2 * GLSL pixel and vertex shader implementation
4 * Copyright 2006 Jason Green
5 * Copyright 2006-2007 Henri Verbeet
6 * Copyright 2007-2009, 2013 Stefan Dösinger for CodeWeavers
7 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 * D3D shader asm has swizzles on source parameters, and write masks for
26 * destination parameters. GLSL uses swizzles for both. The result of this is
27 * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
28 * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
29 * mask for the destination parameter into account.
33 #include "wine/port.h"
41 #include "wined3d_private.h"
43 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
44 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
45 WINE_DECLARE_DEBUG_CHANNEL(winediag
);
47 #define WINED3D_GLSL_SAMPLE_PROJECTED 0x01
48 #define WINED3D_GLSL_SAMPLE_LOD 0x02
49 #define WINED3D_GLSL_SAMPLE_GRAD 0x04
50 #define WINED3D_GLSL_SAMPLE_LOAD 0x08
51 #define WINED3D_GLSL_SAMPLE_OFFSET 0x10
65 struct glsl_sample_function
67 struct wined3d_string_buffer
*name
;
68 unsigned int coord_mask
;
69 unsigned int deriv_mask
;
70 enum wined3d_data_type data_type
;
71 BOOL output_single_component
;
72 unsigned int offset_size
;
77 HEAP_NODE_TRAVERSE_LEFT
,
78 HEAP_NODE_TRAVERSE_RIGHT
,
90 struct constant_entry
*entries
;
92 unsigned int *positions
;
96 /* GLSL shader private data */
97 struct shader_glsl_priv
{
98 struct wined3d_string_buffer shader_buffer
;
99 struct wined3d_string_buffer_list string_buffers
;
100 struct wine_rb_tree program_lookup
;
101 struct constant_heap vconst_heap
;
102 struct constant_heap pconst_heap
;
103 unsigned char *stack
;
104 GLuint depth_blt_program_full
[WINED3D_GL_RES_TYPE_COUNT
];
105 GLuint depth_blt_program_masked
[WINED3D_GL_RES_TYPE_COUNT
];
106 UINT next_constant_version
;
108 const struct wined3d_vertex_pipe_ops
*vertex_pipe
;
109 const struct fragment_pipeline
*fragment_pipe
;
110 struct wine_rb_tree ffp_vertex_shaders
;
111 struct wine_rb_tree ffp_fragment_shaders
;
112 BOOL ffp_proj_control
;
113 BOOL legacy_lighting
;
116 struct glsl_vs_program
118 struct list shader_entry
;
120 GLenum vertex_color_clamp
;
121 GLint uniform_f_locations
[WINED3D_MAX_VS_CONSTS_F
];
122 GLint uniform_i_locations
[WINED3D_MAX_CONSTS_I
];
123 GLint uniform_b_locations
[WINED3D_MAX_CONSTS_B
];
124 GLint pos_fixup_location
;
126 GLint modelview_matrix_location
[MAX_VERTEX_BLENDS
];
127 GLint projection_matrix_location
;
128 GLint normal_matrix_location
;
129 GLint texture_matrix_location
[MAX_TEXTURES
];
130 GLint material_ambient_location
;
131 GLint material_diffuse_location
;
132 GLint material_specular_location
;
133 GLint material_emissive_location
;
134 GLint material_shininess_location
;
135 GLint light_ambient_location
;
150 } light_location
[MAX_ACTIVE_LIGHTS
];
151 GLint pointsize_location
;
152 GLint pointsize_min_location
;
153 GLint pointsize_max_location
;
154 GLint pointsize_c_att_location
;
155 GLint pointsize_l_att_location
;
156 GLint pointsize_q_att_location
;
157 GLint clip_planes_location
;
160 struct glsl_gs_program
162 struct list shader_entry
;
165 GLint pos_fixup_location
;
168 struct glsl_ps_program
170 struct list shader_entry
;
172 GLint uniform_f_locations
[WINED3D_MAX_PS_CONSTS_F
];
173 GLint uniform_i_locations
[WINED3D_MAX_CONSTS_I
];
174 GLint uniform_b_locations
[WINED3D_MAX_CONSTS_B
];
175 GLint bumpenv_mat_location
[MAX_TEXTURES
];
176 GLint bumpenv_lum_scale_location
[MAX_TEXTURES
];
177 GLint bumpenv_lum_offset_location
[MAX_TEXTURES
];
178 GLint tss_constant_location
[MAX_TEXTURES
];
179 GLint tex_factor_location
;
180 GLint specular_enable_location
;
181 GLint fog_color_location
;
182 GLint fog_density_location
;
183 GLint fog_end_location
;
184 GLint fog_scale_location
;
185 GLint alpha_test_ref_location
;
186 GLint ycorrection_location
;
187 GLint np2_fixup_location
;
188 GLint color_key_location
;
189 const struct ps_np2fixup_info
*np2_fixup_info
;
192 /* Struct to maintain data about a linked GLSL program */
193 struct glsl_shader_prog_link
195 struct wine_rb_entry program_lookup_entry
;
196 struct glsl_vs_program vs
;
197 struct glsl_gs_program gs
;
198 struct glsl_ps_program ps
;
200 DWORD constant_update_mask
;
201 UINT constant_version
;
204 struct glsl_program_key
211 struct shader_glsl_ctx_priv
{
212 const struct vs_compile_args
*cur_vs_args
;
213 const struct ps_compile_args
*cur_ps_args
;
214 struct ps_np2fixup_info
*cur_np2fixup_info
;
215 struct wined3d_string_buffer_list
*string_buffers
;
218 struct glsl_context_data
220 struct glsl_shader_prog_link
*glsl_program
;
223 struct glsl_ps_compiled_shader
225 struct ps_compile_args args
;
226 struct ps_np2fixup_info np2fixup
;
230 struct glsl_vs_compiled_shader
232 struct vs_compile_args args
;
236 struct glsl_gs_compiled_shader
238 struct gs_compile_args args
;
242 struct glsl_shader_private
246 struct glsl_vs_compiled_shader
*vs
;
247 struct glsl_gs_compiled_shader
*gs
;
248 struct glsl_ps_compiled_shader
*ps
;
250 UINT num_gl_shaders
, shader_array_size
;
253 struct glsl_ffp_vertex_shader
255 struct wined3d_ffp_vs_desc desc
;
257 struct list linked_programs
;
260 struct glsl_ffp_fragment_shader
262 struct ffp_frag_desc entry
;
264 struct list linked_programs
;
267 struct glsl_ffp_destroy_ctx
269 struct shader_glsl_priv
*priv
;
270 const struct wined3d_gl_info
*gl_info
;
273 static const char *debug_gl_shader_type(GLenum type
)
277 #define WINED3D_TO_STR(u) case u: return #u
278 WINED3D_TO_STR(GL_VERTEX_SHADER
);
279 WINED3D_TO_STR(GL_TESS_CONTROL_SHADER
);
280 WINED3D_TO_STR(GL_TESS_EVALUATION_SHADER
);
281 WINED3D_TO_STR(GL_GEOMETRY_SHADER
);
282 WINED3D_TO_STR(GL_FRAGMENT_SHADER
);
283 WINED3D_TO_STR(GL_COMPUTE_SHADER
);
284 #undef WINED3D_TO_STR
286 return wine_dbg_sprintf("UNKNOWN(%#x)", type
);
290 static const char *shader_glsl_get_prefix(enum wined3d_shader_type type
)
294 case WINED3D_SHADER_TYPE_VERTEX
:
297 case WINED3D_SHADER_TYPE_HULL
:
300 case WINED3D_SHADER_TYPE_DOMAIN
:
303 case WINED3D_SHADER_TYPE_GEOMETRY
:
306 case WINED3D_SHADER_TYPE_PIXEL
:
309 case WINED3D_SHADER_TYPE_COMPUTE
:
313 FIXME("Unhandled shader type %#x.\n", type
);
318 static const char *shader_glsl_get_version(const struct wined3d_gl_info
*gl_info
,
319 const struct wined3d_shader_version
*version
)
321 if (!gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
322 return "#version 150";
323 else if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 30) && version
&& version
->major
>= 4)
324 return "#version 130";
326 return "#version 120";
329 static void shader_glsl_append_imm_vec4(struct wined3d_string_buffer
*buffer
, const float *values
)
333 wined3d_ftoa(values
[0], str
[0]);
334 wined3d_ftoa(values
[1], str
[1]);
335 wined3d_ftoa(values
[2], str
[2]);
336 wined3d_ftoa(values
[3], str
[3]);
337 shader_addline(buffer
