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 0x1
48 #define WINED3D_GLSL_SAMPLE_NPOT 0x2
49 #define WINED3D_GLSL_SAMPLE_LOD 0x4
50 #define WINED3D_GLSL_SAMPLE_GRAD 0x8
64 struct glsl_sample_function
66 struct wined3d_string_buffer
*name
;
68 enum wined3d_data_type data_type
;
73 HEAP_NODE_TRAVERSE_LEFT
,
74 HEAP_NODE_TRAVERSE_RIGHT
,
86 struct constant_entry
*entries
;
88 unsigned int *positions
;
92 /* GLSL shader private data */
93 struct shader_glsl_priv
{
94 struct wined3d_string_buffer shader_buffer
;
95 struct wined3d_string_buffer_list string_buffers
;
96 struct wine_rb_tree program_lookup
;
97 struct constant_heap vconst_heap
;
98 struct constant_heap pconst_heap
;
100 GLuint depth_blt_program_full
[WINED3D_GL_RES_TYPE_COUNT
];
101 GLuint depth_blt_program_masked
[WINED3D_GL_RES_TYPE_COUNT
];
102 UINT next_constant_version
;
104 const struct wined3d_vertex_pipe_ops
*vertex_pipe
;
105 const struct fragment_pipeline
*fragment_pipe
;
106 struct wine_rb_tree ffp_vertex_shaders
;
107 struct wine_rb_tree ffp_fragment_shaders
;
108 BOOL ffp_proj_control
;
109 BOOL legacy_lighting
;
112 struct glsl_vs_program
114 struct list shader_entry
;
116 GLenum vertex_color_clamp
;
117 GLint
*uniform_f_locations
;
118 GLint uniform_i_locations
[MAX_CONST_I
];
119 GLint uniform_b_locations
[MAX_CONST_B
];
120 GLint pos_fixup_location
;
122 GLint modelview_matrix_location
[MAX_VERTEX_BLENDS
];
123 GLint projection_matrix_location
;
124 GLint normal_matrix_location
;
125 GLint texture_matrix_location
[MAX_TEXTURES
];
126 GLint material_ambient_location
;
127 GLint material_diffuse_location
;
128 GLint material_specular_location
;
129 GLint material_emissive_location
;
130 GLint material_shininess_location
;
131 GLint light_ambient_location
;
146 } light_location
[MAX_ACTIVE_LIGHTS
];
147 GLint pointsize_location
;
148 GLint pointsize_min_location
;
149 GLint pointsize_max_location
;
150 GLint pointsize_c_att_location
;
151 GLint pointsize_l_att_location
;
152 GLint pointsize_q_att_location
;
155 struct glsl_gs_program
157 struct list shader_entry
;
161 struct glsl_ps_program
163 struct list shader_entry
;
165 GLint
*uniform_f_locations
;
166 GLint uniform_i_locations
[MAX_CONST_I
];
167 GLint uniform_b_locations
[MAX_CONST_B
];
168 GLint bumpenv_mat_location
[MAX_TEXTURES
];
169 GLint bumpenv_lum_scale_location
[MAX_TEXTURES
];
170 GLint bumpenv_lum_offset_location
[MAX_TEXTURES
];
171 GLint tss_constant_location
[MAX_TEXTURES
];
172 GLint tex_factor_location
;
173 GLint specular_enable_location
;
174 GLint fog_color_location
;
175 GLint fog_density_location
;
176 GLint fog_end_location
;
177 GLint fog_scale_location
;
178 GLint ycorrection_location
;
179 GLint np2_fixup_location
;
180 GLint color_key_location
;
181 const struct ps_np2fixup_info
*np2_fixup_info
;
184 /* Struct to maintain data about a linked GLSL program */
185 struct glsl_shader_prog_link
187 struct wine_rb_entry program_lookup_entry
;
188 struct glsl_vs_program vs
;
189 struct glsl_gs_program gs
;
190 struct glsl_ps_program ps
;
192 DWORD constant_update_mask
;
193 UINT constant_version
;
196 struct glsl_program_key
203 struct shader_glsl_ctx_priv
{
204 const struct vs_compile_args
*cur_vs_args
;
205 const struct ps_compile_args
*cur_ps_args
;
206 struct ps_np2fixup_info
*cur_np2fixup_info
;
207 struct wined3d_string_buffer_list
*string_buffers
;
210 struct glsl_context_data
212 struct glsl_shader_prog_link
*glsl_program
;
215 struct glsl_ps_compiled_shader
217 struct ps_compile_args args
;
218 struct ps_np2fixup_info np2fixup
;
222 struct glsl_vs_compiled_shader
224 struct vs_compile_args args
;
228 struct glsl_gs_compiled_shader
233 struct glsl_shader_private
237 struct glsl_vs_compiled_shader
*vs
;
238 struct glsl_gs_compiled_shader
*gs
;
239 struct glsl_ps_compiled_shader
*ps
;
241 UINT num_gl_shaders
, shader_array_size
;
244 struct glsl_ffp_vertex_shader
246 struct wined3d_ffp_vs_desc desc
;
248 struct list linked_programs
;
251 struct glsl_ffp_fragment_shader
253 struct ffp_frag_desc entry
;
255 struct list linked_programs
;
258 struct glsl_ffp_destroy_ctx
260 struct shader_glsl_priv
*priv
;
261 const struct wined3d_gl_info
*gl_info
;
264 static const char *debug_gl_shader_type(GLenum type
)
268 #define WINED3D_TO_STR(u) case u: return #u
269 WINED3D_TO_STR(GL_VERTEX_SHADER
);
270 WINED3D_TO_STR(GL_GEOMETRY_SHADER
);
271 WINED3D_TO_STR(GL_FRAGMENT_SHADER
);
272 #undef WINED3D_TO_STR
274 return wine_dbg_sprintf("UNKNOWN(%#x)", type
);
278 static const char *shader_glsl_get_prefix(enum wined3d_shader_type type
)
282 case WINED3D_SHADER_TYPE_VERTEX
:
285 case WINED3D_SHADER_TYPE_GEOMETRY
:
288 case WINED3D_SHADER_TYPE_PIXEL
:
292 FIXME("Unhandled shader type %#x.\n", type
);
297 static const char *shader_glsl_get_version(const struct wined3d_gl_info
*gl_info
,
298 const struct wined3d_shader_version
*version
)
300 if (!gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
301 return "#version 150";
302 else if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 30) && version
&& version
->major
>= 4)
303 return "#version 130";
305 return "#version 120";
308 static void shader_glsl_append_imm_vec4(struct wined3d_string_buffer
*buffer
, const float *values
)
312 wined3d_ftoa(values
[0], str
[0]);
313 wined3d_ftoa(values
[1], str
[1]);
314 wined3d_ftoa(values
[2], str
[2]);
315 wined3d_ftoa(values
[3], str
[3]);
316 shader_addline(buffer
, "vec4(%s, %s, %s, %s)", str
[0], str
[1], str
[2], str
[3]);
319 static const char *get_info_log_line(const char **ptr
)
324 if (!(q
= strstr(p
, "\n")))
326 if (!*p
) return NULL
;
335 /* Context activation is done by the caller. */
336 void print_glsl_info_log(const struct wined3d_gl_info
*gl_info
, GLuint id
, BOOL program
)
341 if (!WARN_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
345 GL_EXTCALL(glGetProgramiv(id
, GL_INFO_LOG_LENGTH
, &length
));
347 GL_EXTCALL(glGetShaderiv(id
, GL_INFO_LOG_LENGTH
, &length
));
349 /* A size of 1 is just a null-terminated string, so the log should be bigger than
350 * that if there are errors. */
353 const char *ptr
, *line
;
355 log
= HeapAlloc(GetProcessHeap(), 0, length
);
356 /* The info log is supposed to be zero-terminated, but at least some
357 * versions of fglrx don't terminate the string properly. The reported
358 * length does include the terminator, so explicitly set it to zero
362 GL_EXTCALL(glGetProgramInfoLog(id
, length
, NULL
, log
));
364 GL_EXTCALL(glGetShaderInfoLog(id
, length
, NULL
, log
));
367 if (gl_info
->quirks
& WINED3D_QUIRK_INFO_LOG_SPAM
)
369 WARN("Info log received from GLSL shader #%u:\n", id
);
370 while ((line
= get_info_log_line(&ptr
))) WARN(" %.*s", (int)(ptr
- line
), line
);
374 FIXME("Info log received from GLSL shader #%u:\n", id
);
375 while ((line
= get_info_log_line(&ptr
))) FIXME(" %.*s", (int)(ptr
- line
), line
);
377 HeapFree(GetProcessHeap(), 0, log
);
381 /* Context activation is done by the caller. */
382 static void shader_glsl_compile(const struct wined3d_gl_info
*gl_info
, GLuint shader
, const char *src
)
384 const char *ptr
, *line
;
386 TRACE("Compiling shader object %u.\n", shader
);
388 if (TRACE_ON(d3d_shader
))
391 while ((line
= get_info_log_line(&ptr
))) TRACE_(d3d_shader
)(" %.*s", (int)(ptr
- line
), line
);
394 GL_EXTCALL(glShaderSource(shader
, 1, &src
, NULL
));
395 checkGLcall("glShaderSource");
396 GL_EXTCALL(glCompileShader(shader
));
397 checkGLcall("glCompileShader");
398 print_glsl_info_log(gl_info
, shader
, FALSE
);
401 /* Context activation is done by the caller. */
402 static void shader_glsl_dump_program_source(const struct wined3d_gl_info
*gl_info
, GLuint program
)
404 GLint i
, shader_count
, source_size
= -1;
408 GL_EXTCALL(glGetProgramiv(program
, GL_ATTACHED_SHADERS
, &shader_count
));
409 shaders
= HeapAlloc(GetProcessHeap(), 0, shader_count
* sizeof(*shaders
));
412 ERR("Failed to allocate shader array memory.\n");
416 GL_EXTCALL(glGetAttachedShaders(program
, shader_count
, NULL
, shaders
));
417 for (i
= 0; i
< shader_count
; ++i
)
419 const char *ptr
, *line
;
422 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_SHADER_SOURCE_LENGTH
, &tmp
));
424 if (source_size
< tmp
)
426 HeapFree(GetProcessHeap(), 0, source
);
428 source
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, tmp
);
431 ERR("Failed to allocate %d bytes for shader source.\n", tmp
);
432 HeapFree(GetProcessHeap(), 0, shaders
);
438 FIXME("Shader %u:\n", shaders
[i
]);
439 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_SHADER_TYPE
, &tmp
));
440 FIXME(" GL_SHADER_TYPE: %s.\n", debug_gl_shader_type(tmp
));
441 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_COMPILE_STATUS
, &tmp
));
442 FIXME(" GL_COMPILE_STATUS: %d.\n", tmp
);
446 GL_EXTCALL(glGetShaderSource(shaders
[i
], source_size
, NULL
, source
));
447 while ((line
= get_info_log_line(&ptr
))) FIXME(" %.*s", (int)(ptr
- line
), line
);
451 HeapFree(GetProcessHeap(), 0, source
);
452 HeapFree(GetProcessHeap(), 0, shaders
);
455 /* Context activation is done by the caller. */
456 void shader_glsl_validate_link(const struct wined3d_gl_info
*gl_info
, GLuint program
)
460 if (!TRACE_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
463 GL_EXTCALL(glGetProgramiv(program
, GL_LINK_STATUS
, &tmp
));
466 FIXME("Program %u link status invalid.\n", program
);
467 shader_glsl_dump_program_source(gl_info
, program
);
470 print_glsl_info_log(gl_info
, program
, TRUE
);
473 /* Context activation is done by the caller. */
474 static void shader_glsl_load_samplers(const struct wined3d_gl_info
*gl_info
,
475 struct shader_glsl_priv
*priv
, const DWORD
*tex_unit_map
, GLuint program_id
)
477 unsigned int mapped_unit
;
478 struct wined3d_string_buffer
*sampler_name
= string_buffer_get(&priv
->string_buffers
);
485 enum wined3d_shader_type type
;
486 unsigned int base_idx
;
491 {WINED3D_SHADER_TYPE_PIXEL
, 0, MAX_FRAGMENT_SAMPLERS
},
492 {WINED3D_SHADER_TYPE_VERTEX
, MAX_FRAGMENT_SAMPLERS
, MAX_VERTEX_SAMPLERS
},
495 for (i
= 0; i
< ARRAY_SIZE(sampler_info
); ++i
)
497 prefix
= shader_glsl_get_prefix(sampler_info
[i
].type
);
499 for (j
= 0; j
< sampler_info
[i
].count
; ++j
)
501 string_buffer_sprintf(sampler_name
, "%s_sampler%u", prefix
, j
);
502 name_loc
= GL_EXTCALL(glGetUniformLocation(program_id
, sampler_name
->buffer
));
506 mapped_unit
= tex_unit_map
[sampler_info
[i
].base_idx
+ j
];
507 if (mapped_unit
== WINED3D_UNMAPPED_STAGE
|| mapped_unit
>= gl_info
->limits
.combined_samplers
)
509 ERR("Trying to load sampler %s on unsupported unit %u.\n", sampler_name
->buffer
, mapped_unit
);
513 TRACE("Loading sampler %s on unit %u.\n", sampler_name
->buffer
, mapped_unit
);
514 GL_EXTCALL(glUniform1i(name_loc
, mapped_unit
));
517 checkGLcall("glUniform1i");
518 string_buffer_release(&priv
->string_buffers
, sampler_name
);
521 /* Context activation is done by the caller. */
522 static inline void walk_constant_heap(const struct wined3d_gl_info
*gl_info
, const float *constants
,
523 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
525 unsigned int start
= ~0U, end
= 0;
527 unsigned int heap_idx
= 1;
530 if (heap
->entries
[heap_idx
].version
<= version
) return;
532 idx
= heap
->entries
[heap_idx
].idx
;
533 if (constant_locations
[idx
] != -1)
535 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
537 while (stack_idx
>= 0)
539 /* Note that we fall through to the next case statement. */
540 switch(stack
[stack_idx
])
542 case HEAP_NODE_TRAVERSE_LEFT
:
544 unsigned int left_idx
= heap_idx
<< 1;
545 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
548 idx
= heap
->entries
[heap_idx
].idx
;
549 if (constant_locations
[idx
] != -1)
557 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
558 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
563 case HEAP_NODE_TRAVERSE_RIGHT
:
565 unsigned int right_idx
= (heap_idx
<< 1) + 1;
566 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
568 heap_idx
= right_idx
;
569 idx
= heap
->entries
[heap_idx
].idx
;
570 if (constant_locations
[idx
] != -1)
578 stack
[stack_idx
++] = HEAP_NODE_POP
;
579 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
591 GL_EXTCALL(glUniform4fv(constant_locations
[start
], end
- start
+ 1, &constants
[start
* 4]));
592 checkGLcall("walk_constant_heap()");
595 /* Context activation is done by the caller. */
596 static inline void apply_clamped_constant(const struct wined3d_gl_info
*gl_info
, GLint location
, const GLfloat
*data
)
598 GLfloat clamped_constant
[4];
600 if (location
== -1) return;
602 clamped_constant
[0] = data
[0] < -1.0f
? -1.0f
: data
[0] > 1.0f
? 1.0f
: data
[0];
603 clamped_constant
[1] = data
[1] < -1.0f
? -1.0f
: data
[1] > 1.0f
? 1.0f
: data
[1];
604 clamped_constant
[2] = data
[2] < -1.0f
? -1.0f
: data
[2] > 1.0f
? 1.0f
: data
[2];
605 clamped_constant
[3] = data
[3] < -1.0f
? -1.0f
: data
[3] > 1.0f
? 1.0f
: data
[3];
607 GL_EXTCALL(glUniform4fv(location
, 1, clamped_constant
));
610 /* Context activation is done by the caller. */
611 static inline void walk_constant_heap_clamped(const struct wined3d_gl_info
*gl_info
, const float *constants
,
612 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
615 unsigned int heap_idx
= 1;
618 if (heap
->entries
[heap_idx
].version
<= version
) return;
620 idx
= heap
->entries
[heap_idx
].idx
;
621 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
622 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
624 while (stack_idx
>= 0)
626 /* Note that we fall through to the next case statement. */
627 switch(stack
[stack_idx
])
629 case HEAP_NODE_TRAVERSE_LEFT
:
631 unsigned int left_idx
= heap_idx
<< 1;
632 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
635 idx
= heap
->entries
[heap_idx
].idx
;
636 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
638 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
639 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
644 case HEAP_NODE_TRAVERSE_RIGHT
:
646 unsigned int right_idx
= (heap_idx
<< 1) + 1;
647 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
649 heap_idx
= right_idx
;
650 idx
= heap
->entries
[heap_idx
].idx
;
651 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
653 stack
[stack_idx
++] = HEAP_NODE_POP
;
654 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
665 checkGLcall("walk_constant_heap_clamped()");
668 /* Context activation is done by the caller. */
669 static void shader_glsl_load_constantsF(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
670 const float *constants
, const GLint
*constant_locations
, const struct constant_heap
*heap
,
671 unsigned char *stack
, UINT version
)
673 const struct wined3d_shader_lconst
*lconst
;
675 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
676 if (shader
->reg_maps
.shader_version
.major
== 1
677 && shader
->reg_maps
.shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
678 walk_constant_heap_clamped(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
680 walk_constant_heap(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
682 if (!shader
->load_local_constsF
)
684 TRACE("No need to load local float constants for this shader\n");
688 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
689 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
691 GL_EXTCALL(glUniform4fv(constant_locations
[lconst
->idx
], 1, (const GLfloat
*)lconst
->value
));
693 checkGLcall("glUniform4fv()");
696 /* Context activation is done by the caller. */
697 static void shader_glsl_load_constantsI(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
698 const GLint locations
[MAX_CONST_I
], const int *constants
, WORD constants_set
)
703 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
705 if (!(constants_set
& 1)) continue;
707 /* We found this uniform name in the program - go ahead and send the data */
708 GL_EXTCALL(glUniform4iv(locations
[i
], 1, &constants
[i
* 4]));
711 /* Load immediate constants */
712 ptr
= list_head(&shader
->constantsI
);
715 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
716 unsigned int idx
= lconst
->idx
;
717 const GLint
*values
= (const GLint
*)lconst
->value
;
719 /* We found this uniform name in the program - go ahead and send the data */
720 GL_EXTCALL(glUniform4iv(locations
[idx
], 1, values
));
721 ptr
= list_next(&shader
->constantsI
, ptr
);
723 checkGLcall("glUniform4iv()");
726 /* Context activation is done by the caller. */
727 static void shader_glsl_load_constantsB(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
728 const GLint locations
[MAX_CONST_B
], const BOOL
*constants
, WORD constants_set
)
733 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
735 if (!(constants_set
& 1)) continue;
737 GL_EXTCALL(glUniform1iv(locations
[i
], 1, &constants
[i
]));
740 /* Load immediate constants */
741 ptr
= list_head(&shader
->constantsB
);
744 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
745 unsigned int idx
= lconst
->idx
;
746 const GLint
*values
= (const GLint
*)lconst
->value
;
748 GL_EXTCALL(glUniform1iv(locations
[idx
], 1, values
));
749 ptr
= list_next(&shader
->constantsB
, ptr
);
751 checkGLcall("glUniform1iv()");
754 static void reset_program_constant_version(struct wine_rb_entry
*entry
, void *context
)
756 WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
)->constant_version
= 0;
759 /* Context activation is done by the caller (state handler). */
760 static void shader_glsl_load_np2fixup_constants(const struct glsl_ps_program
*ps
,
761 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
763 GLfloat np2fixup_constants
[4 * MAX_FRAGMENT_SAMPLERS
];
764 UINT fixup
= ps
->np2_fixup_info
->active
;
767 for (i
= 0; fixup
; fixup
>>= 1, ++i
)
769 const struct wined3d_texture
*tex
= state
->textures
[i
];
770 unsigned char idx
= ps
->np2_fixup_info
->idx
[i
];
771 GLfloat
*tex_dim
= &np2fixup_constants
[(idx
>> 1) * 4];
775 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
781 tex_dim
[2] = tex
->pow2_matrix
[0];
782 tex_dim
[3] = tex
->pow2_matrix
[5];
786 tex_dim
[0] = tex
->pow2_matrix
[0];
787 tex_dim
[1] = tex
->pow2_matrix
[5];
791 GL_EXTCALL(glUniform4fv(ps
->np2_fixup_location
, ps
->np2_fixup_info
->num_consts
, np2fixup_constants
));
794 /* Taken and adapted from Mesa. */
795 static BOOL
invert_matrix_3d(struct wined3d_matrix
*out
, const struct wined3d_matrix
*in
)
797 float pos
, neg
, t
, det
;
798 struct wined3d_matrix temp
;
800 /* Calculate the determinant of upper left 3x3 submatrix and
801 * determine if the matrix is singular. */
803 t
= in
->_11
* in
->_22
* in
->_33
;
809 t
= in
->_21
* in
->_32
* in
->_13
;
814 t
= in
->_31
* in
->_12
* in
->_23
;
820 t
= -in
->_31
* in
->_22
* in
->_13
;
825 t
= -in
->_21
* in
->_12
* in
->_33
;
831 t
= -in
->_11
* in
->_32
* in
->_23
;
839 if (fabsf(det
) < 1e-25f
)
843 temp
._11
= (in
->_22
* in
->_33
- in
->_32
* in
->_23
) * det
;
844 temp
._12
= -(in
->_12
* in
->_33
- in
->_32
* in
->_13
) * det
;
845 temp
._13
= (in
->_12
* in
->_23
- in
->_22
* in
->_13
) * det
;
846 temp
._21
= -(in
->_21
* in
->_33
- in
->_31
* in
->_23
) * det
;
847 temp
._22
= (in
->_11
* in
->_33
- in
->_31
* in
->_13
) * det
;
848 temp
._23
= -(in
->_11
* in
->_23
- in
->_21
* in
->_13
) * det
;
849 temp
._31
= (in
->_21
* in
->_32
- in
->_31
* in
->_22
) * det
;
850 temp
._32
= -(in
->_11
* in
->_32
- in
->_31
* in
->_12
) * det
;
851 temp
._33
= (in
->_11
* in
->_22
- in
->_21
* in
->_12
) * det
;
857 static void swap_rows(float **a
, float **b
)
865 static BOOL
invert_matrix(struct wined3d_matrix
*out
, struct wined3d_matrix
*m
)
868 float m0
, m1
, m2
, m3
, s
;
869 float *r0
, *r1
, *r2
, *r3
;
881 r0
[5] = r0
[6] = r0
[7] = 0.0f
;
888 r1
[4] = r1
[6] = r1
[7] = 0.0f
;
895 r2
[4] = r2
[5] = r2
[7] = 0.0f
;
902 r3
[4] = r3
[5] = r3
[6] = 0.0f
;
904 /* Choose pivot - or die. */
905 if (fabsf(r3
[0]) > fabsf(r2
[0]))
907 if (fabsf(r2
[0]) > fabsf(r1
[0]))
909 if (fabsf(r1
[0]) > fabsf(r0
[0]))
914 /* Eliminate first variable. */
915 m1
= r1
[0] / r0
[0]; m2
= r2
[0] / r0
[0]; m3
= r3
[0] / r0
[0];
916 s
= r0
[1]; r1
[1] -= m1
* s
; r2
[1] -= m2
* s
; r3
[1] -= m3
* s
;
917 s
= r0
[2]; r1
[2] -= m1
* s
; r2
[2] -= m2
* s
; r3
[2] -= m3
* s
;
918 s
= r0
[3]; r1
[3] -= m1
* s
; r2
[3] -= m2
* s
; r3
[3] -= m3
* s
;
948 /* Choose pivot - or die. */
949 if (fabsf(r3
[1]) > fabsf(r2
[1]))
951 if (fabsf(r2
[1]) > fabsf(r1
[1]))
956 /* Eliminate second variable. */
957 m2
= r2
[1] / r1
[1]; m3
= r3
[1] / r1
[1];
958 r2
[2] -= m2
* r1
[2]; r3
[2] -= m3
* r1
[2];
959 r2
[3] -= m2
* r1
[3]; r3
[3] -= m3
* r1
[3];
985 /* Choose pivot - or die. */
986 if (fabsf(r3
[2]) > fabsf(r2
[2]))
991 /* Eliminate third variable. */
1003 /* Back substitute row 3. */
1010 /* Back substitute row 2. */
1013 r2
[4] = s
* (r2
[4] - r3
[4] * m2
);
1014 r2
[5] = s
* (r2
[5] - r3
[5] * m2
);
1015 r2
[6] = s
* (r2
[6] - r3
[6] * m2
);
1016 r2
[7] = s
* (r2
[7] - r3
[7] * m2
);
1018 r1
[4] -= r3
[4] * m1
;
1019 r1
[5] -= r3
[5] * m1
;
1020 r1
[6] -= r3
[6] * m1
;
1021 r1
[7] -= r3
[7] * m1
;
1023 r0
[4] -= r3
[4] * m0
;
1024 r0
[5] -= r3
[5] * m0
;
1025 r0
[6] -= r3
[6] * m0
;
1026 r0
[7] -= r3
[7] * m0
;
1028 /* Back substitute row 1. */
1031 r1
[4] = s
* (r1
[4] - r2
[4] * m1
);
1032 r1
[5] = s
* (r1
[5] - r2
[5] * m1
);
1033 r1
[6] = s
* (r1
[6] - r2
[6] * m1
);
1034 r1
[7] = s
* (r1
[7] - r2
[7] * m1
);
1036 r0
[4] -= r2
[4] * m0
;
1037 r0
[5] -= r2
[5] * m0
;
1038 r0
[6] -= r2
[6] * m0
;
1039 r0
[7] -= r2
[7] * m0
;
1041 /* Back substitute row 0. */
1044 r0
[4] = s
* (r0
[4] - r1
[4] * m0
);
1045 r0
[5] = s
* (r0
[5] - r1
[5] * m0
);
1046 r0
[6] = s
* (r0
[6] - r1
[6] * m0
);
1047 r0
[7] = s
* (r0
[7] - r1
[7] * m0
);
1069 static void shader_glsl_ffp_vertex_normalmatrix_uniform(const struct wined3d_context
*context
,
1070 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1072 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1074 struct wined3d_matrix mv
;
1077 if (prog
->vs
.normal_matrix_location
== -1)
1080 get_modelview_matrix(context
, state
, 0, &mv
);
1081 if (context
->swapchain
->device
->wined3d
->flags
& WINED3D_LEGACY_FFP_LIGHTING
)
1082 invert_matrix_3d(&mv
, &mv
);
1084 invert_matrix(&mv
, &mv
);
1085 /* Tests show that singular modelview matrices are used unchanged as normal
1086 * matrices on D3D3 and older. There seems to be no clearly consistent
1087 * behavior on newer D3D versions so always follow older ddraw behavior. */
1088 for (i
= 0; i
< 3; ++i
)
1089 for (j
= 0; j
< 3; ++j
)
1090 mat
[i
* 3 + j
] = (&mv
._11
)[j
* 4 + i
];
1092 GL_EXTCALL(glUniformMatrix3fv(prog
->vs
.normal_matrix_location
, 1, FALSE
, mat
));
1093 checkGLcall("glUniformMatrix3fv");
1096 static void shader_glsl_ffp_vertex_texmatrix_uniform(const struct wined3d_context
*context
,
1097 const struct wined3d_state
*state
, unsigned int tex
, struct glsl_shader_prog_link
*prog
)
1099 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1100 struct wined3d_matrix mat
;
1102 if (tex
>= MAX_TEXTURES
)
1104 if (prog
->vs
.texture_matrix_location
[tex
] == -1)
1107 get_texture_matrix(context
, state
, tex
, &mat
);
1108 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.texture_matrix_location
[tex
], 1, FALSE
, &mat
._11
));
1109 checkGLcall("glUniformMatrix4fv");
1112 static void shader_glsl_ffp_vertex_material_uniform(const struct wined3d_context
*context
,
1113 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1115 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1117 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
1119 GL_EXTCALL(glUniform4fv(prog
->vs
.material_specular_location
, 1, &state
->material
.specular
.r
));
1120 GL_EXTCALL(glUniform1f(prog
->vs
.material_shininess_location
, state
->material
.power
));
1124 static const float black
[] = {0.0f
, 0.0f
, 0.0f
, 0.0f
};
1126 GL_EXTCALL(glUniform4fv(prog
->vs
.material_specular_location
, 1, black
));
1128 GL_EXTCALL(glUniform4fv(prog
->vs
.material_ambient_location
, 1, &state
->material
.ambient
.r
));
1129 GL_EXTCALL(glUniform4fv(prog
->vs
.material_diffuse_location
, 1, &state
->material
.diffuse
.r
));
1130 GL_EXTCALL(glUniform4fv(prog
->vs
.material_emissive_location
, 1, &state
->material
.emissive
.r
));
1131 checkGLcall("setting FFP material uniforms");
1134 static void shader_glsl_ffp_vertex_lightambient_uniform(const struct wined3d_context
*context
,
1135 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1137 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1140 D3DCOLORTOGLFLOAT4(state
->render_states
[WINED3D_RS_AMBIENT
], col
);
1141 GL_EXTCALL(glUniform3fv(prog
->vs
.light_ambient_location
, 1, col
));
1142 checkGLcall("glUniform3fv");
1145 static void multiply_vector_matrix(struct wined3d_vec4
*dest
, const struct wined3d_vec4
*src1
,
1146 const struct wined3d_matrix
*src2
)
1148 struct wined3d_vec4 temp
;
1150 temp
.x
= (src1
->x
* src2
->_11
) + (src1
->y
* src2
->_21
) + (src1
->z
* src2
->_31
) + (src1
->w
* src2
->_41
);
1151 temp
.y
= (src1
->x
* src2
->_12
) + (src1
->y
* src2
->_22
) + (src1
->z
* src2
->_32
) + (src1
->w
* src2
->_42
);
1152 temp
.z
= (src1
->x
* src2
->_13
) + (src1
->y
* src2
->_23
) + (src1
->z
* src2
->_33
) + (src1
->w
* src2
->_43
);
1153 temp
.w
= (src1
->x
* src2
->_14
) + (src1
->y
* src2
->_24
) + (src1
->z
* src2
->_34
) + (src1
->w
* src2
->_44
);
1158 static void shader_glsl_ffp_vertex_light_uniform(const struct wined3d_context
*context
,
1159 const struct wined3d_state
*state
, unsigned int light
, struct glsl_shader_prog_link
*prog
)
1161 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1162 const struct wined3d_light_info
*light_info
= state
->lights
[light
];
1163 struct wined3d_vec4 vec4
;
1164 const struct wined3d_matrix
*view
= &state
->transforms
[WINED3D_TS_VIEW
];
1169 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].diffuse
, 1, &light_info
->OriginalParms
.diffuse
.r
));
1170 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].specular
, 1, &light_info
->OriginalParms
.specular
.r
));
1171 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].ambient
, 1, &light_info
->OriginalParms
.ambient
.r
));
1173 switch (light_info
->OriginalParms
.type
)
1175 case WINED3D_LIGHT_POINT
:
1176 multiply_vector_matrix(&vec4
, &light_info
->position
, view
);
1177 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1178 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].range
, light_info
->OriginalParms
.range
));
1179 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].c_att
, light_info
->OriginalParms
.attenuation0
));
1180 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].l_att
, light_info
->OriginalParms
.attenuation1
));
1181 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].q_att
, light_info
->OriginalParms
.attenuation2
));
1184 case WINED3D_LIGHT_SPOT
:
1185 multiply_vector_matrix(&vec4
, &light_info
->position
, view
);
1186 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1188 multiply_vector_matrix(&vec4
, &light_info
->direction
, view
);
1189 GL_EXTCALL(glUniform3fv(prog
->vs
.light_location
[light
].direction
, 1, &vec4
.x
));
1191 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].range
, light_info
->OriginalParms
.range
));
1192 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].falloff
, light_info
->OriginalParms
.falloff
));
1193 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].c_att
, light_info
->OriginalParms
.attenuation0
));
1194 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].l_att
, light_info
->OriginalParms
.attenuation1
));
1195 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].q_att
, light_info
->OriginalParms
.attenuation2
));
1196 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].cos_htheta
, cosf(light_info
->OriginalParms
.theta
/ 2.0f
)));
1197 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].cos_hphi
, cosf(light_info
->OriginalParms
.phi
/ 2.0f
)));
1200 case WINED3D_LIGHT_DIRECTIONAL
:
1201 multiply_vector_matrix(&vec4
, &light_info
->direction
, view
);
1202 GL_EXTCALL(glUniform3fv(prog
->vs
.light_location
[light
].direction
, 1, &vec4
.x
));
1205 case WINED3D_LIGHT_PARALLELPOINT
:
1206 multiply_vector_matrix(&vec4
, &light_info
->position
, view
);
1207 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1211 FIXME("Unrecognized light type %#x.\n", light_info
->OriginalParms
.type
);
1213 checkGLcall("setting FFP lights uniforms");
1216 static void shader_glsl_pointsize_uniform(const struct wined3d_context
*context
,
1217 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1219 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1223 get_pointsize_minmax(context
, state
, &min
, &max
);
1225 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_min_location
, min
));
1226 checkGLcall("glUniform1f");
1227 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_max_location
, max
));
1228 checkGLcall("glUniform1f");
1230 get_pointsize(context
, state
, &size
, att
);
1232 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_location
, size
));
1233 checkGLcall("glUniform1f");
1234 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_c_att_location
, att
[0]));
1235 checkGLcall("glUniform1f");
1236 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_l_att_location
, att
[1]));
1237 checkGLcall("glUniform1f");
1238 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_q_att_location
, att
[2]));
1239 checkGLcall("glUniform1f");
1242 static void shader_glsl_load_fog_uniform(const struct wined3d_context
*context
,
1243 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1245 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1246 float start
, end
, scale
;
1254 D3DCOLORTOGLFLOAT4(state
->render_states
[WINED3D_RS_FOGCOLOR
], col
);
1255 GL_EXTCALL(glUniform4fv(prog
->ps
.fog_color_location
, 1, col
));
1256 tmpvalue
.d
= state
->render_states
[WINED3D_RS_FOGDENSITY
];
1257 GL_EXTCALL(glUniform1f(prog
->ps
.fog_density_location
, tmpvalue
.f
));
1258 get_fog_start_end(context
, state
, &start
, &end
);
1259 scale
= 1.0f
/ (end
- start
);
1260 GL_EXTCALL(glUniform1f(prog
->ps
.fog_end_location
, end
));
1261 GL_EXTCALL(glUniform1f(prog
->ps
.fog_scale_location
, scale
));
1262 checkGLcall("fog emulation uniforms");
1265 /* Context activation is done by the caller (state handler). */
1266 static void shader_glsl_load_color_key_constant(const struct glsl_ps_program
*ps
,
1267 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
1269 struct wined3d_color float_key
[2];
1270 const struct wined3d_texture
*texture
= state
->textures
[0];
1272 wined3d_format_get_float_color_key(texture
->resource
.format
, &texture
->async
.src_blt_color_key
, float_key
);
1273 GL_EXTCALL(glUniform4fv(ps
->color_key_location
, 2, &float_key
[0].r
));
1276 /* Context activation is done by the caller (state handler). */
1277 static void shader_glsl_load_constants(void *shader_priv
, struct wined3d_context
*context
,
1278 const struct wined3d_state
*state
)
1280 const struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
1281 const struct wined3d_shader
*vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
1282 const struct wined3d_shader
*pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
1283 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1284 struct shader_glsl_priv
*priv
= shader_priv
;
1285 float position_fixup
[4];
1286 DWORD update_mask
= 0;
1288 struct glsl_shader_prog_link
*prog
= ctx_data
->glsl_program
;
1289 UINT constant_version
;
1293 /* No GLSL program set - nothing to do. */
1296 constant_version
= prog
->constant_version
;
1297 update_mask
= context
->constant_update_mask
& prog
->constant_update_mask
;
1299 if (update_mask
& WINED3D_SHADER_CONST_VS_F
)
1300 shader_glsl_load_constantsF(vshader
, gl_info
, state
->vs_consts_f
,
1301 prog
->vs
.uniform_f_locations
, &priv
->vconst_heap
, priv
->stack
, constant_version
);
1303 if (update_mask
& WINED3D_SHADER_CONST_VS_I
)
1304 shader_glsl_load_constantsI(vshader
, gl_info
, prog
->vs
.uniform_i_locations
, state
->vs_consts_i
,
1305 vshader
->reg_maps
.integer_constants
);
1307 if (update_mask
& WINED3D_SHADER_CONST_VS_B
)
1308 shader_glsl_load_constantsB(vshader
, gl_info
, prog
->vs
.uniform_b_locations
, state
->vs_consts_b
,
1309 vshader
->reg_maps
.boolean_constants
);
1311 if (update_mask
& WINED3D_SHADER_CONST_VS_POINTSIZE
)
1312 shader_glsl_pointsize_uniform(context
, state
, prog
);
1314 if (update_mask
& WINED3D_SHADER_CONST_VS_POS_FIXUP
)
1316 shader_get_position_fixup(context
, state
, position_fixup
);
1317 GL_EXTCALL(glUniform4fv(prog
->vs
.pos_fixup_location
, 1, position_fixup
));
1318 checkGLcall("glUniform4fv");
1321 if (update_mask
& WINED3D_SHADER_CONST_FFP_MODELVIEW
)
1323 struct wined3d_matrix mat
;
1325 get_modelview_matrix(context
, state
, 0, &mat
);
1326 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.modelview_matrix_location
[0], 1, FALSE
, &mat
._11
));
1327 checkGLcall("glUniformMatrix4fv");
1329 shader_glsl_ffp_vertex_normalmatrix_uniform(context
, state
, prog
);
1332 if (update_mask
& WINED3D_SHADER_CONST_FFP_VERTEXBLEND
)
1334 struct wined3d_matrix mat
;
1336 for (i
= 1; i
< MAX_VERTEX_BLENDS
; ++i
)
1338 if (prog
->vs
.modelview_matrix_location
[i
] == -1)
1341 get_modelview_matrix(context
, state
, i
, &mat
);
1342 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.modelview_matrix_location
[i
], 1, FALSE
, &mat
._11
));
1343 checkGLcall("glUniformMatrix4fv");
1347 if (update_mask
& WINED3D_SHADER_CONST_FFP_PROJ
)
1349 struct wined3d_matrix projection
;
1351 get_projection_matrix(context
, state
, &projection
);
1352 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.projection_matrix_location
, 1, FALSE
, &projection
._11
));
1353 checkGLcall("glUniformMatrix4fv");
1356 if (update_mask
& WINED3D_SHADER_CONST_FFP_TEXMATRIX
)
1358 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1359 shader_glsl_ffp_vertex_texmatrix_uniform(context
, state
, i
, prog
);
1362 if (update_mask
& WINED3D_SHADER_CONST_FFP_MATERIAL
)
1363 shader_glsl_ffp_vertex_material_uniform(context
, state
, prog
);
1365 if (update_mask
& WINED3D_SHADER_CONST_FFP_LIGHTS
)
1367 shader_glsl_ffp_vertex_lightambient_uniform(context
, state
, prog
);
1368 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
1369 shader_glsl_ffp_vertex_light_uniform(context
, state
, i
, prog
);
1372 if (update_mask
& WINED3D_SHADER_CONST_PS_F
)
1373 shader_glsl_load_constantsF(pshader
, gl_info
, state
->ps_consts_f
,
1374 prog
->ps
.uniform_f_locations
, &priv
->pconst_heap
, priv
->stack
, constant_version
);
1376 if (update_mask
& WINED3D_SHADER_CONST_PS_I
)
1377 shader_glsl_load_constantsI(pshader
, gl_info
, prog
->ps
.uniform_i_locations
, state
->ps_consts_i
,
1378 pshader
->reg_maps
.integer_constants
);
1380 if (update_mask
& WINED3D_SHADER_CONST_PS_B
)
1381 shader_glsl_load_constantsB(pshader
, gl_info
, prog
->ps
.uniform_b_locations
, state
->ps_consts_b
,
1382 pshader
->reg_maps
.boolean_constants
);
1384 if (update_mask
& WINED3D_SHADER_CONST_PS_BUMP_ENV
)
1386 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1388 if (prog
->ps
.bumpenv_mat_location
[i
] == -1)
1391 GL_EXTCALL(glUniformMatrix2fv(prog
->ps
.bumpenv_mat_location
[i
], 1, 0,
1392 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_MAT00
]));
1394 if (prog
->ps
.bumpenv_lum_scale_location
[i
] != -1)
1396 GL_EXTCALL(glUniform1fv(prog
->ps
.bumpenv_lum_scale_location
[i
], 1,
1397 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LSCALE
]));
1398 GL_EXTCALL(glUniform1fv(prog
->ps
.bumpenv_lum_offset_location
[i
], 1,
1399 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LOFFSET
]));
1403 checkGLcall("bump env uniforms");
1406 if (update_mask
& WINED3D_SHADER_CONST_PS_Y_CORR
)
1408 float correction_params
[] =
1410 /* position is window relative, not viewport relative */
1411 context
->render_offscreen
? 0.0f
: (float)context
->current_rt
->resource
.height
,
1412 context
->render_offscreen
? 1.0f
: -1.0f
,
1417 GL_EXTCALL(glUniform4fv(prog
->ps
.ycorrection_location
, 1, correction_params
));
1420 if (update_mask
& WINED3D_SHADER_CONST_PS_NP2_FIXUP
)
1421 shader_glsl_load_np2fixup_constants(&prog
->ps
, gl_info
, state
);
1422 if (update_mask
& WINED3D_SHADER_CONST_FFP_COLOR_KEY
)
1423 shader_glsl_load_color_key_constant(&prog
->ps
, gl_info
, state
);
1425 if (update_mask
& WINED3D_SHADER_CONST_FFP_PS
)
1429 if (prog
->ps
.tex_factor_location
!= -1)
1431 D3DCOLORTOGLFLOAT4(state
->render_states
[WINED3D_RS_TEXTUREFACTOR
], col
);
1432 GL_EXTCALL(glUniform4fv(prog
->ps
.tex_factor_location
, 1, col
));
1435 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
1436 GL_EXTCALL(glUniform4f(prog
->ps
.specular_enable_location
, 1.0f
, 1.0f
, 1.0f
, 0.0f
));
1438 GL_EXTCALL(glUniform4f(prog
->ps
.specular_enable_location
, 0.0f
, 0.0f
, 0.0f
, 0.0f
));
1440 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1442 if (prog
->ps
.tss_constant_location
[i
] == -1)
1445 D3DCOLORTOGLFLOAT4(state
->texture_states
[i
][WINED3D_TSS_CONSTANT
], col
);
1446 GL_EXTCALL(glUniform4fv(prog
->ps
.tss_constant_location
[i
], 1, col
));
1449 checkGLcall("fixed function uniforms");
1452 if (update_mask
& WINED3D_SHADER_CONST_PS_FOG
)
1453 shader_glsl_load_fog_uniform(context
, state
, prog
);
1455 if (priv
->next_constant_version
== UINT_MAX
)
1457 TRACE("Max constant version reached, resetting to 0.\n");
1458 wine_rb_for_each_entry(&priv
->program_lookup
, reset_program_constant_version
, NULL
);
1459 priv
->next_constant_version
= 1;
1463 prog
->constant_version
= priv
->next_constant_version
++;
1467 static void update_heap_entry(struct constant_heap
*heap
, unsigned int idx
, DWORD new_version
)
1469 struct constant_entry
*entries
= heap
->entries
;
1470 unsigned int *positions
= heap
->positions
;
1471 unsigned int heap_idx
, parent_idx
;
1473 if (!heap
->contained
[idx
])
1475 heap_idx
= heap
->size
++;
1476 heap
->contained
[idx
] = TRUE
;
1480 heap_idx
= positions
[idx
];
1483 while (heap_idx
> 1)
1485 parent_idx
= heap_idx
>> 1;
1487 if (new_version
<= entries
[parent_idx
].version
) break;
1489 entries
[heap_idx
] = entries
[parent_idx
];
1490 positions
[entries
[parent_idx
].idx
] = heap_idx
;
1491 heap_idx
= parent_idx
;
1494 entries
[heap_idx
].version
= new_version
;
1495 entries
[heap_idx
].idx
= idx
;
1496 positions
[idx
] = heap_idx
;
1499 static void shader_glsl_update_float_vertex_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
1501 struct shader_glsl_priv
*priv
= device
->shader_priv
;
1502 struct constant_heap
*heap
= &priv
->vconst_heap
;
1505 for (i
= start
; i
< count
+ start
; ++i
)
1507 update_heap_entry(heap
, i
, priv
->next_constant_version
);
1510 for (i
= 0; i
< device
->context_count
; ++i
)
1512 device
->contexts
[i
]->constant_update_mask
|= WINED3D_SHADER_CONST_VS_F
;
1516 static void shader_glsl_update_float_pixel_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
1518 struct shader_glsl_priv
*priv
= device
->shader_priv
;
1519 struct constant_heap
*heap
= &priv
->pconst_heap
;
1522 for (i
= start
; i
< count
+ start
; ++i
)
1524 update_heap_entry(heap
, i
, priv
->next_constant_version
);
1527 for (i
= 0; i
< device
->context_count
; ++i
)
1529 device
->contexts
[i
]->constant_update_mask
|= WINED3D_SHADER_CONST_PS_F
;
1533 static unsigned int vec4_varyings(DWORD shader_major
, const struct wined3d_gl_info
*gl_info
)
1535 unsigned int ret
= gl_info
->limits
.glsl_varyings
/ 4;
1536 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
1537 if(shader_major
> 3) return ret
;
1539 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
1540 if (gl_info
->quirks
& WINED3D_QUIRK_GLSL_CLIP_VARYING
) ret
-= 1;
1544 static BOOL
needs_legacy_glsl_syntax(const struct wined3d_gl_info
*gl_info
)
1546 return gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
1549 static void PRINTF_ATTR(4, 5) declare_in_varying(const struct wined3d_gl_info
*gl_info
,
1550 struct wined3d_string_buffer
*buffer
, BOOL flat
, const char *format
, ...)
