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.
37 #include "wined3d_private.h"
39 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
40 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
41 WINE_DECLARE_DEBUG_CHANNEL(winediag
);
43 #define WINED3D_GLSL_SAMPLE_PROJECTED 0x01
44 #define WINED3D_GLSL_SAMPLE_LOD 0x02
45 #define WINED3D_GLSL_SAMPLE_GRAD 0x04
46 #define WINED3D_GLSL_SAMPLE_LOAD 0x08
47 #define WINED3D_GLSL_SAMPLE_OFFSET 0x10
51 unsigned int coord_size
;
52 unsigned int resinfo_size
;
53 const char *type_part
;
55 resource_type_info
[] =
57 {0, 0, ""}, /* WINED3D_SHADER_RESOURCE_NONE */
58 {1, 1, "Buffer"}, /* WINED3D_SHADER_RESOURCE_BUFFER */
59 {1, 1, "1D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1D */
60 {2, 2, "2D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2D */
61 {2, 2, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMS */
62 {3, 3, "3D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_3D */
63 {3, 2, "Cube"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBE */
64 {2, 2, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY */
65 {3, 3, "2DArray"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY */
66 {3, 3, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY */
67 {4, 3, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY */
72 enum wined3d_data_type data_type
;
73 const char *glsl_scalar_type
;
74 const char *glsl_vector_type
;
76 component_type_info
[] =
78 {WINED3D_DATA_FLOAT
, "float", "vec"}, /* WINED3D_TYPE_UNKNOWN */
79 {WINED3D_DATA_UINT
, "uint", "uvec"}, /* WINED3D_TYPE_UINT */
80 {WINED3D_DATA_INT
, "int", "ivec"}, /* WINED3D_TYPE_INT */
81 {WINED3D_DATA_FLOAT
, "float", "vec"}, /* WINED3D_TYPE_FLOAT */
95 struct glsl_sample_function
97 struct wined3d_string_buffer
*name
;
98 unsigned int coord_mask
;
99 unsigned int deriv_mask
;
100 enum wined3d_data_type data_type
;
101 BOOL output_single_component
;
102 unsigned int offset_size
;
107 HEAP_NODE_TRAVERSE_LEFT
,
108 HEAP_NODE_TRAVERSE_RIGHT
,
112 struct constant_entry
115 unsigned int version
;
120 struct constant_entry
*entries
;
122 unsigned int *positions
;
126 /* GLSL shader private data */
127 struct shader_glsl_priv
129 struct wined3d_string_buffer shader_buffer
;
130 struct wined3d_string_buffer_list string_buffers
;
131 struct wine_rb_tree program_lookup
;
132 struct constant_heap vconst_heap
;
133 struct constant_heap pconst_heap
;
134 unsigned char *stack
;
135 UINT next_constant_version
;
137 const struct wined3d_vertex_pipe_ops
*vertex_pipe
;
138 const struct wined3d_fragment_pipe_ops
*fragment_pipe
;
139 struct wine_rb_tree ffp_vertex_shaders
;
140 struct wine_rb_tree ffp_fragment_shaders
;
141 BOOL ffp_proj_control
;
142 BOOL legacy_lighting
;
145 struct glsl_vs_program
147 struct list shader_entry
;
149 GLenum vertex_color_clamp
;
150 GLint uniform_f_locations
[WINED3D_MAX_VS_CONSTS_F
];
151 GLint uniform_i_locations
[WINED3D_MAX_CONSTS_I
];
152 GLint uniform_b_locations
[WINED3D_MAX_CONSTS_B
];
153 GLint pos_fixup_location
;
154 GLint base_vertex_id_location
;
156 GLint modelview_matrix_location
[MAX_VERTEX_BLENDS
];
157 GLint projection_matrix_location
;
158 GLint normal_matrix_location
;
159 GLint texture_matrix_location
[WINED3D_MAX_TEXTURES
];
160 GLint material_ambient_location
;
161 GLint material_diffuse_location
;
162 GLint material_specular_location
;
163 GLint material_emissive_location
;
164 GLint material_shininess_location
;
165 GLint light_ambient_location
;
180 } light_location
[WINED3D_MAX_ACTIVE_LIGHTS
];
181 GLint pointsize_location
;
182 GLint pointsize_min_location
;
183 GLint pointsize_max_location
;
184 GLint pointsize_c_att_location
;
185 GLint pointsize_l_att_location
;
186 GLint pointsize_q_att_location
;
187 GLint clip_planes_location
;
190 struct glsl_hs_program
192 struct list shader_entry
;
196 struct glsl_ds_program
198 struct list shader_entry
;
201 GLint pos_fixup_location
;
204 struct glsl_gs_program
206 struct list shader_entry
;
209 GLint pos_fixup_location
;
212 struct glsl_ps_program
214 struct list shader_entry
;
216 GLint uniform_f_locations
[WINED3D_MAX_PS_CONSTS_F
];
217 GLint uniform_i_locations
[WINED3D_MAX_CONSTS_I
];
218 GLint uniform_b_locations
[WINED3D_MAX_CONSTS_B
];
219 GLint bumpenv_mat_location
[WINED3D_MAX_TEXTURES
];
220 GLint bumpenv_lum_scale_location
[WINED3D_MAX_TEXTURES
];
221 GLint bumpenv_lum_offset_location
[WINED3D_MAX_TEXTURES
];
222 GLint tss_constant_location
[WINED3D_MAX_TEXTURES
];
223 GLint tex_factor_location
;
224 GLint specular_enable_location
;
225 GLint fog_color_location
;
226 GLint fog_density_location
;
227 GLint fog_end_location
;
228 GLint fog_scale_location
;
229 GLint alpha_test_ref_location
;
230 GLint ycorrection_location
;
231 GLint np2_fixup_location
;
232 GLint color_key_location
;
233 const struct ps_np2fixup_info
*np2_fixup_info
;
236 struct glsl_cs_program
238 struct list shader_entry
;
242 /* Struct to maintain data about a linked GLSL program */
243 struct glsl_shader_prog_link
245 struct wine_rb_entry program_lookup_entry
;
246 struct glsl_vs_program vs
;
247 struct glsl_hs_program hs
;
248 struct glsl_ds_program ds
;
249 struct glsl_gs_program gs
;
250 struct glsl_ps_program ps
;
251 struct glsl_cs_program cs
;
253 DWORD constant_update_mask
;
254 unsigned int constant_version
;
255 DWORD shader_controlled_clip_distances
: 1;
256 DWORD clip_distance_mask
: 8; /* WINED3D_MAX_CLIP_DISTANCES, 8 */
260 struct glsl_program_key
270 struct shader_glsl_ctx_priv
272 const struct wined3d_gl_info
*gl_info
;
273 const struct vs_compile_args
*cur_vs_args
;
274 const struct ds_compile_args
*cur_ds_args
;
275 const struct ps_compile_args
*cur_ps_args
;
276 struct ps_np2fixup_info
*cur_np2fixup_info
;
277 struct wined3d_string_buffer_list
*string_buffers
;
280 struct glsl_context_data
282 struct glsl_shader_prog_link
*glsl_program
;
283 GLenum vertex_color_clamp
;
284 BOOL rasterization_disabled
;
287 struct glsl_ps_compiled_shader
289 struct ps_compile_args args
;
290 struct ps_np2fixup_info np2fixup
;
294 struct glsl_vs_compiled_shader
296 struct vs_compile_args args
;
300 struct glsl_hs_compiled_shader
305 struct glsl_ds_compiled_shader
307 struct ds_compile_args args
;
311 struct glsl_gs_compiled_shader
313 struct gs_compile_args args
;
317 struct glsl_cs_compiled_shader
322 struct glsl_shader_private
326 struct glsl_vs_compiled_shader
*vs
;
327 struct glsl_hs_compiled_shader
*hs
;
328 struct glsl_ds_compiled_shader
*ds
;
329 struct glsl_gs_compiled_shader
*gs
;
330 struct glsl_ps_compiled_shader
*ps
;
331 struct glsl_cs_compiled_shader
*cs
;
333 unsigned int num_gl_shaders
, shader_array_size
;
336 struct glsl_ffp_vertex_shader
338 struct wined3d_ffp_vs_desc desc
;
340 struct list linked_programs
;
343 struct glsl_ffp_fragment_shader
345 struct ffp_frag_desc entry
;
347 struct list linked_programs
;
350 struct glsl_ffp_destroy_ctx
352 struct shader_glsl_priv
*priv
;
353 const struct wined3d_context_gl
*context_gl
;
356 static void shader_glsl_generate_shader_epilogue(const struct wined3d_shader_context
*ctx
);
358 static const char *debug_gl_shader_type(GLenum type
)
362 #define WINED3D_TO_STR(u) case u: return #u
363 WINED3D_TO_STR(GL_VERTEX_SHADER
);
364 WINED3D_TO_STR(GL_TESS_CONTROL_SHADER
);
365 WINED3D_TO_STR(GL_TESS_EVALUATION_SHADER
);
366 WINED3D_TO_STR(GL_GEOMETRY_SHADER
);
367 WINED3D_TO_STR(GL_FRAGMENT_SHADER
);
368 WINED3D_TO_STR(GL_COMPUTE_SHADER
);
369 #undef WINED3D_TO_STR
371 return wine_dbg_sprintf("UNKNOWN(%#x)", type
);
375 static const char *shader_glsl_get_prefix(enum wined3d_shader_type type
)
379 case WINED3D_SHADER_TYPE_VERTEX
:
382 case WINED3D_SHADER_TYPE_HULL
:
385 case WINED3D_SHADER_TYPE_DOMAIN
:
388 case WINED3D_SHADER_TYPE_GEOMETRY
:
391 case WINED3D_SHADER_TYPE_PIXEL
:
394 case WINED3D_SHADER_TYPE_COMPUTE
:
398 FIXME("Unhandled shader type %#x.\n", type
);
403 static unsigned int shader_glsl_get_version(const struct wined3d_gl_info
*gl_info
)
405 if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(4, 40))
407 else if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 50))
409 else if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 30))
415 static void shader_glsl_add_version_declaration(struct wined3d_string_buffer
*buffer
,
416 const struct wined3d_gl_info
*gl_info
)
418 shader_addline(buffer
, "#version %u\n", shader_glsl_get_version(gl_info
));
421 static unsigned int shader_glsl_full_ffp_varyings(const struct wined3d_gl_info
*gl_info
)
423 /* On core profile we have to also count diffuse and specular colours and
424 * the fog coordinate. */
425 return gl_info
->limits
.glsl_varyings
>= (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
]
426 ? WINED3D_MAX_TEXTURES
* 4 : (WINED3D_MAX_TEXTURES
+ 2) * 4 + 1);
429 static void shader_glsl_append_imm_vec(struct wined3d_string_buffer
*buffer
,
430 const float *values
, unsigned int size
, const struct wined3d_gl_info
*gl_info
)
432 const int *int_values
= (const int *)values
;
436 if (!gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
439 shader_addline(buffer
, "vec%u(", size
);
441 for (i
= 0; i
< size
; ++i
)
443 wined3d_ftoa(values
[i
], str
);
444 shader_addline(buffer
, i
? ", %s" : "%s", str
);
448 shader_addline(buffer
, ")");
453 shader_addline(buffer
, "intBitsToFloat(");
455 shader_addline(buffer
, "ivec%u(", size
);
457 for (i
= 0; i
< size
; ++i
)
459 wined3d_ftoa(values
[i
], str
);
460 shader_addline(buffer
, i
? ", %#x /* %s */" : "%#x /* %s */", int_values
[i
], str
);
464 shader_addline(buffer
, ")");
465 shader_addline(buffer
, ")");
468 static void shader_glsl_append_imm_ivec(struct wined3d_string_buffer
*buffer
,
469 const int *values
, unsigned int size
)
473 if (!size
|| size
> 4)
475 ERR("Invalid vector size %u.\n", size
);
480 shader_addline(buffer
, "ivec%u(", size
);
482 for (i
= 0; i
< size
; ++i
)
483 shader_addline(buffer
, i
? ", %#x" : "%#x", values
[i
]);
486 shader_addline(buffer
, ")");
489 static const char *get_info_log_line(const char **ptr
)
494 if (!(q
= strstr(p
, "\n")))
496 if (!*p
) return NULL
;
505 /* Context activation is done by the caller. */
506 void print_glsl_info_log(const struct wined3d_gl_info
*gl_info
, GLuint id
, BOOL program
)
511 if (!WARN_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
515 GL_EXTCALL(glGetProgramiv(id
, GL_INFO_LOG_LENGTH
, &length
));
517 GL_EXTCALL(glGetShaderiv(id
, GL_INFO_LOG_LENGTH
, &length
));
519 /* A size of 1 is just a null-terminated string, so the log should be bigger than
520 * that if there are errors. */
523 const char *ptr
, *line
;
525 log
= heap_alloc(length
);
526 /* The info log is supposed to be zero-terminated, but at least some
527 * versions of fglrx don't terminate the string properly. The reported
528 * length does include the terminator, so explicitly set it to zero
532 GL_EXTCALL(glGetProgramInfoLog(id
, length
, NULL
, log
));
534 GL_EXTCALL(glGetShaderInfoLog(id
, length
, NULL
, log
));
537 if (gl_info
->quirks
& WINED3D_QUIRK_INFO_LOG_SPAM
)
539 WARN("Info log received from GLSL shader #%u:\n", id
);
540 while ((line
= get_info_log_line(&ptr
))) WARN(" %.*s", (int)(ptr
- line
), line
);
544 FIXME("Info log received from GLSL shader #%u:\n", id
);
545 while ((line
= get_info_log_line(&ptr
))) FIXME(" %.*s", (int)(ptr
- line
), line
);
551 /* Context activation is done by the caller. */
552 static void shader_glsl_compile(const struct wined3d_gl_info
*gl_info
, GLuint shader
, const char *src
)
554 const char *ptr
, *line
;
556 TRACE("Compiling shader object %u.\n", shader
);
558 if (TRACE_ON(d3d_shader
))
561 while ((line
= get_info_log_line(&ptr
))) TRACE_(d3d_shader
)(" %.*s", (int)(ptr
- line
), line
);
564 GL_EXTCALL(glShaderSource(shader
, 1, &src
, NULL
));
565 checkGLcall("glShaderSource");
566 GL_EXTCALL(glCompileShader(shader
));
567 checkGLcall("glCompileShader");
568 print_glsl_info_log(gl_info
, shader
, FALSE
);
571 /* Context activation is done by the caller. */
572 static void shader_glsl_dump_program_source(const struct wined3d_gl_info
*gl_info
, GLuint program
)
574 GLint i
, shader_count
, source_size
= -1;
578 GL_EXTCALL(glGetProgramiv(program
, GL_ATTACHED_SHADERS
, &shader_count
));
579 if (!(shaders
= heap_calloc(shader_count
, sizeof(*shaders
))))
581 ERR("Failed to allocate shader array memory.\n");
585 GL_EXTCALL(glGetAttachedShaders(program
, shader_count
, NULL
, shaders
));
586 for (i
= 0; i
< shader_count
; ++i
)
588 const char *ptr
, *line
;
591 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_SHADER_SOURCE_LENGTH
, &tmp
));
593 if (source_size
< tmp
)
597 if (!(source
= heap_alloc_zero(tmp
)))
599 ERR("Failed to allocate %d bytes for shader source.\n", tmp
);
606 FIXME("Shader %u:\n", shaders
[i
]);
607 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_SHADER_TYPE
, &tmp
));
608 FIXME(" GL_SHADER_TYPE: %s.\n", debug_gl_shader_type(tmp
));
609 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_COMPILE_STATUS
, &tmp
));
610 FIXME(" GL_COMPILE_STATUS: %d.\n", tmp
);
614 GL_EXTCALL(glGetShaderSource(shaders
[i
], source_size
, NULL
, source
));
615 while ((line
= get_info_log_line(&ptr
))) FIXME(" %.*s", (int)(ptr
- line
), line
);
623 /* Context activation is done by the caller. */
624 void shader_glsl_validate_link(const struct wined3d_gl_info
*gl_info
, GLuint program
)
628 if (!TRACE_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
631 GL_EXTCALL(glGetProgramiv(program
, GL_LINK_STATUS
, &tmp
));
634 FIXME("Program %u link status invalid.\n", program
);
635 shader_glsl_dump_program_source(gl_info
, program
);
638 print_glsl_info_log(gl_info
, program
, TRUE
);
641 static BOOL
shader_glsl_use_layout_qualifier(const struct wined3d_gl_info
*gl_info
)
643 /* Layout qualifiers were introduced in GLSL 1.40. The Nvidia Legacy GPU
644 * driver (series 340.xx) doesn't parse layout qualifiers in older GLSL
646 return shader_glsl_get_version(gl_info
) >= 140;
649 static BOOL
shader_glsl_use_layout_binding_qualifier(const struct wined3d_gl_info
*gl_info
)
651 return gl_info
->supported
[ARB_SHADING_LANGUAGE_420PACK
] && shader_glsl_use_layout_qualifier(gl_info
);
654 static void shader_glsl_init_uniform_block_bindings(const struct wined3d_gl_info
*gl_info
,
655 struct shader_glsl_priv
*priv
, GLuint program_id
,
656 const struct wined3d_shader_reg_maps
*reg_maps
)
658 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
659 struct wined3d_string_buffer
*name
;
660 unsigned int i
, base
, count
;
663 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
666 name
= string_buffer_get(&priv
->string_buffers
);
667 wined3d_gl_limits_get_uniform_block_range(&gl_info
->limits
, reg_maps
->shader_version
.type
, &base
, &count
);
668 for (i
= 0; i
< count
; ++i
)
670 if (!reg_maps
->cb_sizes
[i
])
673 string_buffer_sprintf(name
, "block_%s_cb%u", prefix
, i
);
674 block_idx
= GL_EXTCALL(glGetUniformBlockIndex(program_id
, name
->buffer
));
675 GL_EXTCALL(glUniformBlockBinding(program_id
, block_idx
, base
+ i
));
677 checkGLcall("glUniformBlockBinding");
678 string_buffer_release(&priv
->string_buffers
, name
);
681 /* Context activation is done by the caller. */
682 static void shader_glsl_load_samplers_range(const struct wined3d_gl_info
*gl_info
,
683 struct shader_glsl_priv
*priv
, GLuint program_id
, const char *prefix
,
684 unsigned int base
, unsigned int count
, const DWORD
*tex_unit_map
)
686 struct wined3d_string_buffer
*sampler_name
= string_buffer_get(&priv
->string_buffers
);
687 unsigned int i
, mapped_unit
;
690 for (i
= 0; i
< count
; ++i
)
692 string_buffer_sprintf(sampler_name
, "%s_sampler%u", prefix
, i
);
693 name_loc
= GL_EXTCALL(glGetUniformLocation(program_id
, sampler_name
->buffer
));
697 mapped_unit
= tex_unit_map
? tex_unit_map
[base
+ i
] : base
+ i
;
698 if (mapped_unit
== WINED3D_UNMAPPED_STAGE
|| mapped_unit
>= gl_info
->limits
.combined_samplers
)
700 ERR("Trying to load sampler %s on unsupported unit %u.\n", sampler_name
->buffer
, mapped_unit
);
704 TRACE("Loading sampler %s on unit %u.\n", sampler_name
->buffer
, mapped_unit
);
705 GL_EXTCALL(glUniform1i(name_loc
, mapped_unit
));
707 checkGLcall("Load sampler bindings");
708 string_buffer_release(&priv
->string_buffers
, sampler_name
);
711 static unsigned int shader_glsl_map_tex_unit(const struct wined3d_context
*context
,
712 const struct wined3d_shader_version
*shader_version
, unsigned int sampler_idx
)
714 const struct wined3d_context_gl
*context_gl
= wined3d_context_gl_const(context
);
715 const unsigned int *tex_unit_map
;
716 unsigned int base
, count
;
718 tex_unit_map
= wined3d_context_gl_get_tex_unit_mapping(context_gl
, shader_version
, &base
, &count
);
719 if (sampler_idx
>= count
)
720 return WINED3D_UNMAPPED_STAGE
;
722 return base
+ sampler_idx
;
723 return tex_unit_map
[base
+ sampler_idx
];
726 static void shader_glsl_append_sampler_binding_qualifier(struct wined3d_string_buffer
*buffer
,
727 const struct wined3d_context
*context
, const struct wined3d_shader_version
*shader_version
,
728 unsigned int sampler_idx
)
730 unsigned int mapped_unit
= shader_glsl_map_tex_unit(context
, shader_version
, sampler_idx
);
731 if (mapped_unit
!= WINED3D_UNMAPPED_STAGE
)
732 shader_addline(buffer
, "layout(binding = %u)\n", mapped_unit
);
734 ERR("Unmapped sampler %u.\n", sampler_idx
);
737 /* Context activation is done by the caller. */
738 static void shader_glsl_load_samplers(const struct wined3d_context
*context
,
739 struct shader_glsl_priv
*priv
, GLuint program_id
, const struct wined3d_shader_reg_maps
*reg_maps
)
741 const struct wined3d_context_gl
*context_gl
= wined3d_context_gl_const(context
);
742 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
743 const struct wined3d_shader_version
*shader_version
;
744 const unsigned int *tex_unit_map
;
745 unsigned int base
, count
;
748 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
751 shader_version
= reg_maps
? ®_maps
->shader_version
: NULL
;
752 prefix
= shader_glsl_get_prefix(shader_version
? shader_version
->type
: WINED3D_SHADER_TYPE_PIXEL
);
753 tex_unit_map
= wined3d_context_gl_get_tex_unit_mapping(context_gl
, shader_version
, &base
, &count
);
754 shader_glsl_load_samplers_range(gl_info
, priv
, program_id
, prefix
, base
, count
, tex_unit_map
);
757 static void shader_glsl_load_icb(const struct wined3d_gl_info
*gl_info
, struct shader_glsl_priv
*priv
,
758 GLuint program_id
, const struct wined3d_shader_reg_maps
*reg_maps
)
760 const struct wined3d_shader_immediate_constant_buffer
*icb
= reg_maps
->icb
;
764 struct wined3d_string_buffer
*icb_name
= string_buffer_get(&priv
->string_buffers
);
765 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
768 string_buffer_sprintf(icb_name
, "%s_icb", prefix
);
769 icb_location
= GL_EXTCALL(glGetUniformLocation(program_id
, icb_name
->buffer
));
770 GL_EXTCALL(glUniform4fv(icb_location
, icb
->vec4_count
, (const GLfloat
*)icb
->data
));
771 checkGLcall("Load immediate constant buffer");
773 string_buffer_release(&priv
->string_buffers
, icb_name
);
777 /* Context activation is done by the caller. */
778 static void shader_glsl_load_images(const struct wined3d_gl_info
*gl_info
, struct shader_glsl_priv
*priv
,
779 GLuint program_id
, const struct wined3d_shader_reg_maps
*reg_maps
)
781 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
782 struct wined3d_string_buffer
*name
;
786 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
789 name
= string_buffer_get(&priv
->string_buffers
);
790 for (i
= 0; i
< MAX_UNORDERED_ACCESS_VIEWS
; ++i
)
792 if (!reg_maps
->uav_resource_info
[i
].type
)
795 string_buffer_sprintf(name
, "%s_image%u", prefix
, i
);
796 location
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
800 TRACE("Loading image %s on unit %u.\n", name
->buffer
, i
);
801 GL_EXTCALL(glUniform1i(location
, i
));
803 checkGLcall("Load image bindings");
804 string_buffer_release(&priv
->string_buffers
, name
);
807 /* Context activation is done by the caller. */
808 static void shader_glsl_load_program_resources(const struct wined3d_context_gl
*context_gl
,
809 struct shader_glsl_priv
*priv
, GLuint program_id
, const struct wined3d_shader
*shader
)
811 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
813 shader_glsl_init_uniform_block_bindings(context_gl
->gl_info
, priv
, program_id
, reg_maps
);
814 shader_glsl_load_icb(context_gl
->gl_info
, priv
, program_id
, reg_maps
);
815 /* Texture unit mapping is set up to be the same each time the shader
816 * program is used so we can hardcode the sampler uniform values. */
817 shader_glsl_load_samplers(&context_gl
->c
, priv
, program_id
, reg_maps
);
820 static void append_transform_feedback_varying(const char **varyings
, unsigned int *varying_count
,
821 char **strings
, unsigned int *strings_length
, struct wined3d_string_buffer
*buffer
)
823 if (varyings
&& *strings
)
825 char *ptr
= *strings
;
827 varyings
[*varying_count
] = ptr
;
829 memcpy(ptr
, buffer
->buffer
, buffer
->content_size
+ 1);
830 ptr
+= buffer
->content_size
+ 1;
835 *strings_length
+= buffer
->content_size
+ 1;
839 static void append_transform_feedback_skip_components(const char **varyings
,
840 unsigned int *varying_count
, char **strings
, unsigned int *strings_length
,
841 struct wined3d_string_buffer
*buffer
, unsigned int component_count
)
845 for (j
= 0; j
< component_count
/ 4; ++j
)
847 string_buffer_sprintf(buffer
, "gl_SkipComponents4");
848 append_transform_feedback_varying(varyings
, varying_count
, strings
, strings_length
, buffer
);
850 if (component_count
% 4)
852 string_buffer_sprintf(buffer
, "gl_SkipComponents%u", component_count
% 4);
853 append_transform_feedback_varying(varyings
, varying_count
, strings
, strings_length
, buffer
);
857 static BOOL
shader_glsl_generate_transform_feedback_varyings(struct wined3d_string_buffer
*buffer
,
858 const char **varyings
, unsigned int *varying_count
, char *strings
, unsigned int *strings_length
,
859 GLenum buffer_mode
, struct wined3d_shader
*shader
)
861 const struct wined3d_stream_output_desc
*so_desc
= shader
->u
.gs
.so_desc
;
862 unsigned int buffer_idx
, count
, length
, highest_output_slot
, stride
;
863 unsigned int i
, register_idx
, component_idx
;
864 BOOL have_varyings_to_record
= FALSE
;
867 highest_output_slot
= 0;
868 for (buffer_idx
= 0; buffer_idx
< WINED3D_MAX_STREAM_OUTPUT_BUFFERS
; ++buffer_idx
)
872 for (i
= 0; i
< so_desc
->element_count
; ++i
)
874 const struct wined3d_stream_output_element
*e
= &so_desc
->elements
[i
];
876 highest_output_slot
= max(highest_output_slot
, e
->output_slot
);
877 if (e
->output_slot
!= buffer_idx
)
882 FIXME("Unhandled stream %u.\n", e
->stream_idx
);
886 stride
+= e
->component_count
;
888 if (!e
->semantic_name
)
890 append_transform_feedback_skip_components(varyings
, &count
,
891 &strings
, &length
, buffer
, e
->component_count
);
895 if (!shader_get_stream_output_register_info(shader
, e
, ®ister_idx
, &component_idx
))
898 if (component_idx
|| e
->component_count
!= 4)
900 if (so_desc
->rasterizer_stream_idx
!= WINED3D_NO_RASTERIZER_STREAM
)
902 FIXME("Unsupported component range %u-%u.\n", component_idx
, e
->component_count
);
903 append_transform_feedback_skip_components(varyings
, &count
,
904 &strings
, &length
, buffer
, e
->component_count
);
908 string_buffer_sprintf(buffer
, "shader_in_out.reg%u_%u_%u",
909 register_idx
, component_idx
, component_idx
+ e
->component_count
- 1);
910 append_transform_feedback_varying(varyings
, &count
, &strings
, &length
, buffer
);
914 string_buffer_sprintf(buffer
, "shader_in_out.reg%u", register_idx
);
915 append_transform_feedback_varying(varyings
, &count
, &strings
, &length
, buffer
);
918 have_varyings_to_record
= TRUE
;
921 if (buffer_idx
< so_desc
->buffer_stride_count
922 && stride
< so_desc
->buffer_strides
[buffer_idx
] / 4)
924 unsigned int component_count
= so_desc
->buffer_strides
[buffer_idx
] / 4 - stride
;
925 append_transform_feedback_skip_components(varyings
, &count
,
926 &strings
, &length
, buffer
, component_count
);
929 if (highest_output_slot
<= buffer_idx
)
932 if (buffer_mode
== GL_INTERLEAVED_ATTRIBS
)
934 string_buffer_sprintf(buffer
, "gl_NextBuffer");
935 append_transform_feedback_varying(varyings
, &count
, &strings
, &length
, buffer
);
940 *varying_count
= count
;
942 *strings_length
= length
;
944 return have_varyings_to_record
;
947 static void shader_glsl_init_transform_feedback(const struct wined3d_context_gl
*context_gl
,
948 struct shader_glsl_priv
*priv
, GLuint program_id
, struct wined3d_shader
*shader
)
950 const struct wined3d_stream_output_desc
*so_desc
= shader
->u
.gs
.so_desc
;
951 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
952 struct wined3d_string_buffer
*buffer
;
953 unsigned int i
, count
, length
;
954 const char **varyings
;
961 if (gl_info
->supported
[ARB_TRANSFORM_FEEDBACK3
])
963 mode
= GL_INTERLEAVED_ATTRIBS
;
967 unsigned int element_count
[WINED3D_MAX_STREAM_OUTPUT_BUFFERS
] = {0};
969 for (i
= 0; i
< so_desc
->element_count
; ++i
)
971 if (!so_desc
->elements
[i
].semantic_name
)
973 FIXME("ARB_transform_feedback3 is needed for stream output gaps.\n");
976 ++element_count
[so_desc
->elements
[i
].output_slot
];
979 if (element_count
[0] == so_desc
->element_count
)
981 mode
= GL_INTERLEAVED_ATTRIBS
;
985 mode
= GL_SEPARATE_ATTRIBS
;
986 for (i
= 0; i
< ARRAY_SIZE(element_count
); ++i
)
988 if (element_count
[i
] != 1)
991 for (; i
< ARRAY_SIZE(element_count
); ++i
)
993 if (element_count
[i
])
995 FIXME("Only single element per buffer is allowed in separate mode.\n");
1002 buffer
= string_buffer_get(&priv
->string_buffers
);
1004 if (!shader_glsl_generate_transform_feedback_varyings(buffer
, NULL
, &count
, NULL
, &length
, mode
, shader
))
1006 FIXME("No varyings to record, disabling transform feedback.\n");
1007 shader
->u
.gs
.so_desc
= NULL
;
1008 string_buffer_release(&priv
->string_buffers
, buffer
);
1012 if (!(varyings
= heap_calloc(count
, sizeof(*varyings
))))
1014 ERR("Out of memory.\n");
1015 string_buffer_release(&priv
->string_buffers
, buffer
);
1018 if (!(strings
= heap_calloc(length
, sizeof(*strings
))))
1020 ERR("Out of memory.\n");
1021 heap_free(varyings
);
1022 string_buffer_release(&priv
->string_buffers
, buffer
);
1026 shader_glsl_generate_transform_feedback_varyings(buffer
, varyings
, NULL
, strings
, NULL
, mode
, shader
);
1027 GL_EXTCALL(glTransformFeedbackVaryings(program_id
, count
, varyings
, mode
));
1028 checkGLcall("glTransformFeedbackVaryings");
1030 heap_free(varyings
);
1032 string_buffer_release(&priv
->string_buffers
, buffer
);
1035 /* Context activation is done by the caller. */
1036 static void walk_constant_heap(const struct wined3d_gl_info
*gl_info
, const struct wined3d_vec4
*constants
,
1037 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
1039 unsigned int start
= ~0U, end
= 0;
1041 unsigned int heap_idx
= 1;
1044 if (heap
->entries
[heap_idx
].version
<= version
) return;
1046 idx
= heap
->entries
[heap_idx
].idx
;
1047 if (constant_locations
[idx
] != -1)
1049 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
1051 while (stack_idx
>= 0)
1053 /* Note that we fall through to the next case statement. */
1054 switch(stack
[stack_idx
])
1056 case HEAP_NODE_TRAVERSE_LEFT
:
1058 unsigned int left_idx
= heap_idx
<< 1;
1059 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
1061 heap_idx
= left_idx
;
1062 idx
= heap
->entries
[heap_idx
].idx
;
1063 if (constant_locations
[idx
] != -1)
1071 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
1072 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
1077 case HEAP_NODE_TRAVERSE_RIGHT
:
1079 unsigned int right_idx
= (heap_idx
<< 1) + 1;
1080 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
1082 heap_idx
= right_idx
;
1083 idx
= heap
->entries
[heap_idx
].idx
;
1084 if (constant_locations
[idx
] != -1)
1092 stack
[stack_idx
++] = HEAP_NODE_POP
;
1093 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
1105 GL_EXTCALL(glUniform4fv(constant_locations
[start
], end
- start
+ 1, &constants
[start
].x
));
1106 checkGLcall("walk_constant_heap()");
1109 /* Context activation is done by the caller. */
1110 static void apply_clamped_constant(const struct wined3d_gl_info
*gl_info
,
1111 GLint location
, const struct wined3d_vec4
*data
)
1113 GLfloat clamped_constant
[4];
1115 if (location
== -1) return;
1117 clamped_constant
[0] = data
->x
< -1.0f
? -1.0f
: data
->x
> 1.0f
? 1.0f
: data
->x
;
1118 clamped_constant
[1] = data
->y
< -1.0f
? -1.0f
: data
->y
> 1.0f
? 1.0f
: data
->y
;
1119 clamped_constant
[2] = data
->z
< -1.0f
? -1.0f
: data
->z
> 1.0f
? 1.0f
: data
->z
;
1120 clamped_constant
[3] = data
->w
< -1.0f
? -1.0f
: data
->w
> 1.0f
? 1.0f
: data
->w
;
1122 GL_EXTCALL(glUniform4fv(location
, 1, clamped_constant
));
1125 /* Context activation is done by the caller. */
1126 static void walk_constant_heap_clamped(const struct wined3d_gl_info
*gl_info
,
1127 const struct wined3d_vec4
*constants
, const GLint
*constant_locations
,
1128 const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
1131 unsigned int heap_idx
= 1;
1134 if (heap
->entries
[heap_idx
].version
<= version
) return;
1136 idx
= heap
->entries
[heap_idx
].idx
;
1137 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
]);
1138 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
1140 while (stack_idx
>= 0)
1142 /* Note that we fall through to the next case statement. */
1143 switch(stack
[stack_idx
])
1145 case HEAP_NODE_TRAVERSE_LEFT
:
1147 unsigned int left_idx
= heap_idx
<< 1;
1148 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
1150 heap_idx
= left_idx
;
1151 idx
= heap
->entries
[heap_idx
].idx
;
1152 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
]);
1154 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
1155 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
1160 case HEAP_NODE_TRAVERSE_RIGHT
:
1162 unsigned int right_idx
= (heap_idx
<< 1) + 1;
1163 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
1165 heap_idx
= right_idx
;
1166 idx
= heap
->entries
[heap_idx
].idx
;
1167 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
]);
1169 stack
[stack_idx
++] = HEAP_NODE_POP
;
1170 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
1181 checkGLcall("walk_constant_heap_clamped()");
1184 /* Context activation is done by the caller. */
1185 static void shader_glsl_load_constants_f(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
1186 const struct wined3d_vec4
*constants
, const GLint
*constant_locations
, const struct constant_heap
*heap
,
1187 unsigned char *stack
, unsigned int version
)
1189 const struct wined3d_shader_lconst
*lconst
;
1191 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
1192 if (shader
->reg_maps
.shader_version
.major
== 1
1193 && shader
->reg_maps
.shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
1194 walk_constant_heap_clamped(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
1196 walk_constant_heap(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
1198 if (!shader
->load_local_constsF
)
1200 TRACE("No need to load local float constants for this shader.\n");
1204 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
1205 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
1207 GL_EXTCALL(glUniform4fv(constant_locations
[lconst
->idx
], 1, (const GLfloat
*)lconst
->value
));
1209 checkGLcall("glUniform4fv()");
1212 /* Context activation is done by the caller. */
1213 static void shader_glsl_load_constants_i(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
1214 const struct wined3d_ivec4
*constants
, const GLint locations
[WINED3D_MAX_CONSTS_I
], WORD constants_set
)
1219 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
1221 if (!(constants_set
& 1)) continue;
1223 /* We found this uniform name in the program - go ahead and send the data */
1224 GL_EXTCALL(glUniform4iv(locations
[i
], 1, &constants
[i
].x
));
1227 /* Load immediate constants */
1228 ptr
= list_head(&shader
->constantsI
);
1231 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
1232 unsigned int idx
= lconst
->idx
;
1233 const GLint
*values
= (const GLint
*)lconst
->value
;
1235 /* We found this uniform name in the program - go ahead and send the data */
1236 GL_EXTCALL(glUniform4iv(locations
[idx
], 1, values
));
1237 ptr
= list_next(&shader
->constantsI
, ptr
);
1239 checkGLcall("glUniform4iv()");
1242 /* Context activation is done by the caller. */
1243 static void shader_glsl_load_constantsB(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
1244 const GLint locations
[WINED3D_MAX_CONSTS_B
], const BOOL
*constants
, WORD constants_set
)
1249 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
1251 if (!(constants_set
& 1)) continue;
1253 GL_EXTCALL(glUniform1iv(locations
[i
], 1, &constants
[i
]));
1256 /* Load immediate constants */
1257 ptr
= list_head(&shader
->constantsB
);
1260 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
1261 unsigned int idx
= lconst
->idx
;
1262 const GLint
*values
= (const GLint
*)lconst
->value
;
1264 GL_EXTCALL(glUniform1iv(locations
[idx
], 1, values
));
1265 ptr
= list_next(&shader
->constantsB
, ptr
);
1267 checkGLcall("glUniform1iv()");
1270 static void reset_program_constant_version(struct wine_rb_entry
*entry
, void *context
)
1272 WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
)->constant_version
= 0;
1275 /* Context activation is done by the caller (state handler). */
1276 static void shader_glsl_load_np2fixup_constants(const struct glsl_ps_program
*ps
,
1277 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
1283 np2fixup_constants
[WINED3D_MAX_FRAGMENT_SAMPLERS
];
1284 UINT fixup
= ps
->np2_fixup_info
->active
;
1287 for (i
= 0; fixup
; fixup
>>= 1, ++i
)
1289 const struct wined3d_texture
*tex
= state
->textures
[i
];
1290 unsigned char idx
= ps
->np2_fixup_info
->idx
[i
];
1294 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
1298 np2fixup_constants
[idx
].sx
= tex
->pow2_matrix
[0];
1299 np2fixup_constants
[idx
].sy
= tex
->pow2_matrix
[5];
1302 GL_EXTCALL(glUniform4fv(ps
->np2_fixup_location
, ps
->np2_fixup_info
->num_consts
, &np2fixup_constants
[0].sx
));
1305 static void transpose_matrix(struct wined3d_matrix
*out
, const struct wined3d_matrix
*m
)
1307 struct wined3d_matrix temp
;
1310 for (i
= 0; i
< 4; ++i
)
1311 for (j
= 0; j
< 4; ++j
)
1312 (&temp
._11
)[4 * j
+ i
] = (&m
->_11
)[4 * i
+ j
];
1317 static void shader_glsl_ffp_vertex_normalmatrix_uniform(const struct wined3d_context_gl
*context_gl
,
1318 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1320 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1321 struct wined3d_matrix mv
;
1324 if (prog
->vs
.normal_matrix_location
== -1)
1327 get_modelview_matrix(&context_gl
->c
, state
, 0, &mv
);
1328 compute_normal_matrix(mat
, context_gl
->c
.d3d_info
->wined3d_creation_flags
& WINED3D_LEGACY_FFP_LIGHTING
, &mv
);
1330 GL_EXTCALL(glUniformMatrix3fv(prog
->vs
.normal_matrix_location
, 1, FALSE
, mat
));
1331 checkGLcall("glUniformMatrix3fv");
1334 static void shader_glsl_ffp_vertex_texmatrix_uniform(const struct wined3d_context_gl
*context_gl
,
1335 const struct wined3d_state
*state
, unsigned int tex
, struct glsl_shader_prog_link
*prog
)
1337 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1338 struct wined3d_matrix mat
;
1340 if (tex
>= WINED3D_MAX_TEXTURES
)
1342 if (prog
->vs
.texture_matrix_location
[tex
] == -1)
1345 get_texture_matrix(&context_gl
->c
, state
, tex
, &mat
);
1346 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.texture_matrix_location
[tex
], 1, FALSE
, &mat
._11
));
1347 checkGLcall("glUniformMatrix4fv");
1350 static void shader_glsl_ffp_vertex_material_uniform(const struct wined3d_context_gl
*context_gl
,
1351 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1353 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1355 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
1357 GL_EXTCALL(glUniform4fv(prog
->vs
.material_specular_location
, 1, &state
->material
.specular
.r
));
1358 GL_EXTCALL(glUniform1f(prog
->vs
.material_shininess_location
, state
->material
.power
));
1362 static const float black
[] = {0.0f
, 0.0f
, 0.0f
, 0.0f
};
1364 GL_EXTCALL(glUniform4fv(prog
->vs
.material_specular_location
, 1, black
));
1366 GL_EXTCALL(glUniform4fv(prog
->vs
.material_ambient_location
, 1, &state
->material
.ambient
.r
));
1367 GL_EXTCALL(glUniform4fv(prog
->vs
.material_diffuse_location
, 1, &state
->material
.diffuse
.r
));
1368 GL_EXTCALL(glUniform4fv(prog
->vs
.material_emissive_location
, 1, &state
->material
.emissive
.r
));
1369 checkGLcall("setting FFP material uniforms");
1372 static void shader_glsl_ffp_vertex_lightambient_uniform(const struct wined3d_context_gl
*context_gl
,
1373 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1375 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1376 struct wined3d_color color
;
1378 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_AMBIENT
]);
1379 GL_EXTCALL(glUniform3fv(prog
->vs
.light_ambient_location
, 1, &color
.r
));
1380 checkGLcall("glUniform3fv");
1383 static void shader_glsl_ffp_vertex_light_uniform(const struct wined3d_context_gl
*context_gl
,
1384 const struct wined3d_state
*state
, unsigned int light
, const struct wined3d_light_info
*light_info
,
1385 struct glsl_shader_prog_link
*prog
)
1387 const struct wined3d_matrix
*view
= &state
->transforms
[WINED3D_TS_VIEW
];
1388 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1389 struct wined3d_vec4 vec4
;
1391 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].diffuse
, 1, &light_info
->OriginalParms
.diffuse
.r
));
1392 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].specular
, 1, &light_info
->OriginalParms
.specular
.r
));
1393 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].ambient
, 1, &light_info
->OriginalParms
.ambient
.r
));
1395 switch (light_info
->OriginalParms
.type
)
1397 case WINED3D_LIGHT_POINT
:
1398 wined3d_vec4_transform(&vec4
, &light_info
->position
, view
);
1399 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1400 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].range
, light_info
->OriginalParms
.range
));
1401 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].c_att
, light_info
->OriginalParms
.attenuation0
));
1402 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].l_att
, light_info
->OriginalParms
.attenuation1
));
1403 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].q_att
, light_info
->OriginalParms
.attenuation2
));
1406 case WINED3D_LIGHT_SPOT
:
1407 wined3d_vec4_transform(&vec4
, &light_info
->position
, view
);
1408 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1410 wined3d_vec4_transform(&vec4
, &light_info
->direction
, view
);
1411 GL_EXTCALL(glUniform3fv(prog
->vs
.light_location
[light
].direction
, 1, &vec4
.x
));
1413 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].range
, light_info
->OriginalParms
.range
));
1414 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].falloff
, light_info
->OriginalParms
.falloff
));
1415 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].c_att
, light_info
->OriginalParms
.attenuation0
));
1416 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].l_att
, light_info
->OriginalParms
.attenuation1
));
1417 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].q_att
, light_info
->OriginalParms
.attenuation2
));
1418 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].cos_htheta
, cosf(light_info
->OriginalParms
.theta
/ 2.0f
)));
1419 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].cos_hphi
, cosf(light_info
->OriginalParms
.phi
/ 2.0f
)));
1422 case WINED3D_LIGHT_DIRECTIONAL
:
1423 wined3d_vec4_transform(&vec4
, &light_info
->direction
, view
);
1424 GL_EXTCALL(glUniform3fv(prog
->vs
.light_location
[light
].direction
, 1, &vec4
.x
));
1427 case WINED3D_LIGHT_PARALLELPOINT
:
1428 wined3d_vec4_transform(&vec4
, &light_info
->position
, view
);
1429 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1433 FIXME("Unrecognized light type %#x.\n", light_info
->OriginalParms
.type
);
1435 checkGLcall("setting FFP lights uniforms");
1438 static void shader_glsl_pointsize_uniform(const struct wined3d_context_gl
*context_gl
,
1439 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1441 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1445 get_pointsize_minmax(&context_gl
->c
, state
, &min
, &max
);
1447 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_min_location
, min
));
1448 checkGLcall("glUniform1f");
1449 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_max_location
, max
));
1450 checkGLcall("glUniform1f");
1452 get_pointsize(&context_gl
->c
, state
, &size
, att
);
1454 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_location
, size
));
1455 checkGLcall("glUniform1f");
1456 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_c_att_location
, att
[0]));
1457 checkGLcall("glUniform1f");
1458 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_l_att_location
, att
[1]));
1459 checkGLcall("glUniform1f");
1460 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_q_att_location
, att
[2]));
1461 checkGLcall("glUniform1f");
1464 static void shader_glsl_load_fog_uniform(const struct wined3d_context_gl
*context_gl
,
1465 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1467 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1468 struct wined3d_color color
;
1469 float start
, end
, scale
;
1476 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_FOGCOLOR
]);
1477 GL_EXTCALL(glUniform4fv(prog
->ps
.fog_color_location
, 1, &color
.r
));
1478 tmpvalue
.d
= state
->render_states
[WINED3D_RS_FOGDENSITY
];
1479 GL_EXTCALL(glUniform1f(prog
->ps
.fog_density_location
, tmpvalue
.f
));
1480 get_fog_start_end(&context_gl
->c
, state
, &start
, &end
);
1481 scale
= 1.0f
/ (end
- start
);
1482 GL_EXTCALL(glUniform1f(prog
->ps
.fog_end_location
, end
));
1483 GL_EXTCALL(glUniform1f(prog
->ps
.fog_scale_location
, scale
));
1484 checkGLcall("fog emulation uniforms");
1487 static void shader_glsl_clip_plane_uniform(const struct wined3d_context_gl
*context_gl
,
1488 const struct wined3d_state
*state
, unsigned int index
, struct glsl_shader_prog_link
*prog
)
1490 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1491 struct wined3d_matrix matrix
;
1492 struct wined3d_vec4 plane
;
1494 plane
= state
->clip_planes
[index
];
1496 /* Clip planes are affected by the view transform in d3d for FFP draws. */
1499 invert_matrix(&matrix
, &state
->transforms
[WINED3D_TS_VIEW
]);
1500 transpose_matrix(&matrix
, &matrix
);
1501 wined3d_vec4_transform(&plane
, &plane
, &matrix
);
1504 GL_EXTCALL(glUniform4fv(prog
->vs
.clip_planes_location
+ index
, 1, &plane
.x
));
1507 /* Context activation is done by the caller (state handler). */
1508 static void shader_glsl_load_color_key_constant(const struct glsl_ps_program
*ps
,
1509 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
1511 struct wined3d_color float_key
[2];
1512 const struct wined3d_texture
*texture
= state
->textures
[0];
1514 wined3d_format_get_float_color_key(texture
->resource
.format
, &texture
->async
.src_blt_color_key
, float_key
);
1515 GL_EXTCALL(glUniform4fv(ps
->color_key_location
, 2, &float_key
[0].r
));
1518 /* Context activation is done by the caller (state handler). */
1519 static void shader_glsl_load_constants(void *shader_priv
, struct wined3d_context
*context
,
1520 const struct wined3d_state
*state
)
1522 const struct wined3d_shader
*vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
1523 const struct wined3d_shader
*pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
1524 const struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
1525 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
1526 struct glsl_shader_prog_link
*prog
= ctx_data
->glsl_program
;
1527 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1528 float position_fixup
[4 * WINED3D_MAX_VIEWPORTS
];
1529 struct shader_glsl_priv
*priv
= shader_priv
;
1530 unsigned int constant_version
;
1534 /* No GLSL program set - nothing to do. */
1538 constant_version
= prog
->constant_version
;
1539 update_mask
= context
->constant_update_mask
& prog
->constant_update_mask
;
1541 if (update_mask
& WINED3D_SHADER_CONST_VS_F
)
1542 shader_glsl_load_constants_f(vshader
, gl_info
, state
->vs_consts_f
,
1543 prog
->vs
.uniform_f_locations
, &priv
->vconst_heap
, priv
->stack
, constant_version
);
1545 if (update_mask
& WINED3D_SHADER_CONST_VS_I
)
1546 shader_glsl_load_constants_i(vshader
, gl_info
, state
->vs_consts_i
,
1547 prog
->vs
.uniform_i_locations
, vshader
->reg_maps
.integer_constants
);
1549 if (update_mask
& WINED3D_SHADER_CONST_VS_B
)
1550 shader_glsl_load_constantsB(vshader
, gl_info
, prog
->vs
.uniform_b_locations
, state
->vs_consts_b
,
1551 vshader
->reg_maps
.boolean_constants
);
1553 if (update_mask
& WINED3D_SHADER_CONST_VS_CLIP_PLANES
)
1555 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
1556 shader_glsl_clip_plane_uniform(context_gl
, state
, i
, prog
);
1559 if (update_mask
& WINED3D_SHADER_CONST_VS_POINTSIZE
)
1560 shader_glsl_pointsize_uniform(context_gl
, state
, prog
);
1562 if (update_mask
& WINED3D_SHADER_CONST_POS_FIXUP
)
1564 unsigned int fixup_count
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
] ?
1565 max(state
->viewport_count
, 1) : 1;
1566 shader_get_position_fixup(context
, state
, fixup_count
, position_fixup
);
1567 if (state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
])
1568 GL_EXTCALL(glUniform4fv(prog
->gs
.pos_fixup_location
, fixup_count
, position_fixup
));
1569 else if (state
->shader
[WINED3D_SHADER_TYPE_DOMAIN
])
1570 GL_EXTCALL(glUniform4fv(prog
->ds
.pos_fixup_location
, 1, position_fixup
));
1572 GL_EXTCALL(glUniform4fv(prog
->vs
.pos_fixup_location
, 1, position_fixup
));
1573 checkGLcall("glUniform4fv");
1576 if (update_mask
& WINED3D_SHADER_CONST_BASE_VERTEX_ID
)
1578 GL_EXTCALL(glUniform1i(prog
->vs
.base_vertex_id_location
, state
->base_vertex_index
));
1579 checkGLcall("base vertex id");
1582 if (update_mask
& WINED3D_SHADER_CONST_FFP_MODELVIEW
)
1584 struct wined3d_matrix mat
;
1586 get_modelview_matrix(context
, state
, 0, &mat
);
1587 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.modelview_matrix_location
[0], 1, FALSE
, &mat
._11
));
1588 checkGLcall("glUniformMatrix4fv");
1590 shader_glsl_ffp_vertex_normalmatrix_uniform(context_gl
, state
, prog
);
1593 if (update_mask
& WINED3D_SHADER_CONST_FFP_VERTEXBLEND
)
1595 struct wined3d_matrix mat
;
1597 for (i
= 1; i
< MAX_VERTEX_BLENDS
; ++i
)
1599 if (prog
->vs
.modelview_matrix_location
[i
] == -1)
1602 get_modelview_matrix(context
, state
, i
, &mat
);
1603 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.modelview_matrix_location
[i
], 1, FALSE
, &mat
._11
));
1604 checkGLcall("glUniformMatrix4fv");
1608 if (update_mask
& WINED3D_SHADER_CONST_FFP_PROJ
)
1610 struct wined3d_matrix projection
;
1612 get_projection_matrix(context
, state
, &projection
);
1613 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.projection_matrix_location
, 1, FALSE
, &projection
._11
));
1614 checkGLcall("glUniformMatrix4fv");
1617 if (update_mask
& WINED3D_SHADER_CONST_FFP_TEXMATRIX
)
1619 for (i
= 0; i
< WINED3D_MAX_TEXTURES
; ++i
)
1620 shader_glsl_ffp_vertex_texmatrix_uniform(context_gl
, state
, i
, prog
);
1623 if (update_mask
& WINED3D_SHADER_CONST_FFP_MATERIAL
)
1624 shader_glsl_ffp_vertex_material_uniform(context_gl
, state
, prog
);
1626 if (update_mask
& WINED3D_SHADER_CONST_FFP_LIGHTS
)
1628 unsigned int point_idx
, spot_idx
, directional_idx
, parallel_point_idx
;
1629 DWORD point_count
= 0;
1630 DWORD spot_count
= 0;
1631 DWORD directional_count
= 0;
1632 DWORD parallel_point_count
= 0;
1634 for (i
= 0; i
< WINED3D_MAX_ACTIVE_LIGHTS
; ++i
)
1636 if (!state
->light_state
.lights
[i
])
1639 switch (state
->light_state
.lights
[i
]->OriginalParms
.type
)
1641 case WINED3D_LIGHT_POINT
:
1644 case WINED3D_LIGHT_SPOT
:
1647 case WINED3D_LIGHT_DIRECTIONAL
:
1648 ++directional_count
;
1650 case WINED3D_LIGHT_PARALLELPOINT
:
1651 ++parallel_point_count
;
1654 FIXME("Unhandled light type %#x.\n", state
->light_state
.lights
[i
]->OriginalParms
.type
);
1659 spot_idx
= point_idx
+ point_count
;
1660 directional_idx
= spot_idx
+ spot_count
;
1661 parallel_point_idx
= directional_idx
+ directional_count
;
1663 shader_glsl_ffp_vertex_lightambient_uniform(context_gl
, state
, prog
);
1664 for (i
= 0; i
< WINED3D_MAX_ACTIVE_LIGHTS
; ++i
)
1666 const struct wined3d_light_info
*light_info
= state
->light_state
.lights
[i
];
1672 switch (light_info
->OriginalParms
.type
)
1674 case WINED3D_LIGHT_POINT
:
1677 case WINED3D_LIGHT_SPOT
:
1680 case WINED3D_LIGHT_DIRECTIONAL
:
1681 idx
= directional_idx
++;
1683 case WINED3D_LIGHT_PARALLELPOINT
:
1684 idx
= parallel_point_idx
++;
1687 FIXME("Unhandled light type %#x.\n", light_info
->OriginalParms
.type
);
1690 shader_glsl_ffp_vertex_light_uniform(context_gl
, state
, idx
, light_info
, prog
);
1694 if (update_mask
& WINED3D_SHADER_CONST_PS_F
)
1695 shader_glsl_load_constants_f(pshader
, gl_info
, state
->ps_consts_f
,
1696 prog
->ps
.uniform_f_locations
, &priv
->pconst_heap
, priv
->stack
, constant_version
);
1698 if (update_mask
& WINED3D_SHADER_CONST_PS_I
)
1699 shader_glsl_load_constants_i(pshader
, gl_info
, state
->ps_consts_i
,
1700 prog
->ps
.uniform_i_locations
, pshader
->reg_maps
.integer_constants
);
1702 if (update_mask
& WINED3D_SHADER_CONST_PS_B
)
1703 shader_glsl_load_constantsB(pshader
, gl_info
, prog
->ps
.uniform_b_locations
, state
->ps_consts_b
,
1704 pshader
->reg_maps
.boolean_constants
);
1706 if (update_mask
& WINED3D_SHADER_CONST_PS_BUMP_ENV
)
1708 for (i
= 0; i
< WINED3D_MAX_TEXTURES
; ++i
)
1710 if (prog
->ps
.bumpenv_mat_location
[i
] == -1)
1713 GL_EXTCALL(glUniformMatrix2fv(prog
->ps
.bumpenv_mat_location
[i
], 1, 0,
1714 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_MAT00
]));
1716 if (prog
->ps
.bumpenv_lum_scale_location
[i
] != -1)
1718 GL_EXTCALL(glUniform1fv(prog
->ps
.bumpenv_lum_scale_location
[i
], 1,
1719 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LSCALE
]));
1720 GL_EXTCALL(glUniform1fv(prog
->ps
.bumpenv_lum_offset_location
[i
], 1,
1721 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LOFFSET
]));
1725 checkGLcall("bump env uniforms");
1728 if (update_mask
& WINED3D_SHADER_CONST_PS_Y_CORR
)
1730 const struct wined3d_vec4 correction_params
=
1732 /* Position is relative to the framebuffer, not the viewport. */
1733 context
->render_offscreen
? 0.0f
: (float)state
->fb
.render_targets
[0]->height
,
1734 context
->render_offscreen
? 1.0f
: -1.0f
,
1739 GL_EXTCALL(glUniform4fv(prog
->ps
.ycorrection_location
, 1, &correction_params
.x
));
1742 if (update_mask
& WINED3D_SHADER_CONST_PS_NP2_FIXUP
)
1743 shader_glsl_load_np2fixup_constants(&prog
->ps
, gl_info
, state
);
1744 if (update_mask
& WINED3D_SHADER_CONST_FFP_COLOR_KEY
)
1745 shader_glsl_load_color_key_constant(&prog
->ps
, gl_info
, state
);
1747 if (update_mask
& WINED3D_SHADER_CONST_FFP_PS
)
1749 struct wined3d_color color
;
1751 if (prog
->ps
.tex_factor_location
!= -1)
1753 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_TEXTUREFACTOR
]);
1754 GL_EXTCALL(glUniform4fv(prog
->ps
.tex_factor_location
, 1, &color
.r
));
1757 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
1758 GL_EXTCALL(glUniform4f(prog
->ps
.specular_enable_location
, 1.0f
, 1.0f
, 1.0f
, 0.0f
));
1760 GL_EXTCALL(glUniform4f(prog
->ps
.specular_enable_location
, 0.0f
, 0.0f
, 0.0f
, 0.0f
));
1762 for (i
= 0; i
< WINED3D_MAX_TEXTURES
; ++i
)
1764 if (prog
->ps
.tss_constant_location
[i
] == -1)
1767 wined3d_color_from_d3dcolor(&color
, state
->texture_states
[i
][WINED3D_TSS_CONSTANT
]);
1768 GL_EXTCALL(glUniform4fv(prog
->ps
.tss_constant_location
[i
], 1, &color
.r
));
1771 checkGLcall("fixed function uniforms");
1774 if (update_mask
& WINED3D_SHADER_CONST_PS_FOG
)
1775 shader_glsl_load_fog_uniform(context_gl
, state
, prog
);
1777 if (update_mask
& WINED3D_SHADER_CONST_PS_ALPHA_TEST
)
1779 float ref
= wined3d_alpha_ref(state
);
1781 GL_EXTCALL(glUniform1f(prog
->ps
.alpha_test_ref_location
, ref
));
1782 checkGLcall("alpha test emulation uniform");
1785 if (priv
->next_constant_version
== UINT_MAX
)
1787 TRACE("Max constant version reached, resetting to 0.\n");
1788 wine_rb_for_each_entry(&priv
->program_lookup
, reset_program_constant_version
, NULL
);
1789 priv
->next_constant_version
= 1;
1793 prog
->constant_version
= priv
->next_constant_version
++;
1797 static void update_heap_entry(struct constant_heap
*heap
, unsigned int idx
, DWORD new_version
)
1799 struct constant_entry
*entries
= heap
->entries
;
1800 unsigned int *positions
= heap
->positions
;
1801 unsigned int heap_idx
, parent_idx
;
1803 if (!heap
->contained
[idx
])
1805 heap_idx
= heap
->size
++;
1806 heap
->contained
[idx
] = TRUE
;
1810 heap_idx
= positions
[idx
];
1813 while (heap_idx
> 1)
1815 parent_idx
= heap_idx
>> 1;
1817 if (new_version
<= entries
[parent_idx
].version
) break;
1819 entries
[heap_idx
] = entries
[parent_idx
];
1820 positions
[entries
[parent_idx
].idx
] = heap_idx
;
1821 heap_idx
= parent_idx
;
1824 entries
[heap_idx
].version
= new_version
;
1825 entries
[heap_idx
].idx
= idx
;
1826 positions
[idx
] = heap_idx
;
1829 static void shader_glsl_update_float_vertex_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
1831 struct shader_glsl_priv
*priv
= device
->shader_priv
;
1832 struct constant_heap
*heap
= &priv
->vconst_heap
;
1835 for (i
= start
; i
< count
+ start
; ++i
)
1837 update_heap_entry(heap
, i
, priv
->next_constant_version
);
1841 static void shader_glsl_update_float_pixel_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
1843 struct shader_glsl_priv
*priv
= device
->shader_priv
;
1844 struct constant_heap
*heap
= &priv
->pconst_heap
;
1847 for (i
= start
; i
< count
+ start
; ++i
)
1849 update_heap_entry(heap
, i
, priv
->next_constant_version
);
1853 static unsigned int vec4_varyings(DWORD shader_major
, const struct wined3d_gl_info
*gl_info
)
1855 unsigned int ret
= gl_info
->limits
.glsl_varyings
/ 4;
1856 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
1857 if(shader_major
> 3) return ret
;
1859 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
1860 if (gl_info
->quirks
& WINED3D_QUIRK_GLSL_CLIP_VARYING
) ret
-= 1;
1864 static BOOL
needs_legacy_glsl_syntax(const struct wined3d_gl_info
*gl_info
)
1866 return gl_info
->glsl_version
< MAKEDWORD_VERSION(1, 30);
1869 static BOOL
shader_glsl_use_explicit_attrib_location(const struct wined3d_gl_info
*gl_info
)
1871 return gl_info
->supported
[ARB_EXPLICIT_ATTRIB_LOCATION
]
1872 && shader_glsl_use_layout_qualifier(gl_info
) && !needs_legacy_glsl_syntax(gl_info
);
1875 static BOOL
shader_glsl_use_interface_blocks(const struct wined3d_gl_info
*gl_info
)
1877 return shader_glsl_get_version(gl_info
) >= 150;
1880 static const char *get_attribute_keyword(const struct wined3d_gl_info
*gl_info
)
1882 return needs_legacy_glsl_syntax(gl_info
) ? "attribute" : "in";
1885 static void PRINTF_ATTR(4, 5) declare_in_varying(const struct wined3d_gl_info
*gl_info
,
1886 struct wined3d_string_buffer
*buffer
, BOOL flat
, const char *format
, ...)
1891 shader_addline(buffer
, "%s%s ", flat
? "flat " : "",
1892 needs_legacy_glsl_syntax(gl_info
) ? "varying" : "in");
1895 va_start(args
, format
);
1896 ret
= shader_vaddline(buffer
, format
, args
);
1900 if (!string_buffer_resize(buffer
, ret
))
1905 static void PRINTF_ATTR(4, 5) declare_out_varying(const struct wined3d_gl_info
*gl_info
,
1906 struct wined3d_string_buffer
*buffer
, BOOL flat
, const char *format
, ...)