, "vec4(%s, %s, %s, %s)", str
[0], str
[1], str
[2], str
[3]);
340 static void shader_glsl_append_imm_ivec(struct wined3d_string_buffer
*buffer
,
341 const int *values
, unsigned int size
)
345 if (!size
|| size
> 4)
347 ERR("Invalid vector size %u.\n", size
);
352 shader_addline(buffer
, "ivec%u(", size
);
354 for (i
= 0; i
< size
; ++i
)
355 shader_addline(buffer
, i
? ", %#x" : "%#x", values
[i
]);
358 shader_addline(buffer
, ")");
361 static const char *get_info_log_line(const char **ptr
)
366 if (!(q
= strstr(p
, "\n")))
368 if (!*p
) return NULL
;
377 /* Context activation is done by the caller. */
378 void print_glsl_info_log(const struct wined3d_gl_info
*gl_info
, GLuint id
, BOOL program
)
383 if (!WARN_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
387 GL_EXTCALL(glGetProgramiv(id
, GL_INFO_LOG_LENGTH
, &length
));
389 GL_EXTCALL(glGetShaderiv(id
, GL_INFO_LOG_LENGTH
, &length
));
391 /* A size of 1 is just a null-terminated string, so the log should be bigger than
392 * that if there are errors. */
395 const char *ptr
, *line
;
397 log
= HeapAlloc(GetProcessHeap(), 0, length
);
398 /* The info log is supposed to be zero-terminated, but at least some
399 * versions of fglrx don't terminate the string properly. The reported
400 * length does include the terminator, so explicitly set it to zero
404 GL_EXTCALL(glGetProgramInfoLog(id
, length
, NULL
, log
));
406 GL_EXTCALL(glGetShaderInfoLog(id
, length
, NULL
, log
));
409 if (gl_info
->quirks
& WINED3D_QUIRK_INFO_LOG_SPAM
)
411 WARN("Info log received from GLSL shader #%u:\n", id
);
412 while ((line
= get_info_log_line(&ptr
))) WARN(" %.*s", (int)(ptr
- line
), line
);
416 FIXME("Info log received from GLSL shader #%u:\n", id
);
417 while ((line
= get_info_log_line(&ptr
))) FIXME(" %.*s", (int)(ptr
- line
), line
);
419 HeapFree(GetProcessHeap(), 0, log
);
423 /* Context activation is done by the caller. */
424 static void shader_glsl_compile(const struct wined3d_gl_info
*gl_info
, GLuint shader
, const char *src
)
426 const char *ptr
, *line
;
428 TRACE("Compiling shader object %u.\n", shader
);
430 if (TRACE_ON(d3d_shader
))
433 while ((line
= get_info_log_line(&ptr
))) TRACE_(d3d_shader
)(" %.*s", (int)(ptr
- line
), line
);
436 GL_EXTCALL(glShaderSource(shader
, 1, &src
, NULL
));
437 checkGLcall("glShaderSource");
438 GL_EXTCALL(glCompileShader(shader
));
439 checkGLcall("glCompileShader");
440 print_glsl_info_log(gl_info
, shader
, FALSE
);
443 /* Context activation is done by the caller. */
444 static void shader_glsl_dump_program_source(const struct wined3d_gl_info
*gl_info
, GLuint program
)
446 GLint i
, shader_count
, source_size
= -1;
450 GL_EXTCALL(glGetProgramiv(program
, GL_ATTACHED_SHADERS
, &shader_count
));
451 if (!(shaders
= wined3d_calloc(shader_count
, sizeof(*shaders
))))
453 ERR("Failed to allocate shader array memory.\n");
457 GL_EXTCALL(glGetAttachedShaders(program
, shader_count
, NULL
, shaders
));
458 for (i
= 0; i
< shader_count
; ++i
)
460 const char *ptr
, *line
;
463 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_SHADER_SOURCE_LENGTH
, &tmp
));
465 if (source_size
< tmp
)
467 HeapFree(GetProcessHeap(), 0, source
);
469 source
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, tmp
);
472 ERR("Failed to allocate %d bytes for shader source.\n", tmp
);
473 HeapFree(GetProcessHeap(), 0, shaders
);
479 FIXME("Shader %u:\n", shaders
[i
]);
480 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_SHADER_TYPE
, &tmp
));
481 FIXME(" GL_SHADER_TYPE: %s.\n", debug_gl_shader_type(tmp
));
482 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_COMPILE_STATUS
, &tmp
));
483 FIXME(" GL_COMPILE_STATUS: %d.\n", tmp
);
487 GL_EXTCALL(glGetShaderSource(shaders
[i
], source_size
, NULL
, source
));
488 while ((line
= get_info_log_line(&ptr
))) FIXME(" %.*s", (int)(ptr
- line
), line
);
492 HeapFree(GetProcessHeap(), 0, source
);
493 HeapFree(GetProcessHeap(), 0, shaders
);
496 /* Context activation is done by the caller. */
497 void shader_glsl_validate_link(const struct wined3d_gl_info
*gl_info
, GLuint program
)
501 if (!TRACE_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
504 GL_EXTCALL(glGetProgramiv(program
, GL_LINK_STATUS
, &tmp
));
507 FIXME("Program %u link status invalid.\n", program
);
508 shader_glsl_dump_program_source(gl_info
, program
);
511 print_glsl_info_log(gl_info
, program
, TRUE
);
514 /* Context activation is done by the caller. */
515 static void shader_glsl_load_samplers(const struct wined3d_gl_info
*gl_info
,
516 struct shader_glsl_priv
*priv
, const DWORD
*tex_unit_map
, GLuint program_id
)
518 unsigned int mapped_unit
;
519 struct wined3d_string_buffer
*sampler_name
= string_buffer_get(&priv
->string_buffers
);
526 enum wined3d_shader_type type
;
527 unsigned int base_idx
;
532 {WINED3D_SHADER_TYPE_PIXEL
, 0, MAX_FRAGMENT_SAMPLERS
},
533 {WINED3D_SHADER_TYPE_VERTEX
, MAX_FRAGMENT_SAMPLERS
, MAX_VERTEX_SAMPLERS
},
536 for (i
= 0; i
< ARRAY_SIZE(sampler_info
); ++i
)
538 prefix
= shader_glsl_get_prefix(sampler_info
[i
].type
);
540 for (j
= 0; j
< sampler_info
[i
].count
; ++j
)
542 string_buffer_sprintf(sampler_name
, "%s_sampler%u", prefix
, j
);
543 name_loc
= GL_EXTCALL(glGetUniformLocation(program_id
, sampler_name
->buffer
));
547 mapped_unit
= tex_unit_map
[sampler_info
[i
].base_idx
+ j
];
548 if (mapped_unit
== WINED3D_UNMAPPED_STAGE
|| mapped_unit
>= gl_info
->limits
.combined_samplers
)
550 ERR("Trying to load sampler %s on unsupported unit %u.\n", sampler_name
->buffer
, mapped_unit
);
554 TRACE("Loading sampler %s on unit %u.\n", sampler_name
->buffer
, mapped_unit
);
555 GL_EXTCALL(glUniform1i(name_loc
, mapped_unit
));
558 checkGLcall("glUniform1i");
559 string_buffer_release(&priv
->string_buffers
, sampler_name
);
562 static void shader_glsl_load_icb(const struct wined3d_gl_info
*gl_info
, struct shader_glsl_priv
*priv
,
563 GLuint program_id
, const struct wined3d_shader_reg_maps
*reg_maps
)
565 const struct wined3d_shader_immediate_constant_buffer
*icb
= reg_maps
->icb
;
569 struct wined3d_string_buffer
*icb_name
= string_buffer_get(&priv
->string_buffers
);
570 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
573 string_buffer_sprintf(icb_name
, "%s_icb", prefix
);
574 icb_location
= GL_EXTCALL(glGetUniformLocation(program_id
, icb_name
->buffer
));
575 GL_EXTCALL(glUniform4fv(icb_location
, icb
->vec4_count
, (const GLfloat
*)icb
->data
));
576 checkGLcall("Load immediate constant buffer");
578 string_buffer_release(&priv
->string_buffers
, icb_name
);
582 /* Context activation is done by the caller. */
583 static inline void walk_constant_heap(const struct wined3d_gl_info
*gl_info
, const struct wined3d_vec4
*constants
,
584 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
586 unsigned int start
= ~0U, end
= 0;
588 unsigned int heap_idx
= 1;
591 if (heap
->entries