1555 shader_addline(buffer
, "%s%s ", flat
? "flat " : "",
1556 needs_legacy_glsl_syntax(gl_info
) ? "varying" : "in");
1559 va_start(args
, format
);
1560 ret
= shader_vaddline(buffer
, format
, args
);
1564 if (!string_buffer_resize(buffer
, ret
))
1569 static void PRINTF_ATTR(4, 5) declare_out_varying(const struct wined3d_gl_info
*gl_info
,
1570 struct wined3d_string_buffer
*buffer
, BOOL flat
, const char *format
, ...)
1575 shader_addline(buffer
, "%s%s ", flat
? "flat " : "",
1576 needs_legacy_glsl_syntax(gl_info
) ? "varying" : "out");
1579 va_start(args
, format
);
1580 ret
= shader_vaddline(buffer
, format
, args
);
1584 if (!string_buffer_resize(buffer
, ret
))
1589 static BOOL
glsl_is_color_reg_read(const struct wined3d_shader
*shader
, unsigned int idx
)
1591 const struct wined3d_shader_signature
*input_signature
= &shader
->input_signature
;
1592 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
1593 const BOOL
*input_reg_used
= shader
->u
.ps
.input_reg_used
;
1596 if (reg_maps
->shader_version
.major
< 3)
1597 return input_reg_used
[idx
];
1599 for (i
= 0; i
< input_signature
->element_count
; ++i
)
1601 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
1603 if (!(reg_maps
->input_registers
& (1u << input
->register_idx
)))
1606 if (shader_match_semantic(input
->semantic_name
, WINED3D_DECL_USAGE_COLOR
)
1607 && input
->semantic_idx
== idx
)
1609 if (input_reg_used
[input
->register_idx
])
1618 /** Generate the variable & register declarations for the GLSL output target */
1619 static void shader_generate_glsl_declarations(const struct wined3d_context
*context
,
1620 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
1621 const struct wined3d_shader_reg_maps
*reg_maps
, const struct shader_glsl_ctx_priv
*ctx_priv
)
1623 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
1624 const struct wined3d_state
*state
= &shader
->device
->state
;
1625 const struct vs_compile_args
*vs_args
= ctx_priv
->cur_vs_args
;
1626 const struct ps_compile_args
*ps_args
= ctx_priv
->cur_ps_args
;
1627 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1628 const struct wined3d_fb_state
*fb
= &shader
->device
->fb
;
1629 unsigned int i
, extra_constants_needed
= 0;
1630 const struct wined3d_shader_lconst
*lconst
;
1634 prefix
= shader_glsl_get_prefix(version
->type
);
1636 /* Prototype the subroutines */
1637 for (i
= 0, map
= reg_maps
->labels
; map
; map
>>= 1, ++i
)
1639 if (map
& 1) shader_addline(buffer
, "void subroutine%u();\n", i
);
1642 /* Declare the constants (aka uniforms) */
1643 if (shader
->limits
->constant_float
> 0)
1645 unsigned max_constantsF
;
1647 /* Unless the shader uses indirect addressing, always declare the
1648 * maximum array size and ignore that we need some uniforms privately.
1649 * E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup
1650 * and immediate values, still declare VC[256]. If the shader needs
1651 * more uniforms than we have it won't work in any case. If it uses
1652 * less, the compiler will figure out which uniforms are really used
1653 * and strip them out. This allows a shader to use c255 on a dx9 card,
1654 * as long as it doesn't also use all the other constants.
1656 * If the shader uses indirect addressing the compiler must assume
1657 * that all declared uniforms are used. In this case, declare only the
1658 * amount that we're assured to have.
1660 * Thus we run into problems in these two cases:
1661 * 1) The shader really uses more uniforms than supported.
1662 * 2) The shader uses indirect addressing, less constants than
1663 * supported, but uses a constant index > #supported consts. */
1664 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
1666 /* No indirect addressing here. */
1667 max_constantsF
= gl_info
->limits
.glsl_ps_float_constants
;
1671 if (reg_maps
->usesrelconstF
)
1673 /* Subtract the other potential uniforms from the max
1674 * available (bools, ints, and 1 row of projection matrix).
1675 * Subtract another uniform for immediate values, which have
1676 * to be loaded via uniform by the driver as well. The shader
1677 * code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex
1678 * shader code, so one vec4 should be enough. (Unfortunately
1679 * the Nvidia driver doesn't store 128 and -128 in one float).
1681 * Writing gl_ClipVertex requires one uniform for each
1682 * clipplane as well. */
1683 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
- 3;
1684 if(ctx_priv
->cur_vs_args
->clip_enabled
)
1686 max_constantsF
-= gl_info
->limits
.clipplanes
;
1688 max_constantsF
-= count_bits(reg_maps
->integer_constants
);
1689 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
1690 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
1691 * for now take this into account when calculating the number of available constants
1693 max_constantsF
-= count_bits(reg_maps
->boolean_constants
);
1694 /* Set by driver quirks in directx.c */
1695 max_constantsF
-= gl_info
->reserved_glsl_constants
;
1697 if (max_constantsF
< shader
->limits
->constant_float
)
1699 static unsigned int once
;
1702 ERR_(winediag
)("The hardware does not support enough uniform components to run this shader,"
1703 " it may not render correctly.\n");
1705 WARN("The hardware does not support enough uniform components to run this shader.\n");
1710 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
;
1713 max_constantsF
= min(shader
->limits
->constant_float
, max_constantsF
);
1714 shader_addline(buffer
, "uniform vec4 %s_c[%u];\n", prefix
, max_constantsF
);
1717 /* Always declare the full set of constants, the compiler can remove the
1718 * unused ones because d3d doesn't (yet) support indirect int and bool
1719 * constant addressing. This avoids problems if the app uses e.g. i0 and i9. */
1720 if (shader
->limits
->constant_int
> 0 && reg_maps
->integer_constants
)
1721 shader_addline(buffer
, "uniform ivec4 %s_i[%u];\n", prefix
, shader
->limits
->constant_int
);
1723 if (shader
->limits
->constant_bool
> 0 && reg_maps
->boolean_constants
)
1724 shader_addline(buffer
, "uniform bool %s_b[%u];\n", prefix
, shader
->limits
->constant_bool
);
1726 for (i
= 0; i
< WINED3D_MAX_CBS
; ++i
)
1728 if (reg_maps
->cb_sizes
[i
])
1729 shader_addline(buffer
, "layout(std140) uniform block_%s_cb%u { vec4 %s_cb%u[%u]; };\n",
1730 prefix
, i
, prefix
, i
, reg_maps
->cb_sizes
[i
]);
1733 /* Declare texture samplers */
1734 for (i
= 0; i
< reg_maps
->sampler_map
.count
; ++i
)
1736 struct wined3d_shader_sampler_map_entry
*entry
;
1737 BOOL shadow_sampler
, tex_rect
;
1738 const char *sampler_type
;
1740 entry
= ®_maps
->sampler_map
.entries
[i
];
1742 if (entry
->resource_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
1744 ERR("Invalid resource index %u.\n", entry
->resource_idx
);
1748 shadow_sampler
= version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& (ps_args
->shadow
& (1u << entry
->sampler_idx
));
1749 switch (reg_maps
->resource_info
[entry
->resource_idx
].type
)
1751 case WINED3D_SHADER_RESOURCE_TEXTURE_1D
:
1753 sampler_type
= "sampler1DShadow";
1755 sampler_type
= "sampler1D";
1758 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
1759 tex_rect
= version
->type
== WINED3D_SHADER_TYPE_PIXEL
1760 && (ps_args
->np2_fixup
& (1u << entry
->resource_idx
))
1761 && gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
1765 sampler_type
= "sampler2DRectShadow";
1767 sampler_type
= "sampler2DShadow";
1772 sampler_type
= "sampler2DRect";
1774 sampler_type
= "sampler2D";
1778 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
1780 FIXME("Unsupported 3D shadow sampler.\n");
1781 sampler_type
= "sampler3D";
1784 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
1786 FIXME("Unsupported Cube shadow sampler.\n");
1787 sampler_type
= "samplerCube";
1791 sampler_type
= "unsupported_sampler";
1792 FIXME("Unhandled resource type %#x.\n", reg_maps
->resource_info
[i
].type
);
1795 shader_addline(buffer
, "uniform %s %s_sampler%u;\n", sampler_type
, prefix
, entry
->bind_idx
);
1798 /* Declare uniforms for NP2 texcoord fixup:
1799 * This is NOT done inside the loop that declares the texture samplers
1800 * since the NP2 fixup code is currently only used for the GeforceFX
1801 * series and when forcing the ARB_npot extension off. Modern cards just
1802 * skip the code anyway, so put it inside a separate loop. */
1803 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& ps_args
->np2_fixup
)
1805 struct ps_np2fixup_info
*fixup
= ctx_priv
->cur_np2fixup_info
;
1808 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
1809 * while D3D has them in the (normalized) [0,1]x[0,1] range.
1810 * samplerNP2Fixup stores texture dimensions and is updated through
1811 * shader_glsl_load_np2fixup_constants when the sampler changes. */
1813 for (i
= 0; i
< shader
->limits
->sampler
; ++i
)
1815 if (!reg_maps
->resource_info
[i
].type
|| !(ps_args
->np2_fixup
& (1u << i
)))
1818 if (reg_maps
->resource_info
[i
].type
!= WINED3D_SHADER_RESOURCE_TEXTURE_2D
)
1820 FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
1824 fixup
->idx
[i
] = cur
++;
1827 fixup
->num_consts
= (cur
+ 1) >> 1;
1828 fixup
->active
= ps_args
->np2_fixup
;
1829 shader_addline(buffer
, "uniform vec4 %s_samplerNP2Fixup[%u];\n", prefix
, fixup
->num_consts
);
1832 /* Declare address variables */
1833 for (i
= 0, map
= reg_maps
->address
; map
; map
>>= 1, ++i
)
1835 if (map
& 1) shader_addline(buffer
, "ivec4 A%u;\n", i
);
1838 if (version
->type
== WINED3D_SHADER_TYPE_VERTEX
)
1840 for (i
= 0; i
< shader
->input_signature
.element_count
; ++i
)
1842 const struct wined3d_shader_signature_element
*e
= &shader
->input_signature
.elements
[i
];
1843 if (e
->sysval_semantic
== WINED3D_SV_INSTANCEID
)
1844 shader_addline(buffer
, "vec4 %s_in%u = vec4(intBitsToFloat(gl_InstanceID), 0.0, 0.0, 0.0);\n",
1845 prefix
, e
->register_idx
);
1847 shader_addline(buffer
, "attribute vec4 %s_in%u;\n", prefix
, e
->register_idx
);
1850 if (vs_args
->point_size
&& !vs_args
->per_vertex_point_size
)
1852 shader_addline(buffer
, "uniform struct\n{\n");
1853 shader_addline(buffer
, " float size;\n");
1854 shader_addline(buffer
, " float size_min;\n");
1855 shader_addline(buffer
, " float size_max;\n");
1856 shader_addline(buffer
, "} ffp_point;\n");
1859 if (!gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] && version
->major
< 3)
1861 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_diffuse;\n");
1862 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_specular;\n");
1863 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
1864 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
1867 shader_addline(buffer
, "uniform vec4 posFixup;\n");
1868 shader_addline(buffer
, "void order_ps_input(in vec4[%u]);\n", shader
->limits
->packed_output
);
1870 else if (version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
1872 shader_addline(buffer
, "varying in vec4 gs_in[][%u];\n", shader
->limits
->packed_input
);
1874 else if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
1876 if (version
->major
< 3 || ps_args
->vp_mode
!= vertexshader
)
1878 shader_addline(buffer
, "uniform struct\n{\n");
1879 shader_addline(buffer
, " vec4 color;\n");
1880 shader_addline(buffer
, " float density;\n");
1881 shader_addline(buffer
, " float end;\n");
1882 shader_addline(buffer
, " float scale;\n");
1883 shader_addline(buffer
, "} ffp_fog;\n");
1885 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
1887 if (glsl_is_color_reg_read(shader
, 0))
1888 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
1889 if (glsl_is_color_reg_read(shader
, 1))
1890 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
1891 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
1892 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
1896 if (glsl_is_color_reg_read(shader
, 0))
1897 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_diffuse;\n");
1898 if (glsl_is_color_reg_read(shader
, 1))
1899 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_specular;\n");
1900 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
1901 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
1902 declare_in_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
1906 if (version
->major
>= 3)
1908 UINT in_count
= min(vec4_varyings(version
->major
, gl_info
), shader
->limits
->packed_input
);
1911 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 %s_link[%u];\n", prefix
, in_count
);
1912 shader_addline(buffer
, "vec4 %s_in[%u];\n", prefix
, in_count
);
1915 for (i
= 0, map
= reg_maps
->bumpmat
; map
; map
>>= 1, ++i
)
1920 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", i
);
1922 if (reg_maps
->luminanceparams
& (1u << i
))
1924 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", i
);
1925 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", i
);
1926 extra_constants_needed
++;
1929 extra_constants_needed
++;
1932 if (ps_args
->srgb_correction
)
1934 shader_addline(buffer
, "const vec4 srgb_const0 = ");
1935 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const0
);
1936 shader_addline(buffer
, ";\n");
1937 shader_addline(buffer
, "const vec4 srgb_const1 = ");
1938 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const1
);
1939 shader_addline(buffer
, ";\n");
1941 if (reg_maps
->vpos
|| reg_maps
->usesdsy
)
1943 if (shader
->limits
->constant_float
+ extra_constants_needed
1944 + 1 < gl_info
->limits
.glsl_ps_float_constants
)
1946 shader_addline(buffer
, "uniform vec4 ycorrection;\n");
1947 extra_constants_needed
++;
1951 float ycorrection
[] =
1953 context
->render_offscreen
? 0.0f
: fb
->render_targets
[0]->height
,
1954 context
->render_offscreen
? 1.0f
: -1.0f
,
1959 /* This happens because we do not have proper tracking of the
1960 * constant registers that are actually used, only the max
1961 * limit of the shader version. */
1962 FIXME("Cannot find a free uniform for vpos correction params\n");
1963 shader_addline(buffer
, "const vec4 ycorrection = ");
1964 shader_glsl_append_imm_vec4(buffer
, ycorrection
);
1965 shader_addline(buffer
, ";\n");
1967 shader_addline(buffer
, "vec4 vpos;\n");
1971 /* Declare output register temporaries */
1972 if (shader
->limits
->packed_output
)
1973 shader_addline(buffer
, "vec4 %s_out[%u];\n", prefix
, shader
->limits
->packed_output
);
1975 /* Declare temporary variables */
1976 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
1978 if (map
& 1) shader_addline(buffer
, "vec4 R%u;\n", i
);
1981 /* Declare loop registers aLx */
1982 if (version
->major
< 4)
1984 for (i
= 0; i
< reg_maps
->loop_depth
; ++i
)
1986 shader_addline(buffer
, "int aL%u;\n", i
);
1987 shader_addline(buffer
, "int tmpInt%u;\n", i
);
1991 /* Temporary variables for matrix operations */
1992 shader_addline(buffer
, "vec4 tmp0;\n");
1993 shader_addline(buffer
, "vec4 tmp1;\n");
1995 if (!shader
->load_local_constsF
)
1997 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
1999 shader_addline(buffer
, "const vec4 %s_lc%u = ", prefix
, lconst
->idx
);
2000 shader_glsl_append_imm_vec4(buffer
, (const float *)lconst
->value
);
2001 shader_addline(buffer
, ";\n");
2005 /* Start the main program. */
2006 shader_addline(buffer
, "void main()\n{\n");
2008 /* Direct3D applications expect integer vPos values, while OpenGL drivers
2009 * add approximately 0.5. This causes off-by-one problems as spotted by
2010 * the vPos d3d9 visual test. Unfortunately ATI cards do not add exactly
2011 * 0.5, but rather something like 0.49999999 or 0.50000001, which still
2012 * causes precision troubles when we just subtract 0.5.
2014 * To deal with that, just floor() the position. This will eliminate the
2015 * fraction on all cards.
2017 * TODO: Test how this behaves with multisampling.
2019 * An advantage of floor is that it works even if the driver doesn't add
2020 * 0.5. It is somewhat questionable if 1.5, 2.5, ... are the proper values
2021 * to return in gl_FragCoord, even though coordinates specify the pixel
2022 * centers instead of the pixel corners. This code will behave correctly
2023 * on drivers that returns integer values. */
2024 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& reg_maps
->vpos
)
2026 if (shader
->device
->wined3d
->flags
& WINED3D_PIXEL_CENTER_INTEGER
)
2027 shader_addline(buffer
,
2028 "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
2030 shader_addline(buffer
,
2031 "vpos = vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1);\n");
2035 /*****************************************************************************
2036 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
2038 * For more information, see http://wiki.winehq.org/DirectX-Shaders
2039 ****************************************************************************/
2042 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
2043 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
);
2045 /** Used for opcode modifiers - They multiply the result by the specified amount */
2046 static const char * const shift_glsl_tab
[] = {
2048 "2.0 * ", /* 1 (x2) */
2049 "4.0 * ", /* 2 (x4) */
2050 "8.0 * ", /* 3 (x8) */
2051 "16.0 * ", /* 4 (x16) */
2052 "32.0 * ", /* 5 (x32) */
2059 "0.0625 * ", /* 12 (d16) */
2060 "0.125 * ", /* 13 (d8) */
2061 "0.25 * ", /* 14 (d4) */
2062 "0.5 * " /* 15 (d2) */
2065 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
2066 static void shader_glsl_gen_modifier(enum wined3d_shader_src_modifier src_modifier
,
2067 const char *in_reg
, const char *in_regswizzle
, char *out_str
)
2071 switch (src_modifier
)
2073 case WINED3DSPSM_DZ
: /* Need to handle this in the instructions itself (texld & texcrd). */
2074 case WINED3DSPSM_DW
:
2075 case WINED3DSPSM_NONE
:
2076 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
2078 case WINED3DSPSM_NEG
:
2079 sprintf(out_str
, "-%s%s", in_reg
, in_regswizzle
);
2081 case WINED3DSPSM_NOT
:
2082 sprintf(out_str
, "!%s%s", in_reg
, in_regswizzle
);
2084 case WINED3DSPSM_BIAS
:
2085 sprintf(out_str
, "(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
2087 case WINED3DSPSM_BIASNEG
:
2088 sprintf(out_str
, "-(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
2090 case WINED3DSPSM_SIGN
:
2091 sprintf(out_str
, "(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
2093 case WINED3DSPSM_SIGNNEG
:
2094 sprintf(out_str
, "-(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
2096 case WINED3DSPSM_COMP
:
2097 sprintf(out_str
, "(1.0 - %s%s)", in_reg
, in_regswizzle
);
2099 case WINED3DSPSM_X2
:
2100 sprintf(out_str
, "(2.0 * %s%s)", in_reg
, in_regswizzle
);
2102 case WINED3DSPSM_X2NEG
:
2103 sprintf(out_str
, "-(2.0 * %s%s)", in_reg
, in_regswizzle
);
2105 case WINED3DSPSM_ABS
:
2106 sprintf(out_str
, "abs(%s%s)", in_reg
, in_regswizzle
);
2108 case WINED3DSPSM_ABSNEG
:
2109 sprintf(out_str
, "-abs(%s%s)", in_reg
, in_regswizzle
);
2112 FIXME("Unhandled modifier %u\n", src_modifier
);
2113 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
2117 /** Writes the GLSL variable name that corresponds to the register that the
2118 * DX opcode parameter is trying to access */
2119 static void shader_glsl_get_register_name(const struct wined3d_shader_register
*reg
,
2120 char *register_name
, BOOL
*is_color
, const struct wined3d_shader_instruction
*ins
)
2122 /* oPos, oFog and oPts in D3D */
2123 static const char * const hwrastout_reg_names
[] = {"vs_out[10]", "vs_out[11].x", "vs_out[11].y"};
2125 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
2126 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
2127 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
2128 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
2129 const char *prefix
= shader_glsl_get_prefix(version
->type
);
2130 struct glsl_src_param rel_param0
, rel_param1
;
2131 char imm_str
[4][17];
2133 if (reg
->idx
[0].offset
!= ~0U && reg
->idx
[0].rel_addr
)
2134 shader_glsl_add_src_param(ins
, reg
->idx
[0].rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param0
);
2135 if (reg
->idx
[1].offset
!= ~0U && reg
->idx
[1].rel_addr
)
2136 shader_glsl_add_src_param(ins
, reg
->idx
[1].rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param1
);
2141 case WINED3DSPR_TEMP
:
2142 sprintf(register_name
, "R%u", reg
->idx
[0].offset
);
2145 case WINED3DSPR_INPUT
:
2146 /* vertex shaders */
2147 if (version
->type
== WINED3D_SHADER_TYPE_VERTEX
)
2149 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2150 if (priv
->cur_vs_args
->swizzle_map
& (1u << reg
->idx
[0].offset
))
2152 sprintf(register_name
, "%s_in%u", prefix
, reg
->idx
[0].offset
);
2156 if (version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
2158 if (reg
->idx
[0].rel_addr
)
2160 if (reg
->idx
[1].rel_addr
)
2161 sprintf(register_name
, "gs_in[%s + %u][%s + %u]",
2162 rel_param0
.param_str
, reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
2164 sprintf(register_name
, "gs_in[%s + %u][%u]",
2165 rel_param0
.param_str
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
2167 else if (reg
->idx
[1].rel_addr
)
2168 sprintf(register_name
, "gs_in[%u][%s + %u]",
2169 reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
2171 sprintf(register_name
, "gs_in[%u][%u]", reg
->idx
[0].offset
, reg
->idx
[1].offset
);
2175 /* pixel shaders >= 3.0 */
2176 if (version
->major
>= 3)
2178 DWORD idx
= shader
->u
.ps
.input_reg_map
[reg
->idx
[0].offset
];
2179 unsigned int in_count
= vec4_varyings(version
->major
, gl_info
);
2181 if (reg
->idx
[0].rel_addr
)
2183 /* Removing a + 0 would be an obvious optimization, but
2184 * OS X doesn't see the NOP operation there. */
2187 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
]
2188 && shader
->u
.ps
.declared_in_count
> in_count
)
2190 sprintf(register_name
,
2191 "((%s + %u) > %u ? (%s + %u) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s + %u])",
2192 rel_param0
.param_str
, idx
, in_count
- 1, rel_param0
.param_str
, idx
, in_count
,
2193 prefix
, rel_param0
.param_str
, idx
);
2197 sprintf(register_name
, "%s_in[%s + %u]", prefix
, rel_param0
.param_str
, idx
);
2202 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
]
2203 && shader
->u
.ps
.declared_in_count
> in_count
)
2205 sprintf(register_name
, "((%s) > %u ? (%s) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s])",
2206 rel_param0
.param_str
, in_count
- 1, rel_param0
.param_str
, in_count
,
2207 prefix
, rel_param0
.param_str
);
2211 sprintf(register_name
, "%s_in[%s]", prefix
, rel_param0
.param_str
);
2217 if (idx
== in_count
) sprintf(register_name
, "gl_Color");
2218 else if (idx
== in_count
+ 1) sprintf(register_name
, "gl_SecondaryColor");
2219 else sprintf(register_name
, "%s_in[%u]", prefix
, idx
);
2224 if (!reg
->idx
[0].offset
)
2225 strcpy(register_name
, "ffp_varying_diffuse");
2227 strcpy(register_name
, "ffp_varying_specular");
2232 case WINED3DSPR_CONST
:
2234 /* Relative addressing */
2235 if (reg
->idx
[0].rel_addr
)
2237 if (reg
->idx
[0].offset
)
2238 sprintf(register_name
, "%s_c[%s + %u]", prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2240 sprintf(register_name
, "%s_c[%s]", prefix
, rel_param0
.param_str
);
2244 if (shader_constant_is_local(shader
, reg
->idx
[0].offset
))
2245 sprintf(register_name
, "%s_lc%u", prefix
, reg
->idx
[0].offset
);
2247 sprintf(register_name
, "%s_c[%u]", prefix
, reg
->idx
[0].offset
);
2252 case WINED3DSPR_CONSTINT
:
2253 sprintf(register_name
, "%s_i[%u]", prefix
, reg
->idx
[0].offset
);
2256 case WINED3DSPR_CONSTBOOL
:
2257 sprintf(register_name
, "%s_b[%u]", prefix
, reg
->idx
[0].offset
);
2260 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
2261 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
2262 sprintf(register_name
, "T%u", reg
->idx
[0].offset
);
2264 sprintf(register_name
, "A%u", reg
->idx
[0].offset
);
2267 case WINED3DSPR_LOOP
:
2268 sprintf(register_name
, "aL%u", ins
->ctx
->loop_state
->current_reg
- 1);
2271 case WINED3DSPR_SAMPLER
:
2272 sprintf(register_name
, "%s_sampler%u", prefix
, reg
->idx
[0].offset
);
2275 case WINED3DSPR_COLOROUT
:
2276 if (reg
->idx
[0].offset
>= gl_info
->limits
.buffers
)
2277 WARN("Write to render target %u, only %d supported.\n",
2278 reg
->idx
[0].offset
, gl_info
->limits
.buffers
);
2280 sprintf(register_name
, "gl_FragData[%u]", reg
->idx
[0].offset
);
2283 case WINED3DSPR_RASTOUT
:
2284 sprintf(register_name
, "%s", hwrastout_reg_names
[reg
->idx
[0].offset
]);
2287 case WINED3DSPR_DEPTHOUT
:
2288 sprintf(register_name
, "gl_FragDepth");
2291 case WINED3DSPR_ATTROUT
:
2292 if (!reg
->idx
[0].offset
)
2293 sprintf(register_name
, "%s_out[8]", prefix
);
2295 sprintf(register_name
, "%s_out[9]", prefix
);
2298 case WINED3DSPR_TEXCRDOUT
:
2299 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
2300 sprintf(register_name
, "%s_out[%u]", prefix
, reg
->idx
[0].offset
);
2303 case WINED3DSPR_MISCTYPE
:
2304 if (!reg
->idx
[0].offset
)
2307 sprintf(register_name
, "vpos");
2309 else if (reg
->idx
[0].offset
== 1)
2311 /* Note that gl_FrontFacing is a bool, while vFace is
2312 * a float for which the sign determines front/back */
2313 sprintf(register_name
, "(gl_FrontFacing ? 1.0 : -1.0)");
2317 FIXME("Unhandled misctype register %u.\n", reg
->idx
[0].offset
);
2318 sprintf(register_name
, "unrecognized_register");
2322 case WINED3DSPR_IMMCONST
:
2323 switch (reg
->immconst_type
)
2325 case WINED3D_IMMCONST_SCALAR
:
2326 switch (reg
->data_type
)
2328 case WINED3D_DATA_FLOAT
:
2329 wined3d_ftoa(*(const float *)reg
->immconst_data
, register_name
);
2331 case WINED3D_DATA_INT
:
2332 sprintf(register_name
, "%#x", reg
->immconst_data
[0]);
2334 case WINED3D_DATA_RESOURCE
:
2335 case WINED3D_DATA_SAMPLER
:
2336 case WINED3D_DATA_UINT
:
2337 sprintf(register_name
, "%#xu", reg
->immconst_data
[0]);
2340 sprintf(register_name
, "<unhandled data type %#x>", reg
->data_type
);
2345 case WINED3D_IMMCONST_VEC4
:
2346 switch (reg
->data_type
)
2348 case WINED3D_DATA_FLOAT
:
2349 wined3d_ftoa(*(const float *)®
->immconst_data
[0], imm_str
[0]);
2350 wined3d_ftoa(*(const float *)®
->immconst_data
[1], imm_str
[1]);
2351 wined3d_ftoa(*(const float *)®
->immconst_data
[2], imm_str
[2]);
2352 wined3d_ftoa(*(const float *)®
->immconst_data
[3], imm_str
[3]);
2353 sprintf(register_name
, "vec4(%s, %s, %s, %s)",
2354 imm_str
[0], imm_str
[1], imm_str
[2], imm_str
[3]);
2356 case WINED3D_DATA_INT
:
2357 sprintf(register_name
, "ivec4(%#x, %#x, %#x, %#x)",
2358 reg
->immconst_data
[0], reg
->immconst_data
[1],
2359 reg
->immconst_data
[2], reg
->immconst_data
[3]);
2361 case WINED3D_DATA_RESOURCE
:
2362 case WINED3D_DATA_SAMPLER
:
2363 case WINED3D_DATA_UINT
:
2364 sprintf(register_name
, "uvec4(%#xu, %#xu, %#xu, %#xu)",
2365 reg
->immconst_data
[0], reg
->immconst_data
[1],
2366 reg
->immconst_data
[2], reg
->immconst_data
[3]);
2369 sprintf(register_name
, "<unhandled data type %#x>", reg
->data_type
);
2375 FIXME("Unhandled immconst type %#x\n", reg
->immconst_type
);
2376 sprintf(register_name
, "<unhandled_immconst_type %#x>", reg
->immconst_type
);
2380 case WINED3DSPR_CONSTBUFFER
:
2381 if (reg
->idx
[1].rel_addr
)
2382 sprintf(register_name
, "%s_cb%u[%s + %u]",
2383 prefix
, reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
2385 sprintf(register_name
, "%s_cb%u[%u]", prefix
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
2388 case WINED3DSPR_PRIMID
:
2389 sprintf(register_name
, "uint(gl_PrimitiveIDIn)");
2393 FIXME("Unhandled register type %#x.\n", reg
->type
);
2394 sprintf(register_name
, "unrecognized_register");
2399 static void shader_glsl_write_mask_to_str(DWORD write_mask
, char *str
)
2402 if (write_mask
& WINED3DSP_WRITEMASK_0
) *str
++ = 'x';
2403 if (write_mask
& WINED3DSP_WRITEMASK_1
) *str
++ = 'y';
2404 if (write_mask
& WINED3DSP_WRITEMASK_2
) *str
++ = 'z';
2405 if (write_mask
& WINED3DSP_WRITEMASK_3
) *str
++ = 'w';
2409 /* Get the GLSL write mask for the destination register */
2410 static DWORD
shader_glsl_get_write_mask(const struct wined3d_shader_dst_param
*param
, char *write_mask
)
2412 DWORD mask
= param
->write_mask
;
2414 if (shader_is_scalar(¶m
->reg
))
2416 mask
= WINED3DSP_WRITEMASK_0
;
2421 shader_glsl_write_mask_to_str(mask
, write_mask
);
2427 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask
) {
2428 unsigned int size
= 0;
2430 if (write_mask
& WINED3DSP_WRITEMASK_0
) ++size
;
2431 if (write_mask
& WINED3DSP_WRITEMASK_1
) ++size
;
2432 if (write_mask
& WINED3DSP_WRITEMASK_2
) ++size
;
2433 if (write_mask
& WINED3DSP_WRITEMASK_3
) ++size
;
2438 static void shader_glsl_swizzle_to_str(const DWORD swizzle
, BOOL fixup
, DWORD mask
, char *str
)
2440 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
2441 * but addressed as "rgba". To fix this we need to swap the register's x
2442 * and z components. */
2443 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
2446 /* swizzle bits fields: wwzzyyxx */
2447 if (mask
& WINED3DSP_WRITEMASK_0
) *str
++ = swizzle_chars
[swizzle
& 0x03];
2448 if (mask
& WINED3DSP_WRITEMASK_1
) *str
++ = swizzle_chars
[(swizzle
>> 2) & 0x03];
2449 if (mask
& WINED3DSP_WRITEMASK_2
) *str
++ = swizzle_chars
[(swizzle
>> 4) & 0x03];
2450 if (mask
& WINED3DSP_WRITEMASK_3
) *str
++ = swizzle_chars
[(swizzle
>> 6) & 0x03];
2454 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param
*param
,
2455 BOOL fixup
, DWORD mask
, char *swizzle_str
)
2457 if (shader_is_scalar(¶m
->reg
))
2458 *swizzle_str
= '\0';
2460 shader_glsl_swizzle_to_str(param
->swizzle
, fixup
, mask
, swizzle_str
);
2463 /* From a given parameter token, generate the corresponding GLSL string.
