2 * GLSL pixel and vertex shader implementation
4 * Copyright 2006 Jason Green
5 * Copyright 2006-2007 Henri Verbeet
6 * Copyright 2007-2009, 2013 Stefan Dösinger for CodeWeavers
7 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 * D3D shader asm has swizzles on source parameters, and write masks for
26 * destination parameters. GLSL uses swizzles for both. The result of this is
27 * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
28 * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
29 * mask for the destination parameter into account.
33 #include "wine/port.h"
41 #include "wined3d_private.h"
43 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
44 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
45 WINE_DECLARE_DEBUG_CHANNEL(winediag
);
47 #define WINED3D_GLSL_SAMPLE_PROJECTED 0x01
48 #define WINED3D_GLSL_SAMPLE_LOD 0x02
49 #define WINED3D_GLSL_SAMPLE_GRAD 0x04
50 #define WINED3D_GLSL_SAMPLE_LOAD 0x08
51 #define WINED3D_GLSL_SAMPLE_OFFSET 0x10
65 struct glsl_sample_function
67 struct wined3d_string_buffer
*name
;
69 enum wined3d_data_type data_type
;
70 BOOL output_single_component
;
71 unsigned int offset_size
;
76 HEAP_NODE_TRAVERSE_LEFT
,
77 HEAP_NODE_TRAVERSE_RIGHT
,
89 struct constant_entry
*entries
;
91 unsigned int *positions
;
95 /* GLSL shader private data */
96 struct shader_glsl_priv
{
97 struct wined3d_string_buffer shader_buffer
;
98 struct wined3d_string_buffer_list string_buffers
;
99 struct wine_rb_tree program_lookup
;
100 struct constant_heap vconst_heap
;
101 struct constant_heap pconst_heap
;
102 unsigned char *stack
;
103 GLuint depth_blt_program_full
[WINED3D_GL_RES_TYPE_COUNT
];
104 GLuint depth_blt_program_masked
[WINED3D_GL_RES_TYPE_COUNT
];
105 UINT next_constant_version
;
107 const struct wined3d_vertex_pipe_ops
*vertex_pipe
;
108 const struct fragment_pipeline
*fragment_pipe
;
109 struct wine_rb_tree ffp_vertex_shaders
;
110 struct wine_rb_tree ffp_fragment_shaders
;
111 BOOL ffp_proj_control
;
112 BOOL legacy_lighting
;
115 struct glsl_vs_program
117 struct list shader_entry
;
119 GLenum vertex_color_clamp
;
120 GLint
*uniform_f_locations
;
121 GLint uniform_i_locations
[MAX_CONST_I
];
122 GLint uniform_b_locations
[MAX_CONST_B
];
123 GLint pos_fixup_location
;
125 GLint modelview_matrix_location
[MAX_VERTEX_BLENDS
];
126 GLint projection_matrix_location
;
127 GLint normal_matrix_location
;
128 GLint texture_matrix_location
[MAX_TEXTURES
];
129 GLint material_ambient_location
;
130 GLint material_diffuse_location
;
131 GLint material_specular_location
;
132 GLint material_emissive_location
;
133 GLint material_shininess_location
;
134 GLint light_ambient_location
;
149 } light_location
[MAX_ACTIVE_LIGHTS
];
150 GLint pointsize_location
;
151 GLint pointsize_min_location
;
152 GLint pointsize_max_location
;
153 GLint pointsize_c_att_location
;
154 GLint pointsize_l_att_location
;
155 GLint pointsize_q_att_location
;
158 struct glsl_gs_program
160 struct list shader_entry
;
164 struct glsl_ps_program
166 struct list shader_entry
;
168 GLint
*uniform_f_locations
;
169 GLint uniform_i_locations
[MAX_CONST_I
];
170 GLint uniform_b_locations
[MAX_CONST_B
];
171 GLint bumpenv_mat_location
[MAX_TEXTURES
];
172 GLint bumpenv_lum_scale_location
[MAX_TEXTURES
];
173 GLint bumpenv_lum_offset_location
[MAX_TEXTURES
];
174 GLint tss_constant_location
[MAX_TEXTURES
];
175 GLint tex_factor_location
;
176 GLint specular_enable_location
;
177 GLint fog_color_location
;
178 GLint fog_density_location
;
179 GLint fog_end_location
;
180 GLint fog_scale_location
;
181 GLint ycorrection_location
;
182 GLint np2_fixup_location
;
183 GLint color_key_location
;
184 const struct ps_np2fixup_info
*np2_fixup_info
;
187 /* Struct to maintain data about a linked GLSL program */
188 struct glsl_shader_prog_link
190 struct wine_rb_entry program_lookup_entry
;
191 struct glsl_vs_program vs
;
192 struct glsl_gs_program gs
;
193 struct glsl_ps_program ps
;
195 DWORD constant_update_mask
;
196 UINT constant_version
;
199 struct glsl_program_key
206 struct shader_glsl_ctx_priv
{
207 const struct vs_compile_args
*cur_vs_args
;
208 const struct ps_compile_args
*cur_ps_args
;
209 struct ps_np2fixup_info
*cur_np2fixup_info
;
210 struct wined3d_string_buffer_list
*string_buffers
;
213 struct glsl_context_data
215 struct glsl_shader_prog_link
*glsl_program
;
218 struct glsl_ps_compiled_shader
220 struct ps_compile_args args
;
221 struct ps_np2fixup_info np2fixup
;
225 struct glsl_vs_compiled_shader
227 struct vs_compile_args args
;
231 struct glsl_gs_compiled_shader
236 struct glsl_shader_private
240 struct glsl_vs_compiled_shader
*vs
;
241 struct glsl_gs_compiled_shader
*gs
;
242 struct glsl_ps_compiled_shader
*ps
;
244 UINT num_gl_shaders
, shader_array_size
;
247 struct glsl_ffp_vertex_shader
249 struct wined3d_ffp_vs_desc desc
;
251 struct list linked_programs
;
254 struct glsl_ffp_fragment_shader
256 struct ffp_frag_desc entry
;
258 struct list linked_programs
;
261 struct glsl_ffp_destroy_ctx
263 struct shader_glsl_priv
*priv
;
264 const struct wined3d_gl_info
*gl_info
;
267 static const char *debug_gl_shader_type(GLenum type
)
271 #define WINED3D_TO_STR(u) case u: return #u
272 WINED3D_TO_STR(GL_VERTEX_SHADER
);
273 WINED3D_TO_STR(GL_TESS_CONTROL_SHADER
);
274 WINED3D_TO_STR(GL_TESS_EVALUATION_SHADER
);
275 WINED3D_TO_STR(GL_GEOMETRY_SHADER
);
276 WINED3D_TO_STR(GL_FRAGMENT_SHADER
);
277 #undef WINED3D_TO_STR
279 return wine_dbg_sprintf("UNKNOWN(%#x)", type
);
283 static const char *shader_glsl_get_prefix(enum wined3d_shader_type type
)
287 case WINED3D_SHADER_TYPE_VERTEX
:
290 case WINED3D_SHADER_TYPE_HULL
:
293 case WINED3D_SHADER_TYPE_DOMAIN
:
296 case WINED3D_SHADER_TYPE_GEOMETRY
:
299 case WINED3D_SHADER_TYPE_PIXEL
:
303 FIXME("Unhandled shader type %#x.\n", type
);
308 static const char *shader_glsl_get_version(const struct wined3d_gl_info
*gl_info
,
309 const struct wined3d_shader_version
*version
)
311 if (!gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
312 return "#version 150";
313 else if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 30) && version
&& version
->major
>= 4)
314 return "#version 130";
316 return "#version 120";
319 static void shader_glsl_append_imm_vec4(struct wined3d_string_buffer
*buffer
, const float *values
)
323 wined3d_ftoa(values
[0], str
[0]);
324 wined3d_ftoa(values
[1], str
[1]);
325 wined3d_ftoa(values
[2], str
[2]);
326 wined3d_ftoa(values
[3], str
[3]);
327 shader_addline(buffer
, "vec4(%s, %s, %s, %s)", str
[0], str
[1], str
[2], str
[3]);
330 static void shader_glsl_append_imm_ivec(struct wined3d_string_buffer
*buffer
,
331 const int *values
, unsigned int size
)
335 if (!size
|| size
> 4)
337 ERR("Invalid vector size %u.\n", size
);
342 shader_addline(buffer
, "ivec%u(", size
);
344 for (i
= 0; i
< size
; ++i
)
345 shader_addline(buffer
, i
? ", %#x" : "%#x", values
[i
]);
348 shader_addline(buffer
, ")");
351 static const char *get_info_log_line(const char **ptr
)
356 if (!(q
= strstr(p
, "\n")))
358 if (!*p
) return NULL
;
367 /* Context activation is done by the caller. */
368 void print_glsl_info_log(const struct wined3d_gl_info
*gl_info
, GLuint id
, BOOL program
)
373 if (!WARN_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
377 GL_EXTCALL(glGetProgramiv(id
, GL_INFO_LOG_LENGTH
, &length
));
379 GL_EXTCALL(glGetShaderiv(id
, GL_INFO_LOG_LENGTH
, &length
));
381 /* A size of 1 is just a null-terminated string, so the log should be bigger than
382 * that if there are errors. */
385 const char *ptr
, *line
;
387 log
= HeapAlloc(GetProcessHeap(), 0, length
);
388 /* The info log is supposed to be zero-terminated, but at least some
389 * versions of fglrx don't terminate the string properly. The reported
390 * length does include the terminator, so explicitly set it to zero
394 GL_EXTCALL(glGetProgramInfoLog(id
, length
, NULL
, log
));
396 GL_EXTCALL(glGetShaderInfoLog(id
, length
, NULL
, log
));
399 if (gl_info
->quirks
& WINED3D_QUIRK_INFO_LOG_SPAM
)
401 WARN("Info log received from GLSL shader #%u:\n", id
);
402 while ((line
= get_info_log_line(&ptr
))) WARN(" %.*s", (int)(ptr
- line
), line
);
406 FIXME("Info log received from GLSL shader #%u:\n", id
);
407 while ((line
= get_info_log_line(&ptr
))) FIXME(" %.*s", (int)(ptr
- line
), line
);
409 HeapFree(GetProcessHeap(), 0, log
);
413 /* Context activation is done by the caller. */
414 static void shader_glsl_compile(const struct wined3d_gl_info
*gl_info
, GLuint shader
, const char *src
)
416 const char *ptr
, *line
;
418 TRACE("Compiling shader object %u.\n", shader
);
420 if (TRACE_ON(d3d_shader
))
423 while ((line
= get_info_log_line(&ptr
))) TRACE_(d3d_shader
)(" %.*s", (int)(ptr
- line
), line
);
426 GL_EXTCALL(glShaderSource(shader
, 1, &src
, NULL
));
427 checkGLcall("glShaderSource");
428 GL_EXTCALL(glCompileShader(shader
));
429 checkGLcall("glCompileShader");
430 print_glsl_info_log(gl_info
, shader
, FALSE
);
433 /* Context activation is done by the caller. */
434 static void shader_glsl_dump_program_source(const struct wined3d_gl_info
*gl_info
, GLuint program
)
436 GLint i
, shader_count
, source_size
= -1;
440 GL_EXTCALL(glGetProgramiv(program
, GL_ATTACHED_SHADERS
, &shader_count
));
441 shaders
= HeapAlloc(GetProcessHeap(), 0, shader_count
* sizeof(*shaders
));
444 ERR("Failed to allocate shader array memory.\n");
448 GL_EXTCALL(glGetAttachedShaders(program
, shader_count
, NULL
, shaders
));
449 for (i
= 0; i
< shader_count
; ++i
)
451 const char *ptr
, *line
;
454 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_SHADER_SOURCE_LENGTH
, &tmp
));
456 if (source_size
< tmp
)
458 HeapFree(GetProcessHeap(), 0, source
);
460 source
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, tmp
);
463 ERR("Failed to allocate %d bytes for shader source.\n", tmp
);
464 HeapFree(GetProcessHeap(), 0, shaders
);
470 FIXME("Shader %u:\n", shaders
[i
]);
471 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_SHADER_TYPE
, &tmp
));
472 FIXME(" GL_SHADER_TYPE: %s.\n", debug_gl_shader_type(tmp
));
473 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_COMPILE_STATUS
, &tmp
));
474 FIXME(" GL_COMPILE_STATUS: %d.\n", tmp
);
478 GL_EXTCALL(glGetShaderSource(shaders
[i
], source_size
, NULL
, source
));
479 while ((line
= get_info_log_line(&ptr
))) FIXME(" %.*s", (int)(ptr
- line
), line
);
483 HeapFree(GetProcessHeap(), 0, source
);
484 HeapFree(GetProcessHeap(), 0, shaders
);
487 /* Context activation is done by the caller. */
488 void shader_glsl_validate_link(const struct wined3d_gl_info
*gl_info
, GLuint program
)
492 if (!TRACE_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
495 GL_EXTCALL(glGetProgramiv(program
, GL_LINK_STATUS
, &tmp
));
498 FIXME("Program %u link status invalid.\n", program
);
499 shader_glsl_dump_program_source(gl_info
, program
);
502 print_glsl_info_log(gl_info
, program
, TRUE
);
505 /* Context activation is done by the caller. */
506 static void shader_glsl_load_samplers(const struct wined3d_gl_info
*gl_info
,
507 struct shader_glsl_priv
*priv
, const DWORD
*tex_unit_map
, GLuint program_id
)
509 unsigned int mapped_unit
;
510 struct wined3d_string_buffer
*sampler_name
= string_buffer_get(&priv
->string_buffers
);
517 enum wined3d_shader_type type
;
518 unsigned int base_idx
;
523 {WINED3D_SHADER_TYPE_PIXEL
, 0, MAX_FRAGMENT_SAMPLERS
},
524 {WINED3D_SHADER_TYPE_VERTEX
, MAX_FRAGMENT_SAMPLERS
, MAX_VERTEX_SAMPLERS
},
527 for (i
= 0; i
< ARRAY_SIZE(sampler_info
); ++i
)
529 prefix
= shader_glsl_get_prefix(sampler_info
[i
].type
);
531 for (j
= 0; j
< sampler_info
[i
].count
; ++j
)
533 string_buffer_sprintf(sampler_name
, "%s_sampler%u", prefix
, j
);
534 name_loc
= GL_EXTCALL(glGetUniformLocation(program_id
, sampler_name
->buffer
));
538 mapped_unit
= tex_unit_map
[sampler_info
[i
].base_idx
+ j
];
539 if (mapped_unit
== WINED3D_UNMAPPED_STAGE
|| mapped_unit
>= gl_info
->limits
.combined_samplers
)
541 ERR("Trying to load sampler %s on unsupported unit %u.\n", sampler_name
->buffer
, mapped_unit
);
545 TRACE("Loading sampler %s on unit %u.\n", sampler_name
->buffer
, mapped_unit
);
546 GL_EXTCALL(glUniform1i(name_loc
, mapped_unit
));
549 checkGLcall("glUniform1i");
550 string_buffer_release(&priv
->string_buffers
, sampler_name
);
553 /* Context activation is done by the caller. */
554 static inline void walk_constant_heap(const struct wined3d_gl_info
*gl_info
, const struct wined3d_vec4
*constants
,
555 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
557 unsigned int start
= ~0U, end
= 0;
559 unsigned int heap_idx
= 1;
562 if (heap
->entries
[heap_idx
].version
<= version
) return;
564 idx
= heap
->entries
[heap_idx
].idx
;
565 if (constant_locations
[idx
] != -1)
567 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
569 while (stack_idx
>= 0)
571 /* Note that we fall through to the next case statement. */
572 switch(stack
[stack_idx
])
574 case HEAP_NODE_TRAVERSE_LEFT
:
576 unsigned int left_idx
= heap_idx
<< 1;
577 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
580 idx
= heap
->entries
[heap_idx
].idx
;
581 if (constant_locations
[idx
] != -1)
589 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
590 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
595 case HEAP_NODE_TRAVERSE_RIGHT
:
597 unsigned int right_idx
= (heap_idx
<< 1) + 1;
598 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
600 heap_idx
= right_idx
;
601 idx
= heap
->entries
[heap_idx
].idx
;
602 if (constant_locations
[idx
] != -1)
610 stack
[stack_idx
++] = HEAP_NODE_POP
;
611 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
623 GL_EXTCALL(glUniform4fv(constant_locations
[start
], end
- start
+ 1, &constants
[start
].x
));
624 checkGLcall("walk_constant_heap()");
627 /* Context activation is done by the caller. */
628 static inline void apply_clamped_constant(const struct wined3d_gl_info
*gl_info
,
629 GLint location
, const struct wined3d_vec4
*data
)
631 GLfloat clamped_constant
[4];
633 if (location
== -1) return;
635 clamped_constant
[0] = data
->x
< -1.0f
? -1.0f
: data
->x
> 1.0f
? 1.0f
: data
->x
;
636 clamped_constant
[1] = data
->y
< -1.0f
? -1.0f
: data
->y
> 1.0f
? 1.0f
: data
->y
;
637 clamped_constant
[2] = data
->z
< -1.0f
? -1.0f
: data
->z
> 1.0f
? 1.0f
: data
->z
;
638 clamped_constant
[3] = data
->w
< -1.0f
? -1.0f
: data
->w
> 1.0f
? 1.0f
: data
->w
;
640 GL_EXTCALL(glUniform4fv(location
, 1, clamped_constant
));
643 /* Context activation is done by the caller. */
644 static inline void walk_constant_heap_clamped(const struct wined3d_gl_info
*gl_info
,
645 const struct wined3d_vec4
*constants
, const GLint
*constant_locations
,
646 const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
649 unsigned int heap_idx
= 1;
652 if (heap
->entries
[heap_idx
].version
<= version
) return;
654 idx
= heap
->entries
[heap_idx
].idx
;
655 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
]);
656 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
658 while (stack_idx
>= 0)
660 /* Note that we fall through to the next case statement. */
661 switch(stack
[stack_idx
])
663 case HEAP_NODE_TRAVERSE_LEFT
:
665 unsigned int left_idx
= heap_idx
<< 1;
666 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
669 idx
= heap
->entries
[heap_idx
].idx
;
670 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
]);
672 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
673 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
678 case HEAP_NODE_TRAVERSE_RIGHT
:
680 unsigned int right_idx
= (heap_idx
<< 1) + 1;
681 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
683 heap_idx
= right_idx
;
684 idx
= heap
->entries
[heap_idx
].idx
;
685 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
]);
687 stack
[stack_idx
++] = HEAP_NODE_POP
;
688 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
699 checkGLcall("walk_constant_heap_clamped()");
702 /* Context activation is done by the caller. */
703 static void shader_glsl_load_constants_f(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
704 const struct wined3d_vec4
*constants
, const GLint
*constant_locations
, const struct constant_heap
*heap
,
705 unsigned char *stack
, unsigned int version
)
707 const struct wined3d_shader_lconst
*lconst
;
709 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
710 if (shader
->reg_maps
.shader_version
.major
== 1
711 && shader
->reg_maps
.shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
712 walk_constant_heap_clamped(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
714 walk_constant_heap(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
716 if (!shader
->load_local_constsF
)
718 TRACE("No need to load local float constants for this shader\n");
722 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
723 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
725 GL_EXTCALL(glUniform4fv(constant_locations
[lconst
->idx
], 1, (const GLfloat
*)lconst
->value
));
727 checkGLcall("glUniform4fv()");
730 /* Context activation is done by the caller. */
731 static void shader_glsl_load_constantsI(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
732 const GLint locations
[MAX_CONST_I
], const int *constants
, WORD constants_set
)
737 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
739 if (!(constants_set
& 1)) continue;
741 /* We found this uniform name in the program - go ahead and send the data */
742 GL_EXTCALL(glUniform4iv(locations
[i
], 1, &constants
[i
* 4]));
745 /* Load immediate constants */
746 ptr
= list_head(&shader
->constantsI
);
749 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
750 unsigned int idx
= lconst
->idx
;
751 const GLint
*values
= (const GLint
*)lconst
->value
;
753 /* We found this uniform name in the program - go ahead and send the data */
754 GL_EXTCALL(glUniform4iv(locations
[idx
], 1, values
));
755 ptr
= list_next(&shader
->constantsI
, ptr
);
757 checkGLcall("glUniform4iv()");
760 /* Context activation is done by the caller. */
761 static void shader_glsl_load_constantsB(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
762 const GLint locations
[MAX_CONST_B
], const BOOL
*constants
, WORD constants_set
)
767 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
769 if (!(constants_set
& 1)) continue;
771 GL_EXTCALL(glUniform1iv(locations
[i
], 1, &constants
[i
]));
774 /* Load immediate constants */
775 ptr
= list_head(&shader
->constantsB
);
778 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
779 unsigned int idx
= lconst
->idx
;
780 const GLint
*values
= (const GLint
*)lconst
->value
;
782 GL_EXTCALL(glUniform1iv(locations
[idx
], 1, values
));
783 ptr
= list_next(&shader
->constantsB
, ptr
);
785 checkGLcall("glUniform1iv()");
788 static void reset_program_constant_version(struct wine_rb_entry
*entry
, void *context
)
790 WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
)->constant_version
= 0;
793 /* Context activation is done by the caller (state handler). */
794 static void shader_glsl_load_np2fixup_constants(const struct glsl_ps_program
*ps
,
795 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
797 GLfloat np2fixup_constants
[4 * MAX_FRAGMENT_SAMPLERS
];
798 UINT fixup
= ps
->np2_fixup_info
->active
;
801 for (i
= 0; fixup
; fixup
>>= 1, ++i
)
803 const struct wined3d_texture
*tex
= state
->textures
[i
];
804 unsigned char idx
= ps
->np2_fixup_info
->idx
[i
];
805 GLfloat
*tex_dim
= &np2fixup_constants
[(idx
>> 1) * 4];
809 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
815 tex_dim
[2] = tex
->pow2_matrix
[0];
816 tex_dim
[3] = tex
->pow2_matrix
[5];
820 tex_dim
[0] = tex
->pow2_matrix
[0];
821 tex_dim
[1] = tex
->pow2_matrix
[5];
825 GL_EXTCALL(glUniform4fv(ps
->np2_fixup_location
, ps
->np2_fixup_info
->num_consts
, np2fixup_constants
));
828 /* Taken and adapted from Mesa. */
829 static BOOL
invert_matrix_3d(struct wined3d_matrix
*out
, const struct wined3d_matrix
*in
)
831 float pos
, neg
, t
, det
;
832 struct wined3d_matrix temp
;
834 /* Calculate the determinant of upper left 3x3 submatrix and
835 * determine if the matrix is singular. */
837 t
= in
->_11
* in
->_22
* in
->_33
;
843 t
= in
->_21
* in
->_32
* in
->_13
;
848 t
= in
->_31
* in
->_12
* in
->_23
;
854 t
= -in
->_31
* in
->_22
* in
->_13
;
859 t
= -in
->_21
* in
->_12
* in
->_33
;
865 t
= -in
->_11
* in
->_32
* in
->_23
;
873 if (fabsf(det
) < 1e-25f
)
877 temp
._11
= (in
->_22
* in
->_33
- in
->_32
* in
->_23
) * det
;
878 temp
._12
= -(in
->_12
* in
->_33
- in
->_32
* in
->_13
) * det
;
879 temp
._13
= (in
->_12
* in
->_23
- in
->_22
* in
->_13
) * det
;
880 temp
._21
= -(in
->_21
* in
->_33
- in
->_31
* in
->_23
) * det
;
881 temp
._22
= (in
->_11
* in
->_33
- in
->_31
* in
->_13
) * det
;
882 temp
._23
= -(in
->_11
* in
->_23
- in
->_21
* in
->_13
) * det
;
883 temp
._31
= (in
->_21
* in
->_32
- in
->_31
* in
->_22
) * det
;
884 temp
._32
= -(in
->_11
* in
->_32
- in
->_31
* in
->_12
) * det
;
885 temp
._33
= (in
->_11
* in
->_22
- in
->_21
* in
->_12
) * det
;
891 static void swap_rows(float **a
, float **b
)
899 static BOOL
invert_matrix(struct wined3d_matrix
*out
, struct wined3d_matrix
*m
)
902 float m0
, m1
, m2
, m3
, s
;
903 float *r0
, *r1
, *r2
, *r3
;
915 r0
[5] = r0
[6] = r0
[7] = 0.0f
;
922 r1
[4] = r1
[6] = r1
[7] = 0.0f
;
929 r2
[4] = r2
[5] = r2
[7] = 0.0f
;
936 r3
[4] = r3
[5] = r3
[6] = 0.0f
;
938 /* Choose pivot - or die. */
939 if (fabsf(r3
[0]) > fabsf(r2
[0]))
941 if (fabsf(r2
[0]) > fabsf(r1
[0]))
943 if (fabsf(r1
[0]) > fabsf(r0
[0]))
948 /* Eliminate first variable. */
949 m1
= r1
[0] / r0
[0]; m2
= r2
[0] / r0
[0]; m3
= r3
[0] / r0
[0];
950 s
= r0
[1]; r1
[1] -= m1
* s
; r2
[1] -= m2
* s
; r3
[1] -= m3
* s
;
951 s
= r0
[2]; r1
[2] -= m1
* s
; r2
[2] -= m2
* s
; r3
[2] -= m3
* s
;
952 s
= r0
[3]; r1
[3] -= m1
* s
; r2
[3] -= m2
* s
; r3
[3] -= m3
* s
;
982 /* Choose pivot - or die. */
983 if (fabsf(r3
[1]) > fabsf(r2
[1]))
985 if (fabsf(r2
[1]) > fabsf(r1
[1]))
990 /* Eliminate second variable. */
991 m2
= r2
[1] / r1
[1]; m3
= r3
[1] / r1
[1];
992 r2
[2] -= m2
* r1
[2]; r3
[2] -= m3
* r1
[2];
993 r2
[3] -= m2
* r1
[3]; r3
[3] -= m3
* r1
[3];
1019 /* Choose pivot - or die. */
1020 if (fabsf(r3
[2]) > fabsf(r2
[2]))
1021 swap_rows(&r3
, &r2
);
1025 /* Eliminate third variable. */
1027 r3
[3] -= m3
* r2
[3];
1028 r3
[4] -= m3
* r2
[4];
1029 r3
[5] -= m3
* r2
[5];
1030 r3
[6] -= m3
* r2
[6];
1031 r3
[7] -= m3
* r2
[7];
1037 /* Back substitute row 3. */
1044 /* Back substitute row 2. */
1047 r2
[4] = s
* (r2
[4] - r3
[4] * m2
);
1048 r2
[5] = s
* (r2
[5] - r3
[5] * m2
);
1049 r2
[6] = s
* (r2
[6] - r3
[6] * m2
);
1050 r2
[7] = s
* (r2
[7] - r3
[7] * m2
);
1052 r1
[4] -= r3
[4] * m1
;
1053 r1
[5] -= r3
[5] * m1
;
1054 r1
[6] -= r3
[6] * m1
;
1055 r1
[7] -= r3
[7] * m1
;
1057 r0
[4] -= r3
[4] * m0
;
1058 r0
[5] -= r3
[5] * m0
;
1059 r0
[6] -= r3
[6] * m0
;
1060 r0
[7] -= r3
[7] * m0
;
1062 /* Back substitute row 1. */
1065 r1
[4] = s
* (r1
[4] - r2
[4] * m1
);
1066 r1
[5] = s
* (r1
[5] - r2
[5] * m1
);
1067 r1
[6] = s
* (r1
[6] - r2
[6] * m1
);
1068 r1
[7] = s
* (r1
[7] - r2
[7] * m1
);
1070 r0
[4] -= r2
[4] * m0
;
1071 r0
[5] -= r2
[5] * m0
;
1072 r0
[6] -= r2
[6] * m0
;
1073 r0
[7] -= r2
[7] * m0
;
1075 /* Back substitute row 0. */
1078 r0
[4] = s
* (r0
[4] - r1
[4] * m0
);
1079 r0
[5] = s
* (r0
[5] - r1
[5] * m0
);
1080 r0
[6] = s
* (r0
[6] - r1
[6] * m0
);
1081 r0
[7] = s
* (r0
[7] - r1
[7] * m0
);
1103 static void shader_glsl_ffp_vertex_normalmatrix_uniform(const struct wined3d_context
*context
,
1104 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1106 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1108 struct wined3d_matrix mv
;
1111 if (prog
->vs
.normal_matrix_location
== -1)
1114 get_modelview_matrix(context
, state
, 0, &mv
);
1115 if (context
->swapchain
->device
->wined3d
->flags
& WINED3D_LEGACY_FFP_LIGHTING
)
1116 invert_matrix_3d(&mv
, &mv
);
1118 invert_matrix(&mv
, &mv
);
1119 /* Tests show that singular modelview matrices are used unchanged as normal
1120 * matrices on D3D3 and older. There seems to be no clearly consistent
1121 * behavior on newer D3D versions so always follow older ddraw behavior. */
1122 for (i
= 0; i
< 3; ++i
)
1123 for (j
= 0; j
< 3; ++j
)
1124 mat
[i
* 3 + j
] = (&mv
._11
)[j
* 4 + i
];
1126 GL_EXTCALL(glUniformMatrix3fv(prog
->vs
.normal_matrix_location
, 1, FALSE
, mat
));
1127 checkGLcall("glUniformMatrix3fv");
1130 static void shader_glsl_ffp_vertex_texmatrix_uniform(const struct wined3d_context
*context
,
1131 const struct wined3d_state
*state
, unsigned int tex
, struct glsl_shader_prog_link
*prog
)
1133 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1134 struct wined3d_matrix mat
;
1136 if (tex
>= MAX_TEXTURES
)
1138 if (prog
->vs
.texture_matrix_location
[tex
] == -1)
1141 get_texture_matrix(context
, state
, tex
, &mat
);
1142 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.texture_matrix_location
[tex
], 1, FALSE
, &mat
._11
));
1143 checkGLcall("glUniformMatrix4fv");
1146 static void shader_glsl_ffp_vertex_material_uniform(const struct wined3d_context
*context
,
1147 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1149 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1151 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
1153 GL_EXTCALL(glUniform4fv(prog
->vs
.material_specular_location
, 1, &state
->material
.specular
.r
));
1154 GL_EXTCALL(glUniform1f(prog
->vs
.material_shininess_location
, state
->material
.power
));
1158 static const float black
[] = {0.0f
, 0.0f
, 0.0f
, 0.0f
};
1160 GL_EXTCALL(glUniform4fv(prog
->vs
.material_specular_location
, 1, black
));
1162 GL_EXTCALL(glUniform4fv(prog
->vs
.material_ambient_location
, 1, &state
->material
.ambient
.r
));
1163 GL_EXTCALL(glUniform4fv(prog
->vs
.material_diffuse_location
, 1, &state
->material
.diffuse
.r
));
1164 GL_EXTCALL(glUniform4fv(prog
->vs
.material_emissive_location
, 1, &state
->material
.emissive
.r
));
1165 checkGLcall("setting FFP material uniforms");
1168 static void shader_glsl_ffp_vertex_lightambient_uniform(const struct wined3d_context
*context
,
1169 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1171 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1172 struct wined3d_color color
;
1174 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_AMBIENT
]);
1175 GL_EXTCALL(glUniform3fv(prog
->vs
.light_ambient_location
, 1, &color
.r
));
1176 checkGLcall("glUniform3fv");
1179 static void multiply_vector_matrix(struct wined3d_vec4
*dest
, const struct wined3d_vec4
*src1
,
1180 const struct wined3d_matrix
*src2
)
1182 struct wined3d_vec4 temp
;
1184 temp
.x
= (src1
->x
* src2
->_11
) + (src1
->y
* src2
->_21
) + (src1
->z
* src2
->_31
) + (src1
->w
* src2
->_41
);
1185 temp
.y
= (src1
->x
* src2
->_12
) + (src1
->y
* src2
->_22
) + (src1
->z
* src2
->_32
) + (src1
->w
* src2
->_42
);
1186 temp
.z
= (src1
->x
* src2
->_13
) + (src1
->y
* src2
->_23
) + (src1
->z
* src2
->_33
) + (src1
->w
* src2
->_43
);
1187 temp
.w
= (src1
->x
* src2
->_14
) + (src1
->y
* src2
->_24
) + (src1
->z
* src2
->_34
) + (src1
->w
* src2
->_44
);
1192 static void shader_glsl_ffp_vertex_light_uniform(const struct wined3d_context
*context
,
1193 const struct wined3d_state
*state
, unsigned int light
, struct glsl_shader_prog_link
*prog
)
1195 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1196 const struct wined3d_light_info
*light_info
= state
->lights
[light
];
1197 struct wined3d_vec4 vec4
;
1198 const struct wined3d_matrix
*view
= &state
->transforms
[WINED3D_TS_VIEW
];
1203 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].diffuse
, 1, &light_info
->OriginalParms
.diffuse
.r
));
1204 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].specular
, 1, &light_info
->OriginalParms
.specular
.r
));
1205 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].ambient
, 1, &light_info
->OriginalParms
.ambient
.r
));
1207 switch (light_info
->OriginalParms
.type
)
1209 case WINED3D_LIGHT_POINT
:
1210 multiply_vector_matrix(&vec4
, &light_info
->position
, view
);
1211 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1212 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].range
, light_info
->OriginalParms
.range
));
1213 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].c_att
, light_info
->OriginalParms
.attenuation0
));
1214 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].l_att
, light_info
->OriginalParms
.attenuation1
));
1215 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].q_att
, light_info
->OriginalParms
.attenuation2
));
1218 case WINED3D_LIGHT_SPOT
:
1219 multiply_vector_matrix(&vec4
, &light_info
->position
, view
);
1220 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1222 multiply_vector_matrix(&vec4
, &light_info
->direction
, view
);
1223 GL_EXTCALL(glUniform3fv(prog
->vs
.light_location
[light
].direction
, 1, &vec4
.x
));
1225 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].range
, light_info
->OriginalParms
.range
));
1226 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].falloff
, light_info
->OriginalParms
.falloff
));
1227 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].c_att
, light_info
->OriginalParms
.attenuation0
));
1228 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].l_att
, light_info
->OriginalParms
.attenuation1
));
1229 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].q_att
, light_info
->OriginalParms
.attenuation2
));
1230 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].cos_htheta
, cosf(light_info
->OriginalParms
.theta
/ 2.0f
)));
1231 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].cos_hphi
, cosf(light_info
->OriginalParms
.phi
/ 2.0f
)));
1234 case WINED3D_LIGHT_DIRECTIONAL
:
1235 multiply_vector_matrix(&vec4
, &light_info
->direction
, view
);
1236 GL_EXTCALL(glUniform3fv(prog
->vs
.light_location
[light
].direction
, 1, &vec4
.x
));
1239 case WINED3D_LIGHT_PARALLELPOINT
:
1240 multiply_vector_matrix(&vec4
, &light_info
->position
, view
);
1241 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1245 FIXME("Unrecognized light type %#x.\n", light_info
->OriginalParms
.type
);
1247 checkGLcall("setting FFP lights uniforms");
1250 static void shader_glsl_pointsize_uniform(const struct wined3d_context
*context
,
1251 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1253 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1257 get_pointsize_minmax(context
, state
, &min
, &max
);
1259 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_min_location
, min
));
1260 checkGLcall("glUniform1f");
1261 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_max_location
, max
));
1262 checkGLcall("glUniform1f");
1264 get_pointsize(context
, state
, &size
, att
);
1266 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_location
, size
));
1267 checkGLcall("glUniform1f");
1268 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_c_att_location
, att
[0]));
1269 checkGLcall("glUniform1f");
1270 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_l_att_location
, att
[1]));
1271 checkGLcall("glUniform1f");
1272 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_q_att_location
, att
[2]));
1273 checkGLcall("glUniform1f");
1276 static void shader_glsl_load_fog_uniform(const struct wined3d_context
*context
,
1277 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1279 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1280 struct wined3d_color color
;
1281 float start
, end
, scale
;
1288 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_FOGCOLOR
]);
1289 GL_EXTCALL(glUniform4fv(prog
->ps
.fog_color_location
, 1, &color
.r
));
1290 tmpvalue
.d
= state
->render_states
[WINED3D_RS_FOGDENSITY
];
1291 GL_EXTCALL(glUniform1f(prog
->ps
.fog_density_location
, tmpvalue
.f
));
1292 get_fog_start_end(context
, state
, &start
, &end
);
1293 scale
= 1.0f
/ (end
- start
);
1294 GL_EXTCALL(glUniform1f(prog
->ps
.fog_end_location
, end
));
1295 GL_EXTCALL(glUniform1f(prog
->ps
.fog_scale_location
, scale
));
1296 checkGLcall("fog emulation uniforms");
1299 /* Context activation is done by the caller (state handler). */
1300 static void shader_glsl_load_color_key_constant(const struct glsl_ps_program
*ps
,
1301 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
1303 struct wined3d_color float_key
[2];
1304 const struct wined3d_texture
*texture
= state
->textures
[0];
1306 wined3d_format_get_float_color_key(texture
->resource
.format
, &texture
->async
.src_blt_color_key
, float_key
);
1307 GL_EXTCALL(glUniform4fv(ps
->color_key_location
, 2, &float_key
[0].r
));
1310 /* Context activation is done by the caller (state handler). */
1311 static void shader_glsl_load_constants(void *shader_priv
, struct wined3d_context
*context
,
1312 const struct wined3d_state
*state
)
1314 const struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
1315 const struct wined3d_shader
*vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
1316 const struct wined3d_shader
*pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
1317 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1318 struct shader_glsl_priv
*priv
= shader_priv
;
1319 float position_fixup
[4];
1322 struct glsl_shader_prog_link
*prog
= ctx_data
->glsl_program
;
1323 UINT constant_version
;
1327 /* No GLSL program set - nothing to do. */
1330 constant_version
= prog
->constant_version
;
1331 update_mask
= context
->constant_update_mask
& prog
->constant_update_mask
;
1333 if (update_mask
& WINED3D_SHADER_CONST_VS_F
)
1334 shader_glsl_load_constants_f(vshader
, gl_info
, state
->vs_consts_f
,
1335 prog
->vs
.uniform_f_locations
, &priv
->vconst_heap
, priv
->stack
, constant_version
);
1337 if (update_mask
& WINED3D_SHADER_CONST_VS_I
)
1338 shader_glsl_load_constantsI(vshader
, gl_info
, prog
->vs
.uniform_i_locations
, state
->vs_consts_i
,
1339 vshader
->reg_maps
.integer_constants
);
1341 if (update_mask
& WINED3D_SHADER_CONST_VS_B
)
1342 shader_glsl_load_constantsB(vshader
, gl_info
, prog
->vs
.uniform_b_locations
, state
->vs_consts_b
,
1343 vshader
->reg_maps
.boolean_constants
);
1345 if (update_mask
& WINED3D_SHADER_CONST_VS_POINTSIZE
)
1346 shader_glsl_pointsize_uniform(context
, state
, prog
);
1348 if (update_mask
& WINED3D_SHADER_CONST_VS_POS_FIXUP
)
1350 shader_get_position_fixup(context
, state
, position_fixup
);
1351 GL_EXTCALL(glUniform4fv(prog
->vs
.pos_fixup_location
, 1, position_fixup
));
1352 checkGLcall("glUniform4fv");
1355 if (update_mask
& WINED3D_SHADER_CONST_FFP_MODELVIEW
)
1357 struct wined3d_matrix mat
;
1359 get_modelview_matrix(context
, state
, 0, &mat
);
1360 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.modelview_matrix_location
[0], 1, FALSE
, &mat
._11
));
1361 checkGLcall("glUniformMatrix4fv");
1363 shader_glsl_ffp_vertex_normalmatrix_uniform(context
, state
, prog
);
1366 if (update_mask
& WINED3D_SHADER_CONST_FFP_VERTEXBLEND
)
1368 struct wined3d_matrix mat
;
1370 for (i
= 1; i
< MAX_VERTEX_BLENDS
; ++i
)
1372 if (prog
->vs
.modelview_matrix_location
[i
] == -1)
1375 get_modelview_matrix(context
, state
, i
, &mat
);
1376 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.modelview_matrix_location
[i
], 1, FALSE
, &mat
._11
));
1377 checkGLcall("glUniformMatrix4fv");
1381 if (update_mask
& WINED3D_SHADER_CONST_FFP_PROJ
)
1383 struct wined3d_matrix projection
;
1385 get_projection_matrix(context
, state
, &projection
);
1386 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.projection_matrix_location
, 1, FALSE
, &projection
._11
));
1387 checkGLcall("glUniformMatrix4fv");
1390 if (update_mask
& WINED3D_SHADER_CONST_FFP_TEXMATRIX
)
1392 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1393 shader_glsl_ffp_vertex_texmatrix_uniform(context
, state
, i
, prog
);
1396 if (update_mask
& WINED3D_SHADER_CONST_FFP_MATERIAL
)
1397 shader_glsl_ffp_vertex_material_uniform(context
, state
, prog
);
1399 if (update_mask
& WINED3D_SHADER_CONST_FFP_LIGHTS
)
1401 shader_glsl_ffp_vertex_lightambient_uniform(context
, state
, prog
);
1402 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
1403 shader_glsl_ffp_vertex_light_uniform(context
, state
, i
, prog
);
1406 if (update_mask
& WINED3D_SHADER_CONST_PS_F
)
1407 shader_glsl_load_constants_f(pshader
, gl_info
, state
->ps_consts_f
,
1408 prog
->ps
.uniform_f_locations
, &priv
->pconst_heap
, priv
->stack
, constant_version
);
1410 if (update_mask
& WINED3D_SHADER_CONST_PS_I
)
1411 shader_glsl_load_constantsI(pshader
, gl_info
, prog
->ps
.uniform_i_locations
, state
->ps_consts_i
,
1412 pshader
->reg_maps
.integer_constants
);
1414 if (update_mask
& WINED3D_SHADER_CONST_PS_B
)
1415 shader_glsl_load_constantsB(pshader
, gl_info
, prog
->ps
.uniform_b_locations
, state
->ps_consts_b
,
1416 pshader
->reg_maps
.boolean_constants
);
1418 if (update_mask
& WINED3D_SHADER_CONST_PS_BUMP_ENV
)
1420 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1422 if (prog
->ps
.bumpenv_mat_location
[i
] == -1)
1425 GL_EXTCALL(glUniformMatrix2fv(prog
->ps
.bumpenv_mat_location
[i
], 1, 0,
1426 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_MAT00
]));
1428 if (prog
->ps
.bumpenv_lum_scale_location
[i
] != -1)
1430 GL_EXTCALL(glUniform1fv(prog
->ps
.bumpenv_lum_scale_location
[i
], 1,
1431 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LSCALE
]));
1432 GL_EXTCALL(glUniform1fv(prog
->ps
.bumpenv_lum_offset_location
[i
], 1,
1433 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LOFFSET
]));
1437 checkGLcall("bump env uniforms");
1440 if (update_mask
& WINED3D_SHADER_CONST_PS_Y_CORR
)
1442 const struct wined3d_vec4 correction_params
=
1444 /* Position is relative to the framebuffer, not the viewport. */
1445 context
->render_offscreen
? 0.0f
: (float)state
->fb
->render_targets
[0]->height
,
1446 context
->render_offscreen
? 1.0f
: -1.0f
,
1451 GL_EXTCALL(glUniform4fv(prog
->ps
.ycorrection_location
, 1, &correction_params
.x
));
1454 if (update_mask
& WINED3D_SHADER_CONST_PS_NP2_FIXUP
)
1455 shader_glsl_load_np2fixup_constants(&prog
->ps
, gl_info
, state
);
1456 if (update_mask
& WINED3D_SHADER_CONST_FFP_COLOR_KEY
)
1457 shader_glsl_load_color_key_constant(&prog
->ps
, gl_info
, state
);
1459 if (update_mask
& WINED3D_SHADER_CONST_FFP_PS
)
1461 struct wined3d_color color
;
1463 if (prog
->ps
.tex_factor_location
!= -1)
1465 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_TEXTUREFACTOR
]);
1466 GL_EXTCALL(glUniform4fv(prog
->ps
.tex_factor_location
, 1, &color
.r
));
1469 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
1470 GL_EXTCALL(glUniform4f(prog
->ps
.specular_enable_location
, 1.0f
, 1.0f
, 1.0f
, 0.0f
));
1472 GL_EXTCALL(glUniform4f(prog
->ps
.specular_enable_location
, 0.0f
, 0.0f
, 0.0f
, 0.0f
));
1474 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1476 if (prog
->ps
.tss_constant_location
[i
] == -1)
1479 wined3d_color_from_d3dcolor(&color
, state
->texture_states
[i
][WINED3D_TSS_CONSTANT
]);
1480 GL_EXTCALL(glUniform4fv(prog
->ps
.tss_constant_location
[i
], 1, &color
.r
));
1483 checkGLcall("fixed function uniforms");
1486 if (update_mask
& WINED3D_SHADER_CONST_PS_FOG
)
1487 shader_glsl_load_fog_uniform(context
, state
, prog
);
1489 if (priv
->next_constant_version
== UINT_MAX
)
1491 TRACE("Max constant version reached, resetting to 0.\n");
1492 wine_rb_for_each_entry(&priv
->program_lookup
, reset_program_constant_version
, NULL
);
1493 priv
->next_constant_version
= 1;
1497 prog
->constant_version
= priv
->next_constant_version
++;
1501 static void update_heap_entry(struct constant_heap
*heap
, unsigned int idx
, DWORD new_version
)
1503 struct constant_entry
*entries
= heap
->entries
;
1504 unsigned int *positions
= heap
->positions
;
1505 unsigned int heap_idx
, parent_idx
;
1507 if (!heap
->contained
[idx
])
1509 heap_idx
= heap
->size
++;
1510 heap
->contained
[idx
] = TRUE
;
1514 heap_idx
= positions
[idx
];
1517 while (heap_idx
> 1)
1519 parent_idx
= heap_idx
>> 1;
1521 if (new_version
<= entries
[parent_idx
].version
) break;
1523 entries
[heap_idx
] = entries
[parent_idx
];
1524 positions
[entries
[parent_idx
].idx
] = heap_idx
;
1525 heap_idx
= parent_idx
;
1528 entries
[heap_idx
].version
= new_version
;
1529 entries
[heap_idx
].idx
= idx
;
1530 positions
[idx
] = heap_idx
;
1533 static void shader_glsl_update_float_vertex_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
1535 struct shader_glsl_priv
*priv
= device
->shader_priv
;
1536 struct constant_heap
*heap
= &priv
->vconst_heap
;
1539 for (i
= start
; i
< count
+ start
; ++i
)
1541 update_heap_entry(heap
, i
, priv
->next_constant_version
);
1544 for (i
= 0; i
< device
->context_count
; ++i
)
1546 device
->contexts
[i
]->constant_update_mask
|= WINED3D_SHADER_CONST_VS_F
;
1550 static void shader_glsl_update_float_pixel_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
1552 struct shader_glsl_priv
*priv
= device
->shader_priv
;
1553 struct constant_heap
*heap
= &priv
->pconst_heap
;
1556 for (i
= start
; i
< count
+ start
; ++i
)
1558 update_heap_entry(heap
, i
, priv
->next_constant_version
);
1561 for (i
= 0; i
< device
->context_count
; ++i
)
1563 device
->contexts
[i
]->constant_update_mask
|= WINED3D_SHADER_CONST_PS_F
;
1567 static unsigned int vec4_varyings(DWORD shader_major
, const struct wined3d_gl_info
*gl_info
)
1569 unsigned int ret
= gl_info
->limits
.glsl_varyings
/ 4;
1570 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
1571 if(shader_major
> 3) return ret
;
1573 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
1574 if (gl_info
->quirks
& WINED3D_QUIRK_GLSL_CLIP_VARYING
) ret
-= 1;
1578 static BOOL
needs_legacy_glsl_syntax(const struct wined3d_gl_info
*gl_info
)
1580 return gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
1583 static const char *get_attribute_keyword(const struct wined3d_gl_info
*gl_info
)
1585 return needs_legacy_glsl_syntax(gl_info
) ? "attribute" : "in";
1588 static void PRINTF_ATTR(4, 5) declare_in_varying(const struct wined3d_gl_info
*gl_info
,
1589 struct wined3d_string_buffer
*buffer
, BOOL flat
, const char *format
, ...)