1911 shader_addline(buffer
, "%s%s ", flat
? "flat " : "",
1912 needs_legacy_glsl_syntax(gl_info
) ? "varying" : "out");
1915 va_start(args
, format
);
1916 ret
= shader_vaddline(buffer
, format
, args
);
1920 if (!string_buffer_resize(buffer
, ret
))
1925 static const char *shader_glsl_shader_input_name(const struct wined3d_gl_info
*gl_info
)
1927 return shader_glsl_use_interface_blocks(gl_info
) ? "shader_in.reg" : "ps_link";
1930 static const char *shader_glsl_shader_output_name(const struct wined3d_gl_info
*gl_info
)
1932 return shader_glsl_use_interface_blocks(gl_info
) ? "shader_out.reg" : "ps_link";
1935 static const char *shader_glsl_interpolation_qualifiers(enum wined3d_shader_interpolation_mode mode
)
1939 case WINED3DSIM_CONSTANT
:
1941 case WINED3DSIM_LINEAR_NOPERSPECTIVE
:
1942 return "noperspective ";
1944 FIXME("Unhandled interpolation mode %#x.\n", mode
);
1945 case WINED3DSIM_NONE
:
1946 case WINED3DSIM_LINEAR
:
1951 static enum wined3d_shader_interpolation_mode
wined3d_extract_interpolation_mode(
1952 const DWORD
*packed_interpolation_mode
, unsigned int register_idx
)
1954 return wined3d_extract_bits(packed_interpolation_mode
,
1955 register_idx
* WINED3D_PACKED_INTERPOLATION_BIT_COUNT
, WINED3D_PACKED_INTERPOLATION_BIT_COUNT
);
1958 static void shader_glsl_declare_shader_inputs(const struct wined3d_gl_info
*gl_info
,
1959 struct wined3d_string_buffer
*buffer
, unsigned int element_count
,
1960 const DWORD
*interpolation_mode
, BOOL unroll
)
1962 enum wined3d_shader_interpolation_mode mode
;
1965 if (shader_glsl_use_interface_blocks(gl_info
))
1969 shader_addline(buffer
, "in shader_in_out {\n");
1970 for (i
= 0; i
< element_count
; ++i
)
1972 mode
= wined3d_extract_interpolation_mode(interpolation_mode
, i
);
1973 shader_addline(buffer
, " %svec4 reg%u;\n", shader_glsl_interpolation_qualifiers(mode
), i
);
1975 shader_addline(buffer
, "} shader_in;\n");
1979 shader_addline(buffer
, "in shader_in_out { vec4 reg[%u]; } shader_in;\n", element_count
);
1984 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 ps_link[%u];\n", element_count
);
1988 static BOOL
needs_interpolation_qualifiers_for_shader_outputs(const struct wined3d_gl_info
*gl_info
)
1990 /* In GLSL 4.40+ it is fine to specify interpolation qualifiers only in
1991 * fragment shaders. In older GLSL versions interpolation qualifiers must
1992 * match between shader stages. */
1993 return gl_info
->glsl_version
< MAKEDWORD_VERSION(4, 40);
1996 static void shader_glsl_declare_shader_outputs(const struct wined3d_gl_info
*gl_info
,
1997 struct wined3d_string_buffer
*buffer
, unsigned int element_count
, BOOL rasterizer_setup
,
1998 const DWORD
*interpolation_mode
)
2000 enum wined3d_shader_interpolation_mode mode
;
2003 if (shader_glsl_use_interface_blocks(gl_info
))
2005 if (rasterizer_setup
)
2007 shader_addline(buffer
, "out shader_in_out {\n");
2008 for (i
= 0; i
< element_count
; ++i
)
2010 const char *interpolation_qualifiers
= "";
2011 if (needs_interpolation_qualifiers_for_shader_outputs(gl_info
))
2013 mode
= wined3d_extract_interpolation_mode(interpolation_mode
, i
);
2014 interpolation_qualifiers
= shader_glsl_interpolation_qualifiers(mode
);
2016 shader_addline(buffer
, " %svec4 reg%u;\n", interpolation_qualifiers
, i
);
2018 shader_addline(buffer
, "} shader_out;\n");
2022 shader_addline(buffer
, "out shader_in_out { vec4 reg[%u]; } shader_out;\n", element_count
);
2027 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ps_link[%u];\n", element_count
);
2031 static BOOL
use_legacy_fragment_output(const struct wined3d_gl_info
*gl_info
)
2033 /* Technically 1.30 does support user-defined fragment shader outputs but
2034 * we might not have glBindFragDataLocation() available (i.e. GL version
2035 * might be < 3.0). */
2036 return gl_info
->glsl_version
<= MAKEDWORD_VERSION(1, 30);
2039 static const char *get_fragment_output(const struct wined3d_gl_info
*gl_info
)
2041 return use_legacy_fragment_output(gl_info
) ? "gl_FragData" : "ps_out";
2044 static const char *glsl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type
)
2046 switch (primitive_type
)
2048 case WINED3D_PT_POINTLIST
:
2051 case WINED3D_PT_LINELIST
:
2054 case WINED3D_PT_LINESTRIP
:
2055 return "line_strip";
2057 case WINED3D_PT_TRIANGLELIST
:
2060 case WINED3D_PT_TRIANGLESTRIP
:
2061 return "triangle_strip";
2063 case WINED3D_PT_LINELIST_ADJ
:
2064 return "lines_adjacency";
2066 case WINED3D_PT_TRIANGLELIST_ADJ
:
2067 return "triangles_adjacency";
2070 FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(primitive_type
));
2075 static BOOL
glsl_is_color_reg_read(const struct wined3d_shader
*shader
, unsigned int idx
)
2077 const struct wined3d_shader_signature
*input_signature
= &shader
->input_signature
;
2078 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
2079 DWORD input_reg_used
= shader
->u
.ps
.input_reg_used
;
2082 if (reg_maps
->shader_version
.major
< 3)
2083 return input_reg_used
& (1u << idx
);
2085 for (i
= 0; i
< input_signature
->element_count
; ++i
)
2087 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
2089 if (!(reg_maps
->input_registers
& (1u << input
->register_idx
)))
2092 if (shader_match_semantic(input
->semantic_name
, WINED3D_DECL_USAGE_COLOR
)
2093 && input
->semantic_idx
== idx
)
2094 return input_reg_used
& (1u << input
->register_idx
);
2099 static BOOL
glsl_is_shadow_sampler(const struct wined3d_shader
*shader
,
2100 const struct ps_compile_args
*ps_args
, unsigned int resource_idx
, unsigned int sampler_idx
)
2102 const struct wined3d_shader_version
*version
= &shader
->reg_maps
.shader_version
;
2104 if (version
->major
>= 4)
2105 return shader
->reg_maps
.sampler_comparison_mode
& (1u << sampler_idx
);
2107 return version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& (ps_args
->shadow
& (1u << resource_idx
));
2110 static void shader_glsl_declare_typed_vertex_attribute(struct wined3d_string_buffer
*buffer
,
2111 const struct wined3d_gl_info
*gl_info
, const char *vector_type
, const char *scalar_type
,
2114 shader_addline(buffer
, "%s %s4 vs_in_%s%u;\n",
2115 get_attribute_keyword(gl_info
), vector_type
, scalar_type
, index
);
2116 shader_addline(buffer
, "vec4 vs_in%u = %sBitsToFloat(vs_in_%s%u);\n",
2117 index
, scalar_type
, scalar_type
, index
);
2120 static void shader_glsl_declare_generic_vertex_attribute(struct wined3d_string_buffer
*buffer
,
2121 const struct wined3d_gl_info
*gl_info
, const struct wined3d_shader_signature_element
*e
)
2123 unsigned int index
= e
->register_idx
;
2124 enum wined3d_component_type type
;
2126 if (e
->sysval_semantic
== WINED3D_SV_VERTEX_ID
)
2128 shader_addline(buffer
, "uniform int base_vertex_id;\n");
2129 shader_addline(buffer
, "vec4 vs_in%u = vec4(intBitsToFloat(gl_VertexID - base_vertex_id), 0.0, 0.0, 0.0);\n", index
);
2132 if (e
->sysval_semantic
== WINED3D_SV_INSTANCE_ID
)
2134 shader_addline(buffer
, "vec4 vs_in%u = vec4(intBitsToFloat(gl_InstanceID), 0.0, 0.0, 0.0);\n",
2138 if (e
->sysval_semantic
&& e
->sysval_semantic
!= WINED3D_SV_POSITION
)
2139 FIXME("Unhandled sysval semantic %#x.\n", e
->sysval_semantic
);
2141 if (shader_glsl_use_explicit_attrib_location(gl_info
))
2142 shader_addline(buffer
, "layout(location = %u) ", index
);
2144 type
= e
->component_type
;
2145 if ((unsigned int)type
>= ARRAY_SIZE(component_type_info
))
2147 FIXME("Unhandled type %#x.\n", type
);
2148 type
= WINED3D_TYPE_FLOAT
;
2150 if (type
== WINED3D_TYPE_FLOAT
|| type
== WINED3D_TYPE_UNKNOWN
)
2151 shader_addline(buffer
, "%s vec4 vs_in%u;\n", get_attribute_keyword(gl_info
), index
);
2153 shader_glsl_declare_typed_vertex_attribute(buffer
, gl_info
,
2154 component_type_info
[type
].glsl_vector_type
,
2155 component_type_info
[type
].glsl_scalar_type
, index
);
2158 /** Generate the variable & register declarations for the GLSL output target */
2159 static void shader_generate_glsl_declarations(const struct wined3d_context_gl
*context_gl
,
2160 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
2161 const struct wined3d_shader_reg_maps
*reg_maps
, const struct shader_glsl_ctx_priv
*ctx_priv
)
2163 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
2164 const struct vs_compile_args
*vs_args
= ctx_priv
->cur_vs_args
;
2165 const struct ps_compile_args
*ps_args
= ctx_priv
->cur_ps_args
;
2166 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
2167 const struct wined3d_shader_indexable_temp
*idx_temp_reg
;
2168 unsigned int uniform_block_base
, uniform_block_count
;
2169 enum wined3d_shader_resource_type resource_type
;
2170 const struct wined3d_shader_lconst
*lconst
;
2175 if (wined3d_settings
.strict_shader_math
)
2176 shader_addline(buffer
, "#pragma optionNV(fastmath off)\n");
2178 prefix
= shader_glsl_get_prefix(version
->type
);
2180 /* Prototype the subroutines */
2181 for (i
= 0, map
= reg_maps
->labels
; map
; map
>>= 1, ++i
)
2183 if (map
& 1) shader_addline(buffer
, "void subroutine%u();\n", i
);
2186 if (version
->type
!= WINED3D_SHADER_TYPE_PIXEL
&& version
->type
!= WINED3D_SHADER_TYPE_COMPUTE
)
2188 if (version
->type
== WINED3D_SHADER_TYPE_HULL
)
2189 shader_addline(buffer
, "out gl_PerVertex { invariant vec4 gl_Position; } gl_out[];\n");
2191 shader_addline(buffer
, "invariant gl_Position;\n");
2194 /* Declare the constants (aka uniforms) */
2195 if (shader
->limits
->constant_float
> 0)
2197 unsigned max_constantsF
;
2199 /* Unless the shader uses indirect addressing, always declare the
2200 * maximum array size and ignore that we need some uniforms privately.
2201 * E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup
2202 * and immediate values, still declare VC[256]. If the shader needs
2203 * more uniforms than we have it won't work in any case. If it uses
2204 * less, the compiler will figure out which uniforms are really used
2205 * and strip them out. This allows a shader to use c255 on a dx9 card,
2206 * as long as it doesn't also use all the other constants.
2208 * If the shader uses indirect addressing the compiler must assume
2209 * that all declared uniforms are used. In this case, declare only the
2210 * amount that we're assured to have.
2212 * Thus we run into problems in these two cases:
2213 * 1) The shader really uses more uniforms than supported.
2214 * 2) The shader uses indirect addressing, less constants than
2215 * supported, but uses a constant index > #supported consts. */
2216 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
2218 /* No indirect addressing here. */
2219 max_constantsF
= gl_info
->limits
.glsl_ps_float_constants
;
2223 if (reg_maps
->usesrelconstF
)
2225 /* Subtract the other potential uniforms from the max
2226 * available (bools, ints, and 1 row of projection matrix).
2227 * Subtract another uniform for immediate values, which have
2228 * to be loaded via uniform by the driver as well. The shader
2229 * code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex
2230 * shader code, so one vec4 should be enough. (Unfortunately
2231 * the Nvidia driver doesn't store 128 and -128 in one float).
2233 * Writing gl_ClipVertex requires one uniform for each
2234 * clipplane as well. */
2235 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
- 3;
2236 if (vs_args
->clip_enabled
)
2237 max_constantsF
-= gl_info
->limits
.user_clip_distances
;
2238 max_constantsF
-= wined3d_popcount(reg_maps
->integer_constants
);
2239 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
2240 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
2241 * for now take this into account when calculating the number of available constants
2243 max_constantsF
-= wined3d_popcount(reg_maps
->boolean_constants
);
2244 /* Set by driver quirks in directx.c */
2245 max_constantsF
-= gl_info
->reserved_glsl_constants
;
2247 if (max_constantsF
< shader
->limits
->constant_float
)
2249 static unsigned int once
;
2252 ERR_(winediag
)("The hardware does not support enough uniform components to run this shader,"
2253 " it may not render correctly.\n");
2255 WARN("The hardware does not support enough uniform components to run this shader.\n");
2260 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
;
2263 max_constantsF
= min(shader
->limits
->constant_float
, max_constantsF
);
2264 shader_addline(buffer
, "uniform vec4 %s_c[%u];\n", prefix
, max_constantsF
);
2267 /* Always declare the full set of constants, the compiler can remove the
2268 * unused ones because d3d doesn't (yet) support indirect int and bool
2269 * constant addressing. This avoids problems if the app uses e.g. i0 and i9. */
2270 if (shader
->limits
->constant_int
> 0 && reg_maps
->integer_constants
)
2271 shader_addline(buffer
, "uniform ivec4 %s_i[%u];\n", prefix
, shader
->limits
->constant_int
);
2273 if (shader
->limits
->constant_bool
> 0 && reg_maps
->boolean_constants
)
2274 shader_addline(buffer
, "uniform bool %s_b[%u];\n", prefix
, shader
->limits
->constant_bool
);
2276 /* Declare immediate constant buffer */
2278 shader_addline(buffer
, "uniform vec4 %s_icb[%u];\n", prefix
, reg_maps
->icb
->vec4_count
);
2280 /* Declare constant buffers */
2281 wined3d_gl_limits_get_uniform_block_range(&gl_info
->limits
, version
->type
,
2282 &uniform_block_base
, &uniform_block_count
);
2283 for (i
= 0; i
< min(uniform_block_count
, WINED3D_MAX_CBS
); ++i
)
2285 if (reg_maps
->cb_sizes
[i
])
2287 shader_addline(buffer
, "layout(std140");
2288 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
2289 shader_addline(buffer
, ", binding = %u", uniform_block_base
+ i
);
2290 shader_addline(buffer
, ") uniform block_%s_cb%u { vec4 %s_cb%u[%u]; };\n",
2291 prefix
, i
, prefix
, i
, reg_maps
->cb_sizes
[i
]);
2295 /* Declare texture samplers */
2296 for (i
= 0; i
< reg_maps
->sampler_map
.count
; ++i
)
2298 struct wined3d_shader_sampler_map_entry
*entry
;
2299 const char *sampler_type_prefix
, *sampler_type
;
2300 BOOL shadow_sampler
, tex_rect
;
2302 entry
= ®_maps
->sampler_map
.entries
[i
];
2304 if (entry
->resource_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
2306 ERR("Invalid resource index %u.\n", entry
->resource_idx
);
2310 switch (reg_maps
->resource_info
[entry
->resource_idx
].data_type
)
2312 case WINED3D_DATA_FLOAT
:
2313 case WINED3D_DATA_UNORM
:
2314 case WINED3D_DATA_SNORM
:
2315 sampler_type_prefix
= "";
2318 case WINED3D_DATA_INT
:
2319 sampler_type_prefix
= "i";
2322 case WINED3D_DATA_UINT
:
2323 sampler_type_prefix
= "u";
2327 sampler_type_prefix
= "";
2328 ERR("Unhandled resource data type %#x.\n", reg_maps
->resource_info
[i
].data_type
);
2332 shadow_sampler
= glsl_is_shadow_sampler(shader
, ps_args
, entry
->resource_idx
, entry
->sampler_idx
);
2333 resource_type
= version
->type
== WINED3D_SHADER_TYPE_PIXEL
2334 ? pixelshader_get_resource_type(reg_maps
, entry
->resource_idx
, ps_args
->tex_types
)
2335 : reg_maps
->resource_info
[entry
->resource_idx
].type
;
2337 switch (resource_type
)
2339 case WINED3D_SHADER_RESOURCE_BUFFER
:
2340 sampler_type
= "samplerBuffer";
2343 case WINED3D_SHADER_RESOURCE_TEXTURE_1D
:
2345 sampler_type
= "sampler1DShadow";
2347 sampler_type
= "sampler1D";
2350 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
2351 tex_rect
= version
->type
== WINED3D_SHADER_TYPE_PIXEL
2352 && (ps_args
->np2_fixup
& (1u << entry
->resource_idx
))
2353 && gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
2357 sampler_type
= "sampler2DRectShadow";
2359 sampler_type
= "sampler2DShadow";
2364 sampler_type
= "sampler2DRect";
2366 sampler_type
= "sampler2D";
2370 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
2372 FIXME("Unsupported 3D shadow sampler.\n");
2373 sampler_type
= "sampler3D";
2376 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
2378 sampler_type
= "samplerCubeShadow";
2380 sampler_type
= "samplerCube";
2383 case WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY
:
2385 sampler_type
= "sampler1DArrayShadow";
2387 sampler_type
= "sampler1DArray";
2390 case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
:
2392 sampler_type
= "sampler2DArrayShadow";
2394 sampler_type
= "sampler2DArray";
2397 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY
:
2399 sampler_type
= "samplerCubeArrayShadow";
2401 sampler_type
= "samplerCubeArray";
2404 case WINED3D_SHADER_RESOURCE_TEXTURE_2DMS
:
2405 sampler_type
= "sampler2DMS";
2408 case WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY
:
2409 sampler_type
= "sampler2DMSArray";
2413 sampler_type
= "unsupported_sampler";
2414 FIXME("Unhandled resource type %#x.\n", resource_type
);
2418 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
2419 shader_glsl_append_sampler_binding_qualifier(buffer
, &context_gl
->c
, version
, entry
->bind_idx
);
2420 shader_addline(buffer
, "uniform %s%s %s_sampler%u;\n",
2421 sampler_type_prefix
, sampler_type
, prefix
, entry
->bind_idx
);
2424 /* Declare images */
2425 for (i
= 0; i
< ARRAY_SIZE(reg_maps
->uav_resource_info
); ++i
)
2427 const char *image_type_prefix
, *image_type
, *read_format
;
2429 if (!reg_maps
->uav_resource_info
[i
].type
)
2432 switch (reg_maps
->uav_resource_info
[i
].data_type
)
2434 case WINED3D_DATA_FLOAT
:
2435 case WINED3D_DATA_UNORM
:
2436 case WINED3D_DATA_SNORM
:
2437 image_type_prefix
= "";
2438 read_format
= "r32f";
2441 case WINED3D_DATA_INT
:
2442 image_type_prefix
= "i";
2443 read_format
= "r32i";
2446 case WINED3D_DATA_UINT
:
2447 image_type_prefix
= "u";
2448 read_format
= "r32ui";
2452 image_type_prefix
= "";
2454 ERR("Unhandled resource data type %#x.\n", reg_maps
->uav_resource_info
[i
].data_type
);
2458 switch (reg_maps
->uav_resource_info
[i
].type
)
2460 case WINED3D_SHADER_RESOURCE_BUFFER
:
2461 image_type
= "imageBuffer";
2464 case WINED3D_SHADER_RESOURCE_TEXTURE_1D
:
2465 image_type
= "image1D";
2468 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
2469 image_type
= "image2D";
2472 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
2473 image_type
= "image3D";
2476 case WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY
:
2477 image_type
= "image1DArray";
2480 case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
:
2481 image_type
= "image2DArray";
2485 image_type
= "unsupported_image";
2486 FIXME("Unhandled resource type %#x.\n", reg_maps
->uav_resource_info
[i
].type
);
2490 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
2491 shader_addline(buffer
, "layout(binding = %u)\n", i
);
2492 if (reg_maps
->uav_read_mask
& (1u << i
))
2493 shader_addline(buffer
, "layout(%s) uniform %s%s %s_image%u;\n",
2494 read_format
, image_type_prefix
, image_type
, prefix
, i
);
2496 shader_addline(buffer
, "writeonly uniform %s%s %s_image%u;\n",
2497 image_type_prefix
, image_type
, prefix
, i
);
2499 if (reg_maps
->uav_counter_mask
& (1u << i
))
2500 shader_addline(buffer
, "layout(binding = %u) uniform atomic_uint %s_counter%u;\n",
2504 /* Declare address variables */
2505 for (i
= 0, map
= reg_maps
->address
; map
; map
>>= 1, ++i
)
2507 if (map
& 1) shader_addline(buffer
, "ivec4 A%u;\n", i
);
2510 /* Declare output register temporaries */
2511 if (shader
->limits
->packed_output
)
2512 shader_addline(buffer
, "vec4 %s_out[%u];\n", prefix
, shader
->limits
->packed_output
);
2514 /* Declare temporary variables */
2515 if (reg_maps
->temporary_count
)
2517 for (i
= 0; i
< reg_maps
->temporary_count
; ++i
)
2518 shader_addline(buffer
, "vec4 R%u;\n", i
);
2520 else if (version
->major
< 4)
2522 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
2525 shader_addline(buffer
, "vec4 R%u;\n", i
);
2529 /* Declare indexable temporary variables */
2530 LIST_FOR_EACH_ENTRY(idx_temp_reg
, ®_maps
->indexable_temps
, struct wined3d_shader_indexable_temp
, entry
)
2532 if (idx_temp_reg
->component_count
!= 4)
2533 FIXME("Ignoring component count %u.\n", idx_temp_reg
->component_count
);
2534 shader_addline(buffer
, "vec4 X%u[%u];\n", idx_temp_reg
->register_idx
, idx_temp_reg
->register_size
);
2537 /* Declare loop registers aLx */
2538 if (version
->major
< 4)
2540 for (i
= 0; i
< reg_maps
->loop_depth
; ++i
)
2542 shader_addline(buffer
, "int aL%u;\n", i
);
2543 shader_addline(buffer
, "int tmpInt%u;\n", i
);
2547 /* Temporary variables for matrix operations */
2548 shader_addline(buffer
, "vec4 tmp0;\n");
2549 shader_addline(buffer
, "vec4 tmp1;\n");
2550 if (gl_info
->supported
[ARB_GPU_SHADER5
])
2551 shader_addline(buffer
, "precise vec4 tmp_precise[2];\n");
2553 shader_addline(buffer
, "/* precise */ vec4 tmp_precise[2];\n");
2555 if (!shader
->load_local_constsF
)
2557 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
2559 shader_addline(buffer
, "const vec4 %s_lc%u = ", prefix
, lconst
->idx
);
2560 shader_glsl_append_imm_vec(buffer
, (const float *)lconst
->value
, ARRAY_SIZE(lconst
->value
), gl_info
);
2561 shader_addline(buffer
, ";\n");
2567 static void shader_glsl_add_src_param_ext(const struct wined3d_shader_context
*ctx
,
2568 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
,
2569 enum wined3d_data_type data_type
);
2571 /** Used for opcode modifiers - They multiply the result by the specified amount */
2572 static const char * const shift_glsl_tab
[] = {
2574 "2.0 * ", /* 1 (x2) */
2575 "4.0 * ", /* 2 (x4) */
2576 "8.0 * ", /* 3 (x8) */
2577 "16.0 * ", /* 4 (x16) */
2578 "32.0 * ", /* 5 (x32) */
2585 "0.0625 * ", /* 12 (d16) */
2586 "0.125 * ", /* 13 (d8) */
2587 "0.25 * ", /* 14 (d4) */
2588 "0.5 * " /* 15 (d2) */
2591 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
2592 static void shader_glsl_gen_modifier(enum wined3d_shader_src_modifier src_modifier
,
2593 const char *in_reg
, const char *in_regswizzle
, char *out_str
)
2595 switch (src_modifier
)
2597 case WINED3DSPSM_DZ
: /* Need to handle this in the instructions itself (texld & texcrd). */
2598 case WINED3DSPSM_DW
:
2599 case WINED3DSPSM_NONE
:
2600 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
2602 case WINED3DSPSM_NEG
:
2603 sprintf(out_str
, "-%s%s", in_reg
, in_regswizzle
);
2605 case WINED3DSPSM_NOT
:
2606 sprintf(out_str
, "!%s%s", in_reg
, in_regswizzle
);
2608 case WINED3DSPSM_BIAS
:
2609 sprintf(out_str
, "(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
2611 case WINED3DSPSM_BIASNEG
:
2612 sprintf(out_str
, "-(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
2614 case WINED3DSPSM_SIGN
:
2615 sprintf(out_str
, "(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
2617 case WINED3DSPSM_SIGNNEG
:
2618 sprintf(out_str
, "-(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
2620 case WINED3DSPSM_COMP
:
2621 sprintf(out_str
, "(1.0 - %s%s)", in_reg
, in_regswizzle
);
2623 case WINED3DSPSM_X2
:
2624 sprintf(out_str
, "(2.0 * %s%s)", in_reg
, in_regswizzle
);
2626 case WINED3DSPSM_X2NEG
:
2627 sprintf(out_str
, "-(2.0 * %s%s)", in_reg
, in_regswizzle
);
2629 case WINED3DSPSM_ABS
:
2630 sprintf(out_str
, "abs(%s%s)", in_reg
, in_regswizzle
);
2632 case WINED3DSPSM_ABSNEG
:
2633 sprintf(out_str
, "-abs(%s%s)", in_reg
, in_regswizzle
);
2636 FIXME("Unhandled modifier %u\n", src_modifier
);
2637 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
2641 static void shader_glsl_fixup_scalar_register_variable(struct wined3d_string_buffer
*register_name
,
2642 const char *glsl_variable
, const struct wined3d_gl_info
*gl_info
)
2644 /* The ARB_shading_language_420pack extension allows swizzle operations on
2646 if (gl_info
->supported
[ARB_SHADING_LANGUAGE_420PACK
])
2647 string_buffer_sprintf(register_name
, "%s", glsl_variable
);
2649 string_buffer_sprintf(register_name
, "ivec2(%s, 0)", glsl_variable
);
2652 /** Writes the GLSL variable name that corresponds to the register that the
2653 * DX opcode parameter is trying to access */
2654 static void shader_glsl_get_register_name(const struct wined3d_shader_register
*reg
,
2655 enum wined3d_data_type data_type
, struct wined3d_string_buffer
*register_name
,
2656 BOOL
*is_swizzled
, const struct wined3d_shader_context
*ctx
)
2658 /* oPos, oFog and oPts in D3D */
2659 static const char * const hwrastout_reg_names
[] = {"vs_out[10]", "vs_out[11].x", "vs_out[11].y"};
2661 const struct wined3d_shader
*shader
= ctx
->shader
;
2662 const struct wined3d_shader_reg_maps
*reg_maps
= ctx
->reg_maps
;
2663 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
2664 const struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
2665 const char *prefix
= shader_glsl_get_prefix(version
->type
);
2666 const struct wined3d_gl_info
*gl_info
= priv
->gl_info
;
2667 struct glsl_src_param rel_param0
, rel_param1
;
2669 if (reg
->idx
[0].offset
!= ~0u && reg
->idx
[0].rel_addr
)
2670 shader_glsl_add_src_param_ext(ctx
, reg
->idx
[0].rel_addr
, WINED3DSP_WRITEMASK_0
,
2671 &rel_param0
, reg
->idx
[0].rel_addr
->reg
.data_type
);
2672 if (reg
->idx
[1].offset
!= ~0u && reg
->idx
[1].rel_addr
)
2673 shader_glsl_add_src_param_ext(ctx
, reg
->idx
[1].rel_addr
, WINED3DSP_WRITEMASK_0
,
2674 &rel_param1
, reg
->idx
[1].rel_addr
->reg
.data_type
);
2676 *is_swizzled
= FALSE
;
2680 case WINED3DSPR_TEMP
:
2681 string_buffer_sprintf(register_name
, "R%u", reg
->idx
[0].offset
);
2684 case WINED3DSPR_INPUT
:
2685 case WINED3DSPR_INCONTROLPOINT
:
2686 if (version
->type
== WINED3D_SHADER_TYPE_VERTEX
)
2688 if (reg
->idx
[0].rel_addr
)
2689 FIXME("VS3 input registers relative addressing.\n");
2690 if (is_swizzled
&& priv
->cur_vs_args
->swizzle_map
& (1u << reg
->idx
[0].offset
))
2691 *is_swizzled
= TRUE
;
2692 if (reg
->idx
[0].rel_addr
)
2694 string_buffer_sprintf(register_name
, "%s_in[%s + %u]",
2695 prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2699 string_buffer_sprintf(register_name
, "%s_in%u", prefix
, reg
->idx
[0].offset
);
2704 if (version
->type
== WINED3D_SHADER_TYPE_HULL
2705 || version
->type
== WINED3D_SHADER_TYPE_DOMAIN
2706 || version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
2708 if (reg
->idx
[0].rel_addr
)
2710 if (reg
->idx
[1].rel_addr
)
2711 string_buffer_sprintf(register_name
, "shader_in[%s + %u].reg[%s + %u]",
2712 rel_param0
.param_str
, reg
->idx
[0].offset
,
2713 rel_param1
.param_str
, reg
->idx
[1].offset
);
2715 string_buffer_sprintf(register_name
, "shader_in[%s + %u].reg[%u]",
2716 rel_param0
.param_str
, reg
->idx
[0].offset
,
2717 reg
->idx
[1].offset
);
2719 else if (reg
->idx
[1].rel_addr
)
2720 string_buffer_sprintf(register_name
, "shader_in[%u].reg[%s + %u]", reg
->idx
[0].offset
,
2721 rel_param1
.param_str
, reg
->idx
[1].offset
);
2723 string_buffer_sprintf(register_name
, "shader_in[%u].reg[%u]",
2724 reg
->idx
[0].offset
, reg
->idx
[1].offset
);
2728 /* pixel shaders >= 3.0 */
2729 if (version
->major
>= 3)
2731 DWORD idx
= shader
->u
.ps
.input_reg_map
[reg
->idx
[0].offset
];
2732 unsigned int in_count
= vec4_varyings(version
->major
, gl_info
);
2734 if (reg
->idx
[0].rel_addr
)
2736 /* Removing a + 0 would be an obvious optimization, but
2737 * OS X doesn't see the NOP operation there. */
2740 if (needs_legacy_glsl_syntax(gl_info
)
2741 && shader
->u
.ps
.declared_in_count
> in_count
)
2743 string_buffer_sprintf(register_name
,
2744 "((%s + %u) > %u ? (%s + %u) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s + %u])",
2745 rel_param0
.param_str
, idx
, in_count
- 1, rel_param0
.param_str
, idx
, in_count
,
2746 prefix
, rel_param0
.param_str
, idx
);
2750 string_buffer_sprintf(register_name
, "%s_in[%s + %u]", prefix
, rel_param0
.param_str
, idx
);
2755 if (needs_legacy_glsl_syntax(gl_info
)
2756 && shader
->u
.ps
.declared_in_count
> in_count
)
2758 string_buffer_sprintf(register_name
,
2759 "((%s) > %u ? (%s) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s])",
2760 rel_param0
.param_str
, in_count
- 1, rel_param0
.param_str
, in_count
,
2761 prefix
, rel_param0
.param_str
);
2765 string_buffer_sprintf(register_name
, "%s_in[%s]", prefix
, rel_param0
.param_str
);
2771 if (idx
== in_count
)
2772 string_buffer_sprintf(register_name
, "gl_Color");
2773 else if (idx
== in_count
+ 1)
2774 string_buffer_sprintf(register_name
, "gl_SecondaryColor");
2776 string_buffer_sprintf(register_name
, "%s_in[%u]", prefix
, idx
);
2781 if (!reg
->idx
[0].offset
)
2782 string_buffer_sprintf(register_name
, "ffp_varying_diffuse");
2784 string_buffer_sprintf(register_name
, "ffp_varying_specular");
2789 case WINED3DSPR_CONST
:
2791 /* Relative addressing */
2792 if (reg
->idx
[0].rel_addr
)
2794 if (wined3d_settings
.check_float_constants
)
2795 string_buffer_sprintf(register_name
,
2796 "(%s + %u >= 0 && %s + %u < %u ? %s_c[%s + %u] : vec4(0.0))",
2797 rel_param0
.param_str
, reg
->idx
[0].offset
,
2798 rel_param0
.param_str
, reg
->idx
[0].offset
, shader
->limits
->constant_float
,
2799 prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2800 else if (reg
->idx
[0].offset
)
2801 string_buffer_sprintf(register_name
, "%s_c[%s + %u]",
2802 prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2804 string_buffer_sprintf(register_name
, "%s_c[%s]", prefix
, rel_param0
.param_str
);
2808 if (shader_constant_is_local(shader
, reg
->idx
[0].offset
))
2809 string_buffer_sprintf(register_name
, "%s_lc%u", prefix
, reg
->idx
[0].offset
);
2811 string_buffer_sprintf(register_name
, "%s_c[%u]", prefix
, reg
->idx
[0].offset
);
2816 case WINED3DSPR_CONSTINT
:
2817 string_buffer_sprintf(register_name
, "%s_i[%u]", prefix
, reg
->idx
[0].offset
);
2820 case WINED3DSPR_CONSTBOOL
:
2821 string_buffer_sprintf(register_name
, "%s_b[%u]", prefix
, reg
->idx
[0].offset
);
2824 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
2825 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
2826 string_buffer_sprintf(register_name
, "T%u", reg
->idx
[0].offset
);
2828 string_buffer_sprintf(register_name
, "A%u", reg
->idx
[0].offset
);
2831 case WINED3DSPR_LOOP
:
2832 string_buffer_sprintf(register_name
, "aL%u", ctx
->state
->current_loop_reg
- 1);
2835 case WINED3DSPR_SAMPLER
:
2836 string_buffer_sprintf(register_name
, "%s_sampler%u", prefix
, reg
->idx
[0].offset
);
2839 case WINED3DSPR_COLOROUT
:
2840 if (reg
->idx
[0].offset
>= gl_info
->limits
.buffers
)
2841 WARN("Write to render target %u, only %d supported.\n",
2842 reg
->idx
[0].offset
, gl_info
->limits
.buffers
);
2844 string_buffer_sprintf(register_name
, "%s[%u]", get_fragment_output(gl_info
), reg
->idx
[0].offset
);
2847 case WINED3DSPR_RASTOUT
:
2848 string_buffer_sprintf(register_name
, "%s", hwrastout_reg_names
[reg
->idx
[0].offset
]);
2851 case WINED3DSPR_DEPTHOUT
:
2852 case WINED3DSPR_DEPTHOUTGE
:
2853 case WINED3DSPR_DEPTHOUTLE
:
2854 string_buffer_sprintf(register_name
, "gl_FragDepth");
2857 case WINED3DSPR_ATTROUT
:
2858 if (!reg
->idx
[0].offset
)
2859 string_buffer_sprintf(register_name
, "%s_out[8]", prefix
);
2861 string_buffer_sprintf(register_name
, "%s_out[9]", prefix
);
2864 case WINED3DSPR_TEXCRDOUT
:
2865 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
2866 if (reg
->idx
[0].rel_addr
)
2867 string_buffer_sprintf(register_name
, "%s_out[%s + %u]",
2868 prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2870 string_buffer_sprintf(register_name
, "%s_out[%u]", prefix
, reg
->idx
[0].offset
);
2873 case WINED3DSPR_MISCTYPE
:
2874 if (!reg
->idx
[0].offset
)
2877 string_buffer_sprintf(register_name
, "vpos");
2879 else if (reg
->idx
[0].offset
== 1)
2881 /* Note that gl_FrontFacing is a bool, while vFace is
2882 * a float for which the sign determines front/back */
2883 string_buffer_sprintf(register_name
, "(gl_FrontFacing ? 1.0 : -1.0)");
2887 FIXME("Unhandled misctype register %u.\n", reg
->idx
[0].offset
);
2888 string_buffer_sprintf(register_name
, "unrecognized_register");
2892 case WINED3DSPR_IMMCONST
:
2893 switch (reg
->immconst_type
)
2895 case WINED3D_IMMCONST_SCALAR
:
2898 case WINED3D_DATA_UNORM
:
2899 case WINED3D_DATA_SNORM
:
2900 case WINED3D_DATA_FLOAT
:
2901 string_buffer_clear(register_name
);
2902 shader_glsl_append_imm_vec(register_name
, (const float *)reg
->u
.immconst_data
, 1, gl_info
);
2904 case WINED3D_DATA_INT
:
2905 string_buffer_sprintf(register_name
, "%#x", reg
->u
.immconst_data
[0]);
2907 case WINED3D_DATA_RESOURCE
:
2908 case WINED3D_DATA_SAMPLER
:
2909 case WINED3D_DATA_UINT
:
2910 string_buffer_sprintf(register_name
, "%#xu", reg
->u
.immconst_data
[0]);
2913 string_buffer_sprintf(register_name
, "<unhandled data type %#x>", data_type
);
2918 case WINED3D_IMMCONST_VEC4
:
2921 case WINED3D_DATA_UNORM
:
2922 case WINED3D_DATA_SNORM
:
2923 case WINED3D_DATA_FLOAT
:
2924 string_buffer_clear(register_name
);
2925 shader_glsl_append_imm_vec(register_name
, (const float *)reg
->u
.immconst_data
, 4, gl_info
);
2927 case WINED3D_DATA_INT
:
2928 string_buffer_sprintf(register_name
, "ivec4(%#x, %#x, %#x, %#x)",
2929 reg
->u
.immconst_data
[0], reg
->u
.immconst_data
[1],
2930 reg
->u
.immconst_data
[2], reg
->u
.immconst_data
[3]);
2932 case WINED3D_DATA_RESOURCE
:
2933 case WINED3D_DATA_SAMPLER
:
2934 case WINED3D_DATA_UINT
:
2935 string_buffer_sprintf(register_name
, "uvec4(%#xu, %#xu, %#xu, %#xu)",
2936 reg
->u
.immconst_data
[0], reg
->u
.immconst_data
[1],
2937 reg
->u
.immconst_data
[2], reg
->u
.immconst_data
[3]);
2940 string_buffer_sprintf(register_name
, "<unhandled data type %#x>", data_type
);
2946 FIXME("Unhandled immconst type %#x\n", reg
->immconst_type
);
2947 string_buffer_sprintf(register_name
, "<unhandled_immconst_type %#x>", reg
->immconst_type
);
2951 case WINED3DSPR_CONSTBUFFER
:
2952 if (reg
->idx
[1].rel_addr
)
2953 string_buffer_sprintf(register_name
, "%s_cb%u[%s + %u]",
2954 prefix
, reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
2956 string_buffer_sprintf(register_name
, "%s_cb%u[%u]", prefix
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
2959 case WINED3DSPR_IMMCONSTBUFFER
:
2960 if (reg
->idx
[0].rel_addr
)
2961 string_buffer_sprintf(register_name
, "%s_icb[%s + %u]",
2962 prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2964 string_buffer_sprintf(register_name
, "%s_icb[%u]", prefix
, reg
->idx
[0].offset
);
2967 case WINED3DSPR_PRIMID
:
2968 if (version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
2969 string_buffer_sprintf(register_name
, "gl_PrimitiveIDIn");
2971 string_buffer_sprintf(register_name
, "gl_PrimitiveID");
2974 case WINED3DSPR_IDXTEMP
:
2975 if (reg
->idx
[1].rel_addr
)
2976 string_buffer_sprintf(register_name
, "X%u[%s + %u]",
2977 reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
2979 string_buffer_sprintf(register_name
, "X%u[%u]", reg
->idx
[0].offset
, reg
->idx
[1].offset
);
2982 case WINED3DSPR_LOCALTHREADINDEX
:
2983 shader_glsl_fixup_scalar_register_variable(register_name
,
2984 "int(gl_LocalInvocationIndex)", gl_info
);
2987 case WINED3DSPR_GSINSTID
:
2988 case WINED3DSPR_OUTPOINTID
:
2989 shader_glsl_fixup_scalar_register_variable(register_name
,
2990 "gl_InvocationID", gl_info
);
2993 case WINED3DSPR_THREADID
:
2994 string_buffer_sprintf(register_name
, "ivec3(gl_GlobalInvocationID)");
2997 case WINED3DSPR_THREADGROUPID
:
2998 string_buffer_sprintf(register_name
, "ivec3(gl_WorkGroupID)");
3001 case WINED3DSPR_LOCALTHREADID
:
3002 string_buffer_sprintf(register_name
, "ivec3(gl_LocalInvocationID)");
3005 case WINED3DSPR_FORKINSTID
:
3006 case WINED3DSPR_JOININSTID
:
3007 shader_glsl_fixup_scalar_register_variable(register_name
,
3008 "phase_instance_id", gl_info
);
3011 case WINED3DSPR_TESSCOORD
:
3012 string_buffer_sprintf(register_name
, "gl_TessCoord");
3015 case WINED3DSPR_OUTCONTROLPOINT
:
3016 if (reg
->idx
[0].rel_addr
)
3018 if (reg
->idx
[1].rel_addr
)
3019 string_buffer_sprintf(register_name
, "shader_out[%s + %u].reg[%s + %u]",
3020 rel_param0
.param_str
, reg
->idx
[0].offset
,
3021 rel_param1
.param_str
, reg
->idx
[1].offset
);
3023 string_buffer_sprintf(register_name
, "shader_out[%s + %u].reg[%u]",
3024 rel_param0
.param_str
, reg
->idx
[0].offset
,
3025 reg
->idx
[1].offset
);
3027 else if (reg
->idx
[1].rel_addr
)
3029 string_buffer_sprintf(register_name
, "shader_out[%u].reg[%s + %u]",
3030 reg
->idx
[0].offset
, rel_param1
.param_str
,
3031 reg
->idx
[1].offset
);
3035 string_buffer_sprintf(register_name
, "shader_out[%u].reg[%u]",
3036 reg
->idx
[0].offset
, reg
->idx
[1].offset
);
3040 case WINED3DSPR_PATCHCONST
:
3041 if (version
->type
== WINED3D_SHADER_TYPE_HULL
)
3042 string_buffer_sprintf(register_name
, "hs_out[%u]", reg
->idx
[0].offset
);
3044 string_buffer_sprintf(register_name
, "vpc[%u]", reg
->idx
[0].offset
);
3047 case WINED3DSPR_COVERAGE
:
3048 string_buffer_sprintf(register_name
, "gl_SampleMaskIn[0]");
3051 case WINED3DSPR_SAMPLEMASK
:
3052 string_buffer_sprintf(register_name
, "sample_mask");
3056 FIXME("Unhandled register type %#x.\n", reg
->type
);
3057 string_buffer_sprintf(register_name
, "unrecognised_register");
3062 static void shader_glsl_write_mask_to_str(DWORD write_mask
, char *str
)
3065 if (write_mask
& WINED3DSP_WRITEMASK_0
) *str
++ = 'x';
3066 if (write_mask
& WINED3DSP_WRITEMASK_1
) *str
++ = 'y';
3067 if (write_mask
& WINED3DSP_WRITEMASK_2
) *str
++ = 'z';
3068 if (write_mask
& WINED3DSP_WRITEMASK_3
) *str
++ = 'w';
3072 /* Get the GLSL write mask for the destination register */
3073 static DWORD
shader_glsl_get_write_mask(const struct wined3d_shader_dst_param
*param
, char *write_mask
)
3075 DWORD mask
= param
->write_mask
;
3077 if (shader_is_scalar(¶m
->reg
))
3079 mask
= WINED3DSP_WRITEMASK_0
;
3084 shader_glsl_write_mask_to_str(mask
, write_mask
);
3090 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask
)
3092 unsigned int size
= 0;
3094 if (write_mask
& WINED3DSP_WRITEMASK_0
) ++size
;
3095 if (write_mask
& WINED3DSP_WRITEMASK_1
) ++size
;
3096 if (write_mask
& WINED3DSP_WRITEMASK_2
) ++size
;
3097 if (write_mask
& WINED3DSP_WRITEMASK_3
) ++size
;
3102 static unsigned int shader_glsl_swizzle_get_component(DWORD swizzle
,
3103 unsigned int component_idx
)
3105 /* swizzle bits fields: wwzzyyxx */
3106 return (swizzle
>> (2 * component_idx
)) & 0x3;
3109 static void shader_glsl_swizzle_to_str(DWORD swizzle
, BOOL fixup
, DWORD mask
, char *str
)
3111 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
3112 * but addressed as "rgba". To fix this we need to swap the register's x
3113 * and z components. */
3114 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
3118 for (i
= 0; i
< 4; ++i
)
3120 if (mask
& (WINED3DSP_WRITEMASK_0
<< i
))
3121 *str
++ = swizzle_chars
[shader_glsl_swizzle_get_component(swizzle
, i
)];
3126 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param
*param
,
3127 BOOL fixup
, DWORD mask
, char *swizzle_str
)
3129 if (shader_is_scalar(¶m
->reg
))
3130 *swizzle_str
= '\0';
3132 shader_glsl_swizzle_to_str(param
->swizzle
, fixup
, mask
, swizzle_str
);
3135 static void shader_glsl_sprintf_cast(struct wined3d_string_buffer
*dst_param
, const char *src_param
,
3136 enum wined3d_data_type dst_data_type
, enum wined3d_data_type src_data_type
, unsigned int size
)
3138 if (dst_data_type
== WINED3D_DATA_UNORM
|| dst_data_type
== WINED3D_DATA_SNORM
)
3139 dst_data_type
= WINED3D_DATA_FLOAT
;
3140 if (src_data_type
== WINED3D_DATA_UNORM
|| src_data_type
== WINED3D_DATA_SNORM
)
3141 src_data_type
= WINED3D_DATA_FLOAT
;
3143 if (dst_data_type
== src_data_type
)
3145 string_buffer_sprintf(dst_param
, "%s", src_param
);
3149 if (src_data_type
== WINED3D_DATA_FLOAT
)
3151 switch (dst_data_type
)
3153 case WINED3D_DATA_INT
:
3154 string_buffer_sprintf(dst_param
, "floatBitsToInt(%s)", src_param
);
3156 case WINED3D_DATA_RESOURCE
:
3157 case WINED3D_DATA_SAMPLER
:
3158 case WINED3D_DATA_UINT
:
3159 string_buffer_sprintf(dst_param
, "floatBitsToUint(%s)", src_param
);
3166 if (src_data_type
== WINED3D_DATA_UINT
&& dst_data_type
== WINED3D_DATA_FLOAT
)
3168 string_buffer_sprintf(dst_param
, "uintBitsToFloat(%s)", src_param
);
3172 if (src_data_type
== WINED3D_DATA_INT
)
3174 switch (dst_data_type
)
3176 case WINED3D_DATA_FLOAT
:
3177 string_buffer_sprintf(dst_param
, "intBitsToFloat(%s)", src_param
);
3179 case WINED3D_DATA_UINT
:
3181 string_buffer_sprintf(dst_param
, "uint(%s)", src_param
);
3183 string_buffer_sprintf(dst_param
, "uvec%u(%s)", size
, src_param
);
3190 FIXME("Unhandled cast from %#x to %#x.\n", src_data_type
, dst_data_type
);
3191 string_buffer_sprintf(dst_param
, "%s", src_param
);
3194 /* From a given parameter token, generate the corresponding GLSL string.
3195 * Also, return the actual register name and swizzle in case the
3196 * caller needs this information as well. */
3197 static void shader_glsl_add_src_param_ext(const struct wined3d_shader_context
*ctx
,
3198 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
,
3199 enum wined3d_data_type data_type
)
3201 struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
3202 struct wined3d_string_buffer
*param_str
= string_buffer_get(priv
->string_buffers
);
3203 struct wined3d_string_buffer
*reg_name
= string_buffer_get(priv
->string_buffers
);
3204 enum wined3d_data_type param_data_type
;
3205 BOOL is_color
= FALSE
;
3206 char swizzle_str
[6];
3209 glsl_src
->param_str
[0] = '\0';
3210 swizzle_str
[0] = '\0';
3212 shader_glsl_get_register_name(&wined3d_src
->reg
, data_type
, reg_name
, &is_color
, ctx
);
3213 shader_glsl_get_swizzle(wined3d_src
, is_color
, mask
, swizzle_str
);
3215 switch (wined3d_src
->reg
.type
)
3217 case WINED3DSPR_IMMCONST
:
3218 param_data_type
= data_type
;
3219 size
= wined3d_src
->reg
.immconst_type
== WINED3D_IMMCONST_SCALAR
? 1 : 4;
3221 case WINED3DSPR_FORKINSTID
:
3222 case WINED3DSPR_GSINSTID
:
3223 case WINED3DSPR_JOININSTID
:
3224 case WINED3DSPR_LOCALTHREADINDEX
:
3225 case WINED3DSPR_OUTPOINTID
:
3226 case WINED3DSPR_PRIMID
:
3227 param_data_type
= WINED3D_DATA_INT
;
3230 case WINED3DSPR_LOCALTHREADID
:
3231 case WINED3DSPR_THREADGROUPID
:
3232 case WINED3DSPR_THREADID
:
3233 param_data_type
= WINED3D_DATA_INT
;
3237 param_data_type
= WINED3D_DATA_FLOAT
;
3242 shader_glsl_sprintf_cast(param_str
, reg_name
->buffer
, data_type
, param_data_type
, size
);
3243 shader_glsl_gen_modifier(wined3d_src
->modifiers
, param_str
->buffer
, swizzle_str
, glsl_src
->param_str
);
3245 string_buffer_release(priv
->string_buffers
, reg_name
);
3246 string_buffer_release(priv
->string_buffers
, param_str
);
3249 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
3250 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
)
3252 shader_glsl_add_src_param_ext(ins
->ctx
, wined3d_src
, mask
, glsl_src
, wined3d_src
->reg
.data_type
);
3255 /* From a given parameter token, generate the corresponding GLSL string.
3256 * Also, return the actual register name and swizzle in case the
3257 * caller needs this information as well. */
3258 static DWORD
shader_glsl_add_dst_param(const struct wined3d_shader_instruction
*ins
,
3259 const struct wined3d_shader_dst_param
*wined3d_dst
, struct glsl_dst_param
*glsl_dst
)
3261 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3262 struct wined3d_string_buffer
*reg_name
;
3265 glsl_dst
->mask_str
[0] = '\0';
3267 reg_name
= string_buffer_get(priv
->string_buffers
);
3268 shader_glsl_get_register_name(&wined3d_dst
->reg
, wined3d_dst
->reg
.data_type
, reg_name
, NULL
, ins
->ctx
);
3269 len
= min(reg_name
->content_size
, ARRAY_SIZE(glsl_dst
->reg_name
) - 1);
3270 memcpy(glsl_dst
->reg_name
, reg_name
->buffer
, len
);
3271 glsl_dst
->reg_name
[len
] = '\0';
3272 string_buffer_release(priv
->string_buffers
, reg_name
);
3274 return shader_glsl_get_write_mask(wined3d_dst
, glsl_dst
->mask_str
);
3277 /* Append the destination part of the instruction to the buffer, return the effective write mask */
3278 static DWORD
shader_glsl_append_dst_ext(struct wined3d_string_buffer
*buffer
,
3279 const struct wined3d_shader_instruction
*ins
, const struct wined3d_shader_dst_param
*dst
,
3280 unsigned int dst_idx
, enum wined3d_data_type data_type
)
3282 struct glsl_dst_param glsl_dst
;
3285 if ((mask
= shader_glsl_add_dst_param(ins
, dst
, &glsl_dst
)))
3287 if (ins
->flags
& WINED3DSI_PRECISE_XYZW
)
3288 sprintf(glsl_dst
.reg_name
, "tmp_precise[%u]", dst_idx
);
3292 case WINED3D_DATA_FLOAT
:
3293 case WINED3D_DATA_UNORM
:
3294 case WINED3D_DATA_SNORM
:
3295 shader_addline(buffer
, "%s%s = %s(",
3296 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
3298 case WINED3D_DATA_INT
:
3299 shader_addline(buffer
, "%s%s = %sintBitsToFloat(",
3300 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
3302 case WINED3D_DATA_RESOURCE
:
3303 case WINED3D_DATA_SAMPLER
:
3304 case WINED3D_DATA_UINT
:
3305 shader_addline(buffer
, "%s%s = %suintBitsToFloat(",
3306 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
3309 FIXME("Unhandled data type %#x.\n", data_type
);
3310 shader_addline(buffer
, "%s%s = %s(",
3311 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
3319 /* Append the destination part of the instruction to the buffer, return the effective write mask */
3320 static DWORD
shader_glsl_append_dst(struct wined3d_string_buffer
*buffer
, const struct wined3d_shader_instruction
*ins
)
3322 return shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], 0, ins
->dst
[0].reg
.data_type
);
3325 /** Process GLSL instruction modifiers */
3326 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
)
3328 const struct wined3d_shader_dst_param
*dst
;
3329 struct glsl_dst_param dst_param
;
3333 for (i
= 0; i
< ins
->dst_count
; ++i
)
3335 if ((dst
= &ins
->dst
[i
])->reg
.type
== WINED3DSPR_NULL
)
3338 if (ins
->flags
& WINED3DSI_PRECISE_XYZW
)
3340 shader_glsl_add_dst_param(ins
, dst
, &dst_param
);
3341 shader_addline(ins
->ctx
->buffer
, "%s%s = tmp_precise[%u]%s;\n",
3342 dst_param
.reg_name
, dst_param
.mask_str
, i
, dst_param
.mask_str
);
3345 if (!(modifiers
= dst
->modifiers
))
3348 shader_glsl_add_dst_param(ins
, dst
, &dst_param
);
3350 if (modifiers
& WINED3DSPDM_SATURATE
)
3352 /* _SAT means to clamp the value of the register to between 0 and 1 */
3353 shader_addline(ins
->ctx
->buffer
, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param
.reg_name
,
3354 dst_param
.mask_str
, dst_param
.reg_name
, dst_param
.mask_str
);
3357 if (modifiers
& WINED3DSPDM_MSAMPCENTROID
)
3359 FIXME("_centroid modifier not handled\n");
3362 if (modifiers
& WINED3DSPDM_PARTIALPRECISION
)
3364 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
3369 static const char *shader_glsl_get_rel_op(enum wined3d_shader_rel_op op
)
3373 case WINED3D_SHADER_REL_OP_GT
: return ">";
3374 case WINED3D_SHADER_REL_OP_EQ
: return "==";
3375 case WINED3D_SHADER_REL_OP_GE
: return ">=";
3376 case WINED3D_SHADER_REL_OP_LT
: return "<";
3377 case WINED3D_SHADER_REL_OP_NE
: return "!=";
3378 case WINED3D_SHADER_REL_OP_LE
: return "<=";
3380 FIXME("Unrecognized operator %#x.\n", op
);
3385 static BOOL
shader_glsl_has_core_grad(const struct wined3d_gl_info
*gl_info
)
3387 return shader_glsl_get_version(gl_info
) >= 130 || gl_info
->supported
[EXT_GPU_SHADER4
];
3390 static void shader_glsl_get_coord_size(enum wined3d_shader_resource_type resource_type
,
3391 unsigned int *coord_size
, unsigned int *deriv_size
)
3393 const BOOL is_array
= resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY
3394 || resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
;
3396 *coord_size
= resource_type_info
[resource_type
].coord_size
;
3397 *deriv_size
= *coord_size
;
3402 static void shader_glsl_get_sample_function(const struct wined3d_shader_context
*ctx
,
3403 DWORD resource_idx
, DWORD sampler_idx
, DWORD flags
, struct glsl_sample_function
*sample_function
)
3405 enum wined3d_shader_resource_type resource_type
;
3406 struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
3407 const struct wined3d_gl_info
*gl_info
= priv
->gl_info
;
3408 BOOL shadow
= glsl_is_shadow_sampler(ctx
->shader
, priv
->cur_ps_args
, resource_idx
, sampler_idx
);
3409 BOOL projected
= flags
& WINED3D_GLSL_SAMPLE_PROJECTED
;
3410 BOOL texrect
= ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
3411 && priv
->cur_ps_args
->np2_fixup
& (1u << resource_idx
)
3412 && gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
3413 BOOL lod
= flags
& WINED3D_GLSL_SAMPLE_LOD
;
3414 BOOL grad
= flags
& WINED3D_GLSL_SAMPLE_GRAD
;
3415 BOOL offset
= flags
& WINED3D_GLSL_SAMPLE_OFFSET
;
3416 const char *base
= "texture", *type_part
= "", *suffix
= "";
3417 unsigned int coord_size
, deriv_size
;
3419 resource_type
= ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
3420 ? pixelshader_get_resource_type(ctx
->reg_maps
, resource_idx
, priv
->cur_ps_args
->tex_types
)
3421 : ctx
->reg_maps
->resource_info
[resource_idx
].type
;
3423 sample_function
->data_type
= ctx
->reg_maps
->resource_info
[resource_idx
].data_type
;
3425 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
3427 ERR("Unexpected resource type %#x.\n", resource_type
);
3428 resource_type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
3431 /* Note that there's no such thing as a projected cube texture. */
3432 if (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
3435 if (needs_legacy_glsl_syntax(gl_info
))
3440 type_part
= resource_type_info
[resource_type
].type_part
;
3441 if (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2D
&& texrect
)
3442 type_part
= "2DRect";
3443 if (!type_part
[0] && resource_type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY
)
3444 FIXME("Unhandled resource type %#x.\n", resource_type
);
3446 if (!lod
&& grad
&& !shader_glsl_has_core_grad(gl_info
))
3448 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
3451 FIXME("Unsupported grad function.\n");
3455 if (flags
& WINED3D_GLSL_SAMPLE_LOAD
)
3457 static const DWORD texel_fetch_flags
= WINED3D_GLSL_SAMPLE_LOAD
| WINED3D_GLSL_SAMPLE_OFFSET
;
3458 if (flags
& ~texel_fetch_flags
)
3459 ERR("Unexpected flags %#x for texelFetch.\n", flags
& ~texel_fetch_flags
);
3461 base
= "texelFetch";
3465 sample_function
->name
= string_buffer_get(priv
->string_buffers
);
3466 string_buffer_sprintf(sample_function
->name
, "%s%s%s%s%s%s", base
, type_part
, projected
? "Proj" : "",
3467 lod
? "Lod" : grad
? "Grad" : "", offset
? "Offset" : "", suffix
);
3469 shader_glsl_get_coord_size(resource_type
, &coord_size
, &deriv_size
);
3472 sample_function
->offset_size
= offset
? deriv_size
: 0;
3473 sample_function
->coord_mask
= wined3d_mask_from_size(coord_size
);
3474 sample_function
->deriv_mask
= wined3d_mask_from_size(deriv_size
);
3475 sample_function
->output_single_component
= shadow
&& !needs_legacy_glsl_syntax(gl_info
);
3478 static void shader_glsl_release_sample_function(const struct wined3d_shader_context
*ctx
,
3479 struct glsl_sample_function
*sample_function
)
3481 const struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
3483 string_buffer_release(priv
->string_buffers
, sample_function
->name
);
3486 static void shader_glsl_append_fixup_arg(char *arguments
, const char *reg_name
,
3487 BOOL sign_fixup
, enum fixup_channel_source channel_source
)
3489 switch(channel_source
)
3491 case CHANNEL_SOURCE_ZERO
:
3492 strcat(arguments
, "0.0");
3495 case CHANNEL_SOURCE_ONE
:
3496 strcat(arguments
, "1.0");
3499 case CHANNEL_SOURCE_X
:
3500 strcat(arguments
, reg_name
);
3501 strcat(arguments
, ".x");
3504 case CHANNEL_SOURCE_Y
:
3505 strcat(arguments
, reg_name
);
3506 strcat(arguments
, ".y");
3509 case CHANNEL_SOURCE_Z
:
3510 strcat(arguments
, reg_name
);
3511 strcat(arguments
, ".z");
3514 case CHANNEL_SOURCE_W
:
3515 strcat(arguments
, reg_name
);
3516 strcat(arguments
, ".w");
3520 FIXME("Unhandled channel source %#x\n", channel_source
);
3521 strcat(arguments
, "undefined");
3525 if (sign_fixup
) strcat(arguments
, " * 2.0 - 1.0");
3528 static void shader_glsl_color_correction_ext(struct wined3d_string_buffer
*buffer
,
3529 const char *reg_name
, DWORD mask
, struct color_fixup_desc fixup
)
3531 unsigned int mask_size
, remaining
;
3532 DWORD fixup_mask
= 0;
3533 char arguments
[256];
3536 if (fixup
.x_sign_fixup
|| fixup
.x_source
!= CHANNEL_SOURCE_X
) fixup_mask
|= WINED3DSP_WRITEMASK_0
;
3537 if (fixup
.y_sign_fixup
|| fixup
.y_source
!= CHANNEL_SOURCE_Y
) fixup_mask
|= WINED3DSP_WRITEMASK_1
;
3538 if (fixup
.z_sign_fixup
|| fixup
.z_source
!= CHANNEL_SOURCE_Z
) fixup_mask
|= WINED3DSP_WRITEMASK_2
;
3539 if (fixup
.w_sign_fixup
|| fixup
.w_source
!= CHANNEL_SOURCE_W
) fixup_mask
|= WINED3DSP_WRITEMASK_3
;
3540 if (!(mask
&= fixup_mask
))
3543 if (is_complex_fixup(fixup
))
3545 enum complex_fixup complex_fixup
= get_complex_fixup(fixup
);
3546 FIXME("Complex fixup (%#x) not supported\n",complex_fixup
);
3550 shader_glsl_write_mask_to_str(mask
, mask_str
);
3551 mask_size
= shader_glsl_get_write_mask_size(mask
);
3553 arguments
[0] = '\0';
3554 remaining
= mask_size
;
3555 if (mask
& WINED3DSP_WRITEMASK_0
)
3557 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.x_sign_fixup
, fixup
.x_source
);
3558 if (--remaining
) strcat(arguments
, ", ");
3560 if (mask
& WINED3DSP_WRITEMASK_1
)
3562 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.y_sign_fixup
, fixup
.y_source
);
3563 if (--remaining
) strcat(arguments
, ", ");
3565 if (mask
& WINED3DSP_WRITEMASK_2
)
3567 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.z_sign_fixup
, fixup
.z_source
);
3568 if (--remaining
) strcat(arguments
, ", ");
3570 if (mask
& WINED3DSP_WRITEMASK_3
)
3572 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.w_sign_fixup
, fixup
.w_source
);
3573 if (--remaining
) strcat(arguments
, ", ");
3577 shader_addline(buffer
, "%s%s = vec%u(%s);\n", reg_name
, mask_str
, mask_size
, arguments
);
3579 shader_addline(buffer
, "%s%s = %s;\n", reg_name
, mask_str
, arguments
);
3582 static void shader_glsl_color_correction(const struct wined3d_shader_instruction
*ins
, struct color_fixup_desc fixup
)
3584 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3585 struct wined3d_string_buffer
*reg_name
;
3587 reg_name
= string_buffer_get(priv
->string_buffers
);
3588 shader_glsl_get_register_name(&ins
->dst
[0].reg
, ins
->dst
[0].reg
.data_type
, reg_name
, NULL
, ins
->ctx
);
3589 shader_glsl_color_correction_ext(ins
->ctx
->buffer
, reg_name
->buffer
, ins
->dst
[0].write_mask
, fixup
);
3590 string_buffer_release(priv
->string_buffers
, reg_name
);
3593 static void PRINTF_ATTR(9, 10) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction
*ins
,
3594 unsigned int sampler_bind_idx
, const struct glsl_sample_function
*sample_function
, DWORD swizzle
,
3595 const char *dx
, const char *dy
, const char *bias
, const struct wined3d_shader_texel_offset
*offset
,
3596 const char *coord_reg_fmt
, ...)