2464 * Also, return the actual register name and swizzle in case the
2465 * caller needs this information as well. */
2466 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
2467 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
)
2469 BOOL is_color
= FALSE
;
2470 char swizzle_str
[6];
2472 glsl_src
->reg_name
[0] = '\0';
2473 glsl_src
->param_str
[0] = '\0';
2474 swizzle_str
[0] = '\0';
2476 shader_glsl_get_register_name(&wined3d_src
->reg
, glsl_src
->reg_name
, &is_color
, ins
);
2477 shader_glsl_get_swizzle(wined3d_src
, is_color
, mask
, swizzle_str
);
2479 if (wined3d_src
->reg
.type
== WINED3DSPR_IMMCONST
|| wined3d_src
->reg
.type
== WINED3DSPR_PRIMID
)
2481 shader_glsl_gen_modifier(wined3d_src
->modifiers
, glsl_src
->reg_name
, swizzle_str
, glsl_src
->param_str
);
2487 switch (wined3d_src
->reg
.data_type
)
2489 case WINED3D_DATA_FLOAT
:
2490 sprintf(reg_name
, "%s", glsl_src
->reg_name
);
2492 case WINED3D_DATA_INT
:
2493 sprintf(reg_name
, "floatBitsToInt(%s)", glsl_src
->reg_name
);
2495 case WINED3D_DATA_RESOURCE
:
2496 case WINED3D_DATA_SAMPLER
:
2497 case WINED3D_DATA_UINT
:
2498 sprintf(reg_name
, "floatBitsToUint(%s)", glsl_src
->reg_name
);
2501 FIXME("Unhandled data type %#x.\n", wined3d_src
->reg
.data_type
);
2502 sprintf(reg_name
, "%s", glsl_src
->reg_name
);
2506 shader_glsl_gen_modifier(wined3d_src
->modifiers
, reg_name
, swizzle_str
, glsl_src
->param_str
);
2510 /* From a given parameter token, generate the corresponding GLSL string.
2511 * Also, return the actual register name and swizzle in case the
2512 * caller needs this information as well. */
2513 static DWORD
shader_glsl_add_dst_param(const struct wined3d_shader_instruction
*ins
,
2514 const struct wined3d_shader_dst_param
*wined3d_dst
, struct glsl_dst_param
*glsl_dst
)
2516 BOOL is_color
= FALSE
;
2518 glsl_dst
->mask_str
[0] = '\0';
2519 glsl_dst
->reg_name
[0] = '\0';
2521 shader_glsl_get_register_name(&wined3d_dst
->reg
, glsl_dst
->reg_name
, &is_color
, ins
);
2522 return shader_glsl_get_write_mask(wined3d_dst
, glsl_dst
->mask_str
);
2525 /* Append the destination part of the instruction to the buffer, return the effective write mask */
2526 static DWORD
shader_glsl_append_dst_ext(struct wined3d_string_buffer
*buffer
,
2527 const struct wined3d_shader_instruction
*ins
, const struct wined3d_shader_dst_param
*dst
,
2528 enum wined3d_data_type data_type
)
2530 struct glsl_dst_param glsl_dst
;
2533 if ((mask
= shader_glsl_add_dst_param(ins
, dst
, &glsl_dst
)))
2537 case WINED3D_DATA_FLOAT
:
2538 shader_addline(buffer
, "%s%s = %s(",
2539 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
2541 case WINED3D_DATA_INT
:
2542 shader_addline(buffer
, "%s%s = %sintBitsToFloat(",
2543 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
2545 case WINED3D_DATA_RESOURCE
:
2546 case WINED3D_DATA_SAMPLER
:
2547 case WINED3D_DATA_UINT
:
2548 shader_addline(buffer
, "%s%s = %suintBitsToFloat(",
2549 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
2552 FIXME("Unhandled data type %#x.\n", data_type
);
2553 shader_addline(buffer
, "%s%s = %s(",
2554 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
2562 /* Append the destination part of the instruction to the buffer, return the effective write mask */
2563 static DWORD
shader_glsl_append_dst(struct wined3d_string_buffer
*buffer
, const struct wined3d_shader_instruction
*ins
)
2565 return shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
2568 /** Process GLSL instruction modifiers */
2569 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
)
2571 struct glsl_dst_param dst_param
;
2574 if (!ins
->dst_count
) return;
2576 modifiers
= ins
->dst
[0].modifiers
;
2577 if (!modifiers
) return;
2579 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
2581 if (modifiers
& WINED3DSPDM_SATURATE
)
2583 /* _SAT means to clamp the value of the register to between 0 and 1 */
2584 shader_addline(ins
->ctx
->buffer
, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param
.reg_name
,
2585 dst_param
.mask_str
, dst_param
.reg_name
, dst_param
.mask_str
);
2588 if (modifiers
& WINED3DSPDM_MSAMPCENTROID
)
2590 FIXME("_centroid modifier not handled\n");
2593 if (modifiers
& WINED3DSPDM_PARTIALPRECISION
)
2595 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
2599 static const char *shader_glsl_get_rel_op(enum wined3d_shader_rel_op op
)
2603 case WINED3D_SHADER_REL_OP_GT
: return ">";
2604 case WINED3D_SHADER_REL_OP_EQ
: return "==";
2605 case WINED3D_SHADER_REL_OP_GE
: return ">=";
2606 case WINED3D_SHADER_REL_OP_LT
: return "<";
2607 case WINED3D_SHADER_REL_OP_NE
: return "!=";
2608 case WINED3D_SHADER_REL_OP_LE
: return "<=";
2610 FIXME("Unrecognized operator %#x.\n", op
);
2615 static void shader_glsl_get_sample_function(const struct wined3d_shader_context
*ctx
,
2616 DWORD resource_idx
, DWORD flags
, struct glsl_sample_function
*sample_function
)
2620 unsigned int coord_size
;
2621 const char *type_part
;
2625 {0, ""}, /* WINED3D_SHADER_RESOURCE_NONE */
2626 {1, ""}, /* WINED3D_SHADER_RESOURCE_BUFFER */
2627 {1, "1D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1D */
2628 {2, "2D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2D */
2629 {2, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMS */
2630 {3, "3D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_3D */
2631 {3, "Cube"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBE */
2632 {2, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY */
2633 {3, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY */
2634 {3, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY */
2636 struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
2637 enum wined3d_shader_resource_type resource_type
= ctx
->reg_maps
->resource_info
[resource_idx
].type
;
2638 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
2639 BOOL shadow
= ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
2640 && (priv
->cur_ps_args
->shadow
& (1u << resource_idx
));
2641 BOOL projected
= flags
& WINED3D_GLSL_SAMPLE_PROJECTED
;
2642 BOOL texrect
= flags
& WINED3D_GLSL_SAMPLE_NPOT
&& gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
2643 BOOL lod
= flags
& WINED3D_GLSL_SAMPLE_LOD
;
2644 BOOL grad
= flags
& WINED3D_GLSL_SAMPLE_GRAD
;
2645 const char *base
= "texture", *type_part
= "", *suffix
= "";
2646 unsigned int coord_size
;
2648 sample_function
->data_type
= ctx
->reg_maps
->resource_info
[resource_idx
].data_type
;
2650 if (resource_type
>= ARRAY_SIZE(resource_types
))
2652 ERR("Unexpected resource type %#x.\n", resource_type
);
2653 resource_type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
2656 /* Note that there's no such thing as a projected cube texture. */
2657 if (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
2663 type_part
= resource_types
[resource_type
].type_part
;
2664 if (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2D
&& texrect
)
2665 type_part
= "2DRect";
2667 FIXME("Unhandled resource type %#x.\n", resource_type
);
2669 if (!lod
&& grad
&& !gl_info
->supported
[EXT_GPU_SHADER4
])
2671 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2674 FIXME("Unsupported grad function.\n");
2677 sample_function
->name
= string_buffer_get(priv
->string_buffers
);
2678 string_buffer_sprintf(sample_function
->name
, "%s%s%s%s%s", base
, type_part
, projected
? "Proj" : "",
2679 lod
? "Lod" : grad
? "Grad" : "", suffix
);
2681 coord_size
= resource_types
[resource_type
].coord_size
;
2684 sample_function
->coord_mask
= (1u << coord_size
) - 1;
2687 static void shader_glsl_release_sample_function(const struct wined3d_shader_context
*ctx
,
2688 struct glsl_sample_function
*sample_function
)
2690 const struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
2692 string_buffer_release(priv
->string_buffers
, sample_function
->name
);
2695 static void shader_glsl_append_fixup_arg(char *arguments
, const char *reg_name
,
2696 BOOL sign_fixup
, enum fixup_channel_source channel_source
)
2698 switch(channel_source
)
2700 case CHANNEL_SOURCE_ZERO
:
2701 strcat(arguments
, "0.0");
2704 case CHANNEL_SOURCE_ONE
:
2705 strcat(arguments
, "1.0");
2708 case CHANNEL_SOURCE_X
:
2709 strcat(arguments
, reg_name
);
2710 strcat(arguments
, ".x");
2713 case CHANNEL_SOURCE_Y
:
2714 strcat(arguments
, reg_name
);
2715 strcat(arguments
, ".y");
2718 case CHANNEL_SOURCE_Z
:
2719 strcat(arguments
, reg_name
);
2720 strcat(arguments
, ".z");
2723 case CHANNEL_SOURCE_W
:
2724 strcat(arguments
, reg_name
);
2725 strcat(arguments
, ".w");
2729 FIXME("Unhandled channel source %#x\n", channel_source
);
2730 strcat(arguments
, "undefined");
2734 if (sign_fixup
) strcat(arguments
, " * 2.0 - 1.0");
2737 static void shader_glsl_color_correction_ext(struct wined3d_string_buffer
*buffer
,
2738 const char *reg_name
, DWORD mask
, struct color_fixup_desc fixup
)
2740 unsigned int mask_size
, remaining
;
2741 DWORD fixup_mask
= 0;
2742 char arguments
[256];
2745 if (fixup
.x_sign_fixup
|| fixup
.x_source
!= CHANNEL_SOURCE_X
) fixup_mask
|= WINED3DSP_WRITEMASK_0
;
2746 if (fixup
.y_sign_fixup
|| fixup
.y_source
!= CHANNEL_SOURCE_Y
) fixup_mask
|= WINED3DSP_WRITEMASK_1
;
2747 if (fixup
.z_sign_fixup
|| fixup
.z_source
!= CHANNEL_SOURCE_Z
) fixup_mask
|= WINED3DSP_WRITEMASK_2
;
2748 if (fixup
.w_sign_fixup
|| fixup
.w_source
!= CHANNEL_SOURCE_W
) fixup_mask
|= WINED3DSP_WRITEMASK_3
;
2749 if (!(mask
&= fixup_mask
))
2752 if (is_complex_fixup(fixup
))
2754 enum complex_fixup complex_fixup
= get_complex_fixup(fixup
);
2755 FIXME("Complex fixup (%#x) not supported\n",complex_fixup
);
2759 shader_glsl_write_mask_to_str(mask
, mask_str
);
2760 mask_size
= shader_glsl_get_write_mask_size(mask
);
2762 arguments
[0] = '\0';
2763 remaining
= mask_size
;
2764 if (mask
& WINED3DSP_WRITEMASK_0
)
2766 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.x_sign_fixup
, fixup
.x_source
);
2767 if (--remaining
) strcat(arguments
, ", ");
2769 if (mask
& WINED3DSP_WRITEMASK_1
)
2771 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.y_sign_fixup
, fixup
.y_source
);
2772 if (--remaining
) strcat(arguments
, ", ");
2774 if (mask
& WINED3DSP_WRITEMASK_2
)
2776 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.z_sign_fixup
, fixup
.z_source
);
2777 if (--remaining
) strcat(arguments
, ", ");
2779 if (mask
& WINED3DSP_WRITEMASK_3
)
2781 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.w_sign_fixup
, fixup
.w_source
);
2782 if (--remaining
) strcat(arguments
, ", ");
2786 shader_addline(buffer
, "%s%s = vec%u(%s);\n", reg_name
, mask_str
, mask_size
, arguments
);
2788 shader_addline(buffer
, "%s%s = %s;\n", reg_name
, mask_str
, arguments
);
2791 static void shader_glsl_color_correction(const struct wined3d_shader_instruction
*ins
, struct color_fixup_desc fixup
)
2796 shader_glsl_get_register_name(&ins
->dst
[0].reg
, reg_name
, &is_color
, ins
);
2797 shader_glsl_color_correction_ext(ins
->ctx
->buffer
, reg_name
, ins
->dst
[0].write_mask
, fixup
);
2800 static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction
*ins
,
2801 DWORD sampler
, const struct glsl_sample_function
*sample_function
, DWORD swizzle
,
2802 const char *dx
, const char *dy
, const char *bias
, const char *coord_reg_fmt
, ...)
2804 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
2805 char dst_swizzle
[6];
2806 struct color_fixup_desc fixup
;
2807 BOOL np2_fixup
= FALSE
;
2811 shader_glsl_swizzle_to_str(swizzle
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
2813 /* FIXME: We currently don't support fixups for vertex shaders or anything
2814 * above SM3. Note that for SM4+ the sampler index doesn't have to match
2815 * the resource index. */
2816 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& version
->major
< 4)
2818 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2819 fixup
= priv
->cur_ps_args
->color_fixup
[sampler
];
2821 if (priv
->cur_ps_args
->np2_fixup
& (1u << sampler
))
2826 fixup
= COLOR_FIXUP_IDENTITY
;
2829 shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], sample_function
->data_type
);
2831 shader_addline(ins
->ctx
->buffer
, "%s(%s_sampler%u, ",
2832 sample_function
->name
->buffer
, shader_glsl_get_prefix(version
->type
), sampler
);
2836 va_start(args
, coord_reg_fmt
);
2837 ret
= shader_vaddline(ins
->ctx
->buffer
, coord_reg_fmt
, args
);
2841 if (!string_buffer_resize(ins
->ctx
->buffer
, ret
))
2847 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2848 const unsigned char idx
= priv
->cur_np2fixup_info
->idx
[sampler
];
2850 switch (shader_glsl_get_write_mask_size(sample_function
->coord_mask
))
2853 shader_addline(ins
->ctx
->buffer
, " * ps_samplerNP2Fixup[%u].%s",
2854 idx
>> 1, (idx
% 2) ? "z" : "x");
2857 shader_addline(ins
->ctx
->buffer
, " * ps_samplerNP2Fixup[%u].%s",
2858 idx
>> 1, (idx
% 2) ? "zw" : "xy");
2861 shader_addline(ins
->ctx
->buffer
, " * vec3(ps_samplerNP2Fixup[%u].%s, 1.0)",
2862 idx
>> 1, (idx
% 2) ? "zw" : "xy");
2865 shader_addline(ins
->ctx
->buffer
, " * vec4(ps_samplerNP2Fixup[%u].%s, 1.0, 1.0)",
2866 idx
>> 1, (idx
% 2) ? "zw" : "xy");
2871 shader_addline(ins
->ctx
->buffer
, ", %s, %s)", dx
, dy
);
2873 shader_addline(ins
->ctx
->buffer
, ", %s)", bias
);
2875 shader_addline(ins
->ctx
->buffer
, ")");
2877 shader_addline(ins
->ctx
->buffer
, "%s);\n", dst_swizzle
);
2879 if (!is_identity_fixup(fixup
))
2880 shader_glsl_color_correction(ins
, fixup
);
2883 /*****************************************************************************
2884 * Begin processing individual instruction opcodes
2885 ****************************************************************************/
2887 static void shader_glsl_binop(const struct wined3d_shader_instruction
*ins
)
2889 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2890 struct glsl_src_param src0_param
;
2891 struct glsl_src_param src1_param
;
2895 /* Determine the GLSL operator to use based on the opcode */
2896 switch (ins
->handler_idx
)
2898 case WINED3DSIH_ADD
: op
= "+"; break;
2899 case WINED3DSIH_AND
: op
= "&"; break;
2900 case WINED3DSIH_DIV
: op
= "/"; break;
2901 case WINED3DSIH_IADD
: op
= "+"; break;
2902 case WINED3DSIH_ISHL
: op
= "<<"; break;
2903 case WINED3DSIH_MUL
: op
= "*"; break;
2904 case WINED3DSIH_OR
: op
= "|"; break;
2905 case WINED3DSIH_SUB
: op
= "-"; break;
2906 case WINED3DSIH_USHR
: op
= ">>"; break;
2907 case WINED3DSIH_XOR
: op
= "^"; break;
2909 op
= "<unhandled operator>";
2910 FIXME("Opcode %#x not yet handled in GLSL\n", ins
->handler_idx
);
2914 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2915 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2916 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2917 shader_addline(buffer
, "%s %s %s);\n", src0_param
.param_str
, op
, src1_param
.param_str
);
2920 static void shader_glsl_relop(const struct wined3d_shader_instruction
*ins
)
2922 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2923 struct glsl_src_param src0_param
;
2924 struct glsl_src_param src1_param
;
2925 unsigned int mask_size
;
2929 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2930 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2931 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2932 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2936 switch (ins
->handler_idx
)
2938 case WINED3DSIH_EQ
: op
= "equal"; break;
2939 case WINED3DSIH_GE
: op
= "greaterThanEqual"; break;
2940 case WINED3DSIH_IGE
: op
= "greaterThanEqual"; break;
2941 case WINED3DSIH_UGE
: op
= "greaterThanEqual"; break;
2942 case WINED3DSIH_LT
: op
= "lessThan"; break;
2943 case WINED3DSIH_NE
: op
= "notEqual"; break;
2945 op
= "<unhandled operator>";
2946 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
2950 shader_addline(buffer
, "uvec%u(%s(%s, %s)) * 0xffffffffu);\n",
2951 mask_size
, op
, src0_param
.param_str
, src1_param
.param_str
);
2955 switch (ins
->handler_idx
)
2957 case WINED3DSIH_EQ
: op
= "=="; break;
2958 case WINED3DSIH_GE
: op
= ">="; break;
2959 case WINED3DSIH_IGE
: op
= ">="; break;
2960 case WINED3DSIH_UGE
: op
= ">="; break;
2961 case WINED3DSIH_LT
: op
= "<"; break;
2962 case WINED3DSIH_NE
: op
= "!="; break;
2964 op
= "<unhandled operator>";
2965 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
2969 shader_addline(buffer
, "%s %s %s ? 0xffffffffu : 0u);\n",
2970 src0_param
.param_str
, op
, src1_param
.param_str
);
2974 static void shader_glsl_imul(const struct wined3d_shader_instruction
*ins
)
2976 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2977 struct glsl_src_param src0_param
;
2978 struct glsl_src_param src1_param
;
2981 /* If we have ARB_gpu_shader5 or GLSL 4.0, we can use imulExtended(). If
2982 * not, we can emulate it. */
2983 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
2984 FIXME("64-bit integer multiplies not implemented.\n");
2986 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
2988 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
2989 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2990 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2992 shader_addline(ins
->ctx
->buffer
, "%s * %s);\n",
2993 src0_param
.param_str
, src1_param
.param_str
);
2997 static void shader_glsl_udiv(const struct wined3d_shader_instruction
*ins
)
2999 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3000 struct glsl_src_param src0_param
, src1_param
;
3003 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
3006 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3010 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3011 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3012 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3013 shader_addline(buffer
, "tmp0%s = %s / %s;\n",
3014 dst_mask
, src0_param
.param_str
, src1_param
.param_str
);
3016 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3017 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3018 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3019 shader_addline(buffer
, "%s %% %s));\n", src0_param
.param_str
, src1_param
.param_str
);
3021 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
3022 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
3026 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
3027 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3028 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3029 shader_addline(buffer
, "%s / %s);\n", src0_param
.param_str
, src1_param
.param_str
);
3032 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3034 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3035 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3036 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3037 shader_addline(buffer
, "%s %% %s);\n", src0_param
.param_str
, src1_param
.param_str
);
3041 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
3042 static void shader_glsl_mov(const struct wined3d_shader_instruction
*ins
)
3044 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
3045 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3046 struct glsl_src_param src0_param
;
3049 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3050 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3052 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
3053 * shader versions WINED3DSIO_MOVA is used for this. */
3054 if (ins
->ctx
->reg_maps
->shader_version
.major
== 1
3055 && ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_VERTEX
3056 && ins
->dst
[0].reg
.type
== WINED3DSPR_ADDR
)
3058 /* This is a simple floor() */
3059 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3060 if (mask_size
> 1) {
3061 shader_addline(buffer
, "ivec%d(floor(%s)));\n", mask_size
, src0_param
.param_str
);
3063 shader_addline(buffer
, "int(floor(%s)));\n", src0_param
.param_str
);
3066 else if(ins
->handler_idx
== WINED3DSIH_MOVA
)
3068 /* We need to *round* to the nearest int here. */
3069 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3071 if (gl_info
->supported
[EXT_GPU_SHADER4
])
3074 shader_addline(buffer
, "ivec%d(round(%s)));\n", mask_size
, src0_param
.param_str
);
3076 shader_addline(buffer
, "int(round(%s)));\n", src0_param
.param_str
);
3081 shader_addline(buffer
, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
3082 mask_size
, src0_param
.param_str
, mask_size
, src0_param
.param_str
);
3084 shader_addline(buffer
, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
3085 src0_param
.param_str
, src0_param
.param_str
);
3090 shader_addline(buffer
, "%s);\n", src0_param
.param_str
);
3094 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
3095 static void shader_glsl_dot(const struct wined3d_shader_instruction
*ins
)
3097 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3098 struct glsl_src_param src0_param
;
3099 struct glsl_src_param src1_param
;
3100 DWORD dst_write_mask
, src_write_mask
;
3101 unsigned int dst_size
= 0;
3103 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
3104 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
3106 /* dp4 works on vec4, dp3 on vec3, etc. */
3107 if (ins
->handler_idx
== WINED3DSIH_DP4
)
3108 src_write_mask
= WINED3DSP_WRITEMASK_ALL
;
3109 else if (ins
->handler_idx
== WINED3DSIH_DP3
)
3110 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3112 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
3114 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_write_mask
, &src0_param
);
3115 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_write_mask
, &src1_param
);
3118 shader_addline(buffer
, "vec%d(dot(%s, %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
3120 shader_addline(buffer
, "dot(%s, %s));\n", src0_param
.param_str
, src1_param
.param_str
);
3124 /* Note that this instruction has some restrictions. The destination write mask
3125 * can't contain the w component, and the source swizzles have to be .xyzw */
3126 static void shader_glsl_cross(const struct wined3d_shader_instruction
*ins
)
3128 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3129 struct glsl_src_param src0_param
;
3130 struct glsl_src_param src1_param
;
3133 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3134 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3135 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3136 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
3137 shader_addline(ins
->ctx
->buffer
, "cross(%s, %s)%s);\n", src0_param
.param_str
, src1_param
.param_str
, dst_mask
);
3140 static void shader_glsl_cut(const struct wined3d_shader_instruction
*ins
)
3142 shader_addline(ins
->ctx
->buffer
, "EndPrimitive();\n");
3145 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
3146 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
3147 * GLSL uses the value as-is. */
3148 static void shader_glsl_pow(const struct wined3d_shader_instruction
*ins
)
3150 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3151 struct glsl_src_param src0_param
;
3152 struct glsl_src_param src1_param
;
3153 DWORD dst_write_mask
;
3154 unsigned int dst_size
;
3156 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
3157 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
3159 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3160 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
3164 shader_addline(buffer
, "vec%u(%s == 0.0 ? 1.0 : pow(abs(%s), %s)));\n",
3165 dst_size
, src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
3169 shader_addline(buffer
, "%s == 0.0 ? 1.0 : pow(abs(%s), %s));\n",
3170 src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
3174 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
3175 static void shader_glsl_map2gl(const struct wined3d_shader_instruction
*ins
)
3177 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3178 struct glsl_src_param src_param
;
3179 const char *instruction
;
3183 /* Determine the GLSL function to use based on the opcode */
3184 /* TODO: Possibly make this a table for faster lookups */
3185 switch (ins
->handler_idx
)
3187 case WINED3DSIH_MIN
: instruction
= "min"; break;
3188 case WINED3DSIH_MAX
: instruction
= "max"; break;
3189 case WINED3DSIH_ABS
: instruction
= "abs"; break;
3190 case WINED3DSIH_FRC
: instruction
= "fract"; break;
3191 case WINED3DSIH_DSX
: instruction
= "dFdx"; break;
3192 case WINED3DSIH_DSY
: instruction
= "ycorrection.y * dFdy"; break;
3193 case WINED3DSIH_ROUND_NI
: instruction
= "floor"; break;
3194 case WINED3DSIH_SQRT
: instruction
= "sqrt"; break;
3195 default: instruction
= "";
3196 FIXME("Opcode %#x not yet handled in GLSL\n", ins
->handler_idx
);
3200 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3202 shader_addline(buffer
, "%s(", instruction
);
3206 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3207 shader_addline(buffer
, "%s", src_param
.param_str
);
3208 for (i
= 1; i
< ins
->src_count
; ++i
)
3210 shader_glsl_add_src_param(ins
, &ins
->src
[i
], write_mask
, &src_param
);
3211 shader_addline(buffer
, ", %s", src_param
.param_str
);
3215 shader_addline(buffer
, "));\n");
3218 static void shader_glsl_nop(const struct wined3d_shader_instruction
*ins
) {}
3220 static void shader_glsl_nrm(const struct wined3d_shader_instruction
*ins
)
3222 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3223 struct glsl_src_param src_param
;
3224 unsigned int mask_size
;
3228 write_mask
= shader_glsl_get_write_mask(ins
->dst
, dst_mask
);
3229 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3230 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3232 shader_addline(buffer
, "tmp0.x = dot(%s, %s);\n",
3233 src_param
.param_str
, src_param
.param_str
);
3234 shader_glsl_append_dst(buffer
, ins
);
3238 shader_addline(buffer
, "tmp0.x == 0.0 ? vec%u(0.0) : (%s * inversesqrt(tmp0.x)));\n",
3239 mask_size
, src_param
.param_str
);
3243 shader_addline(buffer
, "tmp0.x == 0.0 ? 0.0 : (%s * inversesqrt(tmp0.x)));\n",
3244 src_param
.param_str
);
3248 static void shader_glsl_scalar_op(const struct wined3d_shader_instruction
*ins
)
3250 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3251 struct glsl_src_param src0_param
;
3252 const char *prefix
, *suffix
;
3253 unsigned int dst_size
;
3254 DWORD dst_write_mask
;
3256 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
3257 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
3259 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src0_param
);
3261 switch (ins
->handler_idx
)
3263 case WINED3DSIH_EXP
:
3264 case WINED3DSIH_EXPP
:
3269 case WINED3DSIH_LOG
:
3270 case WINED3DSIH_LOGP
:
3271 prefix
= "log2(abs(";
3275 case WINED3DSIH_RCP
:
3280 case WINED3DSIH_RSQ
:
3281 prefix
= "inversesqrt(abs(";
3288 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
3293 shader_addline(buffer
, "vec%u(%s%s%s));\n", dst_size
, prefix
, src0_param
.param_str
, suffix
);
3295 shader_addline(buffer
, "%s%s%s);\n", prefix
, src0_param
.param_str
, suffix
);
3298 /** Process the WINED3DSIO_EXPP instruction in GLSL:
3299 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
3300 * dst.x = 2^(floor(src))
3301 * dst.y = src - floor(src)
3302 * dst.z = 2^src (partial precision is allowed, but optional)
3304 * For 2.0 shaders, just do this (honoring writemask and swizzle):
3305 * dst = 2^src; (partial precision is allowed, but optional)
3307 static void shader_glsl_expp(const struct wined3d_shader_instruction
*ins
)
3309 if (ins
->ctx
->reg_maps
->shader_version
.major
< 2)
3311 struct glsl_src_param src_param
;
3314 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
3316 shader_addline(ins
->ctx
->buffer
, "tmp0.x = exp2(floor(%s));\n", src_param
.param_str
);
3317 shader_addline(ins
->ctx
->buffer
, "tmp0.y = %s - floor(%s);\n", src_param
.param_str
, src_param
.param_str
);
3318 shader_addline(ins
->ctx
->buffer
, "tmp0.z = exp2(%s);\n", src_param
.param_str
);
3319 shader_addline(ins
->ctx
->buffer
, "tmp0.w = 1.0;\n");
3321 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3322 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3323 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", dst_mask
);
3327 shader_glsl_scalar_op(ins
);
3330 static void shader_glsl_to_int(const struct wined3d_shader_instruction
*ins
)
3332 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3333 struct glsl_src_param src_param
;
3334 unsigned int mask_size
;
3337 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3338 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3339 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3342 shader_addline(buffer
, "ivec%u(%s));\n", mask_size
, src_param
.param_str
);
3344 shader_addline(buffer
, "int(%s));\n", src_param
.param_str
);
3347 static void shader_glsl_to_float(const struct wined3d_shader_instruction
*ins
)
3349 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3350 struct glsl_src_param src_param
;
3351 unsigned int mask_size
;
3354 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3355 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3356 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3359 shader_addline(buffer
, "vec%u(%s));\n", mask_size
, src_param
.param_str
);
3361 shader_addline(buffer
, "float(%s));\n", src_param
.param_str
);
3364 /** Process signed comparison opcodes in GLSL. */
3365 static void shader_glsl_compare(const struct wined3d_shader_instruction
*ins
)
3367 struct glsl_src_param src0_param
;
3368 struct glsl_src_param src1_param
;
3370 unsigned int mask_size
;
3372 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3373 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3374 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3375 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3377 if (mask_size
> 1) {
3378 const char *compare
;
3380 switch(ins
->handler_idx
)
3382 case WINED3DSIH_SLT
: compare
= "lessThan"; break;
3383 case WINED3DSIH_SGE
: compare
= "greaterThanEqual"; break;
3384 default: compare
= "";
3385 FIXME("Can't handle opcode %#x\n", ins
->handler_idx
);
3388 shader_addline(ins
->ctx
->buffer
, "vec%d(%s(%s, %s)));\n", mask_size
, compare
,
3389 src0_param
.param_str
, src1_param
.param_str
);
3391 switch(ins
->handler_idx
)
3393 case WINED3DSIH_SLT
:
3394 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
3395 * to return 0.0 but step returns 1.0 because step is not < x
3396 * An alternative is a bvec compare padded with an unused second component.
3397 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
3398 * issue. Playing with not() is not possible either because not() does not accept
3401 shader_addline(ins
->ctx
->buffer
, "(%s < %s) ? 1.0 : 0.0);\n",
3402 src0_param
.param_str
, src1_param
.param_str
);
3404 case WINED3DSIH_SGE
:
3405 /* Here we can use the step() function and safe a conditional */
3406 shader_addline(ins
->ctx
->buffer
, "step(%s, %s));\n", src1_param
.param_str
, src0_param
.param_str
);
3409 FIXME("Can't handle opcode %#x\n", ins
->handler_idx
);
3415 static void shader_glsl_conditional_move(const struct wined3d_shader_instruction
*ins
)
3417 const char *condition_prefix
, *condition_suffix
;
3418 struct wined3d_shader_dst_param dst
;
3419 struct glsl_src_param src0_param
;
3420 struct glsl_src_param src1_param
;
3421 struct glsl_src_param src2_param
;
3422 BOOL temp_destination
= FALSE
;
3423 DWORD cmp_channel
= 0;
3428 switch (ins
->handler_idx
)
3430 case WINED3DSIH_CMP
:
3431 condition_prefix
= "";
3432 condition_suffix
= " >= 0.0";
3435 case WINED3DSIH_CND
:
3436 condition_prefix
= "";
3437 condition_suffix
= " > 0.5";
3440 case WINED3DSIH_MOVC
:
3441 condition_prefix
= "bool(";
3442 condition_suffix
= ")";
3446 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
3447 condition_prefix
= "<unhandled prefix>";
3448 condition_suffix
= "<unhandled suffix>";
3452 if (shader_is_scalar(&ins
->dst
[0].reg
) || shader_is_scalar(&ins
->src
[0].reg
))
3454 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3455 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3456 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3457 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3459 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
3460 condition_prefix
, src0_param
.param_str
, condition_suffix
,
3461 src1_param
.param_str
, src2_param
.param_str
);
3467 /* Splitting the instruction up in multiple lines imposes a problem:
3468 * The first lines may overwrite source parameters of the following lines.