1594 shader_addline(buffer
, "%s%s ", flat
? "flat " : "",
1595 needs_legacy_glsl_syntax(gl_info
) ? "varying" : "in");
1598 va_start(args
, format
);
1599 ret
= shader_vaddline(buffer
, format
, args
);
1603 if (!string_buffer_resize(buffer
, ret
))
1608 static void PRINTF_ATTR(4, 5) declare_out_varying(const struct wined3d_gl_info
*gl_info
,
1609 struct wined3d_string_buffer
*buffer
, BOOL flat
, const char *format
, ...)
1614 shader_addline(buffer
, "%s%s ", flat
? "flat " : "",
1615 needs_legacy_glsl_syntax(gl_info
) ? "varying" : "out");
1618 va_start(args
, format
);
1619 ret
= shader_vaddline(buffer
, format
, args
);
1623 if (!string_buffer_resize(buffer
, ret
))
1628 static const char *get_fragment_output(const struct wined3d_gl_info
*gl_info
)
1630 return needs_legacy_glsl_syntax(gl_info
) ? "gl_FragData" : "ps_out";
1633 static BOOL
glsl_is_color_reg_read(const struct wined3d_shader
*shader
, unsigned int idx
)
1635 const struct wined3d_shader_signature
*input_signature
= &shader
->input_signature
;
1636 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
1637 const BOOL
*input_reg_used
= shader
->u
.ps
.input_reg_used
;
1640 if (reg_maps
->shader_version
.major
< 3)
1641 return input_reg_used
[idx
];
1643 for (i
= 0; i
< input_signature
->element_count
; ++i
)
1645 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
1647 if (!(reg_maps
->input_registers
& (1u << input
->register_idx
)))
1650 if (shader_match_semantic(input
->semantic_name
, WINED3D_DECL_USAGE_COLOR
)
1651 && input
->semantic_idx
== idx
)
1653 if (input_reg_used
[input
->register_idx
])
1662 static BOOL
glsl_is_shadow_sampler(const struct wined3d_shader
*shader
,
1663 const struct ps_compile_args
*ps_args
, unsigned int resource_idx
, unsigned int sampler_idx
)
1665 const struct wined3d_shader_version
*version
= &shader
->reg_maps
.shader_version
;
1667 if (version
->major
>= 4)
1668 return shader
->reg_maps
.sampler_comparison_mode
& (1u << sampler_idx
);
1670 return version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& (ps_args
->shadow
& (1u << resource_idx
));
1673 /** Generate the variable & register declarations for the GLSL output target */
1674 static void shader_generate_glsl_declarations(const struct wined3d_context
*context
,
1675 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
1676 const struct wined3d_shader_reg_maps
*reg_maps
, const struct shader_glsl_ctx_priv
*ctx_priv
)
1678 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
1679 const struct vs_compile_args
*vs_args
= ctx_priv
->cur_vs_args
;
1680 const struct ps_compile_args
*ps_args
= ctx_priv
->cur_ps_args
;
1681 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1682 unsigned int i
, extra_constants_needed
= 0;
1683 const struct wined3d_shader_lconst
*lconst
;
1687 prefix
= shader_glsl_get_prefix(version
->type
);
1689 /* Prototype the subroutines */
1690 for (i
= 0, map
= reg_maps
->labels
; map
; map
>>= 1, ++i
)
1692 if (map
& 1) shader_addline(buffer
, "void subroutine%u();\n", i
);
1695 /* Declare the constants (aka uniforms) */
1696 if (shader
->limits
->constant_float
> 0)
1698 unsigned max_constantsF
;
1700 /* Unless the shader uses indirect addressing, always declare the
1701 * maximum array size and ignore that we need some uniforms privately.
1702 * E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup
1703 * and immediate values, still declare VC[256]. If the shader needs
1704 * more uniforms than we have it won't work in any case. If it uses
1705 * less, the compiler will figure out which uniforms are really used
1706 * and strip them out. This allows a shader to use c255 on a dx9 card,
1707 * as long as it doesn't also use all the other constants.
1709 * If the shader uses indirect addressing the compiler must assume
1710 * that all declared uniforms are used. In this case, declare only the
1711 * amount that we're assured to have.
1713 * Thus we run into problems in these two cases:
1714 * 1) The shader really uses more uniforms than supported.
1715 * 2) The shader uses indirect addressing, less constants than
1716 * supported, but uses a constant index > #supported consts. */
1717 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
1719 /* No indirect addressing here. */
1720 max_constantsF
= gl_info
->limits
.glsl_ps_float_constants
;
1724 if (reg_maps
->usesrelconstF
)
1726 /* Subtract the other potential uniforms from the max
1727 * available (bools, ints, and 1 row of projection matrix).
1728 * Subtract another uniform for immediate values, which have
1729 * to be loaded via uniform by the driver as well. The shader
1730 * code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex
1731 * shader code, so one vec4 should be enough. (Unfortunately
1732 * the Nvidia driver doesn't store 128 and -128 in one float).
1734 * Writing gl_ClipVertex requires one uniform for each
1735 * clipplane as well. */
1736 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
- 3;
1737 if (vs_args
->clip_enabled
)
1738 max_constantsF
-= gl_info
->limits
.clipplanes
;
1739 max_constantsF
-= wined3d_popcount(reg_maps
->integer_constants
);
1740 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
1741 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
1742 * for now take this into account when calculating the number of available constants
1744 max_constantsF
-= wined3d_popcount(reg_maps
->boolean_constants
);
1745 /* Set by driver quirks in directx.c */
1746 max_constantsF
-= gl_info
->reserved_glsl_constants
;
1748 if (max_constantsF
< shader
->limits
->constant_float
)
1750 static unsigned int once
;
1753 ERR_(winediag
)("The hardware does not support enough uniform components to run this shader,"
1754 " it may not render correctly.\n");
1756 WARN("The hardware does not support enough uniform components to run this shader.\n");
1761 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
;
1764 max_constantsF
= min(shader
->limits
->constant_float
, max_constantsF
);
1765 shader_addline(buffer
, "uniform vec4 %s_c[%u];\n", prefix
, max_constantsF
);
1768 /* Always declare the full set of constants, the compiler can remove the
1769 * unused ones because d3d doesn't (yet) support indirect int and bool
1770 * constant addressing. This avoids problems if the app uses e.g. i0 and i9. */
1771 if (shader
->limits
->constant_int
> 0 && reg_maps
->integer_constants
)
1772 shader_addline(buffer
, "uniform ivec4 %s_i[%u];\n", prefix
, shader
->limits
->constant_int
);
1774 if (shader
->limits
->constant_bool
> 0 && reg_maps
->boolean_constants
)
1775 shader_addline(buffer
, "uniform bool %s_b[%u];\n", prefix
, shader
->limits
->constant_bool
);
1777 for (i
= 0; i
< WINED3D_MAX_CBS
; ++i
)
1779 if (reg_maps
->cb_sizes
[i
])
1780 shader_addline(buffer
, "layout(std140) uniform block_%s_cb%u { vec4 %s_cb%u[%u]; };\n",
1781 prefix
, i
, prefix
, i
, reg_maps
->cb_sizes
[i
]);
1784 /* Declare texture samplers */
1785 for (i
= 0; i
< reg_maps
->sampler_map
.count
; ++i
)
1787 struct wined3d_shader_sampler_map_entry
*entry
;
1788 const char *sampler_type_prefix
, *sampler_type
;
1789 BOOL shadow_sampler
, tex_rect
;
1791 entry
= ®_maps
->sampler_map
.entries
[i
];
1793 if (entry
->resource_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
1795 ERR("Invalid resource index %u.\n", entry
->resource_idx
);
1799 switch (reg_maps
->resource_info
[entry
->resource_idx
].data_type
)
1801 case WINED3D_DATA_FLOAT
:
1802 case WINED3D_DATA_UNORM
:
1803 case WINED3D_DATA_SNORM
:
1804 sampler_type_prefix
= "";
1807 case WINED3D_DATA_INT
:
1808 sampler_type_prefix
= "i";
1811 case WINED3D_DATA_UINT
:
1812 sampler_type_prefix
= "u";
1816 sampler_type_prefix
= "";
1817 ERR("Unhandled resource data type %#x.\n", reg_maps
->resource_info
[i
].data_type
);
1821 shadow_sampler
= glsl_is_shadow_sampler(shader
, ps_args
, entry
->resource_idx
, entry
->sampler_idx
);
1822 switch (reg_maps
->resource_info
[entry
->resource_idx
].type
)
1824 case WINED3D_SHADER_RESOURCE_TEXTURE_1D
:
1826 sampler_type
= "sampler1DShadow";
1828 sampler_type
= "sampler1D";
1831 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
1832 tex_rect
= version
->type
== WINED3D_SHADER_TYPE_PIXEL
1833 && (ps_args
->np2_fixup
& (1u << entry
->resource_idx
))
1834 && gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
1838 sampler_type
= "sampler2DRectShadow";
1840 sampler_type
= "sampler2DShadow";
1845 sampler_type
= "sampler2DRect";
1847 sampler_type
= "sampler2D";
1851 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
1853 FIXME("Unsupported 3D shadow sampler.\n");
1854 sampler_type
= "sampler3D";
1857 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
1859 FIXME("Unsupported Cube shadow sampler.\n");
1860 sampler_type
= "samplerCube";
1864 sampler_type
= "unsupported_sampler";
1865 FIXME("Unhandled resource type %#x.\n", reg_maps
->resource_info
[entry
->resource_idx
].type
);
1868 shader_addline(buffer
, "uniform %s%s %s_sampler%u;\n",
1869 sampler_type_prefix
, sampler_type
, prefix
, entry
->bind_idx
);
1872 /* Declare uniforms for NP2 texcoord fixup:
1873 * This is NOT done inside the loop that declares the texture samplers
1874 * since the NP2 fixup code is currently only used for the GeforceFX
1875 * series and when forcing the ARB_npot extension off. Modern cards just
1876 * skip the code anyway, so put it inside a separate loop. */
1877 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& ps_args
->np2_fixup
)
1879 struct ps_np2fixup_info
*fixup
= ctx_priv
->cur_np2fixup_info
;
1882 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
1883 * while D3D has them in the (normalized) [0,1]x[0,1] range.
1884 * samplerNP2Fixup stores texture dimensions and is updated through
1885 * shader_glsl_load_np2fixup_constants when the sampler changes. */
1887 for (i
= 0; i
< shader
->limits
->sampler
; ++i
)
1889 if (!reg_maps
->resource_info
[i
].type
|| !(ps_args
->np2_fixup
& (1u << i
)))
1892 if (reg_maps
->resource_info
[i
].type
!= WINED3D_SHADER_RESOURCE_TEXTURE_2D
)
1894 FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
1898 fixup
->idx
[i
] = cur
++;
1901 fixup
->num_consts
= (cur
+ 1) >> 1;
1902 fixup
->active
= ps_args
->np2_fixup
;
1903 shader_addline(buffer
, "uniform vec4 %s_samplerNP2Fixup[%u];\n", prefix
, fixup
->num_consts
);
1906 /* Declare address variables */
1907 for (i
= 0, map
= reg_maps
->address
; map
; map
>>= 1, ++i
)
1909 if (map
& 1) shader_addline(buffer
, "ivec4 A%u;\n", i
);
1912 if (version
->type
== WINED3D_SHADER_TYPE_VERTEX
)
1914 for (i
= 0; i
< shader
->input_signature
.element_count
; ++i
)
1916 const struct wined3d_shader_signature_element
*e
= &shader
->input_signature
.elements
[i
];
1917 if (e
->sysval_semantic
== WINED3D_SV_INSTANCE_ID
)
1918 shader_addline(buffer
, "vec4 %s_in%u = vec4(intBitsToFloat(gl_InstanceID), 0.0, 0.0, 0.0);\n",
1919 prefix
, e
->register_idx
);
1921 shader_addline(buffer
, "%s vec4 %s_in%u;\n",
1922 get_attribute_keyword(gl_info
), prefix
, e
->register_idx
);
1925 if (vs_args
->point_size
&& !vs_args
->per_vertex_point_size
)
1927 shader_addline(buffer
, "uniform struct\n{\n");
1928 shader_addline(buffer
, " float size;\n");
1929 shader_addline(buffer
, " float size_min;\n");
1930 shader_addline(buffer
, " float size_max;\n");
1931 shader_addline(buffer
, "} ffp_point;\n");
1934 if (!gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] && version
->major
< 3)
1936 declare_out_varying(gl_info
, buffer
, vs_args
->flatshading
, "vec4 ffp_varying_diffuse;\n");
1937 declare_out_varying(gl_info
, buffer
, vs_args
->flatshading
, "vec4 ffp_varying_specular;\n");
1938 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
1939 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
1942 shader_addline(buffer
, "uniform vec4 posFixup;\n");
1943 shader_addline(buffer
, "void order_ps_input(in vec4[%u]);\n", shader
->limits
->packed_output
);
1945 else if (version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
1947 shader_addline(buffer
, "varying in vec4 gs_in[][%u];\n", shader
->limits
->packed_input
);
1949 else if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
1951 if (version
->major
< 3 || ps_args
->vp_mode
!= vertexshader
)
1953 shader_addline(buffer
, "uniform struct\n{\n");
1954 shader_addline(buffer
, " vec4 color;\n");
1955 shader_addline(buffer
, " float density;\n");
1956 shader_addline(buffer
, " float end;\n");
1957 shader_addline(buffer
, " float scale;\n");
1958 shader_addline(buffer
, "} ffp_fog;\n");
1960 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
1962 if (glsl_is_color_reg_read(shader
, 0))
1963 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
1964 if (glsl_is_color_reg_read(shader
, 1))
1965 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
1966 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
1967 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
1971 if (glsl_is_color_reg_read(shader
, 0))
1972 declare_in_varying(gl_info
, buffer
, ps_args
->flatshading
, "vec4 ffp_varying_diffuse;\n");
1973 if (glsl_is_color_reg_read(shader
, 1))
1974 declare_in_varying(gl_info
, buffer
, ps_args
->flatshading
, "vec4 ffp_varying_specular;\n");
1975 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
1976 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
1977 declare_in_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
1981 if (version
->major
>= 3)
1983 UINT in_count
= min(vec4_varyings(version
->major
, gl_info
), shader
->limits
->packed_input
);
1985 if (ps_args
->vp_mode
== vertexshader
)
1986 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 %s_link[%u];\n", prefix
, in_count
);
1987 shader_addline(buffer
, "vec4 %s_in[%u];\n", prefix
, in_count
);
1990 for (i
= 0, map
= reg_maps
->bumpmat
; map
; map
>>= 1, ++i
)
1995 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", i
);
1997 if (reg_maps
->luminanceparams
& (1u << i
))
1999 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", i
);
2000 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", i
);
2001 extra_constants_needed
++;
2004 extra_constants_needed
++;
2007 if (ps_args
->srgb_correction
)
2009 shader_addline(buffer
, "const vec4 srgb_const0 = ");
2010 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const0
);
2011 shader_addline(buffer
, ";\n");
2012 shader_addline(buffer
, "const vec4 srgb_const1 = ");
2013 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const1
);
2014 shader_addline(buffer
, ";\n");
2016 if (reg_maps
->vpos
|| reg_maps
->usesdsy
)
2018 ++extra_constants_needed
;
2019 shader_addline(buffer
, "uniform vec4 ycorrection;\n");
2020 shader_addline(buffer
, "vec4 vpos;\n");
2023 if (!needs_legacy_glsl_syntax(gl_info
))
2024 shader_addline(buffer
, "out vec4 ps_out[%u];\n", gl_info
->limits
.buffers
);
2026 if (shader
->limits
->constant_float
+ extra_constants_needed
>= gl_info
->limits
.glsl_ps_float_constants
)
2027 FIXME("Insufficient uniforms to run this shader.\n");
2030 /* Declare output register temporaries */
2031 if (shader
->limits
->packed_output
)
2032 shader_addline(buffer
, "vec4 %s_out[%u];\n", prefix
, shader
->limits
->packed_output
);
2034 /* Declare temporary variables */
2035 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
2037 if (map
& 1) shader_addline(buffer
, "vec4 R%u;\n", i
);
2040 /* Declare loop registers aLx */
2041 if (version
->major
< 4)
2043 for (i
= 0; i
< reg_maps
->loop_depth
; ++i
)
2045 shader_addline(buffer
, "int aL%u;\n", i
);
2046 shader_addline(buffer
, "int tmpInt%u;\n", i
);
2050 /* Temporary variables for matrix operations */
2051 shader_addline(buffer
, "vec4 tmp0;\n");
2052 shader_addline(buffer
, "vec4 tmp1;\n");
2054 if (!shader
->load_local_constsF
)
2056 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
2058 shader_addline(buffer
, "const vec4 %s_lc%u = ", prefix
, lconst
->idx
);
2059 shader_glsl_append_imm_vec4(buffer
, (const float *)lconst
->value
);
2060 shader_addline(buffer
, ";\n");
2064 /* Start the main program. */
2065 shader_addline(buffer
, "void main()\n{\n");
2067 /* Direct3D applications expect integer vPos values, while OpenGL drivers
2068 * add approximately 0.5. This causes off-by-one problems as spotted by
2069 * the vPos d3d9 visual test. Unfortunately ATI cards do not add exactly
2070 * 0.5, but rather something like 0.49999999 or 0.50000001, which still
2071 * causes precision troubles when we just subtract 0.5.
2073 * To deal with that, just floor() the position. This will eliminate the
2074 * fraction on all cards.
2076 * TODO: Test how this behaves with multisampling.
2078 * An advantage of floor is that it works even if the driver doesn't add
2079 * 0.5. It is somewhat questionable if 1.5, 2.5, ... are the proper values
2080 * to return in gl_FragCoord, even though coordinates specify the pixel
2081 * centers instead of the pixel corners. This code will behave correctly
2082 * on drivers that returns integer values. */
2083 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& reg_maps
->vpos
)
2085 if (shader
->device
->wined3d
->flags
& WINED3D_PIXEL_CENTER_INTEGER
)
2086 shader_addline(buffer
,
2087 "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
2089 shader_addline(buffer
,
2090 "vpos = vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1);\n");
2094 /*****************************************************************************
2095 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
2097 * For more information, see http://wiki.winehq.org/DirectX-Shaders
2098 ****************************************************************************/
2101 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
2102 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
);
2104 /** Used for opcode modifiers - They multiply the result by the specified amount */
2105 static const char * const shift_glsl_tab
[] = {
2107 "2.0 * ", /* 1 (x2) */
2108 "4.0 * ", /* 2 (x4) */
2109 "8.0 * ", /* 3 (x8) */
2110 "16.0 * ", /* 4 (x16) */
2111 "32.0 * ", /* 5 (x32) */
2118 "0.0625 * ", /* 12 (d16) */
2119 "0.125 * ", /* 13 (d8) */
2120 "0.25 * ", /* 14 (d4) */
2121 "0.5 * " /* 15 (d2) */
2124 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
2125 static void shader_glsl_gen_modifier(enum wined3d_shader_src_modifier src_modifier
,
2126 const char *in_reg
, const char *in_regswizzle
, char *out_str
)
2128 switch (src_modifier
)
2130 case WINED3DSPSM_DZ
: /* Need to handle this in the instructions itself (texld & texcrd). */
2131 case WINED3DSPSM_DW
:
2132 case WINED3DSPSM_NONE
:
2133 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
2135 case WINED3DSPSM_NEG
:
2136 sprintf(out_str
, "-%s%s", in_reg
, in_regswizzle
);
2138 case WINED3DSPSM_NOT
:
2139 sprintf(out_str
, "!%s%s", in_reg
, in_regswizzle
);
2141 case WINED3DSPSM_BIAS
:
2142 sprintf(out_str
, "(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
2144 case WINED3DSPSM_BIASNEG
:
2145 sprintf(out_str
, "-(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
2147 case WINED3DSPSM_SIGN
:
2148 sprintf(out_str
, "(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
2150 case WINED3DSPSM_SIGNNEG
:
2151 sprintf(out_str
, "-(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
2153 case WINED3DSPSM_COMP
:
2154 sprintf(out_str
, "(1.0 - %s%s)", in_reg
, in_regswizzle
);
2156 case WINED3DSPSM_X2
:
2157 sprintf(out_str
, "(2.0 * %s%s)", in_reg
, in_regswizzle
);
2159 case WINED3DSPSM_X2NEG
:
2160 sprintf(out_str
, "-(2.0 * %s%s)", in_reg
, in_regswizzle
);
2162 case WINED3DSPSM_ABS
:
2163 sprintf(out_str
, "abs(%s%s)", in_reg
, in_regswizzle
);
2165 case WINED3DSPSM_ABSNEG
:
2166 sprintf(out_str
, "-abs(%s%s)", in_reg
, in_regswizzle
);
2169 FIXME("Unhandled modifier %u\n", src_modifier
);
2170 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
2174 /** Writes the GLSL variable name that corresponds to the register that the
2175 * DX opcode parameter is trying to access */
2176 static void shader_glsl_get_register_name(const struct wined3d_shader_register
*reg
,
2177 char *register_name
, BOOL
*is_color
, const struct wined3d_shader_instruction
*ins
)
2179 /* oPos, oFog and oPts in D3D */
2180 static const char * const hwrastout_reg_names
[] = {"vs_out[10]", "vs_out[11].x", "vs_out[11].y"};
2182 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
2183 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
2184 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
2185 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
2186 const char *prefix
= shader_glsl_get_prefix(version
->type
);
2187 struct glsl_src_param rel_param0
, rel_param1
;
2188 char imm_str
[4][17];
2190 if (reg
->idx
[0].offset
!= ~0U && reg
->idx
[0].rel_addr
)
2191 shader_glsl_add_src_param(ins
, reg
->idx
[0].rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param0
);
2192 if (reg
->idx
[1].offset
!= ~0U && reg
->idx
[1].rel_addr
)
2193 shader_glsl_add_src_param(ins
, reg
->idx
[1].rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param1
);
2198 case WINED3DSPR_TEMP
:
2199 sprintf(register_name
, "R%u", reg
->idx
[0].offset
);
2202 case WINED3DSPR_INPUT
:
2203 if (version
->type
== WINED3D_SHADER_TYPE_VERTEX
)
2205 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2207 if (reg
->idx
[0].rel_addr
)
2208 FIXME("VS3+ input registers relative addressing.\n");
2209 if (priv
->cur_vs_args
->swizzle_map
& (1u << reg
->idx
[0].offset
))
2211 sprintf(register_name
, "%s_in%u", prefix
, reg
->idx
[0].offset
);
2215 if (version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
2217 if (reg
->idx
[0].rel_addr
)
2219 if (reg
->idx
[1].rel_addr
)
2220 sprintf(register_name
, "gs_in[%s + %u][%s + %u]",
2221 rel_param0
.param_str
, reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
2223 sprintf(register_name
, "gs_in[%s + %u][%u]",
2224 rel_param0
.param_str
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
2226 else if (reg
->idx
[1].rel_addr
)
2227 sprintf(register_name
, "gs_in[%u][%s + %u]",
2228 reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
2230 sprintf(register_name
, "gs_in[%u][%u]", reg
->idx
[0].offset
, reg
->idx
[1].offset
);
2234 /* pixel shaders >= 3.0 */
2235 if (version
->major
>= 3)
2237 DWORD idx
= shader
->u
.ps
.input_reg_map
[reg
->idx
[0].offset
];
2238 unsigned int in_count
= vec4_varyings(version
->major
, gl_info
);
2240 if (reg
->idx
[0].rel_addr
)
2242 /* Removing a + 0 would be an obvious optimization, but
2243 * OS X doesn't see the NOP operation there. */
2246 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
]
2247 && shader
->u
.ps
.declared_in_count
> in_count
)
2249 sprintf(register_name
,
2250 "((%s + %u) > %u ? (%s + %u) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s + %u])",
2251 rel_param0
.param_str
, idx
, in_count
- 1, rel_param0
.param_str
, idx
, in_count
,
2252 prefix
, rel_param0
.param_str
, idx
);
2256 sprintf(register_name
, "%s_in[%s + %u]", prefix
, rel_param0
.param_str
, idx
);
2261 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
]
2262 && shader
->u
.ps
.declared_in_count
> in_count
)
2264 sprintf(register_name
, "((%s) > %u ? (%s) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s])",
2265 rel_param0
.param_str
, in_count
- 1, rel_param0
.param_str
, in_count
,
2266 prefix
, rel_param0
.param_str
);
2270 sprintf(register_name
, "%s_in[%s]", prefix
, rel_param0
.param_str
);
2276 if (idx
== in_count
) sprintf(register_name
, "gl_Color");
2277 else if (idx
== in_count
+ 1) sprintf(register_name
, "gl_SecondaryColor");
2278 else sprintf(register_name
, "%s_in[%u]", prefix
, idx
);
2283 if (!reg
->idx
[0].offset
)
2284 strcpy(register_name
, "ffp_varying_diffuse");
2286 strcpy(register_name
, "ffp_varying_specular");
2291 case WINED3DSPR_CONST
:
2293 /* Relative addressing */
2294 if (reg
->idx
[0].rel_addr
)
2296 if (wined3d_settings
.check_float_constants
)
2297 sprintf(register_name
, "(%s + %u >= 0 && %s + %u < %u ? %s_c[%s + %u] : vec4(0.0))",
2298 rel_param0
.param_str
, reg
->idx
[0].offset
,
2299 rel_param0
.param_str
, reg
->idx
[0].offset
, shader
->limits
->constant_float
,
2300 prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2301 else if (reg
->idx
[0].offset
)
2302 sprintf(register_name
, "%s_c[%s + %u]", prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2304 sprintf(register_name
, "%s_c[%s]", prefix
, rel_param0
.param_str
);
2308 if (shader_constant_is_local(shader
, reg
->idx
[0].offset
))
2309 sprintf(register_name
, "%s_lc%u", prefix
, reg
->idx
[0].offset
);
2311 sprintf(register_name
, "%s_c[%u]", prefix
, reg
->idx
[0].offset
);
2316 case WINED3DSPR_CONSTINT
:
2317 sprintf(register_name
, "%s_i[%u]", prefix
, reg
->idx
[0].offset
);
2320 case WINED3DSPR_CONSTBOOL
:
2321 sprintf(register_name
, "%s_b[%u]", prefix
, reg
->idx
[0].offset
);
2324 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
2325 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
2326 sprintf(register_name
, "T%u", reg
->idx
[0].offset
);
2328 sprintf(register_name
, "A%u", reg
->idx
[0].offset
);
2331 case WINED3DSPR_LOOP
:
2332 sprintf(register_name
, "aL%u", ins
->ctx
->loop_state
->current_reg
- 1);
2335 case WINED3DSPR_SAMPLER
:
2336 sprintf(register_name
, "%s_sampler%u", prefix
, reg
->idx
[0].offset
);
2339 case WINED3DSPR_COLOROUT
:
2340 if (reg
->idx
[0].offset
>= gl_info
->limits
.buffers
)
2341 WARN("Write to render target %u, only %d supported.\n",
2342 reg
->idx
[0].offset
, gl_info
->limits
.buffers
);
2344 sprintf(register_name
, "%s[%u]", get_fragment_output(gl_info
), reg
->idx
[0].offset
);
2347 case WINED3DSPR_RASTOUT
:
2348 sprintf(register_name
, "%s", hwrastout_reg_names
[reg
->idx
[0].offset
]);
2351 case WINED3DSPR_DEPTHOUT
:
2352 sprintf(register_name
, "gl_FragDepth");
2355 case WINED3DSPR_ATTROUT
:
2356 if (!reg
->idx
[0].offset
)
2357 sprintf(register_name
, "%s_out[8]", prefix
);
2359 sprintf(register_name
, "%s_out[9]", prefix
);
2362 case WINED3DSPR_TEXCRDOUT
:
2363 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
2364 if (reg
->idx
[0].rel_addr
)
2365 FIXME("VS3 output registers relative addressing.\n");
2366 sprintf(register_name
, "%s_out[%u]", prefix
, reg
->idx
[0].offset
);
2369 case WINED3DSPR_MISCTYPE
:
2370 if (!reg
->idx
[0].offset
)
2373 sprintf(register_name
, "vpos");
2375 else if (reg
->idx
[0].offset
== 1)
2377 /* Note that gl_FrontFacing is a bool, while vFace is
2378 * a float for which the sign determines front/back */
2379 sprintf(register_name
, "(gl_FrontFacing ? 1.0 : -1.0)");
2383 FIXME("Unhandled misctype register %u.\n", reg
->idx
[0].offset
);
2384 sprintf(register_name
, "unrecognized_register");
2388 case WINED3DSPR_IMMCONST
:
2389 switch (reg
->immconst_type
)
2391 case WINED3D_IMMCONST_SCALAR
:
2392 switch (reg
->data_type
)
2394 case WINED3D_DATA_FLOAT
:
2395 wined3d_ftoa(*(const float *)reg
->immconst_data
, register_name
);
2397 case WINED3D_DATA_INT
:
2398 sprintf(register_name
, "%#x", reg
->immconst_data
[0]);
2400 case WINED3D_DATA_RESOURCE
:
2401 case WINED3D_DATA_SAMPLER
:
2402 case WINED3D_DATA_UINT
:
2403 sprintf(register_name
, "%#xu", reg
->immconst_data
[0]);
2406 sprintf(register_name
, "<unhandled data type %#x>", reg
->data_type
);
2411 case WINED3D_IMMCONST_VEC4
:
2412 switch (reg
->data_type
)
2414 case WINED3D_DATA_FLOAT
:
2415 wined3d_ftoa(*(const float *)®
->immconst_data
[0], imm_str
[0]);
2416 wined3d_ftoa(*(const float *)®
->immconst_data
[1], imm_str
[1]);
2417 wined3d_ftoa(*(const float *)®
->immconst_data
[2], imm_str
[2]);
2418 wined3d_ftoa(*(const float *)®
->immconst_data
[3], imm_str
[3]);
2419 sprintf(register_name
, "vec4(%s, %s, %s, %s)",
2420 imm_str
[0], imm_str
[1], imm_str
[2], imm_str
[3]);
2422 case WINED3D_DATA_INT
:
2423 sprintf(register_name
, "ivec4(%#x, %#x, %#x, %#x)",
2424 reg
->immconst_data
[0], reg
->immconst_data
[1],
2425 reg
->immconst_data
[2], reg
->immconst_data
[3]);
2427 case WINED3D_DATA_RESOURCE
:
2428 case WINED3D_DATA_SAMPLER
:
2429 case WINED3D_DATA_UINT
:
2430 sprintf(register_name
, "uvec4(%#xu, %#xu, %#xu, %#xu)",
2431 reg
->immconst_data
[0], reg
->immconst_data
[1],
2432 reg
->immconst_data
[2], reg
->immconst_data
[3]);
2435 sprintf(register_name
, "<unhandled data type %#x>", reg
->data_type
);
2441 FIXME("Unhandled immconst type %#x\n", reg
->immconst_type
);
2442 sprintf(register_name
, "<unhandled_immconst_type %#x>", reg
->immconst_type
);
2446 case WINED3DSPR_CONSTBUFFER
:
2447 if (reg
->idx
[1].rel_addr
)
2448 sprintf(register_name
, "%s_cb%u[%s + %u]",
2449 prefix
, reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
2451 sprintf(register_name
, "%s_cb%u[%u]", prefix
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
2454 case WINED3DSPR_IMMCONSTBUFFER
:
2455 if (reg
->idx
[0].rel_addr
)
2456 sprintf(register_name
, "%s_icb[%s + %u]", prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2458 sprintf(register_name
, "%s_icb[%u]", prefix
, reg
->idx
[0].offset
);
2461 case WINED3DSPR_PRIMID
:
2462 sprintf(register_name
, "uint(gl_PrimitiveIDIn)");
2466 FIXME("Unhandled register type %#x.\n", reg
->type
);
2467 sprintf(register_name
, "unrecognized_register");
2472 static void shader_glsl_write_mask_to_str(DWORD write_mask
, char *str
)
2475 if (write_mask
& WINED3DSP_WRITEMASK_0
) *str
++ = 'x';
2476 if (write_mask
& WINED3DSP_WRITEMASK_1
) *str
++ = 'y';
2477 if (write_mask
& WINED3DSP_WRITEMASK_2
) *str
++ = 'z';
2478 if (write_mask
& WINED3DSP_WRITEMASK_3
) *str
++ = 'w';
2482 /* Get the GLSL write mask for the destination register */
2483 static DWORD
shader_glsl_get_write_mask(const struct wined3d_shader_dst_param
*param
, char *write_mask
)
2485 DWORD mask
= param
->write_mask
;
2487 if (shader_is_scalar(¶m
->reg
))
2489 mask
= WINED3DSP_WRITEMASK_0
;
2494 shader_glsl_write_mask_to_str(mask
, write_mask
);
2500 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask
) {
2501 unsigned int size
= 0;
2503 if (write_mask
& WINED3DSP_WRITEMASK_0
) ++size
;
2504 if (write_mask
& WINED3DSP_WRITEMASK_1
) ++size
;
2505 if (write_mask
& WINED3DSP_WRITEMASK_2
) ++size
;
2506 if (write_mask
& WINED3DSP_WRITEMASK_3
) ++size
;
2511 static void shader_glsl_swizzle_to_str(const DWORD swizzle
, BOOL fixup
, DWORD mask
, char *str
)
2513 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
2514 * but addressed as "rgba". To fix this we need to swap the register's x
2515 * and z components. */
2516 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
2519 /* swizzle bits fields: wwzzyyxx */
2520 if (mask
& WINED3DSP_WRITEMASK_0
) *str
++ = swizzle_chars
[swizzle
& 0x03];
2521 if (mask
& WINED3DSP_WRITEMASK_1
) *str
++ = swizzle_chars
[(swizzle
>> 2) & 0x03];
2522 if (mask
& WINED3DSP_WRITEMASK_2
) *str
++ = swizzle_chars
[(swizzle
>> 4) & 0x03];
2523 if (mask
& WINED3DSP_WRITEMASK_3
) *str
++ = swizzle_chars
[(swizzle
>> 6) & 0x03];
2527 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param
*param
,
2528 BOOL fixup
, DWORD mask
, char *swizzle_str
)
2530 if (shader_is_scalar(¶m
->reg
))
2531 *swizzle_str
= '\0';
2533 shader_glsl_swizzle_to_str(param
->swizzle
, fixup
, mask
, swizzle_str
);
2536 /* From a given parameter token, generate the corresponding GLSL string.