3598 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
3599 char dst_swizzle
[6];
3600 struct color_fixup_desc fixup
;
3601 BOOL np2_fixup
= FALSE
;
3605 shader_glsl_swizzle_to_str(swizzle
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
3607 /* If ARB_texture_swizzle is supported we don't need to do anything here.
3608 * We actually rely on it for vertex shaders and SM4+. */
3609 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& version
->major
< 4)
3611 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3612 fixup
= priv
->cur_ps_args
->color_fixup
[sampler_bind_idx
];
3614 if (priv
->cur_ps_args
->np2_fixup
& (1u << sampler_bind_idx
))
3619 fixup
= COLOR_FIXUP_IDENTITY
;
3622 shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], 0, sample_function
->data_type
);
3624 if (sample_function
->output_single_component
)
3625 shader_addline(ins
->ctx
->buffer
, "vec4(");
3627 shader_addline(ins
->ctx
->buffer
, "%s(%s_sampler%u, ",
3628 sample_function
->name
->buffer
, shader_glsl_get_prefix(version
->type
), sampler_bind_idx
);
3632 va_start(args
, coord_reg_fmt
);
3633 ret
= shader_vaddline(ins
->ctx
->buffer
, coord_reg_fmt
, args
);
3637 if (!string_buffer_resize(ins
->ctx
->buffer
, ret
))
3643 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3644 const unsigned char idx
= priv
->cur_np2fixup_info
->idx
[sampler_bind_idx
];
3646 switch (shader_glsl_get_write_mask_size(sample_function
->coord_mask
))
3649 shader_addline(ins
->ctx
->buffer
, " * ps_samplerNP2Fixup[%u].%s",
3650 idx
>> 1, (idx
% 2) ? "z" : "x");
3653 shader_addline(ins
->ctx
->buffer
, " * ps_samplerNP2Fixup[%u].%s",
3654 idx
>> 1, (idx
% 2) ? "zw" : "xy");
3657 shader_addline(ins
->ctx
->buffer
, " * vec3(ps_samplerNP2Fixup[%u].%s, 1.0)",
3658 idx
>> 1, (idx
% 2) ? "zw" : "xy");
3661 shader_addline(ins
->ctx
->buffer
, " * vec4(ps_samplerNP2Fixup[%u].%s, 1.0, 1.0)",
3662 idx
>> 1, (idx
% 2) ? "zw" : "xy");
3667 shader_addline(ins
->ctx
->buffer
, ", %s, %s", dx
, dy
);
3669 shader_addline(ins
->ctx
->buffer
, ", %s", bias
);
3670 if (sample_function
->offset_size
)
3672 int offset_immdata
[4] = {offset
->u
, offset
->v
, offset
->w
};
3673 shader_addline(ins
->ctx
->buffer
, ", ");
3674 shader_glsl_append_imm_ivec(ins
->ctx
->buffer
, offset_immdata
, sample_function
->offset_size
);
3676 shader_addline(ins
->ctx
->buffer
, ")");
3678 if (sample_function
->output_single_component
)
3679 shader_addline(ins
->ctx
->buffer
, ")");
3681 shader_addline(ins
->ctx
->buffer
, "%s);\n", dst_swizzle
);
3683 if (!is_identity_fixup(fixup
))
3684 shader_glsl_color_correction(ins
, fixup
);
3687 static void shader_glsl_fixup_position(struct wined3d_string_buffer
*buffer
, BOOL use_viewport_index
)
3689 /* Write the final position.
3691 * OpenGL coordinates specify the center of the pixel while D3D coords
3692 * specify the corner. The offsets are stored in z and w in
3693 * pos_fixup. pos_fixup.y contains 1.0 or -1.0 to turn the rendering
3694 * upside down for offscreen rendering. pos_fixup.x contains 1.0 to allow
3696 if (use_viewport_index
)
3698 shader_addline(buffer
, "gl_Position.y = gl_Position.y * pos_fixup[gl_ViewportIndex].y;\n");
3699 shader_addline(buffer
, "gl_Position.xy += pos_fixup[gl_ViewportIndex].zw * gl_Position.ww;\n");
3703 shader_addline(buffer
, "gl_Position.y = gl_Position.y * pos_fixup.y;\n");
3704 shader_addline(buffer
, "gl_Position.xy += pos_fixup.zw * gl_Position.ww;\n");
3707 /* Z coord [0;1]->[-1;1] mapping, see comment in get_projection_matrix()
3710 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However,
3711 * shaders are run before the homogeneous divide, so we have to take the w
3712 * into account: z = ((z / w) * 2 - 1) * w, which is the same as
3714 shader_addline(buffer
, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
3717 /*****************************************************************************
3718 * Begin processing individual instruction opcodes
3719 ****************************************************************************/
3721 static void shader_glsl_binop(const struct wined3d_shader_instruction
*ins
)
3723 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3724 struct glsl_src_param src0_param
;
3725 struct glsl_src_param src1_param
;
3729 /* Determine the GLSL operator to use based on the opcode */
3730 switch (ins
->handler_idx
)
3732 case WINED3DSIH_ADD
: op
= "+"; break;
3733 case WINED3DSIH_AND
: op
= "&"; break;
3734 case WINED3DSIH_DIV
: op
= "/"; break;
3735 case WINED3DSIH_IADD
: op
= "+"; break;
3736 case WINED3DSIH_ISHL
: op
= "<<"; break;
3737 case WINED3DSIH_ISHR
: op
= ">>"; break;
3738 case WINED3DSIH_MUL
: op
= "*"; break;
3739 case WINED3DSIH_OR
: op
= "|"; break;
3740 case WINED3DSIH_SUB
: op
= "-"; break;
3741 case WINED3DSIH_USHR
: op
= ">>"; break;
3742 case WINED3DSIH_XOR
: op
= "^"; break;
3744 op
= "<unhandled operator>";
3745 FIXME("Opcode %s not yet handled in GLSL.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3749 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3750 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3751 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3752 shader_addline(buffer
, "%s %s %s);\n", src0_param
.param_str
, op
, src1_param
.param_str
);
3755 static void shader_glsl_relop(const struct wined3d_shader_instruction
*ins
)
3757 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3758 struct glsl_src_param src0_param
;
3759 struct glsl_src_param src1_param
;
3760 unsigned int mask_size
;
3764 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3765 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3766 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3767 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3771 switch (ins
->handler_idx
)
3773 case WINED3DSIH_EQ
: op
= "equal"; break;
3774 case WINED3DSIH_IEQ
: op
= "equal"; break;
3775 case WINED3DSIH_GE
: op
= "greaterThanEqual"; break;
3776 case WINED3DSIH_IGE
: op
= "greaterThanEqual"; break;
3777 case WINED3DSIH_UGE
: op
= "greaterThanEqual"; break;
3778 case WINED3DSIH_LT
: op
= "lessThan"; break;
3779 case WINED3DSIH_ILT
: op
= "lessThan"; break;
3780 case WINED3DSIH_ULT
: op
= "lessThan"; break;
3781 case WINED3DSIH_NE
: op
= "notEqual"; break;
3782 case WINED3DSIH_INE
: op
= "notEqual"; break;
3784 op
= "<unhandled operator>";
3785 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
3789 shader_addline(buffer
, "uvec%u(%s(%s, %s)) * 0xffffffffu);\n",
3790 mask_size
, op
, src0_param
.param_str
, src1_param
.param_str
);
3794 switch (ins
->handler_idx
)
3796 case WINED3DSIH_EQ
: op
= "=="; break;
3797 case WINED3DSIH_IEQ
: op
= "=="; break;
3798 case WINED3DSIH_GE
: op
= ">="; break;
3799 case WINED3DSIH_IGE
: op
= ">="; break;
3800 case WINED3DSIH_UGE
: op
= ">="; break;
3801 case WINED3DSIH_LT
: op
= "<"; break;
3802 case WINED3DSIH_ILT
: op
= "<"; break;
3803 case WINED3DSIH_ULT
: op
= "<"; break;
3804 case WINED3DSIH_NE
: op
= "!="; break;
3805 case WINED3DSIH_INE
: op
= "!="; break;
3807 op
= "<unhandled operator>";
3808 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
3812 shader_addline(buffer
, "%s %s %s ? 0xffffffffu : 0u);\n",
3813 src0_param
.param_str
, op
, src1_param
.param_str
);
3817 static void shader_glsl_unary_op(const struct wined3d_shader_instruction
*ins
)
3819 struct glsl_src_param src_param
;
3823 switch (ins
->handler_idx
)
3825 case WINED3DSIH_INEG
: op
= "-"; break;
3826 case WINED3DSIH_NOT
: op
= "~"; break;
3828 op
= "<unhandled operator>";
3829 ERR("Unhandled opcode %s.\n",
3830 debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3834 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3835 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3836 shader_addline(ins
->ctx
->buffer
, "%s%s);\n", op
, src_param
.param_str
);
3839 static void shader_glsl_mul_extended(const struct wined3d_shader_instruction
*ins
)
3841 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3842 struct glsl_src_param src0_param
;
3843 struct glsl_src_param src1_param
;
3846 /* If we have ARB_gpu_shader5, we can use imulExtended() / umulExtended().
3847 * If not, we can emulate it. */
3848 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
3849 FIXME("64-bit integer multiplies not implemented.\n");
3851 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3853 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], 1, ins
->dst
[1].reg
.data_type
);
3854 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3855 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3857 shader_addline(ins
->ctx
->buffer
, "%s * %s);\n",
3858 src0_param
.param_str
, src1_param
.param_str
);
3862 static void shader_glsl_udiv(const struct wined3d_shader_instruction
*ins
)
3864 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3865 struct glsl_src_param src0_param
, src1_param
;
3868 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
3870 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3874 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3875 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3876 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3877 shader_addline(buffer
, "tmp0%s = uintBitsToFloat(%s / %s);\n",
3878 dst_mask
, src0_param
.param_str
, src1_param
.param_str
);
3880 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], 1, ins
->dst
[1].reg
.data_type
);
3881 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3882 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3883 shader_addline(buffer
, "%s %% %s);\n", src0_param
.param_str
, src1_param
.param_str
);
3885 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], 0, WINED3D_DATA_FLOAT
);
3886 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
3890 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], 0, ins
->dst
[0].reg
.data_type
);
3891 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3892 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3893 shader_addline(buffer
, "%s / %s);\n", src0_param
.param_str
, src1_param
.param_str
);
3896 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3898 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], 1, ins
->dst
[1].reg
.data_type
);
3899 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3900 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3901 shader_addline(buffer
, "%s %% %s);\n", src0_param
.param_str
, src1_param
.param_str
);
3905 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
3906 static void shader_glsl_mov(const struct wined3d_shader_instruction
*ins
)
3908 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3909 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3910 const struct wined3d_gl_info
*gl_info
= priv
->gl_info
;
3911 struct glsl_src_param src0_param
;
3914 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3915 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3917 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
3918 * shader versions WINED3DSIO_MOVA is used for this. */
3919 if (ins
->ctx
->reg_maps
->shader_version
.major
== 1
3920 && ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_VERTEX
3921 && ins
->dst
[0].reg
.type
== WINED3DSPR_ADDR
)
3923 /* This is a simple floor() */
3924 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3925 if (mask_size
> 1) {
3926 shader_addline(buffer
, "ivec%d(floor(%s)));\n", mask_size
, src0_param
.param_str
);
3928 shader_addline(buffer
, "int(floor(%s)));\n", src0_param
.param_str
);
3931 else if (ins
->handler_idx
== WINED3DSIH_MOVA
)
3933 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3935 if (shader_glsl_get_version(gl_info
) >= 130 || gl_info
->supported
[EXT_GPU_SHADER4
])
3938 shader_addline(buffer
, "ivec%d(round(%s)));\n", mask_size
, src0_param
.param_str
);
3940 shader_addline(buffer
, "int(round(%s)));\n", src0_param
.param_str
);
3945 shader_addline(buffer
, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
3946 mask_size
, src0_param
.param_str
, mask_size
, src0_param
.param_str
);
3948 shader_addline(buffer
, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
3949 src0_param
.param_str
, src0_param
.param_str
);
3954 shader_addline(buffer
, "%s);\n", src0_param
.param_str
);
3958 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
3959 static void shader_glsl_dot(const struct wined3d_shader_instruction
*ins
)
3961 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3962 struct glsl_src_param src0_param
;
3963 struct glsl_src_param src1_param
;
3964 DWORD dst_write_mask
, src_write_mask
;
3965 unsigned int dst_size
;
3967 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
3968 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
3970 /* dp4 works on vec4, dp3 on vec3, etc. */
3971 if (ins
->handler_idx
== WINED3DSIH_DP4
)
3972 src_write_mask
= WINED3DSP_WRITEMASK_ALL
;
3973 else if (ins
->handler_idx
== WINED3DSIH_DP3
)
3974 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3976 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
3978 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_write_mask
, &src0_param
);
3979 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_write_mask
, &src1_param
);
3982 shader_addline(buffer
, "vec%d(dot(%s, %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
3984 shader_addline(buffer
, "dot(%s, %s));\n", src0_param
.param_str
, src1_param
.param_str
);
3988 /* Note that this instruction has some restrictions. The destination write mask
3989 * can't contain the w component, and the source swizzles have to be .xyzw */
3990 static void shader_glsl_cross(const struct wined3d_shader_instruction
*ins
)
3992 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3993 struct glsl_src_param src0_param
;
3994 struct glsl_src_param src1_param
;
3997 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3998 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3999 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4000 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
4001 shader_addline(ins
->ctx
->buffer
, "cross(%s, %s)%s);\n", src0_param
.param_str
, src1_param
.param_str
, dst_mask
);
4004 static void shader_glsl_cut(const struct wined3d_shader_instruction
*ins
)
4006 unsigned int stream
= ins
->handler_idx
== WINED3DSIH_CUT
? 0 : ins
->src
[0].reg
.idx
[0].offset
;
4009 shader_addline(ins
->ctx
->buffer
, "EndPrimitive();\n");
4011 FIXME("Unhandled primitive stream %u.\n", stream
);
4014 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
4015 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
4016 * GLSL uses the value as-is. */
4017 static void shader_glsl_pow(const struct wined3d_shader_instruction
*ins
)
4019 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4020 struct glsl_src_param src0_param
;
4021 struct glsl_src_param src1_param
;
4022 DWORD dst_write_mask
;
4023 unsigned int dst_size
;
4025 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
4026 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
4028 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4029 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
4033 shader_addline(buffer
, "vec%u(%s == 0.0 ? 1.0 : pow(abs(%s), %s)));\n",
4034 dst_size
, src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
4038 shader_addline(buffer
, "%s == 0.0 ? 1.0 : pow(abs(%s), %s));\n",
4039 src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
4043 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
4044 static void shader_glsl_map2gl(const struct wined3d_shader_instruction
*ins
)
4046 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
4047 bool y_correction
= ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
4048 ? priv
->cur_ps_args
->y_correction
: false;
4049 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4050 struct glsl_src_param src_param
;
4051 const char *instruction
;
4055 /* Determine the GLSL function to use based on the opcode */
4056 /* TODO: Possibly make this a table for faster lookups */
4057 switch (ins
->handler_idx
)
4059 case WINED3DSIH_ABS
: instruction
= "abs"; break;
4060 case WINED3DSIH_BFREV
: instruction
= "bitfieldReverse"; break;
4061 case WINED3DSIH_COUNTBITS
: instruction
= "bitCount"; break;
4062 case WINED3DSIH_DSX
: instruction
= "dFdx"; break;
4063 case WINED3DSIH_DSX_COARSE
: instruction
= "dFdxCoarse"; break;
4064 case WINED3DSIH_DSX_FINE
: instruction
= "dFdxFine"; break;
4065 case WINED3DSIH_DSY
: instruction
= y_correction
? "ycorrection.y * dFdy" : "dFdy"; break;
4066 case WINED3DSIH_DSY_COARSE
: instruction
= y_correction
? "ycorrection.y * dFdyCoarse" : "dFdyCoarse"; break;
4067 case WINED3DSIH_DSY_FINE
: instruction
= y_correction
? "ycorrection.y * dFdyFine" : "dFdyFine"; break;
4068 case WINED3DSIH_FIRSTBIT_HI
: instruction
= "findMSB"; break;
4069 case WINED3DSIH_FIRSTBIT_LO
: instruction
= "findLSB"; break;
4070 case WINED3DSIH_FIRSTBIT_SHI
: instruction
= "findMSB"; break;
4071 case WINED3DSIH_FRC
: instruction
= "fract"; break;
4072 case WINED3DSIH_IMAX
: instruction
= "max"; break;
4073 case WINED3DSIH_IMIN
: instruction
= "min"; break;
4074 case WINED3DSIH_MAX
: instruction
= "max"; break;
4075 case WINED3DSIH_MIN
: instruction
= "min"; break;
4076 case WINED3DSIH_ROUND_NE
: instruction
= "roundEven"; break;
4077 case WINED3DSIH_ROUND_NI
: instruction
= "floor"; break;
4078 case WINED3DSIH_ROUND_PI
: instruction
= "ceil"; break;
4079 case WINED3DSIH_ROUND_Z
: instruction
= "trunc"; break;
4080 case WINED3DSIH_SQRT
: instruction
= "sqrt"; break;
4081 case WINED3DSIH_UMAX
: instruction
= "max"; break;
4082 case WINED3DSIH_UMIN
: instruction
= "min"; break;
4083 default: instruction
= "";
4084 ERR("Opcode %s not yet handled in GLSL.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
4088 write_mask
= shader_glsl_append_dst(buffer
, ins
);
4090 /* In D3D bits are numbered from the most significant bit. */
4091 if (ins
->handler_idx
== WINED3DSIH_FIRSTBIT_HI
|| ins
->handler_idx
== WINED3DSIH_FIRSTBIT_SHI
)
4092 shader_addline(buffer
, "31 - ");
4093 shader_addline(buffer
, "%s(", instruction
);
4097 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
4098 shader_addline(buffer
, "%s", src_param
.param_str
);
4099 for (i
= 1; i
< ins
->src_count
; ++i
)
4101 shader_glsl_add_src_param(ins
, &ins
->src
[i
], write_mask
, &src_param
);
4102 shader_addline(buffer
, ", %s", src_param
.param_str
);
4106 shader_addline(buffer
, "));\n");
4109 static void shader_glsl_float16(const struct wined3d_shader_instruction
*ins
)
4111 struct wined3d_shader_dst_param dst
;
4112 struct glsl_src_param src
;
4117 fmt
= ins
->handler_idx
== WINED3DSIH_F16TOF32
4118 ? "unpackHalf2x16(%s).x);\n" : "packHalf2x16(vec2(%s, 0.0)));\n";
4121 for (i
= 0; i
< 4; ++i
)
4123 dst
.write_mask
= ins
->dst
[0].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
);
4124 if (!(write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
,
4125 &dst
, 0, dst
.reg
.data_type
)))
4128 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src
);
4129 shader_addline(ins
->ctx
->buffer
, fmt
, src
.param_str
);
4133 static void shader_glsl_bitwise_op(const struct wined3d_shader_instruction
*ins
)
4135 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4136 struct wined3d_shader_dst_param dst
;
4137 struct glsl_src_param src
[4];
4138 const char *instruction
;
4139 BOOL tmp_dst
= FALSE
;
4144 switch (ins
->handler_idx
)
4146 case WINED3DSIH_BFI
: instruction
= "bitfieldInsert"; break;
4147 case WINED3DSIH_IBFE
: instruction
= "bitfieldExtract"; break;
4148 case WINED3DSIH_UBFE
: instruction
= "bitfieldExtract"; break;
4150 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
4154 for (i
= 0; i
< ins
->src_count
; ++i
)
4156 if (ins
->dst
[0].reg
.idx
[0].offset
== ins
->src
[i
].reg
.idx
[0].offset
4157 && ins
->dst
[0].reg
.type
== ins
->src
[i
].reg
.type
)
4162 for (i
= 0; i
< 4; ++i
)
4164 dst
.write_mask
= ins
->dst
[0].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
);
4165 if (tmp_dst
&& (write_mask
= shader_glsl_get_write_mask(&dst
, mask_char
)))
4166 shader_addline(buffer
, "tmp0%s = %sBitsToFloat(", mask_char
,
4167 dst
.reg
.data_type
== WINED3D_DATA_INT
? "int" : "uint");
4168 else if (!(write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &dst
, 0, dst
.reg
.data_type
)))
4171 for (j
= 0; j
< ins
->src_count
; ++j
)
4172 shader_glsl_add_src_param(ins
, &ins
->src
[j
], write_mask
, &src
[j
]);
4173 shader_addline(buffer
, "%s(", instruction
);
4174 for (j
= 0; j
< ins
->src_count
- 2; ++j
)
4175 shader_addline(buffer
, "%s, ", src
[ins
->src_count
- j
- 1].param_str
);
4176 shader_addline(buffer
, "%s & 0x1f, %s & 0x1f));\n", src
[1].param_str
, src
[0].param_str
);
4181 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], 0, WINED3D_DATA_FLOAT
);
4182 shader_glsl_get_write_mask(&ins
->dst
[0], mask_char
);
4183 shader_addline(buffer
, "tmp0%s);\n", mask_char
);
4187 static void shader_glsl_nop(const struct wined3d_shader_instruction
*ins
) {}
4189 static void shader_glsl_nrm(const struct wined3d_shader_instruction
*ins
)
4191 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4192 struct glsl_src_param src_param
;
4193 unsigned int mask_size
;
4197 write_mask
= shader_glsl_get_write_mask(ins
->dst
, dst_mask
);
4198 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4199 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
4202 shader_addline(buffer
, "tmp0.x = dot(vec3(%s), vec3(%s));\n",
4203 src_param
.param_str
, src_param
.param_str
);
4205 shader_addline(buffer
, "tmp0.x = dot(%s, %s);\n",
4206 src_param
.param_str
, src_param
.param_str
);
4207 shader_glsl_append_dst(buffer
, ins
);
4209 shader_addline(buffer
, "tmp0.x == 0.0 ? %s : (%s * inversesqrt(tmp0.x)));\n",
4210 src_param
.param_str
, src_param
.param_str
);
4213 static void shader_glsl_scalar_op(const struct wined3d_shader_instruction
*ins
)
4215 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
4216 ins
->ctx
->reg_maps
->shader_version
.minor
);
4217 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4218 struct glsl_src_param src0_param
;
4219 const char *prefix
, *suffix
;
4220 unsigned int dst_size
;
4221 DWORD dst_write_mask
;
4223 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
4224 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
4226 if (shader_version
< WINED3D_SHADER_VERSION(4, 0))
4227 dst_write_mask
= WINED3DSP_WRITEMASK_3
;
4229 shader_glsl_add_src_param(ins
, &ins
->src
[0], dst_write_mask
, &src0_param
);
4231 switch (ins
->handler_idx
)
4233 case WINED3DSIH_EXP
:
4234 case WINED3DSIH_EXPP
:
4239 case WINED3DSIH_LOG
:
4240 case WINED3DSIH_LOGP
:
4241 prefix
= "log2(abs(";
4245 case WINED3DSIH_RCP
:
4250 case WINED3DSIH_RSQ
:
4251 prefix
= "inversesqrt(abs(";
4258 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
4262 if (dst_size
> 1 && shader_version
< WINED3D_SHADER_VERSION(4, 0))
4263 shader_addline(buffer
, "vec%u(%s%s%s));\n", dst_size
, prefix
, src0_param
.param_str
, suffix
);
4265 shader_addline(buffer
, "%s%s%s);\n", prefix
, src0_param
.param_str
, suffix
);
4268 /** Process the WINED3DSIO_EXPP instruction in GLSL:
4269 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
4270 * dst.x = 2^(floor(src))
4271 * dst.y = src - floor(src)
4272 * dst.z = 2^src (partial precision is allowed, but optional)
4274 * For 2.0 shaders, just do this (honoring writemask and swizzle):
4275 * dst = 2^src; (partial precision is allowed, but optional)
4277 static void shader_glsl_expp(const struct wined3d_shader_instruction
*ins
)
4279 if (ins
->ctx
->reg_maps
->shader_version
.major
< 2)
4281 struct glsl_src_param src_param
;
4284 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
4286 shader_addline(ins
->ctx
->buffer
, "tmp0.x = exp2(floor(%s));\n", src_param
.param_str
);
4287 shader_addline(ins
->ctx
->buffer
, "tmp0.y = %s - floor(%s);\n", src_param
.param_str
, src_param
.param_str
);
4288 shader_addline(ins
->ctx
->buffer
, "tmp0.z = exp2(%s);\n", src_param
.param_str
);
4289 shader_addline(ins
->ctx
->buffer
, "tmp0.w = 1.0;\n");
4291 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4292 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4293 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", dst_mask
);
4297 shader_glsl_scalar_op(ins
);
4300 static void shader_glsl_cast(const struct wined3d_shader_instruction
*ins
,
4301 const char *vector_constructor
, const char *scalar_constructor
)
4303 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4304 struct glsl_src_param src_param
;
4305 unsigned int mask_size
;
4308 write_mask
= shader_glsl_append_dst(buffer
, ins
);
4309 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4310 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
4313 shader_addline(buffer
, "%s%u(%s));\n", vector_constructor
, mask_size
, src_param
.param_str
);
4315 shader_addline(buffer
, "%s(%s));\n", scalar_constructor
, src_param
.param_str
);
4318 static void shader_glsl_to_int(const struct wined3d_shader_instruction
*ins
)
4320 shader_glsl_cast(ins
, "ivec", "int");
4323 static void shader_glsl_to_uint(const struct wined3d_shader_instruction
*ins
)
4325 shader_glsl_cast(ins
, "uvec", "uint");
4328 static void shader_glsl_to_float(const struct wined3d_shader_instruction
*ins
)
4330 shader_glsl_cast(ins
, "vec", "float");
4333 /** Process signed comparison opcodes in GLSL. */
4334 static void shader_glsl_compare(const struct wined3d_shader_instruction
*ins
)
4336 struct glsl_src_param src0_param
;
4337 struct glsl_src_param src1_param
;
4339 unsigned int mask_size
;
4341 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4342 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4343 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4344 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4346 if (mask_size
> 1) {
4347 const char *compare
;
4349 switch(ins
->handler_idx
)
4351 case WINED3DSIH_SLT
: compare
= "lessThan"; break;
4352 case WINED3DSIH_SGE
: compare
= "greaterThanEqual"; break;
4353 default: compare
= "";
4354 FIXME("Can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
4357 shader_addline(ins
->ctx
->buffer
, "vec%d(%s(%s, %s)));\n", mask_size
, compare
,
4358 src0_param
.param_str
, src1_param
.param_str
);
4360 switch(ins
->handler_idx
)
4362 case WINED3DSIH_SLT
:
4363 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
4364 * to return 0.0 but step returns 1.0 because step is not < x
4365 * An alternative is a bvec compare padded with an unused second component.
4366 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
4367 * issue. Playing with not() is not possible either because not() does not accept
4370 shader_addline(ins
->ctx
->buffer
, "(%s < %s) ? 1.0 : 0.0);\n",
4371 src0_param
.param_str
, src1_param
.param_str
);
4373 case WINED3DSIH_SGE
:
4374 /* Here we can use the step() function and safe a conditional */
4375 shader_addline(ins
->ctx
->buffer
, "step(%s, %s));\n", src1_param
.param_str
, src0_param
.param_str
);
4378 FIXME("Can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
4384 static void shader_glsl_swapc(const struct wined3d_shader_instruction
*ins
)
4386 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4387 struct wined3d_shader_dst_param dst
[2];
4388 struct glsl_src_param src
[3];
4389 unsigned int i
, j
, k
;
4394 for (i
= 0; i
< ins
->dst_count
; ++i
)
4397 for (j
= 0; j
< ins
->src_count
; ++j
)
4399 if (ins
->dst
[i
].reg
.idx
[0].offset
== ins
->src
[j
].reg
.idx
[0].offset
4400 && ins
->dst
[i
].reg
.type
== ins
->src
[j
].reg
.type
)
4405 dst
[0] = ins
->dst
[0];
4406 dst
[1] = ins
->dst
[1];
4407 for (i
= 0; i
< 4; ++i
)
4409 for (j
= 0; j
< ARRAY_SIZE(dst
); ++j
)
4411 dst
[j
].write_mask
= ins
->dst
[j
].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
);
4412 if (tmp_dst
[j
] && (write_mask
= shader_glsl_get_write_mask(&dst
[j
], mask_char
)))
4413 shader_addline(buffer
, "tmp%u%s = (", j
, mask_char
);
4414 else if (!(write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &dst
[j
], j
, dst
[j
].reg
.data_type
)))
4417 for (k
= 0; k
< ARRAY_SIZE(src
); ++k
)
4418 shader_glsl_add_src_param(ins
, &ins
->src
[k
], write_mask
, &src
[k
]);
4420 shader_addline(buffer
, "%sbool(%s) ? %s : %s);\n", !j
? "!" : "",
4421 src
[0].param_str
, src
[1].param_str
, src
[2].param_str
);
4425 for (i
= 0; i
< ARRAY_SIZE(tmp_dst
); ++i
)
4429 shader_glsl_get_write_mask(&ins
->dst
[i
], mask_char
);
4430 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[i
], i
, ins
->dst
[i
].reg
.data_type
);
4431 shader_addline(buffer
, "tmp%u%s);\n", i
, mask_char
);
4436 static void shader_glsl_conditional_move(const struct wined3d_shader_instruction
*ins
)
4438 const char *condition_prefix
, *condition_suffix
;
4439 struct wined3d_shader_dst_param dst
;
4440 struct glsl_src_param src0_param
;
4441 struct glsl_src_param src1_param
;
4442 struct glsl_src_param src2_param
;
4443 BOOL temp_destination
= FALSE
;
4444 DWORD cmp_channel
= 0;
4449 switch (ins
->handler_idx
)
4451 case WINED3DSIH_CMP
:
4452 condition_prefix
= "";
4453 condition_suffix
= " >= 0.0";
4456 case WINED3DSIH_CND
:
4457 condition_prefix
= "";
4458 condition_suffix
= " > 0.5";
4461 case WINED3DSIH_MOVC
:
4462 condition_prefix
= "bool(";
4463 condition_suffix
= ")";
4467 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
4468 condition_prefix
= "<unhandled prefix>";
4469 condition_suffix
= "<unhandled suffix>";
4473 if (shader_is_scalar(&ins
->dst
[0].reg
) || shader_is_scalar(&ins
->src
[0].reg
))
4475 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4476 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4477 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4478 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4480 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
4481 condition_prefix
, src0_param
.param_str
, condition_suffix
,
4482 src1_param
.param_str
, src2_param
.param_str
);
4488 /* Splitting the instruction up in multiple lines imposes a problem:
4489 * The first lines may overwrite source parameters of the following lines.
4490 * Deal with that by using a temporary destination register if needed. */
4491 if ((ins
->src
[0].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
4492 && ins
->src
[0].reg
.type
== dst
.reg
.type
)
4493 || (ins
->src
[1].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
4494 && ins
->src
[1].reg
.type
== dst
.reg
.type
)
4495 || (ins
->src
[2].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
4496 && ins
->src
[2].reg
.type
== dst
.reg
.type
))
4497 temp_destination
= TRUE
;
4499 /* Cycle through all source0 channels. */
4500 for (i
= 0; i
< 4; ++i
)
4503 /* Find the destination channels which use the current source0 channel. */
4504 for (j
= 0; j
< 4; ++j
)
4506 if (shader_glsl_swizzle_get_component(ins
->src
[0].swizzle
, j
) == i
)
4508 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
4509 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
4512 dst
.write_mask
= ins
->dst
[0].write_mask
& write_mask
;
4514 if (temp_destination
)
4516 if (!(write_mask
= shader_glsl_get_write_mask(&dst
, mask_char
)))
4518 shader_addline(ins
->ctx
->buffer
, "tmp0%s = (", mask_char
);
4520 else if (!(write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
, 0, dst
.reg
.data_type
)))
4523 shader_glsl_add_src_param(ins
, &ins
->src
[0], cmp_channel
, &src0_param
);
4524 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4525 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4527 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
4528 condition_prefix
, src0_param
.param_str
, condition_suffix
,
4529 src1_param
.param_str
, src2_param
.param_str
);
4532 if (temp_destination
)
4534 shader_glsl_get_write_mask(&ins
->dst
[0], mask_char
);
4535 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4536 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", mask_char
);
4540 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
4541 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
4542 * the compare is done per component of src0. */
4543 static void shader_glsl_cnd(const struct wined3d_shader_instruction
*ins
)
4545 struct glsl_src_param src0_param
;
4546 struct glsl_src_param src1_param
;
4547 struct glsl_src_param src2_param
;
4549 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
4550 ins
->ctx
->reg_maps
->shader_version
.minor
);
4552 if (shader_version
< WINED3D_SHADER_VERSION(1, 4))
4554 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4555 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4556 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4557 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4559 if (ins
->coissue
&& ins
->dst
->write_mask
!= WINED3DSP_WRITEMASK_3
)
4560 shader_addline(ins
->ctx
->buffer
, "%s /* COISSUE! */);\n", src1_param
.param_str
);
4562 shader_addline(ins
->ctx
->buffer
, "%s > 0.5 ? %s : %s);\n",
4563 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
4567 shader_glsl_conditional_move(ins
);
4570 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
4571 static void shader_glsl_mad(const struct wined3d_shader_instruction
*ins
)
4573 struct glsl_src_param src0_param
;
4574 struct glsl_src_param src1_param
;
4575 struct glsl_src_param src2_param
;
4578 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4579 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4580 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4581 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4582 shader_addline(ins
->ctx
->buffer
, "(%s * %s) + %s);\n",
4583 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
4586 /* Handles transforming all WINED3DSIO_M?x? opcodes for
4587 Vertex shaders to GLSL codes */
4588 static void shader_glsl_mnxn(const struct wined3d_shader_instruction
*ins
)
4591 int nComponents
= 0;
4592 struct wined3d_shader_dst_param tmp_dst
= {{0}};
4593 struct wined3d_shader_src_param tmp_src
[2] = {{{0}}};
4594 struct wined3d_shader_instruction tmp_ins
;
4596 memset(&tmp_ins
, 0, sizeof(tmp_ins
));
4598 /* Set constants for the temporary argument */
4599 tmp_ins
.ctx
= ins
->ctx
;
4600 tmp_ins
.dst_count
= 1;
4601 tmp_ins
.dst
= &tmp_dst
;
4602 tmp_ins
.src_count
= 2;
4603 tmp_ins
.src
= tmp_src
;
4605 switch(ins
->handler_idx
)
4607 case WINED3DSIH_M4x4
:
4609 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
4611 case WINED3DSIH_M4x3
:
4613 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
4615 case WINED3DSIH_M3x4
:
4617 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
4619 case WINED3DSIH_M3x3
:
4621 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
4623 case WINED3DSIH_M3x2
:
4625 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
4631 tmp_dst
= ins
->dst
[0];
4632 tmp_src
[0] = ins
->src
[0];
4633 tmp_src
[1] = ins
->src
[1];
4634 for (i
= 0; i
< nComponents
; ++i
)
4636 tmp_dst
.write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
4637 shader_glsl_dot(&tmp_ins
);
4638 ++tmp_src
[1].reg
.idx
[0].offset
;
4643 The LRP instruction performs a component-wise linear interpolation
4644 between the second and third operands using the first operand as the
4645 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
4646 This is equivalent to mix(src2, src1, src0);
4648 static void shader_glsl_lrp(const struct wined3d_shader_instruction
*ins
)
4650 struct glsl_src_param src0_param
;
4651 struct glsl_src_param src1_param
;
4652 struct glsl_src_param src2_param
;
4655 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4657 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4658 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4659 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4661 shader_addline(ins
->ctx
->buffer
, "mix(%s, %s, %s));\n",
4662 src2_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
);
4665 /** Process the WINED3DSIO_LIT instruction in GLSL:
4666 * dst.x = dst.w = 1.0
4667 * dst.y = (src0.x > 0) ? src0.x
4668 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
4669 * where src.w is clamped at +- 128
4671 static void shader_glsl_lit(const struct wined3d_shader_instruction
*ins
)
4673 struct glsl_src_param src0_param
;
4674 struct glsl_src_param src1_param
;
4675 struct glsl_src_param src3_param
;
4678 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4679 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4681 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4682 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src1_param
);
4683 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src3_param
);
4685 /* The sdk specifies the instruction like this
4687 * if(src.x > 0.0) dst.y = src.x
4689 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
4692 * (where power = src.w clamped between -128 and 128)
4694 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
4695 * dst.x = 1.0 ... No further explanation needed
4696 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
4697 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
4698 * dst.w = 1.0. ... Nothing fancy.
4700 * So we still have one conditional in there. So do this:
4701 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
4703 * 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),
4704 * 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.
4705 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to.
4707 * Unfortunately pow(0.0 ^ 0.0) returns NaN on most GPUs, but lit with src.y = 0 and src.w = 0 returns
4708 * a non-NaN value in dst.z. What we return doesn't matter, as long as it is not NaN. Return 0, which is
4709 * what all Windows HW drivers and GL_ARB_vertex_program's LIT do.
4711 shader_addline(ins
->ctx
->buffer
,
4712 "vec4(1.0, max(%s, 0.0), %s == 0.0 ? 0.0 : "
4713 "pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
4714 src0_param
.param_str
, src3_param
.param_str
, src1_param
.param_str
,
4715 src0_param
.param_str
, src3_param
.param_str
, dst_mask
);
4718 /** Process the WINED3DSIO_DST instruction in GLSL:
4720 * dst.y = src0.x * src0.y
4724 static void shader_glsl_dst(const struct wined3d_shader_instruction
*ins
)
4726 struct glsl_src_param src0y_param
;
4727 struct glsl_src_param src0z_param
;
4728 struct glsl_src_param src1y_param
;
4729 struct glsl_src_param src1w_param
;
4732 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4733 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4735 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src0y_param
);
4736 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &src0z_param
);
4737 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_1
, &src1y_param
);
4738 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_3
, &src1w_param
);
4740 shader_addline(ins
->ctx
->buffer
, "vec4(1.0, %s * %s, %s, %s))%s;\n",
4741 src0y_param
.param_str
, src1y_param
.param_str
, src0z_param
.param_str
, src1w_param
.param_str
, dst_mask
);
4744 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
4745 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
4746 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
4748 * dst.x = cos(src0.?)
4749 * dst.y = sin(src0.?)
4753 static void shader_glsl_sincos(const struct wined3d_shader_instruction
*ins
)
4755 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4756 struct glsl_src_param src0_param
;
4759 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
4761 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4763 write_mask
= shader_glsl_append_dst(buffer
, ins
);
4766 case WINED3DSP_WRITEMASK_0
:
4767 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
4770 case WINED3DSP_WRITEMASK_1
:
4771 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
4774 case (WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
):
4775 shader_addline(buffer
, "vec2(cos(%s), sin(%s)));\n",
4776 src0_param
.param_str
, src0_param
.param_str
);
4780 ERR("Write mask should be .x, .y or .xy\n");
4787 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
4790 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
4794 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4795 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4796 shader_addline(buffer
, "tmp0%s = sin(%s);\n", dst_mask
, src0_param
.param_str
);
4798 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], 1, ins
->dst
[1].reg
.data_type
);
4799 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4800 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
4802 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], 0, ins
->dst
[0].reg
.data_type
);
4803 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
4807 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], 0, ins
->dst
[0].reg
.data_type
);
4808 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4809 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
4812 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
4814 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], 1, ins
->dst
[1].reg
.data_type
);
4815 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4816 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
4820 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
4821 * here. But those extra parameters require a dedicated function for sgn, since map2gl would
4822 * generate invalid code
4824 static void shader_glsl_sgn(const struct wined3d_shader_instruction
*ins
)
4826 struct glsl_src_param src0_param
;
4829 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4830 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4832 shader_addline(ins
->ctx
->buffer
, "sign(%s));\n", src0_param
.param_str
);
4835 /** Process the WINED3DSIO_LOOP instruction in GLSL:
4836 * Start a for() loop where src1.y is the initial value of aL,
4837 * increment aL by src1.z for a total of src1.x iterations.
4838 * Need to use a temporary variable for this operation.
4840 /* FIXME: I don't think nested loops will work correctly this way. */
4841 static void shader_glsl_loop(const struct wined3d_shader_instruction
*ins
)
4843 struct wined3d_shader_parser_state
*state
= ins
->ctx
->state
;
4844 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
4845 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4846 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
4847 const struct wined3d_shader_lconst
*constant
;
4848 struct wined3d_string_buffer
*reg_name
;
4849 const DWORD
*control_values
= NULL
;
4851 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
4853 /* Try to hardcode the loop control parameters if possible. Direct3D 9
4854 * class hardware doesn't support real varying indexing, but Microsoft
4855 * designed this feature for Shader model 2.x+. If the loop control is
4856 * known at compile time, the GLSL compiler can unroll the loop, and
4857 * replace indirect addressing with direct addressing. */
4858 if (ins
->src
[1].reg
.type
== WINED3DSPR_CONSTINT
)
4860 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
4862 if (constant
->idx
== ins
->src
[1].reg
.idx
[0].offset
)
4864 control_values
= constant
->value
;
4872 struct wined3d_shader_loop_control loop_control
;
4873 loop_control
.count
= control_values
[0];
4874 loop_control
.start
= control_values
[1];
4875 loop_control
.step
= (int)control_values
[2];
4877 if (loop_control
.step
> 0)
4879 shader_addline(buffer
, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d)\n{\n",
4880 state
->current_loop_depth
, loop_control
.start
,
4881 state
->current_loop_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
4882 state
->current_loop_depth
, loop_control
.step
);
4884 else if (loop_control
.step
< 0)
4886 shader_addline(buffer
, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d)\n{\n",
4887 state
->current_loop_depth
, loop_control
.start
,
4888 state
->current_loop_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
4889 state
->current_loop_depth
, loop_control
.step
);
4893 shader_addline(buffer
, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++)\n{\n",
4894 state
->current_loop_depth
, loop_control
.start
, state
->current_loop_depth
,
4895 state
->current_loop_depth
, loop_control
.count
,
4896 state
->current_loop_depth
);
4901 reg_name
= string_buffer_get(priv
->string_buffers
);
4902 shader_glsl_get_register_name(&ins
->src
[1].reg
, ins
->src
[1].reg
.data_type
, reg_name
, NULL
, ins
->ctx
);
4904 shader_addline(buffer
, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z)\n{\n",
4905 state
->current_loop_depth
, state
->current_loop_reg
, reg_name
->buffer
,
4906 state
->current_loop_depth
, reg_name
->buffer
,
4907 state
->current_loop_depth
, state
->current_loop_reg
, reg_name
->buffer
);
4909 string_buffer_release(priv
->string_buffers
, reg_name
);
4913 ++state
->current_loop_reg
;
4917 shader_addline(buffer
, "for (;;)\n{\n");
4920 ++state
->current_loop_depth
;
4923 static void shader_glsl_end(const struct wined3d_shader_instruction
*ins
)
4925 struct wined3d_shader_parser_state
*state
= ins
->ctx
->state
;
4927 shader_addline(ins
->ctx
->buffer
, "}\n");
4929 if (ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
4931 --state
->current_loop_depth
;
4932 --state
->current_loop_reg
;
4935 if (ins
->handler_idx
== WINED3DSIH_ENDREP
)
4937 --state
->current_loop_depth
;
4941 static void shader_glsl_rep(const struct wined3d_shader_instruction
*ins
)
4943 struct wined3d_shader_parser_state
*state
= ins
->ctx
->state
;
4944 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
4945 const struct wined3d_shader_lconst
*constant
;
4946 struct glsl_src_param src0_param
;
4947 const DWORD
*control_values
= NULL
;
4949 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
4950 if (ins
->src
[0].reg
.type
== WINED3DSPR_CONSTINT
)
4952 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
4954 if (constant
->idx
== ins
->src
[0].reg
.idx
[0].offset
)
4956 control_values
= constant
->value
;
4964 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
4965 state
->current_loop_depth
, state
->current_loop_depth
,
4966 control_values
[0], state
->current_loop_depth
);
4970 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4971 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
4972 state
->current_loop_depth
, state
->current_loop_depth
,
4973 src0_param
.param_str
, state
->current_loop_depth
);
4976 ++state
->current_loop_depth
;
4979 static void shader_glsl_switch(const struct wined3d_shader_instruction
*ins
)
4981 struct glsl_src_param src0_param
;
4983 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4984 shader_addline(ins
->ctx
->buffer
, "switch (%s)\n{\n", src0_param
.param_str
);
4987 static void shader_glsl_case(const struct wined3d_shader_instruction
*ins
)
4989 struct glsl_src_param src0_param
;
4991 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4992 shader_addline(ins
->ctx
->buffer
, "case %s:\n", src0_param
.param_str
);
4995 static void shader_glsl_default(const struct wined3d_shader_instruction
*ins
)
4997 shader_addline(ins
->ctx
->buffer
, "default:\n");
5000 static void shader_glsl_generate_condition(const struct wined3d_shader_instruction
*ins
)
5002 struct glsl_src_param src_param
;
5003 const char *condition
;
5005 condition
= ins
->flags
== WINED3D_SHADER_CONDITIONAL_OP_NZ
? "bool" : "!bool";
5006 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
5007 shader_addline(ins
->ctx
->buffer
, "if (%s(%s))\n", condition
, src_param
.param_str
);
5010 static void shader_glsl_if(const struct wined3d_shader_instruction
*ins
)
5012 shader_glsl_generate_condition(ins
);
5013 shader_addline(ins
->ctx
->buffer
, "{\n");
5016 static void shader_glsl_ifc(const struct wined3d_shader_instruction
*ins
)
5018 struct glsl_src_param src0_param
;
5019 struct glsl_src_param src1_param
;
5021 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
5022 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
5024 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) {\n",
5025 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
5028 static void shader_glsl_else(const struct wined3d_shader_instruction
*ins
)
5030 shader_addline(ins
->ctx
->buffer
, "} else {\n");
5033 static void shader_glsl_emit(const struct wined3d_shader_instruction
*ins
)
5035 unsigned int stream
= ins
->handler_idx
== WINED3DSIH_EMIT
? 0 : ins
->src
[0].reg
.idx
[0].offset
;
5036 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5037 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5039 shader_addline(ins
->ctx
->buffer
, "setup_gs_output(gs_out);\n");
5040 if (!priv
->gl_info
->supported
[ARB_CLIP_CONTROL
])
5041 shader_glsl_fixup_position(ins
->ctx
->buffer
, reg_maps
->viewport_array
);
5044 shader_addline(ins
->ctx
->buffer
, "EmitVertex();\n");
5046 FIXME("Unhandled primitive stream %u.\n", stream
);
5049 static void shader_glsl_break(const struct wined3d_shader_instruction
*ins
)
5051 shader_addline(ins
->ctx
->buffer
, "break;\n");
5054 /* FIXME: According to MSDN the compare is done per component. */
5055 static void shader_glsl_breakc(const struct wined3d_shader_instruction
*ins
)
5057 struct glsl_src_param src0_param
;
5058 struct glsl_src_param src1_param
;
5060 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
5061 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
5063 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) break;\n",
5064 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
5067 static void shader_glsl_conditional_op(const struct wined3d_shader_instruction
*ins
)
5071 switch (ins
->handler_idx
)
5073 case WINED3DSIH_BREAKP
:
5076 case WINED3DSIH_CONTINUEP
:
5079 case WINED3DSIH_RETP
:
5083 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
5087 shader_glsl_generate_condition(ins
);
5088 if (ins
->handler_idx
== WINED3DSIH_RETP
)
5090 shader_addline(ins
->ctx
->buffer
, "{\n");
5091 shader_glsl_generate_shader_epilogue(ins
->ctx
);
5093 shader_addline(ins
->ctx
->buffer
, " %s\n", op
);
5094 if (ins
->handler_idx
== WINED3DSIH_RETP
)
5095 shader_addline(ins
->ctx
->buffer
, "}\n");
5098 static void shader_glsl_continue(const struct wined3d_shader_instruction
*ins
)
5100 shader_addline(ins
->ctx
->buffer
, "continue;\n");
5103 static void shader_glsl_label(const struct wined3d_shader_instruction
*ins
)
5105 shader_addline(ins
->ctx
->buffer
, "}\n");
5106 shader_addline(ins
->ctx
->buffer
, "void subroutine%u()\n{\n", ins
->src
[0].reg
.idx
[0].offset
);
5108 /* Subroutines appear at the end of the shader. */
5109 ins
->ctx
->state
->in_subroutine
= TRUE
;
5112 static void shader_glsl_call(const struct wined3d_shader_instruction
*ins
)
5114 shader_addline(ins
->ctx
->buffer
, "subroutine%u();\n", ins
->src
[0].reg
.idx
[0].offset
);
5117 static void shader_glsl_callnz(const struct wined3d_shader_instruction
*ins
)
5119 struct glsl_src_param src1_param
;
5121 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
5122 shader_addline(ins
->ctx
->buffer
, "if (%s) subroutine%u();\n",
5123 src1_param
.param_str
, ins
->src
[0].reg
.idx
[0].offset
);
5126 static void shader_glsl_ret(const struct wined3d_shader_instruction
*ins
)
5128 const struct wined3d_shader_version
*version
= &ins
->ctx
->shader
->reg_maps
.shader_version
;
5130 if (version
->major
>= 4 && !ins
->ctx
->state
->in_subroutine
)
5132 shader_glsl_generate_shader_epilogue(ins
->ctx
);
5133 shader_addline(ins
->ctx
->buffer
, "return;\n");
5137 static void shader_glsl_tex(const struct wined3d_shader_instruction
*ins
)
5139 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
5140 ins
->ctx
->reg_maps
->shader_version
.minor
);
5141 struct glsl_sample_function sample_function
;
5142 DWORD sample_flags
= 0;
5144 DWORD mask
= 0, swizzle
;
5145 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5146 enum wined3d_shader_resource_type resource_type
;
5148 /* 1.0-1.4: Use destination register as sampler source.
5149 * 2.0+: Use provided sampler source. */
5150 if (shader_version
< WINED3D_SHADER_VERSION(2,0))
5151 resource_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5153 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5155 resource_type
= ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
5156 ? pixelshader_get_resource_type(ins
->ctx
->reg_maps
, resource_idx
, priv
->cur_ps_args
->tex_types
)
5157 : ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
;
5159 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
5161 DWORD flags
= (priv
->cur_ps_args
->tex_transform
>> resource_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
5162 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
5164 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
5165 if (flags
& WINED3D_PSARGS_PROJECTED
&& resource_type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
5167 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
5168 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
5170 case WINED3D_TTFF_COUNT1
:
5171 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
5173 case WINED3D_TTFF_COUNT2
:
5174 mask
= WINED3DSP_WRITEMASK_1
;
5176 case WINED3D_TTFF_COUNT3
:
5177 mask
= WINED3DSP_WRITEMASK_2
;
5179 case WINED3D_TTFF_COUNT4
:
5180 case WINED3D_TTFF_DISABLE
:
5181 mask
= WINED3DSP_WRITEMASK_3
;
5186 else if (shader_version
< WINED3D_SHADER_VERSION(2,0))
5188 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
5190 if (src_mod
== WINED3DSPSM_DZ
) {
5191 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
5192 mask
= WINED3DSP_WRITEMASK_2
;
5193 } else if (src_mod
== WINED3DSPSM_DW
) {
5194 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
5195 mask
= WINED3DSP_WRITEMASK_3
;
5200 if ((ins
->flags
& WINED3DSI_TEXLD_PROJECT
)
5201 && resource_type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
5203 /* ps 2.0 texldp instruction always divides by the fourth component. */
5204 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
5205 mask
= WINED3DSP_WRITEMASK_3
;
5209 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, resource_idx
, sample_flags
, &sample_function
);
5210 mask
|= sample_function
.coord_mask
;
5211 sample_function
.coord_mask
= mask
;
5213 if (shader_version
< WINED3D_SHADER_VERSION(2,0)) swizzle
= WINED3DSP_NOSWIZZLE
;
5214 else swizzle
= ins
->src
[1].swizzle
;
5216 /* 1.0-1.3: Use destination register as coordinate source.
5217 1.4+: Use provided coordinate source register. */
5218 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
5221 shader_glsl_write_mask_to_str(mask
, coord_mask
);
5222 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
, NULL
,
5223 "T%u%s", resource_idx
, coord_mask
);
5227 struct glsl_src_param coord_param
;
5228 shader_glsl_add_src_param(ins
, &ins
->src
[0], mask
, &coord_param
);
5229 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
)
5231 struct glsl_src_param bias
;
5232 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &bias
);
5233 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, bias
.param_str
,
5234 NULL
, "%s", coord_param
.param_str
);
5236 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
, NULL
,
5237 "%s", coord_param
.param_str
);
5240 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5243 static void shader_glsl_texldd(const struct wined3d_shader_instruction
*ins
)
5245 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5246 const struct wined3d_gl_info
*gl_info
= priv
->gl_info
;
5247 struct glsl_src_param coord_param
, dx_param
, dy_param
;
5248 struct glsl_sample_function sample_function
;
5250 DWORD swizzle
= ins
->src
[1].swizzle
;
5252 if (!shader_glsl_has_core_grad(gl_info
) && !gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
5254 FIXME("texldd used, but not supported by hardware. Falling back to regular tex.\n");
5255 shader_glsl_tex(ins
);
5259 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5261 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, WINED3D_GLSL_SAMPLE_GRAD
, &sample_function
);
5262 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
5263 shader_glsl_add_src_param(ins
, &ins
->src
[2], sample_function
.deriv_mask
, &dx_param
);
5264 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.deriv_mask
, &dy_param
);
5266 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, dx_param
.param_str
, dy_param
.param_str
,
5267 NULL
, NULL
, "%s", coord_param
.param_str
);
5268 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5271 static void shader_glsl_texldl(const struct wined3d_shader_instruction
*ins
)
5273 const struct wined3d_shader_version
*shader_version
= &ins
->ctx
->reg_maps
->shader_version
;
5274 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5275 const struct wined3d_gl_info
*gl_info
= priv
->gl_info
;
5276 struct glsl_src_param coord_param
, lod_param
;
5277 struct glsl_sample_function sample_function
;
5278 DWORD swizzle
= ins
->src
[1].swizzle
;
5281 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5283 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, WINED3D_GLSL_SAMPLE_LOD
, &sample_function
);
5284 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
5286 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
5288 if (shader_version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& !shader_glsl_has_core_grad(gl_info
)
5289 && !gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
5291 /* Plain GLSL only supports Lod sampling functions in vertex shaders.