3469 * Deal with that by using a temporary destination register if needed. */
3470 if ((ins
->src
[0].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
3471 && ins
->src
[0].reg
.type
== dst
.reg
.type
)
3472 || (ins
->src
[1].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
3473 && ins
->src
[1].reg
.type
== dst
.reg
.type
)
3474 || (ins
->src
[2].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
3475 && ins
->src
[2].reg
.type
== dst
.reg
.type
))
3476 temp_destination
= TRUE
;
3478 /* Cycle through all source0 channels. */
3479 for (i
= 0; i
< 4; ++i
)
3482 /* Find the destination channels which use the current source0 channel. */
3483 for (j
= 0; j
< 4; ++j
)
3485 if (((ins
->src
[0].swizzle
>> (2 * j
)) & 0x3) == i
)
3487 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
3488 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
3491 dst
.write_mask
= ins
->dst
[0].write_mask
& write_mask
;
3493 if (temp_destination
)
3495 if (!(write_mask
= shader_glsl_get_write_mask(&dst
, mask_char
)))
3497 shader_addline(ins
->ctx
->buffer
, "tmp0%s = (", mask_char
);
3499 else if (!(write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
, dst
.reg
.data_type
)))
3502 shader_glsl_add_src_param(ins
, &ins
->src
[0], cmp_channel
, &src0_param
);
3503 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3504 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3506 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
3507 condition_prefix
, src0_param
.param_str
, condition_suffix
,
3508 src1_param
.param_str
, src2_param
.param_str
);
3511 if (temp_destination
)
3513 shader_glsl_get_write_mask(&ins
->dst
[0], mask_char
);
3514 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3515 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", mask_char
);
3519 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
3520 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
3521 * the compare is done per component of src0. */
3522 static void shader_glsl_cnd(const struct wined3d_shader_instruction
*ins
)
3524 struct glsl_src_param src0_param
;
3525 struct glsl_src_param src1_param
;
3526 struct glsl_src_param src2_param
;
3528 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
3529 ins
->ctx
->reg_maps
->shader_version
.minor
);
3531 if (shader_version
< WINED3D_SHADER_VERSION(1, 4))
3533 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3534 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3535 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3536 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3538 if (ins
->coissue
&& ins
->dst
->write_mask
!= WINED3DSP_WRITEMASK_3
)
3539 shader_addline(ins
->ctx
->buffer
, "%s /* COISSUE! */);\n", src1_param
.param_str
);
3541 shader_addline(ins
->ctx
->buffer
, "%s > 0.5 ? %s : %s);\n",
3542 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
3546 shader_glsl_conditional_move(ins
);
3549 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
3550 static void shader_glsl_mad(const struct wined3d_shader_instruction
*ins
)
3552 struct glsl_src_param src0_param
;
3553 struct glsl_src_param src1_param
;
3554 struct glsl_src_param src2_param
;
3557 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3558 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3559 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3560 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3561 shader_addline(ins
->ctx
->buffer
, "(%s * %s) + %s);\n",
3562 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
3565 /* Handles transforming all WINED3DSIO_M?x? opcodes for
3566 Vertex shaders to GLSL codes */
3567 static void shader_glsl_mnxn(const struct wined3d_shader_instruction
*ins
)
3570 int nComponents
= 0;
3571 struct wined3d_shader_dst_param tmp_dst
= {{0}};
3572 struct wined3d_shader_src_param tmp_src
[2] = {{{0}}};
3573 struct wined3d_shader_instruction tmp_ins
;
3575 memset(&tmp_ins
, 0, sizeof(tmp_ins
));
3577 /* Set constants for the temporary argument */
3578 tmp_ins
.ctx
= ins
->ctx
;
3579 tmp_ins
.dst_count
= 1;
3580 tmp_ins
.dst
= &tmp_dst
;
3581 tmp_ins
.src_count
= 2;
3582 tmp_ins
.src
= tmp_src
;
3584 switch(ins
->handler_idx
)
3586 case WINED3DSIH_M4x4
:
3588 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
3590 case WINED3DSIH_M4x3
:
3592 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
3594 case WINED3DSIH_M3x4
:
3596 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
3598 case WINED3DSIH_M3x3
:
3600 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
3602 case WINED3DSIH_M3x2
:
3604 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
3610 tmp_dst
= ins
->dst
[0];
3611 tmp_src
[0] = ins
->src
[0];
3612 tmp_src
[1] = ins
->src
[1];
3613 for (i
= 0; i
< nComponents
; ++i
)
3615 tmp_dst
.write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
3616 shader_glsl_dot(&tmp_ins
);
3617 ++tmp_src
[1].reg
.idx
[0].offset
;
3622 The LRP instruction performs a component-wise linear interpolation
3623 between the second and third operands using the first operand as the
3624 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
3625 This is equivalent to mix(src2, src1, src0);
3627 static void shader_glsl_lrp(const struct wined3d_shader_instruction
*ins
)
3629 struct glsl_src_param src0_param
;
3630 struct glsl_src_param src1_param
;
3631 struct glsl_src_param src2_param
;
3634 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3636 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3637 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3638 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3640 shader_addline(ins
->ctx
->buffer
, "mix(%s, %s, %s));\n",
3641 src2_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
);
3644 /** Process the WINED3DSIO_LIT instruction in GLSL:
3645 * dst.x = dst.w = 1.0
3646 * dst.y = (src0.x > 0) ? src0.x
3647 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
3648 * where src.w is clamped at +- 128
3650 static void shader_glsl_lit(const struct wined3d_shader_instruction
*ins
)
3652 struct glsl_src_param src0_param
;
3653 struct glsl_src_param src1_param
;
3654 struct glsl_src_param src3_param
;
3657 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3658 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3660 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3661 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src1_param
);
3662 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src3_param
);
3664 /* The sdk specifies the instruction like this
3666 * if(src.x > 0.0) dst.y = src.x
3668 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
3671 * (where power = src.w clamped between -128 and 128)
3673 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
3674 * dst.x = 1.0 ... No further explanation needed
3675 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
3676 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
3677 * dst.w = 1.0. ... Nothing fancy.
3679 * So we still have one conditional in there. So do this:
3680 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
3682 * 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),
3683 * 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.
3684 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to.
3686 * Unfortunately pow(0.0 ^ 0.0) returns NaN on most GPUs, but lit with src.y = 0 and src.w = 0 returns
3687 * a non-NaN value in dst.z. What we return doesn't matter, as long as it is not NaN. Return 0, which is
3688 * what all Windows HW drivers and GL_ARB_vertex_program's LIT do.
3690 shader_addline(ins
->ctx
->buffer
,
3691 "vec4(1.0, max(%s, 0.0), %s == 0.0 ? 0.0 : "
3692 "pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
3693 src0_param
.param_str
, src3_param
.param_str
, src1_param
.param_str
,
3694 src0_param
.param_str
, src3_param
.param_str
, dst_mask
);
3697 /** Process the WINED3DSIO_DST instruction in GLSL:
3699 * dst.y = src0.x * src0.y
3703 static void shader_glsl_dst(const struct wined3d_shader_instruction
*ins
)
3705 struct glsl_src_param src0y_param
;
3706 struct glsl_src_param src0z_param
;
3707 struct glsl_src_param src1y_param
;
3708 struct glsl_src_param src1w_param
;
3711 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3712 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3714 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src0y_param
);
3715 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &src0z_param
);
3716 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_1
, &src1y_param
);
3717 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_3
, &src1w_param
);
3719 shader_addline(ins
->ctx
->buffer
, "vec4(1.0, %s * %s, %s, %s))%s;\n",
3720 src0y_param
.param_str
, src1y_param
.param_str
, src0z_param
.param_str
, src1w_param
.param_str
, dst_mask
);
3723 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
3724 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
3725 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
3727 * dst.x = cos(src0.?)
3728 * dst.y = sin(src0.?)
3732 static void shader_glsl_sincos(const struct wined3d_shader_instruction
*ins
)
3734 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3735 struct glsl_src_param src0_param
;
3738 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
3740 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3742 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3745 case WINED3DSP_WRITEMASK_0
:
3746 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
3749 case WINED3DSP_WRITEMASK_1
:
3750 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
3753 case (WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
):
3754 shader_addline(buffer
, "vec2(cos(%s), sin(%s)));\n",
3755 src0_param
.param_str
, src0_param
.param_str
);
3759 ERR("Write mask should be .x, .y or .xy\n");
3766 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
3769 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3773 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3774 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3775 shader_addline(buffer
, "tmp0%s = sin(%s);\n", dst_mask
, src0_param
.param_str
);
3777 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3778 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3779 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
3781 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
3782 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
3786 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
3787 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3788 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
3791 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3793 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3794 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3795 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
3799 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
3800 * here. But those extra parameters require a dedicated function for sgn, since map2gl would
3801 * generate invalid code
3803 static void shader_glsl_sgn(const struct wined3d_shader_instruction
*ins
)
3805 struct glsl_src_param src0_param
;
3808 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3809 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3811 shader_addline(ins
->ctx
->buffer
, "sign(%s));\n", src0_param
.param_str
);
3814 /** Process the WINED3DSIO_LOOP instruction in GLSL:
3815 * Start a for() loop where src1.y is the initial value of aL,
3816 * increment aL by src1.z for a total of src1.x iterations.
3817 * Need to use a temporary variable for this operation.
3819 /* FIXME: I don't think nested loops will work correctly this way. */
3820 static void shader_glsl_loop(const struct wined3d_shader_instruction
*ins
)
3822 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
3823 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3824 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
3825 const struct wined3d_shader_lconst
*constant
;
3826 struct glsl_src_param src1_param
;
3827 const DWORD
*control_values
= NULL
;
3829 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
3831 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_ALL
, &src1_param
);
3833 /* Try to hardcode the loop control parameters if possible. Direct3D 9
3834 * class hardware doesn't support real varying indexing, but Microsoft
3835 * designed this feature for Shader model 2.x+. If the loop control is
3836 * known at compile time, the GLSL compiler can unroll the loop, and
3837 * replace indirect addressing with direct addressing. */
3838 if (ins
->src
[1].reg
.type
== WINED3DSPR_CONSTINT
)
3840 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
3842 if (constant
->idx
== ins
->src
[1].reg
.idx
[0].offset
)
3844 control_values
= constant
->value
;
3852 struct wined3d_shader_loop_control loop_control
;
3853 loop_control
.count
= control_values
[0];
3854 loop_control
.start
= control_values
[1];
3855 loop_control
.step
= (int)control_values
[2];
3857 if (loop_control
.step
> 0)
3859 shader_addline(buffer
, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d)\n{\n",
3860 loop_state
->current_depth
, loop_control
.start
,
3861 loop_state
->current_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
3862 loop_state
->current_depth
, loop_control
.step
);
3864 else if (loop_control
.step
< 0)
3866 shader_addline(buffer
, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d)\n{\n",
3867 loop_state
->current_depth
, loop_control
.start
,
3868 loop_state
->current_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
3869 loop_state
->current_depth
, loop_control
.step
);
3873 shader_addline(buffer
, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++)\n{\n",
3874 loop_state
->current_depth
, loop_control
.start
, loop_state
->current_depth
,
3875 loop_state
->current_depth
, loop_control
.count
,
3876 loop_state
->current_depth
);
3881 shader_addline(buffer
, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z)\n{\n",
3882 loop_state
->current_depth
, loop_state
->current_reg
,
3883 src1_param
.reg_name
, loop_state
->current_depth
, src1_param
.reg_name
,
3884 loop_state
->current_depth
, loop_state
->current_reg
, src1_param
.reg_name
);
3887 ++loop_state
->current_reg
;
3891 shader_addline(buffer
, "for (;;)\n{\n");
3894 ++loop_state
->current_depth
;
3897 static void shader_glsl_end(const struct wined3d_shader_instruction
*ins
)
3899 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
3901 shader_addline(ins
->ctx
->buffer
, "}\n");
3903 if (ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
3905 --loop_state
->current_depth
;
3906 --loop_state
->current_reg
;
3909 if (ins
->handler_idx
== WINED3DSIH_ENDREP
)
3911 --loop_state
->current_depth
;
3915 static void shader_glsl_rep(const struct wined3d_shader_instruction
*ins
)
3917 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
3918 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
3919 const struct wined3d_shader_lconst
*constant
;
3920 struct glsl_src_param src0_param
;
3921 const DWORD
*control_values
= NULL
;
3923 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
3924 if (ins
->src
[0].reg
.type
== WINED3DSPR_CONSTINT
)
3926 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
3928 if (constant
->idx
== ins
->src
[0].reg
.idx
[0].offset
)
3930 control_values
= constant
->value
;
3938 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
3939 loop_state
->current_depth
, loop_state
->current_depth
,
3940 control_values
[0], loop_state
->current_depth
);
3944 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3945 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
3946 loop_state
->current_depth
, loop_state
->current_depth
,
3947 src0_param
.param_str
, loop_state
->current_depth
);
3950 ++loop_state
->current_depth
;
3953 static void shader_glsl_if(const struct wined3d_shader_instruction
*ins
)
3955 struct glsl_src_param src0_param
;
3957 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3958 shader_addline(ins
->ctx
->buffer
, "if (bool(%s)) {\n", src0_param
.param_str
);
3961 static void shader_glsl_ifc(const struct wined3d_shader_instruction
*ins
)
3963 struct glsl_src_param src0_param
;
3964 struct glsl_src_param src1_param
;
3966 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3967 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
3969 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) {\n",
3970 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
3973 static void shader_glsl_else(const struct wined3d_shader_instruction
*ins
)
3975 shader_addline(ins
->ctx
->buffer
, "} else {\n");
3978 static void shader_glsl_emit(const struct wined3d_shader_instruction
*ins
)
3980 shader_addline(ins
->ctx
->buffer
, "EmitVertex();\n");
3983 static void shader_glsl_break(const struct wined3d_shader_instruction
*ins
)
3985 shader_addline(ins
->ctx
->buffer
, "break;\n");
3988 /* FIXME: According to MSDN the compare is done per component. */
3989 static void shader_glsl_breakc(const struct wined3d_shader_instruction
*ins
)
3991 struct glsl_src_param src0_param
;
3992 struct glsl_src_param src1_param
;
3994 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3995 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
3997 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) break;\n",
3998 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
4001 static void shader_glsl_breakp(const struct wined3d_shader_instruction
*ins
)
4003 struct glsl_src_param src_param
;
4005 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
4006 shader_addline(ins
->ctx
->buffer
, "if (bool(%s)) break;\n", src_param
.param_str
);
4009 static void shader_glsl_label(const struct wined3d_shader_instruction
*ins
)
4011 shader_addline(ins
->ctx
->buffer
, "}\n");
4012 shader_addline(ins
->ctx
->buffer
, "void subroutine%u()\n{\n", ins
->src
[0].reg
.idx
[0].offset
);
4015 static void shader_glsl_call(const struct wined3d_shader_instruction
*ins
)
4017 shader_addline(ins
->ctx
->buffer
, "subroutine%u();\n", ins
->src
[0].reg
.idx
[0].offset
);
4020 static void shader_glsl_callnz(const struct wined3d_shader_instruction
*ins
)
4022 struct glsl_src_param src1_param
;
4024 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
4025 shader_addline(ins
->ctx
->buffer
, "if (%s) subroutine%u();\n",
4026 src1_param
.param_str
, ins
->src
[0].reg
.idx
[0].offset
);
4029 static void shader_glsl_ret(const struct wined3d_shader_instruction
*ins
)
4031 /* No-op. The closing } is written when a new function is started, and at the end of the shader. This
4032 * function only suppresses the unhandled instruction warning
4036 /*********************************************
4037 * Pixel Shader Specific Code begins here
4038 ********************************************/
4039 static void shader_glsl_tex(const struct wined3d_shader_instruction
*ins
)
4041 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
4042 ins
->ctx
->reg_maps
->shader_version
.minor
);
4043 struct glsl_sample_function sample_function
;
4044 DWORD sample_flags
= 0;
4046 DWORD mask
= 0, swizzle
;
4047 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
4049 /* 1.0-1.4: Use destination register as sampler source.
4050 * 2.0+: Use provided sampler source. */
4051 if (shader_version
< WINED3D_SHADER_VERSION(2,0))
4052 resource_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4054 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4056 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
4058 DWORD flags
= (priv
->cur_ps_args
->tex_transform
>> resource_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
4059 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
4060 enum wined3d_shader_resource_type resource_type
= ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
;
4062 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
4063 if (flags
& WINED3D_PSARGS_PROJECTED
&& resource_type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
4065 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
4066 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
4068 case WINED3D_TTFF_COUNT1
:
4069 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
4071 case WINED3D_TTFF_COUNT2
:
4072 mask
= WINED3DSP_WRITEMASK_1
;
4074 case WINED3D_TTFF_COUNT3
:
4075 mask
= WINED3DSP_WRITEMASK_2
;
4077 case WINED3D_TTFF_COUNT4
:
4078 case WINED3D_TTFF_DISABLE
:
4079 mask
= WINED3DSP_WRITEMASK_3
;
4084 else if (shader_version
< WINED3D_SHADER_VERSION(2,0))
4086 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
4088 if (src_mod
== WINED3DSPSM_DZ
) {
4089 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
4090 mask
= WINED3DSP_WRITEMASK_2
;
4091 } else if (src_mod
== WINED3DSPSM_DW
) {
4092 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
4093 mask
= WINED3DSP_WRITEMASK_3
;
4098 if ((ins
->flags
& WINED3DSI_TEXLD_PROJECT
)
4099 && ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
4101 /* ps 2.0 texldp instruction always divides by the fourth component. */
4102 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
4103 mask
= WINED3DSP_WRITEMASK_3
;
4107 if (priv
->cur_ps_args
->np2_fixup
& (1u << resource_idx
))
4108 sample_flags
|= WINED3D_GLSL_SAMPLE_NPOT
;
4110 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sample_flags
, &sample_function
);
4111 mask
|= sample_function
.coord_mask
;
4112 sample_function
.coord_mask
= mask
;
4114 if (shader_version
< WINED3D_SHADER_VERSION(2,0)) swizzle
= WINED3DSP_NOSWIZZLE
;
4115 else swizzle
= ins
->src
[1].swizzle
;
4117 /* 1.0-1.3: Use destination register as coordinate source.
4118 1.4+: Use provided coordinate source register. */
4119 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
4122 shader_glsl_write_mask_to_str(mask
, coord_mask
);
4123 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
,
4124 "T%u%s", resource_idx
, coord_mask
);
4128 struct glsl_src_param coord_param
;
4129 shader_glsl_add_src_param(ins
, &ins
->src
[0], mask
, &coord_param
);
4130 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
)
4132 struct glsl_src_param bias
;
4133 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &bias
);
4134 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, bias
.param_str
,
4135 "%s", coord_param
.param_str
);
4137 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
,
4138 "%s", coord_param
.param_str
);
4141 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4144 static void shader_glsl_texldd(const struct wined3d_shader_instruction
*ins
)
4146 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
4147 struct glsl_src_param coord_param
, dx_param
, dy_param
;
4148 DWORD sample_flags
= WINED3D_GLSL_SAMPLE_GRAD
;
4149 struct glsl_sample_function sample_function
;
4151 DWORD swizzle
= ins
->src
[1].swizzle
;
4152 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
4154 if (!gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] && !gl_info
->supported
[EXT_GPU_SHADER4
])
4156 FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
4157 shader_glsl_tex(ins
);
4161 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4162 if (priv
->cur_ps_args
->np2_fixup
& (1u << sampler_idx
))
4163 sample_flags
|= WINED3D_GLSL_SAMPLE_NPOT
;
4165 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sample_flags
, &sample_function
);
4166 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
4167 shader_glsl_add_src_param(ins
, &ins
->src
[2], sample_function
.coord_mask
, &dx_param
);
4168 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.coord_mask
, &dy_param
);
4170 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, dx_param
.param_str
, dy_param
.param_str
, NULL
,
4171 "%s", coord_param
.param_str
);
4172 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4175 static void shader_glsl_texldl(const struct wined3d_shader_instruction
*ins
)
4177 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
4178 struct glsl_src_param coord_param
, lod_param
;
4179 DWORD sample_flags
= WINED3D_GLSL_SAMPLE_LOD
;
4180 struct glsl_sample_function sample_function
;
4182 DWORD swizzle
= ins
->src
[1].swizzle
;
4183 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
4185 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4186 if (ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
4187 && priv
->cur_ps_args
->np2_fixup
& (1u << sampler_idx
))
4188 sample_flags
|= WINED3D_GLSL_SAMPLE_NPOT
;
4190 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sample_flags
, &sample_function
);
4191 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
4193 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
4195 if (!gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] && !gl_info
->supported
[EXT_GPU_SHADER4
]
4196 && ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
4198 /* Plain GLSL only supports Lod sampling functions in vertex shaders.
4199 * However, the NVIDIA drivers allow them in fragment shaders as well,
4200 * even without the appropriate extension. */
4201 WARN("Using %s in fragment shader.\n", sample_function
.name
->buffer
);
4203 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, lod_param
.param_str
,
4204 "%s", coord_param
.param_str
);
4205 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4208 static unsigned int shader_glsl_find_sampler(const struct wined3d_shader_sampler_map
*sampler_map
,
4209 unsigned int resource_idx
, unsigned int sampler_idx
)
4211 struct wined3d_shader_sampler_map_entry
*entries
= sampler_map
->entries
;
4214 for (i
= 0; i
< sampler_map
->count
; ++i
)
4216 if (entries
[i
].resource_idx
== resource_idx
&& entries
[i
].sampler_idx
== sampler_idx
)
4217 return entries
[i
].bind_idx
;
4220 ERR("No GLSL sampler found for resource %u / sampler %u.\n", resource_idx
, sampler_idx
);
4225 static void shader_glsl_sample(const struct wined3d_shader_instruction
*ins
)
4227 struct glsl_sample_function sample_function
;
4228 struct glsl_src_param coord_param
;
4229 unsigned int sampler_idx
;
4231 shader_glsl_get_sample_function(ins
->ctx
, ins
->src
[1].reg
.idx
[0].offset
, 0, &sample_function
);
4232 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
4233 sampler_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
,
4234 ins
->src
[1].reg
.idx
[0].offset
, ins
->src
[2].reg
.idx
[0].offset
);
4235 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
,
4236 NULL
, NULL
, NULL
, "%s", coord_param
.param_str
);
4237 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4240 static void shader_glsl_texcoord(const struct wined3d_shader_instruction
*ins
)
4242 /* FIXME: Make this work for more than just 2D textures */
4243 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4244 DWORD write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4246 if (!(ins
->ctx
->reg_maps
->shader_version
.major
== 1 && ins
->ctx
->reg_maps
->shader_version
.minor
== 4))
4250 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4251 shader_addline(buffer
, "clamp(ffp_texcoord[%u], 0.0, 1.0)%s);\n",
4252 ins
->dst
[0].reg
.idx
[0].offset
, dst_mask
);
4256 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
4257 DWORD reg
= ins
->src
[0].reg
.idx
[0].offset
;
4258 char dst_swizzle
[6];
4260 shader_glsl_get_swizzle(&ins
->src
[0], FALSE
, write_mask
, dst_swizzle
);
4262 if (src_mod
== WINED3DSPSM_DZ
|| src_mod
== WINED3DSPSM_DW
)
4264 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4265 struct glsl_src_param div_param
;
4266 DWORD src_writemask
= src_mod
== WINED3DSPSM_DZ
? WINED3DSP_WRITEMASK_2
: WINED3DSP_WRITEMASK_3
;
4268 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_writemask
, &div_param
);
4271 shader_addline(buffer
, "ffp_texcoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
4273 shader_addline(buffer
, "ffp_texcoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
4277 shader_addline(buffer
, "ffp_texcoord[%u]%s);\n", reg
, dst_swizzle
);
4282 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
4283 * Take a 3-component dot product of the TexCoord[dstreg] and src,
4284 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
4285 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction
*ins
)
4287 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4288 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4289 struct glsl_sample_function sample_function
;
4290 struct glsl_src_param src0_param
;
4293 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4295 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
4296 * scalar, and projected sampling would require 4.
4298 * It is a dependent read - not valid with conditional NP2 textures
4300 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
4301 mask_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
4306 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4307 "dot(ffp_texcoord[%u].xyz, %s)", sampler_idx
, src0_param
.param_str
);
4311 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4312 "vec2(dot(ffp_texcoord[%u].xyz, %s), 0.0)", sampler_idx
, src0_param
.param_str
);
4316 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4317 "vec3(dot(ffp_texcoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx
, src0_param
.param_str
);
4321 FIXME("Unexpected mask size %u\n", mask_size
);
4324 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4327 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
4328 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
4329 static void shader_glsl_texdp3(const struct wined3d_shader_instruction
*ins
)
4331 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4332 DWORD dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
4333 struct glsl_src_param src0_param
;
4335 unsigned int mask_size
;
4337 dst_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4338 mask_size
= shader_glsl_get_write_mask_size(dst_mask
);
4339 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4341 if (mask_size
> 1) {
4342 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(T%u.xyz, %s)));\n", mask_size
, dstreg
, src0_param
.param_str
);
4344 shader_addline(ins
->ctx
->buffer
, "dot(T%u.xyz, %s));\n", dstreg
, src0_param
.param_str
);
4348 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
4349 * Calculate the depth as dst.x / dst.y */
4350 static void shader_glsl_texdepth(const struct wined3d_shader_instruction
*ins
)
4352 struct glsl_dst_param dst_param
;
4354 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
4356 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
4357 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
4358 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
4359 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
4362 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
4363 dst_param
.reg_name
, dst_param
.reg_name
);
4366 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
4367 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
4368 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
4369 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
4371 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction
*ins
)
4373 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4374 DWORD dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
4375 struct glsl_src_param src0_param
;
4377 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4379 shader_addline(ins
->ctx
->buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg
, src0_param
.param_str
);
4380 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
4383 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
4384 * Calculate the 1st of a 2-row matrix multiplication. */
4385 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction
*ins
)
4387 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4388 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4389 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4390 struct glsl_src_param src0_param
;
4392 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4393 shader_addline(buffer
, "tmp0.x = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
4396 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
4397 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
4398 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction
*ins
)
4400 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4401 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4402 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
4403 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4404 struct glsl_src_param src0_param
;
4406 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4407 shader_addline(buffer
, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + tex_mx
->current_row
, reg
, src0_param
.param_str
);
4408 tex_mx
->texcoord_w
[tex_mx
->current_row
++] = reg
;
4411 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction
*ins
)
4413 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4414 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4415 struct glsl_sample_function sample_function
;
4416 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4417 struct glsl_src_param src0_param
;
4419 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4420 shader_addline(buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
4422 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
4424 /* Sample the texture using the calculated coordinates */
4425 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xy");
4426 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4429 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
4430 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
4431 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction
*ins
)
4433 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4434 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
4435 struct glsl_sample_function sample_function
;
4436 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4437 struct glsl_src_param src0_param
;
4439 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4440 shader_addline(ins
->ctx
->buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
4442 /* Dependent read, not valid with conditional NP2 */
4443 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
4445 /* Sample the texture using the calculated coordinates */
4446 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xyz");
4447 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4449 tex_mx
->current_row
= 0;
4452 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
4453 * Perform the 3rd row of a 3x3 matrix multiply */
4454 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction
*ins
)
4456 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4457 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
4458 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4459 struct glsl_src_param src0_param
;
4462 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4464 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4465 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4466 shader_addline(ins
->ctx
->buffer
, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg
, src0_param
.param_str
, dst_mask
);
4468 tex_mx
->current_row
= 0;
4471 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
4472 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
4473 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction
*ins
)
4475 struct glsl_src_param src0_param
;
4476 struct glsl_src_param src1_param
;
4477 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4478 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
4479 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4480 struct glsl_sample_function sample_function
;
4481 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4484 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4485 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
4487 /* Perform the last matrix multiply operation */
4488 shader_addline(buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
4489 /* Reflection calculation */
4490 shader_addline(buffer
, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param
.param_str
);
4492 /* Dependent read, not valid with conditional NP2 */
4493 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
4494 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
4496 /* Sample the texture */
4497 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
4498 NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
4499 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4501 tex_mx
->current_row
= 0;
4504 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
4505 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
4506 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction
*ins
)
4508 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4509 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
4510 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4511 struct glsl_sample_function sample_function
;
4512 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4513 struct glsl_src_param src0_param
;
4516 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4518 /* Perform the last matrix multiply operation */
4519 shader_addline(buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_param
.param_str
);
4521 /* Construct the eye-ray vector from w coordinates */
4522 shader_addline(buffer
, "tmp1.xyz = normalize(vec3(ffp_texcoord[%u].w, ffp_texcoord[%u].w, ffp_texcoord[%u].w));\n",
4523 tex_mx
->texcoord_w
[0], tex_mx
->texcoord_w
[1], reg
);
4524 shader_addline(buffer
, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
4526 /* Dependent read, not valid with conditional NP2 */
4527 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
4528 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
4530 /* Sample the texture using the calculated coordinates */
4531 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
4532 NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
4533 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4535 tex_mx
->current_row
= 0;
4538 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
4539 * Apply a fake bump map transform.