2537 * Also, return the actual register name and swizzle in case the
2538 * caller needs this information as well. */
2539 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
2540 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
)
2542 BOOL is_color
= FALSE
;
2543 char swizzle_str
[6];
2545 glsl_src
->reg_name
[0] = '\0';
2546 glsl_src
->param_str
[0] = '\0';
2547 swizzle_str
[0] = '\0';
2549 shader_glsl_get_register_name(&wined3d_src
->reg
, glsl_src
->reg_name
, &is_color
, ins
);
2550 shader_glsl_get_swizzle(wined3d_src
, is_color
, mask
, swizzle_str
);
2552 if (wined3d_src
->reg
.type
== WINED3DSPR_IMMCONST
|| wined3d_src
->reg
.type
== WINED3DSPR_PRIMID
)
2554 shader_glsl_gen_modifier(wined3d_src
->modifiers
, glsl_src
->reg_name
, swizzle_str
, glsl_src
->param_str
);
2560 switch (wined3d_src
->reg
.data_type
)
2562 case WINED3D_DATA_FLOAT
:
2563 sprintf(reg_name
, "%s", glsl_src
->reg_name
);
2565 case WINED3D_DATA_INT
:
2566 sprintf(reg_name
, "floatBitsToInt(%s)", glsl_src
->reg_name
);
2568 case WINED3D_DATA_RESOURCE
:
2569 case WINED3D_DATA_SAMPLER
:
2570 case WINED3D_DATA_UINT
:
2571 sprintf(reg_name
, "floatBitsToUint(%s)", glsl_src
->reg_name
);
2574 FIXME("Unhandled data type %#x.\n", wined3d_src
->reg
.data_type
);
2575 sprintf(reg_name
, "%s", glsl_src
->reg_name
);
2579 shader_glsl_gen_modifier(wined3d_src
->modifiers
, reg_name
, swizzle_str
, glsl_src
->param_str
);
2583 /* From a given parameter token, generate the corresponding GLSL string.
2584 * Also, return the actual register name and swizzle in case the
2585 * caller needs this information as well. */
2586 static DWORD
shader_glsl_add_dst_param(const struct wined3d_shader_instruction
*ins
,
2587 const struct wined3d_shader_dst_param
*wined3d_dst
, struct glsl_dst_param
*glsl_dst
)
2589 BOOL is_color
= FALSE
;
2591 glsl_dst
->mask_str
[0] = '\0';
2592 glsl_dst
->reg_name
[0] = '\0';
2594 shader_glsl_get_register_name(&wined3d_dst
->reg
, glsl_dst
->reg_name
, &is_color
, ins
);
2595 return shader_glsl_get_write_mask(wined3d_dst
, glsl_dst
->mask_str
);
2598 /* Append the destination part of the instruction to the buffer, return the effective write mask */
2599 static DWORD
shader_glsl_append_dst_ext(struct wined3d_string_buffer
*buffer
,
2600 const struct wined3d_shader_instruction
*ins
, const struct wined3d_shader_dst_param
*dst
,
2601 enum wined3d_data_type data_type
)
2603 struct glsl_dst_param glsl_dst
;
2606 if ((mask
= shader_glsl_add_dst_param(ins
, dst
, &glsl_dst
)))
2610 case WINED3D_DATA_FLOAT
:
2611 shader_addline(buffer
, "%s%s = %s(",
2612 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
2614 case WINED3D_DATA_INT
:
2615 shader_addline(buffer
, "%s%s = %sintBitsToFloat(",
2616 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
2618 case WINED3D_DATA_RESOURCE
:
2619 case WINED3D_DATA_SAMPLER
:
2620 case WINED3D_DATA_UINT
:
2621 shader_addline(buffer
, "%s%s = %suintBitsToFloat(",
2622 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
2625 FIXME("Unhandled data type %#x.\n", data_type
);
2626 shader_addline(buffer
, "%s%s = %s(",
2627 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
2635 /* Append the destination part of the instruction to the buffer, return the effective write mask */
2636 static DWORD
shader_glsl_append_dst(struct wined3d_string_buffer
*buffer
, const struct wined3d_shader_instruction
*ins
)
2638 return shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
2641 /** Process GLSL instruction modifiers */
2642 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
)
2644 struct glsl_dst_param dst_param
;
2647 if (!ins
->dst_count
) return;
2649 modifiers
= ins
->dst
[0].modifiers
;
2650 if (!modifiers
) return;
2652 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
2654 if (modifiers
& WINED3DSPDM_SATURATE
)
2656 /* _SAT means to clamp the value of the register to between 0 and 1 */
2657 shader_addline(ins
->ctx
->buffer
, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param
.reg_name
,
2658 dst_param
.mask_str
, dst_param
.reg_name
, dst_param
.mask_str
);
2661 if (modifiers
& WINED3DSPDM_MSAMPCENTROID
)
2663 FIXME("_centroid modifier not handled\n");
2666 if (modifiers
& WINED3DSPDM_PARTIALPRECISION
)
2668 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
2672 static const char *shader_glsl_get_rel_op(enum wined3d_shader_rel_op op
)
2676 case WINED3D_SHADER_REL_OP_GT
: return ">";
2677 case WINED3D_SHADER_REL_OP_EQ
: return "==";
2678 case WINED3D_SHADER_REL_OP_GE
: return ">=";
2679 case WINED3D_SHADER_REL_OP_LT
: return "<";
2680 case WINED3D_SHADER_REL_OP_NE
: return "!=";
2681 case WINED3D_SHADER_REL_OP_LE
: return "<=";
2683 FIXME("Unrecognized operator %#x.\n", op
);
2688 static void shader_glsl_get_sample_function(const struct wined3d_shader_context
*ctx
,
2689 DWORD resource_idx
, DWORD sampler_idx
, DWORD flags
, struct glsl_sample_function
*sample_function
)
2693 unsigned int coord_size
;
2694 unsigned int offset_size
;
2695 const char *type_part
;
2699 {0, 0, ""}, /* WINED3D_SHADER_RESOURCE_NONE */
2700 {1, 0, ""}, /* WINED3D_SHADER_RESOURCE_BUFFER */
2701 {1, 1, "1D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1D */
2702 {2, 2, "2D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2D */
2703 {2, 0, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMS */
2704 {3, 3, "3D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_3D */
2705 {3, 0, "Cube"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBE */
2706 {2, 1, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY */
2707 {3, 2, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY */
2708 {3, 0, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY */
2710 struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
2711 enum wined3d_shader_resource_type resource_type
= ctx
->reg_maps
->resource_info
[resource_idx
].type
;
2712 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
2713 BOOL shadow
= glsl_is_shadow_sampler(ctx
->shader
, priv
->cur_ps_args
, resource_idx
, sampler_idx
);
2714 BOOL projected
= flags
& WINED3D_GLSL_SAMPLE_PROJECTED
;
2715 BOOL texrect
= ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
2716 && priv
->cur_ps_args
->np2_fixup
& (1u << resource_idx
)
2717 && gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
2718 BOOL lod
= flags
& WINED3D_GLSL_SAMPLE_LOD
;
2719 BOOL grad
= flags
& WINED3D_GLSL_SAMPLE_GRAD
;
2720 BOOL offset
= flags
& WINED3D_GLSL_SAMPLE_OFFSET
;
2721 const char *base
= "texture", *type_part
= "", *suffix
= "";
2722 unsigned int coord_size
;
2724 sample_function
->data_type
= ctx
->reg_maps
->resource_info
[resource_idx
].data_type
;
2726 if (resource_type
>= ARRAY_SIZE(resource_types
))
2728 ERR("Unexpected resource type %#x.\n", resource_type
);
2729 resource_type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
2732 /* Note that there's no such thing as a projected cube texture. */
2733 if (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
2736 if (needs_legacy_glsl_syntax(gl_info
))
2741 type_part
= resource_types
[resource_type
].type_part
;
2742 if (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2D
&& texrect
)
2743 type_part
= "2DRect";
2745 FIXME("Unhandled resource type %#x.\n", resource_type
);
2747 if (!lod
&& grad
&& !gl_info
->supported
[EXT_GPU_SHADER4
])
2749 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2752 FIXME("Unsupported grad function.\n");
2756 if (flags
& WINED3D_GLSL_SAMPLE_LOAD
)
2758 static const DWORD texel_fetch_flags
= WINED3D_GLSL_SAMPLE_LOAD
| WINED3D_GLSL_SAMPLE_OFFSET
;
2759 if (flags
& ~texel_fetch_flags
)
2760 ERR("Unexpected flags %#x for texelFetch.\n", flags
& ~texel_fetch_flags
);
2762 base
= "texelFetch";
2766 sample_function
->offset_size
= offset
? resource_types
[resource_type
].offset_size
: 0;
2767 if (offset
&& !sample_function
->offset_size
)
2769 FIXME("Offset not supported for resource type %#x.\n", resource_type
);
2773 sample_function
->name
= string_buffer_get(priv
->string_buffers
);
2774 string_buffer_sprintf(sample_function
->name
, "%s%s%s%s%s%s", base
, type_part
, projected
? "Proj" : "",
2775 lod
? "Lod" : grad
? "Grad" : "", offset
? "Offset" : "", suffix
);
2777 coord_size
= resource_types
[resource_type
].coord_size
;
2780 sample_function
->coord_mask
= (1u << coord_size
) - 1;
2781 sample_function
->output_single_component
= shadow
&& !needs_legacy_glsl_syntax(gl_info
);
2784 static void shader_glsl_release_sample_function(const struct wined3d_shader_context
*ctx
,
2785 struct glsl_sample_function
*sample_function
)
2787 const struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
2789 string_buffer_release(priv
->string_buffers
, sample_function
->name
);
2792 static void shader_glsl_append_fixup_arg(char *arguments
, const char *reg_name
,
2793 BOOL sign_fixup
, enum fixup_channel_source channel_source
)
2795 switch(channel_source
)
2797 case CHANNEL_SOURCE_ZERO
:
2798 strcat(arguments
, "0.0");
2801 case CHANNEL_SOURCE_ONE
:
2802 strcat(arguments
, "1.0");
2805 case CHANNEL_SOURCE_X
:
2806 strcat(arguments
, reg_name
);
2807 strcat(arguments
, ".x");
2810 case CHANNEL_SOURCE_Y
:
2811 strcat(arguments
, reg_name
);
2812 strcat(arguments
, ".y");
2815 case CHANNEL_SOURCE_Z
:
2816 strcat(arguments
, reg_name
);
2817 strcat(arguments
, ".z");
2820 case CHANNEL_SOURCE_W
:
2821 strcat(arguments
, reg_name
);
2822 strcat(arguments
, ".w");
2826 FIXME("Unhandled channel source %#x\n", channel_source
);
2827 strcat(arguments
, "undefined");
2831 if (sign_fixup
) strcat(arguments
, " * 2.0 - 1.0");
2834 static void shader_glsl_color_correction_ext(struct wined3d_string_buffer
*buffer
,
2835 const char *reg_name
, DWORD mask
, struct color_fixup_desc fixup
)
2837 unsigned int mask_size
, remaining
;
2838 DWORD fixup_mask
= 0;
2839 char arguments
[256];
2842 if (fixup
.x_sign_fixup
|| fixup
.x_source
!= CHANNEL_SOURCE_X
) fixup_mask
|= WINED3DSP_WRITEMASK_0
;
2843 if (fixup
.y_sign_fixup
|| fixup
.y_source
!= CHANNEL_SOURCE_Y
) fixup_mask
|= WINED3DSP_WRITEMASK_1
;
2844 if (fixup
.z_sign_fixup
|| fixup
.z_source
!= CHANNEL_SOURCE_Z
) fixup_mask
|= WINED3DSP_WRITEMASK_2
;
2845 if (fixup
.w_sign_fixup
|| fixup
.w_source
!= CHANNEL_SOURCE_W
) fixup_mask
|= WINED3DSP_WRITEMASK_3
;
2846 if (!(mask
&= fixup_mask
))
2849 if (is_complex_fixup(fixup
))
2851 enum complex_fixup complex_fixup
= get_complex_fixup(fixup
);
2852 FIXME("Complex fixup (%#x) not supported\n",complex_fixup
);
2856 shader_glsl_write_mask_to_str(mask
, mask_str
);
2857 mask_size
= shader_glsl_get_write_mask_size(mask
);
2859 arguments
[0] = '\0';
2860 remaining
= mask_size
;
2861 if (mask
& WINED3DSP_WRITEMASK_0
)
2863 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.x_sign_fixup
, fixup
.x_source
);
2864 if (--remaining
) strcat(arguments
, ", ");
2866 if (mask
& WINED3DSP_WRITEMASK_1
)
2868 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.y_sign_fixup
, fixup
.y_source
);
2869 if (--remaining
) strcat(arguments
, ", ");
2871 if (mask
& WINED3DSP_WRITEMASK_2
)
2873 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.z_sign_fixup
, fixup
.z_source
);
2874 if (--remaining
) strcat(arguments
, ", ");
2876 if (mask
& WINED3DSP_WRITEMASK_3
)
2878 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.w_sign_fixup
, fixup
.w_source
);
2879 if (--remaining
) strcat(arguments
, ", ");
2883 shader_addline(buffer
, "%s%s = vec%u(%s);\n", reg_name
, mask_str
, mask_size
, arguments
);
2885 shader_addline(buffer
, "%s%s = %s;\n", reg_name
, mask_str
, arguments
);
2888 static void shader_glsl_color_correction(const struct wined3d_shader_instruction
*ins
, struct color_fixup_desc fixup
)
2893 shader_glsl_get_register_name(&ins
->dst
[0].reg
, reg_name
, &is_color
, ins
);
2894 shader_glsl_color_correction_ext(ins
->ctx
->buffer
, reg_name
, ins
->dst
[0].write_mask
, fixup
);
2897 static void PRINTF_ATTR(9, 10) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction
*ins
,
2898 unsigned int sampler_bind_idx
, const struct glsl_sample_function
*sample_function
, DWORD swizzle
,
2899 const char *dx
, const char *dy
, const char *bias
, const struct wined3d_shader_texel_offset
*offset
,
2900 const char *coord_reg_fmt
, ...)
2902 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
2903 char dst_swizzle
[6];
2904 struct color_fixup_desc fixup
;
2905 BOOL np2_fixup
= FALSE
;
2909 shader_glsl_swizzle_to_str(swizzle
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
2911 /* If ARB_texture_swizzle is supported we don't need to do anything here.
2912 * We actually rely on it for vertex shaders and SM4+. */
2913 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& version
->major
< 4)
2915 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2916 fixup
= priv
->cur_ps_args
->color_fixup
[sampler_bind_idx
];
2918 if (priv
->cur_ps_args
->np2_fixup
& (1u << sampler_bind_idx
))
2923 fixup
= COLOR_FIXUP_IDENTITY
;
2926 shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], sample_function
->data_type
);
2928 if (sample_function
->output_single_component
)
2929 shader_addline(ins
->ctx
->buffer
, "vec4(");
2931 shader_addline(ins
->ctx
->buffer
, "%s(%s_sampler%u, ",
2932 sample_function
->name
->buffer
, shader_glsl_get_prefix(version
->type
), sampler_bind_idx
);
2936 va_start(args
, coord_reg_fmt
);
2937 ret
= shader_vaddline(ins
->ctx
->buffer
, coord_reg_fmt
, args
);
2941 if (!string_buffer_resize(ins
->ctx
->buffer
, ret
))
2947 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2948 const unsigned char idx
= priv
->cur_np2fixup_info
->idx
[sampler_bind_idx
];
2950 switch (shader_glsl_get_write_mask_size(sample_function
->coord_mask
))
2953 shader_addline(ins
->ctx
->buffer
, " * ps_samplerNP2Fixup[%u].%s",
2954 idx
>> 1, (idx
% 2) ? "z" : "x");
2957 shader_addline(ins
->ctx
->buffer
, " * ps_samplerNP2Fixup[%u].%s",
2958 idx
>> 1, (idx
% 2) ? "zw" : "xy");
2961 shader_addline(ins
->ctx
->buffer
, " * vec3(ps_samplerNP2Fixup[%u].%s, 1.0)",
2962 idx
>> 1, (idx
% 2) ? "zw" : "xy");
2965 shader_addline(ins
->ctx
->buffer
, " * vec4(ps_samplerNP2Fixup[%u].%s, 1.0, 1.0)",
2966 idx
>> 1, (idx
% 2) ? "zw" : "xy");
2971 shader_addline(ins
->ctx
->buffer
, ", %s, %s", dx
, dy
);
2973 shader_addline(ins
->ctx
->buffer
, ", %s", bias
);
2974 if (sample_function
->offset_size
)
2976 int offset_immdata
[4] = {offset
->u
, offset
->v
, offset
->w
};
2977 shader_addline(ins
->ctx
->buffer
, ", ");
2978 shader_glsl_append_imm_ivec(ins
->ctx
->buffer
, offset_immdata
, sample_function
->offset_size
);
2980 shader_addline(ins
->ctx
->buffer
, ")");
2982 if (sample_function
->output_single_component
)
2983 shader_addline(ins
->ctx
->buffer
, ")");
2985 shader_addline(ins
->ctx
->buffer
, "%s);\n", dst_swizzle
);
2987 if (!is_identity_fixup(fixup
))
2988 shader_glsl_color_correction(ins
, fixup
);
2991 /*****************************************************************************
2992 * Begin processing individual instruction opcodes
2993 ****************************************************************************/
2995 static void shader_glsl_binop(const struct wined3d_shader_instruction
*ins
)
2997 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2998 struct glsl_src_param src0_param
;
2999 struct glsl_src_param src1_param
;
3003 /* Determine the GLSL operator to use based on the opcode */
3004 switch (ins
->handler_idx
)
3006 case WINED3DSIH_ADD
: op
= "+"; break;
3007 case WINED3DSIH_AND
: op
= "&"; break;
3008 case WINED3DSIH_DIV
: op
= "/"; break;
3009 case WINED3DSIH_IADD
: op
= "+"; break;
3010 case WINED3DSIH_ISHL
: op
= "<<"; break;
3011 case WINED3DSIH_MUL
: op
= "*"; break;
3012 case WINED3DSIH_OR
: op
= "|"; break;
3013 case WINED3DSIH_SUB
: op
= "-"; break;
3014 case WINED3DSIH_USHR
: op
= ">>"; break;
3015 case WINED3DSIH_XOR
: op
= "^"; break;
3017 op
= "<unhandled operator>";
3018 FIXME("Opcode %s not yet handled in GLSL.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3022 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3023 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3024 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3025 shader_addline(buffer
, "%s %s %s);\n", src0_param
.param_str
, op
, src1_param
.param_str
);
3028 static void shader_glsl_relop(const struct wined3d_shader_instruction
*ins
)
3030 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3031 struct glsl_src_param src0_param
;
3032 struct glsl_src_param src1_param
;
3033 unsigned int mask_size
;
3037 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3038 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3039 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3040 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3044 switch (ins
->handler_idx
)
3046 case WINED3DSIH_EQ
: op
= "equal"; break;
3047 case WINED3DSIH_IEQ
: op
= "equal"; break;
3048 case WINED3DSIH_GE
: op
= "greaterThanEqual"; break;
3049 case WINED3DSIH_IGE
: op
= "greaterThanEqual"; break;
3050 case WINED3DSIH_UGE
: op
= "greaterThanEqual"; break;
3051 case WINED3DSIH_LT
: op
= "lessThan"; break;
3052 case WINED3DSIH_ILT
: op
= "lessThan"; break;
3053 case WINED3DSIH_ULT
: op
= "lessThan"; break;
3054 case WINED3DSIH_NE
: op
= "notEqual"; break;
3055 case WINED3DSIH_INE
: op
= "notEqual"; break;
3057 op
= "<unhandled operator>";
3058 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
3062 shader_addline(buffer
, "uvec%u(%s(%s, %s)) * 0xffffffffu);\n",
3063 mask_size
, op
, src0_param
.param_str
, src1_param
.param_str
);
3067 switch (ins
->handler_idx
)
3069 case WINED3DSIH_EQ
: op
= "=="; break;
3070 case WINED3DSIH_IEQ
: op
= "=="; break;
3071 case WINED3DSIH_GE
: op
= ">="; break;
3072 case WINED3DSIH_IGE
: op
= ">="; break;
3073 case WINED3DSIH_UGE
: op
= ">="; break;
3074 case WINED3DSIH_LT
: op
= "<"; break;
3075 case WINED3DSIH_ILT
: op
= "<"; break;
3076 case WINED3DSIH_ULT
: op
= "<"; break;
3077 case WINED3DSIH_NE
: op
= "!="; break;
3078 case WINED3DSIH_INE
: op
= "!="; break;
3080 op
= "<unhandled operator>";
3081 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
3085 shader_addline(buffer
, "%s %s %s ? 0xffffffffu : 0u);\n",
3086 src0_param
.param_str
, op
, src1_param
.param_str
);
3090 static void shader_glsl_unary_op(const struct wined3d_shader_instruction
*ins
)
3092 struct glsl_src_param src_param
;
3096 switch (ins
->handler_idx
)
3098 case WINED3DSIH_INEG
: op
= "-"; break;
3099 case WINED3DSIH_NOT
: op
= "~"; break;
3101 op
= "<unhandled operator>";
3102 ERR("Unhandled opcode %s.\n",
3103 debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3107 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3108 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3109 shader_addline(ins
->ctx
->buffer
, "%s%s);\n", op
, src_param
.param_str
);
3112 static void shader_glsl_imul(const struct wined3d_shader_instruction
*ins
)
3114 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3115 struct glsl_src_param src0_param
;
3116 struct glsl_src_param src1_param
;
3119 /* If we have ARB_gpu_shader5 or GLSL 4.0, we can use imulExtended(). If
3120 * not, we can emulate it. */
3121 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
3122 FIXME("64-bit integer multiplies not implemented.\n");
3124 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3126 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3127 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3128 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3130 shader_addline(ins
->ctx
->buffer
, "%s * %s);\n",
3131 src0_param
.param_str
, src1_param
.param_str
);
3135 static void shader_glsl_udiv(const struct wined3d_shader_instruction
*ins
)
3137 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3138 struct glsl_src_param src0_param
, src1_param
;
3141 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
3143 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3147 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3148 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3149 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3150 shader_addline(buffer
, "tmp0%s = uintBitsToFloat(%s / %s);\n",
3151 dst_mask
, src0_param
.param_str
, src1_param
.param_str
);
3153 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3154 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3155 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3156 shader_addline(buffer
, "%s %% %s);\n", src0_param
.param_str
, src1_param
.param_str
);
3158 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], WINED3D_DATA_FLOAT
);
3159 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
3163 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
3164 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3165 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3166 shader_addline(buffer
, "%s / %s);\n", src0_param
.param_str
, src1_param
.param_str
);
3169 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3171 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3172 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3173 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3174 shader_addline(buffer
, "%s %% %s);\n", src0_param
.param_str
, src1_param
.param_str
);
3178 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
3179 static void shader_glsl_mov(const struct wined3d_shader_instruction
*ins
)
3181 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
3182 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3183 struct glsl_src_param src0_param
;
3186 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3187 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3189 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
3190 * shader versions WINED3DSIO_MOVA is used for this. */
3191 if (ins
->ctx
->reg_maps
->shader_version
.major
== 1
3192 && ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_VERTEX
3193 && ins
->dst
[0].reg
.type
== WINED3DSPR_ADDR
)
3195 /* This is a simple floor() */
3196 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3197 if (mask_size
> 1) {
3198 shader_addline(buffer
, "ivec%d(floor(%s)));\n", mask_size
, src0_param
.param_str
);
3200 shader_addline(buffer
, "int(floor(%s)));\n", src0_param
.param_str
);
3203 else if(ins
->handler_idx
== WINED3DSIH_MOVA
)
3205 /* We need to *round* to the nearest int here. */
3206 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3208 if (gl_info
->supported
[EXT_GPU_SHADER4
])
3211 shader_addline(buffer
, "ivec%d(round(%s)));\n", mask_size
, src0_param
.param_str
);
3213 shader_addline(buffer
, "int(round(%s)));\n", src0_param
.param_str
);
3218 shader_addline(buffer
, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
3219 mask_size
, src0_param
.param_str
, mask_size
, src0_param
.param_str
);
3221 shader_addline(buffer
, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
3222 src0_param
.param_str
, src0_param
.param_str
);
3227 shader_addline(buffer
, "%s);\n", src0_param
.param_str
);
3231 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
3232 static void shader_glsl_dot(const struct wined3d_shader_instruction
*ins
)
3234 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3235 struct glsl_src_param src0_param
;
3236 struct glsl_src_param src1_param
;
3237 DWORD dst_write_mask
, src_write_mask
;
3238 unsigned int dst_size
;
3240 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
3241 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
3243 /* dp4 works on vec4, dp3 on vec3, etc. */
3244 if (ins
->handler_idx
== WINED3DSIH_DP4
)
3245 src_write_mask
= WINED3DSP_WRITEMASK_ALL
;
3246 else if (ins
->handler_idx
== WINED3DSIH_DP3
)
3247 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3249 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
3251 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_write_mask
, &src0_param
);
3252 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_write_mask
, &src1_param
);
3255 shader_addline(buffer
, "vec%d(dot(%s, %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
3257 shader_addline(buffer
, "dot(%s, %s));\n", src0_param
.param_str
, src1_param
.param_str
);
3261 /* Note that this instruction has some restrictions. The destination write mask
3262 * can't contain the w component, and the source swizzles have to be .xyzw */
3263 static void shader_glsl_cross(const struct wined3d_shader_instruction
*ins
)
3265 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3266 struct glsl_src_param src0_param
;
3267 struct glsl_src_param src1_param
;
3270 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3271 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3272 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3273 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
3274 shader_addline(ins
->ctx
->buffer
, "cross(%s, %s)%s);\n", src0_param
.param_str
, src1_param
.param_str
, dst_mask
);
3277 static void shader_glsl_cut(const struct wined3d_shader_instruction
*ins
)
3279 shader_addline(ins
->ctx
->buffer
, "EndPrimitive();\n");
3282 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
3283 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
3284 * GLSL uses the value as-is. */
3285 static void shader_glsl_pow(const struct wined3d_shader_instruction
*ins
)
3287 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3288 struct glsl_src_param src0_param
;
3289 struct glsl_src_param src1_param
;
3290 DWORD dst_write_mask
;
3291 unsigned int dst_size
;
3293 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
3294 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
3296 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3297 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
3301 shader_addline(buffer
, "vec%u(%s == 0.0 ? 1.0 : pow(abs(%s), %s)));\n",
3302 dst_size
, src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
3306 shader_addline(buffer
, "%s == 0.0 ? 1.0 : pow(abs(%s), %s));\n",
3307 src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
3311 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
3312 static void shader_glsl_map2gl(const struct wined3d_shader_instruction
*ins
)
3314 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3315 struct glsl_src_param src_param
;
3316 const char *instruction
;
3320 /* Determine the GLSL function to use based on the opcode */
3321 /* TODO: Possibly make this a table for faster lookups */
3322 switch (ins
->handler_idx
)
3324 case WINED3DSIH_ABS
: instruction
= "abs"; break;
3325 case WINED3DSIH_DSX
: instruction
= "dFdx"; break;
3326 case WINED3DSIH_DSY
: instruction
= "ycorrection.y * dFdy"; break;
3327 case WINED3DSIH_FRC
: instruction
= "fract"; break;
3328 case WINED3DSIH_IMAX
: instruction
= "max"; break;
3329 case WINED3DSIH_IMIN
: instruction
= "min"; break;
3330 case WINED3DSIH_MAX
: instruction
= "max"; break;
3331 case WINED3DSIH_MIN
: instruction
= "min"; break;
3332 case WINED3DSIH_ROUND_NI
: instruction
= "floor"; break;
3333 case WINED3DSIH_ROUND_PI
: instruction
= "ceil"; break;
3334 case WINED3DSIH_ROUND_Z
: instruction
= "trunc"; break;
3335 case WINED3DSIH_SQRT
: instruction
= "sqrt"; break;
3336 default: instruction
= "";
3337 FIXME("Opcode %s not yet handled in GLSL.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3341 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3343 shader_addline(buffer
, "%s(", instruction
);
3347 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3348 shader_addline(buffer
, "%s", src_param
.param_str
);
3349 for (i
= 1; i
< ins
->src_count
; ++i
)
3351 shader_glsl_add_src_param(ins
, &ins
->src
[i
], write_mask
, &src_param
);
3352 shader_addline(buffer
, ", %s", src_param
.param_str
);
3356 shader_addline(buffer
, "));\n");
3359 static void shader_glsl_nop(const struct wined3d_shader_instruction
*ins
) {}
3361 static void shader_glsl_nrm(const struct wined3d_shader_instruction
*ins
)
3363 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3364 struct glsl_src_param src_param
;
3365 unsigned int mask_size
;
3369 write_mask
= shader_glsl_get_write_mask(ins
->dst
, dst_mask
);
3370 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3371 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3373 shader_addline(buffer
, "tmp0.x = dot(%s, %s);\n",
3374 src_param
.param_str
, src_param
.param_str
);
3375 shader_glsl_append_dst(buffer
, ins
);
3379 shader_addline(buffer
, "tmp0.x == 0.0 ? vec%u(0.0) : (%s * inversesqrt(tmp0.x)));\n",
3380 mask_size
, src_param
.param_str
);
3384 shader_addline(buffer
, "tmp0.x == 0.0 ? 0.0 : (%s * inversesqrt(tmp0.x)));\n",
3385 src_param
.param_str
);
3389 static void shader_glsl_scalar_op(const struct wined3d_shader_instruction
*ins
)
3391 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
3392 ins
->ctx
->reg_maps
->shader_version
.minor
);
3393 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3394 struct glsl_src_param src0_param
;
3395 const char *prefix
, *suffix
;
3396 unsigned int dst_size
;
3397 DWORD dst_write_mask
;
3399 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
3400 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
3402 if (shader_version
< WINED3D_SHADER_VERSION(4, 0))
3403 dst_write_mask
= WINED3DSP_WRITEMASK_3
;
3405 shader_glsl_add_src_param(ins
, &ins
->src
[0], dst_write_mask
, &src0_param
);
3407 switch (ins
->handler_idx
)
3409 case WINED3DSIH_EXP
:
3410 case WINED3DSIH_EXPP
:
3415 case WINED3DSIH_LOG
:
3416 case WINED3DSIH_LOGP
:
3417 prefix
= "log2(abs(";
3421 case WINED3DSIH_RCP
:
3426 case WINED3DSIH_RSQ
:
3427 prefix
= "inversesqrt(abs(";
3434 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
3438 if (dst_size
> 1 && shader_version
< WINED3D_SHADER_VERSION(4, 0))
3439 shader_addline(buffer
, "vec%u(%s%s%s));\n", dst_size
, prefix
, src0_param
.param_str
, suffix
);
3441 shader_addline(buffer
, "%s%s%s);\n", prefix
, src0_param
.param_str
, suffix
);
3444 /** Process the WINED3DSIO_EXPP instruction in GLSL:
3445 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
3446 * dst.x = 2^(floor(src))
3447 * dst.y = src - floor(src)
3448 * dst.z = 2^src (partial precision is allowed, but optional)
3450 * For 2.0 shaders, just do this (honoring writemask and swizzle):
3451 * dst = 2^src; (partial precision is allowed, but optional)
3453 static void shader_glsl_expp(const struct wined3d_shader_instruction
*ins
)
3455 if (ins
->ctx
->reg_maps
->shader_version
.major
< 2)
3457 struct glsl_src_param src_param
;
3460 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
3462 shader_addline(ins
->ctx
->buffer
, "tmp0.x = exp2(floor(%s));\n", src_param
.param_str
);
3463 shader_addline(ins
->ctx
->buffer
, "tmp0.y = %s - floor(%s);\n", src_param
.param_str
, src_param
.param_str
);
3464 shader_addline(ins
->ctx
->buffer
, "tmp0.z = exp2(%s);\n", src_param
.param_str
);
3465 shader_addline(ins
->ctx
->buffer
, "tmp0.w = 1.0;\n");
3467 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3468 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3469 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", dst_mask
);
3473 shader_glsl_scalar_op(ins
);
3476 static void shader_glsl_cast(const struct wined3d_shader_instruction
*ins
,
3477 const char *vector_constructor
, const char *scalar_constructor
)
3479 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3480 struct glsl_src_param src_param
;
3481 unsigned int mask_size
;
3484 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3485 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3486 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3489 shader_addline(buffer
, "%s%u(%s));\n", vector_constructor
, mask_size
, src_param
.param_str
);
3491 shader_addline(buffer
, "%s(%s));\n", scalar_constructor
, src_param
.param_str
);
3494 static void shader_glsl_to_int(const struct wined3d_shader_instruction
*ins
)
3496 shader_glsl_cast(ins
, "ivec", "int");
3499 static void shader_glsl_to_uint(const struct wined3d_shader_instruction
*ins
)
3501 shader_glsl_cast(ins
, "uvec", "uint");
3504 static void shader_glsl_to_float(const struct wined3d_shader_instruction
*ins
)
3506 shader_glsl_cast(ins
, "vec", "float");
3509 /** Process signed comparison opcodes in GLSL. */
3510 static void shader_glsl_compare(const struct wined3d_shader_instruction
*ins
)
3512 struct glsl_src_param src0_param
;
3513 struct glsl_src_param src1_param
;
3515 unsigned int mask_size
;
3517 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3518 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3519 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3520 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3522 if (mask_size
> 1) {
3523 const char *compare
;
3525 switch(ins
->handler_idx
)
3527 case WINED3DSIH_SLT
: compare
= "lessThan"; break;
3528 case WINED3DSIH_SGE
: compare
= "greaterThanEqual"; break;
3529 default: compare
= "";
3530 FIXME("Can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3533 shader_addline(ins
->ctx
->buffer
, "vec%d(%s(%s, %s)));\n", mask_size
, compare
,
3534 src0_param
.param_str
, src1_param
.param_str
);
3536 switch(ins
->handler_idx
)
3538 case WINED3DSIH_SLT
:
3539 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
3540 * to return 0.0 but step returns 1.0 because step is not < x
3541 * An alternative is a bvec compare padded with an unused second component.
3542 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
3543 * issue. Playing with not() is not possible either because not() does not accept
3546 shader_addline(ins
->ctx
->buffer
, "(%s < %s) ? 1.0 : 0.0);\n",
3547 src0_param
.param_str
, src1_param
.param_str
);
3549 case WINED3DSIH_SGE
:
3550 /* Here we can use the step() function and safe a conditional */
3551 shader_addline(ins
->ctx
->buffer
, "step(%s, %s));\n", src1_param
.param_str
, src0_param
.param_str
);
3554 FIXME("Can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3560 static void shader_glsl_conditional_move(const struct wined3d_shader_instruction
*ins
)
3562 const char *condition_prefix
, *condition_suffix
;
3563 struct wined3d_shader_dst_param dst
;
3564 struct glsl_src_param src0_param
;
3565 struct glsl_src_param src1_param
;
3566 struct glsl_src_param src2_param
;
3567 BOOL temp_destination
= FALSE
;
3568 DWORD cmp_channel
= 0;
3573 switch (ins
->handler_idx
)
3575 case WINED3DSIH_CMP
:
3576 condition_prefix
= "";
3577 condition_suffix
= " >= 0.0";
3580 case WINED3DSIH_CND
:
3581 condition_prefix
= "";
3582 condition_suffix
= " > 0.5";
3585 case WINED3DSIH_MOVC
:
3586 condition_prefix
= "bool(";
3587 condition_suffix
= ")";
3591 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
3592 condition_prefix
= "<unhandled prefix>";
3593 condition_suffix
= "<unhandled suffix>";
3597 if (shader_is_scalar(&ins
->dst
[0].reg
) || shader_is_scalar(&ins
->src
[0].reg
))
3599 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3600 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3601 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3602 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3604 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
3605 condition_prefix
, src0_param
.param_str
, condition_suffix
,
3606 src1_param
.param_str
, src2_param
.param_str
);
3612 /* Splitting the instruction up in multiple lines imposes a problem:
3613 * The first lines may overwrite source parameters of the following lines.