5292 * However, the NVIDIA drivers allow them in fragment shaders as well,
5293 * even without the appropriate extension. */
5294 WARN("Using %s in fragment shader.\n", sample_function
.name
->buffer
);
5296 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, lod_param
.param_str
, NULL
,
5297 "%s", coord_param
.param_str
);
5298 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5301 static unsigned int shader_glsl_find_sampler(const struct wined3d_shader_sampler_map
*sampler_map
,
5302 unsigned int resource_idx
, unsigned int sampler_idx
)
5304 struct wined3d_shader_sampler_map_entry
*entries
= sampler_map
->entries
;
5307 for (i
= 0; i
< sampler_map
->count
; ++i
)
5309 if (entries
[i
].resource_idx
== resource_idx
&& entries
[i
].sampler_idx
== sampler_idx
)
5310 return entries
[i
].bind_idx
;
5313 ERR("No GLSL sampler found for resource %u / sampler %u.\n", resource_idx
, sampler_idx
);
5318 static void shader_glsl_atomic(const struct wined3d_shader_instruction
*ins
)
5320 const BOOL is_imm_instruction
= WINED3DSIH_IMM_ATOMIC_AND
<= ins
->handler_idx
5321 && ins
->handler_idx
<= WINED3DSIH_IMM_ATOMIC_XOR
;
5322 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5323 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
5324 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5325 struct glsl_src_param structure_idx
, offset
, data
, data2
;
5326 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5327 enum wined3d_shader_resource_type resource_type
;
5328 struct wined3d_string_buffer
*address
;
5329 enum wined3d_data_type data_type
;
5330 unsigned int resource_idx
, stride
;
5331 const char *op
, *resource
;
5335 resource_idx
= ins
->dst
[is_imm_instruction
].reg
.idx
[0].offset
;
5336 is_tgsm
= ins
->dst
[is_imm_instruction
].reg
.type
== WINED3DSPR_GROUPSHAREDMEM
;
5339 if (resource_idx
>= reg_maps
->tgsm_count
)
5341 ERR("Invalid TGSM index %u.\n", resource_idx
);
5345 data_type
= WINED3D_DATA_UINT
;
5347 stride
= reg_maps
->tgsm
[resource_idx
].stride
;
5351 if (resource_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5353 ERR("Invalid UAV index %u.\n", resource_idx
);
5356 resource_type
= reg_maps
->uav_resource_info
[resource_idx
].type
;
5357 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
5359 ERR("Unexpected resource type %#x.\n", resource_type
);
5363 data_type
= reg_maps
->uav_resource_info
[resource_idx
].data_type
;
5364 coord_mask
= wined3d_mask_from_size(resource_type_info
[resource_type
].coord_size
);
5365 stride
= reg_maps
->uav_resource_info
[resource_idx
].stride
;
5368 switch (ins
->handler_idx
)
5370 case WINED3DSIH_ATOMIC_AND
:
5371 case WINED3DSIH_IMM_ATOMIC_AND
:
5375 op
= "imageAtomicAnd";
5377 case WINED3DSIH_ATOMIC_CMP_STORE
:
5378 case WINED3DSIH_IMM_ATOMIC_CMP_EXCH
:
5380 op
= "atomicCompSwap";
5382 op
= "imageAtomicCompSwap";
5384 case WINED3DSIH_ATOMIC_IADD
:
5385 case WINED3DSIH_IMM_ATOMIC_IADD
:
5389 op
= "imageAtomicAdd";
5391 case WINED3DSIH_ATOMIC_IMAX
:
5392 case WINED3DSIH_IMM_ATOMIC_IMAX
:
5396 op
= "imageAtomicMax";
5397 if (data_type
!= WINED3D_DATA_INT
)
5399 FIXME("Unhandled opcode %#x for unsigned integers.\n", ins
->handler_idx
);
5403 case WINED3DSIH_ATOMIC_IMIN
:
5404 case WINED3DSIH_IMM_ATOMIC_IMIN
:
5408 op
= "imageAtomicMin";
5409 if (data_type
!= WINED3D_DATA_INT
)
5411 FIXME("Unhandled opcode %#x for unsigned integers.\n", ins
->handler_idx
);
5415 case WINED3DSIH_ATOMIC_OR
:
5416 case WINED3DSIH_IMM_ATOMIC_OR
:
5420 op
= "imageAtomicOr";
5422 case WINED3DSIH_ATOMIC_UMAX
:
5423 case WINED3DSIH_IMM_ATOMIC_UMAX
:
5427 op
= "imageAtomicMax";
5428 if (data_type
!= WINED3D_DATA_UINT
)
5430 FIXME("Unhandled opcode %#x for signed integers.\n", ins
->handler_idx
);
5434 case WINED3DSIH_ATOMIC_UMIN
:
5435 case WINED3DSIH_IMM_ATOMIC_UMIN
:
5439 op
= "imageAtomicMin";
5440 if (data_type
!= WINED3D_DATA_UINT
)
5442 FIXME("Unhandled opcode %#x for signed integers.\n", ins
->handler_idx
);
5446 case WINED3DSIH_ATOMIC_XOR
:
5447 case WINED3DSIH_IMM_ATOMIC_XOR
:
5451 op
= "imageAtomicXor";
5453 case WINED3DSIH_IMM_ATOMIC_EXCH
:
5455 op
= "atomicExchange";
5457 op
= "imageAtomicExchange";
5460 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
5464 address
= string_buffer_get(priv
->string_buffers
);
5467 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &structure_idx
);
5468 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &offset
);
5469 string_buffer_sprintf(address
, "%s * %u + %s / 4", structure_idx
.param_str
, stride
, offset
.param_str
);
5473 shader_glsl_add_src_param(ins
, &ins
->src
[0], coord_mask
, &offset
);
5474 string_buffer_sprintf(address
, "%s", offset
.param_str
);
5475 if (is_tgsm
|| (reg_maps
->uav_resource_info
[resource_idx
].flags
& WINED3D_VIEW_BUFFER_RAW
))
5476 shader_addline(address
, "/ 4");
5479 if (is_imm_instruction
)
5480 shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], 0, data_type
);
5483 shader_addline(buffer
, "%s(%s_%s%u[%s], ",
5484 op
, shader_glsl_get_prefix(version
->type
), resource
, resource_idx
, address
->buffer
);
5486 shader_addline(buffer
, "%s(%s_%s%u, %s, ",
5487 op
, shader_glsl_get_prefix(version
->type
), resource
, resource_idx
, address
->buffer
);
5489 shader_glsl_add_src_param_ext(ins
->ctx
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &data
, data_type
);
5490 shader_addline(buffer
, "%s", data
.param_str
);
5491 if (ins
->src_count
>= 3)
5493 shader_glsl_add_src_param_ext(ins
->ctx
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &data2
, data_type
);
5494 shader_addline(buffer
, ", %s", data2
.param_str
);
5497 if (is_imm_instruction
)
5498 shader_addline(buffer
, ")");
5499 shader_addline(buffer
, ");\n");
5501 string_buffer_release(priv
->string_buffers
, address
);
5504 static void shader_glsl_uav_counter(const struct wined3d_shader_instruction
*ins
)
5506 const char *prefix
= shader_glsl_get_prefix(ins
->ctx
->reg_maps
->shader_version
.type
);
5509 if (ins
->handler_idx
== WINED3DSIH_IMM_ATOMIC_ALLOC
)
5510 op
= "atomicCounterIncrement";
5512 op
= "atomicCounterDecrement";
5514 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
5515 shader_addline(ins
->ctx
->buffer
, "%s(%s_counter%u));\n", op
, prefix
, ins
->src
[0].reg
.idx
[0].offset
);
5518 static void shader_glsl_ld_uav(const struct wined3d_shader_instruction
*ins
)
5520 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5521 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
5522 enum wined3d_shader_resource_type resource_type
;
5523 struct glsl_src_param image_coord_param
;
5524 enum wined3d_data_type data_type
;
5525 DWORD coord_mask
, write_mask
;
5526 unsigned int uav_idx
;
5527 char dst_swizzle
[6];
5529 uav_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5530 if (uav_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5532 ERR("Invalid UAV index %u.\n", uav_idx
);
5535 resource_type
= reg_maps
->uav_resource_info
[uav_idx
].type
;
5536 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
5538 ERR("Unexpected resource type %#x.\n", resource_type
);
5539 resource_type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
5541 data_type
= reg_maps
->uav_resource_info
[uav_idx
].data_type
;
5542 coord_mask
= wined3d_mask_from_size(resource_type_info
[resource_type
].coord_size
);
5544 write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], 0, data_type
);
5545 shader_glsl_get_swizzle(&ins
->src
[1], FALSE
, write_mask
, dst_swizzle
);
5547 shader_glsl_add_src_param(ins
, &ins
->src
[0], coord_mask
, &image_coord_param
);
5548 shader_addline(ins
->ctx
->buffer
, "imageLoad(%s_image%u, %s)%s);\n",
5549 shader_glsl_get_prefix(version
->type
), uav_idx
, image_coord_param
.param_str
, dst_swizzle
);
5552 static void shader_glsl_ld_raw_structured(const struct wined3d_shader_instruction
*ins
)
5554 const char *prefix
= shader_glsl_get_prefix(ins
->ctx
->reg_maps
->shader_version
.type
);
5555 const struct wined3d_shader_src_param
*src
= &ins
->src
[ins
->src_count
- 1];
5556 unsigned int i
, swizzle
, resource_idx
, bind_idx
, stride
, src_idx
= 0;
5557 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5558 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5559 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5560 struct glsl_src_param structure_idx
, offset
;
5561 struct wined3d_string_buffer
*address
;
5562 struct wined3d_shader_dst_param dst
;
5563 const char *function
, *resource
;
5565 resource_idx
= src
->reg
.idx
[0].offset
;
5566 if (src
->reg
.type
== WINED3DSPR_RESOURCE
)
5568 if (resource_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
5570 ERR("Invalid resource index %u.\n", resource_idx
);
5573 stride
= reg_maps
->resource_info
[resource_idx
].stride
;
5574 bind_idx
= shader_glsl_find_sampler(®_maps
->sampler_map
, resource_idx
, WINED3D_SAMPLER_DEFAULT
);
5575 function
= "texelFetch";
5576 resource
= "sampler";
5578 else if (src
->reg
.type
== WINED3DSPR_UAV
)
5580 if (resource_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5582 ERR("Invalid UAV index %u.\n", resource_idx
);
5585 stride
= reg_maps
->uav_resource_info
[resource_idx
].stride
;
5586 bind_idx
= resource_idx
;
5587 function
= "imageLoad";
5592 if (resource_idx
>= reg_maps
->tgsm_count
)
5594 ERR("Invalid TGSM index %u.\n", resource_idx
);
5597 stride
= reg_maps
->tgsm
[resource_idx
].stride
;
5598 bind_idx
= resource_idx
;
5603 address
= string_buffer_get(priv
->string_buffers
);
5604 if (ins
->handler_idx
== WINED3DSIH_LD_STRUCTURED
)
5606 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
++], WINED3DSP_WRITEMASK_0
, &structure_idx
);
5607 shader_addline(address
, "%s * %u + ", structure_idx
.param_str
, stride
);
5609 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
++], WINED3DSP_WRITEMASK_0
, &offset
);
5610 shader_addline(address
, "%s / 4", offset
.param_str
);
5613 if (shader_glsl_get_write_mask_size(dst
.write_mask
) > 1)
5615 /* The instruction is split into multiple lines. The first lines may
5616 * overwrite source parameters of the following lines. */
5617 shader_addline(buffer
, "tmp0.x = intBitsToFloat(%s);\n", address
->buffer
);
5618 string_buffer_sprintf(address
, "floatBitsToInt(tmp0.x)");
5621 for (i
= 0; i
< 4; ++i
)
5623 dst
.write_mask
= ins
->dst
[0].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
);
5624 if (!shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
, 0, dst
.reg
.data_type
))
5627 swizzle
= shader_glsl_swizzle_get_component(src
->swizzle
, i
);
5629 shader_addline(buffer
, "%s(%s_%s%u, %s + %u).x);\n",
5630 function
, prefix
, resource
, bind_idx
, address
->buffer
, swizzle
);
5632 shader_addline(buffer
, "%s_%s%u[%s + %u]);\n",
5633 prefix
, resource
, bind_idx
, address
->buffer
, swizzle
);
5636 string_buffer_release(priv
->string_buffers
, address
);
5639 static void shader_glsl_store_uav(const struct wined3d_shader_instruction
*ins
)
5641 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5642 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
5643 struct glsl_src_param image_coord_param
, image_data_param
;
5644 enum wined3d_shader_resource_type resource_type
;
5645 enum wined3d_data_type data_type
;
5646 unsigned int uav_idx
;
5649 uav_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5650 if (uav_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5652 ERR("Invalid UAV index %u.\n", uav_idx
);
5655 resource_type
= reg_maps
->uav_resource_info
[uav_idx
].type
;
5656 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
5658 ERR("Unexpected resource type %#x.\n", resource_type
);
5661 data_type
= reg_maps
->uav_resource_info
[uav_idx
].data_type
;
5662 coord_mask
= wined3d_mask_from_size(resource_type_info
[resource_type
].coord_size
);
5664 shader_glsl_add_src_param(ins
, &ins
->src
[0], coord_mask
, &image_coord_param
);
5665 shader_glsl_add_src_param_ext(ins
->ctx
, &ins
->src
[1], WINED3DSP_WRITEMASK_ALL
, &image_data_param
, data_type
);
5666 shader_addline(ins
->ctx
->buffer
, "imageStore(%s_image%u, %s, %s);\n",
5667 shader_glsl_get_prefix(version
->type
), uav_idx
,
5668 image_coord_param
.param_str
, image_data_param
.param_str
);
5671 static void shader_glsl_store_raw_structured(const struct wined3d_shader_instruction
*ins
)
5673 const char *prefix
= shader_glsl_get_prefix(ins
->ctx
->reg_maps
->shader_version
.type
);
5674 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5675 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5676 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5677 struct glsl_src_param structure_idx
, offset
, data
;
5678 unsigned int i
, resource_idx
, stride
, src_idx
= 0;
5679 struct wined3d_string_buffer
*address
;
5683 resource_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5684 is_tgsm
= ins
->dst
[0].reg
.type
== WINED3DSPR_GROUPSHAREDMEM
;
5687 if (resource_idx
>= reg_maps
->tgsm_count
)
5689 ERR("Invalid TGSM index %u.\n", resource_idx
);
5692 stride
= reg_maps
->tgsm
[resource_idx
].stride
;
5696 if (resource_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5698 ERR("Invalid UAV index %u.\n", resource_idx
);
5701 stride
= reg_maps
->uav_resource_info
[resource_idx
].stride
;
5704 address
= string_buffer_get(priv
->string_buffers
);
5705 if (ins
->handler_idx
== WINED3DSIH_STORE_STRUCTURED
)
5707 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
++], WINED3DSP_WRITEMASK_0
, &structure_idx
);
5708 shader_addline(address
, "%s * %u + ", structure_idx
.param_str
, stride
);
5710 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
++], WINED3DSP_WRITEMASK_0
, &offset
);
5711 shader_addline(address
, "%s / 4", offset
.param_str
);
5713 for (i
= 0; i
< 4; ++i
)
5715 if (!(write_mask
= ins
->dst
[0].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
)))
5718 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
], write_mask
, &data
);
5721 shader_addline(buffer
, "%s_g%u[%s + %u] = %s;\n",
5722 prefix
, resource_idx
, address
->buffer
, i
, data
.param_str
);
5724 shader_addline(buffer
, "imageStore(%s_image%u, %s + %u, uvec4(%s, 0, 0, 0));\n",
5725 prefix
, resource_idx
, address
->buffer
, i
, data
.param_str
);
5728 string_buffer_release(priv
->string_buffers
, address
);
5731 static void shader_glsl_sync(const struct wined3d_shader_instruction
*ins
)
5733 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5734 unsigned int sync_flags
= ins
->flags
;
5736 if (sync_flags
& WINED3DSSF_THREAD_GROUP
)
5738 shader_addline(buffer
, "barrier();\n");
5739 sync_flags
&= ~(WINED3DSSF_THREAD_GROUP
| WINED3DSSF_GROUP_SHARED_MEMORY
);
5742 if (sync_flags
& WINED3DSSF_GROUP_SHARED_MEMORY
)
5744 shader_addline(buffer
, "memoryBarrierShared();\n");
5745 sync_flags
&= ~WINED3DSSF_GROUP_SHARED_MEMORY
;
5748 if (sync_flags
& WINED3DSSF_GLOBAL_UAV
)
5750 shader_addline(buffer
, "memoryBarrier();\n");
5751 sync_flags
&= ~WINED3DSSF_GLOBAL_UAV
;
5755 FIXME("Unhandled sync flags %#x.\n", sync_flags
);
5758 static const struct wined3d_shader_resource_info
*shader_glsl_get_resource_info(
5759 const struct wined3d_shader_instruction
*ins
, const struct wined3d_shader_register
*reg
)
5761 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5762 unsigned int idx
= reg
->idx
[0].offset
;
5764 if (reg
->type
== WINED3DSPR_RESOURCE
)
5766 if (idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
5768 ERR("Invalid resource index %u.\n", idx
);
5771 return ®_maps
->resource_info
[idx
];
5774 if (reg
->type
== WINED3DSPR_UAV
)
5776 if (idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5778 ERR("Invalid UAV index %u.\n", idx
);
5781 return ®_maps
->uav_resource_info
[idx
];
5784 FIXME("Unhandled register type %#x.\n", reg
->type
);
5788 static void shader_glsl_bufinfo(const struct wined3d_shader_instruction
*ins
)
5790 const char *prefix
= shader_glsl_get_prefix(ins
->ctx
->reg_maps
->shader_version
.type
);
5791 const struct wined3d_shader_resource_info
*resource_info
;
5792 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5793 unsigned int resource_idx
;
5794 char dst_swizzle
[6];
5797 write_mask
= shader_glsl_append_dst(buffer
, ins
);
5798 shader_glsl_get_swizzle(&ins
->src
[0], FALSE
, write_mask
, dst_swizzle
);
5800 if (!(resource_info
= shader_glsl_get_resource_info(ins
, &ins
->src
[0].reg
)))
5802 resource_idx
= ins
->src
[0].reg
.idx
[0].offset
;
5804 shader_addline(buffer
, "ivec2(");
5805 if (ins
->src
[0].reg
.type
== WINED3DSPR_RESOURCE
)
5807 unsigned int bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
,
5808 resource_idx
, WINED3D_SAMPLER_DEFAULT
);
5809 shader_addline(buffer
, "textureSize(%s_sampler%u)", prefix
, bind_idx
);
5813 shader_addline(buffer
, "imageSize(%s_image%u)", prefix
, resource_idx
);
5815 if (resource_info
->stride
)
5816 shader_addline(buffer
, " / %u", resource_info
->stride
);
5817 else if (resource_info
->flags
& WINED3D_VIEW_BUFFER_RAW
)
5818 shader_addline(buffer
, " * 4");
5819 shader_addline(buffer
, ", %u)%s);\n", resource_info
->stride
, dst_swizzle
);
5822 static BOOL
is_multisampled(enum wined3d_shader_resource_type resource_type
)
5824 return resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2DMS
5825 || resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY
;
5828 static BOOL
is_mipmapped(enum wined3d_shader_resource_type resource_type
)
5830 return resource_type
!= WINED3D_SHADER_RESOURCE_BUFFER
&& !is_multisampled(resource_type
);
5833 static void shader_glsl_resinfo(const struct wined3d_shader_instruction
*ins
)
5835 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
5836 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5837 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5838 const struct wined3d_gl_info
*gl_info
= priv
->gl_info
;
5839 enum wined3d_shader_resource_type resource_type
;
5840 enum wined3d_shader_register_type reg_type
;
5841 unsigned int resource_idx
, bind_idx
, i
;
5842 enum wined3d_data_type dst_data_type
;
5843 struct glsl_src_param lod_param
;
5844 BOOL supports_mipmaps
;
5845 char dst_swizzle
[6];
5848 dst_data_type
= ins
->dst
[0].reg
.data_type
;
5849 if (ins
->flags
== WINED3DSI_RESINFO_UINT
)
5850 dst_data_type
= WINED3D_DATA_UINT
;
5851 else if (ins
->flags
)
5852 FIXME("Unhandled flags %#x.\n", ins
->flags
);
5854 reg_type
= ins
->src
[1].reg
.type
;
5855 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5856 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &lod_param
);
5857 if (reg_type
== WINED3DSPR_RESOURCE
)
5859 resource_type
= ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
;
5860 bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
,
5861 resource_idx
, WINED3D_SAMPLER_DEFAULT
);
5865 resource_type
= ins
->ctx
->reg_maps
->uav_resource_info
[resource_idx
].type
;
5866 bind_idx
= resource_idx
;
5869 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
5871 ERR("Unexpected resource type %#x.\n", resource_type
);
5875 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], 0, dst_data_type
);
5876 shader_glsl_get_swizzle(&ins
->src
[1], FALSE
, write_mask
, dst_swizzle
);
5878 if (dst_data_type
== WINED3D_DATA_UINT
)
5879 shader_addline(buffer
, "uvec4(");
5881 shader_addline(buffer
, "vec4(");
5883 if (reg_type
== WINED3DSPR_RESOURCE
)
5885 shader_addline(buffer
, "textureSize(%s_sampler%u",
5886 shader_glsl_get_prefix(version
->type
), bind_idx
);
5890 shader_addline(buffer
, "imageSize(%s_image%u",
5891 shader_glsl_get_prefix(version
->type
), bind_idx
);
5894 supports_mipmaps
= is_mipmapped(resource_type
) && reg_type
!= WINED3DSPR_UAV
;
5895 if (supports_mipmaps
)
5896 shader_addline(buffer
, ", %s", lod_param
.param_str
);
5897 shader_addline(buffer
, "), ");
5899 for (i
= 0; i
< 3 - resource_type_info
[resource_type
].resinfo_size
; ++i
)
5900 shader_addline(buffer
, "0, ");
5902 if (supports_mipmaps
)
5904 if (gl_info
->supported
[ARB_TEXTURE_QUERY_LEVELS
])
5906 shader_addline(buffer
, "textureQueryLevels(%s_sampler%u)",
5907 shader_glsl_get_prefix(version
->type
), bind_idx
);
5911 FIXME("textureQueryLevels is not supported, returning 1 level.\n");
5912 shader_addline(buffer
, "1");
5917 shader_addline(buffer
, "1");
5920 shader_addline(buffer
, ")%s);\n", dst_swizzle
);
5923 static void shader_glsl_sample_info(const struct wined3d_shader_instruction
*ins
)
5925 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5926 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5927 const struct wined3d_gl_info
*gl_info
= priv
->gl_info
;
5928 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5929 const struct wined3d_shader_dst_param
*dst
= ins
->dst
;
5930 const struct wined3d_shader_src_param
*src
= ins
->src
;
5931 enum wined3d_shader_resource_type resource_type
;
5932 enum wined3d_data_type dst_data_type
;
5933 unsigned int resource_idx
, bind_idx
;
5934 char dst_swizzle
[6];
5937 dst_data_type
= dst
->reg
.data_type
;
5938 if (ins
->flags
== WINED3DSI_SAMPLE_INFO_UINT
)
5939 dst_data_type
= WINED3D_DATA_UINT
;
5940 else if (ins
->flags
)
5941 FIXME("Unhandled flags %#x.\n", ins
->flags
);
5943 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, dst
, 0, dst_data_type
);
5944 shader_glsl_get_swizzle(src
, FALSE
, write_mask
, dst_swizzle
);
5946 if (dst_data_type
== WINED3D_DATA_UINT
)
5947 shader_addline(buffer
, "uvec4(");
5949 shader_addline(buffer
, "vec4(");
5951 if (src
->reg
.type
== WINED3DSPR_RASTERIZER
)
5953 if (gl_info
->supported
[ARB_SAMPLE_SHADING
])
5955 shader_addline(buffer
, "gl_NumSamples");
5959 FIXME("OpenGL implementation does not support ARB_sample_shading.\n");
5960 shader_addline(buffer
, "1");
5965 resource_idx
= src
->reg
.idx
[0].offset
;
5966 resource_type
= reg_maps
->resource_info
[resource_idx
].type
;
5967 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
5969 ERR("Unexpected resource type %#x.\n", resource_type
);
5972 bind_idx
= shader_glsl_find_sampler(®_maps
->sampler_map
, resource_idx
, WINED3D_SAMPLER_DEFAULT
);
5974 if (gl_info
->supported
[ARB_SHADER_TEXTURE_IMAGE_SAMPLES
])
5976 shader_addline(buffer
, "textureSamples(%s_sampler%u)",
5977 shader_glsl_get_prefix(reg_maps
->shader_version
.type
), bind_idx
);
5981 FIXME("textureSamples() is not supported.\n");
5982 shader_addline(buffer
, "1");
5986 shader_addline(buffer
, ", 0, 0, 0)%s);\n", dst_swizzle
);
5989 static void shader_glsl_interpolate(const struct wined3d_shader_instruction
*ins
)
5991 const struct wined3d_shader_src_param
*input
= &ins
->src
[0];
5992 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5993 struct glsl_src_param sample_param
;
5994 char dst_swizzle
[6];
5997 write_mask
= shader_glsl_append_dst(buffer
, ins
);
5998 shader_glsl_get_swizzle(input
, FALSE
, write_mask
, dst_swizzle
);
6000 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &sample_param
);
6001 shader_addline(buffer
, "interpolateAtSample(shader_in.reg%u, %s)%s);\n",
6002 input
->reg
.idx
[0].offset
, sample_param
.param_str
, dst_swizzle
);
6005 static void shader_glsl_ld(const struct wined3d_shader_instruction
*ins
)
6007 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
6008 struct glsl_src_param coord_param
, lod_param
, sample_param
;
6009 unsigned int resource_idx
, sampler_idx
, sampler_bind_idx
;
6010 struct glsl_sample_function sample_function
;
6011 DWORD flags
= WINED3D_GLSL_SAMPLE_LOAD
;
6014 if (wined3d_shader_instruction_has_texel_offset(ins
))
6015 flags
|= WINED3D_GLSL_SAMPLE_OFFSET
;
6017 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
6018 sampler_idx
= WINED3D_SAMPLER_DEFAULT
;
6020 if (resource_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
6022 ERR("Invalid resource index %u.\n", resource_idx
);
6025 has_lod_param
= is_mipmapped(reg_maps
->resource_info
[resource_idx
].type
);
6027 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sampler_idx
, flags
, &sample_function
);
6028 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
6029 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
6030 sampler_bind_idx
= shader_glsl_find_sampler(®_maps
->sampler_map
, resource_idx
, sampler_idx
);
6031 if (is_multisampled(reg_maps
->resource_info
[resource_idx
].type
))
6033 shader_glsl_add_src_param(ins
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &sample_param
);
6034 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, ins
->src
[1].swizzle
,
6035 NULL
, NULL
, NULL
, &ins
->texel_offset
, "%s, %s", coord_param
.param_str
, sample_param
.param_str
);
6039 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, ins
->src
[1].swizzle
,
6040 NULL
, NULL
, has_lod_param
? lod_param
.param_str
: NULL
, &ins
->texel_offset
,
6041 "%s", coord_param
.param_str
);
6043 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6046 static void shader_glsl_sample(const struct wined3d_shader_instruction
*ins
)
6048 const char *lod_param_str
= NULL
, *dx_param_str
= NULL
, *dy_param_str
= NULL
;
6049 struct glsl_src_param coord_param
, lod_param
, dx_param
, dy_param
;
6050 unsigned int resource_idx
, sampler_idx
, sampler_bind_idx
;
6051 struct glsl_sample_function sample_function
;
6054 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_GRAD
)
6055 flags
|= WINED3D_GLSL_SAMPLE_GRAD
;
6056 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_LOD
)
6057 flags
|= WINED3D_GLSL_SAMPLE_LOD
;
6058 if (wined3d_shader_instruction_has_texel_offset(ins
))
6059 flags
|= WINED3D_GLSL_SAMPLE_OFFSET
;
6061 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
6062 sampler_idx
= ins
->src
[2].reg
.idx
[0].offset
;
6064 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sampler_idx
, flags
, &sample_function
);
6065 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
6067 switch (ins
->handler_idx
)
6069 case WINED3DSIH_SAMPLE
:
6071 case WINED3DSIH_SAMPLE_B
:
6072 shader_glsl_add_src_param(ins
, &ins
->src
[3], WINED3DSP_WRITEMASK_0
, &lod_param
);
6073 lod_param_str
= lod_param
.param_str
;
6075 case WINED3DSIH_SAMPLE_GRAD
:
6076 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.deriv_mask
, &dx_param
);
6077 shader_glsl_add_src_param(ins
, &ins
->src
[4], sample_function
.deriv_mask
, &dy_param
);
6078 dx_param_str
= dx_param
.param_str
;
6079 dy_param_str
= dy_param
.param_str
;
6081 case WINED3DSIH_SAMPLE_LOD
:
6082 shader_glsl_add_src_param(ins
, &ins
->src
[3], WINED3DSP_WRITEMASK_0
, &lod_param
);
6083 lod_param_str
= lod_param
.param_str
;
6086 ERR("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
6090 sampler_bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
, resource_idx
, sampler_idx
);
6091 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, ins
->src
[1].swizzle
,
6092 dx_param_str
, dy_param_str
, lod_param_str
, &ins
->texel_offset
, "%s", coord_param
.param_str
);
6093 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6096 /* Unless EXT_texture_shadow_lod is available, GLSL doesn't provide a function
6097 * to sample from level zero with depth comparison for array textures and cube
6098 * textures. We use textureGrad*() to implement sample_c_lz in that case. */
6099 static void shader_glsl_gen_sample_c_lz_emulation(const struct wined3d_shader_instruction
*ins
,
6100 unsigned int sampler_bind_idx
, const struct glsl_sample_function
*sample_function
,
6101 unsigned int coord_size
, const char *coord_param
, const char *ref_param
)
6103 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
6104 unsigned int deriv_size
= wined3d_popcount(sample_function
->deriv_mask
);
6105 const struct wined3d_shader_texel_offset
*offset
= &ins
->texel_offset
;
6106 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6107 char dst_swizzle
[6];
6109 WARN("Emitting textureGrad() for sample_c_lz.\n");
6111 shader_glsl_swizzle_to_str(WINED3DSP_NOSWIZZLE
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
6112 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], 0, sample_function
->data_type
);
6113 shader_addline(buffer
, "vec4(textureGrad%s(%s_sampler%u, vec%u(%s, %s), vec%u(0.0), vec%u(0.0)",
6114 sample_function
->offset_size
? "Offset" : "",
6115 shader_glsl_get_prefix(version
->type
), sampler_bind_idx
,
6116 coord_size
, coord_param
, ref_param
, deriv_size
, deriv_size
);
6117 if (sample_function
->offset_size
)
6119 int offset_immdata
[4] = {offset
->u
, offset
->v
, offset
->w
};
6120 shader_addline(buffer
, ", ");
6121 shader_glsl_append_imm_ivec(buffer
, offset_immdata
, sample_function
->offset_size
);
6123 shader_addline(buffer
, "))%s);\n", dst_swizzle
);
6126 static void shader_glsl_sample_c(const struct wined3d_shader_instruction
*ins
)
6128 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
6129 unsigned int resource_idx
, sampler_idx
, sampler_bind_idx
;
6130 const struct wined3d_shader_resource_info
*resource_info
;
6131 const struct wined3d_gl_info
*gl_info
= priv
->gl_info
;
6132 struct glsl_src_param coord_param
, compare_param
;
6133 struct glsl_sample_function sample_function
;
6134 const char *lod_param
= NULL
;
6135 unsigned int coord_size
;
6138 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_C_LZ
)
6141 flags
|= WINED3D_GLSL_SAMPLE_LOD
;
6144 if (wined3d_shader_instruction_has_texel_offset(ins
))
6145 flags
|= WINED3D_GLSL_SAMPLE_OFFSET
;
6147 if (!(resource_info
= shader_glsl_get_resource_info(ins
, &ins
->src
[1].reg
)))
6149 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
6150 sampler_idx
= ins
->src
[2].reg
.idx
[0].offset
;
6152 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sampler_idx
, flags
, &sample_function
);
6153 coord_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
6154 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
>> 1, &coord_param
);
6155 shader_glsl_add_src_param(ins
, &ins
->src
[3], WINED3DSP_WRITEMASK_0
, &compare_param
);
6156 sampler_bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
, resource_idx
, sampler_idx
);
6157 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_C_LZ
6158 && !gl_info
->supported
[EXT_TEXTURE_SHADOW_LOD
]
6159 && (resource_info
->type
== WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
6160 || resource_info
->type
== WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
))
6162 shader_glsl_gen_sample_c_lz_emulation(ins
, sampler_bind_idx
, &sample_function
,
6163 coord_size
, coord_param
.param_str
, compare_param
.param_str
);
6167 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
,
6168 NULL
, NULL
, lod_param
, &ins
->texel_offset
, "vec%u(%s, %s)",
6169 coord_size
, coord_param
.param_str
, compare_param
.param_str
);
6171 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6174 static void shader_glsl_gather4(const struct wined3d_shader_instruction
*ins
)
6176 unsigned int resource_param_idx
, resource_idx
, sampler_idx
, sampler_bind_idx
, component_idx
;
6177 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
6178 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
6179 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
6180 struct glsl_src_param coord_param
, compare_param
, offset_param
;
6181 const struct wined3d_gl_info
*gl_info
= priv
->gl_info
;
6182 const struct wined3d_shader_resource_info
*resource_info
;
6183 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6184 unsigned int coord_size
, offset_size
;
6185 char dst_swizzle
[6];
6188 if (!gl_info
->supported
[ARB_TEXTURE_GATHER
])
6190 FIXME("OpenGL implementation does not support textureGather.\n");
6194 has_offset
= ins
->handler_idx
== WINED3DSIH_GATHER4_PO
6195 || ins
->handler_idx
== WINED3DSIH_GATHER4_PO_C
6196 || wined3d_shader_instruction_has_texel_offset(ins
);
6198 resource_param_idx
=
6199 (ins
->handler_idx
== WINED3DSIH_GATHER4_PO
|| ins
->handler_idx
== WINED3DSIH_GATHER4_PO_C
) ? 2 : 1;
6200 resource_idx
= ins
->src
[resource_param_idx
].reg
.idx
[0].offset
;
6201 sampler_idx
= ins
->src
[resource_param_idx
+ 1].reg
.idx
[0].offset
;
6202 component_idx
= shader_glsl_swizzle_get_component(ins
->src
[resource_param_idx
+ 1].swizzle
, 0);
6203 sampler_bind_idx
= shader_glsl_find_sampler(®_maps
->sampler_map
, resource_idx
, sampler_idx
);
6205 if (!(resource_info
= shader_glsl_get_resource_info(ins
, &ins
->src
[resource_param_idx
].reg
)))
6208 if (resource_info
->type
>= ARRAY_SIZE(resource_type_info
))
6210 ERR("Unexpected resource type %#x.\n", resource_info
->type
);
6213 shader_glsl_get_coord_size(resource_info
->type
, &coord_size
, &offset_size
);
6215 shader_glsl_swizzle_to_str(ins
->src
[resource_param_idx
].swizzle
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
6216 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], 0, resource_info
->data_type
);
6218 shader_glsl_add_src_param(ins
, &ins
->src
[0], wined3d_mask_from_size(coord_size
), &coord_param
);
6220 shader_addline(buffer
, "textureGather%s(%s_sampler%u, %s",
6221 has_offset
? "Offset" : "", prefix
, sampler_bind_idx
, coord_param
.param_str
);
6222 if (ins
->handler_idx
== WINED3DSIH_GATHER4_C
|| ins
->handler_idx
== WINED3DSIH_GATHER4_PO_C
)
6224 shader_glsl_add_src_param(ins
, &ins
->src
[resource_param_idx
+ 2], WINED3DSP_WRITEMASK_0
, &compare_param
);
6225 shader_addline(buffer
, ", %s", compare_param
.param_str
);
6227 if (ins
->handler_idx
== WINED3DSIH_GATHER4_PO
|| ins
->handler_idx
== WINED3DSIH_GATHER4_PO_C
)
6229 shader_glsl_add_src_param(ins
, &ins
->src
[1], wined3d_mask_from_size(offset_size
), &offset_param
);
6230 shader_addline(buffer
, ", %s", offset_param
.param_str
);
6232 else if (has_offset
)
6234 int offset_immdata
[4] = {ins
->texel_offset
.u
, ins
->texel_offset
.v
, ins
->texel_offset
.w
};
6235 shader_addline(buffer
, ", ");
6236 shader_glsl_append_imm_ivec(buffer
, offset_immdata
, offset_size
);
6239 shader_addline(buffer
, ", %u", component_idx
);
6241 shader_addline(buffer
, ")%s);\n", dst_swizzle
);
6244 static void shader_glsl_texcoord(const struct wined3d_shader_instruction
*ins
)
6246 /* FIXME: Make this work for more than just 2D textures */
6247 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6248 DWORD write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
6250 if (!(ins
->ctx
->reg_maps
->shader_version
.major
== 1 && ins
->ctx
->reg_maps
->shader_version
.minor
== 4))
6254 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
6255 shader_addline(buffer
, "clamp(ffp_texcoord[%u], 0.0, 1.0)%s);\n",
6256 ins
->dst
[0].reg
.idx
[0].offset
, dst_mask
);
6260 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
6261 DWORD reg
= ins
->src
[0].reg
.idx
[0].offset
;
6262 char dst_swizzle
[6];
6264 shader_glsl_get_swizzle(&ins
->src
[0], FALSE
, write_mask
, dst_swizzle
);
6266 if (src_mod
== WINED3DSPSM_DZ
|| src_mod
== WINED3DSPSM_DW
)
6268 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
6269 struct glsl_src_param div_param
;
6270 DWORD src_writemask
= src_mod
== WINED3DSPSM_DZ
? WINED3DSP_WRITEMASK_2
: WINED3DSP_WRITEMASK_3
;
6272 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_writemask
, &div_param
);
6275 shader_addline(buffer
, "ffp_texcoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
6277 shader_addline(buffer
, "ffp_texcoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
6281 shader_addline(buffer
, "ffp_texcoord[%u]%s);\n", reg
, dst_swizzle
);
6286 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
6287 * Take a 3-component dot product of the TexCoord[dstreg] and src,
6288 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
6289 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction
*ins
)
6291 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6292 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6293 struct glsl_sample_function sample_function
;
6294 struct glsl_src_param src0_param
;
6297 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6299 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
6300 * scalar, and projected sampling would require 4.
6302 * It is a dependent read - not valid with conditional NP2 textures
6304 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
6305 mask_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
6310 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
6311 NULL
, "dot(ffp_texcoord[%u].xyz, %s)", sampler_idx
, src0_param
.param_str
);
6315 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
6316 NULL
, "vec2(dot(ffp_texcoord[%u].xyz, %s), 0.0)", sampler_idx
, src0_param
.param_str
);
6320 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
6321 NULL
, "vec3(dot(ffp_texcoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx
, src0_param
.param_str
);
6325 FIXME("Unexpected mask size %u\n", mask_size
);
6328 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6331 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
6332 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
6333 static void shader_glsl_texdp3(const struct wined3d_shader_instruction
*ins
)
6335 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6336 DWORD dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
6337 struct glsl_src_param src0_param
;
6339 unsigned int mask_size
;
6341 dst_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
6342 mask_size
= shader_glsl_get_write_mask_size(dst_mask
);
6343 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6345 if (mask_size
> 1) {
6346 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(T%u.xyz, %s)));\n", mask_size
, dstreg
, src0_param
.param_str
);
6348 shader_addline(ins
->ctx
->buffer
, "dot(T%u.xyz, %s));\n", dstreg
, src0_param
.param_str
);
6352 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
6353 * Calculate the depth as dst.x / dst.y */
6354 static void shader_glsl_texdepth(const struct wined3d_shader_instruction
*ins
)
6356 struct glsl_dst_param dst_param
;
6358 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
6360 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
6361 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
6362 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
6363 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
6366 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
6367 dst_param
.reg_name
, dst_param
.reg_name
);
6370 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
6371 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
6372 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
6373 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
6375 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction
*ins
)
6377 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6378 DWORD dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
6379 struct glsl_src_param src0_param
;
6381 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6383 shader_addline(ins
->ctx
->buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg
, src0_param
.param_str
);
6384 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
6387 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
6388 * Calculate the 1st of a 2-row matrix multiplication. */
6389 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction
*ins
)
6391 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6392 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6393 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6394 struct glsl_src_param src0_param
;
6396 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6397 shader_addline(buffer
, "tmp0.x = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
6400 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
6401 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
6402 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction
*ins
)
6404 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6405 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6406 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
6407 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6408 struct glsl_src_param src0_param
;
6410 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6411 shader_addline(buffer
, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + tex_mx
->current_row
, reg
, src0_param
.param_str
);
6412 tex_mx
->texcoord_w
[tex_mx
->current_row
++] = reg
;
6415 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction
*ins
)
6417 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6418 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6419 struct glsl_sample_function sample_function
;
6420 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6421 struct glsl_src_param src0_param
;
6423 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6424 shader_addline(buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
6426 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
6428 /* Sample the texture using the calculated coordinates */
6429 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
, "tmp0.xy");
6430 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6433 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
6434 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
6435 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction
*ins
)
6437 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6438 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
6439 struct glsl_sample_function sample_function
;
6440 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6441 struct glsl_src_param src0_param
;
6443 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6444 shader_addline(ins
->ctx
->buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
6446 /* Dependent read, not valid with conditional NP2 */
6447 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
6449 /* Sample the texture using the calculated coordinates */
6450 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
, "tmp0.xyz");
6451 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6453 tex_mx
->current_row
= 0;
6456 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
6457 * Perform the 3rd row of a 3x3 matrix multiply */
6458 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction
*ins
)
6460 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6461 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
6462 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6463 struct glsl_src_param src0_param
;
6466 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6468 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
6469 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
6470 shader_addline(ins
->ctx
->buffer
, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg
, src0_param
.param_str
, dst_mask
);
6472 tex_mx
->current_row
= 0;
6475 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
6476 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
6477 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction
*ins
)
6479 struct glsl_src_param src0_param
;
6480 struct glsl_src_param src1_param
;
6481 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6482 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
6483 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6484 struct glsl_sample_function sample_function
;
6485 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6488 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6489 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
6491 /* Perform the last matrix multiply operation */
6492 shader_addline(buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
6493 /* Reflection calculation */
6494 shader_addline(buffer
, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param
.param_str
);
6496 /* Dependent read, not valid with conditional NP2 */
6497 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
6498 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
6500 /* Sample the texture */
6501 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
6502 NULL
, NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
6503 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6505 tex_mx
->current_row
= 0;
6508 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
6509 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
6510 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction
*ins
)
6512 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6513 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
6514 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6515 struct glsl_sample_function sample_function
;
6516 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6517 struct glsl_src_param src0_param
;
6520 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6522 /* Perform the last matrix multiply operation */
6523 shader_addline(buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_param
.param_str
);
6525 /* Construct the eye-ray vector from w coordinates */
6526 shader_addline(buffer
, "tmp1.xyz = normalize(vec3(ffp_texcoord[%u].w, ffp_texcoord[%u].w, ffp_texcoord[%u].w));\n",
6527 tex_mx
->texcoord_w
[0], tex_mx
->texcoord_w
[1], reg
);
6528 shader_addline(buffer
, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
6530 /* Dependent read, not valid with conditional NP2 */
6531 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
6532 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
6534 /* Sample the texture using the calculated coordinates */
6535 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
6536 NULL
, NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
6537 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6539 tex_mx
->current_row
= 0;
6542 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
6543 * Apply a fake bump map transform.
6544 * texbem is pshader <= 1.3 only, this saves a few version checks
6546 static void shader_glsl_texbem(const struct wined3d_shader_instruction
*ins
)
6548 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
6549 struct glsl_sample_function sample_function
;
6550 struct glsl_src_param coord_param
;
6556 sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6557 flags
= (priv
->cur_ps_args
->tex_transform
>> sampler_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
6558 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
6560 /* Dependent read, not valid with conditional NP2 */
6561 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
6562 mask
= sample_function
.coord_mask
;
6564 shader_glsl_write_mask_to_str(mask
, coord_mask
);
6566 /* With projected textures, texbem only divides the static texture coord,
6567 * not the displacement, so we can't let GL handle this. */
6568 if (flags
& WINED3D_PSARGS_PROJECTED
)
6571 char coord_div_mask
[3];
6572 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
6574 case WINED3D_TTFF_COUNT1
:
6575 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
6577 case WINED3D_TTFF_COUNT2
:
6578 div_mask
= WINED3DSP_WRITEMASK_1
;
6580 case WINED3D_TTFF_COUNT3
:
6581 div_mask
= WINED3DSP_WRITEMASK_2
;
6583 case WINED3D_TTFF_COUNT4
:
6584 case WINED3D_TTFF_DISABLE
:
6585 div_mask
= WINED3DSP_WRITEMASK_3
;
6588 shader_glsl_write_mask_to_str(div_mask
, coord_div_mask
);
6589 shader_addline(ins
->ctx
->buffer
, "T%u%s /= T%u%s;\n", sampler_idx
, coord_mask
, sampler_idx
, coord_div_mask
);
6592 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &coord_param
);
6594 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
6595 "T%u%s + vec4(bumpenv_mat%u * %s, 0.0, 0.0)%s", sampler_idx
, coord_mask
, sampler_idx
,
6596 coord_param
.param_str
, coord_mask
);
6598 if (ins
->handler_idx
== WINED3DSIH_TEXBEML
)
6600 struct glsl_src_param luminance_param
;
6601 struct glsl_dst_param dst_param
;
6603 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &luminance_param
);
6604 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
6606 shader_addline(ins
->ctx
->buffer
, "%s%s *= (%s * bumpenv_lum_scale%u + bumpenv_lum_offset%u);\n",
6607 dst_param
.reg_name
, dst_param
.mask_str
,
6608 luminance_param
.param_str
, sampler_idx
, sampler_idx
);
6610 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6613 static void shader_glsl_bem(const struct wined3d_shader_instruction
*ins
)
6615 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6616 struct glsl_src_param src0_param
, src1_param
;
6618 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
6619 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
6621 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
6622 shader_addline(ins
->ctx
->buffer
, "%s + bumpenv_mat%u * %s);\n",
6623 src0_param
.param_str
, sampler_idx
, src1_param
.param_str
);
6626 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
6627 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
6628 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction
*ins
)
6630 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
6631 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6632 struct glsl_sample_function sample_function
;
6633 struct wined3d_string_buffer
*reg_name
;
6635 reg_name
= string_buffer_get(priv
->string_buffers
);
6636 shader_glsl_get_register_name(&ins
->src
[0].reg
, ins
->src
[0].reg
.data_type
, reg_name
, NULL
, ins
->ctx
);
6638 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
6639 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
6640 "%s.wx", reg_name
->buffer
);
6641 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6643 string_buffer_release(priv
->string_buffers
, reg_name
);
6646 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
6647 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
6648 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction
*ins
)
6650 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
6651 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6652 struct glsl_sample_function sample_function
;
6653 struct wined3d_string_buffer
*reg_name
;
6655 reg_name
= string_buffer_get(priv
->string_buffers
);
6656 shader_glsl_get_register_name(&ins
->src
[0].reg
, ins
->src
[0].reg
.data_type
, reg_name
, NULL
, ins
->ctx
);
6658 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
6659 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
6660 "%s.yz", reg_name
->buffer
);
6661 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6663 string_buffer_release(priv
->string_buffers
, reg_name
);
6666 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
6667 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
6668 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction
*ins
)
6670 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6671 struct glsl_sample_function sample_function
;
6672 struct glsl_src_param src0_param
;
6674 /* Dependent read, not valid with conditional NP2 */
6675 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
6676 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &src0_param
);
6678 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
6679 "%s", src0_param
.param_str
);
6680 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6683 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
6684 * If any of the first 3 components are < 0, discard this pixel */
6685 static void shader_glsl_texkill(const struct wined3d_shader_instruction
*ins
)
6687 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 4)
6689 shader_glsl_generate_condition(ins
);
6690 shader_addline(ins
->ctx
->buffer
, " discard;\n");
6694 struct glsl_dst_param dst_param
;
6696 /* The argument is a destination parameter, and no writemasks are allowed */
6697 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
6699 /* 2.0 shaders compare all 4 components in texkill. */
6700 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 2)
6701 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param
.reg_name
);
6702 /* 1.x shaders only compare the first 3 components, probably due to
6703 * the nature of the texkill instruction as a tex* instruction, and
6704 * phase, which kills all .w components. Even if all 4 components are
6705 * defined, only the first 3 are used. */
6707 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param
.reg_name
);
6711 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
6712 * dst = dot2(src0, src1) + src2 */
6713 static void shader_glsl_dp2add(const struct wined3d_shader_instruction
*ins
)
6715 struct glsl_src_param src0_param
;
6716 struct glsl_src_param src1_param
;
6717 struct glsl_src_param src2_param
;
6719 unsigned int mask_size
;
6721 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
6722 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
6724 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
6725 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
6726 shader_glsl_add_src_param(ins
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &src2_param
);
6728 if (mask_size
> 1) {
6729 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(%s, %s) + %s));\n",
6730 mask_size
, src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
6732 shader_addline(ins
->ctx
->buffer
, "dot(%s, %s) + %s);\n",
6733 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
6737 static void shader_glsl_input_pack(const struct wined3d_shader
*shader
, struct wined3d_string_buffer
*buffer
,
6738 const struct wined3d_shader_signature
*input_signature
,
6739 const struct wined3d_shader_reg_maps
*reg_maps
,
6740 const struct ps_compile_args
*args
, const struct wined3d_gl_info
*gl_info
, BOOL unroll
)
6744 for (i
= 0; i
< input_signature
->element_count
; ++i
)
6746 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
6747 const char *semantic_name
;
6752 if (!(reg_maps
->input_registers
& (1u << input
->register_idx
)))
6755 semantic_name
= input
->semantic_name
;
6756 semantic_idx
= input
->semantic_idx
;
6757 shader_glsl_write_mask_to_str(input
->mask
, reg_mask
);
6759 if (args
->vp_mode
== WINED3D_VP_MODE_SHADER
)
6761 if (input
->sysval_semantic
== WINED3D_SV_POSITION
&& !semantic_idx
)
6763 shader_addline(buffer
, "ps_in[%u]%s = vpos%s;\n",
6764 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6766 else if (args
->pointsprite
&& shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
6768 shader_addline(buffer
, "ps_in[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", input
->register_idx
);
6770 else if (input
->sysval_semantic
== WINED3D_SV_IS_FRONT_FACE
)
6772 shader_addline(buffer
, "ps_in[%u]%s = uintBitsToFloat(gl_FrontFacing ? 0xffffffffu : 0u);\n",
6773 input
->register_idx
, reg_mask
);
6775 else if (input
->sysval_semantic
== WINED3D_SV_SAMPLE_INDEX
)
6777 if (gl_info
->supported
[ARB_SAMPLE_SHADING
])
6778 shader_addline(buffer
, "ps_in[%u]%s = intBitsToFloat(gl_SampleID);\n",
6779 input
->register_idx
, reg_mask
);
6781 FIXME("ARB_sample_shading is not supported.\n");
6783 else if (input
->sysval_semantic
== WINED3D_SV_RENDER_TARGET_ARRAY_INDEX
&& !semantic_idx
)
6785 if (gl_info
->supported
[ARB_FRAGMENT_LAYER_VIEWPORT
])
6786 shader_addline(buffer
, "ps_in[%u]%s = intBitsToFloat(gl_Layer);\n",
6787 input
->register_idx
, reg_mask
);
6789 FIXME("ARB_fragment_layer_viewport is not supported.\n");
6791 else if (input
->sysval_semantic
== WINED3D_SV_VIEWPORT_ARRAY_INDEX
&& !semantic_idx
)
6793 if (gl_info
->supported
[ARB_VIEWPORT_ARRAY
])
6794 shader_addline(buffer
, "ps_in[%u]%s = intBitsToFloat(gl_ViewportIndex);\n",
6795 input
->register_idx
, reg_mask
);
6797 FIXME("ARB_viewport_array is not supported.\n");
6801 if (input
->sysval_semantic
)
6802 FIXME("Unhandled sysval semantic %#x.\n", input
->sysval_semantic
);
6803 shader_addline(buffer
, unroll
? "ps_in[%u]%s = %s%u%s;\n" : "ps_in[%u]%s = %s[%u]%s;\n",
6804 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
,
6805 shader_glsl_shader_input_name(gl_info
),
6806 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
);
6809 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
6811 if (args
->pointsprite
)
6812 shader_addline(buffer
, "ps_in[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n",
6813 shader
->u
.ps
.input_reg_map
[input
->register_idx
]);
6814 else if (args
->vp_mode
== WINED3D_VP_MODE_NONE
&& args
->texcoords_initialized
& (1u << semantic_idx
))
6815 shader_addline(buffer
, "ps_in[%u]%s = %s[%u]%s;\n",
6816 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
,
6817 needs_legacy_glsl_syntax(gl_info
)
6818 ? "gl_TexCoord" : "ffp_varying_texcoord", semantic_idx
, reg_mask
);
6820 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
6821 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6823 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
))
6826 shader_addline(buffer
, "ps_in[%u]%s = vec4(ffp_varying_diffuse)%s;\n",
6827 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6828 else if (semantic_idx
== 1)
6829 shader_addline(buffer
, "ps_in[%u]%s = vec4(ffp_varying_specular)%s;\n",
6830 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6832 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
6833 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6837 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
6838 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6843 static void add_glsl_program_entry(struct shader_glsl_priv
*priv
, struct glsl_shader_prog_link
*entry
)
6845 struct glsl_program_key key
;
6847 key
.vs_id
= entry
->vs
.id
;
6848 key
.hs_id
= entry
->hs
.id
;
6849 key
.ds_id
= entry
->ds
.id
;
6850 key
.gs_id
= entry
->gs
.id
;
6851 key
.ps_id
= entry
->ps
.id
;
6852 key
.cs_id
= entry
->cs
.id
;
6854 if (wine_rb_put(&priv
->program_lookup
, &key
, &entry
->program_lookup_entry
) == -1)
6856 ERR("Failed to insert program entry.\n");
6860 static struct glsl_shader_prog_link
*get_glsl_program_entry(const struct shader_glsl_priv
*priv
,
6861 const struct glsl_program_key
*key
)
6863 struct wine_rb_entry
*entry
;
6865 entry
= wine_rb_get(&priv
->program_lookup
, key
);
6866 return entry
? WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
) : NULL
;
6869 /* Context activation is done by the caller. */
6870 static void delete_glsl_program_entry(struct shader_glsl_priv
*priv
, const struct wined3d_gl_info
*gl_info
,
6871 struct glsl_shader_prog_link
*entry
)
6873 wine_rb_remove(&priv
->program_lookup
, &entry
->program_lookup_entry
);
6875 GL_EXTCALL(glDeleteProgram(entry
->id
));
6877 list_remove(&entry
->vs
.shader_entry
);
6879 list_remove(&entry
->hs