4540 * texbem is pshader <= 1.3 only, this saves a few version checks
4542 static void shader_glsl_texbem(const struct wined3d_shader_instruction
*ins
)
4544 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
4545 struct glsl_sample_function sample_function
;
4546 struct glsl_src_param coord_param
;
4552 sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4553 flags
= (priv
->cur_ps_args
->tex_transform
>> sampler_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
4554 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
4556 /* Dependent read, not valid with conditional NP2 */
4557 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
4558 mask
= sample_function
.coord_mask
;
4560 shader_glsl_write_mask_to_str(mask
, coord_mask
);
4562 /* With projected textures, texbem only divides the static texture coord,
4563 * not the displacement, so we can't let GL handle this. */
4564 if (flags
& WINED3D_PSARGS_PROJECTED
)
4567 char coord_div_mask
[3];
4568 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
4570 case WINED3D_TTFF_COUNT1
:
4571 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
4573 case WINED3D_TTFF_COUNT2
:
4574 div_mask
= WINED3DSP_WRITEMASK_1
;
4576 case WINED3D_TTFF_COUNT3
:
4577 div_mask
= WINED3DSP_WRITEMASK_2
;
4579 case WINED3D_TTFF_COUNT4
:
4580 case WINED3D_TTFF_DISABLE
:
4581 div_mask
= WINED3DSP_WRITEMASK_3
;
4584 shader_glsl_write_mask_to_str(div_mask
, coord_div_mask
);
4585 shader_addline(ins
->ctx
->buffer
, "T%u%s /= T%u%s;\n", sampler_idx
, coord_mask
, sampler_idx
, coord_div_mask
);
4588 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &coord_param
);
4590 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4591 "T%u%s + vec4(bumpenv_mat%u * %s, 0.0, 0.0)%s", sampler_idx
, coord_mask
, sampler_idx
,
4592 coord_param
.param_str
, coord_mask
);
4594 if (ins
->handler_idx
== WINED3DSIH_TEXBEML
)
4596 struct glsl_src_param luminance_param
;
4597 struct glsl_dst_param dst_param
;
4599 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &luminance_param
);
4600 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
4602 shader_addline(ins
->ctx
->buffer
, "%s%s *= (%s * bumpenv_lum_scale%u + bumpenv_lum_offset%u);\n",
4603 dst_param
.reg_name
, dst_param
.mask_str
,
4604 luminance_param
.param_str
, sampler_idx
, sampler_idx
);
4606 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4609 static void shader_glsl_bem(const struct wined3d_shader_instruction
*ins
)
4611 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4612 struct glsl_src_param src0_param
, src1_param
;
4614 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
4615 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
4617 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4618 shader_addline(ins
->ctx
->buffer
, "%s + bumpenv_mat%u * %s);\n",
4619 src0_param
.param_str
, sampler_idx
, src1_param
.param_str
);
4622 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
4623 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
4624 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction
*ins
)
4626 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4627 struct glsl_sample_function sample_function
;
4628 struct glsl_src_param src0_param
;
4630 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
4632 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
4633 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4634 "%s.wx", src0_param
.reg_name
);
4635 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4638 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
4639 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
4640 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction
*ins
)
4642 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4643 struct glsl_sample_function sample_function
;
4644 struct glsl_src_param src0_param
;
4646 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
4648 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
4649 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4650 "%s.yz", src0_param
.reg_name
);
4651 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4654 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
4655 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
4656 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction
*ins
)
4658 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4659 struct glsl_sample_function sample_function
;
4660 struct glsl_src_param src0_param
;
4662 /* Dependent read, not valid with conditional NP2 */
4663 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
4664 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &src0_param
);
4666 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4667 "%s", src0_param
.param_str
);
4668 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4671 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
4672 * If any of the first 3 components are < 0, discard this pixel */
4673 static void shader_glsl_texkill(const struct wined3d_shader_instruction
*ins
)
4675 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 4)
4677 struct glsl_src_param src_param
;
4679 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
4680 shader_addline(ins
->ctx
->buffer
, "if (bool(floatBitsToUint(%s))) discard;\n", src_param
.param_str
);
4684 struct glsl_dst_param dst_param
;
4686 /* The argument is a destination parameter, and no writemasks are allowed */
4687 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
4689 /* 2.0 shaders compare all 4 components in texkill. */
4690 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 2)
4691 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param
.reg_name
);
4692 /* 1.x shaders only compare the first 3 components, probably due to
4693 * the nature of the texkill instruction as a tex* instruction, and
4694 * phase, which kills all .w components. Even if all 4 components are
4695 * defined, only the first 3 are used. */
4697 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param
.reg_name
);
4701 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
4702 * dst = dot2(src0, src1) + src2 */
4703 static void shader_glsl_dp2add(const struct wined3d_shader_instruction
*ins
)
4705 struct glsl_src_param src0_param
;
4706 struct glsl_src_param src1_param
;
4707 struct glsl_src_param src2_param
;
4709 unsigned int mask_size
;
4711 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4712 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4714 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
4715 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
4716 shader_glsl_add_src_param(ins
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &src2_param
);
4718 if (mask_size
> 1) {
4719 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(%s, %s) + %s));\n",
4720 mask_size
, src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
4722 shader_addline(ins
->ctx
->buffer
, "dot(%s, %s) + %s);\n",
4723 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
4727 static void shader_glsl_input_pack(const struct wined3d_shader
*shader
, struct wined3d_string_buffer
*buffer
,
4728 const struct wined3d_shader_signature
*input_signature
,
4729 const struct wined3d_shader_reg_maps
*reg_maps
,
4730 const struct ps_compile_args
*args
, const struct wined3d_gl_info
*gl_info
)
4734 for (i
= 0; i
< input_signature
->element_count
; ++i
)
4736 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
4737 const char *semantic_name
;
4742 if (!(reg_maps
->input_registers
& (1u << input
->register_idx
)))
4745 semantic_name
= input
->semantic_name
;
4746 semantic_idx
= input
->semantic_idx
;
4747 shader_glsl_write_mask_to_str(input
->mask
, reg_mask
);
4749 if (args
->vp_mode
== vertexshader
)
4751 if (input
->sysval_semantic
== WINED3D_SV_POSITION
)
4752 shader_addline(buffer
, "ps_in[%u]%s = vpos%s;\n",
4753 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
4754 else if (args
->pointsprite
&& shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
4755 shader_addline(buffer
, "ps_in[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", input
->register_idx
);
4757 shader_addline(buffer
, "ps_in[%u]%s = ps_link[%u]%s;\n",
4758 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
,
4759 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
);
4761 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
4763 if (args
->pointsprite
)
4764 shader_addline(buffer
, "ps_in[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n",
4765 shader
->u
.ps
.input_reg_map
[input
->register_idx
]);
4766 else if (args
->vp_mode
== pretransformed
&& args
->texcoords_initialized
& (1u << semantic_idx
))
4767 shader_addline(buffer
, "ps_in[%u]%s = %s[%u]%s;\n",
4768 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
,
4769 gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
]
4770 ? "gl_TexCoord" : "ffp_varying_texcoord", semantic_idx
, reg_mask
);
4772 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
4773 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
4775 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
))
4778 shader_addline(buffer
, "ps_in[%u]%s = vec4(ffp_varying_diffuse)%s;\n",
4779 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
4780 else if (semantic_idx
== 1)
4781 shader_addline(buffer
, "ps_in[%u]%s = vec4(ffp_varying_specular)%s;\n",
4782 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
4784 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
4785 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
4789 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
4790 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
4795 /*********************************************
4796 * Vertex Shader Specific Code begins here
4797 ********************************************/
4799 static void add_glsl_program_entry(struct shader_glsl_priv
*priv
, struct glsl_shader_prog_link
*entry
)
4801 struct glsl_program_key key
;
4803 key
.vs_id
= entry
->vs
.id
;
4804 key
.gs_id
= entry
->gs
.id
;
4805 key
.ps_id
= entry
->ps
.id
;
4807 if (wine_rb_put(&priv
->program_lookup
, &key
, &entry
->program_lookup_entry
) == -1)
4809 ERR("Failed to insert program entry.\n");
4813 static struct glsl_shader_prog_link
*get_glsl_program_entry(const struct shader_glsl_priv
*priv
,
4814 GLuint vs_id
, GLuint gs_id
, GLuint ps_id
)
4816 struct wine_rb_entry
*entry
;
4817 struct glsl_program_key key
;
4823 entry
= wine_rb_get(&priv
->program_lookup
, &key
);
4824 return entry
? WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
) : NULL
;
4827 /* Context activation is done by the caller. */
4828 static void delete_glsl_program_entry(struct shader_glsl_priv
*priv
, const struct wined3d_gl_info
*gl_info
,
4829 struct glsl_shader_prog_link
*entry
)
4831 struct glsl_program_key key
;
4833 key
.vs_id
= entry
->vs
.id
;
4834 key
.gs_id
= entry
->gs
.id
;
4835 key
.ps_id
= entry
->ps
.id
;
4836 wine_rb_remove(&priv
->program_lookup
, &key
);
4838 GL_EXTCALL(glDeleteProgram(entry
->id
));
4840 list_remove(&entry
->vs
.shader_entry
);
4842 list_remove(&entry
->gs
.shader_entry
);
4844 list_remove(&entry
->ps
.shader_entry
);
4845 HeapFree(GetProcessHeap(), 0, entry
->vs
.uniform_f_locations
);
4846 HeapFree(GetProcessHeap(), 0, entry
->ps
.uniform_f_locations
);
4847 HeapFree(GetProcessHeap(), 0, entry
);
4850 static void handle_ps3_input(struct shader_glsl_priv
*priv
,
4851 const struct wined3d_gl_info
*gl_info
, const DWORD
*map
,
4852 const struct wined3d_shader_signature
*input_signature
,
4853 const struct wined3d_shader_reg_maps
*reg_maps_in
,
4854 const struct wined3d_shader_signature
*output_signature
,
4855 const struct wined3d_shader_reg_maps
*reg_maps_out
)
4857 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
4858 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
4862 unsigned int in_count
= vec4_varyings(3, gl_info
);
4863 unsigned int max_varyings
= legacy_context
? in_count
+ 2 : in_count
;
4865 struct wined3d_string_buffer
*destination
= string_buffer_get(&priv
->string_buffers
);
4867 set
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*set
) * max_varyings
);
4869 for (i
= 0; i
< input_signature
->element_count
; ++i
)
4871 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
4873 if (!(reg_maps_in
->input_registers
& (1u << input
->register_idx
)))
4876 in_idx
= map
[input
->register_idx
];
4877 /* Declared, but not read register */
4880 if (in_idx
>= max_varyings
)
4882 FIXME("More input varyings declared than supported, expect issues.\n");
4886 if (in_idx
== in_count
)
4887 string_buffer_sprintf(destination
, "gl_FrontColor");
4888 else if (in_idx
== in_count
+ 1)
4889 string_buffer_sprintf(destination
, "gl_FrontSecondaryColor");
4891 string_buffer_sprintf(destination
, "ps_link[%u]", in_idx
);
4896 for (j
= 0; j
< output_signature
->element_count
; ++j
)
4898 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[j
];
4901 if (!(reg_maps_out
->output_registers
& (1u << output
->register_idx
))
4902 || input
->semantic_idx
!= output
->semantic_idx
4903 || strcmp(input
->semantic_name
, output
->semantic_name
)
4904 || !(mask
= input
->mask
& output
->mask
))
4907 if (set
[in_idx
] == ~0u)
4909 set
[in_idx
] |= mask
& reg_maps_out
->u
.output_registers_mask
[output
->register_idx
];
4910 shader_glsl_write_mask_to_str(mask
, reg_mask
);
4912 shader_addline(buffer
, "%s%s = vs_out[%u]%s;\n",
4913 destination
->buffer
, reg_mask
, output
->register_idx
, reg_mask
);
4917 for (i
= 0; i
< max_varyings
; ++i
)
4921 if (!set
[i
] || set
[i
] == WINED3DSP_WRITEMASK_ALL
)
4924 if (set
[i
] == ~0U) set
[i
] = 0;
4927 if (!(set
[i
] & WINED3DSP_WRITEMASK_0
)) reg_mask
[size
++] = 'x';
4928 if (!(set
[i
] & WINED3DSP_WRITEMASK_1
)) reg_mask
[size
++] = 'y';
4929 if (!(set
[i
] & WINED3DSP_WRITEMASK_2
)) reg_mask
[size
++] = 'z';
4930 if (!(set
[i
] & WINED3DSP_WRITEMASK_3
)) reg_mask
[size
++] = 'w';
4931 reg_mask
[size
] = '\0';
4934 string_buffer_sprintf(destination
, "gl_FrontColor");
4935 else if (i
== in_count
+ 1)
4936 string_buffer_sprintf(destination
, "gl_FrontSecondaryColor");
4938 string_buffer_sprintf(destination
, "ps_link[%u]", i
);
4940 if (size
== 1) shader_addline(buffer
, "%s.%s = 0.0;\n", destination
->buffer
, reg_mask
);
4941 else shader_addline(buffer
, "%s.%s = vec%u(0.0);\n", destination
->buffer
, reg_mask
, size
);
4944 HeapFree(GetProcessHeap(), 0, set
);
4945 string_buffer_release(&priv
->string_buffers
, destination
);
4948 /* Context activation is done by the caller. */
4949 static GLuint
generate_param_reorder_function(struct shader_glsl_priv
*priv
,
4950 const struct wined3d_shader
*vs
, const struct wined3d_shader
*ps
,
4951 BOOL per_vertex_point_size
, const struct wined3d_gl_info
*gl_info
)
4953 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
4955 DWORD ps_major
= ps
? ps
->reg_maps
.shader_version
.major
: 0;
4957 const char *semantic_name
;
4960 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
4962 string_buffer_clear(buffer
);
4964 shader_addline(buffer
, "%s\n", shader_glsl_get_version(gl_info
, &vs
->reg_maps
.shader_version
));
4966 if (per_vertex_point_size
)
4968 shader_addline(buffer
, "uniform struct\n{\n");
4969 shader_addline(buffer
, " float size_min;\n");
4970 shader_addline(buffer
, " float size_max;\n");
4971 shader_addline(buffer
, "} ffp_point;\n");
4976 DWORD colors_written_mask
[2] = {0};
4977 DWORD texcoords_written_mask
[MAX_TEXTURES
] = {0};
4979 if (!legacy_context
)
4981 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_diffuse;\n");
4982 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_specular;\n");
4983 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
4984 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
4987 shader_addline(buffer
, "void order_ps_input(in vec4 vs_out[%u])\n{\n", vs
->limits
->packed_output
);
4989 for (i
= 0; i
< vs
->output_signature
.element_count
; ++i
)
4991 const struct wined3d_shader_signature_element
*output
= &vs
->output_signature
.elements
[i
];
4994 if (!(vs
->reg_maps
.output_registers
& (1u << output
->register_idx
)))
4997 semantic_name
= output
->semantic_name
;
4998 semantic_idx
= output
->semantic_idx
;
4999 write_mask
= output
->mask
;
5000 shader_glsl_write_mask_to_str(write_mask
, reg_mask
);
5002 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
) && semantic_idx
< 2)
5005 shader_addline(buffer
, "gl_Front%sColor%s = vs_out[%u]%s;\n",
5006 semantic_idx
? "Secondary" : "", reg_mask
, output
->register_idx
, reg_mask
);
5008 shader_addline(buffer
, "ffp_varying_%s%s = clamp(vs_out[%u]%s, 0.0, 1.0);\n",
5009 semantic_idx
? "specular" : "diffuse", reg_mask
, output
->register_idx
, reg_mask
);
5011 colors_written_mask
[semantic_idx
] = write_mask
;
5013 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_POSITION
) && !semantic_idx
)
5015 shader_addline(buffer
, "gl_Position%s = vs_out[%u]%s;\n",
5016 reg_mask
, output
->register_idx
, reg_mask
);
5018 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
5020 if (semantic_idx
< MAX_TEXTURES
)
5022 shader_addline(buffer
, "%s[%u]%s = vs_out[%u]%s;\n",
5023 legacy_context
? "gl_TexCoord" : "ffp_varying_texcoord",
5024 semantic_idx
, reg_mask
, output
->register_idx
, reg_mask
);
5025 texcoords_written_mask
[semantic_idx
] = write_mask
;
5028 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
) && per_vertex_point_size
)
5030 shader_addline(buffer
, "gl_PointSize = clamp(vs_out[%u].%c, ffp_point.size_min, ffp_point.size_max);\n",
5031 output
->register_idx
, reg_mask
[1]);
5033 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_FOG
))
5035 shader_addline(buffer
, "%s = clamp(vs_out[%u].%c, 0.0, 1.0);\n",
5036 legacy_context
? "gl_FogFragCoord" : "ffp_varying_fogcoord",
5037 output
->register_idx
, reg_mask
[1]);
5041 for (i
= 0; i
< 2; ++i
)
5043 if (colors_written_mask
[i
] != WINED3DSP_WRITEMASK_ALL
)
5045 shader_glsl_write_mask_to_str(~colors_written_mask
[i
] & WINED3DSP_WRITEMASK_ALL
, reg_mask
);
5047 shader_addline(buffer
, "%s%s = vec4(1.0)%s;\n",
5048 legacy_context
? "gl_FrontColor" : "ffp_varying_diffuse",
5049 reg_mask
, reg_mask
);
5051 shader_addline(buffer
, "%s%s = vec4(0.0)%s;\n",
5052 legacy_context
? "gl_FrontSecondaryColor" : "ffp_varying_specular",
5053 reg_mask
, reg_mask
);
5056 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
5058 if (ps
&& !(ps
->reg_maps
.texcoord
& (1u << i
)))
5061 if (texcoords_written_mask
[i
] != WINED3DSP_WRITEMASK_ALL
)
5063 if (gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(gl_info
)
5064 && !texcoords_written_mask
[i
])
5067 shader_glsl_write_mask_to_str(~texcoords_written_mask
[i
] & WINED3DSP_WRITEMASK_ALL
, reg_mask
);
5068 shader_addline(buffer
, "%s[%u]%s = vec4(0.0)%s;\n",
5069 legacy_context
? "gl_TexCoord" : "ffp_varying_texcoord", i
, reg_mask
, reg_mask
);
5075 UINT in_count
= min(vec4_varyings(ps_major
, gl_info
), ps
->limits
->packed_input
);
5077 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ps_link[%u];\n", in_count
);
5078 shader_addline(buffer
, "void order_ps_input(in vec4 vs_out[%u])\n{\n", vs
->limits
->packed_output
);
5080 /* First, sort out position and point size. Those are not passed to the pixel shader */
5081 for (i
= 0; i
< vs
->output_signature
.element_count
; ++i
)
5083 const struct wined3d_shader_signature_element
*output
= &vs
->output_signature
.elements
[i
];
5085 if (!(vs
->reg_maps
.output_registers
& (1u << output
->register_idx
)))
5088 semantic_name
= output
->semantic_name
;
5089 semantic_idx
= output
->semantic_idx
;
5090 shader_glsl_write_mask_to_str(output
->mask
, reg_mask
);
5092 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_POSITION
) && !semantic_idx
)
5094 shader_addline(buffer
, "gl_Position%s = vs_out[%u]%s;\n",
5095 reg_mask
, output
->register_idx
, reg_mask
);
5097 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
) && per_vertex_point_size
)
5099 shader_addline(buffer
, "gl_PointSize = clamp(vs_out[%u].%c, ffp_point.size_min, ffp_point.size_max);\n",
5100 output
->register_idx
, reg_mask
[1]);
5104 /* Then, fix the pixel shader input */
5105 handle_ps3_input(priv
, gl_info
, ps
->u
.ps
.input_reg_map
, &ps
->input_signature
,
5106 &ps
->reg_maps
, &vs
->output_signature
, &vs
->reg_maps
);
5109 shader_addline(buffer
, "}\n");
5111 ret
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
5112 checkGLcall("glCreateShader(GL_VERTEX_SHADER)");
5113 shader_glsl_compile(gl_info
, ret
, buffer
->buffer
);
5118 static void shader_glsl_generate_srgb_write_correction(struct wined3d_string_buffer
*buffer
)
5120 shader_addline(buffer
, "tmp0.xyz = pow(gl_FragData[0].xyz, vec3(srgb_const0.x));\n");
5121 shader_addline(buffer
, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
5122 shader_addline(buffer
, "tmp1.xyz = gl_FragData[0].xyz * vec3(srgb_const0.w);\n");
5123 shader_addline(buffer
, "bvec3 srgb_compare = lessThan(gl_FragData[0].xyz, vec3(srgb_const1.x));\n");
5124 shader_addline(buffer
, "gl_FragData[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n");
5125 shader_addline(buffer
, "gl_FragData[0] = clamp(gl_FragData[0], 0.0, 1.0);\n");
5128 static void shader_glsl_generate_fog_code(struct wined3d_string_buffer
*buffer
, enum wined3d_ffp_ps_fog_mode mode
)
5132 case WINED3D_FFP_PS_FOG_OFF
:
5135 case WINED3D_FFP_PS_FOG_LINEAR
:
5136 shader_addline(buffer
, "float fog = (ffp_fog.end - ffp_varying_fogcoord) * ffp_fog.scale;\n");
5139 case WINED3D_FFP_PS_FOG_EXP
:
5140 shader_addline(buffer
, "float fog = exp(-ffp_fog.density * ffp_varying_fogcoord);\n");
5143 case WINED3D_FFP_PS_FOG_EXP2
:
5144 shader_addline(buffer
, "float fog = exp(-ffp_fog.density * ffp_fog.density"
5145 " * ffp_varying_fogcoord * ffp_varying_fogcoord);\n");
5149 ERR("Invalid fog mode %#x.\n", mode
);
5153 shader_addline(buffer
, "gl_FragData[0].xyz = mix(ffp_fog.color.xyz, gl_FragData[0].xyz,"
5154 " clamp(fog, 0.0, 1.0));\n");
5157 /* Context activation is done by the caller. */
5158 static GLuint
shader_glsl_generate_pshader(const struct wined3d_context
*context
,
5159 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
5160 const struct wined3d_shader
*shader
,
5161 const struct ps_compile_args
*args
, struct ps_np2fixup_info
*np2fixup_info
)
5163 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
5164 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5165 const DWORD
*function
= shader
->function
;
5166 struct shader_glsl_ctx_priv priv_ctx
;
5167 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
5169 /* Create the hw GLSL shader object and assign it as the shader->prgId */
5170 GLuint shader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
5172 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
5173 priv_ctx
.cur_ps_args
= args
;
5174 priv_ctx
.cur_np2fixup_info
= np2fixup_info
;
5175 priv_ctx
.string_buffers
= string_buffers
;
5177 shader_addline(buffer
, "%s\n", shader_glsl_get_version(gl_info
, ®_maps
->shader_version
));
5179 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
5180 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
5181 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
5182 shader_addline(buffer
, "#extension GL_ARB_shader_texture_lod : enable\n");
5183 /* The spec says that it doesn't have to be explicitly enabled, but the
5184 * nvidia drivers write a warning if we don't do so. */
5185 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
5186 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
5187 if (gl_info
->supported
[ARB_UNIFORM_BUFFER_OBJECT
])
5188 shader_addline(buffer
, "#extension GL_ARB_uniform_buffer_object : enable\n");
5189 if (gl_info
->supported
[EXT_GPU_SHADER4
])
5190 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
5192 /* Base Declarations */
5193 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
5195 if (reg_maps
->shader_version
.major
< 3 || args
->vp_mode
!= vertexshader
)
5198 WORD map
= reg_maps
->texcoord
;
5202 if (glsl_is_color_reg_read(shader
, 0))
5203 shader_addline(buffer
, "ffp_varying_diffuse = gl_Color;\n");
5204 if (glsl_is_color_reg_read(shader
, 1))
5205 shader_addline(buffer
, "ffp_varying_specular = gl_SecondaryColor;\n");
5208 for (i
= 0; map
; map
>>= 1, ++i
)
5212 if (args
->pointsprite
)
5213 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", i
);
5214 else if (args
->texcoords_initialized
& (1u << i
))
5215 shader_addline(buffer
, "ffp_texcoord[%u] = %s[%u];\n", i
,
5216 legacy_context
? "gl_TexCoord" : "ffp_varying_texcoord", i
);
5218 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(0.0);\n", i
);
5219 shader_addline(buffer
, "vec4 T%u = ffp_texcoord[%u];\n", i
, i
);
5224 shader_addline(buffer
, "ffp_varying_fogcoord = gl_FogFragCoord;\n");
5227 /* Pack 3.0 inputs */
5228 if (reg_maps
->shader_version
.major
>= 3)
5229 shader_glsl_input_pack(shader
, buffer
, &shader
->input_signature
, reg_maps
, args
, gl_info
);
5231 /* Base Shader Body */
5232 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
5234 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
5235 if (reg_maps
->shader_version
.major
< 2)
5237 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
5238 shader_addline(buffer
, "gl_FragData[0] = R0;\n");
5241 if (args
->srgb_correction
)
5242 shader_glsl_generate_srgb_write_correction(buffer
);
5244 /* SM < 3 does not replace the fog stage. */
5245 if (reg_maps
->shader_version
.major
< 3)
5246 shader_glsl_generate_fog_code(buffer
, args
->fog
);
5248 shader_addline(buffer
, "}\n");
5250 TRACE("Compiling shader object %u.\n", shader_id
);
5251 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
5256 /* Context activation is done by the caller. */
5257 static GLuint
shader_glsl_generate_vshader(const struct wined3d_context
*context
,
5258 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
5259 const struct wined3d_shader
*shader
,
5260 const struct vs_compile_args
*args
)
5262 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
5263 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5264 const DWORD
*function
= shader
->function
;
5265 struct shader_glsl_ctx_priv priv_ctx
;
5266 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
5268 /* Create the hw GLSL shader program and assign it as the shader->prgId */
5269 GLuint shader_id
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
5271 shader_addline(buffer
, "%s\n", shader_glsl_get_version(gl_info
, ®_maps
->shader_version
));
5273 if (gl_info
->supported
[ARB_DRAW_INSTANCED
])
5274 shader_addline(buffer
, "#extension GL_ARB_draw_instanced : enable\n");
5275 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
5276 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
5277 if (gl_info
->supported
[ARB_UNIFORM_BUFFER_OBJECT
])
5278 shader_addline(buffer
, "#extension GL_ARB_uniform_buffer_object : enable\n");
5279 if (gl_info
->supported
[EXT_GPU_SHADER4
])
5280 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
5282 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
5283 priv_ctx
.cur_vs_args
= args
;
5284 priv_ctx
.string_buffers
= string_buffers
;
5286 /* Base Declarations */
5287 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
5289 /* Base Shader Body */
5290 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
5292 /* Unpack outputs */
5293 shader_addline(buffer
, "order_ps_input(vs_out);\n");
5295 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
5296 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
5297 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
5298 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
5300 if (reg_maps
->shader_version
.major
< 3)
5302 if (args
->fog_src
== VS_FOG_Z
)
5303 shader_addline(buffer
, "%s = gl_Position.z;\n",
5304 legacy_context
? "gl_FogFragCoord" : "ffp_varying_fogcoord");
5305 else if (!reg_maps
->fog
)
5306 shader_addline(buffer
, "%s = 0.0;\n",
5307 legacy_context
? "gl_FogFragCoord" : "ffp_varying_fogcoord");
5310 /* We always store the clipplanes without y inversion */
5311 if (args
->clip_enabled
)
5312 shader_addline(buffer
, "gl_ClipVertex = gl_Position;\n");
5314 if (args
->point_size
&& !args
->per_vertex_point_size
)
5315 shader_addline(buffer
, "gl_PointSize = clamp(ffp_point.size, ffp_point.size_min, ffp_point.size_max);\n");
5317 /* Write the final position.
5319 * OpenGL coordinates specify the center of the pixel while d3d coords specify
5320 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
5321 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
5322 * contains 1.0 to allow a mad.
5324 shader_addline(buffer
, "gl_Position.y = gl_Position.y * posFixup.y;\n");
5325 shader_addline(buffer
, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
5327 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
5329 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
5330 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
5331 * which is the same as z = z * 2 - w.
5333 shader_addline(buffer
, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
5335 shader_addline(buffer
, "}\n");
5337 TRACE("Compiling shader object %u.\n", shader_id
);
5338 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
5343 /* Context activation is done by the caller. */
5344 static GLuint
shader_glsl_generate_geometry_shader(const struct wined3d_context
*context
,
5345 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
5346 const struct wined3d_shader
*shader
)
5348 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
5349 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5350 const DWORD
*function
= shader
->function
;
5351 struct shader_glsl_ctx_priv priv_ctx
;
5354 shader_id
= GL_EXTCALL(glCreateShader(GL_GEOMETRY_SHADER
));
5356 shader_addline(buffer
, "%s\n", shader_glsl_get_version(gl_info
, ®_maps
->shader_version
));
5358 if (gl_info
->supported
[ARB_GEOMETRY_SHADER4
])
5359 shader_addline(buffer
, "#extension GL_ARB_geometry_shader4 : enable\n");
5360 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
5361 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
5362 if (gl_info
->supported
[ARB_UNIFORM_BUFFER_OBJECT
])
5363 shader_addline(buffer
, "#extension GL_ARB_uniform_buffer_object : enable\n");
5364 if (gl_info
->supported
[EXT_GPU_SHADER4
])
5365 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
5367 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
5368 priv_ctx
.string_buffers
= string_buffers
;
5369 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
5370 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
5371 shader_addline(buffer
, "}\n");
5373 TRACE("Compiling shader object %u.\n", shader_id
);
5374 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
5379 static GLuint
find_glsl_pshader(const struct wined3d_context
*context
,
5380 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
5381 struct wined3d_shader
*shader
,
5382 const struct ps_compile_args
*args
, const struct ps_np2fixup_info
**np2fixup_info
)
5384 struct glsl_ps_compiled_shader
*gl_shaders
, *new_array
;
5385 struct glsl_shader_private
*shader_data
;
5386 struct ps_np2fixup_info
*np2fixup
;
5391 if (!shader
->backend_data
)
5393 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
5394 if (!shader
->backend_data
)
5396 ERR("Failed to allocate backend data.\n");
5400 shader_data
= shader
->backend_data
;
5401 gl_shaders
= shader_data
->gl_shaders
.ps
;
5403 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
5404 * so a linear search is more performant than a hashmap or a binary search
5405 * (cache coherency etc)
5407 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
5409 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
5411 if (args
->np2_fixup
)
5412 *np2fixup_info
= &gl_shaders
[i
].np2fixup
;
5413 return gl_shaders
[i
].id
;
5417 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
5418 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
5419 if (shader_data
->num_gl_shaders
)
5421 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
5422 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.ps
,
5423 new_size
* sizeof(*gl_shaders
));
5427 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
));
5432 ERR("Out of memory\n");
5435 shader_data
->gl_shaders
.ps
= new_array
;
5436 shader_data
->shader_array_size
= new_size
;
5437 gl_shaders
= new_array
;
5440 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
5442 np2fixup
= &gl_shaders
[shader_data
->num_gl_shaders
].np2fixup
;
5443 memset(np2fixup
, 0, sizeof(*np2fixup
));
5444 *np2fixup_info
= args
->np2_fixup
? np2fixup
: NULL
;
5446 pixelshader_update_resource_types(shader
, args
->tex_types
);
5448 string_buffer_clear(buffer
);
5449 ret
= shader_glsl_generate_pshader(context
, buffer
, string_buffers
, shader
, args
, np2fixup
);
5450 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
5455 static inline BOOL
vs_args_equal(const struct vs_compile_args
*stored
, const struct vs_compile_args
*new,
5456 const DWORD use_map
)
5458 if((stored
->swizzle_map
& use_map
) != new->swizzle_map
) return FALSE
;
5459 if((stored
->clip_enabled
) != new->clip_enabled
) return FALSE
;
5460 if (stored
->point_size
!= new->point_size
)
5462 if (stored
->per_vertex_point_size
!= new->per_vertex_point_size
)
5464 return stored
->fog_src
== new->fog_src
;
5467 static GLuint
find_glsl_vshader(const struct wined3d_context
*context
,
5468 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
5469 struct wined3d_shader
*shader
,
5470 const struct vs_compile_args
*args
)
5474 DWORD use_map
= context
->stream_info
.use_map
;
5475 struct glsl_vs_compiled_shader
*gl_shaders
, *new_array
;
5476 struct glsl_shader_private
*shader_data
;
5479 if (!shader
->backend_data
)
5481 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
5482 if (!shader
->backend_data
)
5484 ERR("Failed to allocate backend data.\n");
5488 shader_data
= shader
->backend_data
;
5489 gl_shaders
= shader_data
->gl_shaders
.vs
;
5491 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
5492 * so a linear search is more performant than a hashmap or a binary search
5493 * (cache coherency etc)
5495 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
5497 if (vs_args_equal(&gl_shaders
[i
].args
, args
, use_map
))
5498 return gl_shaders
[i
].id
;
5501 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
5503 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
5504 if (shader_data
->num_gl_shaders
)
5506 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
5507 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.vs
,
5508 new_size
* sizeof(*gl_shaders
));
5512 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
));
5517 ERR("Out of memory\n");
5520 shader_data
->gl_shaders
.vs
= new_array
;
5521 shader_data
->shader_array_size
= new_size
;
5522 gl_shaders
= new_array
;
5525 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
5527 string_buffer_clear(buffer
);
5528 ret
= shader_glsl_generate_vshader(context
, buffer
, string_buffers
, shader
, args
);
5529 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
5534 static GLuint
find_glsl_geometry_shader(const struct wined3d_context
*context
,
5535 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
5536 struct wined3d_shader
*shader
)
5538 struct glsl_gs_compiled_shader
*gl_shaders
;
5539 struct glsl_shader_private
*shader_data
;
5542 if (!shader
->backend_data
)
5544 if (!(shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
))))
5546 ERR("Failed to allocate backend data.\n");
5550 shader_data
= shader
->backend_data
;
5551 gl_shaders
= shader_data
->gl_shaders
.gs
;
5553 if (shader_data
->num_gl_shaders
)
5554 return gl_shaders
[0].id
;
5556 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
5558 if (!(shader_data
->gl_shaders
.gs
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
))))
5560 ERR("Failed to allocate GL shader array.\n");
5563 shader_data
->shader_array_size
= 1;
5564 gl_shaders
= shader_data
->gl_shaders
.gs
;
5566 string_buffer_clear(buffer
);
5567 ret
= shader_glsl_generate_geometry_shader(context
, buffer
, string_buffers
, shader
);
5568 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
5573 static const char *shader_glsl_ffp_mcs(enum wined3d_material_color_source mcs
, const char *material
)
5577 case WINED3D_MCS_MATERIAL
:
5579 case WINED3D_MCS_COLOR1
:
5580 return "ffp_attrib_diffuse";
5581 case WINED3D_MCS_COLOR2
:
5582 return "ffp_attrib_specular";
5584 ERR("Invalid material color source %#x.\n", mcs
);
5589 static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer
*buffer
,
5590 const struct wined3d_ffp_vs_settings
*settings
, BOOL legacy_lighting
)
5592 const char *diffuse
, *specular
, *emissive
, *ambient
;
5593 enum wined3d_light_type light_type
;
5596 if (!settings
->lighting
)
5598 shader_addline(buffer
, "ffp_varying_diffuse = ffp_attrib_diffuse;\n");
5599 shader_addline(buffer
, "ffp_varying_specular = ffp_attrib_specular;\n");
5603 shader_addline(buffer
, "vec3 ambient = ffp_light_ambient;\n");
5604 shader_addline(buffer
, "vec3 diffuse = vec3(0.0);\n");