3614 * Deal with that by using a temporary destination register if needed. */
3615 if ((ins
->src
[0].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
3616 && ins
->src
[0].reg
.type
== dst
.reg
.type
)
3617 || (ins
->src
[1].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
3618 && ins
->src
[1].reg
.type
== dst
.reg
.type
)
3619 || (ins
->src
[2].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
3620 && ins
->src
[2].reg
.type
== dst
.reg
.type
))
3621 temp_destination
= TRUE
;
3623 /* Cycle through all source0 channels. */
3624 for (i
= 0; i
< 4; ++i
)
3627 /* Find the destination channels which use the current source0 channel. */
3628 for (j
= 0; j
< 4; ++j
)
3630 if (((ins
->src
[0].swizzle
>> (2 * j
)) & 0x3) == i
)
3632 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
3633 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
3636 dst
.write_mask
= ins
->dst
[0].write_mask
& write_mask
;
3638 if (temp_destination
)
3640 if (!(write_mask
= shader_glsl_get_write_mask(&dst
, mask_char
)))
3642 shader_addline(ins
->ctx
->buffer
, "tmp0%s = (", mask_char
);
3644 else if (!(write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
, dst
.reg
.data_type
)))
3647 shader_glsl_add_src_param(ins
, &ins
->src
[0], cmp_channel
, &src0_param
);
3648 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3649 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3651 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
3652 condition_prefix
, src0_param
.param_str
, condition_suffix
,
3653 src1_param
.param_str
, src2_param
.param_str
);
3656 if (temp_destination
)
3658 shader_glsl_get_write_mask(&ins
->dst
[0], mask_char
);
3659 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3660 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", mask_char
);
3664 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
3665 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
3666 * the compare is done per component of src0. */
3667 static void shader_glsl_cnd(const struct wined3d_shader_instruction
*ins
)
3669 struct glsl_src_param src0_param
;
3670 struct glsl_src_param src1_param
;
3671 struct glsl_src_param src2_param
;
3673 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
3674 ins
->ctx
->reg_maps
->shader_version
.minor
);
3676 if (shader_version
< WINED3D_SHADER_VERSION(1, 4))
3678 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3679 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3680 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3681 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3683 if (ins
->coissue
&& ins
->dst
->write_mask
!= WINED3DSP_WRITEMASK_3
)
3684 shader_addline(ins
->ctx
->buffer
, "%s /* COISSUE! */);\n", src1_param
.param_str
);
3686 shader_addline(ins
->ctx
->buffer
, "%s > 0.5 ? %s : %s);\n",
3687 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
3691 shader_glsl_conditional_move(ins
);
3694 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
3695 static void shader_glsl_mad(const struct wined3d_shader_instruction
*ins
)
3697 struct glsl_src_param src0_param
;
3698 struct glsl_src_param src1_param
;
3699 struct glsl_src_param src2_param
;
3702 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3703 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3704 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3705 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3706 shader_addline(ins
->ctx
->buffer
, "(%s * %s) + %s);\n",
3707 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
3710 /* Handles transforming all WINED3DSIO_M?x? opcodes for
3711 Vertex shaders to GLSL codes */
3712 static void shader_glsl_mnxn(const struct wined3d_shader_instruction
*ins
)
3715 int nComponents
= 0;
3716 struct wined3d_shader_dst_param tmp_dst
= {{0}};
3717 struct wined3d_shader_src_param tmp_src
[2] = {{{0}}};
3718 struct wined3d_shader_instruction tmp_ins
;
3720 memset(&tmp_ins
, 0, sizeof(tmp_ins
));
3722 /* Set constants for the temporary argument */
3723 tmp_ins
.ctx
= ins
->ctx
;
3724 tmp_ins
.dst_count
= 1;
3725 tmp_ins
.dst
= &tmp_dst
;
3726 tmp_ins
.src_count
= 2;
3727 tmp_ins
.src
= tmp_src
;
3729 switch(ins
->handler_idx
)
3731 case WINED3DSIH_M4x4
:
3733 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
3735 case WINED3DSIH_M4x3
:
3737 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
3739 case WINED3DSIH_M3x4
:
3741 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
3743 case WINED3DSIH_M3x3
:
3745 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
3747 case WINED3DSIH_M3x2
:
3749 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
3755 tmp_dst
= ins
->dst
[0];
3756 tmp_src
[0] = ins
->src
[0];
3757 tmp_src
[1] = ins
->src
[1];
3758 for (i
= 0; i
< nComponents
; ++i
)
3760 tmp_dst
.write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
3761 shader_glsl_dot(&tmp_ins
);
3762 ++tmp_src
[1].reg
.idx
[0].offset
;
3767 The LRP instruction performs a component-wise linear interpolation
3768 between the second and third operands using the first operand as the
3769 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
3770 This is equivalent to mix(src2, src1, src0);
3772 static void shader_glsl_lrp(const struct wined3d_shader_instruction
*ins
)
3774 struct glsl_src_param src0_param
;
3775 struct glsl_src_param src1_param
;
3776 struct glsl_src_param src2_param
;
3779 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3781 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3782 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3783 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3785 shader_addline(ins
->ctx
->buffer
, "mix(%s, %s, %s));\n",
3786 src2_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
);
3789 /** Process the WINED3DSIO_LIT instruction in GLSL:
3790 * dst.x = dst.w = 1.0
3791 * dst.y = (src0.x > 0) ? src0.x
3792 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
3793 * where src.w is clamped at +- 128
3795 static void shader_glsl_lit(const struct wined3d_shader_instruction
*ins
)
3797 struct glsl_src_param src0_param
;
3798 struct glsl_src_param src1_param
;
3799 struct glsl_src_param src3_param
;
3802 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3803 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3805 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3806 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src1_param
);
3807 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src3_param
);
3809 /* The sdk specifies the instruction like this
3811 * if(src.x > 0.0) dst.y = src.x
3813 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
3816 * (where power = src.w clamped between -128 and 128)
3818 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
3819 * dst.x = 1.0 ... No further explanation needed
3820 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
3821 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
3822 * dst.w = 1.0. ... Nothing fancy.
3824 * So we still have one conditional in there. So do this:
3825 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
3827 * 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),
3828 * 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.
3829 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to.
3831 * Unfortunately pow(0.0 ^ 0.0) returns NaN on most GPUs, but lit with src.y = 0 and src.w = 0 returns
3832 * a non-NaN value in dst.z. What we return doesn't matter, as long as it is not NaN. Return 0, which is
3833 * what all Windows HW drivers and GL_ARB_vertex_program's LIT do.
3835 shader_addline(ins
->ctx
->buffer
,
3836 "vec4(1.0, max(%s, 0.0), %s == 0.0 ? 0.0 : "
3837 "pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
3838 src0_param
.param_str
, src3_param
.param_str
, src1_param
.param_str
,
3839 src0_param
.param_str
, src3_param
.param_str
, dst_mask
);
3842 /** Process the WINED3DSIO_DST instruction in GLSL:
3844 * dst.y = src0.x * src0.y
3848 static void shader_glsl_dst(const struct wined3d_shader_instruction
*ins
)
3850 struct glsl_src_param src0y_param
;
3851 struct glsl_src_param src0z_param
;
3852 struct glsl_src_param src1y_param
;
3853 struct glsl_src_param src1w_param
;
3856 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3857 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3859 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src0y_param
);
3860 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &src0z_param
);
3861 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_1
, &src1y_param
);
3862 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_3
, &src1w_param
);
3864 shader_addline(ins
->ctx
->buffer
, "vec4(1.0, %s * %s, %s, %s))%s;\n",
3865 src0y_param
.param_str
, src1y_param
.param_str
, src0z_param
.param_str
, src1w_param
.param_str
, dst_mask
);
3868 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
3869 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
3870 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
3872 * dst.x = cos(src0.?)
3873 * dst.y = sin(src0.?)
3877 static void shader_glsl_sincos(const struct wined3d_shader_instruction
*ins
)
3879 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3880 struct glsl_src_param src0_param
;
3883 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
3885 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3887 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3890 case WINED3DSP_WRITEMASK_0
:
3891 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
3894 case WINED3DSP_WRITEMASK_1
:
3895 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
3898 case (WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
):
3899 shader_addline(buffer
, "vec2(cos(%s), sin(%s)));\n",
3900 src0_param
.param_str
, src0_param
.param_str
);
3904 ERR("Write mask should be .x, .y or .xy\n");
3911 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
3914 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3918 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3919 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3920 shader_addline(buffer
, "tmp0%s = sin(%s);\n", dst_mask
, src0_param
.param_str
);
3922 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3923 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3924 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
3926 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
3927 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
3931 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
3932 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3933 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
3936 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3938 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3939 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3940 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
3944 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
3945 * here. But those extra parameters require a dedicated function for sgn, since map2gl would
3946 * generate invalid code
3948 static void shader_glsl_sgn(const struct wined3d_shader_instruction
*ins
)
3950 struct glsl_src_param src0_param
;
3953 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3954 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3956 shader_addline(ins
->ctx
->buffer
, "sign(%s));\n", src0_param
.param_str
);
3959 /** Process the WINED3DSIO_LOOP instruction in GLSL:
3960 * Start a for() loop where src1.y is the initial value of aL,
3961 * increment aL by src1.z for a total of src1.x iterations.
3962 * Need to use a temporary variable for this operation.
3964 /* FIXME: I don't think nested loops will work correctly this way. */
3965 static void shader_glsl_loop(const struct wined3d_shader_instruction
*ins
)
3967 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
3968 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3969 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
3970 const struct wined3d_shader_lconst
*constant
;
3971 struct glsl_src_param src1_param
;
3972 const DWORD
*control_values
= NULL
;
3974 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
3976 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_ALL
, &src1_param
);
3978 /* Try to hardcode the loop control parameters if possible. Direct3D 9
3979 * class hardware doesn't support real varying indexing, but Microsoft
3980 * designed this feature for Shader model 2.x+. If the loop control is
3981 * known at compile time, the GLSL compiler can unroll the loop, and
3982 * replace indirect addressing with direct addressing. */
3983 if (ins
->src
[1].reg
.type
== WINED3DSPR_CONSTINT
)
3985 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
3987 if (constant
->idx
== ins
->src
[1].reg
.idx
[0].offset
)
3989 control_values
= constant
->value
;
3997 struct wined3d_shader_loop_control loop_control
;
3998 loop_control
.count
= control_values
[0];
3999 loop_control
.start
= control_values
[1];
4000 loop_control
.step
= (int)control_values
[2];
4002 if (loop_control
.step
> 0)
4004 shader_addline(buffer
, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d)\n{\n",
4005 loop_state
->current_depth
, loop_control
.start
,
4006 loop_state
->current_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
4007 loop_state
->current_depth
, loop_control
.step
);
4009 else if (loop_control
.step
< 0)
4011 shader_addline(buffer
, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d)\n{\n",
4012 loop_state
->current_depth
, loop_control
.start
,
4013 loop_state
->current_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
4014 loop_state
->current_depth
, loop_control
.step
);
4018 shader_addline(buffer
, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++)\n{\n",
4019 loop_state
->current_depth
, loop_control
.start
, loop_state
->current_depth
,
4020 loop_state
->current_depth
, loop_control
.count
,
4021 loop_state
->current_depth
);
4026 shader_addline(buffer
, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z)\n{\n",
4027 loop_state
->current_depth
, loop_state
->current_reg
,
4028 src1_param
.reg_name
, loop_state
->current_depth
, src1_param
.reg_name
,
4029 loop_state
->current_depth
, loop_state
->current_reg
, src1_param
.reg_name
);
4032 ++loop_state
->current_reg
;
4036 shader_addline(buffer
, "for (;;)\n{\n");
4039 ++loop_state
->current_depth
;
4042 static void shader_glsl_end(const struct wined3d_shader_instruction
*ins
)
4044 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
4046 shader_addline(ins
->ctx
->buffer
, "}\n");
4048 if (ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
4050 --loop_state
->current_depth
;
4051 --loop_state
->current_reg
;
4054 if (ins
->handler_idx
== WINED3DSIH_ENDREP
)
4056 --loop_state
->current_depth
;
4060 static void shader_glsl_rep(const struct wined3d_shader_instruction
*ins
)
4062 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
4063 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
4064 const struct wined3d_shader_lconst
*constant
;
4065 struct glsl_src_param src0_param
;
4066 const DWORD
*control_values
= NULL
;
4068 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
4069 if (ins
->src
[0].reg
.type
== WINED3DSPR_CONSTINT
)
4071 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
4073 if (constant
->idx
== ins
->src
[0].reg
.idx
[0].offset
)
4075 control_values
= constant
->value
;
4083 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
4084 loop_state
->current_depth
, loop_state
->current_depth
,
4085 control_values
[0], loop_state
->current_depth
);
4089 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4090 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
4091 loop_state
->current_depth
, loop_state
->current_depth
,
4092 src0_param
.param_str
, loop_state
->current_depth
);
4095 ++loop_state
->current_depth
;
4098 static void shader_glsl_if(const struct wined3d_shader_instruction
*ins
)
4100 struct glsl_src_param src0_param
;
4102 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4103 shader_addline(ins
->ctx
->buffer
, "if (bool(%s)) {\n", src0_param
.param_str
);
4106 static void shader_glsl_ifc(const struct wined3d_shader_instruction
*ins
)
4108 struct glsl_src_param src0_param
;
4109 struct glsl_src_param src1_param
;
4111 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4112 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
4114 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) {\n",
4115 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
4118 static void shader_glsl_else(const struct wined3d_shader_instruction
*ins
)
4120 shader_addline(ins
->ctx
->buffer
, "} else {\n");
4123 static void shader_glsl_emit(const struct wined3d_shader_instruction
*ins
)
4125 shader_addline(ins
->ctx
->buffer
, "EmitVertex();\n");
4128 static void shader_glsl_break(const struct wined3d_shader_instruction
*ins
)
4130 shader_addline(ins
->ctx
->buffer
, "break;\n");
4133 /* FIXME: According to MSDN the compare is done per component. */
4134 static void shader_glsl_breakc(const struct wined3d_shader_instruction
*ins
)
4136 struct glsl_src_param src0_param
;
4137 struct glsl_src_param src1_param
;
4139 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4140 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
4142 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) break;\n",
4143 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
4146 static void shader_glsl_breakp(const struct wined3d_shader_instruction
*ins
)
4148 struct glsl_src_param src_param
;
4150 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
4151 shader_addline(ins
->ctx
->buffer
, "if (bool(%s)) break;\n", src_param
.param_str
);
4154 static void shader_glsl_label(const struct wined3d_shader_instruction
*ins
)
4156 shader_addline(ins
->ctx
->buffer
, "}\n");
4157 shader_addline(ins
->ctx
->buffer
, "void subroutine%u()\n{\n", ins
->src
[0].reg
.idx
[0].offset
);
4160 static void shader_glsl_call(const struct wined3d_shader_instruction
*ins
)
4162 shader_addline(ins
->ctx
->buffer
, "subroutine%u();\n", ins
->src
[0].reg
.idx
[0].offset
);
4165 static void shader_glsl_callnz(const struct wined3d_shader_instruction
*ins
)
4167 struct glsl_src_param src1_param
;
4169 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
4170 shader_addline(ins
->ctx
->buffer
, "if (%s) subroutine%u();\n",
4171 src1_param
.param_str
, ins
->src
[0].reg
.idx
[0].offset
);
4174 static void shader_glsl_ret(const struct wined3d_shader_instruction
*ins
)
4176 /* No-op. The closing } is written when a new function is started, and at the end of the shader. This
4177 * function only suppresses the unhandled instruction warning
4181 /*********************************************
4182 * Pixel Shader Specific Code begins here
4183 ********************************************/
4184 static void shader_glsl_tex(const struct wined3d_shader_instruction
*ins
)
4186 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
4187 ins
->ctx
->reg_maps
->shader_version
.minor
);
4188 struct glsl_sample_function sample_function
;
4189 DWORD sample_flags
= 0;
4191 DWORD mask
= 0, swizzle
;
4192 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
4194 /* 1.0-1.4: Use destination register as sampler source.
4195 * 2.0+: Use provided sampler source. */
4196 if (shader_version
< WINED3D_SHADER_VERSION(2,0))
4197 resource_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4199 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4201 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
4203 DWORD flags
= (priv
->cur_ps_args
->tex_transform
>> resource_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
4204 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
4205 enum wined3d_shader_resource_type resource_type
= ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
;
4207 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
4208 if (flags
& WINED3D_PSARGS_PROJECTED
&& resource_type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
4210 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
4211 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
4213 case WINED3D_TTFF_COUNT1
:
4214 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
4216 case WINED3D_TTFF_COUNT2
:
4217 mask
= WINED3DSP_WRITEMASK_1
;
4219 case WINED3D_TTFF_COUNT3
:
4220 mask
= WINED3DSP_WRITEMASK_2
;
4222 case WINED3D_TTFF_COUNT4
:
4223 case WINED3D_TTFF_DISABLE
:
4224 mask
= WINED3DSP_WRITEMASK_3
;
4229 else if (shader_version
< WINED3D_SHADER_VERSION(2,0))
4231 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
4233 if (src_mod
== WINED3DSPSM_DZ
) {
4234 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
4235 mask
= WINED3DSP_WRITEMASK_2
;
4236 } else if (src_mod
== WINED3DSPSM_DW
) {
4237 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
4238 mask
= WINED3DSP_WRITEMASK_3
;
4243 if ((ins
->flags
& WINED3DSI_TEXLD_PROJECT
)
4244 && ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
4246 /* ps 2.0 texldp instruction always divides by the fourth component. */
4247 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
4248 mask
= WINED3DSP_WRITEMASK_3
;
4252 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, resource_idx
, sample_flags
, &sample_function
);
4253 mask
|= sample_function
.coord_mask
;
4254 sample_function
.coord_mask
= mask
;
4256 if (shader_version
< WINED3D_SHADER_VERSION(2,0)) swizzle
= WINED3DSP_NOSWIZZLE
;
4257 else swizzle
= ins
->src
[1].swizzle
;
4259 /* 1.0-1.3: Use destination register as coordinate source.
4260 1.4+: Use provided coordinate source register. */
4261 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
4264 shader_glsl_write_mask_to_str(mask
, coord_mask
);
4265 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
, NULL
,
4266 "T%u%s", resource_idx
, coord_mask
);
4270 struct glsl_src_param coord_param
;
4271 shader_glsl_add_src_param(ins
, &ins
->src
[0], mask
, &coord_param
);
4272 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
)
4274 struct glsl_src_param bias
;
4275 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &bias
);
4276 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, bias
.param_str
,
4277 NULL
, "%s", coord_param
.param_str
);
4279 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
, NULL
,
4280 "%s", coord_param
.param_str
);
4283 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4286 static void shader_glsl_texldd(const struct wined3d_shader_instruction
*ins
)
4288 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
4289 struct glsl_src_param coord_param
, dx_param
, dy_param
;
4290 struct glsl_sample_function sample_function
;
4292 DWORD swizzle
= ins
->src
[1].swizzle
;
4294 if (!gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] && !gl_info
->supported
[EXT_GPU_SHADER4
])
4296 FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
4297 shader_glsl_tex(ins
);
4301 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4303 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, WINED3D_GLSL_SAMPLE_GRAD
, &sample_function
);
4304 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
4305 shader_glsl_add_src_param(ins
, &ins
->src
[2], sample_function
.coord_mask
, &dx_param
);
4306 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.coord_mask
, &dy_param
);
4308 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, dx_param
.param_str
, dy_param
.param_str
,
4309 NULL
, NULL
, "%s", coord_param
.param_str
);
4310 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4313 static void shader_glsl_texldl(const struct wined3d_shader_instruction
*ins
)
4315 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
4316 struct glsl_src_param coord_param
, lod_param
;
4317 struct glsl_sample_function sample_function
;
4319 DWORD swizzle
= ins
->src
[1].swizzle
;
4321 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4323 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, WINED3D_GLSL_SAMPLE_LOD
, &sample_function
);
4324 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
4326 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
4328 if (!gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] && !gl_info
->supported
[EXT_GPU_SHADER4
]
4329 && ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
4331 /* Plain GLSL only supports Lod sampling functions in vertex shaders.
4332 * However, the NVIDIA drivers allow them in fragment shaders as well,
4333 * even without the appropriate extension. */
4334 WARN("Using %s in fragment shader.\n", sample_function
.name
->buffer
);
4336 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, lod_param
.param_str
, NULL
,
4337 "%s", coord_param
.param_str
);
4338 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4341 static unsigned int shader_glsl_find_sampler(const struct wined3d_shader_sampler_map
*sampler_map
,
4342 unsigned int resource_idx
, unsigned int sampler_idx
)
4344 struct wined3d_shader_sampler_map_entry
*entries
= sampler_map
->entries
;
4347 for (i
= 0; i
< sampler_map
->count
; ++i
)
4349 if (entries
[i
].resource_idx
== resource_idx
&& entries
[i
].sampler_idx
== sampler_idx
)
4350 return entries
[i
].bind_idx
;
4353 ERR("No GLSL sampler found for resource %u / sampler %u.\n", resource_idx
, sampler_idx
);
4358 static void shader_glsl_resinfo(const struct wined3d_shader_instruction
*ins
)
4360 static const unsigned int texture_size_component_count
[] =
4362 0, /* WINED3D_SHADER_RESOURCE_NONE */
4363 1, /* WINED3D_SHADER_RESOURCE_BUFFER */
4364 1, /* WINED3D_SHADER_RESOURCE_TEXTURE_1D */
4365 2, /* WINED3D_SHADER_RESOURCE_TEXTURE_2D */
4366 2, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMS */
4367 3, /* WINED3D_SHADER_RESOURCE_TEXTURE_3D */
4368 2, /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBE */
4369 2, /* WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY */
4370 3, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY */
4371 3, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY */
4374 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
4375 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
4376 enum wined3d_shader_resource_type resource_type
;
4377 unsigned int resource_idx
, sampler_bind_idx
, i
;
4378 enum wined3d_data_type dst_data_type
;
4379 struct glsl_src_param lod_param
;
4380 char dst_swizzle
[6];
4383 dst_data_type
= ins
->dst
[0].reg
.data_type
;
4384 if (ins
->flags
== WINED3DSI_RESINFO_UINT
)
4385 dst_data_type
= WINED3D_DATA_UINT
;
4386 else if (ins
->flags
)
4387 FIXME("Unhandled flags %#x.\n", ins
->flags
);
4389 write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], dst_data_type
);
4390 shader_glsl_get_swizzle(&ins
->src
[1], FALSE
, write_mask
, dst_swizzle
);
4392 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4393 resource_type
= ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
;
4394 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &lod_param
);
4395 sampler_bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
,
4396 resource_idx
, WINED3D_SAMPLER_DEFAULT
);
4398 if (resource_type
>= ARRAY_SIZE(texture_size_component_count
))
4400 ERR("Unexpected resource type %#x.\n", resource_type
);
4401 resource_type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
4404 if (dst_data_type
== WINED3D_DATA_UINT
)
4405 shader_addline(ins
->ctx
->buffer
, "uvec4(");
4407 shader_addline(ins
->ctx
->buffer
, "vec4(");
4409 shader_addline(ins
->ctx
->buffer
, "textureSize(%s_sampler%u, %s), ",
4410 shader_glsl_get_prefix(version
->type
), sampler_bind_idx
, lod_param
.param_str
);
4412 for (i
= 0; i
< 3 - texture_size_component_count
[resource_type
]; ++i
)
4413 shader_addline(ins
->ctx
->buffer
, "0, ");
4415 if (gl_info
->supported
[ARB_TEXTURE_QUERY_LEVELS
])
4417 shader_addline(ins
->ctx
->buffer
, "textureQueryLevels(%s_sampler%u)",
4418 shader_glsl_get_prefix(version
->type
), sampler_bind_idx
);
4422 FIXME("textureQueryLevels is not supported, returning 1 mipmap level.\n");
4423 shader_addline(ins
->ctx
->buffer
, "1");
4426 shader_addline(ins
->ctx
->buffer
, ")%s);\n", dst_swizzle
);
4429 /* FIXME: The current implementation does not handle multisample textures correctly. */
4430 static void shader_glsl_ld(const struct wined3d_shader_instruction
*ins
)
4432 unsigned int resource_idx
, sampler_idx
, sampler_bind_idx
;
4433 struct glsl_src_param coord_param
, lod_param
;
4434 struct glsl_sample_function sample_function
;
4435 DWORD flags
= WINED3D_GLSL_SAMPLE_LOAD
;
4437 if (wined3d_shader_instruction_has_texel_offset(ins
))
4438 flags
|= WINED3D_GLSL_SAMPLE_OFFSET
;
4440 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4441 sampler_idx
= WINED3D_SAMPLER_DEFAULT
;
4443 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sampler_idx
, flags
, &sample_function
);
4444 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
4445 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
4446 sampler_bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
, resource_idx
, sampler_idx
);
4447 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, ins
->src
[1].swizzle
,
4448 NULL
, NULL
, lod_param
.param_str
, &ins
->texel_offset
, "%s", coord_param
.param_str
);
4449 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4452 static void shader_glsl_sample(const struct wined3d_shader_instruction
*ins
)
4454 const char *lod_param_str
= NULL
, *dx_param_str
= NULL
, *dy_param_str
= NULL
;
4455 struct glsl_src_param coord_param
, lod_param
, dx_param
, dy_param
;
4456 unsigned int resource_idx
, sampler_idx
, sampler_bind_idx
;
4457 struct glsl_sample_function sample_function
;
4460 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_GRAD
)
4461 flags
|= WINED3D_GLSL_SAMPLE_GRAD
;
4462 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_LOD
)
4463 flags
|= WINED3D_GLSL_SAMPLE_LOD
;
4464 if (wined3d_shader_instruction_has_texel_offset(ins
))
4465 flags
|= WINED3D_GLSL_SAMPLE_OFFSET
;
4467 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4468 sampler_idx
= ins
->src
[2].reg
.idx
[0].offset
;
4470 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sampler_idx
, flags
, &sample_function
);
4471 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
4473 switch (ins
->handler_idx
)
4475 case WINED3DSIH_SAMPLE
:
4477 case WINED3DSIH_SAMPLE_B
:
4478 shader_glsl_add_src_param(ins
, &ins
->src
[3], WINED3DSP_WRITEMASK_0
, &lod_param
);
4479 lod_param_str
= lod_param
.param_str
;
4481 case WINED3DSIH_SAMPLE_GRAD
:
4482 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.coord_mask
, &dx_param
);
4483 shader_glsl_add_src_param(ins
, &ins
->src
[4], sample_function
.coord_mask
, &dy_param
);
4484 dx_param_str
= dx_param
.param_str
;
4485 dy_param_str
= dy_param
.param_str
;
4487 case WINED3DSIH_SAMPLE_LOD
:
4488 shader_glsl_add_src_param(ins
, &ins
->src
[3], WINED3DSP_WRITEMASK_0
, &lod_param
);
4489 lod_param_str
= lod_param
.param_str
;
4492 ERR("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
4496 sampler_bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
, resource_idx
, sampler_idx
);
4497 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, ins
->src
[1].swizzle
,
4498 dx_param_str
, dy_param_str
, lod_param_str
, &ins
->texel_offset
, "%s", coord_param
.param_str
);
4499 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4502 static void shader_glsl_sample_c(const struct wined3d_shader_instruction
*ins
)
4504 unsigned int resource_idx
, sampler_idx
, sampler_bind_idx
;
4505 struct glsl_src_param coord_param
, compare_param
;
4506 struct glsl_sample_function sample_function
;
4507 const char *lod_param
= NULL
;
4511 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_C_LZ
)
4514 flags
|= WINED3D_GLSL_SAMPLE_LOD
;
4517 if (wined3d_shader_instruction_has_texel_offset(ins
))
4518 flags
|= WINED3D_GLSL_SAMPLE_OFFSET
;
4520 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4521 sampler_idx
= ins
->src
[2].reg
.idx
[0].offset
;
4523 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sampler_idx
, flags
, &sample_function
);
4524 coord_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
4525 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
>> 1, &coord_param
);
4526 shader_glsl_add_src_param(ins
, &ins
->src
[3], WINED3DSP_WRITEMASK_0
, &compare_param
);
4527 sampler_bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
, resource_idx
, sampler_idx
);
4528 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
,
4529 NULL
, NULL
, lod_param
, &ins
->texel_offset
, "vec%u(%s, %s)",
4530 coord_size
, coord_param
.param_str
, compare_param
.param_str
);
4531 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4534 static void shader_glsl_texcoord(const struct wined3d_shader_instruction
*ins
)
4536 /* FIXME: Make this work for more than just 2D textures */
4537 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4538 DWORD write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4540 if (!(ins
->ctx
->reg_maps
->shader_version
.major
== 1 && ins
->ctx
->reg_maps
->shader_version
.minor
== 4))
4544 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4545 shader_addline(buffer
, "clamp(ffp_texcoord[%u], 0.0, 1.0)%s);\n",
4546 ins
->dst
[0].reg
.idx
[0].offset
, dst_mask
);
4550 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
4551 DWORD reg
= ins
->src
[0].reg
.idx
[0].offset
;
4552 char dst_swizzle
[6];
4554 shader_glsl_get_swizzle(&ins
->src
[0], FALSE
, write_mask
, dst_swizzle
);
4556 if (src_mod
== WINED3DSPSM_DZ
|| src_mod
== WINED3DSPSM_DW
)
4558 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4559 struct glsl_src_param div_param
;
4560 DWORD src_writemask
= src_mod
== WINED3DSPSM_DZ
? WINED3DSP_WRITEMASK_2
: WINED3DSP_WRITEMASK_3
;
4562 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_writemask
, &div_param
);
4565 shader_addline(buffer
, "ffp_texcoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
4567 shader_addline(buffer
, "ffp_texcoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
4571 shader_addline(buffer
, "ffp_texcoord[%u]%s);\n", reg
, dst_swizzle
);
4576 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
4577 * Take a 3-component dot product of the TexCoord[dstreg] and src,
4578 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
4579 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction
*ins
)
4581 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4582 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4583 struct glsl_sample_function sample_function
;
4584 struct glsl_src_param src0_param
;
4587 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4589 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
4590 * scalar, and projected sampling would require 4.
4592 * It is a dependent read - not valid with conditional NP2 textures
4594 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
4595 mask_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
4600 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4601 NULL
, "dot(ffp_texcoord[%u].xyz, %s)", sampler_idx
, src0_param
.param_str
);
4605 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4606 NULL
, "vec2(dot(ffp_texcoord[%u].xyz, %s), 0.0)", sampler_idx
, src0_param
.param_str
);
4610 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4611 NULL
, "vec3(dot(ffp_texcoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx
, src0_param
.param_str
);
4615 FIXME("Unexpected mask size %u\n", mask_size
);
4618 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4621 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
4622 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
4623 static void shader_glsl_texdp3(const struct wined3d_shader_instruction
*ins
)
4625 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4626 DWORD dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
4627 struct glsl_src_param src0_param
;
4629 unsigned int mask_size
;
4631 dst_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4632 mask_size
= shader_glsl_get_write_mask_size(dst_mask
);
4633 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4635 if (mask_size
> 1) {
4636 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(T%u.xyz, %s)));\n", mask_size
, dstreg
, src0_param
.param_str
);
4638 shader_addline(ins
->ctx
->buffer
, "dot(T%u.xyz, %s));\n", dstreg
, src0_param
.param_str
);
4642 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
4643 * Calculate the depth as dst.x / dst.y */
4644 static void shader_glsl_texdepth(const struct wined3d_shader_instruction
*ins
)
4646 struct glsl_dst_param dst_param
;
4648 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
4650 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
4651 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
4652 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
4653 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
4656 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
4657 dst_param
.reg_name
, dst_param
.reg_name
);
4660 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
4661 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
4662 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
4663 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
4665 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction
*ins
)
4667 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4668 DWORD dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
4669 struct glsl_src_param src0_param
;
4671 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4673 shader_addline(ins
->ctx
->buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg
, src0_param
.param_str
);
4674 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
4677 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
4678 * Calculate the 1st of a 2-row matrix multiplication. */
4679 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction
*ins
)
4681 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4682 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4683 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4684 struct glsl_src_param src0_param
;
4686 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4687 shader_addline(buffer
, "tmp0.x = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
4690 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
4691 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
4692 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction
*ins
)
4694 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4695 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4696 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
4697 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4698 struct glsl_src_param src0_param
;
4700 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4701 shader_addline(buffer
, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + tex_mx
->current_row
, reg
, src0_param
.param_str
);
4702 tex_mx
->texcoord_w
[tex_mx
->current_row
++] = reg
;
4705 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction
*ins
)
4707 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4708 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4709 struct glsl_sample_function sample_function
;
4710 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4711 struct glsl_src_param src0_param
;
4713 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4714 shader_addline(buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
4716 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
4718 /* Sample the texture using the calculated coordinates */
4719 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
, "tmp0.xy");
4720 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4723 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
4724 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
4725 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction
*ins
)
4727 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4728 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
4729 struct glsl_sample_function sample_function
;
4730 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4731 struct glsl_src_param src0_param
;
4733 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4734 shader_addline(ins
->ctx
->buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
4736 /* Dependent read, not valid with conditional NP2 */
4737 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
4739 /* Sample the texture using the calculated coordinates */
4740 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
, "tmp0.xyz");
4741 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4743 tex_mx
->current_row
= 0;
4746 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
4747 * Perform the 3rd row of a 3x3 matrix multiply */
4748 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction
*ins
)
4750 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4751 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
4752 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4753 struct glsl_src_param src0_param
;
4756 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4758 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4759 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4760 shader_addline(ins
->ctx
->buffer
, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg
, src0_param
.param_str
, dst_mask
);
4762 tex_mx
->current_row
= 0;
4765 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
4766 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
4767 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction
*ins
)
4769 struct glsl_src_param src0_param
;
4770 struct glsl_src_param src1_param
;
4771 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4772 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
4773 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4774 struct glsl_sample_function sample_function
;
4775 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4778 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4779 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
4781 /* Perform the last matrix multiply operation */
4782 shader_addline(buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
4783 /* Reflection calculation */
4784 shader_addline(buffer
, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param
.param_str
);
4786 /* Dependent read, not valid with conditional NP2 */
4787 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
4788 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
4790 /* Sample the texture */
4791 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
4792 NULL
, NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
4793 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4795 tex_mx
->current_row
= 0;
4798 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
4799 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
4800 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction
*ins
)
4802 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4803 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
4804 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4805 struct glsl_sample_function sample_function
;
4806 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4807 struct glsl_src_param src0_param
;
4810 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4812 /* Perform the last matrix multiply operation */
4813 shader_addline(buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_param
.param_str
);
4815 /* Construct the eye-ray vector from w coordinates */
4816 shader_addline(buffer
, "tmp1.xyz = normalize(vec3(ffp_texcoord[%u].w, ffp_texcoord[%u].w, ffp_texcoord[%u].w));\n",
4817 tex_mx
->texcoord_w
[0], tex_mx
->texcoord_w
[1], reg
);
4818 shader_addline(buffer
, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
4820 /* Dependent read, not valid with conditional NP2 */
4821 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
4822 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
4824 /* Sample the texture using the calculated coordinates */
4825 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
4826 NULL
, NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
4827 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4829 tex_mx
->current_row
= 0;
4832 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
4833 * Apply a fake bump map transform.