.shader_entry
);
6881 list_remove(&entry
->ds
.shader_entry
);
6883 list_remove(&entry
->gs
.shader_entry
);
6885 list_remove(&entry
->ps
.shader_entry
);
6887 list_remove(&entry
->cs
.shader_entry
);
6891 static void shader_glsl_setup_vs3_output(struct shader_glsl_priv
*priv
,
6892 const struct wined3d_gl_info
*gl_info
, const DWORD
*map
,
6893 const struct wined3d_shader_signature
*input_signature
,
6894 const struct wined3d_shader_reg_maps
*reg_maps_in
,
6895 const struct wined3d_shader_signature
*output_signature
,
6896 const struct wined3d_shader_reg_maps
*reg_maps_out
)
6898 struct wined3d_string_buffer
*destination
= string_buffer_get(&priv
->string_buffers
);
6899 const char *out_array_name
= shader_glsl_shader_output_name(gl_info
);
6900 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6901 unsigned int in_count
= vec4_varyings(3, gl_info
);
6902 unsigned int max_varyings
= needs_legacy_glsl_syntax(gl_info
) ? in_count
+ 2 : in_count
;
6903 DWORD in_idx
, *set
= NULL
;
6907 set
= heap_calloc(max_varyings
, sizeof(*set
));
6909 for (i
= 0; i
< input_signature
->element_count
; ++i
)
6911 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
6913 if (!(reg_maps_in
->input_registers
& (1u << input
->register_idx
)))
6916 in_idx
= map
[input
->register_idx
];
6917 /* Declared, but not read register */
6920 if (in_idx
>= max_varyings
)
6922 FIXME("More input varyings declared than supported, expect issues.\n");
6926 if (in_idx
== in_count
)
6927 string_buffer_sprintf(destination
, "gl_FrontColor");
6928 else if (in_idx
== in_count
+ 1)
6929 string_buffer_sprintf(destination
, "gl_FrontSecondaryColor");
6931 string_buffer_sprintf(destination
, "%s[%u]", out_array_name
, in_idx
);
6936 for (j
= 0; j
< output_signature
->element_count
; ++j
)
6938 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[j
];
6941 if (!(reg_maps_out
->output_registers
& (1u << output
->register_idx
))
6942 || input
->semantic_idx
!= output
->semantic_idx
6943 || strcmp(input
->semantic_name
, output
->semantic_name
)
6944 || !(mask
= input
->mask
& output
->mask
))
6947 if (set
[in_idx
] == ~0u)
6949 set
[in_idx
] |= mask
& reg_maps_out
->u
.output_registers_mask
[output
->register_idx
];
6950 shader_glsl_write_mask_to_str(mask
, reg_mask
);
6952 shader_addline(buffer
, "%s%s = outputs[%u]%s;\n",
6953 destination
->buffer
, reg_mask
, output
->register_idx
, reg_mask
);
6957 for (i
= 0; i
< max_varyings
; ++i
)
6961 if (!set
[i
] || set
[i
] == WINED3DSP_WRITEMASK_ALL
)
6968 if (!(set
[i
] & WINED3DSP_WRITEMASK_0
))
6969 reg_mask
[size
++] = 'x';
6970 if (!(set
[i
] & WINED3DSP_WRITEMASK_1
))
6971 reg_mask
[size
++] = 'y';
6972 if (!(set
[i
] & WINED3DSP_WRITEMASK_2
))
6973 reg_mask
[size
++] = 'z';
6974 if (!(set
[i
] & WINED3DSP_WRITEMASK_3
))
6975 reg_mask
[size
++] = 'w';
6976 reg_mask
[size
] = '\0';
6979 string_buffer_sprintf(destination
, "gl_FrontColor");
6980 else if (i
== in_count
+ 1)
6981 string_buffer_sprintf(destination
, "gl_FrontSecondaryColor");
6983 string_buffer_sprintf(destination
, "%s[%u]", out_array_name
, i
);
6986 shader_addline(buffer
, "%s.%s = 0.0;\n", destination
->buffer
, reg_mask
);
6988 shader_addline(buffer
, "%s.%s = vec%u(0.0);\n", destination
->buffer
, reg_mask
, size
);
6992 string_buffer_release(&priv
->string_buffers
, destination
);
6995 static void shader_glsl_setup_sm4_shader_output(struct shader_glsl_priv
*priv
,
6996 unsigned int input_count
, const struct wined3d_shader_signature
*output_signature
,
6997 const struct wined3d_shader_reg_maps
*reg_maps_out
, const char *output_variable_name
,
6998 BOOL rasterizer_setup
)
7000 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
7004 for (i
= 0; i
< output_signature
->element_count
; ++i
)
7006 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[i
];
7008 if (!(reg_maps_out
->output_registers
& (1u << output
->register_idx
)))
7011 if (output
->stream_idx
)
7014 if (output
->register_idx
>= input_count
)
7017 shader_glsl_write_mask_to_str(output
->mask
, reg_mask
);
7019 shader_addline(buffer
,
7020 rasterizer_setup
? "%s.reg%u%s = outputs[%u]%s;\n" : "%s.reg[%u]%s = outputs[%u]%s;\n",
7021 output_variable_name
, output
->register_idx
, reg_mask
, output
->register_idx
, reg_mask
);
7025 static void shader_glsl_generate_clip_or_cull_distances(struct wined3d_string_buffer
*buffer
,
7026 const struct wined3d_shader_signature_element
*element
, DWORD clip_or_cull_distance_mask
)
7028 unsigned int i
, clip_or_cull_index
;
7032 name
= element
->sysval_semantic
== WINED3D_SV_CLIP_DISTANCE
? "Clip" : "Cull";
7033 /* Assign consecutive indices starting from 0. */
7034 clip_or_cull_index
= element
->semantic_idx
? wined3d_popcount(clip_or_cull_distance_mask
& 0xf) : 0;
7035 for (i
= 0; i
< 4; ++i
)
7037 if (!(element
->mask
& (WINED3DSP_WRITEMASK_0
<< i
)))
7040 shader_glsl_write_mask_to_str(WINED3DSP_WRITEMASK_0
<< i
, reg_mask
);
7041 shader_addline(buffer
, "gl_%sDistance[%u] = outputs[%u]%s;\n",
7042 name
, clip_or_cull_index
, element
->register_idx
, reg_mask
);
7043 ++clip_or_cull_index
;
7047 static void shader_glsl_setup_sm3_rasterizer_input(struct shader_glsl_priv
*priv
,
7048 const struct wined3d_gl_info
*gl_info
, const DWORD
*map
,
7049 const struct wined3d_shader_signature
*input_signature
,
7050 const struct wined3d_shader_reg_maps
*reg_maps_in
, unsigned int input_count
,
7051 const struct wined3d_shader_signature
*output_signature
,
7052 const struct wined3d_shader_reg_maps
*reg_maps_out
, BOOL per_vertex_point_size
)
7054 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
7055 const char *semantic_name
;
7056 unsigned int semantic_idx
;
7060 /* First, sort out position and point size system values. */
7061 for (i
= 0; i
< output_signature
->element_count
; ++i
)
7063 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[i
];
7065 if (!(reg_maps_out
->output_registers
& (1u << output
->register_idx
)))
7068 if (output
->stream_idx
)
7071 semantic_name
= output
->semantic_name
;
7072 semantic_idx
= output
->semantic_idx
;
7073 shader_glsl_write_mask_to_str(output
->mask
, reg_mask
);
7075 if (output
->sysval_semantic
== WINED3D_SV_POSITION
&& !semantic_idx
)
7077 shader_addline(buffer
, "gl_Position%s = outputs[%u]%s;\n",
7078 reg_mask
, output
->register_idx
, reg_mask
);
7080 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
) && per_vertex_point_size
)
7082 shader_addline(buffer
, "gl_PointSize = clamp(outputs[%u].%c, "
7083 "ffp_point.size_min, ffp_point.size_max);\n", output
->register_idx
, reg_mask
[1]);
7085 else if (output
->sysval_semantic
== WINED3D_SV_RENDER_TARGET_ARRAY_INDEX
&& !semantic_idx
)
7087 shader_addline(buffer
, "gl_Layer = floatBitsToInt(outputs[%u])%s;\n",
7088 output
->register_idx
, reg_mask
);
7090 else if (output
->sysval_semantic
== WINED3D_SV_VIEWPORT_ARRAY_INDEX
&& !semantic_idx
)
7092 shader_addline(buffer
, "gl_ViewportIndex = floatBitsToInt(outputs[%u])%s;\n",
7093 output
->register_idx
, reg_mask
);
7095 else if (output
->sysval_semantic
== WINED3D_SV_CLIP_DISTANCE
)
7097 shader_glsl_generate_clip_or_cull_distances(buffer
, output
, reg_maps_out
->clip_distance_mask
);
7099 else if (output
->sysval_semantic
== WINED3D_SV_CULL_DISTANCE
)
7101 shader_glsl_generate_clip_or_cull_distances(buffer
, output
, reg_maps_out
->cull_distance_mask
);
7103 else if (output
->sysval_semantic
)
7105 FIXME("Unhandled sysval semantic %#x.\n", output
->sysval_semantic
);
7109 /* Then, setup the pixel shader input. */
7110 if (reg_maps_out
->shader_version
.major
< 4)
7111 shader_glsl_setup_vs3_output(priv
, gl_info
, map
, input_signature
, reg_maps_in
,
7112 output_signature
, reg_maps_out
);
7114 shader_glsl_setup_sm4_shader_output(priv
, input_count
, output_signature
, reg_maps_out
, "shader_out", TRUE
);
7117 /* Context activation is done by the caller. */
7118 static GLuint
shader_glsl_generate_vs3_rasterizer_input_setup(struct shader_glsl_priv
*priv
,
7119 const struct wined3d_shader
*vs
, const struct wined3d_shader
*ps
,
7120 BOOL per_vertex_point_size
, BOOL flatshading
, const struct wined3d_gl_info
*gl_info
)
7122 const BOOL legacy_syntax
= needs_legacy_glsl_syntax(gl_info
);
7123 DWORD ps_major
= ps
? ps
->reg_maps
.shader_version
.major
: 0;
7124 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
7125 const char *semantic_name
;
7131 string_buffer_clear(buffer
);
7133 shader_glsl_add_version_declaration(buffer
, gl_info
);
7135 shader_addline(buffer
, "invariant gl_Position;\n");
7137 if (per_vertex_point_size
)
7139 shader_addline(buffer
, "uniform struct\n{\n");
7140 shader_addline(buffer
, " float size_min;\n");
7141 shader_addline(buffer
, " float size_max;\n");
7142 shader_addline(buffer
, "} ffp_point;\n");
7147 DWORD colors_written_mask
[2] = {0};
7148 DWORD texcoords_written_mask
[WINED3D_MAX_TEXTURES
] = {0};
7152 declare_out_varying(gl_info
, buffer
, flatshading
, "vec4 ffp_varying_diffuse;\n");
7153 declare_out_varying(gl_info
, buffer
, flatshading
, "vec4 ffp_varying_specular;\n");
7154 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_TEXTURES
);
7155 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
7158 shader_addline(buffer
, "void setup_vs_output(in vec4 outputs[%u])\n{\n", vs
->limits
->packed_output
);
7160 for (i
= 0; i
< vs
->output_signature
.element_count
; ++i
)
7162 const struct wined3d_shader_signature_element
*output
= &vs
->output_signature
.elements
[i
];
7165 if (!(vs
->reg_maps
.output_registers
& (1u << output
->register_idx
)))
7168 semantic_name
= output
->semantic_name
;
7169 semantic_idx
= output
->semantic_idx
;
7170 write_mask
= output
->mask
;
7171 shader_glsl_write_mask_to_str(write_mask
, reg_mask
);
7173 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
) && semantic_idx
< 2)
7176 shader_addline(buffer
, "gl_Front%sColor%s = outputs[%u]%s;\n",
7177 semantic_idx
? "Secondary" : "", reg_mask
, output
->register_idx
, reg_mask
);
7179 shader_addline(buffer
, "ffp_varying_%s%s = clamp(outputs[%u]%s, 0.0, 1.0);\n",
7180 semantic_idx
? "specular" : "diffuse", reg_mask
, output
->register_idx
, reg_mask
);
7182 colors_written_mask
[semantic_idx
] = write_mask
;
7184 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_POSITION
) && !semantic_idx
)
7186 shader_addline(buffer
, "gl_Position%s = outputs[%u]%s;\n",
7187 reg_mask
, output
->register_idx
, reg_mask
);
7189 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
7191 if (semantic_idx
< WINED3D_MAX_TEXTURES
)
7193 shader_addline(buffer
, "%s[%u]%s = outputs[%u]%s;\n",
7194 legacy_syntax
? "gl_TexCoord" : "ffp_varying_texcoord",
7195 semantic_idx
, reg_mask
, output
->register_idx
, reg_mask
);
7196 texcoords_written_mask
[semantic_idx
] = write_mask
;
7199 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
) && per_vertex_point_size
)
7201 shader_addline(buffer
, "gl_PointSize = clamp(outputs[%u].%c, "
7202 "ffp_point.size_min, ffp_point.size_max);\n", output
->register_idx
, reg_mask
[1]);
7204 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_FOG
))
7206 shader_addline(buffer
, "%s = clamp(outputs[%u].%c, 0.0, 1.0);\n",
7207 legacy_syntax
? "gl_FogFragCoord" : "ffp_varying_fogcoord",
7208 output
->register_idx
, reg_mask
[1]);
7212 for (i
= 0; i
< 2; ++i
)
7214 if (colors_written_mask
[i
] != WINED3DSP_WRITEMASK_ALL
)
7216 shader_glsl_write_mask_to_str(~colors_written_mask
[i
] & WINED3DSP_WRITEMASK_ALL
, reg_mask
);
7218 shader_addline(buffer
, "%s%s = vec4(1.0)%s;\n",
7219 legacy_syntax
? "gl_FrontColor" : "ffp_varying_diffuse",
7220 reg_mask
, reg_mask
);
7222 shader_addline(buffer
, "%s%s = vec4(0.0)%s;\n",
7223 legacy_syntax
? "gl_FrontSecondaryColor" : "ffp_varying_specular",
7224 reg_mask
, reg_mask
);
7227 for (i
= 0; i
< WINED3D_MAX_TEXTURES
; ++i
)
7229 if (ps
&& !(ps
->reg_maps
.texcoord
& (1u << i
)))
7232 if (texcoords_written_mask
[i
] != WINED3DSP_WRITEMASK_ALL
)
7234 if (!shader_glsl_full_ffp_varyings(gl_info
) && !texcoords_written_mask
[i
])
7237 shader_glsl_write_mask_to_str(~texcoords_written_mask
[i
] & WINED3DSP_WRITEMASK_ALL
, reg_mask
);
7238 shader_addline(buffer
, "%s[%u]%s = vec4(0.0)%s;\n",
7239 legacy_syntax
? "gl_TexCoord" : "ffp_varying_texcoord", i
, reg_mask
, reg_mask
);
7245 unsigned int in_count
= min(vec4_varyings(ps_major
, gl_info
), ps
->limits
->packed_input
);
7247 shader_glsl_declare_shader_outputs(gl_info
, buffer
, in_count
, FALSE
, NULL
);
7248 shader_addline(buffer
, "void setup_vs_output(in vec4 outputs[%u])\n{\n", vs
->limits
->packed_output
);
7249 shader_glsl_setup_sm3_rasterizer_input(priv
, gl_info
, ps
->u
.ps
.input_reg_map
, &ps
->input_signature
,
7250 &ps
->reg_maps
, 0, &vs
->output_signature
, &vs
->reg_maps
, per_vertex_point_size
);
7253 shader_addline(buffer
, "}\n");
7255 ret
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
7256 checkGLcall("glCreateShader(GL_VERTEX_SHADER)");
7257 shader_glsl_compile(gl_info
, ret
, buffer
->buffer
);
7262 static void shader_glsl_generate_stream_output_setup(struct wined3d_string_buffer
*buffer
,
7263 const struct wined3d_shader
*shader
)
7265 const struct wined3d_stream_output_desc
*so_desc
= shader
->u
.gs
.so_desc
;
7266 unsigned int i
, register_idx
, component_idx
;
7268 shader_addline(buffer
, "out shader_in_out\n{\n");
7269 for (i
= 0; i
< so_desc
->element_count
; ++i
)
7271 const struct wined3d_stream_output_element
*e
= &so_desc
->elements
[i
];
7275 FIXME("Unhandled stream %u.\n", e
->stream_idx
);
7278 if (!e
->semantic_name
)
7280 if (!shader_get_stream_output_register_info(shader
, e
, ®ister_idx
, &component_idx
))
7283 if (component_idx
|| e
->component_count
!= 4)
7285 if (e
->component_count
== 1)
7286 shader_addline(buffer
, "float");
7288 shader_addline(buffer
, "vec%u", e
->component_count
);
7290 shader_addline(buffer
, " reg%u_%u_%u;\n",
7291 register_idx
, component_idx
, component_idx
+ e
->component_count
- 1);
7295 shader_addline(buffer
, "vec4 reg%u;\n", register_idx
);
7298 shader_addline(buffer
, "} shader_out;\n");
7300 shader_addline(buffer
, "void setup_gs_output(in vec4 outputs[%u])\n{\n",
7301 shader
->limits
->packed_output
);
7302 for (i
= 0; i
< so_desc
->element_count
; ++i
)
7304 const struct wined3d_stream_output_element
*e
= &so_desc
->elements
[i
];
7308 FIXME("Unhandled stream %u.\n", e
->stream_idx
);
7311 if (!e
->semantic_name
)
7313 if (!shader_get_stream_output_register_info(shader
, e
, ®ister_idx
, &component_idx
))
7316 if (component_idx
|| e
->component_count
!= 4)
7321 write_mask
= wined3d_mask_from_size(e
->component_count
) << component_idx
;
7322 shader_glsl_write_mask_to_str(write_mask
, str_mask
);
7323 shader_addline(buffer
, "shader_out.reg%u_%u_%u = outputs[%u]%s;\n",
7324 register_idx
, component_idx
, component_idx
+ e
->component_count
- 1,
7325 register_idx
, str_mask
);
7329 shader_addline(buffer
, "shader_out.reg%u = outputs[%u];\n", register_idx
, register_idx
);
7332 shader_addline(buffer
, "}\n");
7335 static void shader_glsl_generate_sm4_output_setup(struct shader_glsl_priv
*priv
,
7336 const struct wined3d_shader
*shader
, unsigned int input_count
,
7337 const struct wined3d_gl_info
*gl_info
, BOOL rasterizer_setup
, const DWORD
*interpolation_mode
)
7339 const char *prefix
= shader_glsl_get_prefix(shader
->reg_maps
.shader_version
.type
);
7340 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
7342 if (rasterizer_setup
)
7343 input_count
= min(vec4_varyings(4, gl_info
), input_count
);
7346 shader_glsl_declare_shader_outputs(gl_info
, buffer
, input_count
, rasterizer_setup
, interpolation_mode
);
7348 shader_addline(buffer
, "void setup_%s_output(in vec4 outputs[%u])\n{\n",
7349 prefix
, shader
->limits
->packed_output
);
7351 if (rasterizer_setup
)
7352 shader_glsl_setup_sm3_rasterizer_input(priv
, gl_info
, NULL
, NULL
,
7353 NULL
, input_count
, &shader
->output_signature
, &shader
->reg_maps
, FALSE
);
7355 shader_glsl_setup_sm4_shader_output(priv
, input_count
, &shader
->output_signature
,
7356 &shader
->reg_maps
, "shader_out", rasterizer_setup
);
7358 shader_addline(buffer
, "}\n");
7361 static void shader_glsl_generate_patch_constant_name(struct wined3d_string_buffer
*buffer
,
7362 const struct wined3d_shader_signature_element
*constant
, unsigned int *user_constant_idx
,
7363 const char *reg_mask
)
7365 if (!constant
->sysval_semantic
)
7367 shader_addline(buffer
, "user_patch_constant[%u]%s", (*user_constant_idx
)++, reg_mask
);
7371 switch (constant
->sysval_semantic
)
7373 case WINED3D_SV_TESS_FACTOR_QUADEDGE
:
7374 case WINED3D_SV_TESS_FACTOR_TRIEDGE
:
7375 case WINED3D_SV_TESS_FACTOR_LINEDET
:
7376 case WINED3D_SV_TESS_FACTOR_LINEDEN
:
7377 shader_addline(buffer
, "gl_TessLevelOuter[%u]", constant
->semantic_idx
);
7379 case WINED3D_SV_TESS_FACTOR_QUADINT
:
7380 case WINED3D_SV_TESS_FACTOR_TRIINT
:
7381 shader_addline(buffer
, "gl_TessLevelInner[%u]", constant
->semantic_idx
);
7384 FIXME("Unhandled sysval semantic %#x.\n", constant
->sysval_semantic
);
7385 shader_addline(buffer
, "vec4(0.0)%s", reg_mask
);
7389 static void shader_glsl_generate_patch_constant_setup(struct wined3d_string_buffer
*buffer
,
7390 const struct wined3d_shader_signature
*signature
, BOOL input_setup
)
7392 unsigned int i
, register_count
, user_constant_index
, user_constant_count
;
7394 register_count
= user_constant_count
= 0;
7395 for (i
= 0; i
< signature
->element_count
; ++i
)
7397 const struct wined3d_shader_signature_element
*constant
= &signature
->elements
[i
];
7398 register_count
= max(constant
->register_idx
+ 1, register_count
);
7399 if (!constant
->sysval_semantic
)
7400 ++user_constant_count
;
7403 if (user_constant_count
)
7404 shader_addline(buffer
, "patch %s vec4 user_patch_constant[%u];\n",
7405 input_setup
? "in" : "out", user_constant_count
);
7407 shader_addline(buffer
, "vec4 vpc[%u];\n", register_count
);
7409 shader_addline(buffer
, "void setup_patch_constant_%s()\n{\n", input_setup
? "input" : "output");
7410 for (i
= 0, user_constant_index
= 0; i
< signature
->element_count
; ++i
)
7412 const struct wined3d_shader_signature_element
*constant
= &signature
->elements
[i
];
7415 shader_glsl_write_mask_to_str(constant
->mask
, reg_mask
);
7418 shader_addline(buffer
, "vpc[%u]%s", constant
->register_idx
, reg_mask
);
7420 shader_glsl_generate_patch_constant_name(buffer
, constant
, &user_constant_index
, reg_mask
);
7422 shader_addline(buffer
, " = ");
7425 shader_glsl_generate_patch_constant_name(buffer
, constant
, &user_constant_index
, reg_mask
);
7427 shader_addline(buffer
, "hs_out[%u]%s", constant
->register_idx
, reg_mask
);
7429 shader_addline(buffer
, ";\n");
7431 shader_addline(buffer
, "}\n");
7434 static void shader_glsl_generate_srgb_write_correction(struct wined3d_string_buffer
*buffer
,
7435 const struct wined3d_gl_info
*gl_info
)
7437 const char *output
= get_fragment_output(gl_info
);
7439 shader_addline(buffer
, "tmp0.xyz = pow(%s[0].xyz, vec3(srgb_const0.x));\n", output
);
7440 shader_addline(buffer
, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
7441 shader_addline(buffer
, "tmp1.xyz = %s[0].xyz * vec3(srgb_const0.w);\n", output
);
7442 shader_addline(buffer
, "bvec3 srgb_compare = lessThan(%s[0].xyz, vec3(srgb_const1.x));\n", output
);
7443 shader_addline(buffer
, "%s[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n", output
);
7444 shader_addline(buffer
, "%s[0] = clamp(%s[0], 0.0, 1.0);\n", output
, output
);
7447 static void shader_glsl_generate_fog_code(struct wined3d_string_buffer
*buffer
,
7448 const struct wined3d_gl_info
*gl_info
, enum wined3d_ffp_ps_fog_mode mode
)
7450 const char *output
= get_fragment_output(gl_info
);
7454 case WINED3D_FFP_PS_FOG_OFF
:
7457 case WINED3D_FFP_PS_FOG_LINEAR
:
7458 shader_addline(buffer
, "float fog = (ffp_fog.end - ffp_varying_fogcoord) * ffp_fog.scale;\n");
7461 case WINED3D_FFP_PS_FOG_EXP
:
7462 shader_addline(buffer
, "float fog = exp(-ffp_fog.density * ffp_varying_fogcoord);\n");
7465 case WINED3D_FFP_PS_FOG_EXP2
:
7466 shader_addline(buffer
, "float fog = exp(-ffp_fog.density * ffp_fog.density"
7467 " * ffp_varying_fogcoord * ffp_varying_fogcoord);\n");
7471 ERR("Invalid fog mode %#x.\n", mode
);
7475 shader_addline(buffer
, "%s[0].xyz = mix(ffp_fog.color.xyz, %s[0].xyz, clamp(fog, 0.0, 1.0));\n",
7479 static void shader_glsl_generate_alpha_test(struct wined3d_string_buffer
*buffer
,
7480 const struct wined3d_gl_info
*gl_info
, enum wined3d_cmp_func alpha_func
)
7482 /* alpha_func is the PASS condition, not the DISCARD condition. Instead of
7483 * flipping all the operators here, just negate the comparison below. */
7484 static const char * const comparison_operator
[] =
7486 "", /* WINED3D_CMP_NEVER */
7487 "<", /* WINED3D_CMP_LESS */
7488 "==", /* WINED3D_CMP_EQUAL */
7489 "<=", /* WINED3D_CMP_LESSEQUAL */
7490 ">", /* WINED3D_CMP_GREATER */
7491 "!=", /* WINED3D_CMP_NOTEQUAL */
7492 ">=", /* WINED3D_CMP_GREATEREQUAL */
7493 "" /* WINED3D_CMP_ALWAYS */
7496 if (alpha_func
== WINED3D_CMP_ALWAYS
)
7499 if (alpha_func
!= WINED3D_CMP_NEVER
)
7500 shader_addline(buffer
, "if (!(%s[0].a %s alpha_test_ref))\n",
7501 get_fragment_output(gl_info
), comparison_operator
[alpha_func
- WINED3D_CMP_NEVER
]);
7502 shader_addline(buffer
, " discard;\n");
7505 static void shader_glsl_generate_colour_key_test(struct wined3d_string_buffer
*buffer
,
7506 const char *colour
, const char *colour_key_low
, const char *colour_key_high
)
7508 shader_addline(buffer
, "if (all(greaterThanEqual(%s, %s)) && all(lessThan(%s, %s)))\n",
7509 colour
, colour_key_low
, colour
, colour_key_high
);
7510 shader_addline(buffer
, " discard;\n");
7513 static void shader_glsl_enable_extensions(struct wined3d_string_buffer
*buffer
,
7514 const struct wined3d_gl_info
*gl_info
)
7516 if (gl_info
->supported
[ARB_CULL_DISTANCE
])
7517 shader_addline(buffer
, "#extension GL_ARB_cull_distance : enable\n");
7518 if (gl_info
->supported
[ARB_GPU_SHADER5
])
7519 shader_addline(buffer
, "#extension GL_ARB_gpu_shader5 : enable\n");
7520 if (gl_info
->supported
[ARB_SHADER_ATOMIC_COUNTERS
])
7521 shader_addline(buffer
, "#extension GL_ARB_shader_atomic_counters : enable\n");
7522 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
7523 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
7524 if (gl_info
->supported
[ARB_SHADER_IMAGE_LOAD_STORE
])
7525 shader_addline(buffer
, "#extension GL_ARB_shader_image_load_store : enable\n");
7526 if (gl_info
->supported
[ARB_SHADER_IMAGE_SIZE
])
7527 shader_addline(buffer
, "#extension GL_ARB_shader_image_size : enable\n");
7528 if (gl_info
->supported
[ARB_SHADER_STORAGE_BUFFER_OBJECT
])
7529 shader_addline(buffer
, "#extension GL_ARB_shader_storage_buffer_object : enable\n");
7530 if (gl_info
->supported
[ARB_SHADER_TEXTURE_IMAGE_SAMPLES
])
7531 shader_addline(buffer
, "#extension GL_ARB_shader_texture_image_samples : enable\n");
7532 if (gl_info
->supported
[ARB_SHADING_LANGUAGE_420PACK
])
7533 shader_addline(buffer
, "#extension GL_ARB_shading_language_420pack : enable\n");
7534 if (gl_info
->supported
[ARB_SHADING_LANGUAGE_PACKING
])
7535 shader_addline(buffer
, "#extension GL_ARB_shading_language_packing : enable\n");
7536 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP_ARRAY
])
7537 shader_addline(buffer
, "#extension GL_ARB_texture_cube_map_array : enable\n");
7538 if (gl_info
->supported
[ARB_TEXTURE_GATHER
])
7539 shader_addline(buffer
, "#extension GL_ARB_texture_gather : enable\n");
7540 if (gl_info
->supported
[ARB_TEXTURE_QUERY_LEVELS
])
7541 shader_addline(buffer
, "#extension GL_ARB_texture_query_levels : enable\n");
7542 if (gl_info
->supported
[ARB_UNIFORM_BUFFER_OBJECT
])
7543 shader_addline(buffer
, "#extension GL_ARB_uniform_buffer_object : enable\n");
7544 if (gl_info
->supported
[ARB_VIEWPORT_ARRAY
])
7545 shader_addline(buffer
, "#extension GL_ARB_viewport_array : enable\n");
7546 if (gl_info
->supported
[EXT_GPU_SHADER4
])
7547 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
7548 if (gl_info
->supported
[EXT_TEXTURE_ARRAY
])
7549 shader_addline(buffer
, "#extension GL_EXT_texture_array : enable\n");
7550 if (gl_info
->supported
[EXT_TEXTURE_SHADOW_LOD
])
7551 shader_addline(buffer
, "#extension GL_EXT_texture_shadow_lod : enable\n");
7554 static void shader_glsl_generate_color_output(struct wined3d_string_buffer
*buffer
,
7555 const struct wined3d_gl_info
*gl_info
, const struct wined3d_shader
*shader
,
7556 const struct ps_compile_args
*args
, struct wined3d_string_buffer_list
*string_buffers
)
7558 const struct wined3d_shader_signature
*output_signature
= &shader
->output_signature
;
7559 struct wined3d_string_buffer
*src
, *assignment
;
7560 enum wined3d_data_type dst_data_type
;
7561 const char *swizzle
;
7564 if (output_signature
->element_count
)
7566 src
= string_buffer_get(string_buffers
);
7567 assignment
= string_buffer_get(string_buffers
);
7568 for (i
= 0; i
< output_signature
->element_count
; ++i
)
7570 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[i
];
7572 /* register_idx is set to ~0u for non-color outputs. */
7573 if (output
->register_idx
== ~0u)
7575 if ((unsigned int)output
->component_type
>= ARRAY_SIZE(component_type_info
))
7577 FIXME("Unhandled component type %#x.\n", output
->component_type
);
7580 dst_data_type
= component_type_info
[output
->component_type
].data_type
;
7581 shader_addline(buffer
, "color_out%u = ", output
->semantic_idx
);
7582 string_buffer_sprintf(src
, "ps_out[%u]", output
->semantic_idx
);
7583 shader_glsl_sprintf_cast(assignment
, src
->buffer
, dst_data_type
, WINED3D_DATA_FLOAT
, 4);
7584 swizzle
= args
->rt_alpha_swizzle
& (1u << output
->semantic_idx
) ? ".argb" : "";
7585 shader_addline(buffer
, "%s%s;\n", assignment
->buffer
, swizzle
);
7587 string_buffer_release(string_buffers
, src
);
7588 string_buffer_release(string_buffers
, assignment
);
7592 DWORD mask
= shader
->reg_maps
.rt_mask
;
7596 i
= wined3d_bit_scan(&mask
);
7597 swizzle
= args
->rt_alpha_swizzle
& (1u << i
) ? ".argb" : "";
7598 shader_addline(buffer
, "color_out%u = ps_out[%u]%s;\n", i
, i
, swizzle
);
7603 static void shader_glsl_generate_ps_epilogue(const struct wined3d_gl_info
*gl_info
,
7604 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
7605 const struct ps_compile_args
*args
, struct wined3d_string_buffer_list
*string_buffers
)
7607 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
7609 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly. */
7610 if (reg_maps
->shader_version
.major
< 2)
7611 shader_addline(buffer
, "%s[0] = R0;\n", get_fragment_output(gl_info
));
7613 if (args
->srgb_correction
)
7614 shader_glsl_generate_srgb_write_correction(buffer
, gl_info
);
7616 /* SM < 3 does not replace the fog stage. */
7617 if (reg_maps
->shader_version
.major
< 3)
7618 shader_glsl_generate_fog_code(buffer
, gl_info
, args
->fog
);
7620 shader_glsl_generate_alpha_test(buffer
, gl_info
, args
->alpha_test_func
+ 1);
7622 if (reg_maps
->sample_mask
)
7623 shader_addline(buffer
, "gl_SampleMask[0] = floatBitsToInt(sample_mask);\n");
7625 if (!use_legacy_fragment_output(gl_info
))
7626 shader_glsl_generate_color_output(buffer
, gl_info
, shader
, args
, string_buffers
);
7629 /* Context activation is done by the caller. */
7630 static GLuint
shader_glsl_generate_fragment_shader(const struct wined3d_context_gl
*context_gl
,
7631 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
7632 const struct wined3d_shader
*shader
, const struct ps_compile_args
*args
,
7633 struct ps_np2fixup_info
*np2fixup_info
)
7635 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
7636 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
7637 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
7638 const char *prefix
= shader_glsl_get_prefix(version
->type
);
7639 BOOL legacy_syntax
= needs_legacy_glsl_syntax(gl_info
);
7640 unsigned int i
, extra_constants_needed
= 0;
7641 struct shader_glsl_ctx_priv priv_ctx
;
7645 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
7646 priv_ctx
.gl_info
= gl_info
;
7647 priv_ctx
.cur_ps_args
= args
;
7648 priv_ctx
.cur_np2fixup_info
= np2fixup_info
;
7649 priv_ctx
.string_buffers
= string_buffers
;
7651 shader_glsl_add_version_declaration(buffer
, gl_info
);
7653 shader_glsl_enable_extensions(buffer
, gl_info
);
7654 if (gl_info
->supported
[ARB_CONSERVATIVE_DEPTH
])
7655 shader_addline(buffer
, "#extension GL_ARB_conservative_depth : enable\n");
7656 if (gl_info
->supported
[ARB_DERIVATIVE_CONTROL
])
7657 shader_addline(buffer
, "#extension GL_ARB_derivative_control : enable\n");
7658 if (shader_glsl_use_explicit_attrib_location(gl_info
))
7659 shader_addline(buffer
, "#extension GL_ARB_explicit_attrib_location : enable\n");
7660 if (gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
7661 shader_addline(buffer
, "#extension GL_ARB_fragment_coord_conventions : enable\n");
7662 if (gl_info
->supported
[ARB_FRAGMENT_LAYER_VIEWPORT
])
7663 shader_addline(buffer
, "#extension GL_ARB_fragment_layer_viewport : enable\n");
7664 if (gl_info
->supported
[ARB_SAMPLE_SHADING
])
7665 shader_addline(buffer
, "#extension GL_ARB_sample_shading : enable\n");
7666 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
7667 shader_addline(buffer
, "#extension GL_ARB_shader_texture_lod : enable\n");
7668 /* The spec says that it doesn't have to be explicitly enabled, but the
7669 * nvidia drivers write a warning if we don't do so. */
7670 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
7671 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
7673 /* Base Declarations */
7674 shader_generate_glsl_declarations(context_gl
, buffer
, shader
, reg_maps
, &priv_ctx
);
7676 if (gl_info
->supported
[ARB_CONSERVATIVE_DEPTH
])
7678 if (shader
->u
.ps
.depth_output
== WINED3DSPR_DEPTHOUTGE
)
7679 shader_addline(buffer
, "layout (depth_greater) out float gl_FragDepth;\n");
7680 else if (shader
->u
.ps
.depth_output
== WINED3DSPR_DEPTHOUTLE
)
7681 shader_addline(buffer
, "layout (depth_less) out float gl_FragDepth;\n");
7684 /* Declare uniforms for NP2 texcoord fixup:
7685 * This is NOT done inside the loop that declares the texture samplers
7686 * since the NP2 fixup code is currently only used for the GeforceFX
7687 * series and when forcing the ARB_npot extension off. Modern cards just
7688 * skip the code anyway, so put it inside a separate loop. */
7689 if (args
->np2_fixup
)
7691 struct ps_np2fixup_info
*fixup
= priv_ctx
.cur_np2fixup_info
;
7692 unsigned int cur
= 0;
7694 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
7695 * while D3D has them in the (normalized) [0,1]x[0,1] range.
7696 * samplerNP2Fixup stores texture dimensions and is updated through
7697 * shader_glsl_load_np2fixup_constants when the sampler changes. */
7699 for (i
= 0; i
< shader
->limits
->sampler
; ++i
)
7701 enum wined3d_shader_resource_type resource_type
;
7703 resource_type
= pixelshader_get_resource_type(reg_maps
, i
, args
->tex_types
);
7705 if (!resource_type
|| !(args
->np2_fixup
& (1u << i
)))
7708 if (resource_type
!= WINED3D_SHADER_RESOURCE_TEXTURE_2D
)
7710 FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
7714 fixup
->idx
[i
] = cur
++;
7717 fixup
->num_consts
= (cur
+ 1) >> 1;
7718 fixup
->active
= args
->np2_fixup
;
7719 shader_addline(buffer
, "uniform vec4 %s_samplerNP2Fixup[%u];\n", prefix
, fixup
->num_consts
);
7722 if (version
->major
< 3 || args
->vp_mode
!= WINED3D_VP_MODE_SHADER
)
7724 shader_addline(buffer
, "uniform struct\n{\n");
7725 shader_addline(buffer
, " vec4 color;\n");
7726 shader_addline(buffer
, " float density;\n");
7727 shader_addline(buffer
, " float end;\n");
7728 shader_addline(buffer
, " float scale;\n");
7729 shader_addline(buffer
, "} ffp_fog;\n");
7733 if (glsl_is_color_reg_read(shader
, 0))
7734 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
7735 if (glsl_is_color_reg_read(shader
, 1))
7736 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
7737 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", WINED3D_MAX_TEXTURES
);
7738 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
7742 if (glsl_is_color_reg_read(shader
, 0))
7743 declare_in_varying(gl_info
, buffer
, args
->flatshading
, "vec4 ffp_varying_diffuse;\n");
7744 if (glsl_is_color_reg_read(shader
, 1))
7745 declare_in_varying(gl_info
, buffer
, args
->flatshading
, "vec4 ffp_varying_specular;\n");
7746 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_TEXTURES
);
7747 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", WINED3D_MAX_TEXTURES
);
7748 declare_in_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
7752 if (version
->major
>= 3)
7754 unsigned int in_count
= min(vec4_varyings(version
->major
, gl_info
), shader
->limits
->packed_input
);
7756 if (args
->vp_mode
== WINED3D_VP_MODE_SHADER
&& reg_maps
->input_registers
)
7757 shader_glsl_declare_shader_inputs(gl_info
, buffer
, in_count
,
7758 shader
->u
.ps
.interpolation_mode
, version
->major
>= 4);
7759 shader_addline(buffer
, "vec4 %s_in[%u];\n", prefix
, in_count
);
7762 for (i
= 0, map
= reg_maps
->bumpmat
; map
; map
>>= 1, ++i
)
7767 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", i
);
7769 if (reg_maps
->luminanceparams
& (1u << i
))
7771 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", i
);
7772 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", i
);
7773 extra_constants_needed
++;
7776 extra_constants_needed
++;
7779 if (args
->srgb_correction
)
7781 shader_addline(buffer
, "const vec4 srgb_const0 = ");
7782 shader_glsl_append_imm_vec(buffer
, &wined3d_srgb_const
[0].x
, 4, gl_info
);
7783 shader_addline(buffer
, ";\n");
7784 shader_addline(buffer
, "const vec4 srgb_const1 = ");
7785 shader_glsl_append_imm_vec(buffer
, &wined3d_srgb_const
[1].x
, 4, gl_info
);
7786 shader_addline(buffer
, ";\n");
7788 if ((reg_maps
->usesdsy
&& wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
)
7789 || (reg_maps
->vpos
&& !gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
]))
7791 ++extra_constants_needed
;
7792 shader_addline(buffer
, "uniform vec4 ycorrection;\n");
7796 if (gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
7798 if (context_gl
->c
.d3d_info
->wined3d_creation_flags
& WINED3D_PIXEL_CENTER_INTEGER
)
7799 shader_addline(buffer
, "layout(%spixel_center_integer) in vec4 gl_FragCoord;\n",
7800 args
->y_correction
? "origin_upper_left, " : "");
7801 else if (args
->y_correction
)
7802 shader_addline(buffer
, "layout(origin_upper_left) in vec4 gl_FragCoord;\n");
7804 shader_addline(buffer
, "vec4 vpos;\n");
7807 if (args
->alpha_test_func
+ 1 != WINED3D_CMP_ALWAYS
)
7808 shader_addline(buffer
, "uniform float alpha_test_ref;\n");
7810 if (!use_legacy_fragment_output(gl_info
))
7812 const struct wined3d_shader_signature
*output_signature
= &shader
->output_signature
;
7814 if (args
->dual_source_blend
)
7815 shader_addline(buffer
, "vec4 ps_out[2];\n");
7817 shader_addline(buffer
, "vec4 ps_out[%u];\n", gl_info
->limits
.buffers
);
7818 if (output_signature
->element_count
)
7820 for (i
= 0; i
< output_signature
->element_count
; ++i
)
7822 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[i
];
7824 if (output
->register_idx
== ~0u)
7826 if ((unsigned int)output
->component_type
>= ARRAY_SIZE(component_type_info
))
7828 FIXME("Unhandled component type %#x.\n", output
->component_type
);
7831 if (shader_glsl_use_explicit_attrib_location(gl_info
))
7833 if (args
->dual_source_blend
)
7834 shader_addline(buffer
, "layout(location = 0, index = %u) ", output
->semantic_idx
);
7836 shader_addline(buffer
, "layout(location = %u) ", output
->semantic_idx
);
7838 shader_addline(buffer
, "out %s4 color_out%u;\n",
7839 component_type_info
[output
->component_type
].glsl_vector_type
, output
->semantic_idx
);
7844 DWORD mask
= reg_maps
->rt_mask
;
7848 i
= wined3d_bit_scan(&mask
);
7849 if (shader_glsl_use_explicit_attrib_location(gl_info
))
7851 if (args
->dual_source_blend
)
7852 shader_addline(buffer
, "layout(location = 0, index = %u) ", i
);
7854 shader_addline(buffer
, "layout(location = %u) ", i
);
7856 shader_addline(buffer
, "out vec4 color_out%u;\n", i
);
7861 if (shader
->limits
->constant_float
+ extra_constants_needed
>= gl_info
->limits
.glsl_ps_float_constants
)
7862 FIXME("Insufficient uniforms to run this shader.\n");
7864 if (shader
->u
.ps
.force_early_depth_stencil
)
7865 shader_addline(buffer
, "layout(early_fragment_tests) in;\n");
7867 shader_addline(buffer
, "void main()\n{\n");
7869 if (reg_maps
->sample_mask
)
7870 shader_addline(buffer
, "float sample_mask = uintBitsToFloat(0xffffffffu);\n");
7872 /* Direct3D applications expect integer vPos values, while OpenGL drivers
7873 * add approximately 0.5. This causes off-by-one problems as spotted by
7874 * the vPos d3d9 visual test. Unfortunately ATI cards do not add exactly
7875 * 0.5, but rather something like 0.49999999 or 0.50000001, which still
7876 * causes precision troubles when we just subtract 0.5.
7878 * To deal with that, just floor() the position. This will eliminate the
7879 * fraction on all cards.
7881 * TODO: Test how this behaves with multisampling.
7883 * An advantage of floor is that it works even if the driver doesn't add
7884 * 0.5. It is somewhat questionable if 1.5, 2.5, ... are the proper values
7885 * to return in gl_FragCoord, even though coordinates specify the pixel
7886 * centers instead of the pixel corners. This code will behave correctly
7887 * on drivers that returns integer values. */
7890 if (gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
7891 shader_addline(buffer
, "vpos = gl_FragCoord;\n");
7892 else if (context_gl
->c
.d3d_info
->wined3d_creation_flags
& WINED3D_PIXEL_CENTER_INTEGER
)
7893 shader_addline(buffer
,
7894 "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
7896 shader_addline(buffer
,
7897 "vpos = vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1);\n");
7900 if (reg_maps
->shader_version
.major
< 3 || args
->vp_mode
!= WINED3D_VP_MODE_SHADER
)
7903 WORD map
= reg_maps
->texcoord
;
7907 if (glsl_is_color_reg_read(shader
, 0))
7908 shader_addline(buffer
, "ffp_varying_diffuse = gl_Color;\n");
7909 if (glsl_is_color_reg_read(shader
, 1))
7910 shader_addline(buffer
, "ffp_varying_specular = gl_SecondaryColor;\n");
7913 for (i
= 0; map
; map
>>= 1, ++i
)
7917 if (args
->pointsprite
)
7918 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", i
);
7919 else if (args
->texcoords_initialized
& (1u << i
))
7920 shader_addline(buffer
, "ffp_texcoord[%u] = %s[%u];\n", i
,
7921 legacy_syntax
? "gl_TexCoord" : "ffp_varying_texcoord", i
);
7923 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(0.0);\n", i
);
7924 shader_addline(buffer
, "vec4 T%u = ffp_texcoord[%u];\n", i
, i
);
7929 shader_addline(buffer
, "ffp_varying_fogcoord = gl_FogFragCoord;\n");
7932 /* Pack 3.0 inputs */
7933 if (reg_maps
->shader_version
.major
>= 3)
7934 shader_glsl_input_pack(shader
, buffer
, &shader
->input_signature
, reg_maps
, args
, gl_info
,
7935 reg_maps
->shader_version
.major
>= 4);
7937 /* Base Shader Body */
7938 if (FAILED(shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, NULL
, NULL
)))
7941 /* In SM4+ the shader epilogue is generated by the "ret" instruction. */
7942 if (reg_maps
->shader_version
.major
< 4)
7943 shader_glsl_generate_ps_epilogue(gl_info
, buffer
, shader
, args
, string_buffers
);
7945 shader_addline(buffer
, "}\n");
7947 shader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
7948 TRACE("Compiling shader object %u.\n", shader_id
);
7949 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
7954 static void shader_glsl_generate_vs_epilogue(const struct wined3d_gl_info
*gl_info
,
7955 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
7956 const struct vs_compile_args
*args
)
7958 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
7959 const BOOL legacy_syntax
= needs_legacy_glsl_syntax(gl_info
);
7962 /* Unpack outputs. */
7963 shader_addline(buffer
, "setup_vs_output(vs_out);\n");
7965 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
7966 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
7967 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
7968 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0).
7970 if (reg_maps
->shader_version
.major
< 3)
7972 if (args
->fog_src
== VS_FOG_Z
)
7973 shader_addline(buffer
, "%s = gl_Position.z;\n",
7974 legacy_syntax
? "gl_FogFragCoord" : "ffp_varying_fogcoord");
7975 else if (!reg_maps
->fog
)
7976 shader_addline(buffer
, "%s = 0.0;\n",
7977 legacy_syntax
? "gl_FogFragCoord" : "ffp_varying_fogcoord");
7980 /* We always store the clipplanes without y inversion. */
7981 if (args
->clip_enabled
)
7984 shader_addline(buffer
, "gl_ClipVertex = gl_Position;\n");
7986 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
7987 shader_addline(buffer
, "gl_ClipDistance[%u] = dot(gl_Position, clip_planes[%u]);\n", i
, i
);
7990 if (args
->point_size
&& !args
->per_vertex_point_size
)
7991 shader_addline(buffer
, "gl_PointSize = clamp(ffp_point.size, ffp_point.size_min, ffp_point.size_max);\n");
7993 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
&& !gl_info
->supported
[ARB_CLIP_CONTROL
])
7994 shader_glsl_fixup_position(buffer
, FALSE
);
7997 /* Context activation is done by the caller. */
7998 static GLuint
shader_glsl_generate_vertex_shader(const struct wined3d_context_gl
*context_gl
,
7999 struct shader_glsl_priv
*priv
, const struct wined3d_shader
*shader
, const struct vs_compile_args
*args
)
8001 struct wined3d_string_buffer_list
*string_buffers
= &priv
->string_buffers
;
8002 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
8003 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
8004 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
8005 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
8006 struct shader_glsl_ctx_priv priv_ctx
;
8010 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
8011 priv_ctx
.gl_info
= gl_info
;
8012 priv_ctx
.cur_vs_args
= args
;
8013 priv_ctx
.string_buffers
= string_buffers
;
8015 shader_glsl_add_version_declaration(buffer
, gl_info
);
8017 shader_glsl_enable_extensions(buffer
, gl_info
);
8018 if (gl_info
->supported
[ARB_DRAW_INSTANCED
])
8019 shader_addline(buffer
, "#extension GL_ARB_draw_instanced : enable\n");
8020 if (shader_glsl_use_explicit_attrib_location(gl_info
))
8021 shader_addline(buffer
, "#extension GL_ARB_explicit_attrib_location : enable\n");
8022 if (gl_info
->supported
[ARB_SHADER_VIEWPORT_LAYER_ARRAY
])
8023 shader_addline(buffer
, "#extension GL_ARB_shader_viewport_layer_array : enable\n");
8025 /* Base Declarations */
8026 shader_generate_glsl_declarations(context_gl
, buffer
, shader
, reg_maps
, &priv_ctx
);
8028 for (i
= 0; i
< shader
->input_signature
.element_count
; ++i
)
8029 shader_glsl_declare_generic_vertex_attribute(buffer
, gl_info
, &shader
->input_signature
.elements
[i
]);
8031 if (args
->point_size
&& !args
->per_vertex_point_size
)
8033 shader_addline(buffer
, "uniform struct\n{\n");
8034 shader_addline(buffer
, " float size;\n");
8035 shader_addline(buffer
, " float size_min;\n");
8036 shader_addline(buffer
, " float size_max;\n");
8037 shader_addline(buffer
, "} ffp_point;\n");
8040 if (!needs_legacy_glsl_syntax(gl_info
))
8042 if (args
->clip_enabled
)
8043 shader_addline(buffer
, "uniform vec4 clip_planes[%u];\n", gl_info
->limits
.user_clip_distances
);
8045 if (version
->major
< 3)
8047 declare_out_varying(gl_info
, buffer
, args
->flatshading
, "vec4 ffp_varying_diffuse;\n");
8048 declare_out_varying(gl_info
, buffer
, args
->flatshading
, "vec4 ffp_varying_specular;\n");
8049 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_TEXTURES
);
8050 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
8054 if (version
->major
< 4)
8055 shader_addline(buffer
, "void setup_vs_output(in vec4[%u]);\n", shader
->limits
->packed_output
);
8057 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
&& !gl_info
->supported
[ARB_CLIP_CONTROL
])
8058 shader_addline(buffer
, "uniform vec4 pos_fixup;\n");
8060 if (reg_maps
->shader_version
.major
>= 4)
8061 shader_glsl_generate_sm4_output_setup(priv
, shader
, args
->next_shader_input_count
,
8062 gl_info
, args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
, args
->interpolation_mode
);
8064 shader_addline(buffer
, "void main()\n{\n");
8066 if (reg_maps
->input_rel_addressing
)
8068 unsigned int highest_input_register
= wined3d_log2i(reg_maps
->input_registers
);
8069 shader_addline(buffer
, "vec4 vs_in[%u];\n", highest_input_register
+ 1);
8070 for (i
= 0; i
< shader
->input_signature
.element_count
; ++i
)
8072 const struct wined3d_shader_signature_element
*e
= &shader
->input_signature
.elements
[i
];
8073 shader_addline(buffer
, "vs_in[%u] = vs_in%u;\n", e
->register_idx
, e
->register_idx
);
8077 if (FAILED(shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, NULL
, NULL
)))
8080 /* In SM4+ the shader epilogue is generated by the "ret" instruction. */
8081 if (reg_maps
->shader_version
.major
< 4)
8082 shader_glsl_generate_vs_epilogue(gl_info
, buffer
, shader
, args
);
8084 shader_addline(buffer
, "}\n");
8086 shader_id
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
8087 TRACE("Compiling shader object %u.\n", shader_id
);
8088 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
8093 static void shader_glsl_generate_default_control_point_phase(const struct wined3d_shader
*shader
,
8094 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader_reg_maps
*reg_maps
)
8096 const struct wined3d_shader_signature
*output_signature
= &shader
->output_signature
;
8100 for (i
= 0; i
< output_signature
->element_count
; ++i
)
8102 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[i
];
8104 shader_glsl_write_mask_to_str(output
->mask
, reg_mask
);
8105 shader_addline(buffer
, "shader_out[gl_InvocationID].reg[%u]%s = shader_in[gl_InvocationID].reg[%u]%s;\n",
8106 output
->register_idx
, reg_mask
, output
->register_idx
, reg_mask
);
8110 static HRESULT
shader_glsl_generate_shader_phase(const struct wined3d_shader
*shader
,
8111 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader_reg_maps
*reg_maps
,
8112 struct shader_glsl_ctx_priv
*priv_ctx
, const struct wined3d_shader_phase
*phase
,
8113 const char *phase_name
, unsigned phase_idx
)
8118 shader_addline(buffer
, "void hs_%s_phase%u(%s)\n{\n",
8119 phase_name
, phase_idx
, phase
->instance_count
? "int phase_instance_id" : "");
8120 for (i
= 0; i
< phase
->temporary_count
; ++i
)
8121 shader_addline(buffer
, "vec4 R%u;\n", i
);
8122 hr
= shader_generate_code(shader
, buffer
, reg_maps
, priv_ctx
, phase
->start
, phase
->end
);
8123 shader_addline(buffer
, "}\n");
8127 static void shader_glsl_generate_shader_phase_invocation(struct wined3d_string_buffer
*buffer
,
8128 const struct wined3d_shader_phase
*phase
, const char *phase_name
, unsigned int phase_idx
)
8130 if (phase
->instance_count
)
8132 shader_addline(buffer
, "for (int i = 0; i < %u; ++i)\n{\n", phase
->instance_count
);
8133 shader_addline(buffer
, "hs_%s_phase%u(i);\n", phase_name
, phase_idx
);
8134 shader_addline(buffer
, "}\n");
8138 shader_addline(buffer
, "hs_%s_phase%u();\n", phase_name
, phase_idx
);
8142 static GLuint
shader_glsl_generate_hull_shader(const struct wined3d_context_gl
*context_gl
,
8143 struct shader_glsl_priv
*priv
, const struct wined3d_shader
*shader
)
8145 struct wined3d_string_buffer_list
*string_buffers
= &priv
->string_buffers
;
8146 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
8147 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
8148 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
8149 const struct wined3d_hull_shader
*hs
= &shader
->u
.hs
;
8150 const struct wined3d_shader_phase
*phase
;
8151 struct shader_glsl_ctx_priv priv_ctx
;
8155 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
8156 priv_ctx
.gl_info
= gl_info
;
8157 priv_ctx
.string_buffers
= string_buffers
;
8159 shader_glsl_add_version_declaration(buffer
, gl_info
);
8161 shader_glsl_enable_extensions(buffer
, gl_info
);
8162 shader_addline(buffer
, "#extension GL_ARB_tessellation_shader : enable\n");
8164 shader_generate_glsl_declarations(context_gl
, buffer
, shader
, reg_maps
, &priv_ctx
);
8166 shader_addline(buffer
, "layout(vertices = %u) out;\n", hs
->output_vertex_count
);
8168 shader_addline(buffer
, "in shader_in_out { vec4 reg[%u]; } shader_in[];\n", shader
->limits
->packed_input
);
8169 shader_addline(buffer
, "out shader_in_out { vec4 reg[%u]; } shader_out[];\n", shader
->limits
->packed_output
);
8171 shader_glsl_generate_patch_constant_setup(buffer
, &shader
->patch_constant_signature
, FALSE
);
8173 if (hs
->phases
.control_point
)
8175 shader_addline(buffer
, "void setup_hs_output(in vec4 outputs[%u])\n{\n",
8176 shader
->limits
->packed_output
);
8177 shader_glsl_setup_sm4_shader_output(priv
, shader
->limits
->packed_output
, &shader
->output_signature
,
8178 &shader
->reg_maps
, "shader_out[gl_InvocationID]", FALSE
);
8179 shader_addline(buffer
, "}\n");
8182 shader_addline(buffer
, "void hs_control_point_phase()\n{\n");
8183 if ((phase
= hs
->phases
.control_point
))
8185 for (i
= 0; i
< phase
->temporary_count
; ++i
)
8186 shader_addline(buffer
, "vec4 R%u;\n", i
);
8187 if (FAILED(shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, phase
->start
, phase
->end
)))
8189 shader_addline(buffer
, "setup_hs_output(hs_out);\n");
8193 shader_glsl_generate_default_control_point_phase(shader
, buffer
, reg_maps
);
8195 shader_addline(buffer
, "}\n");
8197 for (i
= 0; i
< hs
->phases
.fork_count
; ++i
)
8199 if (FAILED(shader_glsl_generate_shader_phase(shader
, buffer
, reg_maps
, &priv_ctx
,
8200 &hs
->phases
.fork
[i
], "fork", i
)))
8204 for (i
= 0; i
< hs
->phases
.join_count
; ++i
)
8206 if (FAILED(shader_glsl_generate_shader_phase(shader
, buffer
, reg_maps
, &priv_ctx
,
8207 &hs
->phases
.join
[i
], "join", i
)))
8211 shader_addline(buffer
, "void main()\n{\n");
8212 shader_addline(buffer
, "hs_control_point_phase();\n");
8214 shader_addline(buffer
, "barrier();\n");
8215 for (i
= 0; i
< hs
->phases
.fork_count
; ++i
)
8216 shader_glsl_generate_shader_phase_invocation(buffer
, &hs
->phases
.fork
[i
], "fork", i
);
8217 for (i
= 0; i
< hs
->phases
.join_count
; ++i
)
8218 shader_glsl_generate_shader_phase_invocation(buffer
, &hs
->phases
.join
[i
], "join", i
);
8219 shader_addline(buffer
, "setup_patch_constant_output();\n");
8220 shader_addline(buffer
, "}\n");
8222 shader_id
= GL_EXTCALL(glCreateShader(GL_TESS_CONTROL_SHADER
));
8223 TRACE("Compiling shader object %u.\n", shader_id
);
8224 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
8229 static void shader_glsl_generate_ds_epilogue(const struct wined3d_gl_info
*gl_info
,
8230 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
8231 const struct ds_compile_args
*args
)
8233 shader_addline(buffer
, "setup_ds_output(ds_out);\n");
8235 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
&& !gl_info
->supported
[ARB_CLIP_CONTROL
])
8236 shader_glsl_fixup_position(buffer
, FALSE
);
8239 static GLuint
shader_glsl_generate_domain_shader(const struct wined3d_context_gl
*context_gl
,
8240 struct shader_glsl_priv
*priv
, const struct wined3d_shader
*shader
, const struct ds_compile_args
*args
)
8242 struct wined3d_string_buffer_list
*string_buffers
= &priv
->string_buffers
;
8243 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
8244 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
8245 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
8246 struct shader_glsl_ctx_priv priv_ctx
;
8249 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
8250 priv_ctx
.gl_info
= gl_info
;
8251 priv_ctx
.cur_ds_args
= args
;
8252 priv_ctx
.string_buffers
= string_buffers
;
8254 shader_glsl_add_version_declaration(buffer
, gl_info
);
8256 shader_glsl_enable_extensions(buffer
, gl_info
);
8257 shader_addline(buffer
, "#extension GL_ARB_tessellation_shader : enable\n");
8259 shader_generate_glsl_declarations(context_gl
, buffer
, shader
, reg_maps
, &priv_ctx
);
8261 shader_addline(buffer
, "layout(");
8262 switch (shader
->u
.ds
.tessellator_domain
)
8264 case WINED3D_TESSELLATOR_DOMAIN_LINE
:
8265 shader_addline(buffer
, "isolines");
8267 case WINED3D_TESSELLATOR_DOMAIN_QUAD
:
8268 shader_addline(buffer
, "quads");
8270 case WINED3D_TESSELLATOR_DOMAIN_TRIANGLE
:
8271 shader_addline(buffer
, "triangles");
8274 switch (args
->tessellator_output_primitive
)
8276 case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CW
:
8277 if (args
->render_offscreen
)
8278 shader_addline(buffer
, ", ccw");
8280 shader_addline(buffer
, ", cw");
8282 case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW
:
8283 if (args
->render_offscreen
)
8284 shader_addline(buffer
, ", cw");
8286 shader_addline(buffer
, ", ccw");
8288 case WINED3D_TESSELLATOR_OUTPUT_POINT
:
8289 shader_addline(buffer
, ", point_mode");
8291 case WINED3D_TESSELLATOR_OUTPUT_LINE
:
8294 switch (args
->tessellator_partitioning
)
8296 case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD
:
8297 shader_addline(buffer
, ", fractional_odd_spacing");
8299 case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN
:
8300 shader_addline(buffer
, ", fractional_even_spacing");
8302 case WINED3D_TESSELLATOR_PARTITIONING_INTEGER
:
8303 case WINED3D_TESSELLATOR_PARTITIONING_POW2
:
8304 shader_addline(buffer
, ", equal_spacing");
8307 shader_addline(buffer
, ") in;\n");
8309 shader_addline(buffer
, "in shader_in_out { vec4 reg[%u]; } shader_in[];\n", shader
->limits
->packed_input
);
8311 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
&& !gl_info
->supported
[ARB_CLIP_CONTROL
])
8312 shader_addline(buffer
, "uniform vec4 pos_fixup;\n");
8314 shader_glsl_generate_sm4_output_setup(priv
, shader
, args
->output_count
, gl_info
,
8315 args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
, args
->interpolation_mode
);
8316 shader_glsl_generate_patch_constant_setup(buffer
, &shader
->patch_constant_signature
, TRUE
);
8318 shader_addline(buffer
, "void main()\n{\n");
8319 shader_addline(buffer
, "setup_patch_constant_input();\n");
8321 if (FAILED(shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, NULL
, NULL
)))
8324 shader_addline(buffer
, "}\n");
8326 shader_id
= GL_EXTCALL(glCreateShader(GL_TESS_EVALUATION_SHADER
));
8327 TRACE("Compiling shader object %u.\n", shader_id
);
8328 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
8333 /* Context activation is done by the caller. */
8334 static GLuint
shader_glsl_generate_geometry_shader(const struct wined3d_context_gl
*context_gl
,
8335 struct shader_glsl_priv
*priv
, const struct wined3d_shader
*shader
, const struct gs_compile_args
*args
)
8337 struct wined3d_string_buffer_list
*string_buffers
= &priv
->string_buffers
;
8338 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
8339 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
8340 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
8341 const struct wined3d_shader_signature_element
*output
;
8342 enum wined3d_primitive_type primitive_type
;
8343 struct shader_glsl_ctx_priv priv_ctx
;
8344 unsigned int max_vertices
;
8348 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
8349 priv_ctx
.gl_info
= gl_info
;
8350 priv_ctx
.string_buffers
= string_buffers
;
8352 shader_glsl_add_version_declaration(buffer
, gl_info
);
8354 shader_glsl_enable_extensions(buffer
, gl_info
);
8356 shader_generate_glsl_declarations(context_gl
, buffer
, shader
, reg_maps
, &priv_ctx
);
8358 primitive_type
= shader
->u
.gs
.input_type
? shader
->u
.gs
.input_type
: args
->primitive_type
;
8359 shader_addline(buffer
, "layout(%s", glsl_primitive_type_from_d3d(primitive_type
));
8360 if (shader
->u
.gs
.instance_count
> 1)
8361 shader_addline(buffer
, ", invocations = %u", shader
->u
.gs
.instance_count
);
8362 shader_addline(buffer
, ") in;\n");
8364 primitive_type
= shader
->u
.gs
.output_type
? shader
->u
.gs
.output_type
: args
->primitive_type
;
8365 if (!(max_vertices
= shader
->u
.gs
.vertices_out
))
8367 switch (args
->primitive_type
)
8369 case WINED3D_PT_POINTLIST
:
8372 case WINED3D_PT_LINELIST
:
8375 case WINED3D_PT_TRIANGLELIST
:
8379 FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(args
->primitive_type
));
8383 shader_addline(buffer
, "layout(%s, max_vertices = %u) out;\n",
8384 glsl_primitive_type_from_d3d(primitive_type
), max_vertices
);
8385 shader_addline(buffer
, "in shader_in_out { vec4 reg[%u]; } shader_in[];\n", shader
->limits
->packed_input
);
8387 if (!gl_info
->supported
[ARB_CLIP_CONTROL
])
8389 shader_addline(buffer
, "uniform vec4 pos_fixup");
8390 if (reg_maps
->viewport_array
)
8391 shader_addline(buffer
, "[%u]", WINED3D_MAX_VIEWPORTS
);
8392 shader_addline(buffer
, ";\n");
8395 if (is_rasterization_disabled(shader
))
8397 shader_glsl_generate_stream_output_setup(buffer
, shader
);
8401 shader_glsl_generate_sm4_output_setup(priv
, shader
, args
->output_count
,
8402 gl_info
, TRUE
, args
->interpolation_mode
);
8405 shader_addline(buffer
, "void main()\n{\n");
8406 if (shader
->function
)
8408 if (FAILED(shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, NULL
, NULL
)))
8413 for (i
= 0; i
< max_vertices
; ++i
)
8415 for (j
= 0; j
< shader
->output_signature
.element_count
; ++j
)
8417 output
= &shader
->output_signature
.elements
[j
];
8418 shader_addline(buffer
, "gs_out[%u] = shader_in[%u].reg[%u];\n",
8419 output
->register_idx
, i
, output
->register_idx
);
8421 shader_addline(buffer
, "setup_gs_output(gs_out);\n");
8422 if (!gl_info
->supported
[ARB_CLIP_CONTROL
])
8423 shader_glsl_fixup_position(buffer
, FALSE
);
8424 shader_addline(buffer
, "EmitVertex();\n");
8427 shader_addline(buffer
, "}\n");
8429 shader_id
= GL_EXTCALL(glCreateShader(GL_GEOMETRY_SHADER
));
8430 TRACE("Compiling shader object %u.\n", shader_id
);
8431 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