[heap_idx
].version
<= version
) return;
593 idx
= heap
->entries
[heap_idx
].idx
;
594 if (constant_locations
[idx
] != -1)
596 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
598 while (stack_idx
>= 0)
600 /* Note that we fall through to the next case statement. */
601 switch(stack
[stack_idx
])
603 case HEAP_NODE_TRAVERSE_LEFT
:
605 unsigned int left_idx
= heap_idx
<< 1;
606 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
609 idx
= heap
->entries
[heap_idx
].idx
;
610 if (constant_locations
[idx
] != -1)
618 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
619 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
624 case HEAP_NODE_TRAVERSE_RIGHT
:
626 unsigned int right_idx
= (heap_idx
<< 1) + 1;
627 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
629 heap_idx
= right_idx
;
630 idx
= heap
->entries
[heap_idx
].idx
;
631 if (constant_locations
[idx
] != -1)
639 stack
[stack_idx
++] = HEAP_NODE_POP
;
640 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
652 GL_EXTCALL(glUniform4fv(constant_locations
[start
], end
- start
+ 1, &constants
[start
].x
));
653 checkGLcall("walk_constant_heap()");
656 /* Context activation is done by the caller. */
657 static inline void apply_clamped_constant(const struct wined3d_gl_info
*gl_info
,
658 GLint location
, const struct wined3d_vec4
*data
)
660 GLfloat clamped_constant
[4];
662 if (location
== -1) return;
664 clamped_constant
[0] = data
->x
< -1.0f
? -1.0f
: data
->x
> 1.0f
? 1.0f
: data
->x
;
665 clamped_constant
[1] = data
->y
< -1.0f
? -1.0f
: data
->y
> 1.0f
? 1.0f
: data
->y
;
666 clamped_constant
[2] = data
->z
< -1.0f
? -1.0f
: data
->z
> 1.0f
? 1.0f
: data
->z
;
667 clamped_constant
[3] = data
->w
< -1.0f
? -1.0f
: data
->w
> 1.0f
? 1.0f
: data
->w
;
669 GL_EXTCALL(glUniform4fv(location
, 1, clamped_constant
));
672 /* Context activation is done by the caller. */
673 static inline void walk_constant_heap_clamped(const struct wined3d_gl_info
*gl_info
,
674 const struct wined3d_vec4
*constants
, const GLint
*constant_locations
,
675 const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
678 unsigned int heap_idx
= 1;
681 if (heap
->entries
[heap_idx
].version
<= version
) return;
683 idx
= heap
->entries
[heap_idx
].idx
;
684 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
]);
685 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
687 while (stack_idx
>= 0)
689 /* Note that we fall through to the next case statement. */
690 switch(stack
[stack_idx
])
692 case HEAP_NODE_TRAVERSE_LEFT
:
694 unsigned int left_idx
= heap_idx
<< 1;
695 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
698 idx
= heap
->entries
[heap_idx
].idx
;
699 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
]);
701 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
702 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
707 case HEAP_NODE_TRAVERSE_RIGHT
:
709 unsigned int right_idx
= (heap_idx
<< 1) + 1;
710 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
712 heap_idx
= right_idx
;
713 idx
= heap
->entries
[heap_idx
].idx
;
714 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
]);
716 stack
[stack_idx
++] = HEAP_NODE_POP
;
717 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
728 checkGLcall("walk_constant_heap_clamped()");
731 /* Context activation is done by the caller. */
732 static void shader_glsl_load_constants_f(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
733 const struct wined3d_vec4
*constants
, const GLint
*constant_locations
, const struct constant_heap
*heap
,
734 unsigned char *stack
, unsigned int version
)
736 const struct wined3d_shader_lconst
*lconst
;
738 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
739 if (shader
->reg_maps
.shader_version
.major
== 1
740 && shader
->reg_maps
.shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
741 walk_constant_heap_clamped(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
743 walk_constant_heap(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
745 if (!shader
->load_local_constsF
)
747 TRACE("No need to load local float constants for this shader.\n");
751 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
752 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
754 GL_EXTCALL(glUniform4fv(constant_locations
[lconst
->idx
], 1, (const GLfloat
*)lconst
->value
));
756 checkGLcall("glUniform4fv()");
759 /* Context activation is done by the caller. */
760 static void shader_glsl_load_constants_i(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
761 const struct wined3d_ivec4
*constants
, const GLint locations
[WINED3D_MAX_CONSTS_I
], WORD constants_set
)
766 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
768 if (!(constants_set
& 1)) continue;
770 /* We found this uniform name in the program - go ahead and send the data */
771 GL_EXTCALL(glUniform4iv(locations
[i
], 1, &constants
[i
].x
));
774 /* Load immediate constants */
775 ptr
= list_head(&shader
->constantsI
);
778 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
779 unsigned int idx
= lconst
->idx
;
780 const GLint
*values
= (const GLint
*)lconst
->value
;
782 /* We found this uniform name in the program - go ahead and send the data */
783 GL_EXTCALL(glUniform4iv(locations
[idx
], 1, values
));
784 ptr
= list_next(&shader
->constantsI
, ptr
);
786 checkGLcall("glUniform4iv()");
789 /* Context activation is done by the caller. */
790 static void shader_glsl_load_constantsB(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
791 const GLint locations
[WINED3D_MAX_CONSTS_B
], const BOOL
*constants
, WORD constants_set
)
796 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
798 if (!(constants_set
& 1)) continue;
800 GL_EXTCALL(glUniform1iv(locations
[i
], 1, &constants
[i
]));
803 /* Load immediate constants */
804 ptr
= list_head(&shader
->constantsB
);
807 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
808 unsigned int idx
= lconst
->idx
;
809 const GLint
*values
= (const GLint
*)lconst
->value
;
811 GL_EXTCALL(glUniform1iv(locations
[idx
], 1, values
));
812 ptr
= list_next(&shader
->constantsB
, ptr
);
814 checkGLcall("glUniform1iv()");
817 static void reset_program_constant_version(struct wine_rb_entry
*entry
, void *context
)
819 WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
)->constant_version
= 0;
822 /* Context activation is done by the caller (state handler). */
823 static void shader_glsl_load_np2fixup_constants(const struct glsl_ps_program
*ps
,
824 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
826 GLfloat np2fixup_constants
[4 * MAX_FRAGMENT_SAMPLERS
];
827 UINT fixup
= ps
->np2_fixup_info
->active
;
830 for (i
= 0; fixup
; fixup
>>= 1, ++i
)
832 const struct wined3d_texture
*tex
= state
->textures
[i
];
833 unsigned char idx
= ps
->np2_fixup_info
->idx
[i
];
834 GLfloat
*tex_dim
= &np2fixup_constants
[(idx
>> 1) * 4];