4834 * texbem is pshader <= 1.3 only, this saves a few version checks
4836 static void shader_glsl_texbem(const struct wined3d_shader_instruction
*ins
)
4838 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
4839 struct glsl_sample_function sample_function
;
4840 struct glsl_src_param coord_param
;
4846 sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4847 flags
= (priv
->cur_ps_args
->tex_transform
>> sampler_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
4848 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
4850 /* Dependent read, not valid with conditional NP2 */
4851 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
4852 mask
= sample_function
.coord_mask
;
4854 shader_glsl_write_mask_to_str(mask
, coord_mask
);
4856 /* With projected textures, texbem only divides the static texture coord,
4857 * not the displacement, so we can't let GL handle this. */
4858 if (flags
& WINED3D_PSARGS_PROJECTED
)
4861 char coord_div_mask
[3];
4862 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
4864 case WINED3D_TTFF_COUNT1
:
4865 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
4867 case WINED3D_TTFF_COUNT2
:
4868 div_mask
= WINED3DSP_WRITEMASK_1
;
4870 case WINED3D_TTFF_COUNT3
:
4871 div_mask
= WINED3DSP_WRITEMASK_2
;
4873 case WINED3D_TTFF_COUNT4
:
4874 case WINED3D_TTFF_DISABLE
:
4875 div_mask
= WINED3DSP_WRITEMASK_3
;
4878 shader_glsl_write_mask_to_str(div_mask
, coord_div_mask
);
4879 shader_addline(ins
->ctx
->buffer
, "T%u%s /= T%u%s;\n", sampler_idx
, coord_mask
, sampler_idx
, coord_div_mask
);
4882 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &coord_param
);
4884 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
4885 "T%u%s + vec4(bumpenv_mat%u * %s, 0.0, 0.0)%s", sampler_idx
, coord_mask
, sampler_idx
,
4886 coord_param
.param_str
, coord_mask
);
4888 if (ins
->handler_idx
== WINED3DSIH_TEXBEML
)
4890 struct glsl_src_param luminance_param
;
4891 struct glsl_dst_param dst_param
;
4893 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &luminance_param
);
4894 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
4896 shader_addline(ins
->ctx
->buffer
, "%s%s *= (%s * bumpenv_lum_scale%u + bumpenv_lum_offset%u);\n",
4897 dst_param
.reg_name
, dst_param
.mask_str
,
4898 luminance_param
.param_str
, sampler_idx
, sampler_idx
);
4900 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4903 static void shader_glsl_bem(const struct wined3d_shader_instruction
*ins
)
4905 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4906 struct glsl_src_param src0_param
, src1_param
;
4908 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
4909 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
4911 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4912 shader_addline(ins
->ctx
->buffer
, "%s + bumpenv_mat%u * %s);\n",
4913 src0_param
.param_str
, sampler_idx
, src1_param
.param_str
);
4916 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
4917 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
4918 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction
*ins
)
4920 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4921 struct glsl_sample_function sample_function
;
4922 struct glsl_src_param src0_param
;
4924 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
4926 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
4927 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
4928 "%s.wx", src0_param
.reg_name
);
4929 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4932 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
4933 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
4934 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction
*ins
)
4936 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4937 struct glsl_sample_function sample_function
;
4938 struct glsl_src_param src0_param
;
4940 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
4942 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
4943 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
4944 "%s.yz", src0_param
.reg_name
);
4945 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4948 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
4949 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
4950 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction
*ins
)
4952 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4953 struct glsl_sample_function sample_function
;
4954 struct glsl_src_param src0_param
;
4956 /* Dependent read, not valid with conditional NP2 */
4957 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
4958 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &src0_param
);
4960 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
4961 "%s", src0_param
.param_str
);
4962 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4965 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
4966 * If any of the first 3 components are < 0, discard this pixel */
4967 static void shader_glsl_texkill(const struct wined3d_shader_instruction
*ins
)
4969 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 4)
4971 struct glsl_src_param src_param
;
4973 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
4974 shader_addline(ins
->ctx
->buffer
, "if (bool(floatBitsToUint(%s))) discard;\n", src_param
.param_str
);
4978 struct glsl_dst_param dst_param
;
4980 /* The argument is a destination parameter, and no writemasks are allowed */
4981 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
4983 /* 2.0 shaders compare all 4 components in texkill. */
4984 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 2)
4985 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param
.reg_name
);
4986 /* 1.x shaders only compare the first 3 components, probably due to
4987 * the nature of the texkill instruction as a tex* instruction, and
4988 * phase, which kills all .w components. Even if all 4 components are
4989 * defined, only the first 3 are used. */
4991 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param
.reg_name
);
4995 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
4996 * dst = dot2(src0, src1) + src2 */
4997 static void shader_glsl_dp2add(const struct wined3d_shader_instruction
*ins
)
4999 struct glsl_src_param src0_param
;
5000 struct glsl_src_param src1_param
;
5001 struct glsl_src_param src2_param
;
5003 unsigned int mask_size
;
5005 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
5006 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
5008 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
5009 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
5010 shader_glsl_add_src_param(ins
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &src2_param
);
5012 if (mask_size
> 1) {
5013 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(%s, %s) + %s));\n",
5014 mask_size
, src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
5016 shader_addline(ins
->ctx
->buffer
, "dot(%s, %s) + %s);\n",
5017 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
5021 static void shader_glsl_input_pack(const struct wined3d_shader
*shader
, struct wined3d_string_buffer
*buffer
,
5022 const struct wined3d_shader_signature
*input_signature
,
5023 const struct wined3d_shader_reg_maps
*reg_maps
,
5024 const struct ps_compile_args
*args
, const struct wined3d_gl_info
*gl_info
)
5028 for (i
= 0; i
< input_signature
->element_count
; ++i
)
5030 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
5031 const char *semantic_name
;
5036 if (!(reg_maps
->input_registers
& (1u << input
->register_idx
)))
5039 semantic_name
= input
->semantic_name
;
5040 semantic_idx
= input
->semantic_idx
;
5041 shader_glsl_write_mask_to_str(input
->mask
, reg_mask
);
5043 if (args
->vp_mode
== vertexshader
)
5045 if (input
->sysval_semantic
== WINED3D_SV_POSITION
)
5046 shader_addline(buffer
, "ps_in[%u]%s = vpos%s;\n",
5047 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
5048 else if (args
->pointsprite
&& shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
5049 shader_addline(buffer
, "ps_in[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", input
->register_idx
);
5051 shader_addline(buffer
, "ps_in[%u]%s = ps_link[%u]%s;\n",
5052 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
,
5053 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
);
5055 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
5057 if (args
->pointsprite
)
5058 shader_addline(buffer
, "ps_in[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n",
5059 shader
->u
.ps
.input_reg_map
[input
->register_idx
]);
5060 else if (args
->vp_mode
== pretransformed
&& args
->texcoords_initialized
& (1u << semantic_idx
))
5061 shader_addline(buffer
, "ps_in[%u]%s = %s[%u]%s;\n",
5062 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
,
5063 gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
]
5064 ? "gl_TexCoord" : "ffp_varying_texcoord", semantic_idx
, reg_mask
);
5066 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
5067 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
5069 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
))
5072 shader_addline(buffer
, "ps_in[%u]%s = vec4(ffp_varying_diffuse)%s;\n",
5073 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
5074 else if (semantic_idx
== 1)
5075 shader_addline(buffer
, "ps_in[%u]%s = vec4(ffp_varying_specular)%s;\n",
5076 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
5078 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
5079 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
5083 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
5084 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
5089 /*********************************************
5090 * Vertex Shader Specific Code begins here
5091 ********************************************/
5093 static void add_glsl_program_entry(struct shader_glsl_priv
*priv
, struct glsl_shader_prog_link
*entry
)
5095 struct glsl_program_key key
;
5097 key
.vs_id
= entry
->vs
.id
;
5098 key
.gs_id
= entry
->gs
.id
;
5099 key
.ps_id
= entry
->ps
.id
;
5101 if (wine_rb_put(&priv
->program_lookup
, &key
, &entry
->program_lookup_entry
) == -1)
5103 ERR("Failed to insert program entry.\n");
5107 static struct glsl_shader_prog_link
*get_glsl_program_entry(const struct shader_glsl_priv
*priv
,
5108 GLuint vs_id
, GLuint gs_id
, GLuint ps_id
)
5110 struct wine_rb_entry
*entry
;
5111 struct glsl_program_key key
;
5117 entry
= wine_rb_get(&priv
->program_lookup
, &key
);
5118 return entry
? WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
) : NULL
;
5121 /* Context activation is done by the caller. */
5122 static void delete_glsl_program_entry(struct shader_glsl_priv
*priv
, const struct wined3d_gl_info
*gl_info
,
5123 struct glsl_shader_prog_link
*entry
)
5125 struct glsl_program_key key
;
5127 key
.vs_id
= entry
->vs
.id
;
5128 key
.gs_id
= entry
->gs
.id
;
5129 key
.ps_id
= entry
->ps
.id
;
5130 wine_rb_remove(&priv
->program_lookup
, &key
);
5132 GL_EXTCALL(glDeleteProgram(entry
->id
));
5134 list_remove(&entry
->vs
.shader_entry
);
5136 list_remove(&entry
->gs
.shader_entry
);
5138 list_remove(&entry
->ps
.shader_entry
);
5139 HeapFree(GetProcessHeap(), 0, entry
->vs
.uniform_f_locations
);
5140 HeapFree(GetProcessHeap(), 0, entry
->ps
.uniform_f_locations
);
5141 HeapFree(GetProcessHeap(), 0, entry
);
5144 static void handle_ps3_input(struct shader_glsl_priv
*priv
,
5145 const struct wined3d_gl_info
*gl_info
, const DWORD
*map
,
5146 const struct wined3d_shader_signature
*input_signature
,
5147 const struct wined3d_shader_reg_maps
*reg_maps_in
,
5148 const struct wined3d_shader_signature
*output_signature
,
5149 const struct wined3d_shader_reg_maps
*reg_maps_out
)
5151 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
5152 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
5156 unsigned int in_count
= vec4_varyings(3, gl_info
);
5157 unsigned int max_varyings
= legacy_context
? in_count
+ 2 : in_count
;
5159 struct wined3d_string_buffer
*destination
= string_buffer_get(&priv
->string_buffers
);
5161 set
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*set
) * max_varyings
);
5163 for (i
= 0; i
< input_signature
->element_count
; ++i
)
5165 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
5167 if (!(reg_maps_in
->input_registers
& (1u << input
->register_idx
)))
5170 in_idx
= map
[input
->register_idx
];
5171 /* Declared, but not read register */
5174 if (in_idx
>= max_varyings
)
5176 FIXME("More input varyings declared than supported, expect issues.\n");
5180 if (in_idx
== in_count
)
5181 string_buffer_sprintf(destination
, "gl_FrontColor");
5182 else if (in_idx
== in_count
+ 1)
5183 string_buffer_sprintf(destination
, "gl_FrontSecondaryColor");
5185 string_buffer_sprintf(destination
, "ps_link[%u]", in_idx
);
5190 for (j
= 0; j
< output_signature
->element_count
; ++j
)
5192 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[j
];
5195 if (!(reg_maps_out
->output_registers
& (1u << output
->register_idx
))
5196 || input
->semantic_idx
!= output
->semantic_idx
5197 || strcmp(input
->semantic_name
, output
->semantic_name
)
5198 || !(mask
= input
->mask
& output
->mask
))
5201 if (set
[in_idx
] == ~0u)
5203 set
[in_idx
] |= mask
& reg_maps_out
->u
.output_registers_mask
[output
->register_idx
];
5204 shader_glsl_write_mask_to_str(mask
, reg_mask
);
5206 shader_addline(buffer
, "%s%s = vs_out[%u]%s;\n",
5207 destination
->buffer
, reg_mask
, output
->register_idx
, reg_mask
);
5211 for (i
= 0; i
< max_varyings
; ++i
)
5215 if (!set
[i
] || set
[i
] == WINED3DSP_WRITEMASK_ALL
)
5218 if (set
[i
] == ~0U) set
[i
] = 0;
5221 if (!(set
[i
] & WINED3DSP_WRITEMASK_0
)) reg_mask
[size
++] = 'x';
5222 if (!(set
[i
] & WINED3DSP_WRITEMASK_1
)) reg_mask
[size
++] = 'y';
5223 if (!(set
[i
] & WINED3DSP_WRITEMASK_2
)) reg_mask
[size
++] = 'z';
5224 if (!(set
[i
] & WINED3DSP_WRITEMASK_3
)) reg_mask
[size
++] = 'w';
5225 reg_mask
[size
] = '\0';
5228 string_buffer_sprintf(destination
, "gl_FrontColor");
5229 else if (i
== in_count
+ 1)
5230 string_buffer_sprintf(destination
, "gl_FrontSecondaryColor");
5232 string_buffer_sprintf(destination
, "ps_link[%u]", i
);
5234 if (size
== 1) shader_addline(buffer
, "%s.%s = 0.0;\n", destination
->buffer
, reg_mask
);
5235 else shader_addline(buffer
, "%s.%s = vec%u(0.0);\n", destination
->buffer
, reg_mask
, size
);
5238 HeapFree(GetProcessHeap(), 0, set
);
5239 string_buffer_release(&priv
->string_buffers
, destination
);
5242 /* Context activation is done by the caller. */
5243 static GLuint
generate_param_reorder_function(struct shader_glsl_priv
*priv
,
5244 const struct wined3d_shader
*vs
, const struct wined3d_shader
*ps
,
5245 BOOL per_vertex_point_size
, BOOL flatshading
, const struct wined3d_gl_info
*gl_info
)
5247 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
5249 DWORD ps_major
= ps
? ps
->reg_maps
.shader_version
.major
: 0;
5251 const char *semantic_name
;
5254 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
5256 string_buffer_clear(buffer
);
5258 shader_addline(buffer
, "%s\n", shader_glsl_get_version(gl_info
, &vs
->reg_maps
.shader_version
));
5260 if (per_vertex_point_size
)
5262 shader_addline(buffer
, "uniform struct\n{\n");
5263 shader_addline(buffer
, " float size_min;\n");
5264 shader_addline(buffer
, " float size_max;\n");
5265 shader_addline(buffer
, "} ffp_point;\n");
5270 DWORD colors_written_mask
[2] = {0};
5271 DWORD texcoords_written_mask
[MAX_TEXTURES
] = {0};
5273 if (!legacy_context
)
5275 declare_out_varying(gl_info
, buffer
, flatshading
, "vec4 ffp_varying_diffuse;\n");
5276 declare_out_varying(gl_info
, buffer
, flatshading
, "vec4 ffp_varying_specular;\n");
5277 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
5278 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
5281 shader_addline(buffer
, "void order_ps_input(in vec4 vs_out[%u])\n{\n", vs
->limits
->packed_output
);
5283 for (i
= 0; i
< vs
->output_signature
.element_count
; ++i
)
5285 const struct wined3d_shader_signature_element
*output
= &vs
->output_signature
.elements
[i
];
5288 if (!(vs
->reg_maps
.output_registers
& (1u << output
->register_idx
)))
5291 semantic_name
= output
->semantic_name
;
5292 semantic_idx
= output
->semantic_idx
;
5293 write_mask
= output
->mask
;
5294 shader_glsl_write_mask_to_str(write_mask
, reg_mask
);
5296 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
) && semantic_idx
< 2)
5299 shader_addline(buffer
, "gl_Front%sColor%s = vs_out[%u]%s;\n",
5300 semantic_idx
? "Secondary" : "", reg_mask
, output
->register_idx
, reg_mask
);
5302 shader_addline(buffer
, "ffp_varying_%s%s = clamp(vs_out[%u]%s, 0.0, 1.0);\n",
5303 semantic_idx
? "specular" : "diffuse", reg_mask
, output
->register_idx
, reg_mask
);
5305 colors_written_mask
[semantic_idx
] = write_mask
;
5307 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_POSITION
) && !semantic_idx
)
5309 shader_addline(buffer
, "gl_Position%s = vs_out[%u]%s;\n",
5310 reg_mask
, output
->register_idx
, reg_mask
);
5312 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
5314 if (semantic_idx
< MAX_TEXTURES
)
5316 shader_addline(buffer
, "%s[%u]%s = vs_out[%u]%s;\n",
5317 legacy_context
? "gl_TexCoord" : "ffp_varying_texcoord",
5318 semantic_idx
, reg_mask
, output
->register_idx
, reg_mask
);
5319 texcoords_written_mask
[semantic_idx
] = write_mask
;
5322 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
) && per_vertex_point_size
)
5324 shader_addline(buffer
, "gl_PointSize = clamp(vs_out[%u].%c, ffp_point.size_min, ffp_point.size_max);\n",
5325 output
->register_idx
, reg_mask
[1]);
5327 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_FOG
))
5329 shader_addline(buffer
, "%s = clamp(vs_out[%u].%c, 0.0, 1.0);\n",
5330 legacy_context
? "gl_FogFragCoord" : "ffp_varying_fogcoord",
5331 output
->register_idx
, reg_mask
[1]);
5335 for (i
= 0; i
< 2; ++i
)
5337 if (colors_written_mask
[i
] != WINED3DSP_WRITEMASK_ALL
)
5339 shader_glsl_write_mask_to_str(~colors_written_mask
[i
] & WINED3DSP_WRITEMASK_ALL
, reg_mask
);
5341 shader_addline(buffer
, "%s%s = vec4(1.0)%s;\n",
5342 legacy_context
? "gl_FrontColor" : "ffp_varying_diffuse",
5343 reg_mask
, reg_mask
);
5345 shader_addline(buffer
, "%s%s = vec4(0.0)%s;\n",
5346 legacy_context
? "gl_FrontSecondaryColor" : "ffp_varying_specular",
5347 reg_mask
, reg_mask
);
5350 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
5352 if (ps
&& !(ps
->reg_maps
.texcoord
& (1u << i
)))
5355 if (texcoords_written_mask
[i
] != WINED3DSP_WRITEMASK_ALL
)
5357 if (gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(gl_info
)
5358 && !texcoords_written_mask
[i
])
5361 shader_glsl_write_mask_to_str(~texcoords_written_mask
[i
] & WINED3DSP_WRITEMASK_ALL
, reg_mask
);
5362 shader_addline(buffer
, "%s[%u]%s = vec4(0.0)%s;\n",
5363 legacy_context
? "gl_TexCoord" : "ffp_varying_texcoord", i
, reg_mask
, reg_mask
);
5369 UINT in_count
= min(vec4_varyings(ps_major
, gl_info
), ps
->limits
->packed_input
);
5371 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ps_link[%u];\n", in_count
);
5372 shader_addline(buffer
, "void order_ps_input(in vec4 vs_out[%u])\n{\n", vs
->limits
->packed_output
);
5374 /* First, sort out position and point size. Those are not passed to the pixel shader */
5375 for (i
= 0; i
< vs
->output_signature
.element_count
; ++i
)
5377 const struct wined3d_shader_signature_element
*output
= &vs
->output_signature
.elements
[i
];
5379 if (!(vs
->reg_maps
.output_registers
& (1u << output
->register_idx
)))
5382 semantic_name
= output
->semantic_name
;
5383 semantic_idx
= output
->semantic_idx
;
5384 shader_glsl_write_mask_to_str(output
->mask
, reg_mask
);
5386 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_POSITION
) && !semantic_idx
)
5388 shader_addline(buffer
, "gl_Position%s = vs_out[%u]%s;\n",
5389 reg_mask
, output
->register_idx
, reg_mask
);
5391 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
) && per_vertex_point_size
)
5393 shader_addline(buffer
, "gl_PointSize = clamp(vs_out[%u].%c, ffp_point.size_min, ffp_point.size_max);\n",
5394 output
->register_idx
, reg_mask
[1]);
5398 /* Then, fix the pixel shader input */
5399 handle_ps3_input(priv
, gl_info
, ps
->u
.ps
.input_reg_map
, &ps
->input_signature
,
5400 &ps
->reg_maps
, &vs
->output_signature
, &vs
->reg_maps
);
5403 shader_addline(buffer
, "}\n");
5405 ret
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
5406 checkGLcall("glCreateShader(GL_VERTEX_SHADER)");
5407 shader_glsl_compile(gl_info
, ret
, buffer
->buffer
);
5412 static void shader_glsl_generate_srgb_write_correction(struct wined3d_string_buffer
*buffer
,
5413 const struct wined3d_gl_info
*gl_info
)
5415 const char *output
= get_fragment_output(gl_info
);
5417 shader_addline(buffer
, "tmp0.xyz = pow(%s[0].xyz, vec3(srgb_const0.x));\n", output
);
5418 shader_addline(buffer
, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
5419 shader_addline(buffer
, "tmp1.xyz = %s[0].xyz * vec3(srgb_const0.w);\n", output
);
5420 shader_addline(buffer
, "bvec3 srgb_compare = lessThan(%s[0].xyz, vec3(srgb_const1.x));\n", output
);
5421 shader_addline(buffer
, "%s[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n", output
);
5422 shader_addline(buffer
, "%s[0] = clamp(%s[0], 0.0, 1.0);\n", output
, output
);
5425 static void shader_glsl_generate_fog_code(struct wined3d_string_buffer
*buffer
,
5426 const struct wined3d_gl_info
*gl_info
, enum wined3d_ffp_ps_fog_mode mode
)
5428 const char *output
= get_fragment_output(gl_info
);
5432 case WINED3D_FFP_PS_FOG_OFF
:
5435 case WINED3D_FFP_PS_FOG_LINEAR
:
5436 shader_addline(buffer
, "float fog = (ffp_fog.end - ffp_varying_fogcoord) * ffp_fog.scale;\n");
5439 case WINED3D_FFP_PS_FOG_EXP
:
5440 shader_addline(buffer
, "float fog = exp(-ffp_fog.density * ffp_varying_fogcoord);\n");
5443 case WINED3D_FFP_PS_FOG_EXP2
:
5444 shader_addline(buffer
, "float fog = exp(-ffp_fog.density * ffp_fog.density"
5445 " * ffp_varying_fogcoord * ffp_varying_fogcoord);\n");
5449 ERR("Invalid fog mode %#x.\n", mode
);
5453 shader_addline(buffer
, "%s[0].xyz = mix(ffp_fog.color.xyz, %s[0].xyz, clamp(fog, 0.0, 1.0));\n",
5457 /* Context activation is done by the caller. */
5458 static GLuint
shader_glsl_generate_pshader(const struct wined3d_context
*context
,
5459 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
5460 const struct wined3d_shader
*shader
,
5461 const struct ps_compile_args
*args
, struct ps_np2fixup_info
*np2fixup_info
)
5463 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
5464 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5465 const DWORD
*function
= shader
->function
;
5466 struct shader_glsl_ctx_priv priv_ctx
;
5467 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
5469 /* Create the hw GLSL shader object and assign it as the shader->prgId */
5470 GLuint shader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
5472 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
5473 priv_ctx
.cur_ps_args
= args
;
5474 priv_ctx
.cur_np2fixup_info
= np2fixup_info
;
5475 priv_ctx
.string_buffers
= string_buffers
;
5477 shader_addline(buffer
, "%s\n", shader_glsl_get_version(gl_info
, ®_maps
->shader_version
));
5479 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
5480 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
5481 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
5482 shader_addline(buffer
, "#extension GL_ARB_shader_texture_lod : enable\n");
5483 if (gl_info
->supported
[ARB_TEXTURE_QUERY_LEVELS
])
5484 shader_addline(buffer
, "#extension GL_ARB_texture_query_levels : enable\n");
5485 /* The spec says that it doesn't have to be explicitly enabled, but the
5486 * nvidia drivers write a warning if we don't do so. */
5487 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
5488 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
5489 if (gl_info
->supported
[ARB_UNIFORM_BUFFER_OBJECT
])
5490 shader_addline(buffer
, "#extension GL_ARB_uniform_buffer_object : enable\n");
5491 if (gl_info
->supported
[EXT_GPU_SHADER4
])
5492 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
5494 /* Base Declarations */
5495 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
5497 if (reg_maps
->shader_version
.major
< 3 || args
->vp_mode
!= vertexshader
)
5500 WORD map
= reg_maps
->texcoord
;
5504 if (glsl_is_color_reg_read(shader
, 0))
5505 shader_addline(buffer
, "ffp_varying_diffuse = gl_Color;\n");
5506 if (glsl_is_color_reg_read(shader
, 1))
5507 shader_addline(buffer
, "ffp_varying_specular = gl_SecondaryColor;\n");
5510 for (i
= 0; map
; map
>>= 1, ++i
)
5514 if (args
->pointsprite
)
5515 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", i
);
5516 else if (args
->texcoords_initialized
& (1u << i
))
5517 shader_addline(buffer
, "ffp_texcoord[%u] = %s[%u];\n", i
,
5518 legacy_context
? "gl_TexCoord" : "ffp_varying_texcoord", i
);
5520 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(0.0);\n", i
);
5521 shader_addline(buffer
, "vec4 T%u = ffp_texcoord[%u];\n", i
, i
);
5526 shader_addline(buffer
, "ffp_varying_fogcoord = gl_FogFragCoord;\n");
5529 /* Pack 3.0 inputs */
5530 if (reg_maps
->shader_version
.major
>= 3)
5531 shader_glsl_input_pack(shader
, buffer
, &shader
->input_signature
, reg_maps
, args
, gl_info
);
5533 /* Base Shader Body */
5534 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
5536 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
5537 if (reg_maps
->shader_version
.major
< 2)
5538 shader_addline(buffer
, "%s[0] = R0;\n", get_fragment_output(gl_info
));
5540 if (args
->srgb_correction
)
5541 shader_glsl_generate_srgb_write_correction(buffer
, gl_info
);
5543 /* SM < 3 does not replace the fog stage. */
5544 if (reg_maps
->shader_version
.major
< 3)
5545 shader_glsl_generate_fog_code(buffer
, gl_info
, args
->fog
);
5547 shader_addline(buffer
, "}\n");
5549 TRACE("Compiling shader object %u.\n", shader_id
);
5550 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
5555 /* Context activation is done by the caller. */
5556 static GLuint
shader_glsl_generate_vshader(const struct wined3d_context
*context
,
5557 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
5558 const struct wined3d_shader
*shader
,
5559 const struct vs_compile_args
*args
)
5561 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
5562 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5563 const DWORD
*function
= shader
->function
;
5564 struct shader_glsl_ctx_priv priv_ctx
;
5565 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
5567 /* Create the hw GLSL shader program and assign it as the shader->prgId */
5568 GLuint shader_id
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
5570 shader_addline(buffer
, "%s\n", shader_glsl_get_version(gl_info
, ®_maps
->shader_version
));
5572 if (gl_info
->supported
[ARB_DRAW_INSTANCED
])
5573 shader_addline(buffer
, "#extension GL_ARB_draw_instanced : enable\n");
5574 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
5575 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
5576 if (gl_info
->supported
[ARB_TEXTURE_QUERY_LEVELS
])
5577 shader_addline(buffer
, "#extension GL_ARB_texture_query_levels : enable\n");
5578 if (gl_info
->supported
[ARB_UNIFORM_BUFFER_OBJECT
])
5579 shader_addline(buffer
, "#extension GL_ARB_uniform_buffer_object : enable\n");
5580 if (gl_info
->supported
[EXT_GPU_SHADER4
])
5581 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
5583 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
5584 priv_ctx
.cur_vs_args
= args
;
5585 priv_ctx
.string_buffers
= string_buffers
;
5587 /* Base Declarations */
5588 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
5590 /* Base Shader Body */
5591 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
5593 /* Unpack outputs */
5594 shader_addline(buffer
, "order_ps_input(vs_out);\n");
5596 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
5597 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
5598 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
5599 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
5601 if (reg_maps
->shader_version
.major
< 3)
5603 if (args
->fog_src
== VS_FOG_Z
)
5604 shader_addline(buffer
, "%s = gl_Position.z;\n",
5605 legacy_context
? "gl_FogFragCoord" : "ffp_varying_fogcoord");
5606 else if (!reg_maps
->fog
)
5607 shader_addline(buffer
, "%s = 0.0;\n",
5608 legacy_context
? "gl_FogFragCoord" : "ffp_varying_fogcoord");
5611 /* We always store the clipplanes without y inversion */
5612 if (args
->clip_enabled
)
5613 shader_addline(buffer
, "gl_ClipVertex = gl_Position;\n");
5615 if (args
->point_size
&& !args
->per_vertex_point_size
)
5616 shader_addline(buffer
, "gl_PointSize = clamp(ffp_point.size, ffp_point.size_min, ffp_point.size_max);\n");
5618 /* Write the final position.
5620 * OpenGL coordinates specify the center of the pixel while d3d coords specify
5621 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
5622 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
5623 * contains 1.0 to allow a mad.
5625 shader_addline(buffer
, "gl_Position.y = gl_Position.y * posFixup.y;\n");
5626 shader_addline(buffer
, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
5628 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
5630 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
5631 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
5632 * which is the same as z = z * 2 - w.
5634 shader_addline(buffer
, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
5636 shader_addline(buffer
, "}\n");
5638 TRACE("Compiling shader object %u.\n", shader_id
);
5639 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
5644 /* Context activation is done by the caller. */
5645 static GLuint
shader_glsl_generate_geometry_shader(const struct wined3d_context
*context
,
5646 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
5647 const struct wined3d_shader
*shader
)
5649 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
5650 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5651 const DWORD
*function
= shader
->function
;
5652 struct shader_glsl_ctx_priv priv_ctx
;
5655 shader_id
= GL_EXTCALL(glCreateShader(GL_GEOMETRY_SHADER
));
5657 shader_addline(buffer
, "%s\n", shader_glsl_get_version(gl_info
, ®_maps
->shader_version
));
5659 if (gl_info
->supported
[ARB_GEOMETRY_SHADER4
])
5660 shader_addline(buffer
, "#extension GL_ARB_geometry_shader4 : enable\n");
5661 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
5662 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
5663 if (gl_info
->supported
[ARB_TEXTURE_QUERY_LEVELS
])
5664 shader_addline(buffer
, "#extension GL_ARB_texture_query_levels : enable\n");
5665 if (gl_info
->supported
[ARB_UNIFORM_BUFFER_OBJECT
])
5666 shader_addline(buffer
, "#extension GL_ARB_uniform_buffer_object : enable\n");
5667 if (gl_info
->supported
[EXT_GPU_SHADER4
])
5668 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
5670 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
5671 priv_ctx
.string_buffers
= string_buffers
;
5672 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
5673 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
5674 shader_addline(buffer
, "}\n");
5676 TRACE("Compiling shader object %u.\n", shader_id
);
5677 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
5682 static GLuint
find_glsl_pshader(const struct wined3d_context
*context
,
5683 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
5684 struct wined3d_shader
*shader
,
5685 const struct ps_compile_args
*args
, const struct ps_np2fixup_info
**np2fixup_info
)
5687 struct glsl_ps_compiled_shader
*gl_shaders
, *new_array
;
5688 struct glsl_shader_private
*shader_data
;
5689 struct ps_np2fixup_info
*np2fixup
;
5694 if (!shader
->backend_data
)
5696 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
5697 if (!shader
->backend_data
)
5699 ERR("Failed to allocate backend data.\n");
5703 shader_data
= shader
->backend_data
;
5704 gl_shaders
= shader_data
->gl_shaders
.ps
;
5706 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
5707 * so a linear search is more performant than a hashmap or a binary search
5708 * (cache coherency etc)
5710 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
5712 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
5714 if (args
->np2_fixup
)
5715 *np2fixup_info
= &gl_shaders
[i
].np2fixup
;
5716 return gl_shaders
[i
].id
;
5720 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
5721 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
5722 if (shader_data
->num_gl_shaders
)
5724 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
5725 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.ps
,
5726 new_size
* sizeof(*gl_shaders
));
5730 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
));
5735 ERR("Out of memory\n");
5738 shader_data
->gl_shaders
.ps
= new_array
;
5739 shader_data
->shader_array_size
= new_size
;
5740 gl_shaders
= new_array
;
5743 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
5745 np2fixup
= &gl_shaders
[shader_data
->num_gl_shaders
].np2fixup
;
5746 memset(np2fixup
, 0, sizeof(*np2fixup
));
5747 *np2fixup_info
= args
->np2_fixup
? np2fixup
: NULL
;
5749 pixelshader_update_resource_types(shader
, args
->tex_types
);
5751 string_buffer_clear(buffer
);
5752 ret
= shader_glsl_generate_pshader(context
, buffer
, string_buffers
, shader
, args
, np2fixup
);
5753 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
5758 static inline BOOL
vs_args_equal(const struct vs_compile_args
*stored
, const struct vs_compile_args
*new,
5759 const DWORD use_map
)
5761 if((stored
->swizzle_map
& use_map
) != new->swizzle_map
) return FALSE
;
5762 if((stored
->clip_enabled
) != new->clip_enabled
) return FALSE
;
5763 if (stored
->point_size
!= new->point_size
)
5765 if (stored
->per_vertex_point_size
!= new->per_vertex_point_size
)
5767 if (stored
->flatshading
!= new->flatshading
)
5769 return stored
->fog_src
== new->fog_src
;
5772 static GLuint
find_glsl_vshader(const struct wined3d_context
*context
,
5773 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
5774 struct wined3d_shader
*shader
,
5775 const struct vs_compile_args
*args
)
5779 DWORD use_map
= context
->stream_info
.use_map
;
5780 struct glsl_vs_compiled_shader
*gl_shaders
, *new_array
;
5781 struct glsl_shader_private
*shader_data
;
5784 if (!shader
->backend_data
)
5786 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
5787 if (!shader
->backend_data
)
5789 ERR("Failed to allocate backend data.\n");
5793 shader_data
= shader
->backend_data
;
5794 gl_shaders
= shader_data
->gl_shaders
.vs
;
5796 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
5797 * so a linear search is more performant than a hashmap or a binary search
5798 * (cache coherency etc)
5800 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
5802 if (vs_args_equal(&gl_shaders
[i
].args
, args
, use_map
))
5803 return gl_shaders
[i
].id
;
5806 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
5808 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
5809 if (shader_data
->num_gl_shaders
)
5811 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
5812 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.vs
,
5813 new_size
* sizeof(*gl_shaders
));
5817 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
));
5822 ERR("Out of memory\n");
5825 shader_data
->gl_shaders
.vs
= new_array
;
5826 shader_data
->shader_array_size
= new_size
;
5827 gl_shaders
= new_array
;
5830 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
5832 string_buffer_clear(buffer
);
5833 ret
= shader_glsl_generate_vshader(context
, buffer
, string_buffers
, shader
, args
);
5834 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
5839 static GLuint
find_glsl_geometry_shader(const struct wined3d_context
*context
,
5840 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
5841 struct wined3d_shader
*shader
)
5843 struct glsl_gs_compiled_shader
*gl_shaders
;
5844 struct glsl_shader_private
*shader_data
;
5847 if (!shader
->backend_data
)
5849 if (!(shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
))))
5851 ERR("Failed to allocate backend data.\n");
5855 shader_data
= shader
->backend_data
;
5856 gl_shaders
= shader_data
->gl_shaders
.gs
;
5858 if (shader_data
->num_gl_shaders
)
5859 return gl_shaders
[0].id
;
5861 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
5863 if (!(shader_data
->gl_shaders
.gs
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
))))
5865 ERR("Failed to allocate GL shader array.\n");
5868 shader_data
->shader_array_size
= 1;
5869 gl_shaders
= shader_data
->gl_shaders
.gs
;
5871 string_buffer_clear(buffer
);
5872 ret
= shader_glsl_generate_geometry_shader(context
, buffer
, string_buffers
, shader
);
5873 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
5878 static const char *shader_glsl_ffp_mcs(enum wined3d_material_color_source mcs
, const char *material
)
5882 case WINED3D_MCS_MATERIAL
:
5884 case WINED3D_MCS_COLOR1
:
5885 return "ffp_attrib_diffuse";
5886 case WINED3D_MCS_COLOR2
:
5887 return "ffp_attrib_specular";
5889 ERR("Invalid material color source %#x.\n", mcs
);
5894 static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer
*buffer
,
5895 const struct wined3d_ffp_vs_settings
*settings
, BOOL legacy_lighting
)
5897 const char *diffuse
, *specular
, *emissive
, *ambient
;
5898 enum wined3d_light_type light_type
;
5901 if (!settings
->lighting
)
5903 shader_addline(buffer
, "ffp_varying_diffuse = ffp_attrib_diffuse;\n");
5904 shader_addline(buffer
, "ffp_varying_specular = ffp_attrib_specular;\n");
5908 shader_addline(buffer