8436 static void shader_glsl_generate_shader_epilogue(const struct wined3d_shader_context
*ctx
)
8438 const struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
8439 const struct wined3d_gl_info
*gl_info
= priv
->gl_info
;
8440 struct wined3d_string_buffer
*buffer
= ctx
->buffer
;
8441 const struct wined3d_shader
*shader
= ctx
->shader
;
8443 switch (shader
->reg_maps
.shader_version
.type
)
8445 case WINED3D_SHADER_TYPE_PIXEL
:
8446 shader_glsl_generate_ps_epilogue(gl_info
, buffer
, shader
, priv
->cur_ps_args
, priv
->string_buffers
);
8448 case WINED3D_SHADER_TYPE_VERTEX
:
8449 shader_glsl_generate_vs_epilogue(gl_info
, buffer
, shader
, priv
->cur_vs_args
);
8451 case WINED3D_SHADER_TYPE_DOMAIN
:
8452 shader_glsl_generate_ds_epilogue(gl_info
, buffer
, shader
, priv
->cur_ds_args
);
8454 case WINED3D_SHADER_TYPE_GEOMETRY
:
8455 case WINED3D_SHADER_TYPE_COMPUTE
:
8458 FIXME("Unhandled shader type %#x.\n", shader
->reg_maps
.shader_version
.type
);
8463 /* Context activation is done by the caller. */
8464 static GLuint
shader_glsl_generate_compute_shader(const struct wined3d_context_gl
*context_gl
,
8465 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
8466 const struct wined3d_shader
*shader
)
8468 const struct wined3d_shader_thread_group_size
*thread_group_size
= &shader
->u
.cs
.thread_group_size
;
8469 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
8470 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
8471 struct shader_glsl_ctx_priv priv_ctx
;
8475 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
8476 priv_ctx
.gl_info
= gl_info
;
8477 priv_ctx
.string_buffers
= string_buffers
;
8479 shader_glsl_add_version_declaration(buffer
, gl_info
);
8481 shader_glsl_enable_extensions(buffer
, gl_info
);
8482 shader_addline(buffer
, "#extension GL_ARB_compute_shader : enable\n");
8484 shader_generate_glsl_declarations(context_gl
, buffer
, shader
, reg_maps
, &priv_ctx
);
8486 for (i
= 0; i
< reg_maps
->tgsm_count
; ++i
)
8488 if (reg_maps
->tgsm
[i
].size
)
8489 shader_addline(buffer
, "shared uint cs_g%u[%u];\n", i
, reg_maps
->tgsm
[i
].size
);
8492 shader_addline(buffer
, "layout(local_size_x = %u, local_size_y = %u, local_size_z = %u) in;\n",
8493 thread_group_size
->x
, thread_group_size
->y
, thread_group_size
->z
);
8495 shader_addline(buffer
, "void main()\n{\n");
8496 shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, NULL
, NULL
);
8497 shader_addline(buffer
, "}\n");
8499 shader_id
= GL_EXTCALL(glCreateShader(GL_COMPUTE_SHADER
));
8500 TRACE("Compiling shader object %u.\n", shader_id
);
8501 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
8506 static GLuint
find_glsl_fragment_shader(const struct wined3d_context_gl
*context_gl
,
8507 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
8508 struct wined3d_shader
*shader
,
8509 const struct ps_compile_args
*args
, const struct ps_np2fixup_info
**np2fixup_info
)
8511 struct glsl_ps_compiled_shader
*gl_shaders
, *new_array
;
8512 struct glsl_shader_private
*shader_data
;
8513 struct ps_np2fixup_info
*np2fixup
;
8518 if (!shader
->backend_data
)
8520 if (!(shader
->backend_data
= heap_alloc_zero(sizeof(*shader_data
))))
8522 ERR("Failed to allocate backend data.\n");
8526 shader_data
= shader
->backend_data
;
8527 gl_shaders
= shader_data
->gl_shaders
.ps
;
8529 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
8530 * so a linear search is more performant than a hashmap or a binary search
8531 * (cache coherency etc)
8533 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
8535 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
8537 if (args
->np2_fixup
)
8538 *np2fixup_info
= &gl_shaders
[i
].np2fixup
;
8539 return gl_shaders
[i
].id
;
8543 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
8544 if (shader_data
->shader_array_size
== shader_data
->num_gl_shaders
)
8546 if (shader_data
->num_gl_shaders
)
8548 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
8549 new_array
= heap_realloc(shader_data
->gl_shaders
.ps
, new_size
* sizeof(*gl_shaders
));
8553 new_array
= heap_alloc(sizeof(*gl_shaders
));
8558 ERR("Out of memory\n");
8561 shader_data
->gl_shaders
.ps
= new_array
;
8562 shader_data
->shader_array_size
= new_size
;
8563 gl_shaders
= new_array
;
8566 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
8568 np2fixup
= &gl_shaders
[shader_data
->num_gl_shaders
].np2fixup
;
8569 memset(np2fixup
, 0, sizeof(*np2fixup
));
8570 *np2fixup_info
= args
->np2_fixup
? np2fixup
: NULL
;
8572 string_buffer_clear(buffer
);
8573 ret
= shader_glsl_generate_fragment_shader(context_gl
, buffer
, string_buffers
, shader
, args
, np2fixup
);
8574 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
8579 static BOOL
vs_args_equal(const struct vs_compile_args
*stored
, const struct vs_compile_args
*new,
8580 const DWORD use_map
)
8582 if ((stored
->swizzle_map
& use_map
) != new->swizzle_map
)
8584 if ((stored
->clip_enabled
) != new->clip_enabled
)
8586 if (stored
->point_size
!= new->point_size
)
8588 if (stored
->per_vertex_point_size
!= new->per_vertex_point_size
)
8590 if (stored
->flatshading
!= new->flatshading
)
8592 if (stored
->next_shader_type
!= new->next_shader_type
)
8594 if (stored
->next_shader_input_count
!= new->next_shader_input_count
)
8596 if (stored
->fog_src
!= new->fog_src
)
8598 return !memcmp(stored
->interpolation_mode
, new->interpolation_mode
, sizeof(new->interpolation_mode
));
8601 static GLuint
find_glsl_vertex_shader(const struct wined3d_context_gl
*context_gl
,
8602 struct shader_glsl_priv
*priv
, struct wined3d_shader
*shader
, const struct vs_compile_args
*args
)
8604 struct glsl_vs_compiled_shader
*gl_shaders
, *new_array
;
8605 uint32_t use_map
= context_gl
->c
.stream_info
.use_map
;
8606 struct glsl_shader_private
*shader_data
;
8607 unsigned int i
, new_size
;
8610 if (!shader
->backend_data
)
8612 if (!(shader
->backend_data
= heap_alloc_zero(sizeof(*shader_data
))))
8614 ERR("Failed to allocate backend data.\n");
8618 shader_data
= shader
->backend_data
;
8619 gl_shaders
= shader_data
->gl_shaders
.vs
;
8621 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
8622 * so a linear search is more performant than a hashmap or a binary search
8623 * (cache coherency etc)
8625 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
8627 if (vs_args_equal(&gl_shaders
[i
].args
, args
, use_map
))
8628 return gl_shaders
[i
].id
;
8631 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
8633 if (shader_data
->shader_array_size
== shader_data
->num_gl_shaders
)
8635 if (shader_data
->num_gl_shaders
)
8637 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
8638 new_array
= heap_realloc(shader_data
->gl_shaders
.vs
, new_size
* sizeof(*gl_shaders
));
8642 new_array
= heap_alloc(sizeof(*gl_shaders
));
8647 ERR("Out of memory\n");
8650 shader_data
->gl_shaders
.vs
= new_array
;
8651 shader_data
->shader_array_size
= new_size
;
8652 gl_shaders
= new_array
;
8655 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
8657 string_buffer_clear(&priv
->shader_buffer
);
8658 ret
= shader_glsl_generate_vertex_shader(context_gl
, priv
, shader
, args
);
8659 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
8664 static GLuint
find_glsl_hull_shader(const struct wined3d_context_gl
*context_gl
,
8665 struct shader_glsl_priv
*priv
, struct wined3d_shader
*shader
)
8667 struct glsl_hs_compiled_shader
*gl_shaders
, *new_array
;
8668 struct glsl_shader_private
*shader_data
;
8669 unsigned int new_size
;
8672 if (!shader
->backend_data
)
8674 if (!(shader
->backend_data
= heap_alloc_zero(sizeof(*shader_data
))))
8676 ERR("Failed to allocate backend data.\n");
8680 shader_data
= shader
->backend_data
;
8681 gl_shaders
= shader_data
->gl_shaders
.hs
;
8683 if (shader_data
->num_gl_shaders
> 0)
8685 assert(shader_data
->num_gl_shaders
== 1);
8686 return gl_shaders
[0].id
;
8689 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
8691 assert(!shader_data
->gl_shaders
.hs
);
8693 if (!(new_array
= heap_alloc(sizeof(*new_array
))))
8695 ERR("Failed to allocate GL shaders array.\n");
8698 shader_data
->gl_shaders
.hs
= new_array
;
8699 shader_data
->shader_array_size
= new_size
;
8700 gl_shaders
= new_array
;
8702 string_buffer_clear(&priv
->shader_buffer
);
8703 ret
= shader_glsl_generate_hull_shader(context_gl
, priv
, shader
);
8704 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
8709 static GLuint
find_glsl_domain_shader(const struct wined3d_context_gl
*context_gl
,
8710 struct shader_glsl_priv
*priv
, struct wined3d_shader
*shader
, const struct ds_compile_args
*args
)
8712 struct glsl_ds_compiled_shader
*gl_shaders
, *new_array
;
8713 struct glsl_shader_private
*shader_data
;
8714 unsigned int i
, new_size
;
8717 if (!shader
->backend_data
)
8719 if (!(shader
->backend_data
= heap_alloc_zero(sizeof(*shader_data
))))
8721 ERR("Failed to allocate backend data.\n");
8725 shader_data
= shader
->backend_data
;
8726 gl_shaders
= shader_data
->gl_shaders
.ds
;
8728 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
8730 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
8731 return gl_shaders
[i
].id
;
8734 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
8736 if (shader_data
->num_gl_shaders
)
8738 new_size
= shader_data
->shader_array_size
+ 1;
8739 new_array
= heap_realloc(shader_data
->gl_shaders
.ds
, new_size
* sizeof(*new_array
));
8743 new_array
= heap_alloc(sizeof(*new_array
));
8749 ERR("Failed to allocate GL shaders array.\n");
8752 shader_data
->gl_shaders
.ds
= new_array
;
8753 shader_data
->shader_array_size
= new_size
;
8754 gl_shaders
= new_array
;
8756 string_buffer_clear(&priv
->shader_buffer
);
8757 ret
= shader_glsl_generate_domain_shader(context_gl
, priv
, shader
, args
);
8758 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
8759 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
8764 static GLuint
find_glsl_geometry_shader(const struct wined3d_context_gl
*context_gl
,
8765 struct shader_glsl_priv
*priv
, struct wined3d_shader
*shader
, const struct gs_compile_args
*args
)
8767 struct glsl_gs_compiled_shader
*gl_shaders
, *new_array
;
8768 struct glsl_shader_private
*shader_data
;
8769 unsigned int i
, new_size
;
8772 if (!shader
->backend_data
)
8774 if (!(shader
->backend_data
= heap_alloc_zero(sizeof(*shader_data
))))
8776 ERR("Failed to allocate backend data.\n");
8780 shader_data
= shader
->backend_data
;
8781 gl_shaders
= shader_data
->gl_shaders
.gs
;
8783 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
8785 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
8786 return gl_shaders
[i
].id
;
8789 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
8791 if (shader_data
->num_gl_shaders
)
8793 new_size
= shader_data
->shader_array_size
+ 1;
8794 new_array
= heap_realloc(shader_data
->gl_shaders
.gs
, new_size
* sizeof(*new_array
));
8798 new_array
= heap_alloc(sizeof(*new_array
));
8804 ERR("Failed to allocate GL shaders array.\n");
8807 shader_data
->gl_shaders
.gs
= new_array
;
8808 shader_data
->shader_array_size
= new_size
;
8809 gl_shaders
= new_array
;
8811 string_buffer_clear(&priv
->shader_buffer
);
8812 ret
= shader_glsl_generate_geometry_shader(context_gl
, priv
, shader
, args
);
8813 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
8814 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
8819 static const char *shader_glsl_ffp_mcs(enum wined3d_material_color_source mcs
, const char *material
)
8823 case WINED3D_MCS_MATERIAL
:
8825 case WINED3D_MCS_COLOR1
:
8826 return "ffp_attrib_diffuse";
8827 case WINED3D_MCS_COLOR2
:
8828 return "ffp_attrib_specular";
8830 ERR("Invalid material color source %#x.\n", mcs
);
8835 static void shader_glsl_ffp_vertex_lighting_footer(struct wined3d_string_buffer
*buffer
,
8836 const struct wined3d_ffp_vs_settings
*settings
, unsigned int idx
, BOOL legacy_lighting
)
8838 shader_addline(buffer
, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)"
8839 " * ffp_light[%u].diffuse.xyz * att;\n", idx
);
8840 if (settings
->localviewer
)
8841 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
8843 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
8844 shader_addline(buffer
, "if (dot(dir, normal) > 0.0 && t > 0.0%s) specular +="
8845 " pow(t, ffp_material.shininess) * ffp_light[%u].specular * att;\n",
8846 legacy_lighting
? " && ffp_material.shininess > 0.0" : "", idx
);
8849 static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer
*buffer
,
8850 const struct wined3d_ffp_vs_settings
*settings
, BOOL legacy_lighting
)
8852 const char *diffuse
, *specular
, *emissive
, *ambient
;
8853 unsigned int i
, idx
;
8855 if (!settings
->lighting
)
8857 shader_addline(buffer
, "ffp_varying_diffuse = ffp_attrib_diffuse;\n");
8858 shader_addline(buffer
, "ffp_varying_specular = ffp_attrib_specular;\n");
8862 shader_addline(buffer
, "vec3 ambient = ffp_light_ambient;\n");
8863 shader_addline(buffer
, "vec3 diffuse = vec3(0.0);\n");
8864 shader_addline(buffer
, "vec4 specular = vec4(0.0);\n");
8865 shader_addline(buffer
, "vec3 dir, dst;\n");
8866 shader_addline(buffer
, "float att, t;\n");
8868 ambient
= shader_glsl_ffp_mcs(settings
->ambient_source
, "ffp_material.ambient");
8869 diffuse
= shader_glsl_ffp_mcs(settings
->diffuse_source
, "ffp_material.diffuse");
8870 specular
= shader_glsl_ffp_mcs(settings
->specular_source
, "ffp_material.specular");
8871 emissive
= shader_glsl_ffp_mcs(settings
->emissive_source
, "ffp_material.emissive");
8874 for (i
= 0; i
< settings
->point_light_count
; ++i
, ++idx
)
8876 shader_addline(buffer
, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", idx
);
8877 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
8878 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
8879 shader_addline(buffer
, "dst.x = 1.0;\n");
8880 if (legacy_lighting
)
8882 shader_addline(buffer
, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", idx
, idx
);
8883 shader_addline(buffer
, "dst.z = dst.y * dst.y;\n");
8884 shader_addline(buffer
, "if (dst.y > 0.0)\n{\n");
8888 shader_addline(buffer
, "if (dst.y <= ffp_light[%u].range)\n{\n", idx
);
8890 shader_addline(buffer
, "att = dot(dst.xyz, vec3(ffp_light[%u].c_att,"
8891 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n", idx
, idx
, idx
);
8892 if (!legacy_lighting
)
8893 shader_addline(buffer
, "att = 1.0 / att;\n");
8894 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz * att;\n", idx
);
8895 if (!settings
->normal
)
8897 shader_addline(buffer
, "}\n");
8900 shader_addline(buffer
, "dir = normalize(dir);\n");
8901 shader_glsl_ffp_vertex_lighting_footer(buffer
, settings
, idx
, legacy_lighting
);
8902 shader_addline(buffer
, "}\n");
8905 for (i
= 0; i
< settings
->spot_light_count
; ++i
, ++idx
)
8907 shader_addline(buffer
, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", idx
);
8908 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
8909 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
8910 shader_addline(buffer
, "dst.x = 1.0;\n");
8911 if (legacy_lighting
)
8913 shader_addline(buffer
, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", idx
, idx
);
8914 shader_addline(buffer
, "dst.z = dst.y * dst.y;\n");
8915 shader_addline(buffer
, "if (dst.y > 0.0)\n{\n");
8919 shader_addline(buffer
, "if (dst.y <= ffp_light[%u].range)\n{\n", idx
);
8921 shader_addline(buffer
, "dir = normalize(dir);\n");
8922 shader_addline(buffer
, "t = dot(-dir, normalize(ffp_light[%u].direction));\n", idx
);
8923 shader_addline(buffer
, "if (t > ffp_light[%u].cos_htheta) att = 1.0;\n", idx
);
8924 shader_addline(buffer
, "else if (t <= ffp_light[%u].cos_hphi) att = 0.0;\n", idx
);
8925 shader_addline(buffer
, "else att = pow((t - ffp_light[%u].cos_hphi)"
8926 " / (ffp_light[%u].cos_htheta - ffp_light[%u].cos_hphi), ffp_light[%u].falloff);\n",
8927 idx
, idx
, idx
, idx
);
8928 if (legacy_lighting
)
8929 shader_addline(buffer
, "att *= dot(dst.xyz, vec3(ffp_light[%u].c_att,"
8930 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n",
8933 shader_addline(buffer
, "att /= dot(dst.xyz, vec3(ffp_light[%u].c_att,"
8934 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n",
8936 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz * att;\n", idx
);
8937 if (!settings
->normal
)
8939 shader_addline(buffer
, "}\n");
8942 shader_glsl_ffp_vertex_lighting_footer(buffer
, settings
, idx
, legacy_lighting
);
8943 shader_addline(buffer
, "}\n");
8946 for (i
= 0; i
< settings
->directional_light_count
; ++i
, ++idx
)
8948 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz;\n", idx
);
8949 if (!settings
->normal
)
8951 shader_addline(buffer
, "att = 1.0;\n");
8952 shader_addline(buffer
, "dir = normalize(ffp_light[%u].direction.xyz);\n", idx
);
8953 shader_glsl_ffp_vertex_lighting_footer(buffer
, settings
, idx
, legacy_lighting
);
8956 for (i
= 0; i
< settings
->parallel_point_light_count
; ++i
, ++idx
)
8958 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz;\n", idx
);
8959 if (!settings
->normal
)
8961 shader_addline(buffer
, "att = 1.0;\n");
8962 shader_addline(buffer
, "dir = normalize(ffp_light[%u].position.xyz);\n", idx
);
8963 shader_glsl_ffp_vertex_lighting_footer(buffer
, settings
, idx
, legacy_lighting
);
8966 shader_addline(buffer
, "ffp_varying_diffuse.xyz = %s.xyz * ambient + %s.xyz * diffuse + %s.xyz;\n",
8967 ambient
, diffuse
, emissive
);
8968 shader_addline(buffer
, "ffp_varying_diffuse.w = %s.w;\n", diffuse
);
8969 shader_addline(buffer
, "ffp_varying_specular = %s * specular;\n", specular
);
8972 /* Context activation is done by the caller. */
8973 static GLuint
shader_glsl_generate_ffp_vertex_shader(struct shader_glsl_priv
*priv
,
8974 const struct wined3d_ffp_vs_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
8976 static const struct attrib_info
8979 const char name
[24];
8983 {"vec4", "ffp_attrib_position"}, /* WINED3D_FFP_POSITION */
8984 {"vec4", "ffp_attrib_blendweight"}, /* WINED3D_FFP_BLENDWEIGHT */
8985 /* TODO: Indexed vertex blending */
8986 {"float", ""}, /* WINED3D_FFP_BLENDINDICES */
8987 {"vec3", "ffp_attrib_normal"}, /* WINED3D_FFP_NORMAL */
8988 {"float", "ffp_attrib_psize"}, /* WINED3D_FFP_PSIZE */
8989 {"vec4", "ffp_attrib_diffuse"}, /* WINED3D_FFP_DIFFUSE */
8990 {"vec4", "ffp_attrib_specular"}, /* WINED3D_FFP_SPECULAR */
8992 const BOOL legacy_syntax
= needs_legacy_glsl_syntax(gl_info
);
8993 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
8994 BOOL output_legacy_fogcoord
= legacy_syntax
;
8995 BOOL legacy_lighting
= priv
->legacy_lighting
;
8999 string_buffer_clear(buffer
);
9001 shader_glsl_add_version_declaration(buffer
, gl_info
);
9003 if (shader_glsl_use_explicit_attrib_location(gl_info
))
9004 shader_addline(buffer
, "#extension GL_ARB_explicit_attrib_location : enable\n");
9006 shader_addline(buffer
, "invariant gl_Position;\n");
9008 for (i
= 0; i
< WINED3D_FFP_ATTRIBS_COUNT
; ++i
)
9010 const char *type
= i
< ARRAY_SIZE(attrib_info
) ? attrib_info
[i
].type
: "vec4";
9012 if (shader_glsl_use_explicit_attrib_location(gl_info
))
9013 shader_addline(buffer
, "layout(location = %u) ", i
);
9014 shader_addline(buffer
, "%s %s vs_in%u;\n", get_attribute_keyword(gl_info
), type
, i
);
9016 shader_addline(buffer
, "\n");
9018 shader_addline(buffer
, "uniform mat4 ffp_modelview_matrix[%u];\n", MAX_VERTEX_BLENDS
);
9019 shader_addline(buffer
, "uniform mat4 ffp_projection_matrix;\n");
9020 shader_addline(buffer
, "uniform mat3 ffp_normal_matrix;\n");
9021 shader_addline(buffer
, "uniform mat4 ffp_texture_matrix[%u];\n", WINED3D_MAX_TEXTURES
);
9023 shader_addline(buffer
, "uniform struct\n{\n");
9024 shader_addline(buffer
, " vec4 emissive;\n");
9025 shader_addline(buffer
, " vec4 ambient;\n");
9026 shader_addline(buffer
, " vec4 diffuse;\n");
9027 shader_addline(buffer
, " vec4 specular;\n");
9028 shader_addline(buffer
, " float shininess;\n");
9029 shader_addline(buffer
, "} ffp_material;\n");
9031 shader_addline(buffer
, "uniform vec3 ffp_light_ambient;\n");
9032 shader_addline(buffer
, "uniform struct\n{\n");
9033 shader_addline(buffer
, " vec4 diffuse;\n");
9034 shader_addline(buffer
, " vec4 specular;\n");
9035 shader_addline(buffer
, " vec4 ambient;\n");
9036 shader_addline(buffer
, " vec4 position;\n");
9037 shader_addline(buffer
, " vec3 direction;\n");
9038 shader_addline(buffer
, " float range;\n");
9039 shader_addline(buffer
, " float falloff;\n");
9040 shader_addline(buffer
, " float c_att;\n");
9041 shader_addline(buffer
, " float l_att;\n");
9042 shader_addline(buffer
, " float q_att;\n");
9043 shader_addline(buffer
, " float cos_htheta;\n");
9044 shader_addline(buffer
, " float cos_hphi;\n");
9045 shader_addline(buffer
, "} ffp_light[%u];\n", WINED3D_MAX_ACTIVE_LIGHTS
);
9047 if (settings
->point_size
)
9049 shader_addline(buffer
, "uniform struct\n{\n");
9050 shader_addline(buffer
, " float size;\n");
9051 shader_addline(buffer
, " float size_min;\n");
9052 shader_addline(buffer
, " float size_max;\n");
9053 shader_addline(buffer
, " float c_att;\n");
9054 shader_addline(buffer
, " float l_att;\n");
9055 shader_addline(buffer
, " float q_att;\n");
9056 shader_addline(buffer
, "} ffp_point;\n");
9061 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
9062 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
9063 shader_addline(buffer
, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_TEXTURES
);
9064 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
9068 if (settings
->clipping
)
9069 shader_addline(buffer
, "uniform vec4 clip_planes[%u];\n", gl_info
->limits
.user_clip_distances
);
9071 declare_out_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_diffuse;\n");
9072 declare_out_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_specular;\n");
9073 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_TEXTURES
);
9074 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
9077 shader_addline(buffer
, "\nvoid main()\n{\n");
9078 shader_addline(buffer
, "float m;\n");
9079 shader_addline(buffer
, "vec3 r;\n");
9081 for (i
= 0; i
< ARRAY_SIZE(attrib_info
); ++i
)
9083 if (attrib_info
[i
].name
[0])
9084 shader_addline(buffer
, "%s %s = vs_in%u%s;\n", attrib_info
[i
].type
, attrib_info
[i
].name
,
9085 i
, settings
->swizzle_map
& (1u << i
) ? ".zyxw" : "");
9087 for (i
= 0; i
< WINED3D_MAX_TEXTURES
; ++i
)
9089 unsigned int coord_idx
= settings
->texgen
[i
] & 0x0000ffff;
9090 if ((settings
->texgen
[i
] & 0xffff0000) == WINED3DTSS_TCI_PASSTHRU
9091 && settings
->texcoords
& (1u << i
))
9092 shader_addline(buffer
, "vec4 ffp_attrib_texcoord%u = vs_in%u;\n", i
, coord_idx
+ WINED3D_FFP_TEXCOORD0
);
9095 shader_addline(buffer
, "ffp_attrib_blendweight[%u] = 1.0;\n", settings
->vertexblends
);
9097 if (settings
->transformed
)
9099 shader_addline(buffer
, "vec4 ec_pos = vec4(ffp_attrib_position.xyz, 1.0);\n");
9100 shader_addline(buffer
, "gl_Position = ffp_projection_matrix * ec_pos;\n");
9101 shader_addline(buffer
, "if (ffp_attrib_position.w != 0.0) gl_Position /= ffp_attrib_position.w;\n");
9105 for (i
= 0; i
< settings
->vertexblends
; ++i
)
9106 shader_addline(buffer
, "ffp_attrib_blendweight[%u] -= ffp_attrib_blendweight[%u];\n", settings
->vertexblends
, i
);
9108 shader_addline(buffer
, "vec4 ec_pos = vec4(0.0);\n");
9109 for (i
= 0; i
< settings
->vertexblends
+ 1; ++i
)
9110 shader_addline(buffer
, "ec_pos += ffp_attrib_blendweight[%u] * (ffp_modelview_matrix[%u] * ffp_attrib_position);\n", i
, i
);
9112 shader_addline(buffer
, "gl_Position = ffp_projection_matrix * ec_pos;\n");
9113 if (settings
->clipping
)
9116 shader_addline(buffer
, "gl_ClipVertex = ec_pos;\n");
9118 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
9119 shader_addline(buffer
, "gl_ClipDistance[%u] = dot(ec_pos, clip_planes[%u]);\n", i
, i
);
9121 shader_addline(buffer
, "ec_pos /= ec_pos.w;\n");
9124 shader_addline(buffer
, "vec3 normal = vec3(0.0);\n");
9125 if (settings
->normal
)
9127 if (!settings
->vertexblends
)
9129 shader_addline(buffer
, "normal = ffp_normal_matrix * ffp_attrib_normal;\n");
9133 for (i
= 0; i
< settings
->vertexblends
+ 1; ++i
)
9134 shader_addline(buffer
, "normal += ffp_attrib_blendweight[%u] * (mat3(ffp_modelview_matrix[%u]) * ffp_attrib_normal);\n", i
, i
);
9137 if (settings
->normalize
)
9138 shader_addline(buffer
, "normal = normalize(normal);\n");
9141 shader_glsl_ffp_vertex_lighting(buffer
, settings
, legacy_lighting
);
9144 shader_addline(buffer
, "gl_FrontColor = ffp_varying_diffuse;\n");
9145 shader_addline(buffer
, "gl_FrontSecondaryColor = ffp_varying_specular;\n");
9149 shader_addline(buffer
, "ffp_varying_diffuse = clamp(ffp_varying_diffuse, 0.0, 1.0);\n");
9150 shader_addline(buffer
, "ffp_varying_specular = clamp(ffp_varying_specular, 0.0, 1.0);\n");
9153 for (i
= 0; i
< WINED3D_MAX_TEXTURES
; ++i
)
9155 BOOL output_legacy_texcoord
= legacy_syntax
;
9157 switch (settings
->texgen
[i
] & 0xffff0000)
9159 case WINED3DTSS_TCI_PASSTHRU
:
9160 if (settings
->texcoords
& (1u << i
))
9161 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * ffp_attrib_texcoord%u;\n",
9163 else if (shader_glsl_full_ffp_varyings(gl_info
))
9164 shader_addline(buffer
, "ffp_varying_texcoord[%u] = vec4(0.0);\n", i
);
9166 output_legacy_texcoord
= FALSE
;
9169 case WINED3DTSS_TCI_CAMERASPACENORMAL
:
9170 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * vec4(normal, 1.0);\n", i
, i
);
9173 case WINED3DTSS_TCI_CAMERASPACEPOSITION
:
9174 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * ec_pos;\n", i
, i
);
9177 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR
:
9178 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u]"
9179 " * vec4(reflect(normalize(ec_pos.xyz), normal), 1.0);\n", i
, i
);
9182 case WINED3DTSS_TCI_SPHEREMAP
:
9183 shader_addline(buffer
, "r = reflect(normalize(ec_pos.xyz), normal);\n");
9184 shader_addline(buffer
, "m = 2.0 * length(vec3(r.x, r.y, r.z + 1.0));\n");
9185 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u]"
9186 " * vec4(r.x / m + 0.5, r.y / m + 0.5, 0.0, 1.0);\n", i
, i
);
9190 ERR("Unhandled texgen %#x.\n", settings
->texgen
[i
]);
9193 if (output_legacy_texcoord
)
9194 shader_addline(buffer
, "gl_TexCoord[%u] = ffp_varying_texcoord[%u];\n", i
, i
);
9197 switch (settings
->fog_mode
)
9199 case WINED3D_FFP_VS_FOG_OFF
:
9200 output_legacy_fogcoord
= FALSE
;
9203 case WINED3D_FFP_VS_FOG_FOGCOORD
:
9204 shader_addline(buffer
, "ffp_varying_fogcoord = ffp_attrib_specular.w * 255.0;\n");
9207 case WINED3D_FFP_VS_FOG_RANGE
:
9208 shader_addline(buffer
, "ffp_varying_fogcoord = length(ec_pos.xyz);\n");
9211 case WINED3D_FFP_VS_FOG_DEPTH
:
9212 if (settings
->ortho_fog
)
9214 if (gl_info
->supported
[ARB_CLIP_CONTROL
])
9215 shader_addline(buffer
, "ffp_varying_fogcoord = gl_Position.z;\n");
9217 /* Need to undo the [0.0 - 1.0] -> [-1.0 - 1.0] transformation from D3D to GL coordinates. */
9218 shader_addline(buffer
, "ffp_varying_fogcoord = gl_Position.z * 0.5 + 0.5;\n");
9220 else if (settings
->transformed
)
9222 shader_addline(buffer
, "ffp_varying_fogcoord = ec_pos.z;\n");
9226 shader_addline(buffer
, "ffp_varying_fogcoord = abs(ec_pos.z);\n");
9231 ERR("Unhandled fog mode %#x.\n", settings
->fog_mode
);
9234 if (output_legacy_fogcoord
)
9235 shader_addline(buffer
, "gl_FogFragCoord = ffp_varying_fogcoord;\n");
9237 if (settings
->point_size
)
9239 shader_addline(buffer
, "gl_PointSize = %s / sqrt(ffp_point.c_att"
9240 " + ffp_point.l_att * length(ec_pos.xyz)"
9241 " + ffp_point.q_att * dot(ec_pos.xyz, ec_pos.xyz));\n",
9242 settings
->per_vertex_point_size
? "ffp_attrib_psize" : "ffp_point.size");
9243 shader_addline(buffer
, "gl_PointSize = clamp(gl_PointSize, ffp_point.size_min, ffp_point.size_max);\n");
9246 shader_addline(buffer
, "}\n");
9248 shader_obj
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
9249 shader_glsl_compile(gl_info
, shader_obj
, buffer
->buffer
);
9254 static const char *shader_glsl_get_ffp_fragment_op_arg(struct wined3d_string_buffer
*buffer
,
9255 DWORD argnum
, unsigned int stage
, DWORD arg
)
9259 if (arg
== ARG_UNUSED
)
9260 return "<unused arg>";
9262 switch (arg
& WINED3DTA_SELECTMASK
)
9264 case WINED3DTA_DIFFUSE
:
9265 ret
= "ffp_varying_diffuse";
9268 case WINED3DTA_CURRENT
:
9272 case WINED3DTA_TEXTURE
:
9275 case 0: ret
= "tex0"; break;
9276 case 1: ret
= "tex1"; break;
9277 case 2: ret
= "tex2"; break;
9278 case 3: ret
= "tex3"; break;
9279 case 4: ret
= "tex4"; break;
9280 case 5: ret
= "tex5"; break;
9281 case 6: ret
= "tex6"; break;
9282 case 7: ret
= "tex7"; break;
9284 ret
= "<invalid texture>";
9289 case WINED3DTA_TFACTOR
:
9293 case WINED3DTA_SPECULAR
:
9294 ret
= "ffp_varying_specular";
9297 case WINED3DTA_TEMP
:
9301 case WINED3DTA_CONSTANT
:
9304 case 0: ret
= "tss_const0"; break;
9305 case 1: ret
= "tss_const1"; break;
9306 case 2: ret
= "tss_const2"; break;
9307 case 3: ret
= "tss_const3"; break;
9308 case 4: ret
= "tss_const4"; break;
9309 case 5: ret
= "tss_const5"; break;
9310 case 6: ret
= "tss_const6"; break;
9311 case 7: ret
= "tss_const7"; break;
9313 ret
= "<invalid constant>";
9319 return "<unhandled arg>";
9322 if (arg
& WINED3DTA_COMPLEMENT
)
9324 shader_addline(buffer
, "arg%u = vec4(1.0) - %s;\n", argnum
, ret
);
9327 else if (argnum
== 1)
9329 else if (argnum
== 2)
9333 if (arg
& WINED3DTA_ALPHAREPLICATE
)
9335 shader_addline(buffer
, "arg%u = vec4(%s.w);\n", argnum
, ret
);
9338 else if (argnum
== 1)
9340 else if (argnum
== 2)
9347 static void shader_glsl_ffp_fragment_op(struct wined3d_string_buffer
*buffer
, unsigned int stage
, BOOL color
,
9348 BOOL alpha
, BOOL tmp_dst
, DWORD op
, DWORD dw_arg0
, DWORD dw_arg1
, DWORD dw_arg2
)
9350 const char *dstmask
, *dstreg
, *arg0
, *arg1
, *arg2
;
9359 dstreg
= tmp_dst
? "temp_reg" : "ret";
9361 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, dw_arg0
);
9362 arg1
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 1, stage
, dw_arg1
);
9363 arg2
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 2, stage
, dw_arg2
);
9367 case WINED3D_TOP_DISABLE
:
9370 case WINED3D_TOP_SELECT_ARG1
:
9371 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
);
9374 case WINED3D_TOP_SELECT_ARG2
:
9375 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg2
, dstmask
);
9378 case WINED3D_TOP_MODULATE
:
9379 shader_addline(buffer
, "%s%s = %s%s * %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9382 case WINED3D_TOP_MODULATE_4X
:
9383 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 4.0, 0.0, 1.0);\n",
9384 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9387 case WINED3D_TOP_MODULATE_2X
:
9388 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 2.0, 0.0, 1.0);\n",
9389 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9392 case WINED3D_TOP_ADD
:
9393 shader_addline(buffer
, "%s%s = clamp(%s%s + %s%s, 0.0, 1.0);\n",
9394 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9397 case WINED3D_TOP_ADD_SIGNED
:
9398 shader_addline(buffer
, "%s%s = clamp(%s%s + (%s - vec4(0.5))%s, 0.0, 1.0);\n",
9399 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9402 case WINED3D_TOP_ADD_SIGNED_2X
:
9403 shader_addline(buffer
, "%s%s = clamp((%s%s + (%s - vec4(0.5))%s) * 2.0, 0.0, 1.0);\n",
9404 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9407 case WINED3D_TOP_SUBTRACT
:
9408 shader_addline(buffer
, "%s%s = clamp(%s%s - %s%s, 0.0, 1.0);\n",
9409 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9412 case WINED3D_TOP_ADD_SMOOTH
:
9413 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s%s, 0.0, 1.0);\n",
9414 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
, dstmask
);
9417 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
9418 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_DIFFUSE
);
9419 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
9420 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
9423 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
9424 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
9425 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
9426 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
9429 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
9430 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TFACTOR
);
9431 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
9432 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
9435 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
9436 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
9437 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
9438 dstreg
, dstmask
, arg2
, dstmask
, arg0
, arg1
, dstmask
);
9441 case WINED3D_TOP_BLEND_CURRENT_ALPHA
:
9442 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_CURRENT
);
9443 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
9444 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
9447 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
9448 shader_addline(buffer
, "%s%s = clamp(%s%s * %s.w + %s%s, 0.0, 1.0);\n",
9449 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
9452 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
9453 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s.w, 0.0, 1.0);\n",
9454 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
9457 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
9458 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
9459 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
9461 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
9462 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s.w, 0.0, 1.0);\n",
9463 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
9466 case WINED3D_TOP_BUMPENVMAP
:
9467 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
9468 /* These are handled in the first pass, nothing to do. */
9471 case WINED3D_TOP_DOTPRODUCT3
:
9472 shader_addline(buffer
, "%s%s = vec4(clamp(dot(%s.xyz - 0.5, %s.xyz - 0.5) * 4.0, 0.0, 1.0))%s;\n",
9473 dstreg
, dstmask
, arg1
, arg2
, dstmask
);
9476 case WINED3D_TOP_MULTIPLY_ADD
:
9477 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s%s, 0.0, 1.0);\n",
9478 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg0
, dstmask
);
9481 case WINED3D_TOP_LERP
:
9482 /* MSDN isn't quite right here. */
9483 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s%s);\n",
9484 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
, dstmask
);
9488 FIXME("Unhandled operation %#x.\n", op
);
9493 /* Context activation is done by the caller. */
9494 static GLuint
shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv
*priv
,
9495 const struct ffp_frag_settings
*settings
, const struct wined3d_context_gl
*context_gl
)
9497 struct wined3d_string_buffer
*tex_reg_name
= string_buffer_get(&priv
->string_buffers
);
9498 enum wined3d_cmp_func alpha_test_func
= settings
->alpha_test_func
+ 1;
9499 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
9500 BYTE lum_map
= 0, bump_map
= 0, tex_map
= 0, tss_const_map
= 0;
9501 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
9502 const BOOL legacy_syntax
= needs_legacy_glsl_syntax(gl_info
);
9503 BOOL tempreg_used
= FALSE
, tfactor_used
= FALSE
;
9504 UINT lowest_disabled_stage
;
9506 DWORD arg0
, arg1
, arg2
;
9509 string_buffer_clear(buffer
);
9511 /* Find out which textures are read */
9512 for (stage
= 0; stage
< WINED3D_MAX_TEXTURES
; ++stage
)
9514 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
9517 arg0
= settings
->op
[stage
].carg0
& WINED3DTA_SELECTMASK
;
9518 arg1
= settings
->op
[stage
].carg1
& WINED3DTA_SELECTMASK
;
9519 arg2
= settings
->op
[stage
].carg2
& WINED3DTA_SELECTMASK
;
9521 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
9522 || (stage
== 0 && settings
->color_key_enabled
))
9523 tex_map
|= 1u << stage
;
9524 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
9525 tfactor_used
= TRUE
;
9526 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
9527 tempreg_used
= TRUE
;
9528 if (settings
->op
[stage
].tmp_dst
)
9529 tempreg_used
= TRUE
;
9530 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
9531 tss_const_map
|= 1u << stage
;
9533 switch (settings
->op
[stage
].cop
)
9535 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
9536 lum_map
|= 1u << stage
;
9538 case WINED3D_TOP_BUMPENVMAP
:
9539 bump_map
|= 1u << stage
;
9541 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
9542 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
9543 tex_map
|= 1u << stage
;
9546 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
9547 tfactor_used
= TRUE
;
9554 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
9557 arg0
= settings
->op
[stage
].aarg0
& WINED3DTA_SELECTMASK
;
9558 arg1
= settings
->op
[stage
].aarg1
& WINED3DTA_SELECTMASK
;
9559 arg2
= settings
->op
[stage
].aarg2
& WINED3DTA_SELECTMASK
;
9561 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
)
9562 tex_map
|= 1u << stage
;
9563 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
9564 tfactor_used
= TRUE
;
9565 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
9566 tempreg_used
= TRUE
;
9567 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
9568 tss_const_map
|= 1u << stage
;
9570 lowest_disabled_stage
= stage
;
9572 shader_glsl_add_version_declaration(buffer
, gl_info
);
9574 if (shader_glsl_use_explicit_attrib_location(gl_info
))
9575 shader_addline(buffer
, "#extension GL_ARB_explicit_attrib_location : enable\n");
9576 if (gl_info
->supported
[ARB_SHADING_LANGUAGE_420PACK
])
9577 shader_addline(buffer
, "#extension GL_ARB_shading_language_420pack : enable\n");
9578 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
9579 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
9581 if (!use_legacy_fragment_output(gl_info
))
9583 shader_addline(buffer
, "vec4 ps_out[1];\n");
9584 if (shader_glsl_use_explicit_attrib_location(gl_info
))
9585 shader_addline(buffer
, "layout(location = 0) ");
9586 shader_addline(buffer
, "out vec4 color_out0;\n");
9589 shader_addline(buffer
, "vec4 tmp0, tmp1;\n");
9590 shader_addline(buffer
, "vec4 ret;\n");
9591 if (tempreg_used
|| settings
->sRGB_write
)
9592 shader_addline(buffer
, "vec4 temp_reg = vec4(0.0);\n");
9593 shader_addline(buffer
, "vec4 arg0, arg1, arg2;\n");
9595 for (stage
= 0; stage
< WINED3D_MAX_TEXTURES
; ++stage
)
9597 const char *sampler_type
;
9599 if (tss_const_map
& (1u << stage
))
9600 shader_addline(buffer
, "uniform vec4 tss_const%u;\n", stage
);
9602 if (!(tex_map
& (1u << stage
)))
9605 switch (settings
->op
[stage
].tex_type
)
9607 case WINED3D_GL_RES_TYPE_TEX_1D
:
9608 sampler_type
= "1D";
9610 case WINED3D_GL_RES_TYPE_TEX_2D
:
9611 sampler_type
= "2D";
9613 case WINED3D_GL_RES_TYPE_TEX_3D
:
9614 sampler_type
= "3D";
9616 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
9617 sampler_type
= "Cube";
9619 case WINED3D_GL_RES_TYPE_TEX_RECT
:
9620 sampler_type
= "2DRect";
9623 FIXME("Unhandled sampler type %#x.\n", settings
->op
[stage
].tex_type
);
9624 sampler_type
= NULL
;
9629 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
9630 shader_glsl_append_sampler_binding_qualifier(buffer
, &context_gl
->c
, NULL
, stage
);
9631 shader_addline(buffer
, "uniform sampler%s ps_sampler%u;\n", sampler_type
, stage
);
9634 shader_addline(buffer
, "vec4 tex%u;\n", stage
);
9636 if (!(bump_map
& (1u << stage
)))
9638 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", stage
);
9640 if (!(lum_map
& (1u << stage
)))
9642 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", stage
);
9643 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", stage
);
9646 shader_addline(buffer
, "uniform vec4 tex_factor;\n");
9647 if (settings
->color_key_enabled
)
9648 shader_addline(buffer
, "uniform vec4 color_key[2];\n");
9649 shader_addline(buffer
, "uniform vec4 specular_enable;\n");
9651 if (settings
->sRGB_write
)
9653 shader_addline(buffer
, "const vec4 srgb_const0 = ");
9654 shader_glsl_append_imm_vec(buffer
, &wined3d_srgb_const
[0].x
, 4, gl_info
);
9655 shader_addline(buffer
, ";\n");
9656 shader_addline(buffer
, "const vec4 srgb_const1 = ");
9657 shader_glsl_append_imm_vec(buffer
, &wined3d_srgb_const
[1].x
, 4, gl_info
);
9658 shader_addline(buffer
, ";\n");
9661 shader_addline(buffer
, "uniform struct\n{\n");
9662 shader_addline(buffer
, " vec4 color;\n");
9663 shader_addline(buffer
, " float density;\n");
9664 shader_addline(buffer
, " float end;\n");
9665 shader_addline(buffer
, " float scale;\n");
9666 shader_addline(buffer
, "} ffp_fog;\n");
9668 if (alpha_test_func
!= WINED3D_CMP_ALWAYS
)
9669 shader_addline(buffer
, "uniform float alpha_test_ref;\n");
9673 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
9674 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
9675 shader_addline(buffer
, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_TEXTURES
);
9676 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", WINED3D_MAX_TEXTURES
);
9677 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
9681 declare_in_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_diffuse;\n");
9682 declare_in_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_specular;\n");
9683 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_TEXTURES
);
9684 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", WINED3D_MAX_TEXTURES
);
9685 declare_in_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
9688 shader_addline(buffer
, "void main()\n{\n");
9692 shader_addline(buffer
, "ffp_varying_diffuse = gl_Color;\n");
9693 shader_addline(buffer
, "ffp_varying_specular = gl_SecondaryColor;\n");
9696 for (stage
= 0; stage
< WINED3D_MAX_TEXTURES
; ++stage
)
9698 if (tex_map
& (1u << stage
))
9700 if (settings
->pointsprite
)
9701 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", stage
);
9702 else if (settings
->texcoords_initialized
& (1u << stage
))
9703 shader_addline(buffer
, "ffp_texcoord[%u] = %s[%u];\n",
9704 stage
, legacy_syntax
? "gl_TexCoord" : "ffp_varying_texcoord", stage
);
9706 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(0.0);\n", stage
);
9710 if (legacy_syntax
&& settings
->fog
!= WINED3D_FFP_PS_FOG_OFF
)
9711 shader_addline(buffer
, "ffp_varying_fogcoord = gl_FogFragCoord;\n");
9713 if (lowest_disabled_stage
< 7 && settings
->emul_clipplanes
)
9714 shader_addline(buffer
, "if (any(lessThan(ffp_texcoord[7], vec4(0.0)))) discard;\n");
9716 /* Generate texture sampling instructions */
9717 for (stage
= 0; stage
< WINED3D_MAX_TEXTURES
&& settings
->op
[stage
].cop
!= WINED3D_TOP_DISABLE
; ++stage
)
9719 const char *texture_function
, *coord_mask
;
9722 if (!(tex_map
& (1u << stage
)))
9725 if (settings
->op
[stage
].projected
== WINED3D_PROJECTION_NONE
)
9729 else if (settings
->op
[stage
].projected
== WINED3D_PROJECTION_COUNT4
9730 || settings
->op
[stage
].projected
== WINED3D_PROJECTION_COUNT3
)
9736 FIXME("Unexpected projection mode %d\n", settings
->op
[stage
].projected
);
9740 if (settings
->op
[stage
].tex_type
== WINED3D_GL_RES_TYPE_TEX_CUBE
)
9743 switch (settings
->op
[stage
].tex_type
)
9745 case WINED3D_GL_RES_TYPE_TEX_1D
:
9746 texture_function
= "texture1D";
9749 case WINED3D_GL_RES_TYPE_TEX_2D
:
9750 texture_function
= "texture2D";
9753 case WINED3D_GL_RES_TYPE_TEX_3D
:
9754 texture_function
= "texture3D";
9757 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
9758 texture_function
= "textureCube";
9761 case WINED3D_GL_RES_TYPE_TEX_RECT
:
9762 texture_function
= "texture2DRect";
9766 FIXME("Unhandled texture type %#x.\n", settings
->op
[stage
].tex_type
);
9767 texture_function
= "";
9768 coord_mask
= "xyzw";
9773 texture_function
= "texture";
9776 && (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP
9777 || settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
))
9779 shader_addline(buffer
, "ret.xy = bumpenv_mat%u * tex%u.xy;\n", stage
- 1, stage
- 1);
9781 /* With projective textures, texbem only divides the static
9782 * texture coordinate, not the displacement, so multiply the
9783 * displacement with the dividing parameter before passing it to
9785 if (settings
->op
[stage
].projected
!= WINED3D_PROJECTION_NONE
)
9787 if (settings
->op
[stage
].projected
== WINED3D_PROJECTION_COUNT4
)
9789 shader_addline(buffer
, "ret.xy = (ret.xy * ffp_texcoord[%u].w) + ffp_texcoord[%u].xy;\n",
9791 shader_addline(buffer
, "ret.zw = ffp_texcoord[%u].ww;\n", stage
);
9795 shader_addline(buffer
, "ret.xy = (ret.xy * ffp_texcoord[%u].z) + ffp_texcoord[%u].xy;\n",
9797 shader_addline(buffer
, "ret.zw = ffp_texcoord[%u].zz;\n", stage
);
9802 shader_addline(buffer
, "ret = ffp_texcoord[%u] + ret.xyxy;\n", stage
);
9805 shader_addline(buffer
, "tex%u = %s%s(ps_sampler%u, ret.%s%s);\n",
9806 stage
, texture_function
, proj
? "Proj" : "", stage
, coord_mask
, proj
? "w" : "");
9808 if (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
9809 shader_addline(buffer
, "tex%u *= clamp(tex%u.z * bumpenv_lum_scale%u + bumpenv_lum_offset%u, 0.0, 1.0);\n",
9810 stage
, stage
- 1, stage
- 1, stage
- 1);
9812 else if (settings
->op
[stage
].projected
== WINED3D_PROJECTION_COUNT3
)
9814 shader_addline(buffer
, "tex%u = %s%s(ps_sampler%u, ffp_texcoord[%u].xyz);\n",
9815 stage
, texture_function
, proj
? "Proj" : "", stage
, stage
);
9819 shader_addline(buffer
, "tex%u = %s%s(ps_sampler%u, ffp_texcoord[%u].%s%s);\n",
9820 stage
, texture_function
, proj
? "Proj" : "", stage
, stage
, coord_mask
, proj
? "w" : "");
9823 string_buffer_sprintf(tex_reg_name
, "tex%u", stage
);
9824 shader_glsl_color_correction_ext(buffer
, tex_reg_name
->buffer
, WINED3DSP_WRITEMASK_ALL
,
9825 settings
->op
[stage
].color_fixup
);
9828 if (settings
->color_key_enabled
)
9829 shader_glsl_generate_colour_key_test(buffer
, "tex0", "color_key[0]", "color_key[1]");
9831 shader_addline(buffer
, "ret = ffp_varying_diffuse;\n");
9833 /* Generate the main shader */
9834 for (stage
= 0; stage
< WINED3D_MAX_TEXTURES
; ++stage
)
9838 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
9841 if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
9842 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
9843 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
;
9844 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
9845 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
9846 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg2
;
9847 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
9848 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
9849 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg1
;
9850 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
9851 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
9852 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
9854 op_equal
= settings
->op
[stage
].aop
== settings
->op
[stage
].cop
9855 && settings
->op
[stage
].carg0
== settings
->op
[stage
].aarg0
9856 && settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
9857 && settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
9859 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
9861 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].tmp_dst
,
9862 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
9863 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
9867 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, TRUE
, settings
->op
[stage
].tmp_dst
,
9868 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
9869 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
9871 else if (settings
->op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP
9872 && settings
->op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
9874 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].tmp_dst
,
9875 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
9876 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
9877 shader_glsl_ffp_fragment_op(buffer
, stage
, FALSE
, TRUE
, settings
->op
[stage
].tmp_dst
,
9878 settings
->op
[stage
].aop
, settings
->op
[stage
].aarg0
,
9879 settings
->op
[stage
].aarg1
, settings
->op
[stage
].aarg2
);
9883 shader_addline(buffer
, "%s[0] = ffp_varying_specular * specular_enable + ret;\n",
9884 get_fragment_output(gl_info
));
9886 if (settings
->sRGB_write
)
9887 shader_glsl_generate_srgb_write_correction(buffer
, gl_info
);
9889 shader_glsl_generate_fog_code(buffer
, gl_info
, settings
->fog
);
9891 shader_glsl_generate_alpha_test(buffer
, gl_info
, alpha_test_func
);
9892 if (!use_legacy_fragment_output(gl_info
))
9893 shader_addline(buffer
, "color_out0 = ps_out[0];\n");
9895 shader_addline(buffer
, "}\n");
9897 shader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
9898 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
9900 string_buffer_release(&priv
->string_buffers
, tex_reg_name
);
9904 static struct glsl_ffp_vertex_shader
*shader_glsl_find_ffp_vertex_shader(struct shader_glsl_priv
*priv
,
9905 const struct wined3d_gl_info
*gl_info
, const struct wined3d_ffp_vs_settings
*settings
)
9907 struct glsl_ffp_vertex_shader
*shader
;
9908 const struct wine_rb_entry
*entry
;
9910 if ((entry
= wine_rb_get(&priv
->ffp_vertex_shaders
, settings
)))
9911 return WINE_RB_ENTRY_VALUE(entry
, struct glsl_ffp_vertex_shader
, desc
.entry
);
9913 if (!(shader
= heap_alloc(sizeof(*shader
))))
9916 shader
->desc
.settings
= *settings
;
9917 shader
->id
= shader_glsl_generate_ffp_vertex_shader(priv
, settings
, gl_info
);
9918 list_init(&shader
->linked_programs
);
9919 if (wine_rb_put(&priv
->ffp_vertex_shaders
, &shader
->desc
.settings
, &shader
->desc
.entry
) == -1)
9920 ERR("Failed to insert ffp vertex shader.\n");
9925 static struct glsl_ffp_fragment_shader
*shader_glsl_find_ffp_fragment_shader(struct shader_glsl_priv
*priv
,
9926 const struct ffp_frag_settings
*args
, const struct wined3d_context_gl
*context_gl
)
9928 struct glsl_ffp_fragment_shader
*glsl_desc
;
9929 const struct ffp_frag_desc
*desc
;
9931 if ((desc
= find_ffp_frag_shader(&priv
->ffp_fragment_shaders
, args
)))
9932 return CONTAINING_RECORD(desc
, struct glsl_ffp_fragment_shader
, entry
);
9934 if (!(glsl_desc
= heap_alloc(sizeof(*glsl_desc
))))
9937 glsl_desc
->entry
.settings
= *args
;
9938 glsl_desc
->id
= shader_glsl_generate_ffp_fragment_shader(priv
, args
, context_gl
);
9939 list_init(&glsl_desc
->linked_programs
);
9940 add_ffp_frag_shader(&priv
->ffp_fragment_shaders
, &glsl_desc
->entry
);
9946 static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info
*gl_info
,
9947 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_vs_program
*vs
, unsigned int vs_c_count
)
9950 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
9952 for (i
= 0; i
< vs_c_count
; ++i
)
9954 string_buffer_sprintf(name
, "vs_c[%u]", i
);
9955 vs
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9957 memset(&vs
->uniform_f_locations
[vs_c_count
], 0xff, (WINED3D_MAX_VS_CONSTS_F
- vs_c_count
) * sizeof(GLuint
));
9959 for (i
= 0; i
< WINED3D_MAX_CONSTS_I
; ++i
)
9961 string_buffer_sprintf(name
, "vs_i[%u]", i
);
9962 vs
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9965 for (i
= 0; i
< WINED3D_MAX_CONSTS_B
; ++i
)
9967 string_buffer_sprintf(name
, "vs_b[%u]", i
);
9968 vs
->uniform_b_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9971 vs
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "pos_fixup"));
9972 vs
->base_vertex_id_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "base_vertex_id"));
9974 for (i
= 0; i
< MAX_VERTEX_BLENDS
; ++i
)
9976 string_buffer_sprintf(name
, "ffp_modelview_matrix[%u]", i
);
9977 vs
->modelview_matrix_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9979 vs
->projection_matrix_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_projection_matrix"));
9980 vs
->normal_matrix_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_normal_matrix"));
9981 for (i
= 0; i
< WINED3D_MAX_TEXTURES
; ++i
)
9983 string_buffer_sprintf(name
, "ffp_texture_matrix[%u]", i
);
9984 vs
->texture_matrix_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9986 vs
->material_ambient_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.ambient"));
9987 vs
->material_diffuse_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.diffuse"));
9988 vs
->material_specular_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.specular"));
9989 vs
->material_emissive_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.emissive"));
9990 vs
->material_shininess_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.shininess"));
9991 vs
->light_ambient_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_light_ambient"));
9992 for (i
= 0; i
< WINED3D_MAX_ACTIVE_LIGHTS
; ++i
)
9994 string_buffer_sprintf(name
, "ffp_light[%u].diffuse", i
);
9995 vs
->light_location
[i
].diffuse
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9996 string_buffer_sprintf(name
, "ffp_light[%u].specular", i
);
9997 vs
->light_location
[i
].specular
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9998 string_buffer_sprintf(name
, "ffp_light[%u].ambient", i
);
9999 vs
->light_location
[i
].ambient
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10000 string_buffer_sprintf(name
, "ffp_light[%u].position", i
);
10001 vs
->light_location
[i
].position
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10002 string_buffer_sprintf(name
, "ffp_light[%u].direction", i
);
10003 vs
->light_location
[i
].direction
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10004 string_buffer_sprintf(name
, "ffp_light[%u].range", i
);
10005 vs
->light_location
[i
].range
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10006 string_buffer_sprintf(name
, "ffp_light[%u].falloff", i
);
10007 vs
->light_location
[i
].falloff
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10008 string_buffer_sprintf(name
, "ffp_light[%u].c_att", i
);
10009 vs
->light_location
[i
].c_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10010 string_buffer_sprintf(name
, "ffp_light[%u].l_att", i
);
10011 vs
->light_location
[i
].l_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10012 string_buffer_sprintf(name
, "ffp_light[%u].q_att", i
);
10013 vs
->light_location
[i
].q_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10014 string_buffer_sprintf(name
, "ffp_light[%u].cos_htheta", i
);
10015 vs
->light_location
[i
].cos_htheta
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10016 string_buffer_sprintf(name
, "ffp_light[%u].cos_hphi", i
);
10017 vs
->light_location
[i
].cos_hphi
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10019 vs
->pointsize_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size"));
10020 vs
->pointsize_min_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size_min"));
10021 vs
->pointsize_max_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size_max"));
10022 vs
->pointsize_c_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.c_att"));
10023 vs
->pointsize_l_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.l_att"));
10024 vs
->pointsize_q_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.q_att"));
10025 vs
->clip_planes_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "clip_planes"));
10027 string_buffer_release(&priv
->string_buffers
, name
);
10030 static void shader_glsl_init_ds_uniform_locations(const struct wined3d_gl_info
*gl_info
,
10031 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_ds_program
*ds
)
10033 ds
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "pos_fixup"));
10036 static void shader_glsl_init_gs_uniform_locations(const struct wined3d_gl_info
*gl_info
,
10037 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_gs_program
*gs
)
10039 gs
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "pos_fixup"));
10042 static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info
*gl_info
,
10043 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_ps_program
*ps
, unsigned int ps_c_count
)
10046 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
10048 for (i
= 0; i
< ps_c_count
; ++i
)
10050 string_buffer_sprintf(name
, "ps_c[%u]", i
);
10051 ps
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10053 memset(&ps
->uniform_f_locations
[ps_c_count
], 0xff, (WINED3D_MAX_PS_CONSTS_F
- ps_c_count
) * sizeof(GLuint
));
10055 for (i
= 0; i
< WINED3D_MAX_CONSTS_I
; ++i
)
10057 string_buffer_sprintf(name
, "ps_i[%u]", i
);
10058 ps
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10061 for (i
= 0; i
< WINED3D_MAX_CONSTS_B
; ++i
)
10063 string_buffer_sprintf(name
, "ps_b[%u]", i
);
10064 ps
->uniform_b_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10067 for (i
= 0; i
< WINED3D_MAX_TEXTURES
; ++i
)
10069 string_buffer_sprintf(name
, "bumpenv_mat%u", i
);
10070 ps
->bumpenv_mat_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10071 string_buffer_sprintf(name
, "bumpenv_lum_scale%u", i
);
10072 ps
->bumpenv_lum_scale_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10073 string_buffer_sprintf(name
, "bumpenv_lum_offset%u", i
);
10074 ps
->bumpenv_lum_offset_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10075 string_buffer_sprintf(name
, "tss_const%u", i
);
10076 ps
->tss_constant_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10079 ps
->tex_factor_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "tex_factor"));
10080 ps
->specular_enable_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "specular_enable"));
10082 ps
->fog_color_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.color"));
10083 ps
->fog_density_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.density"));
10084 ps
->fog_end_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.end"));
10085 ps
->fog_scale_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.scale"));
10087 ps
->alpha_test_ref_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "alpha_test_ref"));
10089 ps
->np2_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ps_samplerNP2Fixup"));
10090 ps
->ycorrection_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ycorrection"));
10091 ps
->color_key_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "color_key"));