838 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
844 tex_dim
[2] = tex
->pow2_matrix
[0];
845 tex_dim
[3] = tex
->pow2_matrix
[5];
849 tex_dim
[0] = tex
->pow2_matrix
[0];
850 tex_dim
[1] = tex
->pow2_matrix
[5];
854 GL_EXTCALL(glUniform4fv(ps
->np2_fixup_location
, ps
->np2_fixup_info
->num_consts
, np2fixup_constants
));
857 /* Taken and adapted from Mesa. */
858 static BOOL
invert_matrix_3d(struct wined3d_matrix
*out
, const struct wined3d_matrix
*in
)
860 float pos
, neg
, t
, det
;
861 struct wined3d_matrix temp
;
863 /* Calculate the determinant of upper left 3x3 submatrix and
864 * determine if the matrix is singular. */
866 t
= in
->_11
* in
->_22
* in
->_33
;
872 t
= in
->_21
* in
->_32
* in
->_13
;
877 t
= in
->_31
* in
->_12
* in
->_23
;
883 t
= -in
->_31
* in
->_22
* in
->_13
;
888 t
= -in
->_21
* in
->_12
* in
->_33
;
894 t
= -in
->_11
* in
->_32
* in
->_23
;
902 if (fabsf(det
) < 1e-25f
)
906 temp
._11
= (in
->_22
* in
->_33
- in
->_32
* in
->_23
) * det
;
907 temp
._12
= -(in
->_12
* in
->_33
- in
->_32
* in
->_13
) * det
;
908 temp
._13
= (in
->_12
* in
->_23
- in
->_22
* in
->_13
) * det
;
909 temp
._21
= -(in
->_21
* in
->_33
- in
->_31
* in
->_23
) * det
;
910 temp
._22
= (in
->_11
* in
->_33
- in
->_31
* in
->_13
) * det
;
911 temp
._23
= -(in
->_11
* in
->_23
- in
->_21
* in
->_13
) * det
;
912 temp
._31
= (in
->_21
* in
->_32
- in
->_31
* in
->_22
) * det
;
913 temp
._32
= -(in
->_11
* in
->_32
- in
->_31
* in
->_12
) * det
;
914 temp
._33
= (in
->_11
* in
->_22
- in
->_21
* in
->_12
) * det
;
920 static void swap_rows(float **a
, float **b
)
928 static BOOL
invert_matrix(struct wined3d_matrix
*out
, struct wined3d_matrix
*m
)
931 float m0
, m1
, m2
, m3
, s
;
932 float *r0
, *r1
, *r2
, *r3
;
944 r0
[5] = r0
[6] = r0
[7] = 0.0f
;
951 r1
[4] = r1
[6] = r1
[7] = 0.0f
;
958 r2
[4] = r2
[5] = r2
[7] = 0.0f
;
965 r3
[4] = r3
[5] = r3
[6] = 0.0f
;
967 /* Choose pivot - or die. */
968 if (fabsf(r3
[0]) > fabsf(r2
[0]))
970 if (fabsf(r2
[0]) > fabsf(r1
[0]))
972 if (fabsf(r1
[0]) > fabsf(r0
[0]))
977 /* Eliminate first variable. */
978 m1
= r1
[0] / r0
[0]; m2
= r2
[0] / r0
[0]; m3
= r3
[0] / r0
[0];
979 s
= r0
[1]; r1
[1] -= m1
* s
; r2
[1] -= m2
* s
; r3
[1] -= m3
* s
;
980 s
= r0
[2]; r1
[2] -= m1
* s
; r2
[2] -= m2
* s
; r3
[2] -= m3
* s
;
981 s
= r0
[3]; r1
[3] -= m1
* s
; r2
[3] -= m2
* s
; r3
[3] -= m3
* s
;
1011 /* Choose pivot - or die. */
1012 if (fabsf(r3
[1]) > fabsf(r2
[1]))
1013 swap_rows(&r3
, &r2
);
1014 if (fabsf(r2
[1]) > fabsf(r1
[1]))
1015 swap_rows(&r2
, &r1
);
1019 /* Eliminate second variable. */
1020 m2
= r2
[1] / r1
[1]; m3
= r3
[1] / r1
[1];
1021 r2
[2] -= m2
* r1
[2]; r3
[2] -= m3
* r1
[2];
1022 r2
[3] -= m2
* r1
[3]; r3
[3] -= m3
* r1
[3];
1048 /* Choose pivot - or die. */
1049 if (fabsf(r3
[2]) > fabsf(r2
[2]))
1050 swap_rows(&r3
, &r2
);
1054 /* Eliminate third variable. */
1056 r3
[3] -= m3
* r2
[3];
1057 r3
[4] -= m3
* r2
[4];
1058 r3
[5] -= m3
* r2
[5];
1059 r3
[6] -= m3
* r2
[6];
1060 r3
[7] -= m3
* r2
[7];
1066 /* Back substitute row 3. */
1073 /* Back substitute row 2. */
1076 r2
[4] = s
* (r2
[4] - r3
[4] * m2
);
1077 r2
[5] = s
* (r2
[5] - r3
[5] * m2
);
1078 r2
[6] = s
* (r2
[6] - r3
[6] * m2
);
1079 r2
[7] = s
* (r2
[7] - r3
[7] * m2
);
1081 r1
[4] -= r3
[4] * m1
;
1082 r1
[5] -= r3
[5] * m1
;
1083 r1
[6] -= r3
[6] * m1
;
1084 r1
[7] -= r3
[7] * m1
;
1086 r0
[4] -= r3
[4] * m0
;
1087 r0
[5] -= r3
[5] * m0
;
1088 r0
[6] -= r3
[6] * m0
;
1089 r0
[7] -= r3
[7] * m0
;
1091 /* Back substitute row 1. */
1094 r1
[4] = s
* (r1
[4] - r2
[4] * m1
);
1095 r1
[5] = s
* (r1
[5] - r2
[5] * m1
);
1096 r1
[6] = s
* (r1
[6] - r2
[6] * m1
);
1097 r1
[7] = s
* (r1
[7] - r2
[7] * m1
);
1099 r0
[4] -= r2
[4] * m0
;
1100 r0
[5] -= r2
[5] * m0
;
1101 r0
[6] -= r2
[6] * m0
;
1102 r0
[7] -= r2
[7] * m0
;
1104 /* Back substitute row 0. */
1107 r0
[4] = s
* (r0
[4] - r1
[4] * m0
);
1108 r0
[5] = s
* (r0
[5] - r1
[5] * m0
);
1109 r0
[6] = s
* (r0
[6] - r1
[6] * m0
);
1110 r0
[7] = s
* (r0
[7] - r1
[7] * m0
);
1132 static void shader_glsl_ffp_vertex_normalmatrix_uniform(const struct wined3d_context
*context
,
1133 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1135 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1137 struct wined3d_matrix mv
;
1140 if (prog
->vs
.normal_matrix_location
== -1)
1143 get_modelview_matrix(context
, state
, 0, &mv
);
1144 if (context
->swapchain
->device
->wined3d
->flags
& WINED3D_LEGACY_FFP_LIGHTING
)
1145 invert_matrix_3d(&mv
, &mv
);
1147 invert_matrix(&mv
, &mv
);
1148 /* Tests show that singular modelview matrices are used unchanged as normal
1149 * matrices on D3D3 and older. There seems to be no clearly consistent
1150 * behavior on newer D3D versions so always follow older ddraw behavior. */
1151 for (i
= 0; i
< 3; ++i
)
1152 for (j
= 0; j
< 3; ++j
)
1153 mat
[i
* 3 + j
] = (&mv
._11
)[j
* 4 + i
];
1155 GL_EXTCALL(glUniformMatrix3fv(prog
->vs
.normal_matrix_location
, 1, FALSE
, mat
));
1156 checkGLcall("glUniformMatrix3fv");
1159 static void shader_glsl_ffp_vertex_texmatrix_uniform(const struct wined3d_context
*context
,
1160 const struct wined3d_state
*state
, unsigned int tex
, struct glsl_shader_prog_link
*prog
)
1162 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1163 struct wined3d_matrix mat
;
1165 if (tex
>= MAX_TEXTURES
)
1167 if (prog
->vs
.texture_matrix_location
[tex
] == -1)
1170 get_texture_matrix(context
, state
, tex
, &mat
);
1171 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.texture_matrix_location
[tex
], 1, FALSE
, &mat
._11
));
1172 checkGLcall("glUniformMatrix4fv");
1175 static void shader_glsl_ffp_vertex_material_uniform(const struct wined3d_context
*context
,
1176 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1178 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1180 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
1182 GL_EXTCALL(glUniform4fv(prog
->vs
.material_specular_location
, 1, &state
->material
.specular
.r
));
1183 GL_EXTCALL(glUniform1f(prog
->vs
.material_shininess_location
, state
->material
.power
));
1187 static const float black
[] = {0.0f
, 0.0f
, 0.0f
, 0.0f
};
1189 GL_EXTCALL(glUniform4fv(prog
->vs
.material_specular_location
, 1, black
));
1191 GL_EXTCALL(glUniform4fv(prog
->vs
.material_ambient_location
, 1, &state
->material
.ambient
.r
));
1192 GL_EXTCALL(glUniform4fv(prog
->vs
.material_diffuse_location
, 1, &state
->material
.diffuse
.r
));
1193 GL_EXTCALL(glUniform4fv(prog
->vs
.material_emissive_location
, 1, &state
->material
.emissive
.r
));
1194 checkGLcall("setting FFP material uniforms");
1197 static void shader_glsl_ffp_vertex_lightambient_uniform(const struct wined3d_context
*context
,
1198 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1200 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1201 struct wined3d_color color
;