, "vec3 ambient = ffp_light_ambient;\n");
5909 shader_addline(buffer
, "vec3 diffuse = vec3(0.0);\n");
5910 shader_addline(buffer
, "vec4 specular = vec4(0.0);\n");
5911 shader_addline(buffer
, "vec3 dir, dst;\n");
5912 shader_addline(buffer
, "float att, t;\n");
5914 ambient
= shader_glsl_ffp_mcs(settings
->ambient_source
, "ffp_material.ambient");
5915 diffuse
= shader_glsl_ffp_mcs(settings
->diffuse_source
, "ffp_material.diffuse");
5916 specular
= shader_glsl_ffp_mcs(settings
->specular_source
, "ffp_material.specular");
5917 emissive
= shader_glsl_ffp_mcs(settings
->emissive_source
, "ffp_material.emissive");
5919 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
5921 light_type
= (settings
->light_type
>> WINED3D_FFP_LIGHT_TYPE_SHIFT(i
)) & WINED3D_FFP_LIGHT_TYPE_MASK
;
5924 case WINED3D_LIGHT_POINT
:
5925 shader_addline(buffer
, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", i
);
5926 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
5927 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
5928 shader_addline(buffer
, "dst.x = 1.0;\n");
5929 if (legacy_lighting
)
5931 shader_addline(buffer
, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", i
, i
);
5932 shader_addline(buffer
, "dst.z = dst.y * dst.y;\n");
5936 shader_addline(buffer
, "if (dst.y <= ffp_light[%u].range)\n{\n", i
);
5938 shader_addline(buffer
, "att = dot(dst.xyz, vec3(ffp_light[%u].c_att,"
5939 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n", i
, i
, i
);
5940 if (!legacy_lighting
)
5941 shader_addline(buffer
, "att = 1.0 / att;\n");
5942 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz * att;\n", i
);
5943 if (!settings
->normal
)
5945 if (!legacy_lighting
)
5946 shader_addline(buffer
, "}\n");
5949 shader_addline(buffer
, "dir = normalize(dir);\n");
5950 shader_addline(buffer
, "diffuse += (clamp(dot(dir, normal), 0.0, 1.0)"
5951 " * ffp_light[%u].diffuse.xyz) * att;\n", i
);
5952 if (settings
->localviewer
)
5953 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
5955 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
5956 shader_addline(buffer
, "if (t > 0.0) specular += (pow(t, ffp_material.shininess)"
5957 " * ffp_light[%u].specular) * att;\n", i
);
5958 if (!legacy_lighting
)
5959 shader_addline(buffer
, "}\n");
5962 case WINED3D_LIGHT_SPOT
:
5963 shader_addline(buffer
, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", i
);
5964 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
5965 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
5966 shader_addline(buffer
, "dst.x = 1.0;\n");
5967 if (legacy_lighting
)
5969 shader_addline(buffer
, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", i
, i
);
5970 shader_addline(buffer
, "dst.z = dst.y * dst.y;\n");
5974 shader_addline(buffer
, "if (dst.y <= ffp_light[%u].range)\n{\n", i
);
5976 shader_addline(buffer
, "dir = normalize(dir);\n");
5977 shader_addline(buffer
, "t = dot(-dir, normalize(ffp_light[%u].direction));\n", i
);
5978 shader_addline(buffer
, "if (t > ffp_light[%u].cos_htheta) att = 1.0;\n", i
);
5979 shader_addline(buffer
, "else if (t <= ffp_light[%u].cos_hphi) att = 0.0;\n", i
);
5980 shader_addline(buffer
, "else att = pow((t - ffp_light[%u].cos_hphi)"
5981 " / (ffp_light[%u].cos_htheta - ffp_light[%u].cos_hphi), ffp_light[%u].falloff);\n",
5983 if (legacy_lighting
)
5984 shader_addline(buffer
, "att *= dot(dst.xyz, vec3(ffp_light[%u].c_att,"
5985 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n",
5988 shader_addline(buffer
, "att /= dot(dst.xyz, vec3(ffp_light[%u].c_att,"
5989 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n",
5991 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz * att;\n", i
);
5992 if (!settings
->normal
)
5994 if (!legacy_lighting
)
5995 shader_addline(buffer
, "}\n");
5998 shader_addline(buffer
, "diffuse += (clamp(dot(dir, normal), 0.0, 1.0)"
5999 " * ffp_light[%u].diffuse.xyz) * att;\n", i
);
6000 if (settings
->localviewer
)
6001 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
6003 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
6004 shader_addline(buffer
, "if (t > 0.0) specular += (pow(t, ffp_material.shininess)"
6005 " * ffp_light[%u].specular) * att;\n", i
);
6006 if (!legacy_lighting
)
6007 shader_addline(buffer
, "}\n");
6010 case WINED3D_LIGHT_DIRECTIONAL
:
6011 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz;\n", i
);
6012 if (!settings
->normal
)
6014 shader_addline(buffer
, "dir = normalize(ffp_light[%u].direction.xyz);\n", i
);
6015 shader_addline(buffer
, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)"
6016 " * ffp_light[%u].diffuse.xyz;\n", i
);
6017 /* TODO: In the non-local viewer case the halfvector is constant
6018 * and could be precomputed and stored in a uniform. */
6019 if (settings
->localviewer
)
6020 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
6022 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
6023 shader_addline(buffer
, "if (t > 0.0) specular += pow(t, ffp_material.shininess)"
6024 " * ffp_light[%u].specular;\n", i
);
6027 case WINED3D_LIGHT_PARALLELPOINT
:
6028 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz;\n", i
);
6029 if (!settings
->normal
)
6031 shader_addline(buffer
, "dir = normalize(ffp_light[%u].position.xyz);\n", i
);
6032 shader_addline(buffer
, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)"
6033 " * ffp_light[%u].diffuse.xyz;\n", i
);
6034 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
6035 shader_addline(buffer
, "if (t > 0.0) specular += pow(t, ffp_material.shininess)"
6036 " * ffp_light[%u].specular;\n", i
);
6041 FIXME("Unhandled light type %#x.\n", light_type
);
6046 shader_addline(buffer
, "ffp_varying_diffuse.xyz = %s.xyz * ambient + %s.xyz * diffuse + %s.xyz;\n",
6047 ambient
, diffuse
, emissive
);
6048 shader_addline(buffer
, "ffp_varying_diffuse.w = %s.w;\n", diffuse
);
6049 shader_addline(buffer
, "ffp_varying_specular = %s * specular;\n", specular
);
6052 /* Context activation is done by the caller. */
6053 static GLuint
shader_glsl_generate_ffp_vertex_shader(struct shader_glsl_priv
*priv
,
6054 const struct wined3d_ffp_vs_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
6056 static const struct attrib_info
6059 const char name
[24];
6063 {"vec4", "ffp_attrib_position"}, /* WINED3D_FFP_POSITION */
6064 {"vec4", "ffp_attrib_blendweight"}, /* WINED3D_FFP_BLENDWEIGHT */
6065 /* TODO: Indexed vertex blending */
6066 {"float", ""}, /* WINED3D_FFP_BLENDINDICES */
6067 {"vec3", "ffp_attrib_normal"}, /* WINED3D_FFP_NORMAL */
6068 {"float", "ffp_attrib_psize"}, /* WINED3D_FFP_PSIZE */
6069 {"vec4", "ffp_attrib_diffuse"}, /* WINED3D_FFP_DIFFUSE */
6070 {"vec4", "ffp_attrib_specular"}, /* WINED3D_FFP_SPECULAR */
6072 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6073 BOOL legacy_lighting
= priv
->legacy_lighting
;
6076 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
6077 BOOL output_legacy_fogcoord
= legacy_context
;
6079 string_buffer_clear(buffer
);
6081 shader_addline(buffer
, "%s\n", shader_glsl_get_version(gl_info
, NULL
));
6083 for (i
= 0; i
< WINED3D_FFP_ATTRIBS_COUNT
; ++i
)
6085 const char *type
= i
< ARRAY_SIZE(attrib_info
) ? attrib_info
[i
].type
: "vec4";
6087 shader_addline(buffer
, "%s %s vs_in%u;\n", get_attribute_keyword(gl_info
), type
, i
);
6089 shader_addline(buffer
, "\n");
6091 shader_addline(buffer
, "uniform mat4 ffp_modelview_matrix[%u];\n", MAX_VERTEX_BLENDS
);
6092 shader_addline(buffer
, "uniform mat4 ffp_projection_matrix;\n");
6093 shader_addline(buffer
, "uniform mat3 ffp_normal_matrix;\n");
6094 shader_addline(buffer
, "uniform mat4 ffp_texture_matrix[%u];\n", MAX_TEXTURES
);
6096 shader_addline(buffer
, "uniform struct\n{\n");
6097 shader_addline(buffer
, " vec4 emissive;\n");
6098 shader_addline(buffer
, " vec4 ambient;\n");
6099 shader_addline(buffer
, " vec4 diffuse;\n");
6100 shader_addline(buffer
, " vec4 specular;\n");
6101 shader_addline(buffer
, " float shininess;\n");
6102 shader_addline(buffer
, "} ffp_material;\n");
6104 shader_addline(buffer
, "uniform vec3 ffp_light_ambient;\n");
6105 shader_addline(buffer
, "uniform struct\n{\n");
6106 shader_addline(buffer
, " vec4 diffuse;\n");
6107 shader_addline(buffer
, " vec4 specular;\n");
6108 shader_addline(buffer
, " vec4 ambient;\n");
6109 shader_addline(buffer
, " vec4 position;\n");
6110 shader_addline(buffer
, " vec3 direction;\n");
6111 shader_addline(buffer
, " float range;\n");
6112 shader_addline(buffer
, " float falloff;\n");
6113 shader_addline(buffer
, " float c_att;\n");
6114 shader_addline(buffer
, " float l_att;\n");
6115 shader_addline(buffer
, " float q_att;\n");
6116 shader_addline(buffer
, " float cos_htheta;\n");
6117 shader_addline(buffer
, " float cos_hphi;\n");
6118 shader_addline(buffer
, "} ffp_light[%u];\n", MAX_ACTIVE_LIGHTS
);
6120 if (settings
->point_size
)
6122 shader_addline(buffer
, "uniform struct\n{\n");
6123 shader_addline(buffer
, " float size;\n");
6124 shader_addline(buffer
, " float size_min;\n");
6125 shader_addline(buffer
, " float size_max;\n");
6126 shader_addline(buffer
, " float c_att;\n");
6127 shader_addline(buffer
, " float l_att;\n");
6128 shader_addline(buffer
, " float q_att;\n");
6129 shader_addline(buffer
, "} ffp_point;\n");
6134 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
6135 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
6136 shader_addline(buffer
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
6137 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
6141 declare_out_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_diffuse;\n");
6142 declare_out_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_specular;\n");
6143 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
6144 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
6147 shader_addline(buffer
, "\nvoid main()\n{\n");
6148 shader_addline(buffer
, "float m;\n");
6149 shader_addline(buffer
, "vec3 r;\n");
6151 for (i
= 0; i
< ARRAY_SIZE(attrib_info
); ++i
)
6153 if (attrib_info
[i
].name
[0])
6154 shader_addline(buffer
, "%s %s = vs_in%u;\n",
6155 attrib_info
[i
].type
, attrib_info
[i
].name
, i
);
6157 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
6159 unsigned int coord_idx
= settings
->texgen
[i
] & 0x0000ffff;
6160 if ((settings
->texgen
[i
] & 0xffff0000) == WINED3DTSS_TCI_PASSTHRU
6161 && settings
->texcoords
& (1u << i
))
6162 shader_addline(buffer
, "vec4 ffp_attrib_texcoord%u = vs_in%u;\n", i
, coord_idx
+ WINED3D_FFP_TEXCOORD0
);
6165 shader_addline(buffer
, "ffp_attrib_blendweight[%u] = 1.0;\n", settings
->vertexblends
);
6167 if (settings
->transformed
)
6169 shader_addline(buffer
, "vec4 ec_pos = vec4(ffp_attrib_position.xyz, 1.0);\n");
6170 shader_addline(buffer
, "gl_Position = ffp_projection_matrix * ec_pos;\n");
6171 shader_addline(buffer
, "if (ffp_attrib_position.w != 0.0) gl_Position /= ffp_attrib_position.w;\n");
6175 for (i
= 0; i
< settings
->vertexblends
; ++i
)
6176 shader_addline(buffer
, "ffp_attrib_blendweight[%u] -= ffp_attrib_blendweight[%u];\n", settings
->vertexblends
, i
);
6178 shader_addline(buffer
, "vec4 ec_pos = vec4(0.0);\n");
6179 for (i
= 0; i
< settings
->vertexblends
+ 1; ++i
)
6180 shader_addline(buffer
, "ec_pos += ffp_attrib_blendweight[%u] * (ffp_modelview_matrix[%u] * ffp_attrib_position);\n", i
, i
);
6182 shader_addline(buffer
, "gl_Position = ffp_projection_matrix * ec_pos;\n");
6183 if (settings
->clipping
)
6184 shader_addline(buffer
, "gl_ClipVertex = ec_pos;\n");
6185 shader_addline(buffer
, "ec_pos /= ec_pos.w;\n");
6188 shader_addline(buffer
, "vec3 normal = vec3(0.0);\n");
6189 if (settings
->normal
)
6191 if (!settings
->vertexblends
)
6193 shader_addline(buffer
, "normal = ffp_normal_matrix * ffp_attrib_normal;\n");
6197 for (i
= 0; i
< settings
->vertexblends
+ 1; ++i
)
6198 shader_addline(buffer
, "normal += ffp_attrib_blendweight[%u] * (mat3(ffp_modelview_matrix[%u]) * ffp_attrib_normal);\n", i
, i
);
6201 if (settings
->normalize
)
6202 shader_addline(buffer
, "normal = normalize(normal);\n");
6205 shader_glsl_ffp_vertex_lighting(buffer
, settings
, legacy_lighting
);
6208 shader_addline(buffer
, "gl_FrontColor = ffp_varying_diffuse;\n");
6209 shader_addline(buffer
, "gl_FrontSecondaryColor = ffp_varying_specular;\n");
6213 shader_addline(buffer
, "ffp_varying_diffuse = clamp(ffp_varying_diffuse, 0.0, 1.0);\n");
6214 shader_addline(buffer
, "ffp_varying_specular = clamp(ffp_varying_specular, 0.0, 1.0);\n");
6217 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
6219 BOOL output_legacy_texcoord
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
6221 switch (settings
->texgen
[i
] & 0xffff0000)
6223 case WINED3DTSS_TCI_PASSTHRU
:
6224 if (settings
->texcoords
& (1u << i
))
6225 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * ffp_attrib_texcoord%u;\n",
6227 else if (gl_info
->limits
.glsl_varyings
>= wined3d_max_compat_varyings(gl_info
))
6228 shader_addline(buffer
, "ffp_varying_texcoord[%u] = vec4(0.0);\n", i
);
6230 output_legacy_texcoord
= FALSE
;
6233 case WINED3DTSS_TCI_CAMERASPACENORMAL
:
6234 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * vec4(normal, 1.0);\n", i
, i
);
6237 case WINED3DTSS_TCI_CAMERASPACEPOSITION
:
6238 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * ec_pos;\n", i
, i
);
6241 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR
:
6242 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u]"
6243 " * vec4(reflect(normalize(ec_pos.xyz), normal), 1.0);\n", i
, i
);
6246 case WINED3DTSS_TCI_SPHEREMAP
:
6247 shader_addline(buffer
, "r = reflect(normalize(ec_pos.xyz), normal);\n");
6248 shader_addline(buffer
, "m = 2.0 * length(vec3(r.x, r.y, r.z + 1.0));\n");
6249 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u]"
6250 " * vec4(r.x / m + 0.5, r.y / m + 0.5, 0.0, 1.0);\n", i
, i
);
6254 ERR("Unhandled texgen %#x.\n", settings
->texgen
[i
]);
6257 if (output_legacy_texcoord
)
6258 shader_addline(buffer
, "gl_TexCoord[%u] = ffp_varying_texcoord[%u];\n", i
, i
);
6261 switch (settings
->fog_mode
)
6263 case WINED3D_FFP_VS_FOG_OFF
:
6264 output_legacy_fogcoord
= FALSE
;
6267 case WINED3D_FFP_VS_FOG_FOGCOORD
:
6268 shader_addline(buffer
, "ffp_varying_fogcoord = ffp_attrib_specular.w * 255.0;\n");
6271 case WINED3D_FFP_VS_FOG_RANGE
:
6272 shader_addline(buffer
, "ffp_varying_fogcoord = length(ec_pos.xyz);\n");
6275 case WINED3D_FFP_VS_FOG_DEPTH
:
6276 if (settings
->ortho_fog
)
6277 /* Need to undo the [0.0 - 1.0] -> [-1.0 - 1.0] transformation from D3D to GL coordinates. */
6278 shader_addline(buffer
, "ffp_varying_fogcoord = gl_Position.z * 0.5 + 0.5;\n");
6279 else if (settings
->transformed
)
6280 shader_addline(buffer
, "ffp_varying_fogcoord = ec_pos.z;\n");
6282 shader_addline(buffer
, "ffp_varying_fogcoord = abs(ec_pos.z);\n");
6286 ERR("Unhandled fog mode %#x.\n", settings
->fog_mode
);
6289 if (output_legacy_fogcoord
)
6290 shader_addline(buffer
, "gl_FogFragCoord = ffp_varying_fogcoord;\n");
6292 if (settings
->point_size
)
6294 shader_addline(buffer
, "gl_PointSize = %s / sqrt(ffp_point.c_att"
6295 " + ffp_point.l_att * length(ec_pos.xyz)"
6296 " + ffp_point.q_att * dot(ec_pos.xyz, ec_pos.xyz));\n",
6297 settings
->per_vertex_point_size
? "ffp_attrib_psize" : "ffp_point.size");
6298 shader_addline(buffer
, "gl_PointSize = clamp(gl_PointSize, ffp_point.size_min, ffp_point.size_max);\n");
6301 shader_addline(buffer
, "}\n");
6303 shader_obj
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
6304 shader_glsl_compile(gl_info
, shader_obj
, buffer
->buffer
);
6309 static const char *shader_glsl_get_ffp_fragment_op_arg(struct wined3d_string_buffer
*buffer
,
6310 DWORD argnum
, unsigned int stage
, DWORD arg
)
6314 if (arg
== ARG_UNUSED
)
6315 return "<unused arg>";
6317 switch (arg
& WINED3DTA_SELECTMASK
)
6319 case WINED3DTA_DIFFUSE
:
6320 ret
= "ffp_varying_diffuse";
6323 case WINED3DTA_CURRENT
:
6327 case WINED3DTA_TEXTURE
:
6330 case 0: ret
= "tex0"; break;
6331 case 1: ret
= "tex1"; break;
6332 case 2: ret
= "tex2"; break;
6333 case 3: ret
= "tex3"; break;
6334 case 4: ret
= "tex4"; break;
6335 case 5: ret
= "tex5"; break;
6336 case 6: ret
= "tex6"; break;
6337 case 7: ret
= "tex7"; break;
6339 ret
= "<invalid texture>";
6344 case WINED3DTA_TFACTOR
:
6348 case WINED3DTA_SPECULAR
:
6349 ret
= "ffp_varying_specular";
6352 case WINED3DTA_TEMP
:
6356 case WINED3DTA_CONSTANT
:
6359 case 0: ret
= "tss_const0"; break;
6360 case 1: ret
= "tss_const1"; break;
6361 case 2: ret
= "tss_const2"; break;
6362 case 3: ret
= "tss_const3"; break;
6363 case 4: ret
= "tss_const4"; break;
6364 case 5: ret
= "tss_const5"; break;
6365 case 6: ret
= "tss_const6"; break;
6366 case 7: ret
= "tss_const7"; break;
6368 ret
= "<invalid constant>";
6374 return "<unhandled arg>";
6377 if (arg
& WINED3DTA_COMPLEMENT
)
6379 shader_addline(buffer
, "arg%u = vec4(1.0) - %s;\n", argnum
, ret
);
6382 else if (argnum
== 1)
6384 else if (argnum
== 2)
6388 if (arg
& WINED3DTA_ALPHAREPLICATE
)
6390 shader_addline(buffer
, "arg%u = vec4(%s.w);\n", argnum
, ret
);
6393 else if (argnum
== 1)
6395 else if (argnum
== 2)
6402 static void shader_glsl_ffp_fragment_op(struct wined3d_string_buffer
*buffer
, unsigned int stage
, BOOL color
,
6403 BOOL alpha
, DWORD dst
, DWORD op
, DWORD dw_arg0
, DWORD dw_arg1
, DWORD dw_arg2
)
6405 const char *dstmask
, *dstreg
, *arg0
, *arg1
, *arg2
;
6415 dstreg
= "temp_reg";
6419 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, dw_arg0
);
6420 arg1
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 1, stage
, dw_arg1
);
6421 arg2
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 2, stage
, dw_arg2
);
6425 case WINED3D_TOP_DISABLE
:
6428 case WINED3D_TOP_SELECT_ARG1
:
6429 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
);
6432 case WINED3D_TOP_SELECT_ARG2
:
6433 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg2
, dstmask
);
6436 case WINED3D_TOP_MODULATE
:
6437 shader_addline(buffer
, "%s%s = %s%s * %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
6440 case WINED3D_TOP_MODULATE_4X
:
6441 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 4.0, 0.0, 1.0);\n",
6442 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
6445 case WINED3D_TOP_MODULATE_2X
:
6446 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 2.0, 0.0, 1.0);\n",
6447 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
6450 case WINED3D_TOP_ADD
:
6451 shader_addline(buffer
, "%s%s = clamp(%s%s + %s%s, 0.0, 1.0);\n",
6452 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
6455 case WINED3D_TOP_ADD_SIGNED
:
6456 shader_addline(buffer
, "%s%s = clamp(%s%s + (%s - vec4(0.5))%s, 0.0, 1.0);\n",
6457 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
6460 case WINED3D_TOP_ADD_SIGNED_2X
:
6461 shader_addline(buffer
, "%s%s = clamp((%s%s + (%s - vec4(0.5))%s) * 2.0, 0.0, 1.0);\n",
6462 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
6465 case WINED3D_TOP_SUBTRACT
:
6466 shader_addline(buffer
, "%s%s = clamp(%s%s - %s%s, 0.0, 1.0);\n",
6467 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
6470 case WINED3D_TOP_ADD_SMOOTH
:
6471 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s%s, 0.0, 1.0);\n",
6472 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
, dstmask
);
6475 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
6476 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_DIFFUSE
);
6477 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
6478 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
6481 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
6482 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
6483 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
6484 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
6487 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
6488 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TFACTOR
);
6489 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
6490 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
6493 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
6494 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
6495 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
6496 dstreg
, dstmask
, arg2
, dstmask
, arg0
, arg1
, dstmask
);
6499 case WINED3D_TOP_BLEND_CURRENT_ALPHA
:
6500 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_CURRENT
);
6501 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
6502 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
6505 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
6506 shader_addline(buffer
, "%s%s = clamp(%s%s * %s.w + %s%s, 0.0, 1.0);\n",
6507 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
6510 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
6511 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s.w, 0.0, 1.0);\n",
6512 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
6515 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
6516 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
6517 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
6519 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
6520 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s.w, 0.0, 1.0);\n",
6521 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
6524 case WINED3D_TOP_BUMPENVMAP
:
6525 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
6526 /* These are handled in the first pass, nothing to do. */
6529 case WINED3D_TOP_DOTPRODUCT3
:
6530 shader_addline(buffer
, "%s%s = vec4(clamp(dot(%s.xyz - 0.5, %s.xyz - 0.5) * 4.0, 0.0, 1.0))%s;\n",
6531 dstreg
, dstmask
, arg1
, arg2
, dstmask
);
6534 case WINED3D_TOP_MULTIPLY_ADD
:
6535 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s%s, 0.0, 1.0);\n",
6536 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg0
, dstmask
);
6539 case WINED3D_TOP_LERP
:
6540 /* MSDN isn't quite right here. */
6541 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s%s);\n",
6542 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
, dstmask
);
6546 FIXME("Unhandled operation %#x.\n", op
);
6551 /* Context activation is done by the caller. */
6552 static GLuint
shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv
*priv
,
6553 const struct ffp_frag_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
6555 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6556 BYTE lum_map
= 0, bump_map
= 0, tex_map
= 0, tss_const_map
= 0;
6557 BOOL tempreg_used
= FALSE
, tfactor_used
= FALSE
;
6558 UINT lowest_disabled_stage
;
6560 DWORD arg0
, arg1
, arg2
;
6562 struct wined3d_string_buffer
*tex_reg_name
= string_buffer_get(&priv
->string_buffers
);
6563 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
6565 string_buffer_clear(buffer
);
6567 /* Find out which textures are read */
6568 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
6570 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
6573 arg0
= settings
->op
[stage
].carg0
& WINED3DTA_SELECTMASK
;
6574 arg1
= settings
->op
[stage
].carg1
& WINED3DTA_SELECTMASK
;
6575 arg2
= settings
->op
[stage
].carg2
& WINED3DTA_SELECTMASK
;
6577 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
6578 || (stage
== 0 && settings
->color_key_enabled
))
6579 tex_map
|= 1u << stage
;
6580 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
6581 tfactor_used
= TRUE
;
6582 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
6583 tempreg_used
= TRUE
;
6584 if (settings
->op
[stage
].dst
== tempreg
)
6585 tempreg_used
= TRUE
;
6586 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
6587 tss_const_map
|= 1u << stage
;
6589 switch (settings
->op
[stage
].cop
)
6591 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
6592 lum_map
|= 1u << stage
;
6594 case WINED3D_TOP_BUMPENVMAP
:
6595 bump_map
|= 1u << stage
;
6597 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
6598 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
6599 tex_map
|= 1u << stage
;
6602 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
6603 tfactor_used
= TRUE
;
6610 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
6613 arg0
= settings
->op
[stage
].aarg0
& WINED3DTA_SELECTMASK
;
6614 arg1
= settings
->op
[stage
].aarg1
& WINED3DTA_SELECTMASK
;
6615 arg2
= settings
->op
[stage
].aarg2
& WINED3DTA_SELECTMASK
;
6617 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
)
6618 tex_map
|= 1u << stage
;
6619 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
6620 tfactor_used
= TRUE
;
6621 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
6622 tempreg_used
= TRUE
;
6623 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
6624 tss_const_map
|= 1u << stage
;
6626 lowest_disabled_stage
= stage
;
6628 shader_addline(buffer
, "%s\n", shader_glsl_get_version(gl_info
, NULL
));
6630 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
6631 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
6633 if (!needs_legacy_glsl_syntax(gl_info
))
6634 shader_addline(buffer
, "out vec4 ps_out[1];\n");
6636 shader_addline(buffer
, "vec4 tmp0, tmp1;\n");
6637 shader_addline(buffer
, "vec4 ret;\n");
6638 if (tempreg_used
|| settings
->sRGB_write
)
6639 shader_addline(buffer
, "vec4 temp_reg = vec4(0.0);\n");
6640 shader_addline(buffer
, "vec4 arg0, arg1, arg2;\n");
6642 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
6644 if (tss_const_map
& (1u << stage
))
6645 shader_addline(buffer
, "uniform vec4 tss_const%u;\n", stage
);
6647 if (!(tex_map
& (1u << stage
)))
6650 switch (settings
->op
[stage
].tex_type
)
6652 case WINED3D_GL_RES_TYPE_TEX_1D
:
6653 shader_addline(buffer
, "uniform sampler1D ps_sampler%u;\n", stage
);
6655 case WINED3D_GL_RES_TYPE_TEX_2D
:
6656 shader_addline(buffer
, "uniform sampler2D ps_sampler%u;\n", stage
);
6658 case WINED3D_GL_RES_TYPE_TEX_3D
:
6659 shader_addline(buffer
, "uniform sampler3D ps_sampler%u;\n", stage
);
6661 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
6662 shader_addline(buffer
, "uniform samplerCube ps_sampler%u;\n", stage
);
6664 case WINED3D_GL_RES_TYPE_TEX_RECT
:
6665 shader_addline(buffer
, "uniform sampler2DRect ps_sampler%u;\n", stage
);
6668 FIXME("Unhandled sampler type %#x.\n", settings
->op
[stage
].tex_type
);
6672 shader_addline(buffer
, "vec4 tex%u;\n", stage
);
6674 if (!(bump_map
& (1u << stage
)))
6676 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", stage
);
6678 if (!(lum_map
& (1u << stage
)))
6680 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", stage
);
6681 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", stage
);
6684 shader_addline(buffer
, "uniform vec4 tex_factor;\n");
6685 if (settings
->color_key_enabled
)
6686 shader_addline(buffer
, "uniform vec4 color_key[2];\n");
6687 shader_addline(buffer
, "uniform vec4 specular_enable;\n");
6689 if (settings
->sRGB_write
)
6691 shader_addline(buffer
, "const vec4 srgb_const0 = ");
6692 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const0
);
6693 shader_addline(buffer
, ";\n");
6694 shader_addline(buffer
, "const vec4 srgb_const1 = ");
6695 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const1
);
6696 shader_addline(buffer
, ";\n");
6699 shader_addline(buffer
, "uniform struct\n{\n");
6700 shader_addline(buffer
, " vec4 color;\n");
6701 shader_addline(buffer
, " float density;\n");
6702 shader_addline(buffer
, " float end;\n");
6703 shader_addline(buffer
, " float scale;\n");
6704 shader_addline(buffer
, "} ffp_fog;\n");
6708 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
6709 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
6710 shader_addline(buffer
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
6711 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
6712 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
6716 declare_in_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_diffuse;\n");
6717 declare_in_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_specular;\n");
6718 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
6719 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
6720 declare_in_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
6723 shader_addline(buffer
, "void main()\n{\n");
6727 shader_addline(buffer
, "ffp_varying_diffuse = gl_Color;\n");
6728 shader_addline(buffer
, "ffp_varying_specular = gl_SecondaryColor;\n");
6731 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
6733 if (tex_map
& (1u << stage
))
6735 if (settings
->pointsprite
)
6736 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", stage
);
6737 else if (settings
->texcoords_initialized
& (1u << stage
))
6738 shader_addline(buffer
, "ffp_texcoord[%u] = %s[%u];\n",
6739 stage
, legacy_context
? "gl_TexCoord" : "ffp_varying_texcoord", stage
);
6741 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(0.0);\n", stage
);
6745 if (legacy_context
&& settings
->fog
!= WINED3D_FFP_PS_FOG_OFF
)
6746 shader_addline(buffer
, "ffp_varying_fogcoord = gl_FogFragCoord;\n");
6748 if (lowest_disabled_stage
< 7 && settings
->emul_clipplanes
)
6749 shader_addline(buffer
, "if (any(lessThan(ffp_texcoord[7], vec4(0.0)))) discard;\n");
6751 /* Generate texture sampling instructions */
6752 for (stage
= 0; stage
< MAX_TEXTURES
&& settings
->op
[stage
].cop
!= WINED3D_TOP_DISABLE
; ++stage
)
6754 const char *texture_function
, *coord_mask
;
6757 if (!(tex_map
& (1u << stage
)))
6760 if (settings
->op
[stage
].projected
== proj_none
)
6764 else if (settings
->op
[stage
].projected
== proj_count4
6765 || settings
->op
[stage
].projected
== proj_count3
)
6771 FIXME("Unexpected projection mode %d\n", settings
->op
[stage
].projected
);
6775 if (settings
->op
[stage
].tex_type
== WINED3D_GL_RES_TYPE_TEX_CUBE
)
6778 switch (settings
->op
[stage
].tex_type
)
6780 case WINED3D_GL_RES_TYPE_TEX_1D
:
6783 texture_function
= "texture1DProj";
6788 texture_function
= "texture1D";
6792 case WINED3D_GL_RES_TYPE_TEX_2D
:
6795 texture_function
= "texture2DProj";
6800 texture_function
= "texture2D";
6804 case WINED3D_GL_RES_TYPE_TEX_3D
:
6807 texture_function
= "texture3DProj";
6808 coord_mask
= "xyzw";
6812 texture_function
= "texture3D";
6816 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
6817 texture_function
= "textureCube";
6820 case WINED3D_GL_RES_TYPE_TEX_RECT
:
6823 texture_function
= "texture2DRectProj";
6828 texture_function
= "texture2DRect";
6833 FIXME("Unhandled texture type %#x.\n", settings
->op
[stage
].tex_type
);
6834 texture_function
= "";
6835 coord_mask
= "xyzw";
6838 if (!needs_legacy_glsl_syntax(gl_info
))
6839 texture_function
= proj
? "textureProj" : "texture";
6842 && (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP
6843 || settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
))
6845 shader_addline(buffer
, "ret.xy = bumpenv_mat%u * tex%u.xy;\n", stage
- 1, stage
- 1);
6847 /* With projective textures, texbem only divides the static
6848 * texture coord, not the displacement, so multiply the
6849 * displacement with the dividing parameter before passing it to
6851 if (settings
->op
[stage
].projected
!= proj_none
)
6853 if (settings
->op
[stage
].projected
== proj_count4
)
6855 shader_addline(buffer
, "ret.xy = (ret.xy * ffp_texcoord[%u].w) + ffp_texcoord[%u].xy;\n",
6857 shader_addline(buffer
, "ret.zw = ffp_texcoord[%u].ww;\n", stage
);
6861 shader_addline(buffer
, "ret.xy = (ret.xy * ffp_texcoord[%u].z) + ffp_texcoord[%u].xy;\n",
6863 shader_addline(buffer
, "ret.zw = ffp_texcoord[%u].zz;\n", stage
);
6868 shader_addline(buffer
, "ret = ffp_texcoord[%u] + ret.xyxy;\n", stage
);
6871 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ret.%s);\n",
6872 stage
, texture_function
, stage
, coord_mask
);
6874 if (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
6875 shader_addline(buffer
, "tex%u *= clamp(tex%u.z * bumpenv_lum_scale%u + bumpenv_lum_offset%u, 0.0, 1.0);\n",
6876 stage
, stage
- 1, stage
- 1, stage
- 1);
6878 else if (settings
->op
[stage
].projected
== proj_count3
)
6880 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ffp_texcoord[%u].xyz);\n",
6881 stage
, texture_function
, stage
, stage
);
6885 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ffp_texcoord[%u].%s);\n",
6886 stage
, texture_function
, stage
, stage
, coord_mask
);
6889 string_buffer_sprintf(tex_reg_name
, "tex%u", stage
);
6890 shader_glsl_color_correction_ext(buffer
, tex_reg_name
->buffer
, WINED3DSP_WRITEMASK_ALL
,
6891 settings
->op
[stage
].color_fixup
);
6894 if (settings
->color_key_enabled
)
6896 shader_addline(buffer
, "if (all(greaterThanEqual(tex0, color_key[0])) && all(lessThan(tex0, color_key[1])))\n");
6897 shader_addline(buffer
, " discard;\n");
6900 shader_addline(buffer
, "ret = ffp_varying_diffuse;\n");
6902 /* Generate the main shader */
6903 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
6907 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
6910 if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
6911 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
6912 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
;
6913 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
6914 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
6915 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg2
;
6916 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
6917 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
6918 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg1
;
6919 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
6920 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
6921 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
6923 op_equal
= settings
->op
[stage
].aop
== settings
->op
[stage
].cop
6924 && settings
->op
[stage
].carg0
== settings
->op
[stage
].aarg0
6925 && settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
6926 && settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
6928 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
6930 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
6931 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
6932 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
6936 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, TRUE
, settings
->op
[stage
].dst
,
6937 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
6938 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
6940 else if (settings
->op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP
6941 && settings
->op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
6943 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
6944 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
6945 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
6946 shader_glsl_ffp_fragment_op(buffer
, stage
, FALSE
, TRUE
, settings
->op
[stage
].dst
,
6947 settings
->op
[stage
].aop
, settings
->op
[stage
].aarg0
,
6948 settings
->op
[stage
].aarg1
, settings
->op
[stage
].aarg2
);
6952 shader_addline(buffer
, "%s[0] = ffp_varying_specular * specular_enable + ret;\n",
6953 get_fragment_output(gl_info
));
6955 if (settings
->sRGB_write
)
6956 shader_glsl_generate_srgb_write_correction(buffer
, gl_info
);
6958 shader_glsl_generate_fog_code(buffer
, gl_info
, settings
->fog
);
6960 shader_addline(buffer
, "}\n");
6962 shader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
6963 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
6965 string_buffer_release(&priv
->string_buffers
, tex_reg_name
);
6969 static struct glsl_ffp_vertex_shader
*shader_glsl_find_ffp_vertex_shader(struct shader_glsl_priv
*priv
,
6970 const struct wined3d_gl_info
*gl_info
, const struct wined3d_ffp_vs_settings
*settings
)
6972 struct glsl_ffp_vertex_shader
*shader
;
6973 const struct wine_rb_entry
*entry
;
6975 if ((entry
= wine_rb_get(&priv
->ffp_vertex_shaders
, settings
)))
6976 return WINE_RB_ENTRY_VALUE(entry
, struct glsl_ffp_vertex_shader
, desc
.entry
);
6978 if (!(shader
= HeapAlloc(GetProcessHeap(), 0, sizeof(*shader
))))
6981 shader
->desc
.settings
= *settings
;
6982 shader
->id
= shader_glsl_generate_ffp_vertex_shader(priv
, settings
, gl_info
);
6983 list_init(&shader
->linked_programs
);
6984 if (wine_rb_put(&priv
->ffp_vertex_shaders
, &shader
->desc
.settings
, &shader
->desc
.entry
) == -1)
6985 ERR("Failed to insert ffp vertex shader.\n");
6990 static struct glsl_ffp_fragment_shader
*shader_glsl_find_ffp_fragment_shader(struct shader_glsl_priv
*priv
,
6991 const struct wined3d_gl_info
*gl_info
, const struct ffp_frag_settings
*args
)
6993 struct glsl_ffp_fragment_shader
*glsl_desc
;
6994 const struct ffp_frag_desc
*desc
;
6996 if ((desc
= find_ffp_frag_shader(&priv
->ffp_fragment_shaders
, args
)))
6997 return CONTAINING_RECORD(desc
, struct glsl_ffp_fragment_shader
, entry
);
6999 if (!(glsl_desc
= HeapAlloc(GetProcessHeap(), 0, sizeof(*glsl_desc
))))
7002 glsl_desc
->entry
.settings
= *args
;
7003 glsl_desc
->id
= shader_glsl_generate_ffp_fragment_shader(priv
, args
, gl_info
);
7004 list_init(&glsl_desc
->linked_programs
);
7005 add_ffp_frag_shader(&priv
->ffp_fragment_shaders
, &glsl_desc
->entry
);
7011 static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info
*gl_info
,
7012 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_vs_program
*vs
, unsigned int vs_c_count
)
7015 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
7017 vs
->uniform_f_locations
= HeapAlloc(GetProcessHeap(), 0,
7018 sizeof(GLuint
) * gl_info
->limits
.glsl_vs_float_constants
);
7019 for (i
= 0; i
< vs_c_count
; ++i
)
7021 string_buffer_sprintf(name
, "vs_c[%u]", i
);
7022 vs
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7024 memset(&vs
->uniform_f_locations
[vs_c_count
], 0xff,
7025 (gl_info
->limits
.glsl_vs_float_constants
- vs_c_count
) * sizeof(GLuint
));
7027 for (i