5605 shader_addline(buffer
, "vec4 specular = vec4(0.0);\n");
5606 shader_addline(buffer
, "vec3 dir, dst;\n");
5607 shader_addline(buffer
, "float att, t;\n");
5609 ambient
= shader_glsl_ffp_mcs(settings
->ambient_source
, "ffp_material.ambient");
5610 diffuse
= shader_glsl_ffp_mcs(settings
->diffuse_source
, "ffp_material.diffuse");
5611 specular
= shader_glsl_ffp_mcs(settings
->specular_source
, "ffp_material.specular");
5612 emissive
= shader_glsl_ffp_mcs(settings
->emissive_source
, "ffp_material.emissive");
5614 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
5616 light_type
= (settings
->light_type
>> WINED3D_FFP_LIGHT_TYPE_SHIFT(i
)) & WINED3D_FFP_LIGHT_TYPE_MASK
;
5619 case WINED3D_LIGHT_POINT
:
5620 shader_addline(buffer
, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", i
);
5621 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
5622 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
5623 shader_addline(buffer
, "dst.x = 1.0;\n");
5624 if (legacy_lighting
)
5626 shader_addline(buffer
, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", i
, i
);
5627 shader_addline(buffer
, "dst.z = dst.y * dst.y;\n");
5631 shader_addline(buffer
, "if (dst.y <= ffp_light[%u].range)\n{\n", i
);
5633 shader_addline(buffer
, "att = dot(dst.xyz, vec3(ffp_light[%u].c_att,"
5634 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n", i
, i
, i
);
5635 if (!legacy_lighting
)
5636 shader_addline(buffer
, "att = 1.0 / att;\n");
5637 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz * att;\n", i
);
5638 if (!settings
->normal
)
5640 if (!legacy_lighting
)
5641 shader_addline(buffer
, "}\n");
5644 shader_addline(buffer
, "dir = normalize(dir);\n");
5645 shader_addline(buffer
, "diffuse += (clamp(dot(dir, normal), 0.0, 1.0)"
5646 " * ffp_light[%u].diffuse.xyz) * att;\n", i
);
5647 if (settings
->localviewer
)
5648 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
5650 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
5651 shader_addline(buffer
, "if (t > 0.0) specular += (pow(t, ffp_material.shininess)"
5652 " * ffp_light[%u].specular) * att;\n", i
);
5653 if (!legacy_lighting
)
5654 shader_addline(buffer
, "}\n");
5657 case WINED3D_LIGHT_SPOT
:
5658 shader_addline(buffer
, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", i
);
5659 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
5660 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
5661 shader_addline(buffer
, "dst.x = 1.0;\n");
5662 if (legacy_lighting
)
5664 shader_addline(buffer
, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", i
, i
);
5665 shader_addline(buffer
, "dst.z = dst.y * dst.y;\n");
5669 shader_addline(buffer
, "if (dst.y <= ffp_light[%u].range)\n{\n", i
);
5671 shader_addline(buffer
, "dir = normalize(dir);\n");
5672 shader_addline(buffer
, "t = dot(-dir, normalize(ffp_light[%u].direction));\n", i
);
5673 shader_addline(buffer
, "if (t > ffp_light[%u].cos_htheta) att = 1.0;\n", i
);
5674 shader_addline(buffer
, "else if (t <= ffp_light[%u].cos_hphi) att = 0.0;\n", i
);
5675 shader_addline(buffer
, "else att = pow((t - ffp_light[%u].cos_hphi)"
5676 " / (ffp_light[%u].cos_htheta - ffp_light[%u].cos_hphi), ffp_light[%u].falloff);\n",
5678 if (legacy_lighting
)
5679 shader_addline(buffer
, "att *= dot(dst.xyz, vec3(ffp_light[%u].c_att,"
5680 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n",
5683 shader_addline(buffer
, "att /= dot(dst.xyz, vec3(ffp_light[%u].c_att,"
5684 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n",
5686 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz * att;\n", i
);
5687 if (!settings
->normal
)
5689 if (!legacy_lighting
)
5690 shader_addline(buffer
, "}\n");
5693 shader_addline(buffer
, "diffuse += (clamp(dot(dir, normal), 0.0, 1.0)"
5694 " * ffp_light[%u].diffuse.xyz) * att;\n", i
);
5695 if (settings
->localviewer
)
5696 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
5698 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
5699 shader_addline(buffer
, "if (t > 0.0) specular += (pow(t, ffp_material.shininess)"
5700 " * ffp_light[%u].specular) * att;\n", i
);
5701 if (!legacy_lighting
)
5702 shader_addline(buffer
, "}\n");
5705 case WINED3D_LIGHT_DIRECTIONAL
:
5706 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz;\n", i
);
5707 if (!settings
->normal
)
5709 shader_addline(buffer
, "dir = normalize(ffp_light[%u].direction.xyz);\n", i
);
5710 shader_addline(buffer
, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)"
5711 " * ffp_light[%u].diffuse.xyz;\n", i
);
5712 /* TODO: In the non-local viewer case the halfvector is constant
5713 * and could be precomputed and stored in a uniform. */
5714 if (settings
->localviewer
)
5715 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
5717 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
5718 shader_addline(buffer
, "if (t > 0.0) specular += pow(t, ffp_material.shininess)"
5719 " * ffp_light[%u].specular;\n", i
);
5722 case WINED3D_LIGHT_PARALLELPOINT
:
5723 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz;\n", i
);
5724 if (!settings
->normal
)
5726 shader_addline(buffer
, "dir = normalize(ffp_light[%u].position.xyz);\n", i
);
5727 shader_addline(buffer
, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)"
5728 " * ffp_light[%u].diffuse.xyz;\n", i
);
5729 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
5730 shader_addline(buffer
, "if (t > 0.0) specular += pow(t, ffp_material.shininess)"
5731 " * ffp_light[%u].specular;\n", i
);
5736 FIXME("Unhandled light type %#x.\n", light_type
);
5741 shader_addline(buffer
, "ffp_varying_diffuse.xyz = %s.xyz * ambient + %s.xyz * diffuse + %s.xyz;\n",
5742 ambient
, diffuse
, emissive
);
5743 shader_addline(buffer
, "ffp_varying_diffuse.w = %s.w;\n", diffuse
);
5744 shader_addline(buffer
, "ffp_varying_specular = %s * specular;\n", specular
);
5747 /* Context activation is done by the caller. */
5748 static GLuint
shader_glsl_generate_ffp_vertex_shader(struct shader_glsl_priv
*priv
,
5749 const struct wined3d_ffp_vs_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
5751 static const struct attrib_info
5754 const char name
[24];
5758 {"vec4", "ffp_attrib_position"}, /* WINED3D_FFP_POSITION */
5759 {"vec4", "ffp_attrib_blendweight"}, /* WINED3D_FFP_BLENDWEIGHT */
5760 /* TODO: Indexed vertex blending */
5761 {"float", ""}, /* WINED3D_FFP_BLENDINDICES */
5762 {"vec3", "ffp_attrib_normal"}, /* WINED3D_FFP_NORMAL */
5763 {"float", "ffp_attrib_psize"}, /* WINED3D_FFP_PSIZE */
5764 {"vec4", "ffp_attrib_diffuse"}, /* WINED3D_FFP_DIFFUSE */
5765 {"vec4", "ffp_attrib_specular"}, /* WINED3D_FFP_SPECULAR */
5767 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
5768 BOOL legacy_lighting
= priv
->legacy_lighting
;
5771 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
5772 BOOL output_legacy_fogcoord
= legacy_context
;
5774 string_buffer_clear(buffer
);
5776 shader_addline(buffer
, "%s\n", shader_glsl_get_version(gl_info
, NULL
));
5778 for (i
= 0; i
< WINED3D_FFP_ATTRIBS_COUNT
; ++i
)
5780 const char *type
= i
< ARRAY_SIZE(attrib_info
) ? attrib_info
[i
].type
: "vec4";
5782 shader_addline(buffer
, "attribute %s vs_in%u;\n", type
, i
);
5784 shader_addline(buffer
, "\n");
5786 shader_addline(buffer
, "uniform mat4 ffp_modelview_matrix[%u];\n", MAX_VERTEX_BLENDS
);
5787 shader_addline(buffer
, "uniform mat4 ffp_projection_matrix;\n");
5788 shader_addline(buffer
, "uniform mat3 ffp_normal_matrix;\n");
5789 shader_addline(buffer
, "uniform mat4 ffp_texture_matrix[%u];\n", MAX_TEXTURES
);
5791 shader_addline(buffer
, "uniform struct\n{\n");
5792 shader_addline(buffer
, " vec4 emissive;\n");
5793 shader_addline(buffer
, " vec4 ambient;\n");
5794 shader_addline(buffer
, " vec4 diffuse;\n");
5795 shader_addline(buffer
, " vec4 specular;\n");
5796 shader_addline(buffer
, " float shininess;\n");
5797 shader_addline(buffer
, "} ffp_material;\n");
5799 shader_addline(buffer
, "uniform vec3 ffp_light_ambient;\n");
5800 shader_addline(buffer
, "uniform struct\n{\n");
5801 shader_addline(buffer
, " vec4 diffuse;\n");
5802 shader_addline(buffer
, " vec4 specular;\n");
5803 shader_addline(buffer
, " vec4 ambient;\n");
5804 shader_addline(buffer
, " vec4 position;\n");
5805 shader_addline(buffer
, " vec3 direction;\n");
5806 shader_addline(buffer
, " float range;\n");
5807 shader_addline(buffer
, " float falloff;\n");
5808 shader_addline(buffer
, " float c_att;\n");
5809 shader_addline(buffer
, " float l_att;\n");
5810 shader_addline(buffer
, " float q_att;\n");
5811 shader_addline(buffer
, " float cos_htheta;\n");
5812 shader_addline(buffer
, " float cos_hphi;\n");
5813 shader_addline(buffer
, "} ffp_light[%u];\n", MAX_ACTIVE_LIGHTS
);
5815 if (settings
->point_size
)
5817 shader_addline(buffer
, "uniform struct\n{\n");
5818 shader_addline(buffer
, " float size;\n");
5819 shader_addline(buffer
, " float size_min;\n");
5820 shader_addline(buffer
, " float size_max;\n");
5821 shader_addline(buffer
, " float c_att;\n");
5822 shader_addline(buffer
, " float l_att;\n");
5823 shader_addline(buffer
, " float q_att;\n");
5824 shader_addline(buffer
, "} ffp_point;\n");
5829 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
5830 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
5831 shader_addline(buffer
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
5832 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
5836 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_diffuse;\n");
5837 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_specular;\n");
5838 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
5839 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
5842 shader_addline(buffer
, "\nvoid main()\n{\n");
5843 shader_addline(buffer
, "float m;\n");
5844 shader_addline(buffer
, "vec3 r;\n");
5846 for (i
= 0; i
< ARRAY_SIZE(attrib_info
); ++i
)
5848 if (attrib_info
[i
].name
[0])
5849 shader_addline(buffer
, "%s %s = vs_in%u;\n",
5850 attrib_info
[i
].type
, attrib_info
[i
].name
, i
);
5852 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
5854 unsigned int coord_idx
= settings
->texgen
[i
] & 0x0000ffff;
5855 if ((settings
->texgen
[i
] & 0xffff0000) == WINED3DTSS_TCI_PASSTHRU
)
5857 shader_addline(buffer
, "vec4 ffp_attrib_texcoord%u = vs_in%u;\n", i
, coord_idx
+ WINED3D_FFP_TEXCOORD0
);
5861 shader_addline(buffer
, "ffp_attrib_blendweight[%u] = 1.0;\n", settings
->vertexblends
);
5863 if (settings
->transformed
)
5865 shader_addline(buffer
, "vec4 ec_pos = vec4(ffp_attrib_position.xyz, 1.0);\n");
5866 shader_addline(buffer
, "gl_Position = ffp_projection_matrix * ec_pos;\n");
5867 shader_addline(buffer
, "if (ffp_attrib_position.w != 0.0) gl_Position /= ffp_attrib_position.w;\n");
5871 for (i
= 0; i
< settings
->vertexblends
; ++i
)
5872 shader_addline(buffer
, "ffp_attrib_blendweight[%u] -= ffp_attrib_blendweight[%u];\n", settings
->vertexblends
, i
);
5874 shader_addline(buffer
, "vec4 ec_pos = vec4(0.0);\n");
5875 for (i
= 0; i
< settings
->vertexblends
+ 1; ++i
)
5876 shader_addline(buffer
, "ec_pos += ffp_attrib_blendweight[%u] * (ffp_modelview_matrix[%u] * ffp_attrib_position);\n", i
, i
);
5878 shader_addline(buffer
, "gl_Position = ffp_projection_matrix * ec_pos;\n");
5879 if (settings
->clipping
)
5880 shader_addline(buffer
, "gl_ClipVertex = ec_pos;\n");
5881 shader_addline(buffer
, "ec_pos /= ec_pos.w;\n");
5884 shader_addline(buffer
, "vec3 normal = vec3(0.0);\n");
5885 if (settings
->normal
)
5887 if (!settings
->vertexblends
)
5889 shader_addline(buffer
, "normal = ffp_normal_matrix * ffp_attrib_normal;\n");
5893 for (i
= 0; i
< settings
->vertexblends
+ 1; ++i
)
5894 shader_addline(buffer
, "normal += ffp_attrib_blendweight[%u] * (mat3(ffp_modelview_matrix[%u]) * ffp_attrib_normal);\n", i
, i
);
5897 if (settings
->normalize
)
5898 shader_addline(buffer
, "normal = normalize(normal);\n");
5901 shader_glsl_ffp_vertex_lighting(buffer
, settings
, legacy_lighting
);
5904 shader_addline(buffer
, "gl_FrontColor = ffp_varying_diffuse;\n");
5905 shader_addline(buffer
, "gl_FrontSecondaryColor = ffp_varying_specular;\n");
5908 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
5910 BOOL output_legacy_texcoord
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
5912 switch (settings
->texgen
[i
] & 0xffff0000)
5914 case WINED3DTSS_TCI_PASSTHRU
:
5915 if (settings
->texcoords
& (1u << i
))
5916 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * ffp_attrib_texcoord%u;\n",
5918 else if (gl_info
->limits
.glsl_varyings
>= wined3d_max_compat_varyings(gl_info
))
5919 shader_addline(buffer
, "ffp_varying_texcoord[%u] = vec4(0.0);\n", i
);
5921 output_legacy_texcoord
= FALSE
;
5924 case WINED3DTSS_TCI_CAMERASPACENORMAL
:
5925 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * vec4(normal, 1.0);\n", i
, i
);
5928 case WINED3DTSS_TCI_CAMERASPACEPOSITION
:
5929 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * ec_pos;\n", i
, i
);
5932 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR
:
5933 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u]"
5934 " * vec4(reflect(normalize(ec_pos.xyz), normal), 1.0);\n", i
, i
);
5937 case WINED3DTSS_TCI_SPHEREMAP
:
5938 shader_addline(buffer
, "r = reflect(normalize(ec_pos.xyz), normal);\n");
5939 shader_addline(buffer
, "m = 2.0 * length(vec3(r.x, r.y, r.z + 1.0));\n");
5940 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u]"
5941 " * vec4(r.x / m + 0.5, r.y / m + 0.5, 0.0, 1.0);\n", i
, i
);
5945 ERR("Unhandled texgen %#x.\n", settings
->texgen
[i
]);
5948 if (output_legacy_texcoord
)
5949 shader_addline(buffer
, "gl_TexCoord[%u] = ffp_varying_texcoord[%u];\n", i
, i
);
5952 switch (settings
->fog_mode
)
5954 case WINED3D_FFP_VS_FOG_OFF
:
5955 output_legacy_fogcoord
= FALSE
;
5958 case WINED3D_FFP_VS_FOG_FOGCOORD
:
5959 shader_addline(buffer
, "ffp_varying_fogcoord = ffp_attrib_specular.w * 255.0;\n");
5962 case WINED3D_FFP_VS_FOG_RANGE
:
5963 shader_addline(buffer
, "ffp_varying_fogcoord = length(ec_pos.xyz);\n");
5966 case WINED3D_FFP_VS_FOG_DEPTH
:
5967 if (settings
->ortho_fog
)
5968 /* Need to undo the [0.0 - 1.0] -> [-1.0 - 1.0] transformation from D3D to GL coordinates. */
5969 shader_addline(buffer
, "ffp_varying_fogcoord = gl_Position.z * 0.5 + 0.5;\n");
5970 else if (settings
->transformed
)
5971 shader_addline(buffer
, "ffp_varying_fogcoord = ec_pos.z;\n");
5973 shader_addline(buffer
, "ffp_varying_fogcoord = abs(ec_pos.z);\n");
5977 ERR("Unhandled fog mode %#x.\n", settings
->fog_mode
);
5980 if (output_legacy_fogcoord
)
5981 shader_addline(buffer
, "gl_FogFragCoord = ffp_varying_fogcoord;\n");
5983 if (settings
->point_size
)
5985 shader_addline(buffer
, "gl_PointSize = %s / sqrt(ffp_point.c_att"
5986 " + ffp_point.l_att * length(ec_pos.xyz)"
5987 " + ffp_point.q_att * dot(ec_pos.xyz, ec_pos.xyz));\n",
5988 settings
->per_vertex_point_size
? "ffp_attrib_psize" : "ffp_point.size");
5989 shader_addline(buffer
, "gl_PointSize = clamp(gl_PointSize, ffp_point.size_min, ffp_point.size_max);\n");
5992 shader_addline(buffer
, "}\n");
5994 shader_obj
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
5995 shader_glsl_compile(gl_info
, shader_obj
, buffer
->buffer
);
6000 static const char *shader_glsl_get_ffp_fragment_op_arg(struct wined3d_string_buffer
*buffer
,
6001 DWORD argnum
, unsigned int stage
, DWORD arg
)
6005 if (arg
== ARG_UNUSED
)
6006 return "<unused arg>";
6008 switch (arg
& WINED3DTA_SELECTMASK
)
6010 case WINED3DTA_DIFFUSE
:
6011 ret
= "ffp_varying_diffuse";
6014 case WINED3DTA_CURRENT
:
6016 ret
= "ffp_varying_diffuse";
6021 case WINED3DTA_TEXTURE
:
6024 case 0: ret
= "tex0"; break;
6025 case 1: ret
= "tex1"; break;
6026 case 2: ret
= "tex2"; break;
6027 case 3: ret
= "tex3"; break;
6028 case 4: ret
= "tex4"; break;
6029 case 5: ret
= "tex5"; break;
6030 case 6: ret
= "tex6"; break;
6031 case 7: ret
= "tex7"; break;
6033 ret
= "<invalid texture>";
6038 case WINED3DTA_TFACTOR
:
6042 case WINED3DTA_SPECULAR
:
6043 ret
= "ffp_varying_specular";
6046 case WINED3DTA_TEMP
:
6050 case WINED3DTA_CONSTANT
:
6053 case 0: ret
= "tss_const0"; break;
6054 case 1: ret
= "tss_const1"; break;
6055 case 2: ret
= "tss_const2"; break;
6056 case 3: ret
= "tss_const3"; break;
6057 case 4: ret
= "tss_const4"; break;
6058 case 5: ret
= "tss_const5"; break;
6059 case 6: ret
= "tss_const6"; break;
6060 case 7: ret
= "tss_const7"; break;
6062 ret
= "<invalid constant>";
6068 return "<unhandled arg>";
6071 if (arg
& WINED3DTA_COMPLEMENT
)
6073 shader_addline(buffer
, "arg%u = vec4(1.0) - %s;\n", argnum
, ret
);
6076 else if (argnum
== 1)
6078 else if (argnum
== 2)
6082 if (arg
& WINED3DTA_ALPHAREPLICATE
)
6084 shader_addline(buffer
, "arg%u = vec4(%s.w);\n", argnum
, ret
);
6087 else if (argnum
== 1)
6089 else if (argnum
== 2)
6096 static void shader_glsl_ffp_fragment_op(struct wined3d_string_buffer
*buffer
, unsigned int stage
, BOOL color
,
6097 BOOL alpha
, DWORD dst
, DWORD op
, DWORD dw_arg0
, DWORD dw_arg1
, DWORD dw_arg2
)
6099 const char *dstmask
, *dstreg
, *arg0
, *arg1
, *arg2
;
6109 dstreg
= "temp_reg";
6113 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, dw_arg0
);
6114 arg1
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 1, stage
, dw_arg1
);
6115 arg2
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 2, stage
, dw_arg2
);
6119 case WINED3D_TOP_DISABLE
:
6121 shader_addline(buffer
, "%s%s = ffp_varying_diffuse%s;\n", dstreg
, dstmask
, dstmask
);
6124 case WINED3D_TOP_SELECT_ARG1
:
6125 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
);
6128 case WINED3D_TOP_SELECT_ARG2
:
6129 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg2
, dstmask
);
6132 case WINED3D_TOP_MODULATE
:
6133 shader_addline(buffer
, "%s%s = %s%s * %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
6136 case WINED3D_TOP_MODULATE_4X
:
6137 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 4.0, 0.0, 1.0);\n",
6138 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
6141 case WINED3D_TOP_MODULATE_2X
:
6142 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 2.0, 0.0, 1.0);\n",
6143 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
6146 case WINED3D_TOP_ADD
:
6147 shader_addline(buffer
, "%s%s = clamp(%s%s + %s%s, 0.0, 1.0);\n",
6148 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
6151 case WINED3D_TOP_ADD_SIGNED
:
6152 shader_addline(buffer
, "%s%s = clamp(%s%s + (%s - vec4(0.5))%s, 0.0, 1.0);\n",
6153 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
6156 case WINED3D_TOP_ADD_SIGNED_2X
:
6157 shader_addline(buffer
, "%s%s = clamp((%s%s + (%s - vec4(0.5))%s) * 2.0, 0.0, 1.0);\n",
6158 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
6161 case WINED3D_TOP_SUBTRACT
:
6162 shader_addline(buffer
, "%s%s = clamp(%s%s - %s%s, 0.0, 1.0);\n",
6163 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
6166 case WINED3D_TOP_ADD_SMOOTH
:
6167 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s%s, 0.0, 1.0);\n",
6168 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
, dstmask
);
6171 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
6172 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_DIFFUSE
);
6173 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
6174 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
6177 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
6178 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
6179 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
6180 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
6183 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
6184 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TFACTOR
);
6185 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
6186 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
6189 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
6190 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
6191 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
6192 dstreg
, dstmask
, arg2
, dstmask
, arg0
, arg1
, dstmask
);
6195 case WINED3D_TOP_BLEND_CURRENT_ALPHA
:
6196 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_CURRENT
);
6197 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
6198 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
6201 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
6202 shader_addline(buffer
, "%s%s = clamp(%s%s * %s.w + %s%s, 0.0, 1.0);\n",
6203 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
6206 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
6207 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s.w, 0.0, 1.0);\n",
6208 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
6211 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
6212 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
6213 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
6215 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
6216 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s.w, 0.0, 1.0);\n",
6217 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
6220 case WINED3D_TOP_BUMPENVMAP
:
6221 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
6222 /* These are handled in the first pass, nothing to do. */
6225 case WINED3D_TOP_DOTPRODUCT3
:
6226 shader_addline(buffer
, "%s%s = vec4(clamp(dot(%s.xyz - 0.5, %s.xyz - 0.5) * 4.0, 0.0, 1.0))%s;\n",
6227 dstreg
, dstmask
, arg1
, arg2
, dstmask
);
6230 case WINED3D_TOP_MULTIPLY_ADD
:
6231 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s%s, 0.0, 1.0);\n",
6232 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg0
, dstmask
);
6235 case WINED3D_TOP_LERP
:
6236 /* MSDN isn't quite right here. */
6237 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s%s);\n",
6238 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
, dstmask
);
6242 FIXME("Unhandled operation %#x.\n", op
);
6247 /* Context activation is done by the caller. */
6248 static GLuint
shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv
*priv
,
6249 const struct ffp_frag_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
6251 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6252 BYTE lum_map
= 0, bump_map
= 0, tex_map
= 0, tss_const_map
= 0;
6253 BOOL tempreg_used
= FALSE
, tfactor_used
= FALSE
;
6254 const char *final_combiner_src
= "ret";
6255 UINT lowest_disabled_stage
;
6257 DWORD arg0
, arg1
, arg2
;
6259 struct wined3d_string_buffer
*tex_reg_name
= string_buffer_get(&priv
->string_buffers
);
6260 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
6262 string_buffer_clear(buffer
);
6264 /* Find out which textures are read */
6265 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
6267 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
6270 arg0
= settings
->op
[stage
].carg0
& WINED3DTA_SELECTMASK
;
6271 arg1
= settings
->op
[stage
].carg1
& WINED3DTA_SELECTMASK
;
6272 arg2
= settings
->op
[stage
].carg2
& WINED3DTA_SELECTMASK
;
6274 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
6275 || (stage
== 0 && settings
->color_key_enabled
))
6276 tex_map
|= 1u << stage
;
6277 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
6278 tfactor_used
= TRUE
;
6279 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
6280 tempreg_used
= TRUE
;
6281 if (settings
->op
[stage
].dst
== tempreg
)
6282 tempreg_used
= TRUE
;
6283 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
6284 tss_const_map
|= 1u << stage
;
6286 switch (settings
->op
[stage
].cop
)
6288 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
6289 lum_map
|= 1u << stage
;
6291 case WINED3D_TOP_BUMPENVMAP
:
6292 bump_map
|= 1u << stage
;
6294 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
6295 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
6296 tex_map
|= 1u << stage
;
6299 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
6300 tfactor_used
= TRUE
;
6307 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
6310 arg0
= settings
->op
[stage
].aarg0
& WINED3DTA_SELECTMASK
;
6311 arg1
= settings
->op
[stage
].aarg1
& WINED3DTA_SELECTMASK
;
6312 arg2
= settings
->op
[stage
].aarg2
& WINED3DTA_SELECTMASK
;
6314 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
)
6315 tex_map
|= 1u << stage
;
6316 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
6317 tfactor_used
= TRUE
;
6318 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
6319 tempreg_used
= TRUE
;
6320 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
6321 tss_const_map
|= 1u << stage
;
6323 lowest_disabled_stage
= stage
;
6325 shader_addline(buffer
, "%s\n", shader_glsl_get_version(gl_info
, NULL
));
6327 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
6328 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
6330 shader_addline(buffer
, "vec4 tmp0, tmp1;\n");
6331 shader_addline(buffer
, "vec4 ret;\n");
6332 if (tempreg_used
|| settings
->sRGB_write
)
6333 shader_addline(buffer
, "vec4 temp_reg = vec4(0.0);\n");
6334 shader_addline(buffer
, "vec4 arg0, arg1, arg2;\n");
6336 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
6338 if (tss_const_map
& (1u << stage
))
6339 shader_addline(buffer
, "uniform vec4 tss_const%u;\n", stage
);
6341 if (!(tex_map
& (1u << stage
)))
6344 switch (settings
->op
[stage
].tex_type
)
6346 case WINED3D_GL_RES_TYPE_TEX_1D
:
6347 shader_addline(buffer
, "uniform sampler1D ps_sampler%u;\n", stage
);
6349 case WINED3D_GL_RES_TYPE_TEX_2D
:
6350 shader_addline(buffer
, "uniform sampler2D ps_sampler%u;\n", stage
);
6352 case WINED3D_GL_RES_TYPE_TEX_3D
:
6353 shader_addline(buffer
, "uniform sampler3D ps_sampler%u;\n", stage
);
6355 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
6356 shader_addline(buffer
, "uniform samplerCube ps_sampler%u;\n", stage
);
6358 case WINED3D_GL_RES_TYPE_TEX_RECT
:
6359 shader_addline(buffer
, "uniform sampler2DRect ps_sampler%u;\n", stage
);
6362 FIXME("Unhandled sampler type %#x.\n", settings
->op
[stage
].tex_type
);
6366 shader_addline(buffer
, "vec4 tex%u;\n", stage
);
6368 if (!(bump_map
& (1u << stage
)))
6370 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", stage
);
6372 if (!(lum_map
& (1u << stage
)))
6374 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", stage
);
6375 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", stage
);
6378 shader_addline(buffer
, "uniform vec4 tex_factor;\n");
6379 if (settings
->color_key_enabled
)
6380 shader_addline(buffer
, "uniform vec4 color_key[2];\n");
6381 shader_addline(buffer
, "uniform vec4 specular_enable;\n");
6383 if (settings
->sRGB_write
)
6385 shader_addline(buffer
, "const vec4 srgb_const0 = ");
6386 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const0
);
6387 shader_addline(buffer
, ";\n");
6388 shader_addline(buffer
, "const vec4 srgb_const1 = ");
6389 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const1
);
6390 shader_addline(buffer
, ";\n");
6393 shader_addline(buffer
, "uniform struct\n{\n");
6394 shader_addline(buffer
, " vec4 color;\n");
6395 shader_addline(buffer
, " float density;\n");
6396 shader_addline(buffer
, " float end;\n");
6397 shader_addline(buffer
, " float scale;\n");
6398 shader_addline(buffer
, "} ffp_fog;\n");
6402 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
6403 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
6404 shader_addline(buffer
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
6405 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
6406 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
6410 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_diffuse;\n");
6411 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_specular;\n");
6412 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
6413 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
6414 declare_in_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
6417 shader_addline(buffer
, "void main()\n{\n");
6421 shader_addline(buffer
, "ffp_varying_diffuse = gl_Color;\n");
6422 shader_addline(buffer
, "ffp_varying_specular = gl_SecondaryColor;\n");
6425 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
6427 if (tex_map
& (1u << stage
))
6429 if (settings
->pointsprite
)
6430 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", stage
);
6431 else if (settings
->texcoords_initialized
& (1u << stage
))
6432 shader_addline(buffer
, "ffp_texcoord[%u] = %s[%u];\n",
6433 stage
, legacy_context
? "gl_TexCoord" : "ffp_varying_texcoord", stage
);
6435 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(0.0);\n", stage
);
6439 if (legacy_context
&& settings
->fog
!= WINED3D_FFP_PS_FOG_OFF
)
6440 shader_addline(buffer
, "ffp_varying_fogcoord = gl_FogFragCoord;\n");
6442 if (lowest_disabled_stage
< 7 && settings
->emul_clipplanes
)
6443 shader_addline(buffer
, "if (any(lessThan(ffp_texcoord[7], vec4(0.0)))) discard;\n");
6445 /* Generate texture sampling instructions) */
6446 for (stage
= 0; stage
< MAX_TEXTURES
&& settings
->op
[stage
].cop
!= WINED3D_TOP_DISABLE
; ++stage
)
6448 const char *texture_function
, *coord_mask
;
6451 if (!(tex_map
& (1u << stage
)))
6454 if (settings
->op
[stage
].projected
== proj_none
)
6458 else if (settings
->op
[stage
].projected
== proj_count4
6459 || settings
->op
[stage
].projected
== proj_count3
)
6465 FIXME("Unexpected projection mode %d\n", settings
->op
[stage
].projected
);
6469 switch (settings
->op
[stage
].tex_type
)
6471 case WINED3D_GL_RES_TYPE_TEX_1D
:
6474 texture_function
= "texture1DProj";
6479 texture_function
= "texture1D";
6483 case WINED3D_GL_RES_TYPE_TEX_2D
:
6486 texture_function
= "texture2DProj";
6491 texture_function
= "texture2D";
6495 case WINED3D_GL_RES_TYPE_TEX_3D
:
6498 texture_function
= "texture3DProj";
6499 coord_mask
= "xyzw";
6503 texture_function
= "texture3D";
6507 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
6508 texture_function
= "textureCube";
6511 case WINED3D_GL_RES_TYPE_TEX_RECT
:
6514 texture_function
= "texture2DRectProj";
6519 texture_function
= "texture2DRect";
6524 FIXME("Unhandled texture type %#x.\n", settings
->op
[stage
].tex_type
);
6525 texture_function
= "";
6526 coord_mask
= "xyzw";
6531 && (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP
6532 || settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
))
6534 shader_addline(buffer
, "ret.xy = bumpenv_mat%u * tex%u.xy;\n", stage
- 1, stage
- 1);
6536 /* With projective textures, texbem only divides the static
6537 * texture coord, not the displacement, so multiply the
6538 * displacement with the dividing parameter before passing it to
6540 if (settings
->op
[stage
].projected
!= proj_none
)
6542 if (settings
->op
[stage
].projected
== proj_count4
)
6544 shader_addline(buffer
, "ret.xy = (ret.xy * ffp_texcoord[%u].w) + ffp_texcoord[%u].xy;\n",
6546 shader_addline(buffer
, "ret.zw = ffp_texcoord[%u].ww;\n", stage
);
6550 shader_addline(buffer
, "ret.xy = (ret.xy * ffp_texcoord[%u].z) + ffp_texcoord[%u].xy;\n",
6552 shader_addline(buffer
, "ret.zw = ffp_texcoord[%u].zz;\n", stage
);
6557 shader_addline(buffer
, "ret = ffp_texcoord[%u] + ret.xyxy;\n", stage
);
6560 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ret.%s);\n",
6561 stage
, texture_function
, stage
, coord_mask
);
6563 if (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
6564 shader_addline(buffer
, "tex%u *= clamp(tex%u.z * bumpenv_lum_scale%u + bumpenv_lum_offset%u, 0.0, 1.0);\n",
6565 stage
, stage
- 1, stage
- 1, stage
- 1);
6567 else if (settings
->op
[stage
].projected
== proj_count3
)
6569 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ffp_texcoord[%u].xyz);\n",
6570 stage
, texture_function
, stage
, stage
);
6574 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ffp_texcoord[%u].%s);\n",
6575 stage
, texture_function
, stage
, stage
, coord_mask
);
6578 string_buffer_sprintf(tex_reg_name
, "tex%u", stage
);
6579 shader_glsl_color_correction_ext(buffer
, tex_reg_name
->buffer
, WINED3DSP_WRITEMASK_ALL
,
6580 settings
->op
[stage
].color_fixup
);
6583 if (settings
->color_key_enabled
)
6585 shader_addline(buffer
, "if (all(greaterThanEqual(tex0, color_key[0])) && all(lessThan(tex0, color_key[1])))\n");
6586 shader_addline(buffer
, " discard;\n");
6589 /* Generate the main shader */
6590 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
6594 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
6597 final_combiner_src
= "ffp_varying_diffuse";
6601 if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
6602 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
6603 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
;
6604 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
6605 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
6606 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg2
;
6607 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
6608 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
6609 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg1
;
6610 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
6611 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
6612 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
6614 op_equal
= settings
->op
[stage
].aop
== settings
->op
[stage
].cop
6615 && settings
->op
[stage
].carg0
== settings
->op
[stage
].aarg0
6616 && settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
6617 && settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
6619 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
6621 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
6622 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
6623 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
6625 shader_addline(buffer
, "ret.w = ffp_varying_diffuse.w;\n");
6629 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, TRUE
, settings
->op
[stage
].dst
,
6630 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
6631 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
6635 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
6636 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
6637 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
6638 shader_glsl_ffp_fragment_op(buffer
, stage
, FALSE
, TRUE
, settings
->op
[stage
].dst
,
6639 settings
->op
[stage
].aop
, settings
->op
[stage
].aarg0
,
6640 settings
->op
[stage
].aarg1
, settings
->op
[stage
].aarg2
);
6644 shader_addline(buffer
, "gl_FragData[0] = ffp_varying_specular * specular_enable + %s;\n", final_combiner_src
);
6646 if (settings
->sRGB_write
)
6647 shader_glsl_generate_srgb_write_correction(buffer
);
6649 shader_glsl_generate_fog_code(buffer
, settings
->fog
);
6651 shader_addline(buffer
, "}\n");
6653 shader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
6654 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
6656 string_buffer_release(&priv
->string_buffers
, tex_reg_name
);
6660 static struct glsl_ffp_vertex_shader
*shader_glsl_find_ffp_vertex_shader(struct shader_glsl_priv
*priv
,
6661 const struct wined3d_gl_info
*gl_info
, const struct wined3d_ffp_vs_settings
*settings
)
6663 struct glsl_ffp_vertex_shader
*shader
;
6664 const struct wine_rb_entry
*entry
;
6666 if ((entry
= wine_rb_get(&priv
->ffp_vertex_shaders
, settings
)))
6667 return WINE_RB_ENTRY_VALUE(entry
, struct glsl_ffp_vertex_shader
, desc
.entry
);
6669 if (!(shader
= HeapAlloc(GetProcessHeap(), 0, sizeof(*shader
))))
6672 shader
->desc
.settings
= *settings
;
6673 shader
->id
= shader_glsl_generate_ffp_vertex_shader(priv
, settings
, gl_info
);
6674 list_init(&shader
->linked_programs
);
6675 if (wine_rb_put(&priv
->ffp_vertex_shaders
, &shader
->desc
.settings
, &shader
->desc
.entry
) == -1)
6676 ERR("Failed to insert ffp vertex shader.\n");
6681 static struct glsl_ffp_fragment_shader
*shader_glsl_find_ffp_fragment_shader(struct shader_glsl_priv
*priv
,
6682 const struct wined3d_gl_info
*gl_info
, const struct ffp_frag_settings
*args
)
6684 struct glsl_ffp_fragment_shader
*glsl_desc
;
6685 const struct ffp_frag_desc
*desc
;
6687 if ((desc
= find_ffp_frag_shader(&priv
->ffp_fragment_shaders
, args
)))
6688 return CONTAINING_RECORD(desc
, struct glsl_ffp_fragment_shader
, entry
);
6690 if (!(glsl_desc
= HeapAlloc(GetProcessHeap(), 0, sizeof(*glsl_desc
))))
6693 glsl_desc
->entry
.settings
= *args
;
6694 glsl_desc
->id
= shader_glsl_generate_ffp_fragment_shader(priv
, args
, gl_info
);
6695 list_init(&glsl_desc
->linked_programs
);
6696 add_ffp_frag_shader(&priv
->ffp_fragment_shaders
, &glsl_desc
->entry
);
6702 static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info
*gl_info
,
6703 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_vs_program
*vs
, unsigned int vs_c_count
)
6706 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
6708 vs
->uniform_f_locations
= HeapAlloc(GetProcessHeap(), 0,
6709 sizeof(GLuint
) * gl_info
->limits
.glsl_vs_float_constants
);
6710 for (i
= 0; i
< vs_c_count
; ++i
)
6712 string_buffer_sprintf(name
, "vs_c[%u]", i
);
6713 vs
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6715 memset(&vs
->uniform_f_locations
[vs_c_count
], 0xff,
6716 (gl_info
->limits
.glsl_vs_float_constants
- vs_c_count
) * sizeof(GLuint