1203 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_AMBIENT
]);
1204 GL_EXTCALL(glUniform3fv(prog
->vs
.light_ambient_location
, 1, &color
.r
));
1205 checkGLcall("glUniform3fv");
1208 static void multiply_vector_matrix(struct wined3d_vec4
*dest
, const struct wined3d_vec4
*src1
,
1209 const struct wined3d_matrix
*src2
)
1211 struct wined3d_vec4 temp
;
1213 temp
.x
= (src1
->x
* src2
->_11
) + (src1
->y
* src2
->_21
) + (src1
->z
* src2
->_31
) + (src1
->w
* src2
->_41
);
1214 temp
.y
= (src1
->x
* src2
->_12
) + (src1
->y
* src2
->_22
) + (src1
->z
* src2
->_32
) + (src1
->w
* src2
->_42
);
1215 temp
.z
= (src1
->x
* src2
->_13
) + (src1
->y
* src2
->_23
) + (src1
->z
* src2
->_33
) + (src1
->w
* src2
->_43
);
1216 temp
.w
= (src1
->x
* src2
->_14
) + (src1
->y
* src2
->_24
) + (src1
->z
* src2
->_34
) + (src1
->w
* src2
->_44
);
1221 static void shader_glsl_ffp_vertex_light_uniform(const struct wined3d_context
*context
,
1222 const struct wined3d_state
*state
, unsigned int light
, struct glsl_shader_prog_link
*prog
)
1224 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1225 const struct wined3d_light_info
*light_info
= state
->lights
[light
];
1226 struct wined3d_vec4 vec4
;
1227 const struct wined3d_matrix
*view
= &state
->transforms
[WINED3D_TS_VIEW
];
1232 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].diffuse
, 1, &light_info
->OriginalParms
.diffuse
.r
));
1233 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].specular
, 1, &light_info
->OriginalParms
.specular
.r
));
1234 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].ambient
, 1, &light_info
->OriginalParms
.ambient
.r
));
1236 switch (light_info
->OriginalParms
.type
)
1238 case WINED3D_LIGHT_POINT
:
1239 multiply_vector_matrix(&vec4
, &light_info
->position
, view
);
1240 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1241 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].range
, light_info
->OriginalParms
.range
));
1242 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].c_att
, light_info
->OriginalParms
.attenuation0
));
1243 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].l_att
, light_info
->OriginalParms
.attenuation1
));
1244 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].q_att
, light_info
->OriginalParms
.attenuation2
));
1247 case WINED3D_LIGHT_SPOT
:
1248 multiply_vector_matrix(&vec4
, &light_info
->position
, view
);
1249 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1251 multiply_vector_matrix(&vec4
, &light_info
->direction
, view
);
1252 GL_EXTCALL(glUniform3fv(prog
->vs
.light_location
[light
].direction
, 1, &vec4
.x
));
1254 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].range
, light_info
->OriginalParms
.range
));
1255 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].falloff
, light_info
->OriginalParms
.falloff
));
1256 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].c_att
, light_info
->OriginalParms
.attenuation0
));
1257 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].l_att
, light_info
->OriginalParms
.attenuation1
));
1258 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].q_att
, light_info
->OriginalParms
.attenuation2
));
1259 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].cos_htheta
, cosf(light_info
->OriginalParms
.theta
/ 2.0f
)));
1260 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].cos_hphi
, cosf(light_info
->OriginalParms
.phi
/ 2.0f
)));
1263 case WINED3D_LIGHT_DIRECTIONAL
:
1264 multiply_vector_matrix(&vec4
, &light_info
->direction
, view
);
1265 GL_EXTCALL(glUniform3fv(prog
->vs
.light_location
[light
].direction
, 1, &vec4
.x
));
1268 case WINED3D_LIGHT_PARALLELPOINT
:
1269 multiply_vector_matrix(&vec4
, &light_info
->position
, view
);
1270 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1274 FIXME("Unrecognized light type %#x.\n", light_info
->OriginalParms
.type
);
1276 checkGLcall("setting FFP lights uniforms");
1279 static void shader_glsl_pointsize_uniform(const struct wined3d_context
*context
,
1280 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1282 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1286 get_pointsize_minmax(context
, state
, &min
, &max
);
1288 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_min_location
, min
));
1289 checkGLcall("glUniform1f");
1290 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_max_location
, max
));
1291 checkGLcall("glUniform1f");
1293 get_pointsize(context
, state
, &size
, att
);
1295 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_location
, size
));
1296 checkGLcall("glUniform1f");
1297 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_c_att_location
, att
[0]));
1298 checkGLcall("glUniform1f");
1299 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_l_att_location
, att
[1]));
1300 checkGLcall("glUniform1f");
1301 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_q_att_location
, att
[2]));
1302 checkGLcall("glUniform1f");
1305 static void shader_glsl_load_fog_uniform(const struct wined3d_context
*context
,
1306 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1308 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1309 struct wined3d_color color
;
1310 float start
, end
, scale
;
1317 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_FOGCOLOR
]);
1318 GL_EXTCALL(glUniform4fv(prog
->ps
.fog_color_location
, 1, &color
.r
));
1319 tmpvalue
.d
= state
->render_states
[WINED3D_RS_FOGDENSITY
];
1320 GL_EXTCALL(glUniform1f(prog
->ps
.fog_density_location
, tmpvalue
.f
));
1321 get_fog_start_end(context
, state
, &start
, &end
);
1322 scale
= 1.0f
/ (end
- start
);
1323 GL_EXTCALL(glUniform1f(prog
->ps
.fog_end_location
, end
));
1324 GL_EXTCALL(glUniform1f(prog
->ps
.fog_scale_location
, scale
));
1325 checkGLcall("fog emulation uniforms");
1328 static void shader_glsl_clip_plane_uniform(const struct wined3d_context
*context
,
1329 const struct wined3d_state
*state
, unsigned int index
, struct glsl_shader_prog_link
*prog
)
1331 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1332 struct wined3d_vec4 plane
;
1334 /* Clip planes are affected by the view transform in d3d for FFP draws. */
1336 multiply_vector_matrix(&plane
, &state
->clip_planes
[index
], &state
->transforms
[WINED3D_TS_VIEW
]);
1338 plane
= state
->clip_planes
[index
];
1340 GL_EXTCALL(glUniform4fv(prog
->vs
.clip_planes_location
+ index
, 1, &plane
.x
));
1343 /* Context activation is done by the caller (state handler). */
1344 static void shader_glsl_load_color_key_constant(const struct glsl_ps_program
*ps
,
1345 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
1347 struct wined3d_color float_key
[2];
1348 const struct wined3d_texture
*texture
= state
->textures
[0];
1350 wined3d_format_get_float_color_key(texture
->resource
.format
, &texture
->async
.src_blt_color_key
, float_key
);
1351 GL_EXTCALL(glUniform4fv(ps
->color_key_location
