINED3D_RS_ALPHAREF]) / 255.0f;
7825 glParm = wined3d_gl_compare_func(state->render_states[WINED3D_RS_ALPHAFUNC]);
7827 if (glParm)
7829 gl_info->gl_ops.gl.p_glAlphaFunc(glParm, ref);
7830 checkGLcall("glAlphaFunc");
7834 static void glsl_fragment_pipe_color_key(struct wined3d_context *context,
7835 const struct wined3d_state *state, DWORD state_id)
7837 context->constant_update_mask |= WINED3D_SHADER_CONST_FFP_COLOR_KEY;
7840 static const struct StateEntryTemplate glsl_fragment_pipe_state_template[] =
7842 {STATE_VDECL, {STATE_VDECL, glsl_fragment_pipe_vdecl }, WINED3D_GL_EXT_NONE },
7843 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
7844 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
7845 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
7846 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
7847 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
7848 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
7849 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
7850 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
7851 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
7852 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
7853 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
7854 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
7855 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
7856 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
7857 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
7858 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
7859 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
7860 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
7861 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
7862 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
7863 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
7864 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
7865 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
7866 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
7867 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
7868 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
7869 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
7870 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
7871 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
7872 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
7873 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
7874 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
7875 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
7876 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
7877 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
7878 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
7879 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
7880 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
7881 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
7882 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
7883 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
7884 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
7885 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
7886 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
7887 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
7888 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
7889 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
7890 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
7891 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
7892 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
7893 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
7894 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
7895 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
7896 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
7897 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
7898 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
7899 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
7900 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
7901 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
7902 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
7903 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
7904 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
7905 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
7906 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
7907 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
7908 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
7909 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
7910 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
7911 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
7912 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
7913 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
7914 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
7915 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
7916 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), glsl_fragment_pipe_shader }, WINED3D_GL_EXT_NONE },
7917 {STATE_RENDER(WINED3D_RS_ALPHAFUNC), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
7918 {STATE_RENDER(WINED3D_RS_ALPHAREF), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), NULL }, WINED3D_GL_EXT_NONE },
7919 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE), glsl_fragment_pipe_alpha_test }, WINED3D_GL_EXT_NONE },
7920 {STATE_RENDER(WINED3D_RS_COLORKEYENABLE), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
7921 {STATE_COLOR_KEY, { STATE_COLOR_KEY, glsl_fragment_pipe_color_key }, WINED3D_GL_EXT_NONE },
7922 {STATE_RENDER(WINED3D_RS_FOGENABLE), {STATE_RENDER(WINED3D_RS_FOGENABLE), glsl_fragment_pipe_fog }, WINED3D_GL_EXT_NONE },
7923 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE), {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
7924 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE), {STATE_RENDER(WINED3D_RS_FOGENABLE), NULL }, WINED3D_GL_EXT_NONE },
7925 {STATE_RENDER(WINED3D_RS_FOGSTART), {STATE_RENDER(WINED3D_RS_FOGSTART), state_fogstartend }, WINED3D_GL_EXT_NONE },
7926 {STATE_RENDER(WINED3D_RS_FOGEND), {STATE_RENDER(WINED3D_RS_FOGSTART), NULL }, WINED3D_GL_EXT_NONE },
7927 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), state_srgbwrite }, ARB_FRAMEBUFFER_SRGB},
7928 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL), NULL }, WINED3D_GL_EXT_NONE },
7929 {STATE_RENDER(WINED3D_RS_FOGCOLOR), {STATE_RENDER(WINED3D_RS_FOGCOLOR), state_fogcolor }, WINED3D_GL_EXT_NONE },
7930 {STATE_RENDER(WINED3D_RS_FOGDENSITY), {STATE_RENDER(WINED3D_RS_FOGDENSITY), state_fogdensity }, WINED3D_GL_EXT_NONE },
7931 {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 },
7932 {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 },
7933 {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 },
7934 {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 },
7935 {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 },
7936 {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 },
7937 {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 },
7938 {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 },
7939 {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
7940 {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
7941 {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
7942 {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
7943 {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
7944 {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
7945 {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
7946 {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
7947 {STATE_RENDER(WINED3D_RS_SPECULARENABLE), {STATE_RENDER(WINED3D_RS_SPECULARENABLE), glsl_fragment_pipe_invalidate_constants}, WINED3D_GL_EXT_NONE },
7948 {0 /* Terminate */, {0, 0 }, WINED3D_GL_EXT_NONE },
7951 static BOOL glsl_fragment_pipe_alloc_context_data(struct wined3d_context *context)
7953 return TRUE;
7956 static void glsl_fragment_pipe_free_context_data(struct wined3d_context *context)
7960 const struct fragment_pipeline glsl_fragment_pipe =
7962 glsl_fragment_pipe_enable,
7963 glsl_fragment_pipe_get_caps,
7964 glsl_fragment_pipe_alloc,
7965 glsl_fragment_pipe_free,
7966 glsl_fragment_pipe_alloc_context_data,
7967 glsl_fragment_pipe_free_context_data,
7968 shader_glsl_color_fixup_supported,
7969 glsl_fragment_pipe_state_template,