));
6718 for (i
= 0; i
< MAX_CONST_I
; ++i
)
6720 string_buffer_sprintf(name
, "vs_i[%u]", i
);
6721 vs
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6724 for (i
= 0; i
< MAX_CONST_B
; ++i
)
6726 string_buffer_sprintf(name
, "vs_b[%u]", i
);
6727 vs
->uniform_b_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6730 vs
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "posFixup"));
6732 for (i
= 0; i
< MAX_VERTEX_BLENDS
; ++i
)
6734 string_buffer_sprintf(name
, "ffp_modelview_matrix[%u]", i
);
6735 vs
->modelview_matrix_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6737 vs
->projection_matrix_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_projection_matrix"));
6738 vs
->normal_matrix_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_normal_matrix"));
6739 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
6741 string_buffer_sprintf(name
, "ffp_texture_matrix[%u]", i
);
6742 vs
->texture_matrix_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6744 vs
->material_ambient_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.ambient"));
6745 vs
->material_diffuse_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.diffuse"));
6746 vs
->material_specular_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.specular"));
6747 vs
->material_emissive_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.emissive"));
6748 vs
->material_shininess_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.shininess"));
6749 vs
->light_ambient_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_light_ambient"));
6750 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
6752 string_buffer_sprintf(name
, "ffp_light[%u].diffuse", i
);
6753 vs
->light_location
[i
].diffuse
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6754 string_buffer_sprintf(name
, "ffp_light[%u].specular", i
);
6755 vs
->light_location
[i
].specular
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6756 string_buffer_sprintf(name
, "ffp_light[%u].ambient", i
);
6757 vs
->light_location
[i
].ambient
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6758 string_buffer_sprintf(name
, "ffp_light[%u].position", i
);
6759 vs
->light_location
[i
].position
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6760 string_buffer_sprintf(name
, "ffp_light[%u].direction", i
);
6761 vs
->light_location
[i
].direction
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6762 string_buffer_sprintf(name
, "ffp_light[%u].range", i
);
6763 vs
->light_location
[i
].range
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6764 string_buffer_sprintf(name
, "ffp_light[%u].falloff", i
);
6765 vs
->light_location
[i
].falloff
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6766 string_buffer_sprintf(name
, "ffp_light[%u].c_att", i
);
6767 vs
->light_location
[i
].c_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6768 string_buffer_sprintf(name
, "ffp_light[%u].l_att", i
);
6769 vs
->light_location
[i
].l_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6770 string_buffer_sprintf(name
, "ffp_light[%u].q_att", i
);
6771 vs
->light_location
[i
].q_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6772 string_buffer_sprintf(name
, "ffp_light[%u].cos_htheta", i
);
6773 vs
->light_location
[i
].cos_htheta
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6774 string_buffer_sprintf(name
, "ffp_light[%u].cos_hphi", i
);
6775 vs
->light_location
[i
].cos_hphi
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6777 vs
->pointsize_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size"));
6778 vs
->pointsize_min_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size_min"));
6779 vs
->pointsize_max_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size_max"));
6780 vs
->pointsize_c_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.c_att"));
6781 vs
->pointsize_l_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.l_att"));
6782 vs
->pointsize_q_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.q_att"));
6784 string_buffer_release(&priv
->string_buffers
, name
);
6787 static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info
*gl_info
,
6788 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_ps_program
*ps
, unsigned int ps_c_count
)
6791 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
6793 ps
->uniform_f_locations
= HeapAlloc(GetProcessHeap(), 0,
6794 sizeof(GLuint
) * gl_info
->limits
.glsl_ps_float_constants
);
6795 for (i
= 0; i
< ps_c_count
; ++i
)
6797 string_buffer_sprintf(name
, "ps_c[%u]", i
);
6798 ps
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6800 memset(&ps
->uniform_f_locations
[ps_c_count
], 0xff,
6801 (gl_info
->limits
.glsl_ps_float_constants
- ps_c_count
) * sizeof(GLuint
));
6803 for (i
= 0; i
< MAX_CONST_I
; ++i
)
6805 string_buffer_sprintf(name
, "ps_i[%u]", i
);
6806 ps
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6809 for (i
= 0; i
< MAX_CONST_B
; ++i
)
6811 string_buffer_sprintf(name
, "ps_b[%u]", i
);
6812 ps
->uniform_b_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6815 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
6817 string_buffer_sprintf(name
, "bumpenv_mat%u", i
);
6818 ps
->bumpenv_mat_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6819 string_buffer_sprintf(name
, "bumpenv_lum_scale%u", i
);
6820 ps
->bumpenv_lum_scale_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6821 string_buffer_sprintf(name
, "bumpenv_lum_offset%u", i
);
6822 ps
->bumpenv_lum_offset_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6823 string_buffer_sprintf(name
, "tss_const%u", i
);
6824 ps
->tss_constant_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6827 ps
->tex_factor_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "tex_factor"));
6828 ps
->specular_enable_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "specular_enable"));
6830 ps
->fog_color_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.color"));
6831 ps
->fog_density_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.density"));
6832 ps
->fog_end_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.end"));
6833 ps
->fog_scale_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.scale"));
6835 ps
->np2_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ps_samplerNP2Fixup"));
6836 ps
->ycorrection_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ycorrection"));
6837 ps
->color_key_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "color_key"));
6839 string_buffer_release(&priv
->string_buffers
, name
);
6842 static void shader_glsl_init_uniform_block_bindings(const struct wined3d_gl_info
*gl_info
,
6843 struct shader_glsl_priv
*priv
, GLuint program_id
,
6844 const struct wined3d_shader_reg_maps
*reg_maps
, unsigned int base
, unsigned int count
)
6846 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
6849 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
6851 for (i
= 0; i
< count
; ++i
)
6853 if (!reg_maps
->cb_sizes
[i
])
6856 string_buffer_sprintf(name
, "block_%s_cb%u", prefix
, i
);
6857 block_idx
= GL_EXTCALL(glGetUniformBlockIndex(program_id
, name
->buffer
));
6858 GL_EXTCALL(glUniformBlockBinding(program_id
, block_idx
, base
+ i
));
6860 checkGLcall("glUniformBlockBinding");
6861 string_buffer_release(&priv
->string_buffers
, name
);
6864 /* Context activation is done by the caller. */
6865 static void set_glsl_shader_program(const struct wined3d_context
*context
, const struct wined3d_state
*state
,
6866 struct shader_glsl_priv
*priv
, struct glsl_context_data
*ctx_data
)
6868 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
6869 const struct ps_np2fixup_info
*np2fixup_info
= NULL
;
6870 struct glsl_shader_prog_link
*entry
= NULL
;
6871 struct wined3d_shader
*vshader
= NULL
;
6872 struct wined3d_shader
*gshader
= NULL
;
6873 struct wined3d_shader
*pshader
= NULL
;
6874 GLuint program_id
= 0;
6875 GLuint reorder_shader_id
= 0;
6880 struct list
*ps_list
, *vs_list
;
6882 struct wined3d_string_buffer
*tmp_name
;
6884 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_VERTEX
)) && ctx_data
->glsl_program
)
6886 vs_id
= ctx_data
->glsl_program
->vs
.id
;
6887 vs_list
= &ctx_data
->glsl_program
->vs
.shader_entry
;
6891 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
6892 gshader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
6894 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_GEOMETRY
))
6895 && ctx_data
->glsl_program
->gs
.id
)
6896 gs_id
= ctx_data
->glsl_program
->gs
.id
;
6898 gs_id
= find_glsl_geometry_shader(context
, &priv
->shader_buffer
, &priv
->string_buffers
, gshader
);
6901 else if (use_vs(state
))
6903 struct vs_compile_args vs_compile_args
;
6904 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
6906 find_vs_compile_args(state
, vshader
, context
->stream_info
.swizzle_map
, &vs_compile_args
);
6907 vs_id
= find_glsl_vshader(context
, &priv
->shader_buffer
, &priv
->string_buffers
, vshader
, &vs_compile_args
);
6908 vs_list
= &vshader
->linked_programs
;
6910 if ((gshader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
]))
6911 gs_id
= find_glsl_geometry_shader(context
, &priv
->shader_buffer
, &priv
->string_buffers
, gshader
);
6913 else if (priv
->vertex_pipe
== &glsl_vertex_pipe
)
6915 struct glsl_ffp_vertex_shader
*ffp_shader
;
6916 struct wined3d_ffp_vs_settings settings
;
6918 wined3d_ffp_get_vs_settings(context
, state
, &settings
);
6919 ffp_shader
= shader_glsl_find_ffp_vertex_shader(priv
, gl_info
, &settings
);
6920 vs_id
= ffp_shader
->id
;
6921 vs_list
= &ffp_shader
->linked_programs
;
6924 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_PIXEL
)) && ctx_data
->glsl_program
)
6926 ps_id
= ctx_data
->glsl_program
->ps
.id
;
6927 ps_list
= &ctx_data
->glsl_program
->ps
.shader_entry
;
6930 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
6932 else if (use_ps(state
))
6934 struct ps_compile_args ps_compile_args
;
6935 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
6936 find_ps_compile_args(state
, pshader
, context
->stream_info
.position_transformed
, &ps_compile_args
, context
);
6937 ps_id
= find_glsl_pshader(context
, &priv
->shader_buffer
, &priv
->string_buffers
,
6938 pshader
, &ps_compile_args
, &np2fixup_info
);
6939 ps_list
= &pshader
->linked_programs
;
6941 else if (priv
->fragment_pipe
== &glsl_fragment_pipe
)
6943 struct glsl_ffp_fragment_shader
*ffp_shader
;
6944 struct ffp_frag_settings settings
;
6946 gen_ffp_frag_op(context
, state
, &settings
, FALSE
);
6947 ffp_shader
= shader_glsl_find_ffp_fragment_shader(priv
, gl_info
, &settings
);
6948 ps_id
= ffp_shader
->id
;
6949 ps_list
= &ffp_shader
->linked_programs
;
6952 if ((!vs_id
&& !gs_id
&& !ps_id
) || (entry
= get_glsl_program_entry(priv
, vs_id
, gs_id
, ps_id
)))
6954 ctx_data
->glsl_program
= entry
;
6958 /* If we get to this point, then no matching program exists, so we create one */
6959 program_id
= GL_EXTCALL(glCreateProgram());
6960 TRACE("Created new GLSL shader program %u.\n", program_id
);
6962 /* Create the entry */
6963 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link
));
6964 entry
->id
= program_id
;
6965 entry
->vs
.id
= vs_id
;
6966 entry
->gs
.id
= gs_id
;
6967 entry
->ps
.id
= ps_id
;
6968 entry
->constant_version
= 0;
6969 entry
->ps
.np2_fixup_info
= np2fixup_info
;
6970 /* Add the hash table entry */
6971 add_glsl_program_entry(priv
, entry
);
6973 /* Set the current program */
6974 ctx_data
->glsl_program
= entry
;
6976 /* Attach GLSL vshader */
6979 TRACE("Attaching GLSL shader object %u to program %u.\n", vs_id
, program_id
);
6980 GL_EXTCALL(glAttachShader(program_id
, vs_id
));
6981 checkGLcall("glAttachShader");
6983 list_add_head(vs_list
, &entry
->vs
.shader_entry
);
6988 attribs_map
= vshader
->reg_maps
.input_registers
;
6989 reorder_shader_id
= generate_param_reorder_function(priv
, vshader
, pshader
,
6990 state
->gl_primitive_type
== GL_POINTS
&& vshader
->reg_maps
.point_size
, gl_info
);
6991 TRACE("Attaching GLSL shader object %u to program %u.\n", reorder_shader_id
, program_id
);
6992 GL_EXTCALL(glAttachShader(program_id
, reorder_shader_id
));
6993 checkGLcall("glAttachShader");
6994 /* Flag the reorder function for deletion, then it will be freed automatically when the program
6997 GL_EXTCALL(glDeleteShader(reorder_shader_id
));
7001 attribs_map
= (1u << WINED3D_FFP_ATTRIBS_COUNT
) - 1;
7004 /* Bind vertex attributes to a corresponding index number to match
7005 * the same index numbers as ARB_vertex_programs (makes loading
7006 * vertex attributes simpler). With this method, we can use the
7007 * exact same code to load the attributes later for both ARB and
7010 * We have to do this here because we need to know the Program ID
7011 * in order to make the bindings work, and it has to be done prior
7012 * to linking the GLSL program. */
7013 tmp_name
= string_buffer_get(&priv
->string_buffers
);
7014 for (i
= 0; attribs_map
; attribs_map
>>= 1, ++i
)
7016 if (!(attribs_map
& 1))
7019 string_buffer_sprintf(tmp_name
, "vs_in%u", i
);
7020 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
7022 checkGLcall("glBindAttribLocation");
7023 string_buffer_release(&priv
->string_buffers
, tmp_name
);
7027 TRACE("Attaching GLSL geometry shader object %u to program %u.\n", gs_id
, program_id
);
7028 GL_EXTCALL(glAttachShader(program_id
, gs_id
));
7029 checkGLcall("glAttachShader");
7031 TRACE("input type %s, output type %s, vertices out %u.\n",
7032 debug_d3dprimitivetype(gshader
->u
.gs
.input_type
),
7033 debug_d3dprimitivetype(gshader
->u
.gs
.output_type
),
7034 gshader
->u
.gs
.vertices_out
);
7035 GL_EXTCALL(glProgramParameteriARB(program_id
, GL_GEOMETRY_INPUT_TYPE_ARB
,
7036 gl_primitive_type_from_d3d(gshader
->u
.gs
.input_type
)));
7037 GL_EXTCALL(glProgramParameteriARB(program_id
, GL_GEOMETRY_OUTPUT_TYPE_ARB
,
7038 gl_primitive_type_from_d3d(gshader
->u
.gs
.output_type
)));
7039 GL_EXTCALL(glProgramParameteriARB(program_id
, GL_GEOMETRY_VERTICES_OUT_ARB
,
7040 gshader
->u
.gs
.vertices_out
));
7041 checkGLcall("glProgramParameteriARB");
7043 list_add_head(&gshader
->linked_programs
, &entry
->gs
.shader_entry
);
7046 /* Attach GLSL pshader */
7049 TRACE("Attaching GLSL shader object %u to program %u.\n", ps_id
, program_id
);
7050 GL_EXTCALL(glAttachShader(program_id
, ps_id
));
7051 checkGLcall("glAttachShader");
7053 list_add_head(ps_list
, &entry
->ps
.shader_entry
);
7056 /* Link the program */
7057 TRACE("Linking GLSL shader program %u.\n", program_id
);
7058 GL_EXTCALL(glLinkProgram(program_id
));
7059 shader_glsl_validate_link(gl_info
, program_id
);
7061 shader_glsl_init_vs_uniform_locations(gl_info
, priv
, program_id
, &entry
->vs
,
7062 vshader
? min(vshader
->limits
->constant_float
, gl_info
->limits
.glsl_vs_float_constants
) : 0);
7063 shader_glsl_init_ps_uniform_locations(gl_info
, priv
, program_id
, &entry
->ps
,
7064 pshader
? min(pshader
->limits
->constant_float
, gl_info
->limits
.glsl_ps_float_constants
) : 0);
7065 checkGLcall("Find glsl program uniform locations");
7067 if (pshader
&& pshader
->reg_maps
.shader_version
.major
>= 3
7068 && pshader
->u
.ps
.declared_in_count
> vec4_varyings(3, gl_info
))
7070 TRACE("Shader %d needs vertex color clamping disabled.\n", program_id
);
7071 entry
->vs
.vertex_color_clamp
= GL_FALSE
;
7075 entry
->vs
.vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
7078 /* Set the shader to allow uniform loading on it */
7079 GL_EXTCALL(glUseProgram(program_id
));
7080 checkGLcall("glUseProgram");
7082 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
7083 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
7084 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
7085 * vertex shader with fixed function pixel processing is used we make sure that the card
7086 * supports enough samplers to allow the max number of vertex samplers with all possible
7087 * fixed function fragment processing setups. So once the program is linked these samplers
7089 shader_glsl_load_samplers(gl_info
, priv
, context
->tex_unit_map
, program_id
);
7091 entry
->constant_update_mask
= 0;
7094 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_F
;
7095 if (vshader
->reg_maps
.integer_constants
)
7096 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_I
;
7097 if (vshader
->reg_maps
.boolean_constants
)
7098 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_B
;
7099 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POS_FIXUP
;
7101 shader_glsl_init_uniform_block_bindings(gl_info
, priv
, program_id
, &vshader
->reg_maps
,
7102 0, gl_info
->limits
.vertex_uniform_blocks
);
7106 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
7107 | WINED3D_SHADER_CONST_FFP_PROJ
;
7109 for (i
= 1; i
< MAX_VERTEX_BLENDS
; ++i
)
7111 if (entry
->vs
.modelview_matrix_location
[i
] != -1)
7113 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
7118 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
7120 if (entry
->vs
.texture_matrix_location
[i
] != -1)
7122 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
7126 if (entry
->vs
.material_ambient_location
!= -1 || entry
->vs
.material_diffuse_location
!= -1
7127 || entry
->vs
.material_specular_location
!= -1
7128 || entry
->vs
.material_emissive_location
!= -1
7129 || entry
->vs
.material_shininess_location
!= -1)
7130 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MATERIAL
;
7131 if (entry
->vs
.light_ambient_location
!= -1)
7132 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_LIGHTS
;
7134 if (entry
->vs
.pointsize_min_location
!= -1)
7135 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
7138 shader_glsl_init_uniform_block_bindings(gl_info
, priv
, program_id
, &gshader
->reg_maps
,
7139 gl_info
->limits
.vertex_uniform_blocks
, gl_info
->limits
.geometry_uniform_blocks
);
7145 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_F
;
7146 if (pshader
->reg_maps
.integer_constants
)
7147 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_I
;
7148 if (pshader
->reg_maps
.boolean_constants
)
7149 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_B
;
7150 if (entry
->ps
.ycorrection_location
!= -1)
7151 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_Y_CORR
;
7153 shader_glsl_init_uniform_block_bindings(gl_info
, priv
, program_id
, &pshader
->reg_maps
,
7154 gl_info
->limits
.vertex_uniform_blocks
+ gl_info
->limits
.geometry_uniform_blocks
,
7155 gl_info
->limits
.fragment_uniform_blocks
);
7159 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PS
;
7162 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
7164 if (entry
->ps
.bumpenv_mat_location
[i
] != -1)
7166 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_BUMP_ENV
;
7171 if (entry
->ps
.fog_color_location
!= -1)
7172 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
7173 if (entry
->ps
.np2_fixup_location
!= -1)
7174 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_NP2_FIXUP
;
7175 if (entry
->ps
.color_key_location
!= -1)
7176 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_COLOR_KEY
;
7180 /* Context activation is done by the caller. */
7181 static GLuint
create_glsl_blt_shader(const struct wined3d_gl_info
*gl_info
, enum wined3d_gl_resource_type tex_type
,
7185 GLuint vshader_id
, pshader_id
;
7186 const char *blt_pshader
;
7188 static const char blt_vshader
[] =
7192 " gl_Position = gl_Vertex;\n"
7193 " gl_FrontColor = vec4(1.0);\n"
7194 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
7197 static const char * const blt_pshaders_full
[WINED3D_GL_RES_TYPE_COUNT
] =
7199 /* WINED3D_GL_RES_TYPE_TEX_1D */
7201 /* WINED3D_GL_RES_TYPE_TEX_2D */
7203 "uniform sampler2D sampler;\n"
7206 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
7208 /* WINED3D_GL_RES_TYPE_TEX_3D */
7210 /* WINED3D_GL_RES_TYPE_TEX_CUBE */
7212 "uniform samplerCube sampler;\n"
7215 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
7217 /* WINED3D_GL_RES_TYPE_TEX_RECT */
7219 "#extension GL_ARB_texture_rectangle : enable\n"
7220 "uniform sampler2DRect sampler;\n"
7223 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
7225 /* WINED3D_GL_RES_TYPE_BUFFER */
7227 /* WINED3D_GL_RES_TYPE_RB */
7231 static const char * const blt_pshaders_masked
[WINED3D_GL_RES_TYPE_COUNT
] =
7233 /* WINED3D_GL_RES_TYPE_TEX_1D */
7235 /* WINED3D_GL_RES_TYPE_TEX_2D */
7237 "uniform sampler2D sampler;\n"
7238 "uniform vec4 mask;\n"
7241 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
7242 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
7244 /* WINED3D_GL_RES_TYPE_TEX_3D */
7246 /* WINED3D_GL_RES_TYPE_TEX_CUBE */
7248 "uniform samplerCube sampler;\n"
7249 "uniform vec4 mask;\n"
7252 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
7253 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
7255 /* WINED3D_GL_RES_TYPE_TEX_RECT */
7257 "#extension GL_ARB_texture_rectangle : enable\n"
7258 "uniform sampler2DRect sampler;\n"
7259 "uniform vec4 mask;\n"
7262 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
7263 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
7265 /* WINED3D_GL_RES_TYPE_BUFFER */
7267 /* WINED3D_GL_RES_TYPE_RB */
7271 blt_pshader
= masked
? blt_pshaders_masked
[tex_type
] : blt_pshaders_full
[tex_type
];
7274 FIXME("tex_type %#x not supported\n", tex_type
);
7278 vshader_id
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
7279 shader_glsl_compile(gl_info
, vshader_id
, blt_vshader
);
7281 pshader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
7282 shader_glsl_compile(gl_info
, pshader_id
, blt_pshader
);
7284 program_id
= GL_EXTCALL(glCreateProgram());
7285 GL_EXTCALL(glAttachShader(program_id
, vshader_id
));
7286 GL_EXTCALL(glAttachShader(program_id
, pshader_id
));
7287 GL_EXTCALL(glLinkProgram(program_id
));
7289 shader_glsl_validate_link(gl_info
, program_id
);
7291 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
7294 GL_EXTCALL(glDeleteShader(vshader_id
));
7295 GL_EXTCALL(glDeleteShader(pshader_id
));
7299 /* Context activation is done by the caller. */
7300 static void shader_glsl_select(void *shader_priv
, struct wined3d_context
*context
,
7301 const struct wined3d_state
*state
)
7303 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
7304 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
7305 struct shader_glsl_priv
*priv
= shader_priv
;
7306 GLuint program_id
= 0, prev_id
= 0;
7307 GLenum old_vertex_color_clamp
, current_vertex_color_clamp
;
7309 priv
->vertex_pipe
->vp_enable(gl_info
, !use_vs(state
));
7310 priv
->fragment_pipe
->enable_extension(gl_info
, !use_ps(state
));
7312 if (ctx_data
->glsl_program
)
7314 prev_id
= ctx_data
->glsl_program
->id
;
7315 old_vertex_color_clamp
= ctx_data
->glsl_program
->vs
.vertex_color_clamp
;
7320 old_vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
7323 set_glsl_shader_program(context
, state
, priv
, ctx_data
);
7325 if (ctx_data
->glsl_program
)
7327 program_id
= ctx_data
->glsl_program
->id
;
7328 current_vertex_color_clamp
= ctx_data
->glsl_program
->vs
.vertex_color_clamp
;
7333 current_vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
7336 if (old_vertex_color_clamp
!= current_vertex_color_clamp
)
7338 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
7340 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, current_vertex_color_clamp
));
7341 checkGLcall("glClampColorARB");
7345 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
7349 TRACE("Using GLSL program %u.\n", program_id
);
7351 if (prev_id
!= program_id
)
7353 GL_EXTCALL(glUseProgram(program_id
));
7354 checkGLcall("glUseProgram");
7357 context
->constant_update_mask
|= ctx_data
->glsl_program
->constant_update_mask
;
7361 /* "context" is not necessarily the currently active context. */
7362 static void shader_glsl_invalidate_current_program(struct wined3d_context
*context
)
7364 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
7366 ctx_data
->glsl_program
= NULL
;
7367 context
->shader_update_mask
= (1u << WINED3D_SHADER_TYPE_PIXEL
)
7368 | (1u << WINED3D_SHADER_TYPE_VERTEX
)
7369 | (1u << WINED3D_SHADER_TYPE_GEOMETRY
);
7372 /* Context activation is done by the caller. */
7373 static void shader_glsl_disable(void *shader_priv
, struct wined3d_context
*context
)
7375 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
7376 struct shader_glsl_priv
*priv
= shader_priv
;
7378 shader_glsl_invalidate_current_program(context
);
7379 GL_EXTCALL(glUseProgram(0));
7380 checkGLcall("glUseProgram");
7382 priv
->vertex_pipe
->vp_enable(gl_info
, FALSE
);
7383 priv
->fragment_pipe
->enable_extension(gl_info
, FALSE
);
7385 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
7387 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, GL_FIXED_ONLY_ARB
));
7388 checkGLcall("glClampColorARB");
7392 /* Context activation is done by the caller. */
7393 static void shader_glsl_select_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
,
7394 enum wined3d_gl_resource_type tex_type
, const SIZE
*ds_mask_size
)
7396 BOOL masked
= ds_mask_size
->cx
&& ds_mask_size
->cy
;
7397 struct shader_glsl_priv
*priv
= shader_priv
;
7398 GLuint
*blt_program
;
7401 blt_program
= masked
? &priv
->depth_blt_program_masked
[tex_type
] : &priv
->depth_blt_program_full
[tex_type
];
7404 *blt_program
= create_glsl_blt_shader(gl_info
, tex_type
, masked
);
7405 loc
= GL_EXTCALL(glGetUniformLocation(*blt_program
, "sampler"));
7406 GL_EXTCALL(glUseProgram(*blt_program
));
7407 GL_EXTCALL(glUniform1i(loc
, 0));
7411 GL_EXTCALL(glUseProgram(*blt_program
));
7416 loc
= GL_EXTCALL(glGetUniformLocation(*blt_program
, "mask"));
7417 GL_EXTCALL(glUniform4f(loc
, 0.0f
, 0.0f
, (float)ds_mask_size
->cx
, (float)ds_mask_size
->cy
));
7421 /* Context activation is done by the caller. */
7422 static void shader_glsl_deselect_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
)
7424 const struct glsl_context_data
*ctx_data
= context_get_current()->shader_backend_data
;
7427 program_id
= ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0;
7428 if (program_id
) TRACE("Using GLSL program %u\n", program_id
);
7430 GL_EXTCALL(glUseProgram(program_id
));
7431 checkGLcall("glUseProgram");
7434 static void shader_glsl_invalidate_contexts_program(struct wined3d_device
*device
,
7435 const struct glsl_shader_prog_link
*program
)
7437 const struct glsl_context_data
*ctx_data
;
7438 struct wined3d_context
*context
;
7441 for (i
= 0; i
< device
->context_count
; ++i
)
7443 context
= device
->contexts
[i
];
7444 ctx_data
= context
->shader_backend_data
;
7446 if (ctx_data
->glsl_program
== program
)
7447 shader_glsl_invalidate_current_program(context
);
7451 static void shader_glsl_destroy(struct wined3d_shader
*shader
)
7453 struct glsl_shader_private
*shader_data
= shader
->backend_data
;
7454 struct wined3d_device
*device
= shader
->device
;
7455 struct shader_glsl_priv
*priv
= device
->shader_priv
;
7456 const struct wined3d_gl_info
*gl_info
;
7457 const struct list
*linked_programs
;
7458 struct wined3d_context
*context
;
7460 if (!shader_data
|| !shader_data
->num_gl_shaders
)
7462 HeapFree(GetProcessHeap(), 0, shader_data
);
7463 shader
->backend_data
= NULL
;
7467 context
= context_acquire(device
, NULL
);
7468 gl_info
= context
->gl_info
;
7470 TRACE("Deleting linked programs.\n");
7471 linked_programs
= &shader
->linked_programs
;
7472 if (linked_programs
->next
)
7474 struct glsl_shader_prog_link
*entry
, *entry2
;
7477 switch (shader
->reg_maps
.shader_version
.type
)
7479 case WINED3D_SHADER_TYPE_PIXEL
:
7481 struct glsl_ps_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.ps
;
7483 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
7485 TRACE("Deleting pixel shader %u.\n", gl_shaders
[i
].id
);
7486 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
7487 checkGLcall("glDeleteShader");
7489 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.ps
);
7491 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
7492 struct glsl_shader_prog_link
, ps
.shader_entry
)
7494 shader_glsl_invalidate_contexts_program(device
, entry
);
7495 delete_glsl_program_entry(priv
, gl_info
, entry
);
7501 case WINED3D_SHADER_TYPE_VERTEX
:
7503 struct glsl_vs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.vs
;
7505 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
7507 TRACE("Deleting vertex shader %u.\n", gl_shaders
[i
].id
);
7508 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
7509 checkGLcall("glDeleteShader");
7511 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.vs
);
7513 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
7514 struct glsl_shader_prog_link
, vs
.shader_entry
)
7516 shader_glsl_invalidate_contexts_program(device
, entry
);
7517 delete_glsl_program_entry(priv
, gl_info
, entry
);
7523 case WINED3D_SHADER_TYPE_GEOMETRY
:
7525 struct glsl_gs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.gs
;
7527 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
7529 TRACE("Deleting geometry shader %u.\n", gl_shaders
[i
].id
);
7530 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
7531 checkGLcall("glDeleteShader");
7533 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.gs
);
7535 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
7536 struct glsl_shader_prog_link
, gs
.shader_entry
)
7538 shader_glsl_invalidate_contexts_program(device
, entry
);
7539 delete_glsl_program_entry(priv
, gl_info
, entry
);
7546 ERR("Unhandled shader type %#x.\n", shader
->reg_maps
.shader_version
.type
);
7551 HeapFree(GetProcessHeap(), 0, shader
->backend_data
);
7552 shader
->backend_data
= NULL
;
7554 context_release(context
);
7557 static int glsl_program_key_compare(const void *key
, const struct wine_rb_entry
*entry
)
7559 const struct glsl_program_key
*k
= key
;
7560 const struct glsl_shader_prog_link
*prog
= WINE_RB_ENTRY_VALUE(entry
,
7561 const struct glsl_shader_prog_link
, program_lookup_entry
);
7563 if (k
->vs_id
> prog
->vs
.id
) return 1;
7564 else if (k
->vs_id
< prog
->vs
.id
) return -1;
7566 if (k
->gs_id
> prog
->gs
.id
) return 1;
7567 else if (k
->gs_id
< prog
->gs
.id
) return -1;
7569 if (k
->ps_id
> prog
->ps
.id
) return 1;
7570 else if (k
->ps_id
< prog
->ps
.id
) return -1;
7575 static BOOL
constant_heap_init(struct constant_heap
*heap
, unsigned int constant_count
)
7577 SIZE_T size
= (constant_count
+ 1) * sizeof(*heap
->entries
)
7578 + constant_count
* sizeof(*heap
->contained
)
7579 + constant_count
* sizeof(*heap
->positions
);
7580 void *mem
= HeapAlloc(GetProcessHeap(), 0, size
);
7584 ERR("Failed to allocate memory\n");
7588 heap
->entries
= mem
;
7589 heap
->entries
[1].version
= 0;
7590 heap
->contained
= (BOOL
*)(heap
->entries
+ constant_count
+ 1);
7591 memset(heap
->contained
, 0, constant_count
* sizeof(*heap
->contained
));
7592 heap
->positions
= (unsigned int *)(heap
->contained
+ constant_count
);
7598 static void constant_heap_free(struct constant_heap
*heap
)
7600 HeapFree(GetProcessHeap(), 0, heap
->entries
);
7603 static const struct wine_rb_functions wined3d_glsl_program_rb_functions
=
7608 glsl_program_key_compare
,
7611 static HRESULT
shader_glsl_alloc(struct wined3d_device
*device
, const struct wined3d_vertex_pipe_ops
*vertex_pipe
,
7612 const struct fragment_pipeline
*fragment_pipe
)
7614 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
7615 struct shader_glsl_priv
*priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_glsl_priv
));
7616 SIZE_T stack_size
= wined3d_log2i(max(gl_info
->limits
.glsl_vs_float_constants
,
7617 gl_info
->limits
.glsl_ps_float_constants
)) + 1;
7618 struct fragment_caps fragment_caps
;
7619 void *vertex_priv
, *fragment_priv
;
7621 string_buffer_list_init(&priv
->string_buffers
);
7623 if (!(vertex_priv
= vertex_pipe
->vp_alloc(&glsl_shader_backend
, priv
)))
7625 ERR("Failed to initialize vertex pipe.\n");
7626 HeapFree(GetProcessHeap(), 0, priv
);
7630 if (!(fragment_priv
= fragment_pipe
->alloc_private(&glsl_shader_backend
, priv
)))
7632 ERR("Failed to initialize fragment pipe.\n");
7633 vertex_pipe
->vp_free(device
);
7634 HeapFree(GetProcessHeap(), 0, priv
);
7638 if (!string_buffer_init(&priv
->shader_buffer
))
7640 ERR("Failed to initialize shader buffer.\n");
7644 priv
->stack
= HeapAlloc(GetProcessHeap(), 0, stack_size
* sizeof(*priv
->stack
));
7647 ERR("Failed to allocate memory.\n");
7651 if (!constant_heap_init(&priv
->vconst_heap
, gl_info
->limits
.glsl_vs_float_constants
))
7653 ERR("Failed to initialize vertex shader constant heap\n");
7657 if (!constant_heap_init(&priv
->pconst_heap
, gl_info
->limits
.glsl_ps_float_constants
))
7659 ERR("Failed to initialize pixel shader constant heap\n");
7663 if (wine_rb_init(&priv
->program_lookup
, &wined3d_glsl_program_rb_functions
) == -1)
7665 ERR("Failed to initialize rbtree.\n");
7669 priv
->next_constant_version
= 1;
7670 priv
->vertex_pipe
= vertex_pipe
;
7671 priv
->fragment_pipe
= fragment_pipe
;
7672 fragment_pipe
->get_caps(gl_info
, &fragment_caps
);
7673 priv
->ffp_proj_control
= fragment_caps
.wined3d_caps
& WINED3D_FRAGMENT_CAP_PROJ_CONTROL
;
7674 priv
->legacy_lighting
= device
->wined3d
->flags
& WINED3D_LEGACY_FFP_LIGHTING
;
7676 device
->vertex_priv
= vertex_priv
;
7677 device
->fragment_priv
= fragment_priv
;
7678 device
->shader_priv
= priv
;
7683 constant_heap_free(&priv
->pconst_heap
);
7684 constant_heap_free(&priv
->vconst_heap
);
7685 HeapFree(GetProcessHeap(), 0, priv
->stack
);
7686 string_buffer_free(&priv
->shader_buffer
);
7687 fragment_pipe
->free_private(device
);
7688 vertex_pipe
->vp_free(device
);
7689 HeapFree(GetProcessHeap(), 0, priv
);
7690 return E_OUTOFMEMORY
;
7693 /* Context activation is done by the caller. */
7694 static void shader_glsl_free(struct wined3d_device
*device
)
7696 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
7697 struct shader_glsl_priv
*priv
= device
->shader_priv
;
7700 for (i
= 0; i
< WINED3D_GL_RES_TYPE_COUNT
; ++i
)
7702 if (priv
->depth_blt_program_full
[i
])
7704 GL_EXTCALL(glDeleteProgram(priv
->depth_blt_program_full
[i
]));
7706 if (priv
->depth_blt_program_masked
[i
])
7708 GL_EXTCALL(glDeleteProgram(priv
->depth_blt_program_masked
[i
]));
7712 wine_rb_destroy(&priv
->program_lookup
, NULL
, NULL
);
7713 constant_heap_free(&priv
->pconst_heap
);
7714 constant_heap_free(&priv
->vconst_heap
);
7715 HeapFree(GetProcessHeap(), 0, priv
->stack
);
7716 string_buffer_list_cleanup(&priv
->string_buffers
);
7717 string_buffer_free(&priv
->shader_buffer
);
7718 priv
->fragment_pipe
->free_private(device
);
7719 priv
->vertex_pipe
->vp_free(device
);
7721 HeapFree(GetProcessHeap(), 0, device
->shader_priv
);
7722 device
->shader_priv
= NULL
;
7725 static BOOL
shader_glsl_allocate_context_data(struct wined3d_context
*context
)
7727 return !!(context
->shader_backend_data
= HeapAlloc(GetProcessHeap(),
7728 HEAP_ZERO_MEMORY
, sizeof(struct glsl_context_data
)));
7731 static void shader_glsl_free_context_data(struct wined3d_context
*context
)
7733 HeapFree(GetProcessHeap(), 0, context
->shader_backend_data
);
7736 static void shader_glsl_init_context_state(struct wined3d_context
*context
)
7738 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
7740 gl_info
->gl_ops
.gl
.p_glEnable(GL_PROGRAM_POINT_SIZE
);
7741 checkGLcall("GL_PROGRAM_POINT_SIZE");
7744 static void shader_glsl_get_caps(const struct wined3d_gl_info
*gl_info
, struct shader_caps
*caps
)
7748 if (gl_info
->supported
[EXT_GPU_SHADER4
] && gl_info
->supported
[ARB_SHADER_BIT_ENCODING
]
7749 && gl_info
->supported
[ARB_GEOMETRY_SHADER4
] && gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 50)
7750 && gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
] && gl_info
->supported
[ARB_DRAW_INSTANCED
]
7751 && gl_info
->supported
[ARB_TEXTURE_RG
] && gl_info
->supported
[ARB_SAMPLER_OBJECTS
])
7753 /* ARB_shader_texture_lod or EXT_gpu_shader4 is required for the SM3
7754 * texldd and texldl instructions. */
7755 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] || gl_info
->supported
[EXT_GPU_SHADER4
])
7759 TRACE("Shader model %u.\n", shader_model
);
7761 caps
->vs_version
= min(wined3d_settings
.max_sm_vs
, shader_model
);
7762 caps
->gs_version
= min(wined3d_settings
.max_sm_gs
, shader_model
);
7763 caps
->ps_version
= min(wined3d_settings
.max_sm_ps
, shader_model
);
7765 caps
->vs_uniform_count
= gl_info
->limits
.glsl_vs_float_constants
;
7766 caps
->ps_uniform_count
= gl_info
->limits
.glsl_ps_float_constants
;
7767 caps
->varying_count
= gl_info
->limits
.glsl_varyings
;
7769 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
7770 * Direct3D minimum requirement.
7772 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
7773 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
7775 * The problem is that the refrast clamps temporary results in the shader to
7776 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
7777 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
7778 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
7779 * offer a way to query this.