= 0; i
< MAX_CONST_I
; ++i
)
7029 string_buffer_sprintf(name
, "vs_i[%u]", i
);
7030 vs
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7033 for (i
= 0; i
< MAX_CONST_B
; ++i
)
7035 string_buffer_sprintf(name
, "vs_b[%u]", i
);
7036 vs
->uniform_b_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7039 vs
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "posFixup"));
7041 for (i
= 0; i
< MAX_VERTEX_BLENDS
; ++i
)
7043 string_buffer_sprintf(name
, "ffp_modelview_matrix[%u]", i
);
7044 vs
->modelview_matrix_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7046 vs
->projection_matrix_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_projection_matrix"));
7047 vs
->normal_matrix_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_normal_matrix"));
7048 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
7050 string_buffer_sprintf(name
, "ffp_texture_matrix[%u]", i
);
7051 vs
->texture_matrix_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7053 vs
->material_ambient_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.ambient"));
7054 vs
->material_diffuse_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.diffuse"));
7055 vs
->material_specular_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.specular"));
7056 vs
->material_emissive_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.emissive"));
7057 vs
->material_shininess_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.shininess"));
7058 vs
->light_ambient_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_light_ambient"));
7059 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
7061 string_buffer_sprintf(name
, "ffp_light[%u].diffuse", i
);
7062 vs
->light_location
[i
].diffuse
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7063 string_buffer_sprintf(name
, "ffp_light[%u].specular", i
);
7064 vs
->light_location
[i
].specular
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7065 string_buffer_sprintf(name
, "ffp_light[%u].ambient", i
);
7066 vs
->light_location
[i
].ambient
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7067 string_buffer_sprintf(name
, "ffp_light[%u].position", i
);
7068 vs
->light_location
[i
].position
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7069 string_buffer_sprintf(name
, "ffp_light[%u].direction", i
);
7070 vs
->light_location
[i
].direction
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7071 string_buffer_sprintf(name
, "ffp_light[%u].range", i
);
7072 vs
->light_location
[i
].range
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7073 string_buffer_sprintf(name
, "ffp_light[%u].falloff", i
);
7074 vs
->light_location
[i
].falloff
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7075 string_buffer_sprintf(name
, "ffp_light[%u].c_att", i
);
7076 vs
->light_location
[i
].c_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7077 string_buffer_sprintf(name
, "ffp_light[%u].l_att", i
);
7078 vs
->light_location
[i
].l_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7079 string_buffer_sprintf(name
, "ffp_light[%u].q_att", i
);
7080 vs
->light_location
[i
].q_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7081 string_buffer_sprintf(name
, "ffp_light[%u].cos_htheta", i
);
7082 vs
->light_location
[i
].cos_htheta
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7083 string_buffer_sprintf(name
, "ffp_light[%u].cos_hphi", i
);
7084 vs
->light_location
[i
].cos_hphi
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7086 vs
->pointsize_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size"));
7087 vs
->pointsize_min_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size_min"));
7088 vs
->pointsize_max_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size_max"));
7089 vs
->pointsize_c_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.c_att"));
7090 vs
->pointsize_l_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.l_att"));
7091 vs
->pointsize_q_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.q_att"));
7093 string_buffer_release(&priv
->string_buffers
, name
);
7096 static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info
*gl_info
,
7097 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_ps_program
*ps
, unsigned int ps_c_count
)
7100 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
7102 ps
->uniform_f_locations
= HeapAlloc(GetProcessHeap(), 0,
7103 sizeof(GLuint
) * gl_info
->limits
.glsl_ps_float_constants
);
7104 for (i
= 0; i
< ps_c_count
; ++i
)
7106 string_buffer_sprintf(name
, "ps_c[%u]", i
);
7107 ps
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7109 memset(&ps
->uniform_f_locations
[ps_c_count
], 0xff,
7110 (gl_info
->limits
.glsl_ps_float_constants
- ps_c_count
) * sizeof(GLuint
));
7112 for (i
= 0; i
< MAX_CONST_I
; ++i
)
7114 string_buffer_sprintf(name
, "ps_i[%u]", i
);
7115 ps
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7118 for (i
= 0; i
< MAX_CONST_B
; ++i
)
7120 string_buffer_sprintf(name
, "ps_b[%u]", i
);
7121 ps
->uniform_b_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7124 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
7126 string_buffer_sprintf(name
, "bumpenv_mat%u", i
);
7127 ps
->bumpenv_mat_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7128 string_buffer_sprintf(name
, "bumpenv_lum_scale%u", i
);
7129 ps
->bumpenv_lum_scale_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7130 string_buffer_sprintf(name
, "bumpenv_lum_offset%u", i
);
7131 ps
->bumpenv_lum_offset_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7132 string_buffer_sprintf(name
, "tss_const%u", i
);
7133 ps
->tss_constant_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7136 ps
->tex_factor_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "tex_factor"));
7137 ps
->specular_enable_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "specular_enable"));
7139 ps
->fog_color_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.color"));
7140 ps
->fog_density_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.density"));
7141 ps
->fog_end_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.end"));
7142 ps
->fog_scale_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.scale"));
7144 ps
->np2_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ps_samplerNP2Fixup"));
7145 ps
->ycorrection_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ycorrection"));
7146 ps
->color_key_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "color_key"));
7148 string_buffer_release(&priv
->string_buffers
, name
);
7151 static void shader_glsl_init_uniform_block_bindings(const struct wined3d_gl_info
*gl_info
,
7152 struct shader_glsl_priv
*priv
, GLuint program_id
,
7153 const struct wined3d_shader_reg_maps
*reg_maps
, unsigned int base
, unsigned int count
)
7155 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
7158 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
7160 for (i
= 0; i
< count
; ++i
)
7162 if (!reg_maps
->cb_sizes
[i
])
7165 string_buffer_sprintf(name
, "block_%s_cb%u", prefix
, i
);
7166 block_idx
= GL_EXTCALL(glGetUniformBlockIndex(program_id
, name
->buffer
));
7167 GL_EXTCALL(glUniformBlockBinding(program_id
, block_idx
, base
+ i
));
7169 checkGLcall("glUniformBlockBinding");
7170 string_buffer_release(&priv
->string_buffers
, name
);
7173 /* Context activation is done by the caller. */
7174 static void set_glsl_shader_program(const struct wined3d_context
*context
, const struct wined3d_state
*state
,
7175 struct shader_glsl_priv
*priv
, struct glsl_context_data
*ctx_data
)
7177 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
7178 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
7179 const struct ps_np2fixup_info
*np2fixup_info
= NULL
;
7180 struct glsl_shader_prog_link
*entry
= NULL
;
7181 struct wined3d_shader
*vshader
= NULL
;
7182 struct wined3d_shader
*gshader
= NULL
;
7183 struct wined3d_shader
*pshader
= NULL
;
7185 GLuint reorder_shader_id
= 0;
7190 struct list
*ps_list
, *vs_list
;
7192 struct wined3d_string_buffer
*tmp_name
;
7194 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_VERTEX
)) && ctx_data
->glsl_program
)
7196 vs_id
= ctx_data
->glsl_program
->vs
.id
;
7197 vs_list
= &ctx_data
->glsl_program
->vs
.shader_entry
;
7201 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
7202 gshader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
7204 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_GEOMETRY
))
7205 && ctx_data
->glsl_program
->gs
.id
)
7206 gs_id
= ctx_data
->glsl_program
->gs
.id
;
7208 gs_id
= find_glsl_geometry_shader(context
, &priv
->shader_buffer
, &priv
->string_buffers
, gshader
);
7211 else if (use_vs(state
))
7213 struct vs_compile_args vs_compile_args
;
7215 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
7217 find_vs_compile_args(state
, vshader
, context
->stream_info
.swizzle_map
, &vs_compile_args
, d3d_info
);
7218 vs_id
= find_glsl_vshader(context
, &priv
->shader_buffer
, &priv
->string_buffers
, vshader
, &vs_compile_args
);
7219 vs_list
= &vshader
->linked_programs
;
7221 if ((gshader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
]))
7222 gs_id
= find_glsl_geometry_shader(context
, &priv
->shader_buffer
, &priv
->string_buffers
, gshader
);
7224 else if (priv
->vertex_pipe
== &glsl_vertex_pipe
)
7226 struct glsl_ffp_vertex_shader
*ffp_shader
;
7227 struct wined3d_ffp_vs_settings settings
;
7229 wined3d_ffp_get_vs_settings(context
, state
, &settings
);
7230 ffp_shader
= shader_glsl_find_ffp_vertex_shader(priv
, gl_info
, &settings
);
7231 vs_id
= ffp_shader
->id
;
7232 vs_list
= &ffp_shader
->linked_programs
;
7235 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_PIXEL
)) && ctx_data
->glsl_program
)
7237 ps_id
= ctx_data
->glsl_program
->ps
.id
;
7238 ps_list
= &ctx_data
->glsl_program
->ps
.shader_entry
;
7241 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
7243 else if (use_ps(state
))
7245 struct ps_compile_args ps_compile_args
;
7246 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
7247 find_ps_compile_args(state
, pshader
, context
->stream_info
.position_transformed
, &ps_compile_args
, context
);
7248 ps_id
= find_glsl_pshader(context
, &priv
->shader_buffer
, &priv
->string_buffers
,
7249 pshader
, &ps_compile_args
, &np2fixup_info
);
7250 ps_list
= &pshader
->linked_programs
;
7252 else if (priv
->fragment_pipe
== &glsl_fragment_pipe
)
7254 struct glsl_ffp_fragment_shader
*ffp_shader
;
7255 struct ffp_frag_settings settings
;
7257 gen_ffp_frag_op(context
, state
, &settings
, FALSE
);
7258 ffp_shader
= shader_glsl_find_ffp_fragment_shader(priv
, gl_info
, &settings
);
7259 ps_id
= ffp_shader
->id
;
7260 ps_list
= &ffp_shader
->linked_programs
;
7263 if ((!vs_id
&& !gs_id
&& !ps_id
) || (entry
= get_glsl_program_entry(priv
, vs_id
, gs_id
, ps_id
)))
7265 ctx_data
->glsl_program
= entry
;
7269 /* If we get to this point, then no matching program exists, so we create one */
7270 program_id
= GL_EXTCALL(glCreateProgram());
7271 TRACE("Created new GLSL shader program %u.\n", program_id
);
7273 /* Create the entry */
7274 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link
));
7275 entry
->id
= program_id
;
7276 entry
->vs
.id
= vs_id
;
7277 entry
->gs
.id
= gs_id
;
7278 entry
->ps
.id
= ps_id
;
7279 entry
->constant_version
= 0;
7280 entry
->ps
.np2_fixup_info
= np2fixup_info
;
7281 /* Add the hash table entry */
7282 add_glsl_program_entry(priv
, entry
);
7284 /* Set the current program */
7285 ctx_data
->glsl_program
= entry
;
7287 /* Attach GLSL vshader */
7290 TRACE("Attaching GLSL shader object %u to program %u.\n", vs_id
, program_id
);
7291 GL_EXTCALL(glAttachShader(program_id
, vs_id
));
7292 checkGLcall("glAttachShader");
7294 list_add_head(vs_list
, &entry
->vs
.shader_entry
);
7299 attribs_map
= vshader
->reg_maps
.input_registers
;
7300 reorder_shader_id
= generate_param_reorder_function(priv
, vshader
, pshader
,
7301 state
->gl_primitive_type
== GL_POINTS
&& vshader
->reg_maps
.point_size
,
7302 d3d_info
->emulated_flatshading
7303 && state
->render_states
[WINED3D_RS_SHADEMODE
] == WINED3D_SHADE_FLAT
, gl_info
);
7304 TRACE("Attaching GLSL shader object %u to program %u.\n", reorder_shader_id
, program_id
);
7305 GL_EXTCALL(glAttachShader(program_id
, reorder_shader_id
));
7306 checkGLcall("glAttachShader");
7307 /* Flag the reorder function for deletion, then it will be freed automatically when the program
7310 GL_EXTCALL(glDeleteShader(reorder_shader_id
));
7314 attribs_map
= (1u << WINED3D_FFP_ATTRIBS_COUNT
) - 1;
7317 /* Bind vertex attributes to a corresponding index number to match
7318 * the same index numbers as ARB_vertex_programs (makes loading
7319 * vertex attributes simpler). With this method, we can use the
7320 * exact same code to load the attributes later for both ARB and
7323 * We have to do this here because we need to know the Program ID
7324 * in order to make the bindings work, and it has to be done prior
7325 * to linking the GLSL program. */
7326 tmp_name
= string_buffer_get(&priv
->string_buffers
);
7327 for (i
= 0; attribs_map
; attribs_map
>>= 1, ++i
)
7329 if (!(attribs_map
& 1))
7332 string_buffer_sprintf(tmp_name
, "vs_in%u", i
);
7333 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
7335 checkGLcall("glBindAttribLocation");
7336 string_buffer_release(&priv
->string_buffers
, tmp_name
);
7340 TRACE("Attaching GLSL geometry shader object %u to program %u.\n", gs_id
, program_id
);
7341 GL_EXTCALL(glAttachShader(program_id
, gs_id
));
7342 checkGLcall("glAttachShader");
7344 TRACE("input type %s, output type %s, vertices out %u.\n",
7345 debug_d3dprimitivetype(gshader
->u
.gs
.input_type
),
7346 debug_d3dprimitivetype(gshader
->u
.gs
.output_type
),
7347 gshader
->u
.gs
.vertices_out
);
7348 GL_EXTCALL(glProgramParameteriARB(program_id
, GL_GEOMETRY_INPUT_TYPE_ARB
,
7349 gl_primitive_type_from_d3d(gshader
->u
.gs
.input_type
)));
7350 GL_EXTCALL(glProgramParameteriARB(program_id
, GL_GEOMETRY_OUTPUT_TYPE_ARB
,
7351 gl_primitive_type_from_d3d(gshader
->u
.gs
.output_type
)));
7352 GL_EXTCALL(glProgramParameteriARB(program_id
, GL_GEOMETRY_VERTICES_OUT_ARB
,
7353 gshader
->u
.gs
.vertices_out
));
7354 checkGLcall("glProgramParameteriARB");
7356 list_add_head(&gshader
->linked_programs
, &entry
->gs
.shader_entry
);
7359 /* Attach GLSL pshader */
7362 TRACE("Attaching GLSL shader object %u to program %u.\n", ps_id
, program_id
);
7363 GL_EXTCALL(glAttachShader(program_id
, ps_id
));
7364 checkGLcall("glAttachShader");
7366 list_add_head(ps_list
, &entry
->ps
.shader_entry
);
7369 /* Link the program */
7370 TRACE("Linking GLSL shader program %u.\n", program_id
);
7371 GL_EXTCALL(glLinkProgram(program_id
));
7372 shader_glsl_validate_link(gl_info
, program_id
);
7374 shader_glsl_init_vs_uniform_locations(gl_info
, priv
, program_id
, &entry
->vs
,
7375 vshader
? min(vshader
->limits
->constant_float
, gl_info
->limits
.glsl_vs_float_constants
) : 0);
7376 shader_glsl_init_ps_uniform_locations(gl_info
, priv
, program_id
, &entry
->ps
,
7377 pshader
? min(pshader
->limits
->constant_float
, gl_info
->limits
.glsl_ps_float_constants
) : 0);
7378 checkGLcall("Find glsl program uniform locations");
7380 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
7382 if (pshader
&& pshader
->reg_maps
.shader_version
.major
>= 3
7383 && pshader
->u
.ps
.declared_in_count
> vec4_varyings(3, gl_info
))
7385 TRACE("Shader %d needs vertex color clamping disabled.\n", program_id
);
7386 entry
->vs
.vertex_color_clamp
= GL_FALSE
;
7390 entry
->vs
.vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
7395 /* With core profile we never change vertex_color_clamp from
7396 * GL_FIXED_ONLY_MODE (which is also the initial value) so we never call
7397 * glClampColorARB(). */
7398 entry
->vs
.vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
7401 /* Set the shader to allow uniform loading on it */
7402 GL_EXTCALL(glUseProgram(program_id
));
7403 checkGLcall("glUseProgram");
7405 /* Texture unit mapping is set up to be the same each time the shader
7406 * program is used so we can hardcode the sampler uniform values. */
7407 shader_glsl_load_samplers(gl_info
, priv
, context
->tex_unit_map
, program_id
);
7409 entry
->constant_update_mask
= 0;
7412 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_F
;
7413 if (vshader
->reg_maps
.integer_constants
)
7414 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_I
;
7415 if (vshader
->reg_maps
.boolean_constants
)
7416 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_B
;
7417 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POS_FIXUP
;
7419 shader_glsl_init_uniform_block_bindings(gl_info
, priv
, program_id
, &vshader
->reg_maps
,
7420 0, gl_info
->limits
.vertex_uniform_blocks
);
7424 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
7425 | WINED3D_SHADER_CONST_FFP_PROJ
;
7427 for (i
= 1; i
< MAX_VERTEX_BLENDS
; ++i
)
7429 if (entry
->vs
.modelview_matrix_location
[i
] != -1)
7431 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
7436 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
7438 if (entry
->vs
.texture_matrix_location
[i
] != -1)
7440 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
7444 if (entry
->vs
.material_ambient_location
!= -1 || entry
->vs
.material_diffuse_location
!= -1
7445 || entry
->vs
.material_specular_location
!= -1
7446 || entry
->vs
.material_emissive_location
!= -1
7447 || entry
->vs
.material_shininess_location
!= -1)
7448 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MATERIAL
;
7449 if (entry
->vs
.light_ambient_location
!= -1)
7450 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_LIGHTS
;
7452 if (entry
->vs
.pointsize_min_location
!= -1)
7453 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
7456 shader_glsl_init_uniform_block_bindings(gl_info
, priv
, program_id
, &gshader
->reg_maps
,
7457 gl_info
->limits
.vertex_uniform_blocks
, gl_info
->limits
.geometry_uniform_blocks
);
7463 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_F
;
7464 if (pshader
->reg_maps
.integer_constants
)
7465 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_I
;
7466 if (pshader
->reg_maps
.boolean_constants
)
7467 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_B
;
7468 if (entry
->ps
.ycorrection_location
!= -1)
7469 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_Y_CORR
;
7471 shader_glsl_init_uniform_block_bindings(gl_info
, priv
, program_id
, &pshader
->reg_maps
,
7472 gl_info
->limits
.vertex_uniform_blocks
+ gl_info
->limits
.geometry_uniform_blocks
,
7473 gl_info
->limits
.fragment_uniform_blocks
);
7477 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PS
;
7480 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
7482 if (entry
->ps
.bumpenv_mat_location
[i
] != -1)
7484 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_BUMP_ENV
;
7489 if (entry
->ps
.fog_color_location
!= -1)
7490 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
7491 if (entry
->ps
.np2_fixup_location
!= -1)
7492 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_NP2_FIXUP
;
7493 if (entry
->ps
.color_key_location
!= -1)
7494 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_COLOR_KEY
;
7498 /* Context activation is done by the caller. */
7499 static GLuint
create_glsl_blt_shader(const struct wined3d_gl_info
*gl_info
, enum wined3d_gl_resource_type tex_type
,
7503 GLuint vshader_id
, pshader_id
;
7504 const char *blt_pshader
;
7506 static const char blt_vshader
[] =
7510 " gl_Position = gl_Vertex;\n"
7511 " gl_FrontColor = vec4(1.0);\n"
7512 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
7515 static const char * const blt_pshaders_full
[WINED3D_GL_RES_TYPE_COUNT
] =
7517 /* WINED3D_GL_RES_TYPE_TEX_1D */
7519 /* WINED3D_GL_RES_TYPE_TEX_2D */
7521 "uniform sampler2D sampler;\n"
7524 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
7526 /* WINED3D_GL_RES_TYPE_TEX_3D */
7528 /* WINED3D_GL_RES_TYPE_TEX_CUBE */
7530 "uniform samplerCube sampler;\n"
7533 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
7535 /* WINED3D_GL_RES_TYPE_TEX_RECT */
7537 "#extension GL_ARB_texture_rectangle : enable\n"
7538 "uniform sampler2DRect sampler;\n"
7541 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
7543 /* WINED3D_GL_RES_TYPE_BUFFER */
7545 /* WINED3D_GL_RES_TYPE_RB */
7549 static const char * const blt_pshaders_masked
[WINED3D_GL_RES_TYPE_COUNT
] =
7551 /* WINED3D_GL_RES_TYPE_TEX_1D */
7553 /* WINED3D_GL_RES_TYPE_TEX_2D */
7555 "uniform sampler2D sampler;\n"
7556 "uniform vec4 mask;\n"
7559 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
7560 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
7562 /* WINED3D_GL_RES_TYPE_TEX_3D */
7564 /* WINED3D_GL_RES_TYPE_TEX_CUBE */
7566 "uniform samplerCube sampler;\n"
7567 "uniform vec4 mask;\n"
7570 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
7571 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
7573 /* WINED3D_GL_RES_TYPE_TEX_RECT */
7575 "#extension GL_ARB_texture_rectangle : enable\n"
7576 "uniform sampler2DRect sampler;\n"
7577 "uniform vec4 mask;\n"
7580 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
7581 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
7583 /* WINED3D_GL_RES_TYPE_BUFFER */
7585 /* WINED3D_GL_RES_TYPE_RB */
7589 blt_pshader
= masked
? blt_pshaders_masked
[tex_type
] : blt_pshaders_full
[tex_type
];
7592 FIXME("tex_type %#x not supported\n", tex_type
);
7596 vshader_id
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
7597 shader_glsl_compile(gl_info
, vshader_id
, blt_vshader
);
7599 pshader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
7600 shader_glsl_compile(gl_info
, pshader_id
, blt_pshader
);
7602 program_id
= GL_EXTCALL(glCreateProgram());
7603 GL_EXTCALL(glAttachShader(program_id
, vshader_id
));
7604 GL_EXTCALL(glAttachShader(program_id
, pshader_id
));
7605 GL_EXTCALL(glLinkProgram(program_id
));
7607 shader_glsl_validate_link(gl_info
, program_id
);
7609 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
7612 GL_EXTCALL(glDeleteShader(vshader_id
));
7613 GL_EXTCALL(glDeleteShader(pshader_id
));
7617 /* Context activation is done by the caller. */
7618 static void shader_glsl_select(void *shader_priv
, struct wined3d_context
*context
,
7619 const struct wined3d_state
*state
)
7621 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
7622 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
7623 struct shader_glsl_priv
*priv
= shader_priv
;
7624 GLuint program_id
= 0, prev_id
= 0;
7625 GLenum old_vertex_color_clamp
, current_vertex_color_clamp
;
7627 priv
->vertex_pipe
->vp_enable(gl_info
, !use_vs(state
));
7628 priv
->fragment_pipe
->enable_extension(gl_info
, !use_ps(state
));
7630 if (ctx_data
->glsl_program
)
7632 prev_id
= ctx_data
->glsl_program
->id
;
7633 old_vertex_color_clamp
= ctx_data
->glsl_program
->vs
.vertex_color_clamp
;
7638 old_vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
7641 set_glsl_shader_program(context
, state
, priv
, ctx_data
);
7643 if (ctx_data
->glsl_program
)
7645 program_id
= ctx_data
->glsl_program
->id
;
7646 current_vertex_color_clamp
= ctx_data
->glsl_program
->vs
.vertex_color_clamp
;
7651 current_vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
7654 if (old_vertex_color_clamp
!= current_vertex_color_clamp
)
7656 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
7658 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, current_vertex_color_clamp
));
7659 checkGLcall("glClampColorARB");
7663 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
7667 TRACE("Using GLSL program %u.\n", program_id
);
7669 if (prev_id
!= program_id
)
7671 GL_EXTCALL(glUseProgram(program_id
));
7672 checkGLcall("glUseProgram");
7675 context
->constant_update_mask
|= ctx_data
->glsl_program
->constant_update_mask
;
7679 /* "context" is not necessarily the currently active context. */
7680 static void shader_glsl_invalidate_current_program(struct wined3d_context
*context
)
7682 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
7684 ctx_data
->glsl_program
= NULL
;
7685 context
->shader_update_mask
= (1u << WINED3D_SHADER_TYPE_PIXEL
)
7686 | (1u << WINED3D_SHADER_TYPE_VERTEX
)
7687 | (1u << WINED3D_SHADER_TYPE_GEOMETRY
)
7688 | (1u << WINED3D_SHADER_TYPE_HULL
)
7689 | (1u << WINED3D_SHADER_TYPE_DOMAIN
);
7692 /* Context activation is done by the caller. */
7693 static void shader_glsl_disable(void *shader_priv
, struct wined3d_context
*context
)
7695 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
7696 struct shader_glsl_priv
*priv
= shader_priv
;
7698 shader_glsl_invalidate_current_program(context
);
7699 GL_EXTCALL(glUseProgram(0));
7700 checkGLcall("glUseProgram");
7702 priv
->vertex_pipe
->vp_enable(gl_info
, FALSE
);
7703 priv
->fragment_pipe
->enable_extension(gl_info
, FALSE
);
7705 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] && gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
7707 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, GL_FIXED_ONLY_ARB
));
7708 checkGLcall("glClampColorARB");
7712 /* Context activation is done by the caller. */
7713 static void shader_glsl_select_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
,
7714 enum wined3d_gl_resource_type tex_type
, const SIZE
*ds_mask_size
)
7716 BOOL masked
= ds_mask_size
->cx
&& ds_mask_size
->cy
;
7717 struct shader_glsl_priv
*priv
= shader_priv
;
7718 GLuint
*blt_program
;
7721 blt_program
= masked
? &priv
->depth_blt_program_masked
[tex_type
] : &priv
->depth_blt_program_full
[tex_type
];
7724 *blt_program
= create_glsl_blt_shader(gl_info
, tex_type
, masked
);
7725 loc
= GL_EXTCALL(glGetUniformLocation(*blt_program
, "sampler"));
7726 GL_EXTCALL(glUseProgram(*blt_program
));
7727 GL_EXTCALL(glUniform1i(loc
, 0));
7731 GL_EXTCALL(glUseProgram(*blt_program
));
7736 loc
= GL_EXTCALL(glGetUniformLocation(*blt_program
, "mask"));
7737 GL_EXTCALL(glUniform4f(loc
, 0.0f
, 0.0f
, (float)ds_mask_size
->cx
, (float)ds_mask_size
->cy
));
7741 /* Context activation is done by the caller. */
7742 static void shader_glsl_deselect_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
)
7744 const struct glsl_context_data
*ctx_data
= context_get_current()->shader_backend_data
;
7747 program_id
= ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0;
7748 if (program_id
) TRACE("Using GLSL program %u\n", program_id
);
7750 GL_EXTCALL(glUseProgram(program_id
));
7751 checkGLcall("glUseProgram");
7754 static void shader_glsl_invalidate_contexts_program(struct wined3d_device
*device
,
7755 const struct glsl_shader_prog_link
*program
)
7757 const struct glsl_context_data
*ctx_data
;
7758 struct wined3d_context
*context
;
7761 for (i
= 0; i
< device
->context_count
; ++i
)
7763 context
= device
->contexts
[i
];
7764 ctx_data
= context
->shader_backend_data
;
7766 if (ctx_data
->glsl_program
== program
)
7767 shader_glsl_invalidate_current_program(context
);
7771 static void shader_glsl_destroy(struct wined3d_shader
*shader
)
7773 struct glsl_shader_private
*shader_data
= shader
->backend_data
;
7774 struct wined3d_device
*device
= shader
->device
;
7775 struct shader_glsl_priv
*priv
= device
->shader_priv
;
7776 const struct wined3d_gl_info
*gl_info
;
7777 const struct list
*linked_programs
;
7778 struct wined3d_context
*context
;
7780 if (!shader_data
|| !shader_data
->num_gl_shaders
)
7782 HeapFree(GetProcessHeap(), 0, shader_data
);
7783 shader
->backend_data
= NULL
;
7787 context
= context_acquire(device
, NULL
);
7788 gl_info
= context
->gl_info
;
7790 TRACE("Deleting linked programs.\n");
7791 linked_programs
= &shader
->linked_programs
;
7792 if (linked_programs
->next
)
7794 struct glsl_shader_prog_link
*entry
, *entry2
;
7797 switch (shader
->reg_maps
.shader_version
.type
)
7799 case WINED3D_SHADER_TYPE_PIXEL
:
7801 struct glsl_ps_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.ps
;
7803 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
7805 TRACE("Deleting pixel shader %u.\n", gl_shaders
[i
].id
);
7806 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
7807 checkGLcall("glDeleteShader");
7809 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.ps
);
7811 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
7812 struct glsl_shader_prog_link
, ps
.shader_entry
)
7814 shader_glsl_invalidate_contexts_program(device
, entry
);
7815 delete_glsl_program_entry(priv
, gl_info
, entry
);
7821 case WINED3D_SHADER_TYPE_VERTEX
:
7823 struct glsl_vs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.vs
;
7825 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
7827 TRACE("Deleting vertex shader %u.\n", gl_shaders
[i
].id
);
7828 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
7829 checkGLcall("glDeleteShader");
7831 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.vs
);
7833 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
7834 struct glsl_shader_prog_link
, vs
.shader_entry
)
7836 shader_glsl_invalidate_contexts_program(device
, entry
);
7837 delete_glsl_program_entry(priv
, gl_info
, entry
);
7843 case WINED3D_SHADER_TYPE_GEOMETRY
:
7845 struct glsl_gs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.gs
;
7847 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
7849 TRACE("Deleting geometry shader %u.\n", gl_shaders
[i
].id
);
7850 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
7851 checkGLcall("glDeleteShader");
7853 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.gs
);
7855 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
7856 struct glsl_shader_prog_link
, gs
.shader_entry
)
7858 shader_glsl_invalidate_contexts_program(device
, entry
);
7859 delete_glsl_program_entry(priv
, gl_info
, entry
);
7866 ERR("Unhandled shader type %#x.\n", shader
->reg_maps
.shader_version
.type
);
7871 HeapFree(GetProcessHeap(), 0, shader
->backend_data
);
7872 shader
->backend_data
= NULL
;
7874 context_release(context
);
7877 static int glsl_program_key_compare(const void *key
, const struct wine_rb_entry
*entry
)
7879 const struct glsl_program_key
*k
= key
;
7880 const struct glsl_shader_prog_link
*prog
= WINE_RB_ENTRY_VALUE(entry
,
7881 const struct glsl_shader_prog_link
, program_lookup_entry
);
7883 if (k
->vs_id
> prog
->vs
.id
) return 1;
7884 else if (k
->vs_id
< prog
->vs
.id
) return -1;
7886 if (k
->gs_id
> prog
->gs
.id
) return 1;
7887 else if (k
->gs_id
< prog
->gs
.id
) return -1;
7889 if (k
->ps_id
> prog
->ps
.id
) return 1;
7890 else if (k
->ps_id
< prog
->ps
.id
) return -1;
7895 static BOOL
constant_heap_init(struct constant_heap
*heap
, unsigned int constant_count
)
7897 SIZE_T size
= (constant_count
+ 1) * sizeof(*heap
->entries
)
7898 + constant_count
* sizeof(*heap
->contained
)
7899 + constant_count
* sizeof(*heap
->positions
);
7900 void *mem
= HeapAlloc(GetProcessHeap(), 0, size
);
7904 ERR("Failed to allocate memory\n");
7908 heap
->entries
= mem
;
7909 heap
->entries
[1].version
= 0;
7910 heap
->contained
= (BOOL
*)(heap
->entries
+ constant_count
+ 1);
7911 memset(heap
->contained
, 0, constant_count
* sizeof(*heap
->contained
));
7912 heap
->positions
= (unsigned int *)(heap
->contained
+ constant_count
);
7918 static void constant_heap_free(struct constant_heap
*heap
)
7920 HeapFree(GetProcessHeap(), 0, heap
->entries
);
7923 static const struct wine_rb_functions wined3d_glsl_program_rb_functions
=
7928 glsl_program_key_compare
,
7931 static HRESULT
shader_glsl_alloc(struct wined3d_device
*device
, const struct wined3d_vertex_pipe_ops
*vertex_pipe
,
7932 const struct fragment_pipeline
*fragment_pipe
)
7934 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
7935 struct shader_glsl_priv
*priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_glsl_priv
));
7936 SIZE_T stack_size
= wined3d_log2i(max(gl_info
->limits
.glsl_vs_float_constants
,
7937 gl_info
->limits
.glsl_ps_float_constants
)) + 1;
7938 struct fragment_caps fragment_caps
;
7939 void *vertex_priv
, *fragment_priv
;
7941 string_buffer_list_init(&priv
->string_buffers
);
7943 if (!(vertex_priv
= vertex_pipe
->vp_alloc(&glsl_shader_backend
, priv
)))
7945 ERR("Failed to initialize vertex pipe.\n");
7946 HeapFree(GetProcessHeap(), 0, priv
);
7950 if (!(fragment_priv
= fragment_pipe
->alloc_private(&glsl_shader_backend
, priv
)))
7952 ERR("Failed to initialize fragment pipe.\n");
7953 vertex_pipe
->vp_free(device
);
7954 HeapFree(GetProcessHeap(), 0, priv
);
7958 if (!string_buffer_init(&priv
->shader_buffer
))
7960 ERR("Failed to initialize shader buffer.\n");
7964 priv
->stack
= HeapAlloc(GetProcessHeap(), 0, stack_size
* sizeof(*priv
->stack
));
7967 ERR("Failed to allocate memory.\n");
7971 if (!constant_heap_init(&priv
->vconst_heap
, gl_info
->limits
.glsl_vs_float_constants
))
7973 ERR("Failed to initialize vertex shader constant heap\n");
7977 if (!constant_heap_init(&priv
->pconst_heap
, gl_info
->limits
.glsl_ps_float_constants
))
7979 ERR("Failed to initialize pixel shader constant heap\n");
7983 if (wine_rb_init(&priv
->program_lookup
, &wined3d_glsl_program_rb_functions
) == -1)
7985 ERR("Failed to initialize rbtree.\n");
7989 priv
->next_constant_version
= 1;
7990 priv
->vertex_pipe
= vertex_pipe
;
7991 priv
->fragment_pipe
= fragment_pipe
;
7992 fragment_pipe
->get_caps(gl_info
, &fragment_caps
);
7993 priv
->ffp_proj_control
= fragment_caps
.wined3d_caps
& WINED3D_FRAGMENT_CAP_PROJ_CONTROL
;
7994 priv
->legacy_lighting
= device
->wined3d
->flags
& WINED3D_LEGACY_FFP_LIGHTING
;
7996 device
->vertex_priv
= vertex_priv
;
7997 device
->fragment_priv
= fragment_priv
;
7998 device
->shader_priv
= priv
;
8003 constant_heap_free(&priv
->pconst_heap
);
8004 constant_heap_free(&priv
->vconst_heap
);
8005 HeapFree(GetProcessHeap(), 0, priv
->stack
);
8006 string_buffer_free(&priv
->shader_buffer
);
8007 fragment_pipe
->free_private(device
);
8008 vertex_pipe
->vp_free(device
);
8009 HeapFree(GetProcessHeap(), 0, priv
);
8010 return E_OUTOFMEMORY
;
8013 /* Context activation is done by the caller. */
8014 static void shader_glsl_free(struct wined3d_device
*device
)
8016 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
8017 struct shader_glsl_priv
*priv
= device
->shader_priv
;
8020 for (i
= 0; i
< WINED3D_GL_RES_TYPE_COUNT
; ++i
)
8022 if (priv
->depth_blt_program_full
[i
])
8024 GL_EXTCALL(glDeleteProgram(priv
->depth_blt_program_full
[i
]));
8026 if (priv
->depth_blt_program_masked
[i
])
8028 GL_EXTCALL(glDeleteProgram(priv
->depth_blt_program_masked
[i
]));
8032 wine_rb_destroy(&priv
->program_lookup
, NULL
, NULL
);
8033 constant_heap_free(&priv
->pconst_heap
);
8034 constant_heap_free(&priv
->vconst_heap
);
8035 HeapFree(GetProcessHeap(), 0, priv
->stack
);
8036 string_buffer_list_cleanup(&priv
->string_buffers
);
8037 string_buffer_free(&priv
->shader_buffer
);
8038 priv
->fragment_pipe
->free_private(device
);
8039 priv
->vertex_pipe
->vp_free(device
);
8041 HeapFree(GetProcessHeap(), 0, device
->shader_priv
);
8042 device
->shader_priv
= NULL
;
8045 static BOOL
shader_glsl_allocate_context_data(struct wined3d_context
*context
)
8047 return !!(context
->shader_backend_data
= HeapAlloc(GetProcessHeap(),
8048 HEAP_ZERO_MEMORY
, sizeof(struct glsl_context_data
)));
8051 static void shader_glsl_free_context_data(struct wined3d_context
*context
)
8053 HeapFree(GetProcessHeap(), 0, context
->shader_backend_data
);
8056 static void shader_glsl_init_context_state(struct wined3d_context
*context
)
8058 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8060 gl_info
->gl_ops
.gl
.p_glEnable(GL_PROGRAM_POINT_SIZE
);
8061 checkGLcall("GL_PROGRAM_POINT_SIZE");
8064 static void shader_glsl_get_caps(const struct wined3d_gl_info
*gl_info
, struct shader_caps
*caps
)
8068 /* FIXME: Check for the specific extensions required for SM5 support
8069 * (ARB_compute_shader, ARB_tessellation_shader, ARB_gpu_shader5, ...) as
8070 * soon as we introduce them, adjusting the GL / GLSL version checks
8072 if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(4, 30) && gl_info
->supported
[WINED3D_GL_VERSION_4_3
])
8074 else if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 50) && gl_info
->supported
[WINED3D_GL_VERSION_3_2
]
8075 && gl_info
->supported
[ARB_SHADER_BIT_ENCODING
] && gl_info
->supported
[ARB_SAMPLER_OBJECTS
]
8076 && gl_info
->supported
[ARB_TEXTURE_SWIZZLE
])
8078 /* ARB_shader_texture_lod or EXT_gpu_shader4 is required for the SM3
8079 * texldd and texldl instructions. */
8080 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] || gl_info
->supported
[EXT_GPU_SHADER4
])
8084 TRACE("Shader model %u.\n", shader_model
);
8086 caps
->vs_version
= min(wined3d_settings
.max_sm_vs
, shader_model
);
8087 caps
->hs_version
= min(wined3d_settings
.max_sm_hs
, shader_model
);
8088 caps
->ds_version
= min(wined3d_settings
.max_sm_ds
, shader_model
);
8089 caps
->gs_version
= min(wined3d_settings
.max_sm_gs
, shader_model
);
8090 caps
->ps_version
= min(wined3d_settings
.max_sm_ps
, shader_model
);
8092 caps
->vs_uniform_count
= gl_info
->limits
.glsl_vs_float_constants
;
8093 caps
->ps_uniform_count
= gl_info
->limits
.glsl_ps_float_constants
;
8094 caps
->varying_count
= gl_info
->limits
.glsl_varyings
;
8096 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
8097 * Direct3D minimum requirement.
8099 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
8100 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
8102 * The problem is that the refrast clamps temporary results in the shader to
8103 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
8104 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
8105 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
8106 * offer a way to query this.