, 2, &float_key
[0].r
));
1354 /* Context activation is done by the caller (state handler). */
1355 static void shader_glsl_load_constants(void *shader_priv
, struct wined3d_context
*context
,
1356 const struct wined3d_state
*state
)
1358 const struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
1359 const struct wined3d_shader
*vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
1360 const struct wined3d_shader
*pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
1361 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1362 struct shader_glsl_priv
*priv
= shader_priv
;
1363 float position_fixup
[4];
1366 struct glsl_shader_prog_link
*prog
= ctx_data
->glsl_program
;
1367 UINT constant_version
;
1371 /* No GLSL program set - nothing to do. */
1374 constant_version
= prog
->constant_version
;
1375 update_mask
= context
->constant_update_mask
& prog
->constant_update_mask
;
1377 if (update_mask
& WINED3D_SHADER_CONST_VS_F
)
1378 shader_glsl_load_constants_f(vshader
, gl_info
, state
->vs_consts_f
,
1379 prog
->vs
.uniform_f_locations
, &priv
->vconst_heap
, priv
->stack
, constant_version
);
1381 if (update_mask
& WINED3D_SHADER_CONST_VS_I
)
1382 shader_glsl_load_constants_i(vshader
, gl_info
, state
->vs_consts_i
,
1383 prog
->vs
.uniform_i_locations
, vshader
->reg_maps
.integer_constants
);
1385 if (update_mask
& WINED3D_SHADER_CONST_VS_B
)
1386 shader_glsl_load_constantsB(vshader
, gl_info
, prog
->vs
.uniform_b_locations
, state
->vs_consts_b
,
1387 vshader
->reg_maps
.boolean_constants
);
1389 if (update_mask
& WINED3D_SHADER_CONST_VS_CLIP_PLANES
)
1391 for (i
= 0; i
< gl_info
->limits
.clipplanes
; ++i
)
1392 shader_glsl_clip_plane_uniform(context
, state
, i
, prog
);
1395 if (update_mask
& WINED3D_SHADER_CONST_VS_POINTSIZE
)
1396 shader_glsl_pointsize_uniform(context
, state
, prog
);
1398 if (update_mask
& WINED3D_SHADER_CONST_POS_FIXUP
)
1400 shader_get_position_fixup(context
, state
, position_fixup
);
1401 if (state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
])
1402 GL_EXTCALL(glUniform4fv(prog
->gs
.pos_fixup_location
, 1, position_fixup
));
1404 GL_EXTCALL(glUniform4fv(prog
->vs
.pos_fixup_location
, 1, position_fixup
));
1405 checkGLcall("glUniform4fv");
1408 if (update_mask
& WINED3D_SHADER_CONST_FFP_MODELVIEW
)
1410 struct wined3d_matrix mat
;
1412 get_modelview_matrix(context
, state
, 0, &mat
);
1413 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.modelview_matrix_location
[0], 1, FALSE
, &mat
._11
));
1414 checkGLcall("glUniformMatrix4fv");
1416 shader_glsl_ffp_vertex_normalmatrix_uniform(context
, state
, prog
);
1419 if (update_mask
& WINED3D_SHADER_CONST_FFP_VERTEXBLEND
)
1421 struct wined3d_matrix mat
;
1423 for (i
= 1; i
< MAX_VERTEX_BLENDS
; ++i
)
1425 if (prog
->vs
.modelview_matrix_location
[i
] == -1)
1428 get_modelview_matrix(context
, state
, i
, &mat
);
1429 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.modelview_matrix_location
[i
], 1, FALSE
, &mat
._11
));
1430 checkGLcall("glUniformMatrix4fv");
1434 if (update_mask
& WINED3D_SHADER_CONST_FFP_PROJ
)
1436 struct wined3d_matrix projection
;
1438 get_projection_matrix(context
, state
, &projection
);
1439 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.projection_matrix_location
, 1, FALSE
, &projection
._11
));
1440 checkGLcall("glUniformMatrix4fv");
1443 if (update_mask
& WINED3D_SHADER_CONST_FFP_TEXMATRIX
)
1445 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1446 shader_glsl_ffp_vertex_texmatrix_uniform(context
, state
, i
, prog
);
1449 if (update_mask
& WINED3D_SHADER_CONST_FFP_MATERIAL
)
1450 shader_glsl_ffp_vertex_material_uniform(context
, state
, prog
);
1452 if (update_mask
& WINED3D_SHADER_CONST_FFP_LIGHTS
)
1454 shader_glsl_ffp_vertex_lightambient_uniform(context
, state
, prog
);
1455 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
1456 shader_glsl_ffp_vertex_light_uniform(context
, state
, i
, prog
);
1459 if (update_mask
& WINED3D_SHADER_CONST_PS_F
)
1460 shader_glsl_load_constants_f(pshader
, gl_info
, state
->ps_consts_f
,
1461 prog
->ps
.uniform_f_locations
, &priv
->pconst_heap
, priv
->stack
, constant_version
);
1463 if (update_mask
& WINED3D_SHADER_CONST_PS_I
)
1464 shader_glsl_load_constants_i(pshader
, gl_info
, state
->ps_consts_i
,
1465 prog
->ps
.uniform_i_locations
, pshader
->reg_maps
.integer_constants
);
1467 if (update_mask
& WINED3D_SHADER_CONST_PS_B
)
1468 shader_glsl_load_constantsB(pshader
, gl_info
, prog
->ps
.uniform_b_locations
, state
->ps_consts_b
,
1469 pshader
->reg_maps
.boolean_constants
);
1471 if (update_mask
& WINED3D_SHADER_CONST_PS_BUMP_ENV
)
1473 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1475 if (prog
->ps
.bumpenv_mat_location
[i
] == -1)
1478 GL_EXTCALL(glUniformMatrix2fv(prog
->ps
.bumpenv_mat_location
[i
], 1, 0,
1479 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_MAT00
]));
1481 if (prog
->ps
.bumpenv_lum_scale_location
[i
] != -1)
1483 GL_EXTCALL(glUniform1fv(prog
->ps
.bumpenv_lum_scale_location
[i
], 1,
1484 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LSCALE
]));
1485 GL_EXTCALL(glUniform1fv(prog
->ps
.bumpenv_lum_offset_location
[i
], 1,
1486 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LOFFSET
]));
1490 checkGLcall("bump env uniforms");
1493 if (update_mask
& WINED3D_SHADER_CONST_PS_Y_CORR
)
1495 const struct wined3d_vec4 correction_params
=
1497 /* Position is relative to the framebuffer, not the viewport. */
1498 context
->render_offscreen
? 0.0f
: (float)state
->fb
->render_targets
[0]->height
,
1499 context
->render_offscreen
? 1.0f
: -1.0f
,
1504 GL_EXTCALL(glUniform4fv(prog
->ps
.ycorrection_location
, 1, &correction_params
.x
));
1507 if (update_mask
& WINED3D_SHADER_CONST_PS_NP2_FIXUP
)
1508 shader_glsl_load_np2fixup_constants(&prog
->ps
, gl_info
, state
);
1509 if (update_mask
& WINED3D_SHADER_CONST_FFP_COLOR_KEY
)
1510 shader_glsl_load_color_key_constant(&prog
->ps
, gl_info
, state
);
1512 if (update_mask
& WINED3D_SHADER_CONST_FFP_PS
)
1514 struct wined3d_color color
;
1516 if (prog
->ps
.tex_factor_location
!= -1)
1518 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_TEXTUREFACTOR
]);
1519 GL_EXTCALL(glUniform4fv(prog
->ps
.tex_factor_location
, 1, &color
.r
));
1522 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
1523 GL_EXTCALL(glUniform4f(prog
->ps
.specular_enable_location
, 1.0f
, 1.0f
, 1.0f
, 0.0f
));
1525 GL_EXTCALL(glUniform4f(prog
->ps
.specular_enable_location
, 0.0f
, 0.0f
, 0.0f
, 0.0f
));
1527 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1529 if (prog
->ps
.tss_constant_location
[i
] == -1)
1532 wined3d_color_from_d3dcolor(&color
, state
->texture_states
[i
][WINED3D_TSS_CONSTANT
]);
1533 GL_EXTCALL(glUniform4fv(prog
->ps
.tss_constant_location
[i
], 1, &color
.r
));
1536 checkGLcall("fixed function uniforms");
1539 if (update_mask