7781 if (shader_model
>= 4)
7782 caps
->ps_1x_max_value
= FLT_MAX
;
7784 caps
->ps_1x_max_value
= 1024.0f
;
7786 /* Ideally we'd only set caps like sRGB writes here if supported by both
7787 * the shader backend and the fragment pipe, but we can get called before
7788 * shader_glsl_alloc(). */
7789 caps
->wined3d_caps
= WINED3D_SHADER_CAP_VS_CLIPPING
7790 | WINED3D_SHADER_CAP_SRGB_WRITE
;
7793 static BOOL
shader_glsl_color_fixup_supported(struct color_fixup_desc fixup
)
7795 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
7797 TRACE("Checking support for fixup:\n");
7798 dump_color_fixup_desc(fixup
);
7801 /* We support everything except YUV conversions. */
7802 if (!is_complex_fixup(fixup
))
7808 TRACE("[FAILED]\n");
7812 static const SHADER_HANDLER shader_glsl_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
7814 /* WINED3DSIH_ABS */ shader_glsl_map2gl
,
7815 /* WINED3DSIH_ADD */ shader_glsl_binop
,
7816 /* WINED3DSIH_AND */ shader_glsl_binop
,
7817 /* WINED3DSIH_BEM */ shader_glsl_bem
,
7818 /* WINED3DSIH_BREAK */ shader_glsl_break
,
7819 /* WINED3DSIH_BREAKC */ shader_glsl_breakc
,
7820 /* WINED3DSIH_BREAKP */ shader_glsl_breakp
,
7821 /* WINED3DSIH_CALL */ shader_glsl_call
,
7822 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz
,
7823 /* WINED3DSIH_CMP */ shader_glsl_conditional_move
,
7824 /* WINED3DSIH_CND */ shader_glsl_cnd
,
7825 /* WINED3DSIH_CRS */ shader_glsl_cross
,
7826 /* WINED3DSIH_CUT */ shader_glsl_cut
,
7827 /* WINED3DSIH_DCL */ shader_glsl_nop
,
7828 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_glsl_nop
,
7829 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_glsl_nop
,
7830 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_glsl_nop
,
7831 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_glsl_nop
,
7832 /* WINED3DSIH_DEF */ shader_glsl_nop
,
7833 /* WINED3DSIH_DEFB */ shader_glsl_nop
,
7834 /* WINED3DSIH_DEFI */ shader_glsl_nop
,
7835 /* WINED3DSIH_DIV */ shader_glsl_binop
,
7836 /* WINED3DSIH_DP2 */ shader_glsl_dot
,
7837 /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add
,
7838 /* WINED3DSIH_DP3 */ shader_glsl_dot
,
7839 /* WINED3DSIH_DP4 */ shader_glsl_dot
,
7840 /* WINED3DSIH_DST */ shader_glsl_dst
,
7841 /* WINED3DSIH_DSX */ shader_glsl_map2gl
,
7842 /* WINED3DSIH_DSY */ shader_glsl_map2gl
,
7843 /* WINED3DSIH_ELSE */ shader_glsl_else
,
7844 /* WINED3DSIH_EMIT */ shader_glsl_emit
,
7845 /* WINED3DSIH_ENDIF */ shader_glsl_end
,
7846 /* WINED3DSIH_ENDLOOP */ shader_glsl_end
,
7847 /* WINED3DSIH_ENDREP */ shader_glsl_end
,
7848 /* WINED3DSIH_EQ */ shader_glsl_relop
,
7849 /* WINED3DSIH_EXP */ shader_glsl_scalar_op
,
7850 /* WINED3DSIH_EXPP */ shader_glsl_expp
,
7851 /* WINED3DSIH_FRC */ shader_glsl_map2gl
,
7852 /* WINED3DSIH_FTOI */ shader_glsl_to_int
,
7853 /* WINED3DSIH_GE */ shader_glsl_relop
,
7854 /* WINED3DSIH_IADD */ shader_glsl_binop
,
7855 /* WINED3DSIH_IEQ */ NULL
,
7856 /* WINED3DSIH_IF */ shader_glsl_if
,
7857 /* WINED3DSIH_IFC */ shader_glsl_ifc
,
7858 /* WINED3DSIH_IGE */ shader_glsl_relop
,
7859 /* WINED3DSIH_IMUL */ shader_glsl_imul
,
7860 /* WINED3DSIH_ISHL */ shader_glsl_binop
,
7861 /* WINED3DSIH_ITOF */ shader_glsl_to_float
,
7862 /* WINED3DSIH_LABEL */ shader_glsl_label
,
7863 /* WINED3DSIH_LD */ NULL
,
7864 /* WINED3DSIH_LIT */ shader_glsl_lit
,
7865 /* WINED3DSIH_LOG */ shader_glsl_scalar_op
,
7866 /* WINED3DSIH_LOGP */ shader_glsl_scalar_op
,
7867 /* WINED3DSIH_LOOP */ shader_glsl_loop
,
7868 /* WINED3DSIH_LRP */ shader_glsl_lrp
,
7869 /* WINED3DSIH_LT */ shader_glsl_relop
,
7870 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn
,
7871 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn
,
7872 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn
,
7873 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn
,
7874 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn
,
7875 /* WINED3DSIH_MAD */ shader_glsl_mad
,
7876 /* WINED3DSIH_MAX */ shader_glsl_map2gl
,
7877 /* WINED3DSIH_MIN */ shader_glsl_map2gl
,
7878 /* WINED3DSIH_MOV */ shader_glsl_mov
,
7879 /* WINED3DSIH_MOVA */ shader_glsl_mov
,
7880 /* WINED3DSIH_MOVC */ shader_glsl_conditional_move
,
7881 /* WINED3DSIH_MUL */ shader_glsl_binop
,
7882 /* WINED3DSIH_NE */ shader_glsl_relop
,
7883 /* WINED3DSIH_NOP */ shader_glsl_nop
,
7884 /* WINED3DSIH_NRM */ shader_glsl_nrm
,
7885 /* WINED3DSIH_OR */ shader_glsl_binop
,
7886 /* WINED3DSIH_PHASE */ shader_glsl_nop
,
7887 /* WINED3DSIH_POW */ shader_glsl_pow
,
7888 /* WINED3DSIH_RCP */ shader_glsl_scalar_op
,
7889 /* WINED3DSIH_REP */ shader_glsl_rep
,
7890 /* WINED3DSIH_RET */ shader_glsl_ret
,
7891 /* WINED3DSIH_ROUND_NI */ shader_glsl_map2gl
,
7892 /* WINED3DSIH_RSQ */ shader_glsl_scalar_op
,
7893 /* WINED3DSIH_SAMPLE */ shader_glsl_sample
,
7894 /* WINED3DSIH_SAMPLE_GRAD */ NULL
,
7895 /* WINED3DSIH_SAMPLE_LOD */ NULL
,
7896 /* WINED3DSIH_SETP */ NULL
,
7897 /* WINED3DSIH_SGE */ shader_glsl_compare
,
7898 /* WINED3DSIH_SGN */ shader_glsl_sgn
,
7899 /* WINED3DSIH_SINCOS */ shader_glsl_sincos
,
7900 /* WINED3DSIH_SLT */ shader_glsl_compare
,
7901 /* WINED3DSIH_SQRT */ shader_glsl_map2gl
,
7902 /* WINED3DSIH_SUB */ shader_glsl_binop
,
7903 /* WINED3DSIH_TEX */ shader_glsl_tex
,
7904 /* WINED3DSIH_TEXBEM */ shader_glsl_texbem
,
7905 /* WINED3DSIH_TEXBEML */ shader_glsl_texbem
,
7906 /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord
,
7907 /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth
,
7908 /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3
,
7909 /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex
,
7910 /* WINED3DSIH_TEXKILL */ shader_glsl_texkill
,
7911 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd
,
7912 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl
,
7913 /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth
,
7914 /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad
,
7915 /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex
,
7916 /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3
,
7917 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
7918 /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad
,
7919 /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec
,
7920 /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex
,
7921 /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec
,
7922 /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar
,
7923 /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb
,
7924 /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb
,
7925 /* WINED3DSIH_UDIV */ shader_glsl_udiv
,
7926 /* WINED3DSIH_UGE */ shader_glsl_relop
,
7927 /* WINED3DSIH_USHR */ shader_glsl_binop
,
7928 /* WINED3DSIH_UTOF */ shader_glsl_to_float
,
7929 /* WINED3DSIH_XOR */ shader_glsl_binop
,
7932 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction
*ins
) {
7933 SHADER_HANDLER hw_fct
;
7935 /* Select handler */
7936 hw_fct
= shader_glsl_instruction_handler_table
[ins
->handler_idx
];
7938 /* Unhandled opcode */
7941 FIXME("Backend can't handle opcode %#x\n", ins
->handler_idx
);
7946 shader_glsl_add_instruction_modifiers(ins
);
7949 static BOOL
shader_glsl_has_ffp_proj_control(void *shader_priv
)
7951 struct shader_glsl_priv
*priv
= shader_priv
;
7953 return priv
->ffp_proj_control
;
7956 const struct wined3d_shader_backend_ops glsl_shader_backend
=
7958 shader_glsl_handle_instruction
,
7960 shader_glsl_disable
,
7961 shader_glsl_select_depth_blt
,
7962 shader_glsl_deselect_depth_blt
,
7963 shader_glsl_update_float_vertex_constants
,
7964 shader_glsl_update_float_pixel_constants
,
7965 shader_glsl_load_constants
,
7966 shader_glsl_destroy
,
7969 shader_glsl_allocate_context_data
,
7970 shader_glsl_free_context_data
,
7971 shader_glsl_init_context_state
,
7972 shader_glsl_get_caps
,
7973 shader_glsl_color_fixup_supported
,
7974 shader_glsl_has_ffp_proj_control
,
7977 static void glsl_vertex_pipe_vp_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
) {}
7979 static void glsl_vertex_pipe_vp_get_caps(const struct wined3d_gl_info
*gl_info
, struct wined3d_vertex_caps
*caps
)
7981 caps
->xyzrhw
= TRUE
;
7982 caps
->ffp_generic_attributes
= TRUE
;
7983 caps
->max_active_lights
= MAX_ACTIVE_LIGHTS
;
7984 caps
->max_vertex_blend_matrices
= MAX_VERTEX_BLENDS
;
7985 caps
->max_vertex_blend_matrix_index
= 0;
7986 caps
->vertex_processing_caps
= WINED3DVTXPCAPS_TEXGEN
7987 | WINED3DVTXPCAPS_MATERIALSOURCE7
7988 | WINED3DVTXPCAPS_VERTEXFOG
7989 | WINED3DVTXPCAPS_DIRECTIONALLIGHTS
7990 | WINED3DVTXPCAPS_POSITIONALLIGHTS
7991 | WINED3DVTXPCAPS_LOCALVIEWER
7992 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP
;
7993 caps
->fvf_caps
= WINED3DFVFCAPS_PSIZE
| 8; /* 8 texture coordinates. */
7994 caps
->max_user_clip_planes
= gl_info
->limits
.clipplanes
;
7995 caps
->raster_caps
= WINED3DPRASTERCAPS_FOGRANGE
;
7998 static DWORD
glsl_vertex_pipe_vp_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
8000 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
8001 return GL_EXT_EMUL_ARB_MULTITEXTURE
;
8005 static void *glsl_vertex_pipe_vp_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
8007 struct shader_glsl_priv
*priv
;
8009 if (shader_backend
== &glsl_shader_backend
)
8013 if (wine_rb_init(&priv
->ffp_vertex_shaders
, &wined3d_ffp_vertex_program_rb_functions
) == -1)
8015 ERR("Failed to initialize rbtree.\n");
8022 FIXME("GLSL vertex pipe without GLSL shader backend not implemented.\n");
8027 static void shader_glsl_free_ffp_vertex_shader(struct wine_rb_entry
*entry
, void *context
)
8029 struct glsl_ffp_vertex_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
8030 struct glsl_ffp_vertex_shader
, desc
.entry
);
8031 struct glsl_shader_prog_link
*program
, *program2
;
8032 struct glsl_ffp_destroy_ctx
*ctx
= context
;
8034 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
8035 struct glsl_shader_prog_link
, vs
.shader_entry
)
8037 delete_glsl_program_entry(ctx
->priv
, ctx
->gl_info
, program
);
8039 ctx
->gl_info
->gl_ops
.ext
.p_glDeleteShader(shader
->id
);
8040 HeapFree(GetProcessHeap(), 0, shader
);
8043 /* Context activation is done by the caller. */
8044 static void glsl_vertex_pipe_vp_free(struct wined3d_device
*device
)
8046 struct shader_glsl_priv
*priv
= device
->vertex_priv
;
8047 struct glsl_ffp_destroy_ctx ctx
;
8050 ctx
.gl_info
= &device
->adapter
->gl_info
;
8051 wine_rb_destroy(&priv
->ffp_vertex_shaders
, shader_glsl_free_ffp_vertex_shader
, &ctx
);
8054 static void glsl_vertex_pipe_shader(struct wined3d_context
*context
,
8055 const struct wined3d_state
*state
, DWORD state_id
)
8057 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
8060 static void glsl_vertex_pipe_vdecl(struct wined3d_context
*context
,
8061 const struct wined3d_state
*state
, DWORD state_id
)
8063 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8064 BOOL transformed
= context
->stream_info
.position_transformed
;
8065 BOOL wasrhw
= context
->last_was_rhw
;
8068 context
->last_was_rhw
= transformed
;
8070 /* If the vertex declaration contains a transformed position attribute,
8071 * the draw uses the fixed function vertex pipeline regardless of any
8072 * vertex shader set by the application. */
8073 if (transformed
!= wasrhw
)
8074 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
8078 if (context
->last_was_vshader
)
8080 for (i
= 0; i
< gl_info
->limits
.clipplanes
; ++i
)
8081 clipplane(context
, state
, STATE_CLIPPLANE(i
));
8084 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
8086 /* Because of settings->texcoords, we have to regenerate the vertex
8087 * shader on a vdecl change if there aren't enough varyings to just
8088 * always output all the texture coordinates. */
8089 if (gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(gl_info
))
8090 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
8093 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.major
== 1
8094 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.minor
<= 3)
8095 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
8099 if (!context
->last_was_vshader
)
8101 /* Vertex shader clipping ignores the view matrix. Update all clipplanes. */
8102 for (i
= 0; i
< gl_info
->limits
.clipplanes
; ++i
)
8103 clipplane(context
, state
, STATE_CLIPPLANE(i
));
8107 context
->last_was_vshader
= use_vs(state
);
8110 static void glsl_vertex_pipe_vs(struct wined3d_context
*context
,
8111 const struct wined3d_state
*state
, DWORD state_id
)
8113 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
8114 /* Different vertex shaders potentially require a different vertex attributes setup. */
8115 if (!isStateDirty(context
, STATE_VDECL
))
8116 context_apply_state(context
, state
, STATE_VDECL
);
8119 static void glsl_vertex_pipe_world(struct wined3d_context
*context
,
8120 const struct wined3d_state
*state
, DWORD state_id
)
8122 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
;
8125 static void glsl_vertex_pipe_vertexblend(struct wined3d_context
*context
,
8126 const struct wined3d_state
*state
, DWORD state_id
)
8128 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
8131 static void glsl_vertex_pipe_view(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
8133 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8136 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
8137 | WINED3D_SHADER_CONST_FFP_LIGHTS
8138 | WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
8140 for (k
= 0; k
< gl_info
->limits
.clipplanes
; ++k
)
8142 if (!isStateDirty(context
, STATE_CLIPPLANE(k
)))
8143 clipplane(context
, state
, STATE_CLIPPLANE(k
));
8147 static void glsl_vertex_pipe_projection(struct wined3d_context
*context
,
8148 const struct wined3d_state
*state
, DWORD state_id
)
8150 /* Table fog behavior depends on the projection matrix. */
8151 if (state
->render_states
[WINED3D_RS_FOGENABLE
]
8152 && state
->render_states
[WINED3D_RS_FOGTABLEMODE
] != WINED3D_FOG_NONE
)
8153 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
8154 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PROJ
;
8157 static void glsl_vertex_pipe_viewport(struct wined3d_context
*context
,
8158 const struct wined3d_state
*state
, DWORD state_id
)
8160 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
)))
8161 glsl_vertex_pipe_projection(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
8162 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
))
8163 && state
->render_states
[WINED3D_RS_POINTSCALEENABLE
])
8164 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
8165 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POS_FIXUP
;
8168 static void glsl_vertex_pipe_texmatrix(struct wined3d_context
*context
,
8169 const struct wined3d_state
*state
, DWORD state_id
)
8171 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
8174 static void glsl_vertex_pipe_texmatrix_np2(struct wined3d_context
*context
,
8175 const struct wined3d_state
*state
, DWORD state_id
)
8177 DWORD sampler
= state_id
- STATE_SAMPLER(0);
8178 const struct wined3d_texture
*texture
= state
->textures
[sampler
];
8184 if (sampler
>= MAX_TEXTURES
)
8187 if ((np2
= !(texture
->flags
& WINED3D_TEXTURE_POW2_MAT_IDENT
))
8188 || context
->lastWasPow2Texture
& (1u << sampler
))
8191 context
->lastWasPow2Texture
|= 1u << sampler
;
8193 context
->lastWasPow2Texture
&= ~(1u << sampler
);
8195 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
8199 static void glsl_vertex_pipe_material(struct wined3d_context
*context
,
8200 const struct wined3d_state
*state
, DWORD state_id
)
8202 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MATERIAL
;
8205 static void glsl_vertex_pipe_light(struct wined3d_context
*context
,
8206 const struct wined3d_state
*state
, DWORD state_id
)
8208 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_LIGHTS
;
8211 static void glsl_vertex_pipe_pointsize(struct wined3d_context
*context
,
8212 const struct wined3d_state
*state
, DWORD state_id
)
8214 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
8217 static void glsl_vertex_pipe_pointscale(struct wined3d_context
*context
,
8218 const struct wined3d_state
*state
, DWORD state_id
)
8221 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
8224 static const struct StateEntryTemplate glsl_vertex_pipe_vp_states
[] =
8226 {STATE_VDECL
, {STATE_VDECL
, glsl_vertex_pipe_vdecl
}, WINED3D_GL_EXT_NONE
},
8227 {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), glsl_vertex_pipe_vs
}, WINED3D_GL_EXT_NONE
},
8228 {STATE_MATERIAL
, {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
8229 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), glsl_vertex_pipe_material
}, WINED3D_GL_EXT_NONE
},
8231 {STATE_CLIPPLANE(0), {STATE_CLIPPLANE(0), clipplane
}, WINED3D_GL_EXT_NONE
},
8232 {STATE_CLIPPLANE(1), {STATE_CLIPPLANE(1), clipplane
}, WINED3D_GL_EXT_NONE
},
8233 {STATE_CLIPPLANE(2), {STATE_CLIPPLANE(2), clipplane
}, WINED3D_GL_EXT_NONE
},
8234 {STATE_CLIPPLANE(3), {STATE_CLIPPLANE(3), clipplane
}, WINED3D_GL_EXT_NONE
},
8235 {STATE_CLIPPLANE(4), {STATE_CLIPPLANE(4), clipplane
}, WINED3D_GL_EXT_NONE
},
8236 {STATE_CLIPPLANE(5), {STATE_CLIPPLANE(5), clipplane
}, WINED3D_GL_EXT_NONE
},
8237 {STATE_CLIPPLANE(6), {STATE_CLIPPLANE(6), clipplane
}, WINED3D_GL_EXT_NONE
},
8238 {STATE_CLIPPLANE(7), {STATE_CLIPPLANE(7), clipplane
}, WINED3D_GL_EXT_NONE
},
8239 {STATE_CLIPPLANE(8), {STATE_CLIPPLANE(8), clipplane
}, WINED3D_GL_EXT_NONE
},
8240 {STATE_CLIPPLANE(9), {STATE_CLIPPLANE(9), clipplane
}, WINED3D_GL_EXT_NONE
},
8241 {STATE_CLIPPLANE(10), {STATE_CLIPPLANE(10), clipplane
}, WINED3D_GL_EXT_NONE
},
8242 {STATE_CLIPPLANE(11), {STATE_CLIPPLANE(11), clipplane
}, WINED3D_GL_EXT_NONE
},
8243 {STATE_CLIPPLANE(12), {STATE_CLIPPLANE(12), clipplane
}, WINED3D_GL_EXT_NONE
},
8244 {STATE_CLIPPLANE(13), {STATE_CLIPPLANE(13), clipplane
}, WINED3D_GL_EXT_NONE
},
8245 {STATE_CLIPPLANE(14), {STATE_CLIPPLANE(14), clipplane
}, WINED3D_GL_EXT_NONE
},
8246 {STATE_CLIPPLANE(15), {STATE_CLIPPLANE(15), clipplane
}, WINED3D_GL_EXT_NONE
},
8247 {STATE_CLIPPLANE(16), {STATE_CLIPPLANE(16), clipplane
}, WINED3D_GL_EXT_NONE
},
8248 {STATE_CLIPPLANE(17), {STATE_CLIPPLANE(17), clipplane
}, WINED3D_GL_EXT_NONE
},
8249 {STATE_CLIPPLANE(18), {STATE_CLIPPLANE(18), clipplane
}, WINED3D_GL_EXT_NONE
},
8250 {STATE_CLIPPLANE(19), {STATE_CLIPPLANE(19), clipplane
}, WINED3D_GL_EXT_NONE
},
8251 {STATE_CLIPPLANE(20), {STATE_CLIPPLANE(20), clipplane
}, WINED3D_GL_EXT_NONE
},
8252 {STATE_CLIPPLANE(21), {STATE_CLIPPLANE(21), clipplane
}, WINED3D_GL_EXT_NONE
},
8253 {STATE_CLIPPLANE(22), {STATE_CLIPPLANE(22), clipplane
}, WINED3D_GL_EXT_NONE
},
8254 {STATE_CLIPPLANE(23), {STATE_CLIPPLANE(23), clipplane
}, WINED3D_GL_EXT_NONE
},
8255 {STATE_CLIPPLANE(24), {STATE_CLIPPLANE(24), clipplane
}, WINED3D_GL_EXT_NONE
},
8256 {STATE_CLIPPLANE(25), {STATE_CLIPPLANE(25), clipplane
}, WINED3D_GL_EXT_NONE
},
8257 {STATE_CLIPPLANE(26), {STATE_CLIPPLANE(26), clipplane
}, WINED3D_GL_EXT_NONE
},
8258 {STATE_CLIPPLANE(27), {STATE_CLIPPLANE(27), clipplane
}, WINED3D_GL_EXT_NONE
},
8259 {STATE_CLIPPLANE(28), {STATE_CLIPPLANE(28), clipplane
}, WINED3D_GL_EXT_NONE
},
8260 {STATE_CLIPPLANE(29), {STATE_CLIPPLANE(29), clipplane
}, WINED3D_GL_EXT_NONE
},
8261 {STATE_CLIPPLANE(30), {STATE_CLIPPLANE(30), clipplane
}, WINED3D_GL_EXT_NONE
},
8262 {STATE_CLIPPLANE(31), {STATE_CLIPPLANE(31), clipplane
}, WINED3D_GL_EXT_NONE
},
8264 {STATE_LIGHT_TYPE
, {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
8265 {STATE_ACTIVELIGHT(0), {STATE_ACTIVELIGHT(0), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
8266 {STATE_ACTIVELIGHT(1), {STATE_ACTIVELIGHT(1), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
8267 {STATE_ACTIVELIGHT(2), {STATE_ACTIVELIGHT(2), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
8268 {STATE_ACTIVELIGHT(3), {STATE_ACTIVELIGHT(3), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
8269 {STATE_ACTIVELIGHT(4), {STATE_ACTIVELIGHT(4), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
8270 {STATE_ACTIVELIGHT(5), {STATE_ACTIVELIGHT(5), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
8271 {STATE_ACTIVELIGHT(6), {STATE_ACTIVELIGHT(6), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
8272 {STATE_ACTIVELIGHT(7), {STATE_ACTIVELIGHT(7), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
8274 {STATE_VIEWPORT
, {STATE_VIEWPORT
, glsl_vertex_pipe_viewport
}, WINED3D_GL_EXT_NONE
},
8275 /* Transform states */
8276 {STATE_TRANSFORM(WINED3D_TS_VIEW
), {STATE_TRANSFORM(WINED3D_TS_VIEW
), glsl_vertex_pipe_view
}, WINED3D_GL_EXT_NONE
},
8277 {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), glsl_vertex_pipe_projection
}, WINED3D_GL_EXT_NONE
},
8278 {STATE_TRANSFORM(WINED3D_TS_TEXTURE0
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
8279 {STATE_TRANSFORM(WINED3D_TS_TEXTURE1
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
8280 {STATE_TRANSFORM(WINED3D_TS_TEXTURE2
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
8281 {STATE_TRANSFORM(WINED3D_TS_TEXTURE3
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
8282 {STATE_TRANSFORM(WINED3D_TS_TEXTURE4
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
8283 {STATE_TRANSFORM(WINED3D_TS_TEXTURE5
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
8284 {STATE_TRANSFORM(WINED3D_TS_TEXTURE6
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
8285 {STATE_TRANSFORM(WINED3D_TS_TEXTURE7
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
8286 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), glsl_vertex_pipe_world
}, WINED3D_GL_EXT_NONE
},
8287 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
8288 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
8289 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
8290 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
8291 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
8292 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
8293 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
8294 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
8295 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
8296 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
8297 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
8298 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8299 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8300 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8301 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8302 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8303 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8304 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8305 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8307 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
8308 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
8309 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
8310 {STATE_RENDER(WINED3D_RS_RANGEFOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
8311 {STATE_RENDER(WINED3D_RS_CLIPPING
), {STATE_RENDER(WINED3D_RS_CLIPPING
), state_clipping
}, WINED3D_GL_EXT_NONE
},
8312 {STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
), {STATE_RENDER(WINED3D_RS_CLIPPING
), NULL
}, WINED3D_GL_EXT_NONE
},
8313 {STATE_RENDER(WINED3D_RS_LIGHTING
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8314 {STATE_RENDER(WINED3D_RS_AMBIENT
), {STATE_RENDER(WINED3D_RS_AMBIENT
), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
8315 {STATE_RENDER(WINED3D_RS_COLORVERTEX
), {STATE_RENDER(WINED3D_RS_COLORVERTEX
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
8316 {STATE_RENDER(WINED3D_RS_LOCALVIEWER
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8317 {STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8318 {STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8319 {STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8320 {STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8321 {STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8322 {STATE_RENDER(WINED3D_RS_VERTEXBLEND
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8323 {STATE_RENDER(WINED3D_RS_POINTSIZE
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
8324 {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), glsl_vertex_pipe_pointsize
}, WINED3D_GL_EXT_NONE
},
8325 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite
}, ARB_POINT_SPRITE
},
8326 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite_w
}, WINED3D_GL_EXT_NONE
},
8327 {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), glsl_vertex_pipe_pointscale
}, WINED3D_GL_EXT_NONE
},
8328 {STATE_RENDER(WINED3D_RS_POINTSCALE_A
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
8329 {STATE_RENDER(WINED3D_RS_POINTSCALE_B
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
8330 {STATE_RENDER(WINED3D_RS_POINTSCALE_C
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
8331 {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
8332 {STATE_RENDER(WINED3D_RS_TWEENFACTOR
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8333 {STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8334 /* NP2 texture matrix fixups. They are not needed if
8335 * GL_ARB_texture_non_power_of_two is supported. Otherwise, register
8336 * glsl_vertex_pipe_texmatrix(), which takes care of updating the texture
8338 {STATE_SAMPLER(0), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
8339 {STATE_SAMPLER(0), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
8340 {STATE_SAMPLER(0), {STATE_SAMPLER(0), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
8341 {STATE_SAMPLER(1), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
8342 {STATE_SAMPLER(1), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
8343 {STATE_SAMPLER(1), {STATE_SAMPLER(1), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
8344 {STATE_SAMPLER(2), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
8345 {STATE_SAMPLER(2), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
8346 {STATE_SAMPLER(2), {STATE_SAMPLER(2), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
8347 {STATE_SAMPLER(3), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
8348 {STATE_SAMPLER(3), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
8349 {STATE_SAMPLER(3), {STATE_SAMPLER(3), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
8350 {STATE_SAMPLER(4), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
8351 {STATE_SAMPLER(4), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
8352 {STATE_SAMPLER(4), {STATE_SAMPLER(4), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
8353 {STATE_SAMPLER(5), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
8354 {STATE_SAMPLER(5), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
8355 {STATE_SAMPLER(5), {STATE_SAMPLER(5), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
8356 {STATE_SAMPLER(6), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
8357 {STATE_SAMPLER(6), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
8358 {STATE_SAMPLER(6), {STATE_SAMPLER(6), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
8359 {STATE_SAMPLER(7), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
8360 {STATE_SAMPLER(7), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
8361 {STATE_SAMPLER(7), {STATE_SAMPLER(7), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
8362 {STATE_POINT_ENABLE
, {STATE_POINT_ENABLE
, glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
8363 {0 /* Terminate */, {0, NULL
}, WINED3D_GL_EXT_NONE
},
8367 * - Implement vertex tweening. */
8368 const struct wined3d_vertex_pipe_ops glsl_vertex_pipe
=
8370 glsl_vertex_pipe_vp_enable
,
8371 glsl_vertex_pipe_vp_get_caps
,
8372 glsl_vertex_pipe_vp_get_emul_mask
,
8373 glsl_vertex_pipe_vp_alloc
,
8374 glsl_vertex_pipe_vp_free
,
8375 glsl_vertex_pipe_vp_states
,
8378 static void glsl_fragment_pipe_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
)
8380 /* Nothing to do. */
8383 static void glsl_fragment_pipe_get_caps(const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*caps
)
8385 caps
->wined3d_caps
= WINED3D_FRAGMENT_CAP_PROJ_CONTROL
8386 | WINED3D_FRAGMENT_CAP_SRGB_WRITE
8387 | WINED3D_FRAGMENT_CAP_COLOR_KEY
;
8388 caps
->PrimitiveMiscCaps
= WINED3DPMISCCAPS_TSSARGTEMP
8389 | WINED3DPMISCCAPS_PERSTAGECONSTANT
;
8390 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_DISABLE
8391 | WINED3DTEXOPCAPS_SELECTARG1
8392 | WINED3DTEXOPCAPS_SELECTARG2
8393 | WINED3DTEXOPCAPS_MODULATE4X
8394 | WINED3DTEXOPCAPS_MODULATE2X
8395 | WINED3DTEXOPCAPS_MODULATE
8396 | WINED3DTEXOPCAPS_ADDSIGNED2X
8397 | WINED3DTEXOPCAPS_ADDSIGNED
8398 | WINED3DTEXOPCAPS_ADD
8399 | WINED3DTEXOPCAPS_SUBTRACT
8400 | WINED3DTEXOPCAPS_ADDSMOOTH
8401 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
8402 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
8403 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
8404 | WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
8405 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
8406 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
8407 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
8408 | WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
8409 | WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
8410 | WINED3DTEXOPCAPS_DOTPRODUCT3
8411 | WINED3DTEXOPCAPS_MULTIPLYADD
8412 | WINED3DTEXOPCAPS_LERP
8413 | WINED3DTEXOPCAPS_BUMPENVMAP
8414 | WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
;
8415 caps
->MaxTextureBlendStages
= 8;
8416 caps
->MaxSimultaneousTextures
= min(gl_info
->limits
.fragment_samplers
, 8);
8419 static DWORD
glsl_fragment_pipe_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
8421 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
8422 return GL_EXT_EMUL_ARB_MULTITEXTURE
;
8426 static void *glsl_fragment_pipe_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
8428 struct shader_glsl_priv
*priv
;
8430 if (shader_backend
== &glsl_shader_backend
)
8434 if (wine_rb_init(&priv
->ffp_fragment_shaders
, &wined3d_ffp_frag_program_rb_functions
) == -1)
8436 ERR("Failed to initialize rbtree.\n");
8443 FIXME("GLSL fragment pipe without GLSL shader backend not implemented.\n");
8448 static void shader_glsl_free_ffp_fragment_shader(struct wine_rb_entry
*entry
, void *context
)
8450 struct glsl_ffp_fragment_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
8451 struct glsl_ffp_fragment_shader
, entry
.entry
);
8452 struct glsl_shader_prog_link
*program
, *program2
;
8453 struct glsl_ffp_destroy_ctx
*ctx
= context
;
8455 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
8456 struct glsl_shader_prog_link
, ps
.shader_entry
)
8458 delete_glsl_program_entry(ctx
->priv
, ctx
->gl_info
, program
);
8460 ctx
->gl_info
->gl_ops
.ext
.p_glDeleteShader(shader
->id
);
8461 HeapFree(GetProcessHeap(), 0, shader
);
8464 /* Context activation is done by the caller. */
8465 static void glsl_fragment_pipe_free(struct wined3d_device
*device
)
8467 struct shader_glsl_priv
*priv
= device
->fragment_priv
;
8468 struct glsl_ffp_destroy_ctx ctx
;
8471 ctx
.gl_info
= &device
->adapter
->gl_info
;
8472 wine_rb_destroy(&priv
->ffp_fragment_shaders
, shader_glsl_free_ffp_fragment_shader
, &ctx
);
8475 static void glsl_fragment_pipe_shader(struct wined3d_context
*context
,
8476 const struct wined3d_state
*state
, DWORD state_id
)
8478 context
->last_was_pshader
= use_ps(state
);
8480 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
8483 static void glsl_fragment_pipe_fogparams(struct wined3d_context
*context
,
8484 const struct wined3d_state
*state
, DWORD state_id
)
8486 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
8489 static void glsl_fragment_pipe_fog(struct wined3d_context
*context
,
8490 const struct wined3d_state
*state
, DWORD state_id
)
8492 BOOL use_vshader
= use_vs(state
);
8493 enum fogsource new_source
;
8494 DWORD fogstart
= state
->render_states
[WINED3D_RS_FOGSTART
];
8495 DWORD fogend
= state
->render_states
[WINED3D_RS_FOGEND
];
8497 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
8499 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
8502 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
8505 new_source
= FOGSOURCE_VS
;
8506 else if (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
|| context
->stream_info
.position_transformed
)
8507 new_source
= FOGSOURCE_COORD
;
8509 new_source
= FOGSOURCE_FFP
;
8513 new_source
= FOGSOURCE_FFP
;
8516 if (new_source
!= context
->fog_source
|| fogstart
== fogend
)
8518 context
->fog_source
= new_source
;
8519 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
8523 static void glsl_fragment_pipe_vdecl(struct wined3d_context
*context
,
8524 const struct wined3d_state
*state
, DWORD state_id
)
8526 /* Because of settings->texcoords_initialized and args->texcoords_initialized. */
8527 if (context
->gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(context
->gl_info
))
8528 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
8530 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_FOGENABLE
)))
8531 glsl_fragment_pipe_fog(context
, state
, state_id
);
8534 static void glsl_fragment_pipe_vs(struct wined3d_context
*context
,
8535 const struct wined3d_state
*state
, DWORD state_id
)
8537 /* Because of settings->texcoords_initialized and args->texcoords_initialized. */
8538 if (context
->gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(context
->gl_info
))
8539 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
8542 static void glsl_fragment_pipe_tex_transform(struct wined3d_context
*context
,
8543 const struct wined3d_state
*state
, DWORD state_id
)
8545 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
8548 static void glsl_fragment_pipe_invalidate_constants(struct wined3d_context
*context
,
8549 const struct wined3d_state
*state
, DWORD state_id
)
8551 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PS
;
8554 static void glsl_fragment_pipe_alpha_test(struct wined3d_context
*context
,
8555 const struct wined3d_state
*state
, DWORD state_id
)
8557 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8561 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
8563 if (state
->render_states
[WINED3D_RS_ALPHATESTENABLE
])
8565 gl_info
->gl_ops
.gl
.p_glEnable(GL_ALPHA_TEST
);
8566 checkGLcall("glEnable GL_ALPHA_TEST");
8570 gl_info
->gl_ops
.gl
.p_glDisable(GL_ALPHA_TEST
);
8571 checkGLcall("glDisable GL_ALPHA_TEST");
8575 ref
= ((float)state
->render_states
[WINED3D_RS_ALPHAREF
]) / 255.0f
;
8576 glParm
= wined3d_gl_compare_func(state
->render_states
[WINED3D_RS_ALPHAFUNC
]);
8580 gl_info
->gl_ops
.gl
.p_glAlphaFunc(glParm
, ref
);
8581 checkGLcall("glAlphaFunc");
8585 static void glsl_fragment_pipe_color_key(struct wined3d_context
*context
,
8586 const struct wined3d_state
*state
, DWORD state_id
)
8588 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_COLOR_KEY
;
8591 static const struct StateEntryTemplate glsl_fragment_pipe_state_template
[] =
8593 {STATE_VDECL
, {STATE_VDECL
, glsl_fragment_pipe_vdecl
}, WINED3D_GL_EXT_NONE
},
8594 {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), glsl_fragment_pipe_vs
}, WINED3D_GL_EXT_NONE
},
8595 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
8596 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8597 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8598 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8599 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8600 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8601 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8602 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8603 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8604 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8605 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8606 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8607 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8608 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8609 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8610 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8611 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8612 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8613 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8614 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8615 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8616 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8617 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8618 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8619 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8620 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8621 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8622 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8623 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8624 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8625 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8626 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8627 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8628 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8629 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8630 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8631 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8632 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8633 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8634 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8635 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8636 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8637 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8638 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8639 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8640 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8641 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8642 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8643 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8644 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8645 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8646 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8647 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8648 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8649 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8650 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8651 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8652 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8653 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8654 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8655 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8656 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8657 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8658 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8659 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8660 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8661 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8662 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8663 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8664 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8665 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8666 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8667 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8668 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), glsl_fragment_pipe_shader
}, WINED3D_GL_EXT_NONE
},
8669 {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
8670 {STATE_RENDER(WINED3D_RS_ALPHAREF
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
8671 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), glsl_fragment_pipe_alpha_test
}, WINED3D_GL_EXT_NONE
},
8672 {STATE_RENDER(WINED3D_RS_COLORKEYENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8673 {STATE_COLOR_KEY
, { STATE_COLOR_KEY
, glsl_fragment_pipe_color_key
}, WINED3D_GL_EXT_NONE
},
8674 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_fragment_pipe_fog
}, WINED3D_GL_EXT_NONE
},
8675 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
8676 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
8677 {STATE_RENDER(WINED3D_RS_FOGSTART
), {STATE_RENDER(WINED3D_RS_FOGSTART
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
8678 {STATE_RENDER(WINED3D_RS_FOGEND
), {STATE_RENDER(WINED3D_RS_FOGSTART
), NULL
}, WINED3D_GL_EXT_NONE
},
8679 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), state_srgbwrite
}, ARB_FRAMEBUFFER_SRGB
},
8680 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8681 {STATE_RENDER(WINED3D_RS_FOGCOLOR
), {STATE_RENDER(WINED3D_RS_FOGCOLOR
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
8682 {STATE_RENDER(WINED3D_RS_FOGDENSITY
), {STATE_RENDER(WINED3D_RS_FOGDENSITY
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
8683 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), glsl_fragment_pipe_shader
}, ARB_POINT_SPRITE
},
8684 {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
},
8685 {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
},
8686 {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
},
8687 {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
},
8688 {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
},
8689 {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
},
8690 {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
},
8691 {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
},
8692 {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
8693 {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
8694 {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
8695 {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
8696 {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
8697 {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
8698 {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
8699 {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
8700 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
8701 {STATE_POINT_ENABLE
, {STATE_POINT_ENABLE
, glsl_fragment_pipe_shader
}, WINED3D_GL_EXT_NONE
},
8702 {0 /* Terminate */, {0, 0 }, WINED3D_GL_EXT_NONE
},
8705 static BOOL
glsl_fragment_pipe_alloc_context_data(struct wined3d_context
*context
)
8710 static void glsl_fragment_pipe_free_context_data(struct wined3d_context
*context
)
8714 const struct fragment_pipeline glsl_fragment_pipe
=
8716 glsl_fragment_pipe_enable
,
8717 glsl_fragment_pipe_get_caps
,
8718 glsl_fragment_pipe_get_emul_mask
,
8719 glsl_fragment_pipe_alloc
,
8720 glsl_fragment_pipe_free
,
8721 glsl_fragment_pipe_alloc_context_data
,
8722 glsl_fragment_pipe_free_context_data
,
8723 shader_glsl_color_fixup_supported
,
8724 glsl_fragment_pipe_state_template
,