10093 string_buffer_release(&priv
->string_buffers
, name
);
10096 static HRESULT
shader_glsl_compile_compute_shader(struct shader_glsl_priv
*priv
,
10097 const struct wined3d_context_gl
*context_gl
, struct wined3d_shader
*shader
)
10099 struct glsl_context_data
*ctx_data
= context_gl
->c
.shader_backend_data
;
10100 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
10101 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
10102 struct glsl_cs_compiled_shader
*gl_shaders
;
10103 struct glsl_shader_private
*shader_data
;
10104 struct glsl_shader_prog_link
*entry
;
10105 GLuint shader_id
, program_id
;
10107 if (!(entry
= heap_alloc(sizeof(*entry
))))
10109 ERR("Out of memory.\n");
10110 return E_OUTOFMEMORY
;
10113 if (!(shader
->backend_data
= heap_alloc_zero(sizeof(*shader_data
))))
10115 ERR("Failed to allocate backend data.\n");
10117 return E_OUTOFMEMORY
;
10119 shader_data
= shader
->backend_data
;
10121 if (!(shader_data
->gl_shaders
.cs
= heap_alloc(sizeof(*gl_shaders
))))
10123 ERR("Failed to allocate GL shader array.\n");
10125 heap_free(shader
->backend_data
);
10126 shader
->backend_data
= NULL
;
10127 return E_OUTOFMEMORY
;
10129 shader_data
->shader_array_size
= 1;
10130 gl_shaders
= shader_data
->gl_shaders
.cs
;
10132 TRACE("Compiling compute shader %p.\n", shader
);
10134 string_buffer_clear(buffer
);
10135 shader_id
= shader_glsl_generate_compute_shader(context_gl
, buffer
, &priv
->string_buffers
, shader
);
10136 gl_shaders
[shader_data
->num_gl_shaders
++].id
= shader_id
;
10138 program_id
= GL_EXTCALL(glCreateProgram());
10139 TRACE("Created new GLSL shader program %u.\n", program_id
);
10141 entry
->id
= program_id
;
10147 entry
->cs
.id
= shader_id
;
10148 entry
->constant_version
= 0;
10149 entry
->shader_controlled_clip_distances
= 0;
10150 entry
->ps
.np2_fixup_info
= NULL
;
10151 add_glsl_program_entry(priv
, entry
);
10153 TRACE("Attaching GLSL shader object %u to program %u.\n", shader_id
, program_id
);
10154 GL_EXTCALL(glAttachShader(program_id
, shader_id
));
10155 checkGLcall("glAttachShader");
10157 list_add_head(&shader
->linked_programs
, &entry
->cs
.shader_entry
);
10159 TRACE("Linking GLSL shader program %u.\n", program_id
);
10160 GL_EXTCALL(glLinkProgram(program_id
));
10161 shader_glsl_validate_link(gl_info
, program_id
);
10163 GL_EXTCALL(glUseProgram(program_id
));
10164 checkGLcall("glUseProgram");
10165 shader_glsl_load_program_resources(context_gl
, priv
, program_id
, shader
);
10166 shader_glsl_load_images(gl_info
, priv
, program_id
, &shader
->reg_maps
);
10168 entry
->constant_update_mask
= 0;
10170 GL_EXTCALL(glUseProgram(ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0));
10171 checkGLcall("glUseProgram");
10175 static GLuint
find_glsl_compute_shader(const struct wined3d_context_gl
*context_gl
,
10176 struct shader_glsl_priv
*priv
, struct wined3d_shader
*shader
)
10178 struct glsl_shader_private
*shader_data
;
10180 if (!shader
->backend_data
)
10182 WARN("Failed to find GLSL program for compute shader %p.\n", shader
);
10183 if (FAILED(shader_glsl_compile_compute_shader(priv
, context_gl
, shader
)))
10185 ERR("Failed to compile compute shader %p.\n", shader
);
10189 shader_data
= shader
->backend_data
;
10190 return shader_data
->gl_shaders
.cs
[0].id
;
10193 /* Context activation is done by the caller. */
10194 static void set_glsl_compute_shader_program(const struct wined3d_context_gl
*context_gl
,
10195 const struct wined3d_state
*state
, struct shader_glsl_priv
*priv
, struct glsl_context_data
*ctx_data
)
10197 struct glsl_shader_prog_link
*entry
;
10198 struct wined3d_shader
*shader
;
10199 struct glsl_program_key key
;
10202 if (!(context_gl
->c
.shader_update_mask
& (1u << WINED3D_SHADER_TYPE_COMPUTE
)))
10205 if (!(shader
= state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
]))
10207 WARN("Compute shader is NULL.\n");
10208 ctx_data
->glsl_program
= NULL
;
10212 cs_id
= find_glsl_compute_shader(context_gl
, priv
, shader
);
10213 memset(&key
, 0, sizeof(key
));
10215 if (!(entry
= get_glsl_program_entry(priv
, &key
)))
10216 ERR("Failed to find GLSL program for compute shader %p.\n", shader
);
10217 ctx_data
->glsl_program
= entry
;
10220 /* Context activation is done by the caller. */
10221 static void set_glsl_shader_program(const struct wined3d_context_gl
*context_gl
, const struct wined3d_state
*state
,
10222 struct shader_glsl_priv
*priv
, struct glsl_context_data
*ctx_data
)
10224 const struct wined3d_d3d_info
*d3d_info
= context_gl
->c
.d3d_info
;
10225 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
10226 const struct wined3d_shader
*pre_rasterization_shader
;
10227 const struct ps_np2fixup_info
*np2fixup_info
= NULL
;
10228 struct wined3d_shader
*hshader
, *dshader
, *gshader
;
10229 struct glsl_shader_prog_link
*entry
= NULL
;
10230 struct wined3d_shader
*vshader
= NULL
;
10231 struct wined3d_shader
*pshader
= NULL
;
10232 GLuint reorder_shader_id
= 0;
10233 struct glsl_program_key key
;
10241 struct list
*ps_list
, *vs_list
;
10243 struct wined3d_string_buffer
*tmp_name
;
10245 if (!(context_gl
->c
.shader_update_mask
& (1u << WINED3D_SHADER_TYPE_VERTEX
)) && ctx_data
->glsl_program
)
10247 vs_id
= ctx_data
->glsl_program
->vs
.id
;
10248 vs_list
= &ctx_data
->glsl_program
->vs
.shader_entry
;
10251 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
10253 else if (use_vs(state
))
10255 struct vs_compile_args vs_compile_args
;
10257 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
10259 find_vs_compile_args(state
, vshader
, &vs_compile_args
, &context_gl
->c
);
10260 vs_id
= find_glsl_vertex_shader(context_gl
, priv
, vshader
, &vs_compile_args
);
10261 vs_list
= &vshader
->linked_programs
;
10263 else if (priv
->vertex_pipe
== &glsl_vertex_pipe
)
10265 struct glsl_ffp_vertex_shader
*ffp_shader
;
10266 struct wined3d_ffp_vs_settings settings
;
10268 wined3d_ffp_get_vs_settings(&context_gl
->c
, state
, &settings
);
10269 ffp_shader
= shader_glsl_find_ffp_vertex_shader(priv
, gl_info
, &settings
);
10270 vs_id
= ffp_shader
->id
;
10271 vs_list
= &ffp_shader
->linked_programs
;
10274 hshader
= state
->shader
[WINED3D_SHADER_TYPE_HULL
];
10275 if (!(context_gl
->c
.shader_update_mask
& (1u << WINED3D_SHADER_TYPE_HULL
)) && ctx_data
->glsl_program
)
10276 hs_id
= ctx_data
->glsl_program
->hs
.id
;
10278 hs_id
= find_glsl_hull_shader(context_gl
, priv
, hshader
);
10280 dshader
= state
->shader
[WINED3D_SHADER_TYPE_DOMAIN
];
10281 if (!(context_gl
->c
.shader_update_mask
& (1u << WINED3D_SHADER_TYPE_DOMAIN
)) && ctx_data
->glsl_program
)
10283 ds_id
= ctx_data
->glsl_program
->ds
.id
;
10287 struct ds_compile_args args
;
10289 find_ds_compile_args(state
, dshader
, &args
, &context_gl
->c
);
10290 ds_id
= find_glsl_domain_shader(context_gl
, priv
, dshader
, &args
);
10293 gshader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
10294 if (!(context_gl
->c
.shader_update_mask
& (1u << WINED3D_SHADER_TYPE_GEOMETRY
)) && ctx_data
->glsl_program
)
10296 gs_id
= ctx_data
->glsl_program
->gs
.id
;
10300 struct gs_compile_args args
;
10302 find_gs_compile_args(state
, gshader
, &args
, &context_gl
->c
);
10303 gs_id
= find_glsl_geometry_shader(context_gl
, priv
, gshader
, &args
);
10306 /* A pixel shader is not used when rasterization is disabled. */
10307 if (is_rasterization_disabled(gshader
))
10312 else if (!(context_gl
->c
.shader_update_mask
& (1u << WINED3D_SHADER_TYPE_PIXEL
)) && ctx_data
->glsl_program
)
10314 ps_id
= ctx_data
->glsl_program
->ps
.id
;
10315 ps_list
= &ctx_data
->glsl_program
->ps
.shader_entry
;
10318 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
10320 else if (use_ps(state
))
10322 struct ps_compile_args ps_compile_args
;
10323 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
10324 find_ps_compile_args(state
, pshader
, context_gl
->c
.stream_info
.position_transformed
,
10325 &ps_compile_args
, &context_gl
->c
);
10326 ps_id
= find_glsl_fragment_shader(context_gl
, &priv
->shader_buffer
, &priv
->string_buffers
,
10327 pshader
, &ps_compile_args
, &np2fixup_info
);
10328 ps_list
= &pshader
->linked_programs
;
10330 else if (priv
->fragment_pipe
== &glsl_fragment_pipe
10331 && !(vshader
&& vshader
->reg_maps
.shader_version
.major
>= 4))
10333 struct glsl_ffp_fragment_shader
*ffp_shader
;
10334 struct ffp_frag_settings settings
;
10336 wined3d_ffp_get_fs_settings(&context_gl
->c
, state
, &settings
, FALSE
);
10337 ffp_shader
= shader_glsl_find_ffp_fragment_shader(priv
, &settings
, context_gl
);
10338 ps_id
= ffp_shader
->id
;
10339 ps_list
= &ffp_shader
->linked_programs
;
10348 if ((!vs_id
&& !hs_id
&& !ds_id
&& !gs_id
&& !ps_id
) || (entry
= get_glsl_program_entry(priv
, &key
)))
10350 ctx_data
->glsl_program
= entry
;
10354 /* If we get to this point, then no matching program exists, so we create one */
10355 program_id
= GL_EXTCALL(glCreateProgram());
10356 TRACE("Created new GLSL shader program %u.\n", program_id
);
10358 /* Create the entry */
10359 entry
= heap_alloc(sizeof(*entry
));
10360 entry
->id
= program_id
;
10361 entry
->vs
.id
= vs_id
;
10362 entry
->hs
.id
= hs_id
;
10363 entry
->ds
.id
= ds_id
;
10364 entry
->gs
.id
= gs_id
;
10365 entry
->ps
.id
= ps_id
;
10367 entry
->constant_version
= 0;
10368 entry
->shader_controlled_clip_distances
= 0;
10369 entry
->ps
.np2_fixup_info
= np2fixup_info
;
10370 /* Add the hash table entry */
10371 add_glsl_program_entry(priv
, entry
);
10373 /* Set the current program */
10374 ctx_data
->glsl_program
= entry
;
10376 /* Attach GLSL vshader */
10379 TRACE("Attaching GLSL shader object %u to program %u.\n", vs_id
, program_id
);
10380 GL_EXTCALL(glAttachShader(program_id
, vs_id
));
10381 checkGLcall("glAttachShader");
10383 list_add_head(vs_list
, &entry
->vs
.shader_entry
);
10388 attribs_map
= vshader
->reg_maps
.input_registers
;
10389 if (vshader
->reg_maps
.shader_version
.major
< 4)
10391 reorder_shader_id
= shader_glsl_generate_vs3_rasterizer_input_setup(priv
, vshader
, pshader
,
10392 state
->primitive_type
== WINED3D_PT_POINTLIST
&& vshader
->reg_maps
.point_size
,
10393 d3d_info
->emulated_flatshading
10394 && state
->render_states
[WINED3D_RS_SHADEMODE
] == WINED3D_SHADE_FLAT
, gl_info
);
10395 TRACE("Attaching GLSL shader object %u to program %u.\n", reorder_shader_id
, program_id
);
10396 GL_EXTCALL(glAttachShader(program_id
, reorder_shader_id
));
10397 checkGLcall("glAttachShader");
10398 /* Flag the reorder function for deletion, it will be freed
10399 * automatically when the program is destroyed. */
10400 GL_EXTCALL(glDeleteShader(reorder_shader_id
));
10405 attribs_map
= (1u << WINED3D_FFP_ATTRIBS_COUNT
) - 1;
10408 if (!shader_glsl_use_explicit_attrib_location(gl_info
))
10410 /* Bind vertex attributes to a corresponding index number to match
10411 * the same index numbers as ARB_vertex_programs (makes loading
10412 * vertex attributes simpler). With this method, we can use the
10413 * exact same code to load the attributes later for both ARB and
10416 * We have to do this here because we need to know the Program ID
10417 * in order to make the bindings work, and it has to be done prior
10418 * to linking the GLSL program. */
10419 tmp_name
= string_buffer_get(&priv
->string_buffers
);
10420 for (i
= 0; attribs_map
; attribs_map
>>= 1, ++i
)
10422 if (!(attribs_map
& 1))
10425 string_buffer_sprintf(tmp_name
, "vs_in%u", i
);
10426 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
10427 if (vshader
&& vshader
->reg_maps
.shader_version
.major
>= 4)
10429 string_buffer_sprintf(tmp_name
, "vs_in_uint%u", i
);
10430 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
10431 string_buffer_sprintf(tmp_name
, "vs_in_int%u", i
);
10432 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
10435 checkGLcall("glBindAttribLocation");
10437 if (!use_legacy_fragment_output(gl_info
))
10439 for (i
= 0; i
< WINED3D_MAX_RENDER_TARGETS
; ++i
)
10441 string_buffer_sprintf(tmp_name
, "color_out%u", i
);
10442 if (state
->blend_state
&& state
->blend_state
->dual_source
)
10443 GL_EXTCALL(glBindFragDataLocationIndexed(program_id
, 0, i
, tmp_name
->buffer
));
10445 GL_EXTCALL(glBindFragDataLocation(program_id
, i
, tmp_name
->buffer
));
10446 checkGLcall("glBindFragDataLocation");
10449 string_buffer_release(&priv
->string_buffers
, tmp_name
);
10454 TRACE("Attaching GLSL tessellation control shader object %u to program %u.\n", hs_id
, program_id
);
10455 GL_EXTCALL(glAttachShader(program_id
, hs_id
));
10456 checkGLcall("glAttachShader");
10458 list_add_head(&hshader
->linked_programs
, &entry
->hs
.shader_entry
);
10463 TRACE("Attaching GLSL tessellation evaluation shader object %u to program %u.\n", ds_id
, program_id
);
10464 GL_EXTCALL(glAttachShader(program_id
, ds_id
));
10465 checkGLcall("glAttachShader");
10467 list_add_head(&dshader
->linked_programs
, &entry
->ds
.shader_entry
);
10472 TRACE("Attaching GLSL geometry shader object %u to program %u.\n", gs_id
, program_id
);
10473 GL_EXTCALL(glAttachShader(program_id
, gs_id
));
10474 checkGLcall("glAttachShader");
10476 shader_glsl_init_transform_feedback(context_gl
, priv
, program_id
, gshader
);
10478 list_add_head(&gshader
->linked_programs
, &entry
->gs
.shader_entry
);
10481 /* Attach GLSL pshader */
10484 TRACE("Attaching GLSL shader object %u to program %u.\n", ps_id
, program_id
);
10485 GL_EXTCALL(glAttachShader(program_id
, ps_id
));
10486 checkGLcall("glAttachShader");
10488 list_add_head(ps_list
, &entry
->ps
.shader_entry
);
10491 /* Link the program */
10492 TRACE("Linking GLSL shader program %u.\n", program_id
);
10493 GL_EXTCALL(glLinkProgram(program_id
));
10494 shader_glsl_validate_link(gl_info
, program_id
);
10496 shader_glsl_init_vs_uniform_locations(gl_info
, priv
, program_id
, &entry
->vs
,
10497 vshader
? vshader
->limits
->constant_float
: 0);
10498 shader_glsl_init_ds_uniform_locations(gl_info
, priv
, program_id
, &entry
->ds
);
10499 shader_glsl_init_gs_uniform_locations(gl_info
, priv
, program_id
, &entry
->gs
);
10500 shader_glsl_init_ps_uniform_locations(gl_info
, priv
, program_id
, &entry
->ps
,
10501 pshader
? pshader
->limits
->constant_float
: 0);
10502 checkGLcall("find glsl program uniform locations");
10504 pre_rasterization_shader
= gshader
? gshader
: dshader
? dshader
: vshader
;
10505 if (pre_rasterization_shader
&& pre_rasterization_shader
->reg_maps
.shader_version
.major
>= 4)
10507 unsigned int clip_distance_count
= wined3d_popcount(pre_rasterization_shader
->reg_maps
.clip_distance_mask
);
10508 entry
->shader_controlled_clip_distances
= 1;
10509 entry
->clip_distance_mask
= (1u << clip_distance_count
) - 1;
10512 if (needs_legacy_glsl_syntax(gl_info
))
10514 if (pshader
&& pshader
->reg_maps
.shader_version
.major
>= 3
10515 && pshader
->u
.ps
.declared_in_count
> vec4_varyings(3, gl_info
))
10517 TRACE("Shader %d needs vertex color clamping disabled.\n", program_id
);
10518 entry
->vs
.vertex_color_clamp
= GL_FALSE
;
10522 entry
->vs
.vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
10527 /* With core profile we never change vertex_color_clamp from
10528 * GL_FIXED_ONLY_MODE (which is also the initial value) so we never call
10529 * glClampColorARB(). */
10530 entry
->vs
.vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
10533 /* Set the shader to allow uniform loading on it */
10534 GL_EXTCALL(glUseProgram(program_id
));
10535 checkGLcall("glUseProgram");
10537 entry
->constant_update_mask
= 0;
10540 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_F
;
10541 if (vshader
->reg_maps
.integer_constants
)
10542 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_I
;
10543 if (vshader
->reg_maps
.boolean_constants
)
10544 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_B
;
10545 if (entry
->vs
.pos_fixup_location
!= -1)
10546 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
10547 if (entry
->vs
.base_vertex_id_location
!= -1)
10548 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_BASE_VERTEX_ID
;
10550 shader_glsl_load_program_resources(context_gl
, priv
, program_id
, vshader
);
10554 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
10555 | WINED3D_SHADER_CONST_FFP_PROJ
;
10557 for (i
= 1; i
< MAX_VERTEX_BLENDS
; ++i
)
10559 if (entry
->vs
.modelview_matrix_location
[i
] != -1)
10561 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
10566 for (i
= 0; i
< WINED3D_MAX_TEXTURES
; ++i
)
10568 if (entry
->vs
.texture_matrix_location
[i
] != -1)
10570 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
10574 if (entry
->vs
.material_ambient_location
!= -1 || entry
->vs
.material_diffuse_location
!= -1
10575 || entry
->vs
.material_specular_location
!= -1
10576 || entry
->vs
.material_emissive_location
!= -1
10577 || entry
->vs
.material_shininess_location
!= -1)
10578 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MATERIAL
;
10579 if (entry
->vs
.light_ambient_location
!= -1)
10580 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_LIGHTS
;
10582 if (entry
->vs
.clip_planes_location
!= -1)
10583 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
10584 if (entry
->vs
.pointsize_min_location
!= -1)
10585 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
10588 shader_glsl_load_program_resources(context_gl
, priv
, program_id
, hshader
);
10592 if (entry
->ds
.pos_fixup_location
!= -1)
10593 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
10595 shader_glsl_load_program_resources(context_gl
, priv
, program_id
, dshader
);
10600 if (entry
->gs
.pos_fixup_location
!= -1)
10601 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
10603 shader_glsl_load_program_resources(context_gl
, priv
, program_id
, gshader
);
10610 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_F
;
10611 if (pshader
->reg_maps
.integer_constants
)
10612 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_I
;
10613 if (pshader
->reg_maps
.boolean_constants
)
10614 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_B
;
10615 if (entry
->ps
.ycorrection_location
!= -1)
10616 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_Y_CORR
;
10618 shader_glsl_load_program_resources(context_gl
, priv
, program_id
, pshader
);
10619 shader_glsl_load_images(gl_info
, priv
, program_id
, &pshader
->reg_maps
);
10623 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PS
;
10625 shader_glsl_load_samplers(&context_gl
->c
, priv
, program_id
, NULL
);
10628 for (i
= 0; i
< WINED3D_MAX_TEXTURES
; ++i
)
10630 if (entry
->ps
.bumpenv_mat_location
[i
] != -1)
10632 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_BUMP_ENV
;
10637 if (entry
->ps
.fog_color_location
!= -1)
10638 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
10639 if (entry
->ps
.alpha_test_ref_location
!= -1)
10640 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_ALPHA_TEST
;
10641 if (entry
->ps
.np2_fixup_location
!= -1)
10642 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_NP2_FIXUP
;
10643 if (entry
->ps
.color_key_location
!= -1)
10644 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_COLOR_KEY
;
10648 static void shader_glsl_precompile(void *shader_priv
, struct wined3d_shader
*shader
)
10650 struct wined3d_device
*device
= shader
->device
;
10651 struct wined3d_context
*context
;
10653 if (shader
->reg_maps
.shader_version
.type
== WINED3D_SHADER_TYPE_COMPUTE
)
10655 context
= context_acquire(device
, NULL
, 0);
10656 shader_glsl_compile_compute_shader(shader_priv
, wined3d_context_gl(context
), shader
);
10657 context_release(context
);
10661 /* Context activation is done by the caller. */
10662 static void shader_glsl_select(void *shader_priv
, struct wined3d_context
*context
,
10663 const struct wined3d_state
*state
)
10665 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
10666 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
10667 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
10668 struct shader_glsl_priv
*priv
= shader_priv
;
10669 struct glsl_shader_prog_link
*glsl_program
;
10670 GLenum current_vertex_color_clamp
;
10671 GLuint program_id
, prev_id
;
10673 priv
->vertex_pipe
->vp_enable(context
, !use_vs(state
));
10674 priv
->fragment_pipe
->fp_enable(context
, !use_ps(state
));
10676 prev_id
= ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0;
10677 set_glsl_shader_program(context_gl
, state
, priv
, ctx_data
);
10678 glsl_program
= ctx_data
->glsl_program
;
10682 program_id
= glsl_program
->id
;
10683 current_vertex_color_clamp
= glsl_program
->vs
.vertex_color_clamp
;
10684 if (glsl_program
->shader_controlled_clip_distances
)
10685 wined3d_context_gl_enable_clip_distances(context_gl
, glsl_program
->clip_distance_mask
);
10690 current_vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
10693 if (ctx_data
->vertex_color_clamp
!= current_vertex_color_clamp
)
10695 ctx_data
->vertex_color_clamp
= current_vertex_color_clamp
;
10696 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
10698 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, current_vertex_color_clamp
));
10699 checkGLcall("glClampColorARB");
10703 FIXME("Vertex color clamp needs to be changed, but extension not supported.\n");
10707 TRACE("Using GLSL program %u.\n", program_id
);
10709 if (prev_id
!= program_id
)
10711 GL_EXTCALL(glUseProgram(program_id
));
10712 checkGLcall("glUseProgram");
10715 context
->constant_update_mask
|= glsl_program
->constant_update_mask
;
10718 context
->shader_update_mask
|= (1u << WINED3D_SHADER_TYPE_COMPUTE
);
10721 /* Context activation is done by the caller. */
10722 static void shader_glsl_select_compute(void *shader_priv
, struct wined3d_context
*context
,
10723 const struct wined3d_state
*state
)
10725 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
10726 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
10727 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
10728 struct shader_glsl_priv
*priv
= shader_priv
;
10729 GLuint program_id
, prev_id
;
10731 prev_id
= ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0;
10732 set_glsl_compute_shader_program(context_gl
, state
, priv
, ctx_data
);
10733 program_id
= ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0;
10735 TRACE("Using GLSL program %u.\n", program_id
);
10737 if (prev_id
!= program_id
)
10739 GL_EXTCALL(glUseProgram(program_id
));
10740 checkGLcall("glUseProgram");
10743 context
->shader_update_mask
|= (1u << WINED3D_SHADER_TYPE_PIXEL
)
10744 | (1u << WINED3D_SHADER_TYPE_VERTEX
)
10745 | (1u << WINED3D_SHADER_TYPE_GEOMETRY
)
10746 | (1u << WINED3D_SHADER_TYPE_HULL
)
10747 | (1u << WINED3D_SHADER_TYPE_DOMAIN
);
10750 /* "context" is not necessarily the currently active context. */
10751 static void shader_glsl_invalidate_current_program(struct wined3d_context
*context
)
10753 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
10755 ctx_data
->glsl_program
= NULL
;
10756 context
->shader_update_mask
= (1u << WINED3D_SHADER_TYPE_PIXEL
)
10757 | (1u << WINED3D_SHADER_TYPE_VERTEX
)
10758 | (1u << WINED3D_SHADER_TYPE_GEOMETRY
)
10759 | (1u << WINED3D_SHADER_TYPE_HULL
)
10760 | (1u << WINED3D_SHADER_TYPE_DOMAIN
)
10761 | (1u << WINED3D_SHADER_TYPE_COMPUTE
);
10764 /* Context activation is done by the caller. */
10765 static void shader_glsl_disable(void *shader_priv
, struct wined3d_context
*context
)
10767 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
10768 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
10769 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
10770 struct shader_glsl_priv
*priv
= shader_priv
;
10772 shader_glsl_invalidate_current_program(context
);
10773 GL_EXTCALL(glUseProgram(0));
10774 checkGLcall("glUseProgram");
10776 priv
->vertex_pipe
->vp_enable(context
, FALSE
);
10777 priv
->fragment_pipe
->fp_enable(context
, FALSE
);
10779 if (needs_legacy_glsl_syntax(gl_info
) && gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
10781 ctx_data
->vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
10782 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, GL_FIXED_ONLY_ARB
));
10783 checkGLcall("glClampColorARB");
10787 static void shader_glsl_invalidate_contexts_program(struct wined3d_device
*device
,
10788 const struct glsl_shader_prog_link
*program
)
10790 const struct glsl_context_data
*ctx_data
;
10791 struct wined3d_context
*context
;
10794 for (i
= 0; i
< device
->context_count
; ++i
)
10796 context
= device
->contexts
[i
];
10797 ctx_data
= context
->shader_backend_data
;
10799 if (ctx_data
->glsl_program
== program
)
10800 shader_glsl_invalidate_current_program(context
);
10804 static void shader_glsl_destroy(struct wined3d_shader
*shader
)
10806 struct glsl_shader_private
*shader_data
= shader
->backend_data
;
10807 struct wined3d_device
*device
= shader
->device
;
10808 struct shader_glsl_priv
*priv
= device
->shader_priv
;
10809 const struct wined3d_gl_info
*gl_info
;
10810 const struct list
*linked_programs
;
10811 struct wined3d_context
*context
;
10813 if (!shader_data
|| !shader_data
->num_gl_shaders
)
10815 heap_free(shader_data
);
10816 shader
->backend_data
= NULL
;
10820 context
= context_acquire(device
, NULL
, 0);
10821 gl_info
= wined3d_context_gl(context
)->gl_info
;
10823 TRACE("Deleting linked programs.\n");
10824 linked_programs
= &shader
->linked_programs
;
10825 if (linked_programs
->next
)
10827 struct glsl_shader_prog_link
*entry
, *entry2
;
10830 switch (shader
->reg_maps
.shader_version
.type
)
10832 case WINED3D_SHADER_TYPE_PIXEL
:
10834 struct glsl_ps_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.ps
;
10836 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
10838 TRACE("Deleting pixel shader %u.\n", gl_shaders
[i
].id
);
10839 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
10840 checkGLcall("glDeleteShader");
10842 heap_free(shader_data
->gl_shaders
.ps
);
10844 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
10845 struct glsl_shader_prog_link
, ps
.shader_entry
)
10847 shader_glsl_invalidate_contexts_program(device
, entry
);
10848 delete_glsl_program_entry(priv
, gl_info
, entry
);
10854 case WINED3D_SHADER_TYPE_VERTEX
:
10856 struct glsl_vs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.vs
;
10858 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
10860 TRACE("Deleting vertex shader %u.\n", gl_shaders
[i
].id
);
10861 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
10862 checkGLcall("glDeleteShader");
10864 heap_free(shader_data
->gl_shaders
.vs
);
10866 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
10867 struct glsl_shader_prog_link
, vs
.shader_entry
)
10869 shader_glsl_invalidate_contexts_program(device
, entry
);
10870 delete_glsl_program_entry(priv
, gl_info
, entry
);
10876 case WINED3D_SHADER_TYPE_HULL
:
10878 struct glsl_hs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.hs
;
10880 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
10882 TRACE("Deleting hull shader %u.\n", gl_shaders
[i
].id
);
10883 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
10884 checkGLcall("glDeleteShader");
10886 heap_free(shader_data
->gl_shaders
.hs
);
10888 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
10889 struct glsl_shader_prog_link
, hs
.shader_entry
)
10891 shader_glsl_invalidate_contexts_program(device
, entry
);
10892 delete_glsl_program_entry(priv
, gl_info
, entry
);
10898 case WINED3D_SHADER_TYPE_DOMAIN
:
10900 struct glsl_ds_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.ds
;
10902 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
10904 TRACE("Deleting domain shader %u.\n", gl_shaders
[i
].id
);
10905 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
10906 checkGLcall("glDeleteShader");
10908 heap_free(shader_data
->gl_shaders
.ds
);
10910 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
10911 struct glsl_shader_prog_link
, ds
.shader_entry
)
10913 shader_glsl_invalidate_contexts_program(device
, entry
);
10914 delete_glsl_program_entry(priv
, gl_info
, entry
);
10920 case WINED3D_SHADER_TYPE_GEOMETRY
:
10922 struct glsl_gs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.gs
;
10924 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
10926 TRACE("Deleting geometry shader %u.\n", gl_shaders
[i
].id
);
10927 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
10928 checkGLcall("glDeleteShader");
10930 heap_free(shader_data
->gl_shaders
.gs
);
10932 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
10933 struct glsl_shader_prog_link
, gs
.shader_entry
)
10935 shader_glsl_invalidate_contexts_program(device
, entry
);
10936 delete_glsl_program_entry(priv
, gl_info
, entry
);
10942 case WINED3D_SHADER_TYPE_COMPUTE
:
10944 struct glsl_cs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.cs
;
10946 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
10948 TRACE("Deleting compute shader %u.\n", gl_shaders
[i
].id
);
10949 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
10950 checkGLcall("glDeleteShader");
10952 heap_free(shader_data
->gl_shaders
.cs
);
10954 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
10955 struct glsl_shader_prog_link
, cs
.shader_entry
)
10957 shader_glsl_invalidate_contexts_program(device
, entry
);
10958 delete_glsl_program_entry(priv
, gl_info
, entry
);
10965 ERR("Unhandled shader type %#x.\n", shader
->reg_maps
.shader_version
.type
);
10970 heap_free(shader
->backend_data
);
10971 shader
->backend_data
= NULL
;
10973 context_release(context
);
10976 static int glsl_program_key_compare(const void *key
, const struct wine_rb_entry
*entry
)
10978 const struct glsl_program_key
*k
= key
;
10979 const struct glsl_shader_prog_link
*prog
= WINE_RB_ENTRY_VALUE(entry
,
10980 const struct glsl_shader_prog_link
, program_lookup_entry
);
10982 if (k
->vs_id
> prog
->vs
.id
) return 1;
10983 else if (k
->vs_id
< prog
->vs
.id
) return -1;
10985 if (k
->gs_id
> prog
->gs
.id
) return 1;
10986 else if (k
->gs_id
< prog
->gs
.id
) return -1;
10988 if (k
->ps_id
> prog
->ps
.id
) return 1;
10989 else if (k
->ps_id
< prog
->ps
.id
) return -1;
10991 if (k
->hs_id
> prog
->hs
.id
) return 1;
10992 else if (k
->hs_id
< prog
->hs
.id
) return -1;
10994 if (k
->ds_id
> prog
->ds
.id
) return 1;
10995 else if (k
->ds_id
< prog
->ds
.id
) return -1;
10997 if (k
->cs_id
> prog
->cs
.id
) return 1;
10998 else if (k
->cs_id
< prog
->cs
.id
) return -1;
11003 static BOOL
constant_heap_init(struct constant_heap
*heap
, unsigned int constant_count
)
11005 SIZE_T size
= (constant_count
+ 1) * sizeof(*heap
->entries
)
11006 + constant_count
* sizeof(*heap
->contained
)
11007 + constant_count
* sizeof(*heap
->positions
);
11010 if (!(mem
= heap_alloc(size
)))
11012 ERR("Failed to allocate memory\n");
11016 heap
->entries
= mem
;
11017 heap
->entries
[1].version
= 0;
11018 heap
->contained
= (BOOL
*)(heap
->entries
+ constant_count
+ 1);
11019 memset(heap
->contained
, 0, constant_count
* sizeof(*heap
->contained
));
11020 heap
->positions
= (unsigned int *)(heap
->contained
+ constant_count
);
11026 static void constant_heap_free(struct constant_heap
*heap
)
11028 heap_free(heap
->entries
);
11031 static HRESULT
shader_glsl_alloc(struct wined3d_device
*device
, const struct wined3d_vertex_pipe_ops
*vertex_pipe
,
11032 const struct wined3d_fragment_pipe_ops
*fragment_pipe
)
11034 SIZE_T stack_size
= wined3d_log2i(max(WINED3D_MAX_VS_CONSTS_F
, WINED3D_MAX_PS_CONSTS_F
)) + 1;
11035 struct fragment_caps fragment_caps
;
11036 void *vertex_priv
, *fragment_priv
;
11037 struct shader_glsl_priv
*priv
;
11039 if (!(priv
= heap_alloc_zero(sizeof(*priv
))))
11040 return E_OUTOFMEMORY
;
11042 string_buffer_list_init(&priv
->string_buffers
);
11044 if (!(vertex_priv
= vertex_pipe
->vp_alloc(&glsl_shader_backend
, priv
)))
11046 ERR("Failed to initialize vertex pipe.\n");
11051 if (!(fragment_priv
= fragment_pipe
->alloc_private(&glsl_shader_backend
, priv
)))
11053 ERR("Failed to initialize fragment pipe.\n");
11054 vertex_pipe
->vp_free(device
, NULL
);
11059 if (!string_buffer_init(&priv
->shader_buffer
))
11061 ERR("Failed to initialize shader buffer.\n");
11065 if (!(priv
->stack
= heap_calloc(stack_size
, sizeof(*priv
->stack
))))
11067 ERR("Failed to allocate memory.\n");
11071 if (!constant_heap_init(&priv
->vconst_heap
, WINED3D_MAX_VS_CONSTS_F
))
11073 ERR("Failed to initialize vertex shader constant heap\n");
11077 if (!constant_heap_init(&priv
->pconst_heap
, WINED3D_MAX_PS_CONSTS_F
))
11079 ERR("Failed to initialize pixel shader constant heap\n");
11083 wine_rb_init(&priv
->program_lookup
, glsl_program_key_compare
);
11085 priv
->next_constant_version
= 1;
11086 priv
->vertex_pipe
= vertex_pipe
;
11087 priv
->fragment_pipe
= fragment_pipe
;
11088 fragment_pipe
->get_caps(device
->adapter
, &fragment_caps
);
11089 priv
->ffp_proj_control
= fragment_caps
.wined3d_caps
& WINED3D_FRAGMENT_CAP_PROJ_CONTROL
;
11090 priv
->legacy_lighting
= device
->wined3d
->flags
& WINED3D_LEGACY_FFP_LIGHTING
;
11092 device
->vertex_priv
= vertex_priv
;
11093 device
->fragment_priv
= fragment_priv
;
11094 device
->shader_priv
= priv
;
11099 constant_heap_free(&priv
->pconst_heap
);
11100 constant_heap_free(&priv
->vconst_heap
);
11101 heap_free(priv
->stack
);
11102 string_buffer_free(&priv
->shader_buffer
);
11103 fragment_pipe
->free_private(device
, NULL
);
11104 vertex_pipe
->vp_free(device
, NULL
);
11106 return E_OUTOFMEMORY
;
11109 /* Context activation is done by the caller. */
11110 static void shader_glsl_free(struct wined3d_device
*device
, struct wined3d_context
*context
)
11112 struct shader_glsl_priv
*priv
= device
->shader_priv
;
11114 wine_rb_destroy(&priv
->program_lookup
, NULL
, NULL
);
11115 constant_heap_free(&priv
->pconst_heap
);
11116 constant_heap_free(&priv
->vconst_heap
);
11117 heap_free(priv
->stack
);
11118 string_buffer_list_cleanup(&priv
->string_buffers
);
11119 string_buffer_free(&priv
->shader_buffer
);
11120 priv
->fragment_pipe
->free_private(device
, context
);
11121 priv
->vertex_pipe
->vp_free(device
, context
);
11123 heap_free(device
->shader_priv
);
11124 device
->shader_priv
= NULL
;
11127 static BOOL
shader_glsl_allocate_context_data(struct wined3d_context
*context
)
11129 struct glsl_context_data
*ctx_data
;
11131 if (!(ctx_data
= heap_alloc_zero(sizeof(*ctx_data
))))
11133 ctx_data
->vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
11134 context
->shader_backend_data
= ctx_data
;
11138 static void shader_glsl_free_context_data(struct wined3d_context
*context
)
11140 heap_free(context
->shader_backend_data
);
11143 static void shader_glsl_init_context_state(struct wined3d_context
*context
)
11145 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
11146 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
11148 gl_info
->gl_ops
.gl
.p_glEnable(GL_PROGRAM_POINT_SIZE
);
11149 checkGLcall("GL_PROGRAM_POINT_SIZE");
11152 static unsigned int shader_glsl_get_shader_model(const struct wined3d_gl_info
*gl_info
)
11154 BOOL shader_model_4
= gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 50)
11155 && gl_info
->supported
[ARB_SHADER_BIT_ENCODING
]
11156 && gl_info
->supported
[ARB_TEXTURE_SWIZZLE
];
11159 && gl_info
->supported
[ARB_COMPUTE_SHADER
]
11160 && gl_info
->supported
[ARB_CULL_DISTANCE
]
11161 && gl_info
->supported
[ARB_DERIVATIVE_CONTROL
]
11162 && gl_info
->supported
[ARB_GPU_SHADER5
]
11163 && gl_info
->supported
[ARB_SHADER_ATOMIC_COUNTERS
]
11164 && gl_info
->supported
[ARB_SHADER_IMAGE_LOAD_STORE
]
11165 && gl_info
->supported
[ARB_SHADER_IMAGE_SIZE
]
11166 && gl_info
->supported
[ARB_SHADING_LANGUAGE_PACKING
]
11167 && gl_info
->supported
[ARB_TESSELLATION_SHADER
]
11168 && gl_info
->supported
[ARB_TEXTURE_GATHER
]
11169 && gl_info
->supported
[ARB_TRANSFORM_FEEDBACK3
])
11172 if (shader_model_4
)
11175 /* Support for texldd and texldl instructions in pixel shaders is required
11177 if (shader_glsl_has_core_grad(gl_info
) || gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
11183 static void shader_glsl_get_caps(const struct wined3d_adapter
*adapter
, struct shader_caps
*caps
)
11185 const struct wined3d_gl_info
*gl_info
= &adapter
->gl_info
;
11186 unsigned int shader_model
= shader_glsl_get_shader_model(gl_info
);
11188 TRACE("Shader model %u.\n", shader_model
);
11190 caps
->vs_version
= min(wined3d_settings
.max_sm_vs
, shader_model
);
11191 caps
->hs_version
= min(wined3d_settings
.max_sm_hs
, shader_model
);
11192 caps
->ds_version
= min(wined3d_settings
.max_sm_ds
, shader_model
);
11193 caps
->gs_version
= min(wined3d_settings
.max_sm_gs
, shader_model
);
11194 caps
->ps_version
= min(wined3d_settings
.max_sm_ps
, shader_model
);
11195 caps
->cs_version
= min(wined3d_settings
.max_sm_cs
, shader_model
);
11197 caps
->vs_version
= gl_info
->supported
[ARB_VERTEX_SHADER
] ? caps
->vs_version
: 0;
11198 caps
->ps_version
= gl_info
->supported
[ARB_FRAGMENT_SHADER
] ? caps
->ps_version
: 0;
11200 caps
->vs_uniform_count
= min(WINED3D_MAX_VS_CONSTS_F
, gl_info
->limits
.glsl_vs_float_constants
);
11201 caps
->ps_uniform_count
= min(WINED3D_MAX_PS_CONSTS_F
, gl_info
->limits
.glsl_ps_float_constants
);
11202 caps
->varying_count
= gl_info
->limits
.glsl_varyings
;
11204 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
11205 * Direct3D minimum requirement.
11207 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
11208 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
11210 * The problem is that the refrast clamps temporary results in the shader to
11211 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
11212 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
11213 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
11214 * offer a way to query this.
11216 if (shader_model
>= 4)
11217 caps
->ps_1x_max_value
= FLT_MAX
;
11219 caps
->ps_1x_max_value
= 1024.0f
;
11221 /* Ideally we'd only set caps like sRGB writes here if supported by both
11222 * the shader backend and the fragment pipe, but we can get called before
11223 * shader_glsl_alloc(). */
11224 caps
->wined3d_caps
= WINED3D_SHADER_CAP_VS_CLIPPING
11225 | WINED3D_SHADER_CAP_SRGB_WRITE
;
11226 if (needs_interpolation_qualifiers_for_shader_outputs(gl_info
))
11227 caps
->wined3d_caps
|= WINED3D_SHADER_CAP_OUTPUT_INTERPOLATION
;
11228 if (shader_glsl_full_ffp_varyings(gl_info
))
11229 caps
->wined3d_caps
|= WINED3D_SHADER_CAP_FULL_FFP_VARYINGS
;
11232 static BOOL
shader_glsl_color_fixup_supported(struct color_fixup_desc fixup
)
11234 /* We support everything except YUV conversions. */
11235 return !is_complex_fixup(fixup
);
11238 static const SHADER_HANDLER shader_glsl_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
11240 /* WINED3DSIH_ABS */ shader_glsl_map2gl
,
11241 /* WINED3DSIH_ADD */ shader_glsl_binop
,
11242 /* WINED3DSIH_AND */ shader_glsl_binop
,
11243 /* WINED3DSIH_ATOMIC_AND */ shader_glsl_atomic
,
11244 /* WINED3DSIH_ATOMIC_CMP_STORE */ shader_glsl_atomic
,
11245 /* WINED3DSIH_ATOMIC_IADD */ shader_glsl_atomic
,
11246 /* WINED3DSIH_ATOMIC_IMAX */ shader_glsl_atomic
,
11247 /* WINED3DSIH_ATOMIC_IMIN */ shader_glsl_atomic
,
11248 /* WINED3DSIH_ATOMIC_OR */ shader_glsl_atomic
,
11249 /* WINED3DSIH_ATOMIC_UMAX */ shader_glsl_atomic
,
11250 /* WINED3DSIH_ATOMIC_UMIN */ shader_glsl_atomic
,
11251 /* WINED3DSIH_ATOMIC_XOR */ shader_glsl_atomic
,
11252 /* WINED3DSIH_BEM */ shader_glsl_bem
,
11253 /* WINED3DSIH_BFI */ shader_glsl_bitwise_op
,
11254 /* WINED3DSIH_BFREV */ shader_glsl_map2gl
,
11255 /* WINED3DSIH_BREAK */ shader_glsl_break
,
11256 /* WINED3DSIH_BREAKC */ shader_glsl_breakc
,
11257 /* WINED3DSIH_BREAKP */ shader_glsl_conditional_op
,
11258 /* WINED3DSIH_BUFINFO */ shader_glsl_bufinfo
,
11259 /* WINED3DSIH_CALL */ shader_glsl_call
,
11260 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz
,
11261 /* WINED3DSIH_CASE */ shader_glsl_case
,
11262 /* WINED3DSIH_CMP */ shader_glsl_conditional_move
,
11263 /* WINED3DSIH_CND */ shader_glsl_cnd
,
11264 /* WINED3DSIH_CONTINUE */ shader_glsl_continue
,
11265 /* WINED3DSIH_CONTINUEP */ shader_glsl_conditional_op
,
11266 /* WINED3DSIH_COUNTBITS */ shader_glsl_map2gl
,
11267 /* WINED3DSIH_CRS */ shader_glsl_cross
,
11268 /* WINED3DSIH_CUT */ shader_glsl_cut
,
11269 /* WINED3DSIH_CUT_STREAM */ shader_glsl_cut
,
11270 /* WINED3DSIH_DCL */ shader_glsl_nop
,
11271 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_glsl_nop
,
11272 /* WINED3DSIH_DCL_FUNCTION_BODY */ NULL
,
11273 /* WINED3DSIH_DCL_FUNCTION_TABLE */ NULL
,
11274 /* WINED3DSIH_DCL_GLOBAL_FLAGS */ shader_glsl_nop
,
11275 /* WINED3DSIH_DCL_GS_INSTANCES */ shader_glsl_nop
,
11276 /* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ shader_glsl_nop
,
11277 /* WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT */ shader_glsl_nop
,
11278 /* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ shader_glsl_nop
,
11279 /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ shader_glsl_nop
,
11280 /* WINED3DSIH_DCL_INDEX_RANGE */ shader_glsl_nop
,
11281 /* WINED3DSIH_DCL_INDEXABLE_TEMP */ shader_glsl_nop
,
11282 /* WINED3DSIH_DCL_INPUT */ shader_glsl_nop
,
11283 /* WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT */ shader_glsl_nop
,
11284 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_glsl_nop
,
11285 /* WINED3DSIH_DCL_INPUT_PS */ shader_glsl_nop
,
11286 /* WINED3DSIH_DCL_INPUT_PS_SGV */ shader_glsl_nop
,
11287 /* WINED3DSIH_DCL_INPUT_PS_SIV */ shader_glsl_nop
,
11288 /* WINED3DSIH_DCL_INPUT_SGV */ shader_glsl_nop
,
11289 /* WINED3DSIH_DCL_INPUT_SIV */ shader_glsl_nop
,
11290 /* WINED3DSIH_DCL_INTERFACE */ NULL
,
11291 /* WINED3DSIH_DCL_OUTPUT */ shader_glsl_nop
,
11292 /* WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT */ shader_glsl_nop
,
11293 /* WINED3DSIH_DCL_OUTPUT_SIV */ shader_glsl_nop
,
11294 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_glsl_nop
,
11295 /* WINED3DSIH_DCL_RESOURCE_RAW */ shader_glsl_nop
,
11296 /* WINED3DSIH_DCL_RESOURCE_STRUCTURED */ shader_glsl_nop
,
11297 /* WINED3DSIH_DCL_SAMPLER */ shader_glsl_nop
,
11298 /* WINED3DSIH_DCL_STREAM */ NULL
,
11299 /* WINED3DSIH_DCL_TEMPS */ shader_glsl_nop
,
11300 /* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ shader_glsl_nop
,
11301 /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ shader_glsl_nop
,
11302 /* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ shader_glsl_nop
,
11303 /* WINED3DSIH_DCL_TGSM_RAW */ shader_glsl_nop
,
11304 /* WINED3DSIH_DCL_TGSM_STRUCTURED */ shader_glsl_nop
,
11305 /* WINED3DSIH_DCL_THREAD_GROUP */ shader_glsl_nop
,
11306 /* WINED3DSIH_DCL_UAV_RAW */ shader_glsl_nop
,
11307 /* WINED3DSIH_DCL_UAV_STRUCTURED */ shader_glsl_nop
,
11308 /* WINED3DSIH_DCL_UAV_TYPED */ shader_glsl_nop
,
11309 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_glsl_nop
,
11310 /* WINED3DSIH_DEF */ shader_glsl_nop
,
11311 /* WINED3DSIH_DEFAULT */ shader_glsl_default
,
11312 /* WINED3DSIH_DEFB */ shader_glsl_nop
,
11313 /* WINED3DSIH_DEFI */ shader_glsl_nop
,
11314 /* WINED3DSIH_DIV */ shader_glsl_binop
,
11315 /* WINED3DSIH_DP2 */ shader_glsl_dot
,
11316 /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add
,
11317 /* WINED3DSIH_DP3 */ shader_glsl_dot
,
11318 /* WINED3DSIH_DP4 */ shader_glsl_dot
,
11319 /* WINED3DSIH_DST */ shader_glsl_dst
,
11320 /* WINED3DSIH_DSX */ shader_glsl_map2gl
,
11321 /* WINED3DSIH_DSX_COARSE */ shader_glsl_map2gl
,
11322 /* WINED3DSIH_DSX_FINE */ shader_glsl_map2gl
,
11323 /* WINED3DSIH_DSY */ shader_glsl_map2gl
,
11324 /* WINED3DSIH_DSY_COARSE */ shader_glsl_map2gl
,
11325 /* WINED3DSIH_DSY_FINE */ shader_glsl_map2gl
,
11326 /* WINED3DSIH_ELSE */ shader_glsl_else
,
11327 /* WINED3DSIH_EMIT */ shader_glsl_emit
,
11328 /* WINED3DSIH_EMIT_STREAM */ shader_glsl_emit
,
11329 /* WINED3DSIH_ENDIF */ shader_glsl_end
,
11330 /* WINED3DSIH_ENDLOOP */ shader_glsl_end
,
11331 /* WINED3DSIH_ENDREP */ shader_glsl_end
,
11332 /* WINED3DSIH_ENDSWITCH */ shader_glsl_end
,
11333 /* WINED3DSIH_EQ */ shader_glsl_relop
,
11334 /* WINED3DSIH_EVAL_SAMPLE_INDEX */ shader_glsl_interpolate
,
11335 /* WINED3DSIH_EXP */ shader_glsl_scalar_op
,
11336 /* WINED3DSIH_EXPP */ shader_glsl_expp
,
11337 /* WINED3DSIH_F16TOF32 */ shader_glsl_float16
,
11338 /* WINED3DSIH_F32TOF16 */ shader_glsl_float16
,
11339 /* WINED3DSIH_FCALL */ NULL
,
11340 /* WINED3DSIH_FIRSTBIT_HI */ shader_glsl_map2gl
,
11341 /* WINED3DSIH_FIRSTBIT_LO */ shader_glsl_map2gl
,
11342 /* WINED3DSIH_FIRSTBIT_SHI */ shader_glsl_map2gl
,
11343 /* WINED3DSIH_FRC */ shader_glsl_map2gl
,
11344 /* WINED3DSIH_FTOI */ shader_glsl_to_int
,
11345 /* WINED3DSIH_FTOU */ shader_glsl_to_uint
,
11346 /* WINED3DSIH_GATHER4 */ shader_glsl_gather4
,
11347 /* WINED3DSIH_GATHER4_C */ shader_glsl_gather4
,
11348 /* WINED3DSIH_GATHER4_PO */ shader_glsl_gather4
,
11349 /* WINED3DSIH_GATHER4_PO_C */ shader_glsl_gather4
,
11350 /* WINED3DSIH_GE */ shader_glsl_relop
,
11351 /* WINED3DSIH_HS_CONTROL_POINT_PHASE */ shader_glsl_nop
,
11352 /* WINED3DSIH_HS_DECLS */ shader_glsl_nop
,
11353 /* WINED3DSIH_HS_FORK_PHASE */ shader_glsl_nop
,
11354 /* WINED3DSIH_HS_JOIN_PHASE */ shader_glsl_nop
,
11355 /* WINED3DSIH_IADD */ shader_glsl_binop
,
11356 /* WINED3DSIH_IBFE */ shader_glsl_bitwise_op
,
11357 /* WINED3DSIH_IEQ */ shader_glsl_relop
,
11358 /* WINED3DSIH_IF */ shader_glsl_if
,
11359 /* WINED3DSIH_IFC */ shader_glsl_ifc
,
11360 /* WINED3DSIH_IGE */ shader_glsl_relop
,
11361 /* WINED3DSIH_ILT */ shader_glsl_relop
,
11362 /* WINED3DSIH_IMAD */ shader_glsl_mad
,
11363 /* WINED3DSIH_IMAX */ shader_glsl_map2gl
,
11364 /* WINED3DSIH_IMIN */ shader_glsl_map2gl
,
11365 /* WINED3DSIH_IMM_ATOMIC_ALLOC */ shader_glsl_uav_counter
,
11366 /* WINED3DSIH_IMM_ATOMIC_AND */ shader_glsl_atomic
,
11367 /* WINED3DSIH_IMM_ATOMIC_CMP_EXCH */ shader_glsl_atomic
,
11368 /* WINED3DSIH_IMM_ATOMIC_CONSUME */ shader_glsl_uav_counter
,
11369 /* WINED3DSIH_IMM_ATOMIC_EXCH */ shader_glsl_atomic
,
11370 /* WINED3DSIH_IMM_ATOMIC_IADD */ shader_glsl_atomic
,
11371 /* WINED3DSIH_IMM_ATOMIC_IMAX */ shader_glsl_atomic
,
11372 /* WINED3DSIH_IMM_ATOMIC_IMIN */ shader_glsl_atomic
,
11373 /* WINED3DSIH_IMM_ATOMIC_OR */ shader_glsl_atomic
,
11374 /* WINED3DSIH_IMM_ATOMIC_UMAX */ shader_glsl_atomic
,
11375 /* WINED3DSIH_IMM_ATOMIC_UMIN */ shader_glsl_atomic
,
11376 /* WINED3DSIH_IMM_ATOMIC_XOR */ shader_glsl_atomic
,
11377 /* WINED3DSIH_IMUL */ shader_glsl_mul_extended
,
11378 /* WINED3DSIH_INE */ shader_glsl_relop
,
11379 /* WINED3DSIH_INEG */ shader_glsl_unary_op
,
11380 /* WINED3DSIH_ISHL */ shader_glsl_binop
,
11381 /* WINED3DSIH_ISHR */ shader_glsl_binop
,
11382 /* WINED3DSIH_ITOF */ shader_glsl_to_float
,
11383 /* WINED3DSIH_LABEL */ shader_glsl_label
,
11384 /* WINED3DSIH_LD */ shader_glsl_ld
,
11385 /* WINED3DSIH_LD2DMS */ shader_glsl_ld
,
11386 /* WINED3DSIH_LD_RAW */ shader_glsl_ld_raw_structured
,
11387 /* WINED3DSIH_LD_STRUCTURED */ shader_glsl_ld_raw_structured
,
11388 /* WINED3DSIH_LD_UAV_TYPED */ shader_glsl_ld_uav
,
11389 /* WINED3DSIH_LIT */ shader_glsl_lit
,
11390 /* WINED3DSIH_LOD */ NULL
,
11391 /* WINED3DSIH_LOG */ shader_glsl_scalar_op
,
11392 /* WINED3DSIH_LOGP */ shader_glsl_scalar_op
,
11393 /* WINED3DSIH_LOOP */ shader_glsl_loop
,
11394 /* WINED3DSIH_LRP */ shader_glsl_lrp
,
11395 /* WINED3DSIH_LT */ shader_glsl_relop
,
11396 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn
,
11397 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn
,
11398 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn
,
11399 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn
,
11400 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn
,
11401 /* WINED3DSIH_MAD */ shader_glsl_mad
,
11402 /* WINED3DSIH_MAX */ shader_glsl_map2gl
,
11403 /* WINED3DSIH_MIN */ shader_glsl_map2gl
,
11404 /* WINED3DSIH_MOV */ shader_glsl_mov
,
11405 /* WINED3DSIH_MOVA */ shader_glsl_mov
,
11406 /* WINED3DSIH_MOVC */ shader_glsl_conditional_move
,
11407 /* WINED3DSIH_MUL */ shader_glsl_binop
,
11408 /* WINED3DSIH_NE */ shader_glsl_relop
,
11409 /* WINED3DSIH_NOP */ shader_glsl_nop
,
11410 /* WINED3DSIH_NOT */ shader_glsl_unary_op
,
11411 /* WINED3DSIH_NRM */ shader_glsl_nrm
,
11412 /* WINED3DSIH_OR */ shader_glsl_binop
,
11413 /* WINED3DSIH_PHASE */ shader_glsl_nop
,
11414 /* WINED3DSIH_POW */ shader_glsl_pow
,
11415 /* WINED3DSIH_RCP */ shader_glsl_scalar_op
,
11416 /* WINED3DSIH_REP */ shader_glsl_rep
,
11417 /* WINED3DSIH_RESINFO */ shader_glsl_resinfo
,
11418 /* WINED3DSIH_RET */ shader_glsl_ret
,
11419 /* WINED3DSIH_RETP */ shader_glsl_conditional_op
,
11420 /* WINED3DSIH_ROUND_NE */ shader_glsl_map2gl
,
11421 /* WINED3DSIH_ROUND_NI */ shader_glsl_map2gl
,
11422 /* WINED3DSIH_ROUND_PI */ shader_glsl_map2gl
,
11423 /* WINED3DSIH_ROUND_Z */ shader_glsl_map2gl
,
11424 /* WINED3DSIH_RSQ */ shader_glsl_scalar_op
,
11425 /* WINED3DSIH_SAMPLE */ shader_glsl_sample
,
11426 /* WINED3DSIH_SAMPLE_B */ shader_glsl_sample
,
11427 /* WINED3DSIH_SAMPLE_C */ shader_glsl_sample_c
,
11428 /* WINED3DSIH_SAMPLE_C_LZ */ shader_glsl_sample_c
,
11429 /* WINED3DSIH_SAMPLE_GRAD */ shader_glsl_sample
,
11430 /* WINED3DSIH_SAMPLE_INFO */ shader_glsl_sample_info
,
11431 /* WINED3DSIH_SAMPLE_LOD */ shader_glsl_sample
,
11432 /* WINED3DSIH_SAMPLE_POS */ NULL
,
11433 /* WINED3DSIH_SETP */ NULL
,
11434 /* WINED3DSIH_SGE */ shader_glsl_compare
,
11435 /* WINED3DSIH_SGN */ shader_glsl_sgn
,
11436 /* WINED3DSIH_SINCOS */ shader_glsl_sincos
,
11437 /* WINED3DSIH_SLT */ shader_glsl_compare
,
11438 /* WINED3DSIH_SQRT */ shader_glsl_map2gl
,
11439 /* WINED3DSIH_STORE_RAW */ shader_glsl_store_raw_structured
,
11440 /* WINED3DSIH_STORE_STRUCTURED */ shader_glsl_store_raw_structured
,
11441 /* WINED3DSIH_STORE_UAV_TYPED */ shader_glsl_store_uav
,
11442 /* WINED3DSIH_SUB */ shader_glsl_binop
,
11443 /* WINED3DSIH_SWAPC */ shader_glsl_swapc
,
11444 /* WINED3DSIH_SWITCH */ shader_glsl_switch
,
11445 /* WINED3DSIH_SYNC */ shader_glsl_sync
,
11446 /* WINED3DSIH_TEX */ shader_glsl_tex
,
11447 /* WINED3DSIH_TEXBEM */ shader_glsl_texbem
,
11448 /* WINED3DSIH_TEXBEML */ shader_glsl_texbem
,
11449 /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord
,
11450 /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth
,
11451 /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3
,
11452 /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex
,
11453 /* WINED3DSIH_TEXKILL */ shader_glsl_texkill
,
11454 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd
,
11455 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl
,
11456 /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth
,
11457 /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad
,
11458 /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex
,
11459 /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3
,
11460 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
11461 /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad
,
11462 /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec
,
11463 /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex
,
11464 /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec
,
11465 /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar
,
11466 /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb
,
11467 /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb
,
11468 /* WINED3DSIH_UBFE */ shader_glsl_bitwise_op
,
11469 /* WINED3DSIH_UDIV */ shader_glsl_udiv
,
11470 /* WINED3DSIH_UGE */ shader_glsl_relop
,
11471 /* WINED3DSIH_ULT */ shader_glsl_relop
,
11472 /* WINED3DSIH_UMAX */ shader_glsl_map2gl
,
11473 /* WINED3DSIH_UMIN */ shader_glsl_map2gl
,
11474 /* WINED3DSIH_UMUL */ shader_glsl_mul_extended
,
11475 /* WINED3DSIH_USHR */ shader_glsl_binop
,
11476 /* WINED3DSIH_UTOF */ shader_glsl_to_float
,
11477 /* WINED3DSIH_XOR */ shader_glsl_binop
,
11480 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction
*ins
) {
11481 SHADER_HANDLER hw_fct
;
11483 /* Select handler */
11484 hw_fct
= shader_glsl_instruction_handler_table
[ins
->handler_idx
];
11486 /* Unhandled opcode */
11489 FIXME("Backend can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
11494 shader_glsl_add_instruction_modifiers(ins
);
11497 static BOOL
shader_glsl_has_ffp_proj_control(void *shader_priv
)
11499 struct shader_glsl_priv
*priv
= shader_priv
;
11501 return priv
->ffp_proj_control
;
11504 static uint64_t shader_glsl_shader_compile(struct wined3d_context
*context
, const struct wined3d_shader_desc
*shader_desc
,
11505 enum wined3d_shader_type shader_type
)
11507 ERR("Not implemented.\n");
11511 const struct wined3d_shader_backend_ops glsl_shader_backend
=
11513 shader_glsl_handle_instruction
,
11514 shader_glsl_precompile
,
11515 shader_glsl_select
,
11516 shader_glsl_select_compute
,
11517 shader_glsl_disable
,
11518 shader_glsl_update_float_vertex_constants
,
11519 shader_glsl_update_float_pixel_constants
,
11520 shader_glsl_load_constants
,
11521 shader_glsl_destroy
,
11524 shader_glsl_allocate_context_data
,
11525 shader_glsl_free_context_data
,
11526 shader_glsl_init_context_state
,
11527 shader_glsl_get_caps
,
11528 shader_glsl_color_fixup_supported
,
11529 shader_glsl_has_ffp_proj_control
,
11530 shader_glsl_shader_compile
,
11533 static void glsl_vertex_pipe_vp_enable(const struct wined3d_context
*context
, BOOL enable
) {}
11535 static void glsl_vertex_pipe_vp_get_caps(const struct wined3d_adapter
*adapter
, struct wined3d_vertex_caps
*caps
)
11537 const struct wined3d_gl_info
*gl_info
= &adapter
->gl_info
;
11539 caps
->xyzrhw
= TRUE
;
11540 caps
->emulated_flatshading
= !needs_legacy_glsl_syntax(gl_info
);
11541 caps
->ffp_generic_attributes
= TRUE
;
11542 caps
->max_active_lights
= WINED3D_MAX_ACTIVE_LIGHTS
;
11543 caps
->max_vertex_blend_matrices
= MAX_VERTEX_BLENDS
;
11544 caps
->max_vertex_blend_matrix_index
= 0;
11545 caps
->vertex_processing_caps
= WINED3DVTXPCAPS_TEXGEN
11546 | WINED3DVTXPCAPS_MATERIALSOURCE7
11547 | WINED3DVTXPCAPS_VERTEXFOG
11548 | WINED3DVTXPCAPS_DIRECTIONALLIGHTS
11549 | WINED3DVTXPCAPS_POSITIONALLIGHTS
11550 | WINED3DVTXPCAPS_LOCALVIEWER
11551 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP
;
11552 caps
->fvf_caps
= WINED3DFVFCAPS_PSIZE
| 8; /* 8 texture coordinates. */
11553 caps
->max_user_clip_planes
= gl_info
->limits
.user_clip_distances
;
11554 caps
->raster_caps
= WINED3DPRASTERCAPS_FOGRANGE
;
11557 static DWORD
glsl_vertex_pipe_vp_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
11559 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
11560 return GL_EXT_EMUL_ARB_MULTITEXTURE
;
11564 static void *glsl_vertex_pipe_vp_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
11566 struct shader_glsl_priv
*priv
;
11568 if (shader_backend
== &glsl_shader_backend
)
11570 priv
= shader_priv
;
11571 wine_rb_init(&priv
->ffp_vertex_shaders
, wined3d_ffp_vertex_program_key_compare
);
11575 FIXME("GLSL vertex pipe without GLSL shader backend not implemented.\n");
11580 static void shader_glsl_free_ffp_vertex_shader(struct wine_rb_entry
*entry
, void *param
)
11582 struct glsl_ffp_vertex_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
11583 struct glsl_ffp_vertex_shader
, desc
.entry
);
11584 struct glsl_shader_prog_link
*program
, *program2
;
11585 struct glsl_ffp_destroy_ctx
*ctx
= param
;
11586 const struct wined3d_gl_info
*gl_info
;
11588 gl_info
= ctx
->context_gl
->gl_info
;
11589 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
11590 struct glsl_shader_prog_link
, vs
.shader_entry
)
11592 delete_glsl_program_entry(ctx
->priv
, gl_info
, program
);
11594 GL_EXTCALL(glDeleteShader(shader
->id
));
11598 /* Context activation is done by the caller. */
11599 static void glsl_vertex_pipe_vp_free(struct wined3d_device
*device
, struct wined3d_context
*context
)
11601 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
11602 struct shader_glsl_priv
*priv
= device
->vertex_priv
;
11603 struct glsl_ffp_destroy_ctx ctx
;
11606 ctx
.context_gl
= context_gl
;
11607 wine_rb_destroy(&priv
->ffp_vertex_shaders
, shader_glsl_free_ffp_vertex_shader
, &ctx
);
11610 static void glsl_vertex_pipe_nop(struct wined3d_context
*context
,
11611 const struct wined3d_state
*state
, DWORD state_id
) {}
11613 static void glsl_vertex_pipe_shader(struct wined3d_context
*context
,
11614 const struct wined3d_state
*state
, DWORD state_id
)
11616 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11619 static void glsl_vertex_pipe_vdecl(struct wined3d_context
*context
,
11620 const struct wined3d_state
*state
, DWORD state_id
)
11622 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
11623 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
11624 BOOL specular
= !!(context
->stream_info
.use_map
& (1u << WINED3D_FFP_SPECULAR
));
11625 BOOL diffuse
= !!(context
->stream_info
.use_map
& (1u << WINED3D_FFP_DIFFUSE
));
11626 BOOL normal
= !!(context
->stream_info
.use_map
& (1u << WINED3D_FFP_NORMAL
));
11627 const BOOL legacy_clip_planes
= needs_legacy_glsl_syntax(gl_info
);
11628 BOOL transformed
= context
->stream_info
.position_transformed
;
11629 BOOL wasrhw
= context
->last_was_rhw
;
11632 context
->last_was_rhw
= transformed
;
11634 /* If the vertex declaration contains a transformed position attribute,
11635 * the draw uses the fixed function vertex pipeline regardless of any
11636 * vertex shader set by the application. */
11637 if (transformed
!= wasrhw
11638 || context
->stream_info
.swizzle_map
!= context
->last_swizzle_map
)
11639 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11641 context
->last_swizzle_map
= context
->stream_info
.swizzle_map
;
11643 if (!use_vs(state
))
11645 if (context
->last_was_vshader
)
11647 if (legacy_clip_planes
)
11648 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
11649 clipplane(context
, state
, STATE_CLIPPLANE(i
));
11651 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
11654 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
11656 /* Because of settings->texcoords, we have to regenerate the vertex
11657 * shader on a vdecl change if there aren't enough varyings to just
11658 * always output all the texture coordinates.