& WINED3D_SHADER_CONST_PS_FOG
)
1540 shader_glsl_load_fog_uniform(context
, state
, prog
);
1542 if (update_mask
& WINED3D_SHADER_CONST_PS_ALPHA_TEST
)
1544 float ref
= state
->render_states
[WINED3D_RS_ALPHAREF
] / 255.0f
;
1546 GL_EXTCALL(glUniform1f(prog
->ps
.alpha_test_ref_location
, ref
));
1547 checkGLcall("alpha test emulation uniform");
1550 if (priv
->next_constant_version
== UINT_MAX
)
1552 TRACE("Max constant version reached, resetting to 0.\n");
1553 wine_rb_for_each_entry(&priv
->program_lookup
, reset_program_constant_version
, NULL
);
1554 priv
->next_constant_version
= 1;
1558 prog
->constant_version
= priv
->next_constant_version
++;
1562 static void update_heap_entry(struct constant_heap
*heap
, unsigned int idx
, DWORD new_version
)
1564 struct constant_entry
*entries
= heap
->entries
;
1565 unsigned int *positions
= heap
->positions
;
1566 unsigned int heap_idx
, parent_idx
;
1568 if (!heap
->contained
[idx
])
1570 heap_idx
= heap
->size
++;
1571 heap
->contained
[idx
] = TRUE
;
1575 heap_idx
= positions
[idx
];
1578 while (heap_idx
> 1)
1580 parent_idx
= heap_idx
>> 1;
1582 if (new_version
<= entries
[parent_idx
].version
) break;
1584 entries
[heap_idx
] = entries
[parent_idx
];
1585 positions
[entries
[parent_idx
].idx
] = heap_idx
;
1586 heap_idx
= parent_idx
;
1589 entries
[heap_idx
].version
= new_version
;
1590 entries
[heap_idx
].idx
= idx
;
1591 positions
[idx
] = heap_idx
;
1594 static void shader_glsl_update_float_vertex_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
1596 struct shader_glsl_priv
*priv
= device
->shader_priv
;
1597 struct constant_heap
*heap
= &priv
->vconst_heap
;
1600 for (i
= start
; i
< count
+ start
; ++i
)
1602 update_heap_entry(heap
, i
, priv
->next_constant_version
);
1606 static void shader_glsl_update_float_pixel_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
1608 struct shader_glsl_priv
*priv
= device
->shader_priv
;
1609 struct constant_heap
*heap
= &priv
->pconst_heap
;
1612 for (i
= start
; i
< count
+ start
; ++i
)
1614 update_heap_entry(heap
, i
, priv
->next_constant_version
);
1618 static unsigned int vec4_varyings(DWORD shader_major
, const struct wined3d_gl_info
*gl_info
)
1620 unsigned int ret
= gl_info
->limits
.glsl_varyings
/ 4;
1621 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
1622 if(shader_major
> 3) return ret
;
1624 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
1625 if (gl_info
->quirks
& WINED3D_QUIRK_GLSL_CLIP_VARYING
) ret
-= 1;
1629 static BOOL
needs_legacy_glsl_syntax(const struct wined3d_gl_info
*gl_info
)
1631 return gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
1634 static BOOL
shader_glsl_use_explicit_attrib_location(const struct wined3d_gl_info
*gl_info
)
1636 return !needs_legacy_glsl_syntax(gl_info
) && gl_info
->supported
[ARB_EXPLICIT_ATTRIB_LOCATION
];
1639 static const char *get_attribute_keyword(const struct wined3d_gl_info
*gl_info
)
1641 return needs_legacy_glsl_syntax(gl_info
) ? "attribute" : "in";
1644 static void PRINTF_ATTR(4, 5) declare_in_varying(const struct wined3d_gl_info
*gl_info
,
1645 struct wined3d_string_buffer
*buffer
, BOOL flat
, const char *format
, ...)
1650 shader_addline(buffer
, "%s%s ", flat
? "flat " : "",
1651 needs_legacy_glsl_syntax(gl_info
) ? "varying" : "in");
1654 va_start(args
, format
);
1655 ret
= shader_vaddline(buffer
, format
, args
);
1659 if (!string_buffer_resize(buffer
, ret
))
1664 static void PRINTF_ATTR(4, 5) declare_out_varying(const struct wined3d_gl_info
*gl_info
,
1665 struct wined3d_string_buffer
*buffer
, BOOL flat
, const char *format
, ...)
1670 shader_addline(buffer
, "%s%s ", flat
? "flat " : "",
1671 needs_legacy_glsl_syntax(gl_info
) ? "varying" : "out");
1674 va_start(args
, format
);
1675 ret
= shader_vaddline(buffer
, format
, args
);
1679 if (!string_buffer_resize(buffer
, ret
))
1684 static const char *get_fragment_output(const struct wined3d_gl_info
*gl_info
)
1686 return needs_legacy_glsl_syntax(gl_info
) ? "gl_FragData" : "ps_out";
1689 static const char *glsl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type
)
1691 switch (primitive_type
)
1693 case WINED3D_PT_POINTLIST
:
1696 case WINED3D_PT_LINELIST
:
1699 case WINED3D_PT_LINESTRIP
:
1700 return "line_strip";
1702 case WINED3D_PT_TRIANGLELIST
:
1705 case WINED3D_PT_TRIANGLESTRIP
:
1706 return "triangle_strip";
1708 case WINED3D_PT_LINELIST_ADJ
:
1709 return "lines_adjacency";
1711 case WINED3D_PT_TRIANGLELIST_ADJ
:
1712 return "triangles_adjacency";
1715 FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(primitive_type
));
1720 static BOOL
glsl_is_color_reg_read(const struct wined3d_shader
*shader
, unsigned int idx
)
1722 const struct wined3d_shader_signature
*input_signature
= &shader
->input_signature
;
1723 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
1724 const BOOL
*input_reg_used
= shader
->u
.ps
.input_reg_used
;
1727 if (reg_maps
->shader_version
.major
< 3)
1728 return input_reg_used
[idx
];
1730 for (i
= 0; i
< input_signature
->element_count
; ++i
)
1732 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
1734 if (!(reg_maps
->input_registers
& (1u << input
->register_idx
)))
1737 if (shader_match_semantic(input
->semantic_name
, WINED3D_DECL_USAGE_COLOR
)
1738 && input
->semantic_idx
== idx
)
1740 if (input_reg_used
[input
->register_idx
])
1749 static BOOL
glsl_is_shadow_sampler(const struct wined3d_shader
*shader
,
1750 const struct ps_compile_args
*ps_args
, unsigned int resource_idx
, unsigned int sampler_idx
)
1752 const struct wined3d_shader_version
*version
= &shader
->reg_maps
.shader_version
;
1754 if (version
->major
>= 4)
1755 return shader
->reg_maps
.sampler_comparison_mode
& (1u << sampler_idx
);
1757 return version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& (ps_args
->shadow
& (1u << resource_idx
));
1760 static void shader_glsl_declare_typed_vertex_attribute(struct wined3d_string_buffer
*buffer
,
1761 const struct wined3d_gl_info
*gl_info
, const char *vector_type
, const char *scalar_type
,
1764 shader_addline(buffer
, "%s %s4 vs_in_%s%u;\n",
1765 get_attribute_keyword(gl_info
), vector_type
, scalar_type
, index
);
1766 shader_addline(buffer
, "vec4 vs_in%u = %sBitsToFloat(vs_in_%s%u);\n",
1767 index
, scalar_type
, scalar_type
, index
);
1770 static void shader_glsl_declare_generic_vertex_attribute(struct wined3d_string_buffer
*buffer
,
1771 const struct wined3d_gl_info
*gl_info
, const struct wined3d_shader_signature_element
*e
)
1773 unsigned int index
= e
->register_idx
;
1775 if (e
->sysval_semantic
== WINED3D_SV_VERTEX_ID
)
1777 shader_addline(buffer
, "vec4 vs_in%u = vec4(intBitsToFloat(gl_VertexID), 0.0, 0.0, 0.0);\n",
1781 if (e
->sysval_semantic
== WINED3D_SV_INSTANCE_ID
)
1783 shader_addline(buffer
, "vec4 vs_in%u = vec4(intBitsToFloat(gl_InstanceID), 0.0, 0.0, 0.0);\n",