8108 if (shader_model
>= 4)
8109 caps
->ps_1x_max_value
= FLT_MAX
;
8111 caps
->ps_1x_max_value
= 1024.0f
;
8113 /* Ideally we'd only set caps like sRGB writes here if supported by both
8114 * the shader backend and the fragment pipe, but we can get called before
8115 * shader_glsl_alloc(). */
8116 caps
->wined3d_caps
= WINED3D_SHADER_CAP_VS_CLIPPING
8117 | WINED3D_SHADER_CAP_SRGB_WRITE
;
8120 static BOOL
shader_glsl_color_fixup_supported(struct color_fixup_desc fixup
)
8122 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
8124 TRACE("Checking support for fixup:\n");
8125 dump_color_fixup_desc(fixup
);
8128 /* We support everything except YUV conversions. */
8129 if (!is_complex_fixup(fixup
))
8135 TRACE("[FAILED]\n");
8139 static const SHADER_HANDLER shader_glsl_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
8141 /* WINED3DSIH_ABS */ shader_glsl_map2gl
,
8142 /* WINED3DSIH_ADD */ shader_glsl_binop
,
8143 /* WINED3DSIH_AND */ shader_glsl_binop
,
8144 /* WINED3DSIH_BEM */ shader_glsl_bem
,
8145 /* WINED3DSIH_BREAK */ shader_glsl_break
,
8146 /* WINED3DSIH_BREAKC */ shader_glsl_breakc
,
8147 /* WINED3DSIH_BREAKP */ shader_glsl_breakp
,
8148 /* WINED3DSIH_CALL */ shader_glsl_call
,
8149 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz
,
8150 /* WINED3DSIH_CMP */ shader_glsl_conditional_move
,
8151 /* WINED3DSIH_CND */ shader_glsl_cnd
,
8152 /* WINED3DSIH_CRS */ shader_glsl_cross
,
8153 /* WINED3DSIH_CUT */ shader_glsl_cut
,
8154 /* WINED3DSIH_DCL */ shader_glsl_nop
,
8155 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_glsl_nop
,
8156 /* WINED3DSIH_DCL_GLOBAL_FLAGS */ shader_glsl_nop
,
8157 /* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ NULL
,
8158 /* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ NULL
,
8159 /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ NULL
,
8160 /* WINED3DSIH_DCL_INPUT */ shader_glsl_nop
,
8161 /* WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT */ NULL
,
8162 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_glsl_nop
,
8163 /* WINED3DSIH_DCL_INPUT_PS */ NULL
,
8164 /* WINED3DSIH_DCL_INPUT_PS_SGV */ NULL
,
8165 /* WINED3DSIH_DCL_INPUT_PS_SIV */ NULL
,
8166 /* WINED3DSIH_DCL_INPUT_SGV */ shader_glsl_nop
,
8167 /* WINED3DSIH_DCL_INPUT_SIV */ shader_glsl_nop
,
8168 /* WINED3DSIH_DCL_OUTPUT */ shader_glsl_nop
,
8169 /* WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT */ NULL
,
8170 /* WINED3DSIH_DCL_OUTPUT_SIV */ shader_glsl_nop
,
8171 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_glsl_nop
,
8172 /* WINED3DSIH_DCL_RESOURCE_STRUCTURED */ NULL
,
8173 /* WINED3DSIH_DCL_SAMPLER */ shader_glsl_nop
,
8174 /* WINED3DSIH_DCL_TEMPS */ shader_glsl_nop
,
8175 /* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ NULL
,
8176 /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ NULL
,
8177 /* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ NULL
,
8178 /* WINED3DSIH_DCL_UAV_TYPED */ NULL
,
8179 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_glsl_nop
,
8180 /* WINED3DSIH_DEF */ shader_glsl_nop
,
8181 /* WINED3DSIH_DEFB */ shader_glsl_nop
,
8182 /* WINED3DSIH_DEFI */ shader_glsl_nop
,
8183 /* WINED3DSIH_DIV */ shader_glsl_binop
,
8184 /* WINED3DSIH_DP2 */ shader_glsl_dot
,
8185 /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add
,
8186 /* WINED3DSIH_DP3 */ shader_glsl_dot
,
8187 /* WINED3DSIH_DP4 */ shader_glsl_dot
,
8188 /* WINED3DSIH_DST */ shader_glsl_dst
,
8189 /* WINED3DSIH_DSX */ shader_glsl_map2gl
,
8190 /* WINED3DSIH_DSX_COARSE */ NULL
,
8191 /* WINED3DSIH_DSX_FINE */ NULL
,
8192 /* WINED3DSIH_DSY */ shader_glsl_map2gl
,
8193 /* WINED3DSIH_DSY_COARSE */ NULL
,
8194 /* WINED3DSIH_DSY_FINE */ NULL
,
8195 /* WINED3DSIH_ELSE */ shader_glsl_else
,
8196 /* WINED3DSIH_EMIT */ shader_glsl_emit
,
8197 /* WINED3DSIH_ENDIF */ shader_glsl_end
,
8198 /* WINED3DSIH_ENDLOOP */ shader_glsl_end
,
8199 /* WINED3DSIH_ENDREP */ shader_glsl_end
,
8200 /* WINED3DSIH_EQ */ shader_glsl_relop
,
8201 /* WINED3DSIH_EXP */ shader_glsl_scalar_op
,
8202 /* WINED3DSIH_EXPP */ shader_glsl_expp
,
8203 /* WINED3DSIH_FRC */ shader_glsl_map2gl
,
8204 /* WINED3DSIH_FTOI */ shader_glsl_to_int
,
8205 /* WINED3DSIH_FTOU */ shader_glsl_to_uint
,
8206 /* WINED3DSIH_GE */ shader_glsl_relop
,
8207 /* WINED3DSIH_HS_CONTROL_POINT_PHASE */ NULL
,
8208 /* WINED3DSIH_HS_DECLS */ shader_glsl_nop
,
8209 /* WINED3DSIH_HS_FORK_PHASE */ NULL
,
8210 /* WINED3DSIH_HS_JOIN_PHASE */ NULL
,
8211 /* WINED3DSIH_IADD */ shader_glsl_binop
,
8212 /* WINED3DSIH_IEQ */ shader_glsl_relop
,
8213 /* WINED3DSIH_IF */ shader_glsl_if
,
8214 /* WINED3DSIH_IFC */ shader_glsl_ifc
,
8215 /* WINED3DSIH_IGE */ shader_glsl_relop
,
8216 /* WINED3DSIH_ILT */ shader_glsl_relop
,
8217 /* WINED3DSIH_IMAD */ shader_glsl_mad
,
8218 /* WINED3DSIH_IMAX */ shader_glsl_map2gl
,
8219 /* WINED3DSIH_IMIN */ shader_glsl_map2gl
,
8220 /* WINED3DSIH_IMUL */ shader_glsl_imul
,
8221 /* WINED3DSIH_INE */ shader_glsl_relop
,
8222 /* WINED3DSIH_INEG */ shader_glsl_unary_op
,
8223 /* WINED3DSIH_ISHL */ shader_glsl_binop
,
8224 /* WINED3DSIH_ITOF */ shader_glsl_to_float
,
8225 /* WINED3DSIH_LABEL */ shader_glsl_label
,
8226 /* WINED3DSIH_LD */ shader_glsl_ld
,
8227 /* WINED3DSIH_LD2DMS */ NULL
,
8228 /* WINED3DSIH_LD_STRUCTURED */ NULL
,
8229 /* WINED3DSIH_LIT */ shader_glsl_lit
,
8230 /* WINED3DSIH_LOG */ shader_glsl_scalar_op
,
8231 /* WINED3DSIH_LOGP */ shader_glsl_scalar_op
,
8232 /* WINED3DSIH_LOOP */ shader_glsl_loop
,
8233 /* WINED3DSIH_LRP */ shader_glsl_lrp
,
8234 /* WINED3DSIH_LT */ shader_glsl_relop
,
8235 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn
,
8236 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn
,
8237 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn
,
8238 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn
,
8239 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn
,
8240 /* WINED3DSIH_MAD */ shader_glsl_mad
,
8241 /* WINED3DSIH_MAX */ shader_glsl_map2gl
,
8242 /* WINED3DSIH_MIN */ shader_glsl_map2gl
,
8243 /* WINED3DSIH_MOV */ shader_glsl_mov
,
8244 /* WINED3DSIH_MOVA */ shader_glsl_mov
,
8245 /* WINED3DSIH_MOVC */ shader_glsl_conditional_move
,
8246 /* WINED3DSIH_MUL */ shader_glsl_binop
,
8247 /* WINED3DSIH_NE */ shader_glsl_relop
,
8248 /* WINED3DSIH_NOP */ shader_glsl_nop
,
8249 /* WINED3DSIH_NOT */ shader_glsl_unary_op
,
8250 /* WINED3DSIH_NRM */ shader_glsl_nrm
,
8251 /* WINED3DSIH_OR */ shader_glsl_binop
,
8252 /* WINED3DSIH_PHASE */ shader_glsl_nop
,
8253 /* WINED3DSIH_POW */ shader_glsl_pow
,
8254 /* WINED3DSIH_RCP */ shader_glsl_scalar_op
,
8255 /* WINED3DSIH_REP */ shader_glsl_rep
,
8256 /* WINED3DSIH_RESINFO */ shader_glsl_resinfo
,
8257 /* WINED3DSIH_RET */ shader_glsl_ret
,
8258 /* WINED3DSIH_ROUND_NI */ shader_glsl_map2gl
,
8259 /* WINED3DSIH_ROUND_PI */ shader_glsl_map2gl
,
8260 /* WINED3DSIH_ROUND_Z */ shader_glsl_map2gl
,
8261 /* WINED3DSIH_RSQ */ shader_glsl_scalar_op
,
8262 /* WINED3DSIH_SAMPLE */ shader_glsl_sample
,
8263 /* WINED3DSIH_SAMPLE_B */ shader_glsl_sample
,
8264 /* WINED3DSIH_SAMPLE_C */ shader_glsl_sample_c
,
8265 /* WINED3DSIH_SAMPLE_C_LZ */ shader_glsl_sample_c
,
8266 /* WINED3DSIH_SAMPLE_GRAD */ shader_glsl_sample
,
8267 /* WINED3DSIH_SAMPLE_LOD */ shader_glsl_sample
,
8268 /* WINED3DSIH_SETP */ NULL
,
8269 /* WINED3DSIH_SGE */ shader_glsl_compare
,
8270 /* WINED3DSIH_SGN */ shader_glsl_sgn
,
8271 /* WINED3DSIH_SINCOS */ shader_glsl_sincos
,
8272 /* WINED3DSIH_SLT */ shader_glsl_compare
,
8273 /* WINED3DSIH_SQRT */ shader_glsl_map2gl
,
8274 /* WINED3DSIH_STORE_UAV_TYPED */ NULL
,
8275 /* WINED3DSIH_SUB */ shader_glsl_binop
,
8276 /* WINED3DSIH_TEX */ shader_glsl_tex
,
8277 /* WINED3DSIH_TEXBEM */ shader_glsl_texbem
,
8278 /* WINED3DSIH_TEXBEML */ shader_glsl_texbem
,
8279 /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord
,
8280 /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth
,
8281 /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3
,
8282 /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex
,
8283 /* WINED3DSIH_TEXKILL */ shader_glsl_texkill
,
8284 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd
,
8285 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl
,
8286 /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth
,
8287 /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad
,
8288 /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex
,
8289 /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3
,
8290 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
8291 /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad
,
8292 /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec
,
8293 /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex
,
8294 /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec
,
8295 /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar
,
8296 /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb
,
8297 /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb
,
8298 /* WINED3DSIH_UDIV */ shader_glsl_udiv
,
8299 /* WINED3DSIH_UGE */ shader_glsl_relop
,
8300 /* WINED3DSIH_ULT */ shader_glsl_relop
,
8301 /* WINED3DSIH_USHR */ shader_glsl_binop
,
8302 /* WINED3DSIH_UTOF */ shader_glsl_to_float
,
8303 /* WINED3DSIH_XOR */ shader_glsl_binop
,
8306 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction
*ins
) {
8307 SHADER_HANDLER hw_fct
;
8309 /* Select handler */
8310 hw_fct
= shader_glsl_instruction_handler_table
[ins
->handler_idx
];
8312 /* Unhandled opcode */
8315 FIXME("Backend can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
8320 shader_glsl_add_instruction_modifiers(ins
);
8323 static BOOL
shader_glsl_has_ffp_proj_control(void *shader_priv
)
8325 struct shader_glsl_priv
*priv
= shader_priv
;
8327 return priv
->ffp_proj_control
;
8330 const struct wined3d_shader_backend_ops glsl_shader_backend
=
8332 shader_glsl_handle_instruction
,
8334 shader_glsl_disable
,
8335 shader_glsl_select_depth_blt
,
8336 shader_glsl_deselect_depth_blt
,
8337 shader_glsl_update_float_vertex_constants
,
8338 shader_glsl_update_float_pixel_constants
,
8339 shader_glsl_load_constants
,
8340 shader_glsl_destroy
,
8343 shader_glsl_allocate_context_data
,
8344 shader_glsl_free_context_data
,
8345 shader_glsl_init_context_state
,
8346 shader_glsl_get_caps
,
8347 shader_glsl_color_fixup_supported
,
8348 shader_glsl_has_ffp_proj_control
,
8351 static void glsl_vertex_pipe_vp_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
) {}
8353 static void glsl_vertex_pipe_vp_get_caps(const struct wined3d_gl_info
*gl_info
, struct wined3d_vertex_caps
*caps
)
8355 caps
->xyzrhw
= TRUE
;
8356 caps
->emulated_flatshading
= !gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
8357 caps
->ffp_generic_attributes
= TRUE
;
8358 caps
->max_active_lights
= MAX_ACTIVE_LIGHTS
;
8359 caps
->max_vertex_blend_matrices
= MAX_VERTEX_BLENDS
;
8360 caps
->max_vertex_blend_matrix_index
= 0;
8361 caps
->vertex_processing_caps
= WINED3DVTXPCAPS_TEXGEN
8362 | WINED3DVTXPCAPS_MATERIALSOURCE7
8363 | WINED3DVTXPCAPS_VERTEXFOG
8364 | WINED3DVTXPCAPS_DIRECTIONALLIGHTS
8365 | WINED3DVTXPCAPS_POSITIONALLIGHTS
8366 | WINED3DVTXPCAPS_LOCALVIEWER
8367 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP
;
8368 caps
->fvf_caps
= WINED3DFVFCAPS_PSIZE
| 8; /* 8 texture coordinates. */
8369 caps
->max_user_clip_planes
= gl_info
->limits
.clipplanes
;
8370 caps
->raster_caps
= WINED3DPRASTERCAPS_FOGRANGE
;
8373 static DWORD
glsl_vertex_pipe_vp_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
8375 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
8376 return GL_EXT_EMUL_ARB_MULTITEXTURE
;
8380 static void *glsl_vertex_pipe_vp_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
8382 struct shader_glsl_priv
*priv
;
8384 if (shader_backend
== &glsl_shader_backend
)
8388 if (wine_rb_init(&priv
->ffp_vertex_shaders
, &wined3d_ffp_vertex_program_rb_functions
) == -1)
8390 ERR("Failed to initialize rbtree.\n");
8397 FIXME("GLSL vertex pipe without GLSL shader backend not implemented.\n");
8402 static void shader_glsl_free_ffp_vertex_shader(struct wine_rb_entry
*entry
, void *context
)
8404 struct glsl_ffp_vertex_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
8405 struct glsl_ffp_vertex_shader
, desc
.entry
);
8406 struct glsl_shader_prog_link
*program
, *program2
;
8407 struct glsl_ffp_destroy_ctx
*ctx
= context
;
8409 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
8410 struct glsl_shader_prog_link
, vs
.shader_entry
)
8412 delete_glsl_program_entry(ctx
->priv
, ctx
->gl_info
, program
);
8414 ctx
->gl_info
->gl_ops
.ext
.p_glDeleteShader(shader
->id
);
8415 HeapFree(GetProcessHeap(), 0, shader
);
8418 /* Context activation is done by the caller. */
8419 static void glsl_vertex_pipe_vp_free(struct wined3d_device
*device
)
8421 struct shader_glsl_priv
*priv
= device
->vertex_priv
;
8422 struct glsl_ffp_destroy_ctx ctx
;
8425 ctx
.gl_info
= &device
->adapter
->gl_info
;
8426 wine_rb_destroy(&priv
->ffp_vertex_shaders
, shader_glsl_free_ffp_vertex_shader
, &ctx
);
8429 static void glsl_vertex_pipe_nop(struct wined3d_context
*context
,
8430 const struct wined3d_state
*state
, DWORD state_id
) {}
8432 static void glsl_vertex_pipe_shader(struct wined3d_context
*context
,
8433 const struct wined3d_state
*state
, DWORD state_id
)
8435 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
8438 static void glsl_vertex_pipe_vdecl(struct wined3d_context
*context
,
8439 const struct wined3d_state
*state
, DWORD state_id
)
8441 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8442 BOOL normal
= !!(context
->stream_info
.use_map
& (1u << WINED3D_FFP_NORMAL
));
8443 BOOL transformed
= context
->stream_info
.position_transformed
;
8444 BOOL wasrhw
= context
->last_was_rhw
;
8447 context
->last_was_rhw
= transformed
;
8449 /* If the vertex declaration contains a transformed position attribute,
8450 * the draw uses the fixed function vertex pipeline regardless of any
8451 * vertex shader set by the application. */
8452 if (transformed
!= wasrhw
)
8453 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
8457 if (context
->last_was_vshader
)
8459 for (i
= 0; i
< gl_info
->limits
.clipplanes
; ++i
)
8460 clipplane(context
, state
, STATE_CLIPPLANE(i
));
8463 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
8465 /* Because of settings->texcoords, we have to regenerate the vertex
8466 * shader on a vdecl change if there aren't enough varyings to just
8467 * always output all the texture coordinates. */
8468 if (gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(gl_info
)
8469 || normal
!= context
->last_was_normal
)
8470 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
8473 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.major
== 1
8474 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.minor
<= 3)
8475 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
8479 if (!context
->last_was_vshader
)
8481 /* Vertex shader clipping ignores the view matrix. Update all clipplanes. */
8482 for (i
= 0; i
< gl_info
->limits
.clipplanes
; ++i
)
8483 clipplane(context
, state
, STATE_CLIPPLANE(i
));
8487 context
->last_was_vshader
= use_vs(state
);
8488 context
->last_was_normal
= normal
;
8491 static void glsl_vertex_pipe_vs(struct wined3d_context
*context
,
8492 const struct wined3d_state
*state
, DWORD state_id
)
8494 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
8495 /* Different vertex shaders potentially require a different vertex attributes setup. */
8496 if (!isStateDirty(context
, STATE_VDECL
))
8497 context_apply_state(context
, state
, STATE_VDECL
);
8500 static void glsl_vertex_pipe_world(struct wined3d_context
*context
,
8501 const struct wined3d_state
*state
, DWORD state_id
)
8503 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
;
8506 static void glsl_vertex_pipe_vertexblend(struct wined3d_context
*context
,
8507 const struct wined3d_state
*state
, DWORD state_id
)
8509 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
8512 static void glsl_vertex_pipe_view(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
8514 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8517 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
8518 | WINED3D_SHADER_CONST_FFP_LIGHTS
8519 | WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
8521 for (k
= 0; k
< gl_info
->limits
.clipplanes
; ++k
)
8523 if (!isStateDirty(context
, STATE_CLIPPLANE(k
)))
8524 clipplane(context
, state
, STATE_CLIPPLANE(k
));
8528 static void glsl_vertex_pipe_projection(struct wined3d_context
*context
,
8529 const struct wined3d_state
*state
, DWORD state_id
)
8531 /* Table fog behavior depends on the projection matrix. */
8532 if (state
->render_states
[WINED3D_RS_FOGENABLE
]
8533 && state
->render_states
[WINED3D_RS_FOGTABLEMODE
] != WINED3D_FOG_NONE
)
8534 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
8535 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PROJ
;
8538 static void glsl_vertex_pipe_viewport(struct wined3d_context
*context
,
8539 const struct wined3d_state
*state
, DWORD state_id
)
8541 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
)))
8542 glsl_vertex_pipe_projection(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
8543 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
))
8544 && state
->render_states
[WINED3D_RS_POINTSCALEENABLE
])
8545 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
8546 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POS_FIXUP
;
8549 static void glsl_vertex_pipe_texmatrix(struct wined3d_context
*context
,
8550 const struct wined3d_state
*state
, DWORD state_id
)
8552 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
8555 static void glsl_vertex_pipe_texmatrix_np2(struct wined3d_context
*context
,
8556 const struct wined3d_state
*state
, DWORD state_id
)
8558 DWORD sampler
= state_id
- STATE_SAMPLER(0);
8559 const struct wined3d_texture
*texture
= state
->textures
[sampler
];
8565 if (sampler
>= MAX_TEXTURES
)
8568 if ((np2
= !(texture
->flags
& WINED3D_TEXTURE_POW2_MAT_IDENT
))
8569 || context
->lastWasPow2Texture
& (1u << sampler
))
8572 context
->lastWasPow2Texture
|= 1u << sampler
;
8574 context
->lastWasPow2Texture
&= ~(1u << sampler
);
8576 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
8580 static void glsl_vertex_pipe_material(struct wined3d_context
*context
,
8581 const struct wined3d_state
*state
, DWORD state_id
)
8583 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MATERIAL
;
8586 static void glsl_vertex_pipe_light(struct wined3d_context
*context
,
8587 const struct wined3d_state
*state
, DWORD state_id
)
8589 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_LIGHTS
;
8592 static void glsl_vertex_pipe_pointsize(struct wined3d_context
*context
,
8593 const struct wined3d_state
*state
, DWORD state_id
)
8595 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
8598 static void glsl_vertex_pipe_pointscale(struct wined3d_context
*context
,
8599 const struct wined3d_state
*state
, DWORD state_id
)
8602 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
8605 static void glsl_vertex_pointsprite_core(struct wined3d_context
*context
,
8606 const struct wined3d_state
*state
, DWORD state_id
)
8608 static unsigned int once
;
8610 if (state
->gl_primitive_type
== GL_POINTS
&& !state
->render_states
[WINED3D_RS_POINTSPRITEENABLE
] && !once
++)
8611 FIXME("Non-point sprite points not supported in core profile.\n");
8614 static void glsl_vertex_pipe_shademode(struct wined3d_context
*context
,
8615 const struct wined3d_state
*state
, DWORD state_id
)
8617 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_VERTEX
;
8620 static const struct StateEntryTemplate glsl_vertex_pipe_vp_states
[] =
8622 {STATE_VDECL
, {STATE_VDECL
, glsl_vertex_pipe_vdecl
}, WINED3D_GL_EXT_NONE
},
8623 {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), glsl_vertex_pipe_vs
}, WINED3D_GL_EXT_NONE
},
8624 {STATE_MATERIAL
, {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
8625 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), glsl_vertex_pipe_material
}, WINED3D_GL_EXT_NONE
},
8627 {STATE_CLIPPLANE(0), {STATE_CLIPPLANE(0), clipplane
}, WINED3D_GL_EXT_NONE
},
8628 {STATE_CLIPPLANE(1), {STATE_CLIPPLANE(1), clipplane
}, WINED3D_GL_EXT_NONE
},
8629 {STATE_CLIPPLANE(2), {STATE_CLIPPLANE(2), clipplane
}, WINED3D_GL_EXT_NONE
},
8630 {STATE_CLIPPLANE(3), {STATE_CLIPPLANE(3), clipplane
}, WINED3D_GL_EXT_NONE
},
8631 {STATE_CLIPPLANE(4), {STATE_CLIPPLANE(4), clipplane
}, WINED3D_GL_EXT_NONE
},
8632 {STATE_CLIPPLANE(5), {STATE_CLIPPLANE(5), clipplane
}, WINED3D_GL_EXT_NONE
},
8633 {STATE_CLIPPLANE(6), {STATE_CLIPPLANE(6), clipplane
}, WINED3D_GL_EXT_NONE
},
8634 {STATE_CLIPPLANE(7), {STATE_CLIPPLANE(7), clipplane
}, WINED3D_GL_EXT_NONE
},
8635 {STATE_CLIPPLANE(8), {STATE_CLIPPLANE(8), clipplane
}, WINED3D_GL_EXT_NONE
},
8636 {STATE_CLIPPLANE(9), {STATE_CLIPPLANE(9), clipplane
}, WINED3D_GL_EXT_NONE
},
8637 {STATE_CLIPPLANE(10), {STATE_CLIPPLANE(10), clipplane
}, WINED3D_GL_EXT_NONE
},
8638 {STATE_CLIPPLANE(11), {STATE_CLIPPLANE(11), clipplane
}, WINED3D_GL_EXT_NONE
},
8639 {STATE_CLIPPLANE(12), {STATE_CLIPPLANE(12), clipplane
}, WINED3D_GL_EXT_NONE
},
8640 {STATE_CLIPPLANE(13), {STATE_CLIPPLANE(13), clipplane
}, WINED3D_GL_EXT_NONE
},
8641 {STATE_CLIPPLANE(14), {STATE_CLIPPLANE(14), clipplane
}, WINED3D_GL_EXT_NONE
},
8642 {STATE_CLIPPLANE(15), {STATE_CLIPPLANE(15), clipplane
}, WINED3D_GL_EXT_NONE
},
8643 {STATE_CLIPPLANE(16), {STATE_CLIPPLANE(16), clipplane
}, WINED3D_GL_EXT_NONE
},
8644 {STATE_CLIPPLANE(17), {STATE_CLIPPLANE(17), clipplane
}, WINED3D_GL_EXT_NONE
},
8645 {STATE_CLIPPLANE(18), {STATE_CLIPPLANE(18), clipplane
}, WINED3D_GL_EXT_NONE
},
8646 {STATE_CLIPPLANE(19), {STATE_CLIPPLANE(19), clipplane
}, WINED3D_GL_EXT_NONE
},
8647 {STATE_CLIPPLANE(20), {STATE_CLIPPLANE(20), clipplane
}, WINED3D_GL_EXT_NONE
},
8648 {STATE_CLIPPLANE(21), {STATE_CLIPPLANE(21), clipplane
}, WINED3D_GL_EXT_NONE
},
8649 {STATE_CLIPPLANE(22), {STATE_CLIPPLANE(22), clipplane
}, WINED3D_GL_EXT_NONE
},
8650 {STATE_CLIPPLANE(23), {STATE_CLIPPLANE(23), clipplane
}, WINED3D_GL_EXT_NONE
},
8651 {STATE_CLIPPLANE(24), {STATE_CLIPPLANE(24), clipplane
}, WINED3D_GL_EXT_NONE
},
8652 {STATE_CLIPPLANE(25), {STATE_CLIPPLANE(25), clipplane
}, WINED3D_GL_EXT_NONE
},
8653 {STATE_CLIPPLANE(26), {STATE_CLIPPLANE(26), clipplane
}, WINED3D_GL_EXT_NONE
},
8654 {STATE_CLIPPLANE(27), {STATE_CLIPPLANE(27), clipplane
}, WINED3D_GL_EXT_NONE
},
8655 {STATE_CLIPPLANE(28), {STATE_CLIPPLANE(28), clipplane
}, WINED3D_GL_EXT_NONE
},
8656 {STATE_CLIPPLANE(29), {STATE_CLIPPLANE(29), clipplane
}, WINED3D_GL_EXT_NONE
},
8657 {STATE_CLIPPLANE(30), {STATE_CLIPPLANE(30), clipplane
}, WINED3D_GL_EXT_NONE
},
8658 {STATE_CLIPPLANE(31), {STATE_CLIPPLANE(31), clipplane
}, WINED3D_GL_EXT_NONE
},
8660 {STATE_LIGHT_TYPE
, {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
8661 {STATE_ACTIVELIGHT(0), {STATE_ACTIVELIGHT(0), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
8662 {STATE_ACTIVELIGHT(1), {STATE_ACTIVELIGHT(1), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
8663 {STATE_ACTIVELIGHT(2), {STATE_ACTIVELIGHT(2), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
8664 {STATE_ACTIVELIGHT(3), {STATE_ACTIVELIGHT(3), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
8665 {STATE_ACTIVELIGHT(4), {STATE_ACTIVELIGHT(4), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
8666 {STATE_ACTIVELIGHT(5), {STATE_ACTIVELIGHT(5), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
8667 {STATE_ACTIVELIGHT(6), {STATE_ACTIVELIGHT(6), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
8668 {STATE_ACTIVELIGHT(7), {STATE_ACTIVELIGHT(7), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
8670 {STATE_VIEWPORT
, {STATE_VIEWPORT
, glsl_vertex_pipe_viewport
}, WINED3D_GL_EXT_NONE
},
8671 /* Transform states */
8672 {STATE_TRANSFORM(WINED3D_TS_VIEW
), {STATE_TRANSFORM(WINED3D_TS_VIEW
), glsl_vertex_pipe_view
}, WINED3D_GL_EXT_NONE
},
8673 {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), glsl_vertex_pipe_projection
}, WINED3D_GL_EXT_NONE
},
8674 {STATE_TRANSFORM(WINED3D_TS_TEXTURE0
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
8675 {STATE_TRANSFORM(WINED3D_TS_TEXTURE1
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
8676 {STATE_TRANSFORM(WINED3D_TS_TEXTURE2
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
8677 {STATE_TRANSFORM(WINED3D_TS_TEXTURE3
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
8678 {STATE_TRANSFORM(WINED3D_TS_TEXTURE4
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
8679 {STATE_TRANSFORM(WINED3D_TS_TEXTURE5
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
8680 {STATE_TRANSFORM(WINED3D_TS_TEXTURE6
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
8681 {STATE_TRANSFORM(WINED3D_TS_TEXTURE7
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
8682 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), glsl_vertex_pipe_world
}, WINED3D_GL_EXT_NONE
},
8683 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
8684 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
8685 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
8686 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
8687 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
8688 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
8689 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
8690 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
8691 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
8692 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
8693 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
8694 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8695 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8696 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8697 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8698 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8699 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8700 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8701 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8703 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
8704 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
8705 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
8706 {STATE_RENDER(WINED3D_RS_RANGEFOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
8707 {STATE_RENDER(WINED3D_RS_CLIPPING
), {STATE_RENDER(WINED3D_RS_CLIPPING
), state_clipping
}, WINED3D_GL_EXT_NONE
},
8708 {STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
), {STATE_RENDER(WINED3D_RS_CLIPPING
), NULL
}, WINED3D_GL_EXT_NONE
},
8709 {STATE_RENDER(WINED3D_RS_LIGHTING
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8710 {STATE_RENDER(WINED3D_RS_AMBIENT
), {STATE_RENDER(WINED3D_RS_AMBIENT
), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
8711 {STATE_RENDER(WINED3D_RS_COLORVERTEX
), {STATE_RENDER(WINED3D_RS_COLORVERTEX
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
8712 {STATE_RENDER(WINED3D_RS_LOCALVIEWER
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8713 {STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8714 {STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8715 {STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8716 {STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8717 {STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8718 {STATE_RENDER(WINED3D_RS_VERTEXBLEND
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8719 {STATE_RENDER(WINED3D_RS_POINTSIZE
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
8720 {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), glsl_vertex_pipe_pointsize
}, WINED3D_GL_EXT_NONE
},
8721 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite
}, ARB_POINT_SPRITE
},
8722 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite_w
}, WINED3D_GL_LEGACY_CONTEXT
},
8723 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), glsl_vertex_pointsprite_core
}, WINED3D_GL_EXT_NONE
},
8724 {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), glsl_vertex_pipe_pointscale
}, WINED3D_GL_EXT_NONE
},
8725 {STATE_RENDER(WINED3D_RS_POINTSCALE_A
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
8726 {STATE_RENDER(WINED3D_RS_POINTSCALE_B
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
8727 {STATE_RENDER(WINED3D_RS_POINTSCALE_C
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
8728 {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
8729 {STATE_RENDER(WINED3D_RS_TWEENFACTOR
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8730 {STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8731 /* NP2 texture matrix fixups. They are not needed if
8732 * GL_ARB_texture_non_power_of_two is supported. Otherwise, register
8733 * glsl_vertex_pipe_texmatrix(), which takes care of updating the texture
8735 {STATE_SAMPLER(0), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
8736 {STATE_SAMPLER(0), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
8737 {STATE_SAMPLER(0), {STATE_SAMPLER(0), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
8738 {STATE_SAMPLER(1), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
8739 {STATE_SAMPLER(1), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
8740 {STATE_SAMPLER(1), {STATE_SAMPLER(1), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
8741 {STATE_SAMPLER(2), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
8742 {STATE_SAMPLER(2), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
8743 {STATE_SAMPLER(2), {STATE_SAMPLER(2), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
8744 {STATE_SAMPLER(3), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
8745 {STATE_SAMPLER(3), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
8746 {STATE_SAMPLER(3), {STATE_SAMPLER(3), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
8747 {STATE_SAMPLER(4), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
8748 {STATE_SAMPLER(4), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
8749 {STATE_SAMPLER(4), {STATE_SAMPLER(4), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
8750 {STATE_SAMPLER(5), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
8751 {STATE_SAMPLER(5), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
8752 {STATE_SAMPLER(5), {STATE_SAMPLER(5), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
8753 {STATE_SAMPLER(6), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
8754 {STATE_SAMPLER(6), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
8755 {STATE_SAMPLER(6), {STATE_SAMPLER(6), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
8756 {STATE_SAMPLER(7), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
8757 {STATE_SAMPLER(7), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
8758 {STATE_SAMPLER(7), {STATE_SAMPLER(7), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
8759 {STATE_POINT_ENABLE
, {STATE_POINT_ENABLE
, glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
8760 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_vertex_pipe_nop
}, WINED3D_GL_LEGACY_CONTEXT
},
8761 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_vertex_pipe_shademode
}, WINED3D_GL_EXT_NONE
},
8762 {0 /* Terminate */, {0, NULL
}, WINED3D_GL_EXT_NONE
},
8766 * - Implement vertex tweening. */
8767 const struct wined3d_vertex_pipe_ops glsl_vertex_pipe
=
8769 glsl_vertex_pipe_vp_enable
,
8770 glsl_vertex_pipe_vp_get_caps
,
8771 glsl_vertex_pipe_vp_get_emul_mask
,
8772 glsl_vertex_pipe_vp_alloc
,
8773 glsl_vertex_pipe_vp_free
,
8774 glsl_vertex_pipe_vp_states
,
8777 static void glsl_fragment_pipe_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
)
8779 /* Nothing to do. */
8782 static void glsl_fragment_pipe_get_caps(const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*caps
)
8784 caps
->wined3d_caps
= WINED3D_FRAGMENT_CAP_PROJ_CONTROL
8785 | WINED3D_FRAGMENT_CAP_SRGB_WRITE
8786 | WINED3D_FRAGMENT_CAP_COLOR_KEY
;
8787 caps
->PrimitiveMiscCaps
= WINED3DPMISCCAPS_TSSARGTEMP
8788 | WINED3DPMISCCAPS_PERSTAGECONSTANT
;
8789 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_DISABLE
8790 | WINED3DTEXOPCAPS_SELECTARG1
8791 | WINED3DTEXOPCAPS_SELECTARG2
8792 | WINED3DTEXOPCAPS_MODULATE4X
8793 | WINED3DTEXOPCAPS_MODULATE2X
8794 | WINED3DTEXOPCAPS_MODULATE
8795 | WINED3DTEXOPCAPS_ADDSIGNED2X
8796 | WINED3DTEXOPCAPS_ADDSIGNED
8797 | WINED3DTEXOPCAPS_ADD
8798 | WINED3DTEXOPCAPS_SUBTRACT
8799 | WINED3DTEXOPCAPS_ADDSMOOTH
8800 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
8801 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
8802 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
8803 | WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
8804 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
8805 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
8806 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
8807 | WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
8808 | WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
8809 | WINED3DTEXOPCAPS_DOTPRODUCT3
8810 | WINED3DTEXOPCAPS_MULTIPLYADD
8811 | WINED3DTEXOPCAPS_LERP
8812 | WINED3DTEXOPCAPS_BUMPENVMAP
8813 | WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
;
8814 caps
->MaxTextureBlendStages
= 8;
8815 caps
->MaxSimultaneousTextures
= min(gl_info
->limits
.fragment_samplers
, 8);
8818 static DWORD
glsl_fragment_pipe_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
8820 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
8821 return GL_EXT_EMUL_ARB_MULTITEXTURE
;
8825 static void *glsl_fragment_pipe_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
8827 struct shader_glsl_priv
*priv
;
8829 if (shader_backend
== &glsl_shader_backend
)
8833 if (wine_rb_init(&priv
->ffp_fragment_shaders
, &wined3d_ffp_frag_program_rb_functions
) == -1)
8835 ERR("Failed to initialize rbtree.\n");
8842 FIXME("GLSL fragment pipe without GLSL shader backend not implemented.\n");
8847 static void shader_glsl_free_ffp_fragment_shader(struct wine_rb_entry
*entry
, void *context
)
8849 struct glsl_ffp_fragment_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
8850 struct glsl_ffp_fragment_shader
, entry
.entry
);
8851 struct glsl_shader_prog_link
*program
, *program2
;
8852 struct glsl_ffp_destroy_ctx
*ctx
= context
;
8854 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
8855 struct glsl_shader_prog_link
, ps
.shader_entry
)
8857 delete_glsl_program_entry(ctx
->priv
, ctx
->gl_info
, program
);
8859 ctx
->gl_info
->gl_ops
.ext
.p_glDeleteShader(shader
->id
);
8860 HeapFree(GetProcessHeap(), 0, shader
);
8863 /* Context activation is done by the caller. */
8864 static void glsl_fragment_pipe_free(struct wined3d_device
*device
)
8866 struct shader_glsl_priv
*priv
= device
->fragment_priv
;
8867 struct glsl_ffp_destroy_ctx ctx
;
8870 ctx
.gl_info
= &device
->adapter
->gl_info
;
8871 wine_rb_destroy(&priv
->ffp_fragment_shaders
, shader_glsl_free_ffp_fragment_shader
, &ctx
);
8874 static void glsl_fragment_pipe_shader(struct wined3d_context
*context
,
8875 const struct wined3d_state
*state
, DWORD state_id
)
8877 context
->last_was_pshader
= use_ps(state
);
8879 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
8882 static void glsl_fragment_pipe_fogparams(struct wined3d_context
*context
,
8883 const struct wined3d_state
*state
, DWORD state_id
)
8885 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
8888 static void glsl_fragment_pipe_fog(struct wined3d_context
*context
,
8889 const struct wined3d_state
*state
, DWORD state_id
)
8891 BOOL use_vshader
= use_vs(state
);
8892 enum fogsource new_source
;
8893 DWORD fogstart
= state
->render_states
[WINED3D_RS_FOGSTART
];
8894 DWORD fogend
= state
->render_states
[WINED3D_RS_FOGEND
];
8896 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
8898 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
8901 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
8904 new_source
= FOGSOURCE_VS
;
8905 else if (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
|| context
->stream_info
.position_transformed
)
8906 new_source
= FOGSOURCE_COORD
;
8908 new_source
= FOGSOURCE_FFP
;
8912 new_source
= FOGSOURCE_FFP
;
8915 if (new_source
!= context
->fog_source
|| fogstart
== fogend
)
8917 context
->fog_source
= new_source
;
8918 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
8922 static void glsl_fragment_pipe_vdecl(struct wined3d_context
*context
,
8923 const struct wined3d_state
*state
, DWORD state_id
)
8925 /* Because of settings->texcoords_initialized and args->texcoords_initialized. */
8926 if (context
->gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(context
->gl_info
))
8927 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
8929 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_FOGENABLE
)))
8930 glsl_fragment_pipe_fog(context
, state
, state_id
);
8933 static void glsl_fragment_pipe_vs(struct wined3d_context
*context
,
8934 const struct wined3d_state
*state
, DWORD state_id
)
8936 /* Because of settings->texcoords_initialized and args->texcoords_initialized. */
8937 if (context
->gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(context
->gl_info
))
8938 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
8941 static void glsl_fragment_pipe_tex_transform(struct wined3d_context
*context
,
8942 const struct wined3d_state
*state
, DWORD state_id
)
8944 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
8947 static void glsl_fragment_pipe_invalidate_constants(struct wined3d_context
*context
,
8948 const struct wined3d_state
*state
, DWORD state_id
)
8950 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PS
;
8953 static void glsl_fragment_pipe_alpha_test(struct wined3d_context
*context
,
8954 const struct wined3d_state
*state
, DWORD state_id
)
8956 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8960 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
8962 if (state
->render_states
[WINED3D_RS_ALPHATESTENABLE
])
8964 gl_info
->gl_ops
.gl
.p_glEnable(GL_ALPHA_TEST
);
8965 checkGLcall("glEnable GL_ALPHA_TEST");
8969 gl_info
->gl_ops
.gl
.p_glDisable(GL_ALPHA_TEST
);
8970 checkGLcall("glDisable GL_ALPHA_TEST");
8974 ref
= ((float)state
->render_states
[WINED3D_RS_ALPHAREF
]) / 255.0f
;
8975 glParm
= wined3d_gl_compare_func(state
->render_states
[WINED3D_RS_ALPHAFUNC
]);
8979 gl_info
->gl_ops
.gl
.p_glAlphaFunc(glParm
, ref
);
8980 checkGLcall("glAlphaFunc");
8984 static void glsl_fragment_pipe_color_key(struct wined3d_context
*context
,
8985 const struct wined3d_state
*state
, DWORD state_id
)
8987 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_COLOR_KEY
;
8990 static void glsl_fragment_pipe_shademode(struct wined3d_context
*context
,
8991 const struct wined3d_state
*state
, DWORD state_id
)
8993 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_PIXEL
;
8996 static const struct StateEntryTemplate glsl_fragment_pipe_state_template
[] =
8998 {STATE_VDECL
, {STATE_VDECL
, glsl_fragment_pipe_vdecl
}, WINED3D_GL_EXT_NONE
},
8999 {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), glsl_fragment_pipe_vs
}, WINED3D_GL_EXT_NONE
},
9000 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9001 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9002 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9003 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9004 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9005 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9006 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9007 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9008 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9009 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9010 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9011 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9012 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9013 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9014 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9015 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9016 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9017 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9018 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9019 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9020 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9021 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9022 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9023 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9024 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9025 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9026 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9027 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9028 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9029 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9030 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9031 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9032 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9033 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9034 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9035 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9036 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9037 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9038 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9039 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9040 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9041 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9042 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9043 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9044 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9045 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9046 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9047 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9048 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9049 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9050 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9051 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9052 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9053 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9054 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9055 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9056 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9057 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9058 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9059 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9060 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9061 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9062 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9063 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9064 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9065 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9066 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9067 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9068 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9069 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9070 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9071 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9072 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9073 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), glsl_fragment_pipe_shader
}, WINED3D_GL_EXT_NONE
},
9074 {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
9075 {STATE_RENDER(WINED3D_RS_ALPHAREF
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
9076 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), glsl_fragment_pipe_alpha_test
}, WINED3D_GL_EXT_NONE
},
9077 {STATE_RENDER(WINED3D_RS_COLORKEYENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9078 {STATE_COLOR_KEY
, { STATE_COLOR_KEY
, glsl_fragment_pipe_color_key
}, WINED3D_GL_EXT_NONE
},
9079 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_fragment_pipe_fog
}, WINED3D_GL_EXT_NONE
},
9080 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
9081 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
9082 {STATE_RENDER(WINED3D_RS_FOGSTART
), {STATE_RENDER(WINED3D_RS_FOGSTART
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
9083 {STATE_RENDER(WINED3D_RS_FOGEND
), {STATE_RENDER(WINED3D_RS_FOGSTART
), NULL
}, WINED3D_GL_EXT_NONE
},
9084 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), state_srgbwrite
}, ARB_FRAMEBUFFER_SRGB
},
9085 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9086 {STATE_RENDER(WINED3D_RS_FOGCOLOR
), {STATE_RENDER(WINED3D_RS_FOGCOLOR
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
9087 {STATE_RENDER(WINED3D_RS_FOGDENSITY
), {STATE_RENDER(WINED3D_RS_FOGDENSITY
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
9088 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), glsl_fragment_pipe_shader
}, ARB_POINT_SPRITE
},
9089 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), glsl_fragment_pipe_shader
}, WINED3D_GL_VERSION_2_0
},
9090 {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
},
9091 {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
},
9092 {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
},
9093 {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
},
9094 {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
},
9095 {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
},
9096 {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
},
9097 {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
},
9098 {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9099 {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9100 {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9101 {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9102 {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9103 {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9104 {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9105 {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9106 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9107 {STATE_POINT_ENABLE
, {STATE_POINT_ENABLE
, glsl_fragment_pipe_shader
}, WINED3D_GL_EXT_NONE
},
9108 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), state_shademode
}, WINED3D_GL_LEGACY_CONTEXT
},
9109 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_fragment_pipe_shademode
}, WINED3D_GL_EXT_NONE
},
9110 {0 /* Terminate */, {0, 0 }, WINED3D_GL_EXT_NONE
},
9113 static BOOL
glsl_fragment_pipe_alloc_context_data(struct wined3d_context
*context
)
9118 static void glsl_fragment_pipe_free_context_data(struct wined3d_context
*context
)
9122 const struct fragment_pipeline glsl_fragment_pipe
=
9124 glsl_fragment_pipe_enable
,
9125 glsl_fragment_pipe_get_caps
,
9126 glsl_fragment_pipe_get_emul_mask
,
9127 glsl_fragment_pipe_alloc
,
9128 glsl_fragment_pipe_free
,
9129 glsl_fragment_pipe_alloc_context_data
,
9130 glsl_fragment_pipe_free_context_data
,
9131 shader_glsl_color_fixup_supported
,
9132 glsl_fragment_pipe_state_template
,