11660 * Likewise, we have to invalidate the shader when using per-vertex
11661 * colours and diffuse/specular attribute presence changes, or when
11662 * normal presence changes. */
11663 if (!shader_glsl_full_ffp_varyings(gl_info
) || (state
->render_states
[WINED3D_RS_COLORVERTEX
]
11664 && (diffuse
!= context
->last_was_diffuse
|| specular
!= context
->last_was_specular
))
11665 || normal
!= context
->last_was_normal
)
11666 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11669 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.major
== 1
11670 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.minor
<= 3)
11671 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
11675 if (!context
->last_was_vshader
)
11677 /* Vertex shader clipping ignores the view matrix. Update all clip planes. */
11678 if (legacy_clip_planes
)
11679 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
11680 clipplane(context
, state
, STATE_CLIPPLANE(i
));
11682 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
11686 context
->last_was_vshader
= use_vs(state
);
11687 context
->last_was_diffuse
= diffuse
;
11688 context
->last_was_specular
= specular
;
11689 context
->last_was_normal
= normal
;
11692 static void glsl_vertex_pipe_vs(struct wined3d_context
*context
,
11693 const struct wined3d_state
*state
, DWORD state_id
)
11695 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11696 /* Different vertex shaders potentially require a different vertex attributes setup. */
11697 if (!isStateDirty(context
, STATE_VDECL
))
11698 context_apply_state(context
, state
, STATE_VDECL
);
11701 static void glsl_vertex_pipe_hs(struct wined3d_context
*context
,
11702 const struct wined3d_state
*state
, DWORD state_id
)
11704 /* In Direct3D tessellator options (e.g. output primitive type, primitive
11705 * winding) are defined in Hull Shaders, while in GLSL those are
11706 * specified in Tessellation Evaluation Shaders. */
11707 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_DOMAIN
;
11709 if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
])
11710 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11713 static void glsl_vertex_pipe_geometry_shader(struct wined3d_context
*context
,
11714 const struct wined3d_state
*state
, DWORD state_id
)
11716 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
11717 BOOL rasterization_disabled
;
11719 rasterization_disabled
= is_rasterization_disabled(state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
]);
11720 if (ctx_data
->rasterization_disabled
!= rasterization_disabled
)
11721 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
11722 ctx_data
->rasterization_disabled
= rasterization_disabled
;
11724 if (state
->shader
[WINED3D_SHADER_TYPE_DOMAIN
])
11725 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_DOMAIN
;
11726 else if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]
11727 && state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.shader_version
.major
>= 4)
11728 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11731 static void glsl_vertex_pipe_pixel_shader(struct wined3d_context
*context
,
11732 const struct wined3d_state
*state
, DWORD state_id
)
11734 if (state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
])
11735 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_GEOMETRY
;
11736 else if (state
->shader
[WINED3D_SHADER_TYPE_DOMAIN
])
11737 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_DOMAIN
;
11738 else if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]
11739 && state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.shader_version
.major
>= 4)
11740 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11743 static void glsl_vertex_pipe_world(struct wined3d_context
*context
,
11744 const struct wined3d_state
*state
, DWORD state_id
)
11746 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
;
11749 static void glsl_vertex_pipe_vertexblend(struct wined3d_context
*context
,
11750 const struct wined3d_state
*state
, DWORD state_id
)
11752 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
11755 static void glsl_vertex_pipe_view(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
11757 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
11758 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
11761 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
11762 | WINED3D_SHADER_CONST_FFP_LIGHTS
11763 | WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
11765 if (needs_legacy_glsl_syntax(gl_info
))
11767 for (k
= 0; k
< gl_info
->limits
.user_clip_distances
; ++k
)
11769 if (!isStateDirty(context
, STATE_CLIPPLANE(k
)))
11770 clipplane(context
, state
, STATE_CLIPPLANE(k
));
11775 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
11779 static void glsl_vertex_pipe_projection(struct wined3d_context
*context
,
11780 const struct wined3d_state
*state
, DWORD state_id
)
11782 /* Table fog behavior depends on the projection matrix. */
11783 if (state
->render_states
[WINED3D_RS_FOGENABLE
]
11784 && state
->render_states
[WINED3D_RS_FOGTABLEMODE
] != WINED3D_FOG_NONE
)
11785 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11786 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PROJ
;
11789 static void glsl_vertex_pipe_viewport(struct wined3d_context
*context
,
11790 const struct wined3d_state
*state
, DWORD state_id
)
11792 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
)))
11793 glsl_vertex_pipe_projection(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
11794 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
))
11795 && state
->render_states
[WINED3D_RS_POINTSCALEENABLE
])
11796 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
11797 context
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
11800 static void glsl_vertex_pipe_texmatrix(struct wined3d_context
*context
,
11801 const struct wined3d_state
*state
, DWORD state_id
)
11803 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
11806 static void glsl_vertex_pipe_texmatrix_np2(struct wined3d_context
*context
,
11807 const struct wined3d_state
*state
, DWORD state_id
)
11809 DWORD sampler
= state_id
- STATE_SAMPLER(0);
11810 const struct wined3d_texture
*texture
= state
->textures
[sampler
];
11816 if (sampler
>= WINED3D_MAX_TEXTURES
)
11819 if ((np2
= !(texture
->flags
& WINED3D_TEXTURE_POW2_MAT_IDENT
))
11820 || context
->lastWasPow2Texture
& (1u << sampler
))
11823 context
->lastWasPow2Texture
|= 1u << sampler
;
11825 context
->lastWasPow2Texture
&= ~(1u << sampler
);
11827 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
11831 static void glsl_vertex_pipe_material(struct wined3d_context
*context
,
11832 const struct wined3d_state
*state
, DWORD state_id
)
11834 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MATERIAL
;
11837 static void glsl_vertex_pipe_light(struct wined3d_context
*context
,
11838 const struct wined3d_state
*state
, DWORD state_id
)
11840 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_LIGHTS
;
11843 static void glsl_vertex_pipe_pointsize(struct wined3d_context
*context
,
11844 const struct wined3d_state
*state
, DWORD state_id
)
11846 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
11849 static void glsl_vertex_pipe_pointscale(struct wined3d_context
*context
,
11850 const struct wined3d_state
*state
, DWORD state_id
)
11852 if (!use_vs(state
))
11853 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
11856 static void glsl_vertex_pointsprite_core(struct wined3d_context
*context
,
11857 const struct wined3d_state
*state
, DWORD state_id
)
11859 static unsigned int once
;
11861 if (state
->primitive_type
== WINED3D_PT_POINTLIST
11862 && !state
->render_states
[WINED3D_RS_POINTSPRITEENABLE
] && !once
++)
11863 FIXME("Non-point sprite points not supported in core profile.\n");
11866 static void glsl_vertex_pipe_shademode(struct wined3d_context
*context
,
11867 const struct wined3d_state
*state
, DWORD state_id
)
11869 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11872 static void glsl_vertex_pipe_clip_plane(struct wined3d_context
*context
,
11873 const struct wined3d_state
*state
, DWORD state_id
)
11875 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
11876 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
11877 UINT index
= state_id
- STATE_CLIPPLANE(0);
11879 if (index
>= gl_info
->limits
.user_clip_distances
)
11882 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
11885 static const struct wined3d_state_entry_template glsl_vertex_pipe_vp_states
[] =
11887 {STATE_VDECL
, {STATE_VDECL
, glsl_vertex_pipe_vdecl
}, WINED3D_GL_EXT_NONE
},
11888 {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), glsl_vertex_pipe_vs
}, WINED3D_GL_EXT_NONE
},
11889 {STATE_SHADER(WINED3D_SHADER_TYPE_HULL
), {STATE_SHADER(WINED3D_SHADER_TYPE_HULL
), glsl_vertex_pipe_hs
}, WINED3D_GL_EXT_NONE
},
11890 {STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
), {STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
), glsl_vertex_pipe_geometry_shader
}, WINED3D_GL_EXT_NONE
},
11891 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), glsl_vertex_pipe_pixel_shader
}, WINED3D_GL_EXT_NONE
},
11892 {STATE_MATERIAL
, {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11893 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), glsl_vertex_pipe_material
}, WINED3D_GL_EXT_NONE
},
11895 {STATE_CLIPPLANE(0), {STATE_CLIPPLANE(0), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11896 {STATE_CLIPPLANE(0), {STATE_CLIPPLANE(0), clipplane
}, WINED3D_GL_EXT_NONE
},
11897 {STATE_CLIPPLANE(1), {STATE_CLIPPLANE(1), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11898 {STATE_CLIPPLANE(1), {STATE_CLIPPLANE(1), clipplane
}, WINED3D_GL_EXT_NONE
},
11899 {STATE_CLIPPLANE(2), {STATE_CLIPPLANE(2), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11900 {STATE_CLIPPLANE(2), {STATE_CLIPPLANE(2), clipplane
}, WINED3D_GL_EXT_NONE
},
11901 {STATE_CLIPPLANE(3), {STATE_CLIPPLANE(3), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11902 {STATE_CLIPPLANE(3), {STATE_CLIPPLANE(3), clipplane
}, WINED3D_GL_EXT_NONE
},
11903 {STATE_CLIPPLANE(4), {STATE_CLIPPLANE(4), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11904 {STATE_CLIPPLANE(4), {STATE_CLIPPLANE(4), clipplane
}, WINED3D_GL_EXT_NONE
},
11905 {STATE_CLIPPLANE(5), {STATE_CLIPPLANE(5), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11906 {STATE_CLIPPLANE(5), {STATE_CLIPPLANE(5), clipplane
}, WINED3D_GL_EXT_NONE
},
11907 {STATE_CLIPPLANE(6), {STATE_CLIPPLANE(6), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11908 {STATE_CLIPPLANE(6), {STATE_CLIPPLANE(6), clipplane
}, WINED3D_GL_EXT_NONE
},
11909 {STATE_CLIPPLANE(7), {STATE_CLIPPLANE(7), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11910 {STATE_CLIPPLANE(7), {STATE_CLIPPLANE(7), clipplane
}, WINED3D_GL_EXT_NONE
},
11912 {STATE_LIGHT_TYPE
, {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11913 {STATE_ACTIVELIGHT(0), {STATE_ACTIVELIGHT(0), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11914 {STATE_ACTIVELIGHT(1), {STATE_ACTIVELIGHT(1), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11915 {STATE_ACTIVELIGHT(2), {STATE_ACTIVELIGHT(2), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11916 {STATE_ACTIVELIGHT(3), {STATE_ACTIVELIGHT(3), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11917 {STATE_ACTIVELIGHT(4), {STATE_ACTIVELIGHT(4), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11918 {STATE_ACTIVELIGHT(5), {STATE_ACTIVELIGHT(5), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11919 {STATE_ACTIVELIGHT(6), {STATE_ACTIVELIGHT(6), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11920 {STATE_ACTIVELIGHT(7), {STATE_ACTIVELIGHT(7), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11922 {STATE_VIEWPORT
, {STATE_VIEWPORT
, glsl_vertex_pipe_viewport
}, WINED3D_GL_EXT_NONE
},
11923 /* Transform states */
11924 {STATE_TRANSFORM(WINED3D_TS_VIEW
), {STATE_TRANSFORM(WINED3D_TS_VIEW
), glsl_vertex_pipe_view
}, WINED3D_GL_EXT_NONE
},
11925 {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), glsl_vertex_pipe_projection
}, WINED3D_GL_EXT_NONE
},
11926 {STATE_TRANSFORM(WINED3D_TS_TEXTURE0
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11927 {STATE_TRANSFORM(WINED3D_TS_TEXTURE1
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11928 {STATE_TRANSFORM(WINED3D_TS_TEXTURE2
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11929 {STATE_TRANSFORM(WINED3D_TS_TEXTURE3
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11930 {STATE_TRANSFORM(WINED3D_TS_TEXTURE4
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11931 {STATE_TRANSFORM(WINED3D_TS_TEXTURE5
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11932 {STATE_TRANSFORM(WINED3D_TS_TEXTURE6
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11933 {STATE_TRANSFORM(WINED3D_TS_TEXTURE7
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11934 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), glsl_vertex_pipe_world
}, WINED3D_GL_EXT_NONE
},
11935 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
11936 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
11937 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
11938 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11939 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11940 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11941 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11942 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11943 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11944 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11945 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11946 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11947 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11948 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11949 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11950 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11951 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11952 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11953 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11955 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
11956 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11957 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11958 {STATE_RENDER(WINED3D_RS_RANGEFOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11959 {STATE_RENDER(WINED3D_RS_CLIPPING
), {STATE_RENDER(WINED3D_RS_CLIPPING
), state_clipping
}, WINED3D_GL_EXT_NONE
},
11960 {STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
), {STATE_RENDER(WINED3D_RS_CLIPPING
), NULL
}, WINED3D_GL_EXT_NONE
},
11961 {STATE_RENDER(WINED3D_RS_LIGHTING
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11962 {STATE_RENDER(WINED3D_RS_AMBIENT
), {STATE_RENDER(WINED3D_RS_AMBIENT
), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11963 {STATE_RENDER(WINED3D_RS_COLORVERTEX
), {STATE_RENDER(WINED3D_RS_COLORVERTEX
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
11964 {STATE_RENDER(WINED3D_RS_LOCALVIEWER
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11965 {STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11966 {STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11967 {STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11968 {STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11969 {STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11970 {STATE_RENDER(WINED3D_RS_VERTEXBLEND
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11971 {STATE_RENDER(WINED3D_RS_POINTSIZE
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
11972 {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), glsl_vertex_pipe_pointsize
}, WINED3D_GL_EXT_NONE
},
11973 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite
}, ARB_POINT_SPRITE
},
11974 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite_w
}, WINED3D_GL_LEGACY_CONTEXT
},
11975 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), glsl_vertex_pointsprite_core
}, WINED3D_GL_EXT_NONE
},
11976 {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), glsl_vertex_pipe_pointscale
}, WINED3D_GL_EXT_NONE
},
11977 {STATE_RENDER(WINED3D_RS_POINTSCALE_A
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11978 {STATE_RENDER(WINED3D_RS_POINTSCALE_B
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11979 {STATE_RENDER(WINED3D_RS_POINTSCALE_C
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11980 {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
11981 {STATE_RENDER(WINED3D_RS_TWEENFACTOR
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11982 {STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11983 /* NP2 texture matrix fixups. They are not needed if
11984 * GL_ARB_texture_non_power_of_two is supported. Otherwise, register
11985 * glsl_vertex_pipe_texmatrix(), which takes care of updating the texture
11987 {STATE_SAMPLER(0), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
11988 {STATE_SAMPLER(0), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
11989 {STATE_SAMPLER(0), {STATE_SAMPLER(0), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
11990 {STATE_SAMPLER(1), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
11991 {STATE_SAMPLER(1), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
11992 {STATE_SAMPLER(1), {STATE_SAMPLER(1), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
11993 {STATE_SAMPLER(2), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
11994 {STATE_SAMPLER(2), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
11995 {STATE_SAMPLER(2), {STATE_SAMPLER(2), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
11996 {STATE_SAMPLER(3), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
11997 {STATE_SAMPLER(3), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
11998 {STATE_SAMPLER(3), {STATE_SAMPLER(3), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
11999 {STATE_SAMPLER(4), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
12000 {STATE_SAMPLER(4), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
12001 {STATE_SAMPLER(4), {STATE_SAMPLER(4), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
12002 {STATE_SAMPLER(5), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
12003 {STATE_SAMPLER(5), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
12004 {STATE_SAMPLER(5), {STATE_SAMPLER(5), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
12005 {STATE_SAMPLER(6), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
12006 {STATE_SAMPLER(6), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
12007 {STATE_SAMPLER(6), {STATE_SAMPLER(6), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
12008 {STATE_SAMPLER(7), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
12009 {STATE_SAMPLER(7), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
12010 {STATE_SAMPLER(7), {STATE_SAMPLER(7), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
12011 {STATE_POINT_ENABLE
, {STATE_POINT_ENABLE
, glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
12012 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_vertex_pipe_shademode
}, WINED3D_GLSL_130
},
12013 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_vertex_pipe_nop
}, WINED3D_GL_EXT_NONE
},
12014 {0 /* Terminate */, {0, NULL
}, WINED3D_GL_EXT_NONE
},
12018 * - Implement vertex tweening. */
12019 const struct wined3d_vertex_pipe_ops glsl_vertex_pipe
=
12021 glsl_vertex_pipe_vp_enable
,
12022 glsl_vertex_pipe_vp_get_caps
,
12023 glsl_vertex_pipe_vp_get_emul_mask
,
12024 glsl_vertex_pipe_vp_alloc
,
12025 glsl_vertex_pipe_vp_free
,
12026 glsl_vertex_pipe_vp_states
,
12029 static void glsl_fragment_pipe_enable(const struct wined3d_context
*context
, BOOL enable
)
12031 /* Nothing to do. */
12034 static void glsl_fragment_pipe_get_caps(const struct wined3d_adapter
*adapter
, struct fragment_caps
*caps
)
12036 const struct wined3d_gl_info
*gl_info
= &adapter
->gl_info
;
12038 caps
->wined3d_caps
= WINED3D_FRAGMENT_CAP_PROJ_CONTROL
12039 | WINED3D_FRAGMENT_CAP_SRGB_WRITE
12040 | WINED3D_FRAGMENT_CAP_COLOR_KEY
;
12041 caps
->PrimitiveMiscCaps
= WINED3DPMISCCAPS_TSSARGTEMP
12042 | WINED3DPMISCCAPS_PERSTAGECONSTANT
;
12043 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_DISABLE
12044 | WINED3DTEXOPCAPS_SELECTARG1
12045 | WINED3DTEXOPCAPS_SELECTARG2
12046 | WINED3DTEXOPCAPS_MODULATE4X
12047 | WINED3DTEXOPCAPS_MODULATE2X
12048 | WINED3DTEXOPCAPS_MODULATE
12049 | WINED3DTEXOPCAPS_ADDSIGNED2X
12050 | WINED3DTEXOPCAPS_ADDSIGNED
12051 | WINED3DTEXOPCAPS_ADD
12052 | WINED3DTEXOPCAPS_SUBTRACT
12053 | WINED3DTEXOPCAPS_ADDSMOOTH
12054 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
12055 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
12056 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
12057 | WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
12058 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
12059 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
12060 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
12061 | WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
12062 | WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
12063 | WINED3DTEXOPCAPS_DOTPRODUCT3
12064 | WINED3DTEXOPCAPS_MULTIPLYADD
12065 | WINED3DTEXOPCAPS_LERP
12066 | WINED3DTEXOPCAPS_BUMPENVMAP
12067 | WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
;
12068 caps
->MaxTextureBlendStages
= WINED3D_MAX_TEXTURES
;
12069 caps
->MaxSimultaneousTextures
= min(gl_info
->limits
.samplers
[WINED3D_SHADER_TYPE_PIXEL
], WINED3D_MAX_TEXTURES
);
12072 static DWORD
glsl_fragment_pipe_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
12074 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
12075 return GL_EXT_EMUL_ARB_MULTITEXTURE
;
12079 static void *glsl_fragment_pipe_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
12081 struct shader_glsl_priv
*priv
;
12083 if (shader_backend
== &glsl_shader_backend
)
12085 priv
= shader_priv
;
12086 wine_rb_init(&priv
->ffp_fragment_shaders
, wined3d_ffp_frag_program_key_compare
);
12090 FIXME("GLSL fragment pipe without GLSL shader backend not implemented.\n");
12095 static void shader_glsl_free_ffp_fragment_shader(struct wine_rb_entry
*entry
, void *param
)
12097 struct glsl_ffp_fragment_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
12098 struct glsl_ffp_fragment_shader
, entry
.entry
);
12099 struct glsl_shader_prog_link
*program
, *program2
;
12100 struct glsl_ffp_destroy_ctx
*ctx
= param
;
12101 const struct wined3d_gl_info
*gl_info
;
12103 gl_info
= ctx
->context_gl
->gl_info
;
12104 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
12105 struct glsl_shader_prog_link
, ps
.shader_entry
)
12107 delete_glsl_program_entry(ctx
->priv
, gl_info
, program
);
12109 GL_EXTCALL(glDeleteShader(shader
->id
));
12113 /* Context activation is done by the caller. */
12114 static void glsl_fragment_pipe_free(struct wined3d_device
*device
, struct wined3d_context
*context
)
12116 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
12117 struct shader_glsl_priv
*priv
= device
->fragment_priv
;
12118 struct glsl_ffp_destroy_ctx ctx
;
12121 ctx
.context_gl
= context_gl
;
12122 wine_rb_destroy(&priv
->ffp_fragment_shaders
, shader_glsl_free_ffp_fragment_shader
, &ctx
);
12125 static void glsl_fragment_pipe_shader(struct wined3d_context
*context
,
12126 const struct wined3d_state
*state
, DWORD state_id
)
12128 context
->last_was_pshader
= use_ps(state
);
12130 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
12133 static void glsl_fragment_pipe_fogparams(struct wined3d_context
*context
,
12134 const struct wined3d_state
*state
, DWORD state_id
)
12136 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
12139 static void glsl_fragment_pipe_fog(struct wined3d_context
*context
,
12140 const struct wined3d_state
*state
, DWORD state_id
)
12142 BOOL use_vshader
= use_vs(state
);
12143 enum fogsource new_source
;
12144 DWORD fogstart
= state
->render_states
[WINED3D_RS_FOGSTART
];
12145 DWORD fogend
= state
->render_states
[WINED3D_RS_FOGEND
];
12147 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
12149 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
12152 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
12155 new_source
= FOGSOURCE_VS
;
12156 else if (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
|| context
->stream_info
.position_transformed
)
12157 new_source
= FOGSOURCE_COORD
;
12159 new_source
= FOGSOURCE_FFP
;
12163 new_source
= FOGSOURCE_FFP
;
12166 if (new_source
!= context
->fog_source
|| fogstart
== fogend
)
12168 context
->fog_source
= new_source
;
12169 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
12173 static void glsl_fragment_pipe_vdecl(struct wined3d_context
*context
,
12174 const struct wined3d_state
*state
, DWORD state_id
)
12176 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
12178 /* Because of settings->texcoords_initialized and args->texcoords_initialized. */
12179 if (!shader_glsl_full_ffp_varyings(gl_info
))
12180 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
12182 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_FOGENABLE
)))
12183 glsl_fragment_pipe_fog(context
, state
, state_id
);
12186 static void glsl_fragment_pipe_vs(struct wined3d_context
*context
,
12187 const struct wined3d_state
*state
, DWORD state_id
)
12189 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
12191 /* Because of settings->texcoords_initialized and args->texcoords_initialized. */
12192 if (!shader_glsl_full_ffp_varyings(gl_info
))
12193 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
12196 static void glsl_fragment_pipe_tex_transform(struct wined3d_context
*context
,
12197 const struct wined3d_state
*state
, DWORD state_id
)
12199 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
12202 static void glsl_fragment_pipe_invalidate_constants(struct wined3d_context
*context
,
12203 const struct wined3d_state
*state
, DWORD state_id
)
12205 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PS
;
12208 static void glsl_fragment_pipe_alpha_test_func(struct wined3d_context
*context
,
12209 const struct wined3d_state
*state
, DWORD state_id
)
12211 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
12212 GLint func
= wined3d_gl_compare_func(state
->render_states
[WINED3D_RS_ALPHAFUNC
]);
12213 float ref
= wined3d_alpha_ref(state
);
12217 gl_info
->gl_ops
.gl
.p_glAlphaFunc(func
, ref
);
12218 checkGLcall("glAlphaFunc");
12222 static void glsl_fragment_pipe_core_alpha_test(struct wined3d_context
*context
,
12223 const struct wined3d_state
*state
, DWORD state_id
)
12225 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
12228 static void glsl_fragment_pipe_alpha_test(struct wined3d_context
*context
,
12229 const struct wined3d_state
*state
, DWORD state_id
)
12231 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
12233 if (state
->render_states
[WINED3D_RS_ALPHATESTENABLE
])
12235 gl_info
->gl_ops
.gl
.p_glEnable(GL_ALPHA_TEST
);
12236 checkGLcall("glEnable(GL_ALPHA_TEST)");
12240 gl_info
->gl_ops
.gl
.p_glDisable(GL_ALPHA_TEST
);
12241 checkGLcall("glDisable(GL_ALPHA_TEST)");
12245 static void glsl_fragment_pipe_core_alpha_test_ref(struct wined3d_context
*context
,
12246 const struct wined3d_state
*state
, DWORD state_id
)
12248 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_ALPHA_TEST
;
12251 static void glsl_fragment_pipe_color_key(struct wined3d_context
*context
,
12252 const struct wined3d_state
*state
, DWORD state_id
)
12254 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_COLOR_KEY
;
12257 static void glsl_fragment_pipe_shademode(struct wined3d_context
*context
,
12258 const struct wined3d_state
*state
, DWORD state_id
)
12260 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
12263 static const struct wined3d_state_entry_template glsl_fragment_pipe_state_template
[] =
12265 {STATE_VDECL
, {STATE_VDECL
, glsl_fragment_pipe_vdecl
}, WINED3D_GL_EXT_NONE
},
12266 {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), glsl_fragment_pipe_vs
}, WINED3D_GL_EXT_NONE
},
12267 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12268 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12269 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12270 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12271 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12272 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12273 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12274 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12275 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12276 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12277 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12278 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12279 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12280 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12281 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12282 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12283 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12284 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12285 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12286 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12287 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12288 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12289 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12290 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12291 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12292 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12293 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12294 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12295 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12296 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12297 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12298 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12299 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12300 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12301 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12302 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12303 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12304 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12305 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12306 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12307 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12308 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12309 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12310 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12311 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12312 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12313 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12314 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12315 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12316 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12317 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12318 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12319 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12320 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12321 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12322 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12323 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12324 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12325 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12326 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12327 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12328 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12329 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12330 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12331 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12332 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12333 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12334 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12335 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12336 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12337 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12338 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12339 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12340 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), glsl_fragment_pipe_shader
}, WINED3D_GL_EXT_NONE
},
12341 {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), glsl_fragment_pipe_alpha_test_func
}, WINED3D_GL_LEGACY_CONTEXT
},
12342 {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
12343 {STATE_RENDER(WINED3D_RS_ALPHAREF
), {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), NULL
}, WINED3D_GL_LEGACY_CONTEXT
},
12344 {STATE_RENDER(WINED3D_RS_ALPHAREF
), {STATE_RENDER(WINED3D_RS_ALPHAREF
), glsl_fragment_pipe_core_alpha_test_ref
}, WINED3D_GL_EXT_NONE
},
12345 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), glsl_fragment_pipe_alpha_test
}, WINED3D_GL_LEGACY_CONTEXT
},
12346 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), glsl_fragment_pipe_core_alpha_test
}, WINED3D_GL_EXT_NONE
},
12347 {STATE_RENDER(WINED3D_RS_COLORKEYENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12348 {STATE_COLOR_KEY
, { STATE_COLOR_KEY
, glsl_fragment_pipe_color_key
}, WINED3D_GL_EXT_NONE
},
12349 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_fragment_pipe_fog
}, WINED3D_GL_EXT_NONE
},
12350 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
12351 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
12352 {STATE_RENDER(WINED3D_RS_FOGSTART
), {STATE_RENDER(WINED3D_RS_FOGSTART
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
12353 {STATE_RENDER(WINED3D_RS_FOGEND
), {STATE_RENDER(WINED3D_RS_FOGSTART
), NULL
}, WINED3D_GL_EXT_NONE
},
12354 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), state_srgbwrite
}, ARB_FRAMEBUFFER_SRGB
},
12355 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12356 {STATE_RENDER(WINED3D_RS_FOGCOLOR
), {STATE_RENDER(WINED3D_RS_FOGCOLOR
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
12357 {STATE_RENDER(WINED3D_RS_FOGDENSITY
), {STATE_RENDER(WINED3D_RS_FOGDENSITY
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
12358 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), glsl_fragment_pipe_shader
}, ARB_POINT_SPRITE
},
12359 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), glsl_fragment_pipe_shader
}, WINED3D_GL_VERSION_2_0
},
12360 {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
},
12361 {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
},
12362 {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
},
12363 {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
},
12364 {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
},
12365 {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
},
12366 {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
},
12367 {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
},
12368 {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12369 {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12370 {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12371 {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12372 {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12373 {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12374 {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12375 {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12376 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12377 {STATE_POINT_ENABLE
, {STATE_POINT_ENABLE
, glsl_fragment_pipe_shader
}, WINED3D_GL_EXT_NONE
},
12378 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_fragment_pipe_shademode
}, WINED3D_GLSL_130
},
12379 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), state_shademode
}, WINED3D_GL_EXT_NONE
},
12380 {0 /* Terminate */, {0, 0 }, WINED3D_GL_EXT_NONE
},
12383 static BOOL
glsl_fragment_pipe_alloc_context_data(struct wined3d_context
*context
)
12388 static void glsl_fragment_pipe_free_context_data(struct wined3d_context
*context
)
12392 const struct wined3d_fragment_pipe_ops glsl_fragment_pipe
=
12394 glsl_fragment_pipe_enable
,
12395 glsl_fragment_pipe_get_caps
,
12396 glsl_fragment_pipe_get_emul_mask
,
12397 glsl_fragment_pipe_alloc
,
12398 glsl_fragment_pipe_free
,
12399 glsl_fragment_pipe_alloc_context_data
,
12400 glsl_fragment_pipe_free_context_data
,
12401 shader_glsl_color_fixup_supported
,
12402 glsl_fragment_pipe_state_template
,
12405 struct glsl_blitter_args
12407 GLenum texture_type
;
12408 struct color_fixup_desc fixup
;
12409 unsigned short use_colour_key
;
12412 struct glsl_blitter_program
12414 struct wine_rb_entry entry
;
12415 struct glsl_blitter_args args
;
12419 struct wined3d_glsl_blitter
12421 struct wined3d_blitter blitter
;
12422 struct wined3d_string_buffer_list string_buffers
;
12423 struct wine_rb_tree programs
;
12424 GLuint palette_texture
;
12427 static int glsl_blitter_args_compare(const void *key
, const struct wine_rb_entry
*entry
)
12429 const struct glsl_blitter_args
*a
= key
;
12430 const struct glsl_blitter_args
*b
= &WINE_RB_ENTRY_VALUE(entry
, const struct glsl_blitter_program
, entry
)->args
;
12432 return memcmp(a
, b
, sizeof(*a
));
12435 /* Context activation is done by the caller. */
12436 static void glsl_free_blitter_program(struct wine_rb_entry
*entry
, void *ctx
)
12438 struct glsl_blitter_program
*program
= WINE_RB_ENTRY_VALUE(entry
, struct glsl_blitter_program
, entry
);
12439 struct wined3d_context_gl
*context_gl
= ctx
;
12440 const struct wined3d_gl_info
*gl_info
;
12442 gl_info
= context_gl
->gl_info
;
12443 GL_EXTCALL(glDeleteProgram(program
->id
));
12444 checkGLcall("glDeleteProgram()");
12445 heap_free(program
);
12448 /* Context activation is done by the caller. */
12449 static void glsl_blitter_destroy(struct wined3d_blitter
*blitter
, struct wined3d_context
*context
)
12451 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
12452 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
12453 struct wined3d_glsl_blitter
*glsl_blitter
;
12454 struct wined3d_blitter
*next
;
12456 if ((next
= blitter
->next
))
12457 next
->ops
->blitter_destroy(next
, context
);
12459 glsl_blitter
= CONTAINING_RECORD(blitter
, struct wined3d_glsl_blitter
, blitter
);
12461 if (glsl_blitter
->palette_texture
)
12462 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &glsl_blitter
->palette_texture
);
12464 wine_rb_destroy(&glsl_blitter
->programs
, glsl_free_blitter_program
, context_gl
);
12465 string_buffer_list_cleanup(&glsl_blitter
->string_buffers
);
12467 heap_free(glsl_blitter
);
12470 static void glsl_blitter_generate_p8_shader(struct wined3d_string_buffer
*buffer
,
12471 const struct wined3d_gl_info
*gl_info
, const struct glsl_blitter_args
*args
,
12472 const char *output
, const char *tex_type
, const char *swizzle
)
12474 shader_addline(buffer
, "uniform sampler1D sampler_palette;\n");
12475 shader_addline(buffer
, "\nvoid main()\n{\n");
12476 /* The alpha-component contains the palette index. */
12477 shader_addline(buffer
, " float index = texture%s(sampler, out_texcoord.%s).%c;\n",
12478 needs_legacy_glsl_syntax(gl_info
) ? tex_type
: "", swizzle
,
12479 gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? 'w' : 'x');
12480 /* Scale the index by 255/256 and add a bias of 0.5 in order to sample in
12482 shader_addline(buffer
, " index = (index * 255.0 + 0.5) / 256.0;\n");
12483 shader_addline(buffer
, " %s = texture%s(sampler_palette, index);\n",
12484 output
, needs_legacy_glsl_syntax(gl_info
) ? "1D" : "");
12485 if (args
->use_colour_key
)
12486 shader_glsl_generate_colour_key_test(buffer
, output
, "colour_key.low", "colour_key.high");
12487 shader_addline(buffer
, "}\n");
12490 static void gen_packed_yuv_read(struct wined3d_string_buffer
*buffer
,
12491 const struct wined3d_gl_info
*gl_info
, const struct glsl_blitter_args
*args
,
12492 const char *tex_type
)
12494 enum complex_fixup complex_fixup
= get_complex_fixup(args
->fixup
);
12495 char chroma
, luminance
;
12498 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit
12499 * macropixel, giving effectively 16 bits per pixel. The color consists of
12500 * a luminance(Y) and two chroma(U and V) values. Each macropixel has two
12501 * luminance values, one for each single pixel it contains, and one U and
12502 * one V value shared between both pixels.
12504 * The data is loaded into an A8L8 texture. With YUY2, the luminance
12505 * component contains the luminance and alpha the chroma. With UYVY it is
12506 * vice versa. Thus take the format into account when generating the read
12509 * Reading the Y value is straightforward - just sample the texture. The
12510 * hardware takes care of filtering in the horizontal and vertical
12513 * Reading the U and V values is harder. We have to avoid filtering
12514 * horizontally, because that would mix the U and V values of one pixel or
12515 * two adjacent pixels. Thus floor the texture coordinate and add 0.5 to
12516 * get an unfiltered read, regardless of the filtering setting. Vertical
12517 * filtering works automatically though - the U and V values of two rows
12518 * are mixed nicely.
12520 * Apart of avoiding filtering issues, the code has to know which value it
12521 * just read, and where it can find the other one. To determine this, it
12522 * checks if it sampled an even or odd pixel, and shifts the 2nd read
12525 * Handling horizontal filtering of U and V values requires reading a 2nd
12526 * pair of pixels, extracting U and V and mixing them. This is not
12529 * An alternative implementation idea is to load the texture as A8R8G8B8
12530 * texture, with width / 2. This way one read gives all 3 values, finding
12531 * U and V is easy in an unfiltered situation. Finding the luminance on
12532 * the other hand requires finding out if it is an odd or even pixel. The
12533 * real drawback of this approach is filtering. This would have to be
12534 * emulated completely in the shader, reading up two 2 packed pixels in up
12535 * to 2 rows and interpolating both horizontally and vertically. Beyond
12536 * that it would require adjustments to the texture handling code to deal
12537 * with the width scaling. */
12539 if (complex_fixup
== COMPLEX_FIXUP_UYVY
)
12542 luminance
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? 'w' : 'y';
12546 chroma
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? 'w' : 'y';
12550 tex
= needs_legacy_glsl_syntax(gl_info
) ? tex_type
: "";
12552 /* First we have to read the chroma values. This means we need at least
12553 * two pixels (no filtering), or 4 pixels (with filtering). To get the
12554 * unmodified chroma, we have to rid ourselves of the filtering when we
12555 * sample the texture. */
12556 shader_addline(buffer
, " texcoord.xy = out_texcoord.xy;\n");
12557 /* We must not allow filtering between pixel x and x+1, this would mix U
12558 * and V. Vertical filtering is ok. However, bear in mind that the pixel
12559 * center is at 0.5, so add 0.5. */
12560 shader_addline(buffer
, " texcoord.x = (floor(texcoord.x * size.x) + 0.5) / size.x;\n");
12561 shader_addline(buffer
, " luminance = texture%s(sampler, texcoord.xy).%c;\n", tex
, chroma
);
12563 /* Multiply the x coordinate by 0.5 and get the fraction. This gives 0.25
12564 * and 0.75 for the even and odd pixels respectively. */
12565 /* Put the value into either of the chroma values. */
12566 shader_addline(buffer
, " bool even = fract(texcoord.x * size.x * 0.5) < 0.5;\n");
12567 shader_addline(buffer
, " if (even)\n");
12568 shader_addline(buffer
, " chroma.y = luminance;\n");
12569 shader_addline(buffer
, " else\n");
12570 shader_addline(buffer
, " chroma.x = luminance;\n");
12572 /* Sample pixel 2. If we read an even pixel, sample the pixel right to the
12573 * current one. Otherwise, sample the left pixel. */
12574 shader_addline(buffer
, " texcoord.x += even ? 1.0 / size.x : -1.0 / size.x;\n");
12575 shader_addline(buffer
, " luminance = texture%s(sampler, texcoord.xy).%c;\n", tex
, chroma
);
12577 /* Put the value into the other chroma. */
12578 shader_addline(buffer
, " if (even)\n");
12579 shader_addline(buffer
, " chroma.x = luminance;\n");
12580 shader_addline(buffer
, " else\n");
12581 shader_addline(buffer
, " chroma.y = luminance;\n");
12583 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
12584 * the current one and lerp the two U and V values. */
12586 /* This gives the correctly filtered luminance value. */
12587 shader_addline(buffer
, " luminance = texture%s(sampler, out_texcoord.xy).%c;\n", tex
, luminance
);
12590 static void gen_yv12_read(struct wined3d_string_buffer
*buffer
,
12591 const struct wined3d_gl_info
*gl_info
, const char *tex_type
)
12593 char component
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? 'w' : 'x';
12594 const char *tex
= needs_legacy_glsl_syntax(gl_info
) ? tex_type
: "";
12596 /* YV12 surfaces contain a WxH sized luminance plane, followed by a
12597 * (W/2)x(H/2) V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So
12598 * the effective bitdepth is 12 bits per pixel. Since the U and V planes
12599 * have only half the pitch of the luminance plane, the packing into the
12600 * gl texture is a bit unfortunate. If the whole texture is interpreted as
12601 * luminance data it looks approximately like this:
12603 * +----------------------------------+----
12615 * +----------------+-----------------+----
12617 * | V even rows | V odd rows |
12619 * +----------------+------------------ -
12621 * | U even rows | U odd rows |
12623 * +----------------+-----------------+----
12627 * So it appears as if there are 4 chroma images, but in fact the odd rows
12628 * in the chroma images are in the same row as the even ones. So it is
12629 * kinda tricky to read. */
12631 /* First sample the chroma values. */
12632 shader_addline(buffer
, " texcoord.xy = out_texcoord.xy;\n");
12633 /* The chroma planes have only half the width. */
12634 shader_addline(buffer
, " texcoord.x *= 0.5;\n");
12636 /* The first value is between 2/3 and 5/6 of the texture's height, so
12637 * scale+bias the coordinate. Also read the right side of the image when
12638 * reading odd lines.
12640 * Don't forget to clamp the y values in into the range, otherwise we'll
12641 * get filtering bleeding. */
12643 /* Read odd lines from the right side (add 0.5 to the x coordinate). Keep
12644 * in mind that each line of the chroma plane corresponds to 2 lines of the
12645 * resulting image. */
12646 shader_addline(buffer
, " if (fract(texcoord.y * size.y * 0.25) >= 0.5)\n");
12647 shader_addline(buffer
, " texcoord.x += 0.5;\n");
12649 /* Clamp, keep the half pixel origin in mind. */
12650 shader_addline(buffer
, " texcoord.y = clamp(2.0 / 3.0 + texcoord.y / 6.0, "
12651 "2.0 / 3.0 + 0.5 / size.y, 5.0 / 6.0 - 0.5 / size.y);\n");
12653 shader_addline(buffer
, " chroma.x = texture%s(sampler, texcoord.xy).%c;\n", tex
, component
);
12655 /* The other chroma value is 1/6th of the texture lower, from 5/6th to
12656 * 6/6th No need to clamp because we're just reusing the already clamped
12657 * value from above. */
12658 shader_addline(buffer
, " texcoord.y += 1.0 / 6.0;\n");
12659 shader_addline(buffer
, " chroma.y = texture%s(sampler, texcoord.xy).%c;\n", tex
, component
);
12661 /* Sample the luminance value. It is in the top 2/3rd of the texture, so
12662 * scale the y coordinate. Clamp the y coordinate to prevent the chroma
12663 * values from bleeding into the sampled luminance values due to
12665 shader_addline(buffer
, " texcoord.xy = out_texcoord.xy;\n");
12666 /* Multiply the y coordinate by 2/3 and clamp it. */
12667 shader_addline(buffer
, " texcoord.y = min(texcoord.y * 2.0 / 3.0, 2.0 / 3.0 - 0.5 / size.y);\n");
12668 shader_addline(buffer
, " luminance = texture%s(sampler, texcoord.xy).%c;\n", tex
, component
);
12671 static void gen_nv12_read(struct wined3d_string_buffer
*buffer
,
12672 const struct wined3d_gl_info
*gl_info
, const char *tex_type
)
12674 char component
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? 'w' : 'x';
12675 const char *tex
= needs_legacy_glsl_syntax(gl_info
) ? tex_type
: "";
12677 /* NV12 surfaces contain a WxH sized luminance plane, followed by a
12678 * (W/2)x(H/2) sized plane where each component is an UV pair. So the
12679 * effective bitdepth is 12 bits per pixel. If the whole texture is
12680 * interpreted as luminance data it looks approximately like this:
12682 * +----------------------------------+----
12694 * +----------------------------------+----
12695 * |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV|
12696 * |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV|
12702 * +----------------------------------+---- */
12704 /* First sample the chroma values. */
12705 shader_addline(buffer
, " texcoord.xy = out_texcoord.xy;\n");
12706 /* We only have half the number of chroma pixels. */
12707 shader_addline(buffer
, " texcoord.x *= 0.5;\n");
12708 shader_addline(buffer
, " texcoord.y = (texcoord.y + 2.0) / 3.0;\n");
12710 /* We must not allow filtering horizontally, this would mix U and V.
12711 * Vertical filtering is ok. However, bear in mind that the pixel center
12712 * is at 0.5, so add 0.5. */
12714 /* Convert to non-normalised coordinates so we can find the individual
12716 shader_addline(buffer
, " texcoord.x = floor(texcoord.x * size.x);\n");
12717 /* Multiply by 2 since chroma components are stored in UV pixel pairs, add
12718 * 0.5 to hit the center of the pixel. Then convert back to normalised
12720 shader_addline(buffer
, " texcoord.x = (texcoord.x * 2.0 + 0.5) / size.x;\n");
12721 /* Clamp, keep the half pixel origin in mind. */
12722 shader_addline(buffer
, " texcoord.y = max(texcoord.y, 2.0 / 3.0 + 0.5 / size.y);\n");
12724 shader_addline(buffer
, " chroma.y = texture%s(sampler, texcoord.xy).%c;\n", tex
, component
);
12725 /* Add 1.0 / size.x to sample the adjacent texel. */
12726 shader_addline(buffer
, " texcoord.x += 1.0 / size.x;\n");
12727 shader_addline(buffer
, " chroma.x = texture%s(sampler, texcoord.xy).%c;\n", tex
, component
);
12729 /* Sample the luminance value. It is in the top 2/3rd of the texture, so
12730 * scale the y coordinate. Clamp the y coordinate to prevent the chroma
12731 * values from bleeding into the sampled luminance values due to
12733 shader_addline(buffer
, " texcoord.xy = out_texcoord.xy;\n");
12734 /* Multiply the y coordinate by 2/3 and clamp it. */
12735 shader_addline(buffer
, " texcoord.y = min(texcoord.y * 2.0 / 3.0, 2.0 / 3.0 - 0.5 / size.y);\n");
12736 shader_addline(buffer
, " luminance = texture%s(sampler, texcoord.xy).%c;\n", tex
, component
);
12739 static void glsl_blitter_generate_yuv_shader(struct wined3d_string_buffer
*buffer
,
12740 const struct wined3d_gl_info
*gl_info
, const struct glsl_blitter_args
*args
,
12741 const char *output
, const char *tex_type
, const char *swizzle
)
12743 enum complex_fixup complex_fixup
= get_complex_fixup(args
->fixup
);
12745 shader_addline(buffer
, "const vec4 yuv_coef = vec4(1.403, -0.344, -0.714, 1.770);\n");
12746 shader_addline(buffer
, "float luminance;\n");
12747 shader_addline(buffer
, "vec2 texcoord;\n");
12748 shader_addline(buffer
, "vec2 chroma;\n");
12749 shader_addline(buffer
, "uniform vec2 size;\n");
12751 shader_addline(buffer
, "\nvoid main()\n{\n");
12753 switch (complex_fixup
)
12755 case COMPLEX_FIXUP_UYVY
:
12756 case COMPLEX_FIXUP_YUY2
:
12757 gen_packed_yuv_read(buffer
, gl_info
, args
, tex_type
);
12760 case COMPLEX_FIXUP_YV12
:
12761 gen_yv12_read(buffer
, gl_info
, tex_type
);
12764 case COMPLEX_FIXUP_NV12
:
12765 gen_nv12_read(buffer
, gl_info
, tex_type
);
12768 case COMPLEX_FIXUP_YUV
:
12769 /* With APPLE_rgb_422, things are much simpler. The only thing we
12770 * have to do here is Y'CbCr to RGB conversion. */
12771 shader_addline(buffer
, " vec3 yuv = vec3(texture%s(sampler, out_texcoord.xy));\n",
12772 needs_legacy_glsl_syntax(gl_info
) ? tex_type
: "");
12773 shader_addline(buffer
, " luminance = yuv.y;\n");
12774 shader_addline(buffer
, " chroma = yuv.xz;\n");
12778 FIXME("Unsupported fixup %#x.\n", complex_fixup
);
12779 string_buffer_free(buffer
);
12783 /* Calculate the final result. Formula is taken from
12784 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
12785 * ranges from -0.5 to 0.5. */
12786 shader_addline(buffer
, "\n chroma.xy -= 0.5;\n");
12788 shader_addline(buffer
, " %s.x = luminance + chroma.x * yuv_coef.x;\n", output
);
12789 shader_addline(buffer
, " %s.y = luminance + chroma.y * yuv_coef.y + chroma.x * yuv_coef.z;\n", output
);
12790 shader_addline(buffer
, " %s.z = luminance + chroma.y * yuv_coef.w;\n", output
);
12791 if (args
->use_colour_key
)
12792 shader_glsl_generate_colour_key_test(buffer
, output
, "colour_key.low", "colour_key.high");
12794 shader_addline(buffer
, "}\n");
12797 static void glsl_blitter_generate_plain_shader(struct wined3d_string_buffer
*buffer
,
12798 const struct wined3d_gl_info
*gl_info
, const struct glsl_blitter_args
*args
,
12799 const char *output
, const char *tex_type
, const char *swizzle
)
12801 shader_addline(buffer
, "\nvoid main()\n{\n");
12802 shader_addline(buffer
, " %s = texture%s(sampler, out_texcoord.%s);\n",
12803 output
, needs_legacy_glsl_syntax(gl_info
) ? tex_type
: "", swizzle
);
12804 shader_glsl_color_correction_ext(buffer
, output
, WINED3DSP_WRITEMASK_ALL
, args
->fixup
);
12805 if (args
->use_colour_key
)
12806 shader_glsl_generate_colour_key_test(buffer
, output
, "colour_key.low", "colour_key.high");
12807 shader_addline(buffer
, "}\n");
12810 /* Context activation is done by the caller. */
12811 static GLuint
glsl_blitter_generate_program(struct wined3d_glsl_blitter
*blitter
,
12812 const struct wined3d_gl_info
*gl_info
, const struct glsl_blitter_args
*args
)
12814 static const struct
12816 GLenum texture_target
;
12817 const char texture_type
[7];
12818 const char texcoord_swizzle
[4];
12822 {GL_TEXTURE_2D
, "2D", "xy"},
12823 {GL_TEXTURE_CUBE_MAP
, "Cube", "xyz"},
12824 {GL_TEXTURE_RECTANGLE_ARB
, "2DRect", "xy"},
12826 static const char vshader_main
[] =
12830 " gl_Position = vec4(pos, 0.0, 1.0);\n"
12831 " out_texcoord = texcoord;\n"
12833 enum complex_fixup complex_fixup
= get_complex_fixup(args
->fixup
);
12834 struct wined3d_string_buffer
*buffer
, *output
;
12835 GLuint program
, vshader_id
, fshader_id
;
12836 const char *tex_type
= NULL
, *swizzle
= NULL
, *ptr
;
12840 for (i
= 0; i
< ARRAY_SIZE(texture_data
); ++i
)
12842 if (args
->texture_type
== texture_data
[i
].texture_target
)
12844 tex_type
= texture_data
[i
].texture_type
;
12845 swizzle
= texture_data
[i
].texcoord_swizzle
;
12849 if (i
== ARRAY_SIZE(texture_data
))
12851 FIXME("Unsupported texture type %#x.\n", args
->texture_type
);
12855 program
= GL_EXTCALL(glCreateProgram());
12857 vshader_id
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
12859 buffer
= string_buffer_get(&blitter
->string_buffers
);
12860 shader_glsl_add_version_declaration(buffer
, gl_info
);
12861 shader_addline(buffer
, "%s vec2 pos;\n", get_attribute_keyword(gl_info
));
12862 shader_addline(buffer
, "%s vec3 texcoord;\n", get_attribute_keyword(gl_info
));
12863 declare_out_varying(gl_info
, buffer
, FALSE
, "vec3 out_texcoord;\n");
12864 shader_addline(buffer
, vshader_main
);
12866 ptr
= buffer
->buffer
;
12867 GL_EXTCALL(glShaderSource(vshader_id
, 1, &ptr
, NULL
));
12868 GL_EXTCALL(glAttachShader(program
, vshader_id
));
12869 GL_EXTCALL(glDeleteShader(vshader_id
));
12871 fshader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
12873 string_buffer_clear(buffer
);
12874 shader_glsl_add_version_declaration(buffer
, gl_info
);
12875 shader_addline(buffer
, "uniform sampler%s sampler;\n", tex_type
);
12876 if (args
->use_colour_key
)
12878 shader_addline(buffer
, "uniform struct\n{\n");
12879 shader_addline(buffer
, " vec4 low, high;\n");
12880 shader_addline(buffer
, "} colour_key;\n");
12882 declare_in_varying(gl_info
, buffer
, FALSE
, "vec3 out_texcoord;\n");
12883 /* TODO: Declare the out variable with the correct type (and put it in the
12884 * blitter args). */
12885 if (!use_legacy_fragment_output(gl_info
))
12886 shader_addline(buffer
, "out vec4 ps_out[1];\n");
12888 output
= string_buffer_get(&blitter
->string_buffers
);
12889 string_buffer_sprintf(output
, "%s[0]", get_fragment_output(gl_info
));
12891 switch (complex_fixup
)
12893 case COMPLEX_FIXUP_P8
:
12894 glsl_blitter_generate_p8_shader(buffer
, gl_info
, args
, output
->buffer
, tex_type
, swizzle
);
12896 case COMPLEX_FIXUP_YUY2
:
12897 case COMPLEX_FIXUP_UYVY
:
12898 case COMPLEX_FIXUP_YV12
:
12899 case COMPLEX_FIXUP_NV12
:
12900 case COMPLEX_FIXUP_YUV
:
12901 glsl_blitter_generate_yuv_shader(buffer
, gl_info
, args
, output
->buffer
, tex_type
, swizzle
);
12903 case COMPLEX_FIXUP_NONE
:
12904 glsl_blitter_generate_plain_shader(buffer
, gl_info
, args
, output
->buffer
, tex_type
, swizzle
);
12907 string_buffer_release(&blitter
->string_buffers
, output
);
12909 ptr
= buffer
->buffer
;
12910 GL_EXTCALL(glShaderSource(fshader_id
, 1, &ptr
, NULL
));
12911 string_buffer_release(&blitter
->string_buffers
, buffer
);
12912 GL_EXTCALL(glAttachShader(program
, fshader_id
));
12913 GL_EXTCALL(glDeleteShader(fshader_id
));
12915 GL_EXTCALL(glBindAttribLocation(program
, 0, "pos"));
12916 GL_EXTCALL(glBindAttribLocation(program
, 1, "texcoord"));
12918 if (!use_legacy_fragment_output(gl_info
))
12919 GL_EXTCALL(glBindFragDataLocation(program
, 0, "ps_out"));
12921 GL_EXTCALL(glCompileShader(vshader_id
));
12922 print_glsl_info_log(gl_info
, vshader_id
, FALSE
);
12923 GL_EXTCALL(glCompileShader(fshader_id
));
12924 print_glsl_info_log(gl_info
, fshader_id
, FALSE
);
12925 GL_EXTCALL(glLinkProgram(program
));
12926 shader_glsl_validate_link(gl_info
, program
);
12928 GL_EXTCALL(glUseProgram(program
));
12929 loc
= GL_EXTCALL(glGetUniformLocation(program
, "sampler"));
12930 GL_EXTCALL(glUniform1i(loc
, 0));
12931 if (complex_fixup
== COMPLEX_FIXUP_P8
)
12933 loc
= GL_EXTCALL(glGetUniformLocation(program
, "sampler_palette"));
12934 GL_EXTCALL(glUniform1i(loc
, 1));
12940 /* Context activation is done by the caller. */
12941 static void glsl_blitter_upload_palette(struct wined3d_glsl_blitter
*blitter
,
12942 struct wined3d_context_gl
*context_gl
, const struct wined3d_texture_gl
*texture_gl
)
12944 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
12945 const struct wined3d_palette
*palette
;
12947 palette
= texture_gl
->t
.swapchain
? texture_gl
->t
.swapchain
->palette
: NULL
;
12949 if (!blitter
->palette_texture
)
12950 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &blitter
->palette_texture
);
12952 wined3d_context_gl_active_texture(context_gl
, gl_info
, 1);
12953 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_1D
, blitter
->palette_texture
);
12954 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_1D
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
12955 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_1D
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
12956 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_1D
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
12958 GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER
, 0));
12959 checkGLcall("glBindBuffer");
12963 gl_info
->gl_ops
.gl
.p_glTexImage1D(GL_TEXTURE_1D
, 0, GL_RGB
, 256, 0, GL_BGRA
,
12964 GL_UNSIGNED_INT_8_8_8_8_REV
, palette
->colors
);
12968 static const DWORD black
;
12970 FIXME("P8 texture loaded without a palette.\n");
12971 gl_info
->gl_ops
.gl
.p_glTexImage1D(GL_TEXTURE_1D
, 0, GL_RGB
, 1, 0, GL_BGRA
,
12972 GL_UNSIGNED_INT_8_8_8_8_REV
, &black
);
12975 wined3d_context_gl_active_texture(context_gl
, gl_info
, 0);
12978 /* Context activation is done by the caller. */
12979 static struct glsl_blitter_program
*glsl_blitter_get_program(struct wined3d_glsl_blitter
*blitter
,
12980 struct wined3d_context_gl
*context_gl
, const struct wined3d_texture_gl
*texture_gl
, BOOL use_colour_key
)
12982 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
12983 struct glsl_blitter_program
*program
;
12984 struct glsl_blitter_args args
;
12985 struct wine_rb_entry
*entry
;
12987 memset(&args
, 0, sizeof(args
));
12988 args
.texture_type
= texture_gl
->target
;
12989 args
.fixup
= texture_gl
->t
.resource
.format
->color_fixup
;
12990 args
.use_colour_key
= use_colour_key
;
12992 if ((entry
= wine_rb_get(&blitter
->programs
, &args
)))
12993 return WINE_RB_ENTRY_VALUE(entry
, struct glsl_blitter_program
, entry
);
12995 if (!(program
= heap_alloc(sizeof(*program
))))
12997 ERR("Failed to allocate blitter program memory.\n");
13001 program
->args
= args
;
13002 if (!(program
->id
= glsl_blitter_generate_program(blitter
, gl_info
, &args
)))
13004 WARN("Failed to generate blitter program.\n");
13005 heap_free(program
);
13009 if (wine_rb_put(&blitter
->programs
, &program
->args
, &program
->entry
) == -1)
13011 ERR("Failed to store blitter program.\n");
13012 GL_EXTCALL(glDeleteProgram(program
->id
));
13013 heap_free(program
);
13020 static BOOL
glsl_blitter_supported(enum wined3d_blit_op blit_op
, const struct wined3d_context
*context
,
13021 const struct wined3d_texture_gl
*src_texture
, DWORD src_location
,
13022 const struct wined3d_texture_gl
*dst_texture
, DWORD dst_location
)
13024 const struct wined3d_resource
*src_resource
= &src_texture
->t
.resource
;
13025 const struct wined3d_resource
*dst_resource
= &dst_texture
->t
.resource
;
13026 const struct wined3d_format
*src_format
= src_resource
->format
;
13027 const struct wined3d_format
*dst_format
= dst_resource
->format
;
13028 bool src_ds
, dst_ds
;
13031 if (blit_op
== WINED3D_BLIT_OP_RAW_BLIT
&& dst_format
->id
== src_format
->id
)
13033 src_ds
= src_format
->depth_size
|| src_format
->stencil_size
;
13034 dst_ds
= dst_format
->depth_size
|| dst_format
->stencil_size
;
13035 /* We could in principle support raw depth/stencil <-> colour blits as
13036 * well in some cases, but note that typeless formats like e.g.
13037 * R16_TYPELESS may use a normalised GL format for depth/stencil
13038 * resources, and a floating-point format for colour resources, */
13039 if (src_ds
&& dst_ds
)
13040 blit_op
= WINED3D_BLIT_OP_DEPTH_BLIT
;
13041 else if (!src_ds
&& !dst_ds
)
13042 blit_op
= WINED3D_BLIT_OP_COLOR_BLIT
;
13045 if (blit_op
!= WINED3D_BLIT_OP_COLOR_BLIT
&& blit_op
!= WINED3D_BLIT_OP_COLOR_BLIT_CKEY
13046 && blit_op
!= WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST
)
13048 TRACE("Unsupported blit_op %#x.\n", blit_op
);
13052 if (src_resource
->type
!= WINED3D_RTYPE_TEXTURE_2D
)
13055 if (src_texture
->target
== GL_TEXTURE_2D_MULTISAMPLE
13056 || src_texture
->target
== GL_TEXTURE_2D_MULTISAMPLE_ARRAY
)
13058 TRACE("Multi-sample source textures not supported.\n");
13062 if (!(dst_resource
->access
& WINED3D_RESOURCE_ACCESS_GPU
))
13064 TRACE("Destination resource does not have GPU access.\n");
13068 /* We don't necessarily want to blit from resources without
13069 * WINED3D_RESOURCE_ACCESS_GPU, but that may be the only way to decompress
13070 * compressed textures. */
13071 decompress
= (src_format
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3DFMT_FLAG_COMPRESSED
)
13072 && !(dst_format
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3DFMT_FLAG_COMPRESSED
);
13073 if (!decompress
&& !(src_resource
->access
& WINED3D_RESOURCE_ACCESS_GPU
))
13075 TRACE("Source resource does not have GPU access.\n");
13079 if (!is_identity_fixup(dst_format
->color_fixup
)
13080 && (dst_format
->id
!= src_format
->id
|| dst_location
!= WINED3D_LOCATION_DRAWABLE
))
13082 TRACE("Destination fixups are not supported.\n");
13086 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
13087 && !((dst_format
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3DFMT_FLAG_FBO_ATTACHABLE
)
13088 || (dst_resource
->bind_flags
& WINED3D_BIND_RENDER_TARGET
)))
13090 TRACE("Destination texture is not FBO attachable.\n");
13094 TRACE("Returning supported.\n");
13098 static DWORD
glsl_blitter_blit(struct wined3d_blitter
*blitter
, enum wined3d_blit_op op
,
13099 struct wined3d_context
*context
, struct wined3d_texture
*src_texture
, unsigned int src_sub_resource_idx
,
13100 DWORD src_location
, const RECT
*src_rect
, struct wined3d_texture
*dst_texture
,
13101 unsigned int dst_sub_resource_idx
, DWORD dst_location
, const RECT
*dst_rect
,
13102 const struct wined3d_color_key
*colour_key
, enum wined3d_texture_filter_type filter
,
13103 const struct wined3d_format
*resolve_format
)
13105 struct wined3d_texture_gl
*src_texture_gl
= wined3d_texture_gl(src_texture
);
13106 struct wined3d_texture_gl
*dst_texture_gl
= wined3d_texture_gl(dst_texture
);
13107 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
13108 struct wined3d_device
*device
= dst_texture
->resource
.device
;
13109 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
13110 struct wined3d_texture
*staging_texture
= NULL
;
13111 struct wined3d_glsl_blitter
*glsl_blitter
;
13112 struct wined3d_color_key alpha_test_key
;
13113 struct glsl_blitter_program
*program
;
13114 struct wined3d_blitter
*next
;
13115 unsigned int src_level
;
13119 TRACE("blitter %p, op %#x, context %p, src_texture %p, src_sub_resource_idx %u, src_location %s, "
13120 "src_rect %s, dst_texture %p, dst_sub_resource_idx %u, dst_location %s, dst_rect %s, "
13121 "colour_key %p, filter %s, resolve format %p.\n",
13122 blitter
, op
, context
, src_texture
, src_sub_resource_idx
, wined3d_debug_location(src_location
),
13123 wine_dbgstr_rect(src_rect
), dst_texture
, dst_sub_resource_idx
, wined3d_debug_location(dst_location
),
13124 wine_dbgstr_rect(dst_rect
), colour_key
, debug_d3dtexturefiltertype(filter
), resolve_format
);
13126 if (!glsl_blitter_supported(op
, context
, src_texture_gl
, src_location
, dst_texture_gl
, dst_location
))
13128 if (!(next
= blitter
->next
))
13130 ERR("No blitter to handle blit op %#x.\n", op
);
13131 return dst_location
;
13134 TRACE("Forwarding to blitter %p.\n", next
);
13135 return next
->ops
->blitter_blit(next
, op
, context
, src_texture
, src_sub_resource_idx
, src_location
,
13136 src_rect
, dst_texture
, dst_sub_resource_idx
, dst_location
, dst_rect
, colour_key
, filter
,
13140 glsl_blitter
= CONTAINING_RECORD(blitter
, struct wined3d_glsl_blitter
, blitter
);
13142 if (!(src_texture
->resource
.access
& WINED3D_RESOURCE_ACCESS_GPU
))
13144 struct wined3d_resource_desc desc
;
13145 struct wined3d_box upload_box
;
13148 TRACE("Source texture is not GPU accessible, creating a staging texture.\n");
13150 src_level
= src_sub_resource_idx
% src_texture
->level_count
;
13151 desc
.resource_type
= WINED3D_RTYPE_TEXTURE_2D
;
13152 desc
.format
= src_texture
->resource
.format
->id
;
13153 desc
.multisample_type
= src_texture
->resource
.multisample_type
;
13154 desc
.multisample_quality
= src_texture
->resource
.multisample_quality
;
13155 desc
.usage
= WINED3DUSAGE_PRIVATE
;
13156 desc
.bind_flags
= 0;
13157 desc
.access
= WINED3D_RESOURCE_ACCESS_GPU
;
13158 desc
.width
= wined3d_texture_get_level_width(src_texture
, src_level
);
13159 desc
.height
= wined3d_texture_get_level_height(src_texture
, src_level
);
13163 if (FAILED(hr
= wined3d_texture_create(device
, &desc
, 1, 1, 0,
13164 NULL
, NULL
, &wined3d_null_parent_ops
, &staging_texture
)))
13166 ERR("Failed to create staging texture, hr %#x.\n", hr
);
13167 return dst_location
;
13170 wined3d_box_set(&upload_box
, 0, 0, desc
.width
, desc
.height
, 0, desc
.depth
);
13171 wined3d_texture_upload_from_texture(staging_texture
, 0, 0, 0, 0,
13172 src_texture
, src_sub_resource_idx
, &upload_box
);
13174 src_texture
= staging_texture
;
13175 src_texture_gl
= wined3d_texture_gl(src_texture
);
13176 src_sub_resource_idx
= 0;
13178 else if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
13179 && (src_texture
->sub_resources
[src_sub_resource_idx
].locations
13180 & (WINED3D_LOCATION_TEXTURE_RGB
| WINED3D_LOCATION_DRAWABLE
)) == WINED3D_LOCATION_DRAWABLE
13181 && !wined3d_resource_is_offscreen(&src_texture
->resource
))
13184 /* Without FBO blits transferring from the drawable to the texture is
13185 * expensive, because we have to flip the data in sysmem. Since we can
13186 * flip in the blitter, we don't actually need that flip anyway. So we
13187 * use the surface's texture as scratch texture, and flip the source
13188 * rectangle instead. */
13189 texture2d_load_fb_texture(src_texture_gl
, src_sub_resource_idx
, FALSE
, context
);
13192 src_level
= src_sub_resource_idx
% src_texture
->level_count
;
13193 s
.top
= wined3d_texture_get_level_height(src_texture
, src_level
) - s
.top
;
13194 s
.bottom
= wined3d_texture_get_level_height(src_texture
, src_level
) - s
.bottom
;
13199 wined3d_texture_load(src_texture
, context
, FALSE
);
13202 if (wined3d_texture_is_full_rect(dst_texture
, dst_sub_resource_idx
% dst_texture
->level_count
, dst_rect
))
13203 wined3d_texture_prepare_location(dst_texture
, dst_sub_resource_idx
, context
, dst_location
);
13205 wined3d_texture_load_location(dst_texture
, dst_sub_resource_idx
, context
, dst_location
);
13207 wined3d_context_gl_apply_blit_state(context_gl
, device
);
13209 if (dst_location
== WINED3D_LOCATION_DRAWABLE
)
13212 wined3d_texture_translate_drawable_coords(dst_texture
, context_gl
->window
, &d
);
13216 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
13220 if (dst_location
== WINED3D_LOCATION_DRAWABLE
)
13222 TRACE("Destination texture %p is onscreen.\n", dst_texture
);
13223 buffer
= wined3d_texture_get_gl_buffer(dst_texture
);
13227 TRACE("Destination texture %p is offscreen.\n", dst_texture
);
13228 buffer
= GL_COLOR_ATTACHMENT0
;
13230 wined3d_context_gl_apply_fbo_state_blit(context_gl
, GL_DRAW_FRAMEBUFFER
,
13231 &dst_texture
->resource
, dst_sub_resource_idx
, NULL
, 0, dst_location
);
13232 wined3d_context_gl_set_draw_buffer(context_gl
, buffer
);
13233 wined3d_context_gl_check_fbo_status(context_gl
, GL_DRAW_FRAMEBUFFER
);
13234 context_invalidate_state(context
, STATE_FRAMEBUFFER
);
13237 if (op
== WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST
)
13239 const struct wined3d_format
*f
= src_texture
->resource
.format
;
13241 alpha_test_key
.color_space_low_value
= 0;
13242 alpha_test_key
.color_space_high_value
= ~(wined3d_mask_from_size(f
->alpha_size
) << f
->alpha_offset
);
13243 colour_key
= &alpha_test_key
;
13245 else if (op
!= WINED3D_BLIT_OP_COLOR_BLIT_CKEY
)
13250 if (!(program
= glsl_blitter_get_program(glsl_blitter
, context_gl
, src_texture_gl
, !!colour_key
)))
13252 ERR("Failed to get blitter program.\n");
13253 return dst_location
;
13255 GL_EXTCALL(glUseProgram(program
->id
));
13256 switch (get_complex_fixup(program
->args
.fixup
))
13258 case COMPLEX_FIXUP_P8
:
13259 glsl_blitter_upload_palette(glsl_blitter
, context_gl
, src_texture_gl
);
13262 case COMPLEX_FIXUP_YUY2
:
13263 case COMPLEX_FIXUP_UYVY
:
13264 case COMPLEX_FIXUP_YV12
:
13265 case COMPLEX_FIXUP_NV12
:
13266 case COMPLEX_FIXUP_YUV
:
13267 src_level
= src_sub_resource_idx
% src_texture
->level_count
;
13268 location
= GL_EXTCALL(glGetUniformLocation(program
->id
, "size"));
13269 GL_EXTCALL(glUniform2f(location
, wined3d_texture_get_level_pow2_width(src_texture
, src_level
),
13270 wined3d_texture_get_level_pow2_height(src_texture
, src_level
)));
13278 struct wined3d_color float_key
[2];
13280 wined3d_format_get_float_color_key(src_texture
->resource
.format
, colour_key
, float_key
);
13281 location
= GL_EXTCALL(glGetUniformLocation(program
->id
, "colour_key.low"));
13282 GL_EXTCALL(glUniform4fv(location
, 1, &float_key
[0].r
));
13283 location
= GL_EXTCALL(glGetUniformLocation(program
->id
, "colour_key.high"));
13284 GL_EXTCALL(glUniform4fv(location
, 1, &float_key
[1].r
));
13286 wined3d_context_gl_draw_shaded_quad(context_gl
, src_texture_gl
, src_sub_resource_idx
, src_rect
, dst_rect
, filter
);
13287 GL_EXTCALL(glUseProgram(0));
13289 if (dst_texture
->swapchain
&& (dst_texture
->swapchain
->front_buffer
== dst_texture
))
13290 gl_info
->gl_ops
.gl
.p_glFlush();
13292 if (staging_texture
)
13293 wined3d_texture_decref(staging_texture
);
13295 return dst_location
;
13298 static void glsl_blitter_clear(struct wined3d_blitter
*blitter
, struct wined3d_device
*device
,
13299 unsigned int rt_count
, const struct wined3d_fb_state
*fb
, unsigned int rect_count
, const RECT
*clear_rects
,
13300 const RECT
*draw_rect
, DWORD flags
, const struct wined3d_color
*color
, float depth
, DWORD stencil
)
13302 struct wined3d_blitter
*next
;
13304 if ((next
= blitter
->next
))
13305 next
->ops
->blitter_clear(next
, device
, rt_count
, fb
, rect_count
,
13306 clear_rects
, draw_rect
, flags
, color
, depth
, stencil
);
13309 static const struct wined3d_blitter_ops glsl_blitter_ops
=
13311 glsl_blitter_destroy
,
13312 glsl_blitter_clear
,
13316 struct wined3d_blitter
*wined3d_glsl_blitter_create(struct wined3d_blitter
**next
,
13317 const struct wined3d_device
*device
)
13319 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
13320 struct wined3d_glsl_blitter
*blitter
;
13322 if (device
->shader_backend
!= &glsl_shader_backend
)
13325 if (!gl_info
->supported
[ARB_VERTEX_SHADER
] || !gl_info
->supported
[ARB_FRAGMENT_SHADER
])
13328 if (!(blitter
= heap_alloc(sizeof(*blitter
))))
13330 ERR("Failed to allocate blitter.\n");
13334 TRACE("Created blitter %p.\n", blitter
);
13336 blitter
->blitter
.ops
= &glsl_blitter_ops
;
13337 blitter
->blitter
.next
= *next
;
13338 string_buffer_list_init(&blitter
->string_buffers
);
13339 wine_rb_init(&blitter
->programs
, glsl_blitter_args_compare
);
13340 blitter
->palette_texture
= 0;
13341 *next
= &blitter
->blitter
;