1787 if (e
->sysval_semantic
&& e
->sysval_semantic
!= WINED3D_SV_POSITION
)
1788 FIXME("Unhandled sysval semantic %#x.\n", e
->sysval_semantic
);
1790 if (shader_glsl_use_explicit_attrib_location(gl_info
))
1791 shader_addline(buffer
, "layout(location = %u) ", index
);
1793 switch (e
->component_type
)
1795 case WINED3D_TYPE_UINT
:
1796 shader_glsl_declare_typed_vertex_attribute(buffer
, gl_info
, "uvec", "uint", index
);
1798 case WINED3D_TYPE_INT
:
1799 shader_glsl_declare_typed_vertex_attribute(buffer
, gl_info
, "ivec", "int", index
);
1803 FIXME("Unhandled type %#x.\n", e
->component_type
);
1805 case WINED3D_TYPE_UNKNOWN
:
1806 case WINED3D_TYPE_FLOAT
:
1807 shader_addline(buffer
, "%s vec4 vs_in%u;\n", get_attribute_keyword(gl_info
), index
);
1812 /** Generate the variable & register declarations for the GLSL output target */
1813 static void shader_generate_glsl_declarations(const struct wined3d_context
*context
,
1814 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
1815 const struct wined3d_shader_reg_maps
*reg_maps
, const struct shader_glsl_ctx_priv
*ctx_priv
)
1817 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
1818 const struct vs_compile_args
*vs_args
= ctx_priv
->cur_vs_args
;
1819 const struct ps_compile_args
*ps_args
= ctx_priv
->cur_ps_args
;
1820 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1821 const struct wined3d_shader_indexable_temp
*idx_temp_reg
;
1822 unsigned int i
, extra_constants_needed
= 0;
1823 const struct wined3d_shader_lconst
*lconst
;
1827 prefix
= shader_glsl_get_prefix(version
->type
);
1829 /* Prototype the subroutines */
1830 for (i
= 0, map
= reg_maps
->labels
; map
; map
>>= 1, ++i
)
1832 if (map
& 1) shader_addline(buffer
, "void subroutine%u();\n", i
);
1835 /* Declare the constants (aka uniforms) */
1836 if (shader
->limits
->constant_float
> 0)
1838 unsigned max_constantsF
;
1840 /* Unless the shader uses indirect addressing, always declare the
1841 * maximum array size and ignore that we need some uniforms privately.
1842 * E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup
1843 * and immediate values, still declare VC[256]. If the shader needs
1844 * more uniforms than we have it won't work in any case. If it uses
1845 * less, the compiler will figure out which uniforms are really used
1846 * and strip them out. This allows a shader to use c255 on a dx9 card,
1847 * as long as it doesn't also use all the other constants.
1849 * If the shader uses indirect addressing the compiler must assume
1850 * that all declared uniforms are used. In this case, declare only the
1851 * amount that we're assured to have.
1853 * Thus we run into problems in these two cases:
1854 * 1) The shader really uses more uniforms than supported.
1855 * 2) The shader uses indirect addressing, less constants than
1856 * supported, but uses a constant index > #supported consts. */
1857 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
1859 /* No indirect addressing here. */
1860 max_constantsF
= gl_info
->limits
.glsl_ps_float_constants
;
1864 if (reg_maps
->usesrelconstF
)
1866 /* Subtract the other potential uniforms from the max
1867 * available (bools, ints, and 1 row of projection matrix).
1868 * Subtract another uniform for immediate values, which have
1869 * to be loaded via uniform by the driver as well. The shader
1870 * code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex
1871 * shader code, so one vec4 should be enough. (Unfortunately
1872 * the Nvidia driver doesn't store 128 and -128 in one float).
1874 * Writing gl_ClipVertex requires one uniform for each
1875 * clipplane as well. */
1876 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
- 3;
1877 if (vs_args
->clip_enabled
)
1878 max_constantsF
-= gl_info
->limits
.clipplanes
;
1879 max_constantsF
-= wined3d_popcount(reg_maps
->integer_constants
);
1880 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
1881 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
1882 * for now take this into account when calculating the number of available constants
1884 max_constantsF
-= wined3d_popcount(reg_maps
->boolean_constants
);
1885 /* Set by driver quirks in directx.c */
1886 max_constantsF
-= gl_info
->reserved_glsl_constants
;
1888 if (max_constantsF
< shader
->limits
->constant_float
)
1890 static unsigned int once
;
1893 ERR_(winediag
)("The hardware does not support enough uniform components to run this shader,"
1894 " it may not render correctly.\n");
1896 WARN("The hardware does not support enough uniform components to run this shader.\n");
1901 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
;
1904 max_constantsF
= min(shader
->limits
->constant_float
, max_constantsF
);
1905 shader_addline(buffer
, "uniform vec4 %s_c[%u];\n", prefix
, max_constantsF
);
1908 /* Always declare the full set of constants, the compiler can remove the
1909 * unused ones because d3d doesn't (yet) support indirect int and bool
1910 * constant addressing. This avoids problems if the app uses e.g. i0 and i9. */
1911 if (shader
->limits
->constant_int
> 0 && reg_maps
->integer_constants
)
1912 shader_addline(buffer
, "uniform ivec4 %s_i[%u];\n", prefix
, shader
->limits
->constant_int
);
1914 if (shader
->limits
->constant_bool
> 0 && reg_maps
->boolean_constants
)
1915 shader_addline(buffer
, "uniform bool %s_b[%u];\n", prefix
, shader
->limits
->constant_bool
);
1917 /* Declare immediate constant buffer */
1919 shader_addline(buffer
, "uniform vec4 %s_icb[%u];\n", prefix
, reg_maps
->icb
->vec4_count
);
1921 /* Declare constant buffers */
1922 for (i
= 0; i
< WINED3D_MAX_CBS
; ++i
)
1924 if (reg_maps
->cb_sizes
[i
])
1925 shader_addline(buffer
, "layout(std140) uniform block_%s_cb%u { vec4 %s_cb%u[%u]; };\n",
1926 prefix
, i
, prefix
, i
, reg_maps
->cb_sizes
[i
]);
1929 /* Declare texture samplers */
1930 for (i
= 0; i
< reg_maps
->sampler_map
.count
; ++i
)
1932 struct wined3d_shader_sampler_map_entry
*entry
;
1933 const char *sampler_type_prefix
, *sampler_type
;
1934 BOOL shadow_sampler
, tex_rect
;
1936 entry
= ®_maps
->sampler_map
.entries
[i
];
1938 if (entry
->resource_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
1940 ERR("Invalid resource index %u.\n", entry
->resource_idx
);
1944 switch (reg_maps
->resource_info
[entry
->resource_idx
].data_type
)
1946 case WINED3D_DATA_FLOAT
:
1947 case WINED3D_DATA_UNORM
:
1948 case WINED3D_DATA_SNORM
:
1949 sampler_type_prefix
= "";
1952 case WINED3D_DATA_INT
:
1953 sampler_type_prefix
= "i";
1956 case WINED3D_DATA_UINT
:
1957 sampler_type_prefix
= "u";
1961 sampler_type_prefix
= "";
1962 ERR("Unhandled resource data type %#x.\n", reg_maps
->resource_info
[i
].data_type
);
1966 shadow_sampler
= glsl_is_shadow_sampler(shader
, ps_args
, entry
->resource_idx
, entry
->sampler_idx
);
1967 switch (reg_maps
->resource_info
[entry
->resource_idx
].type
)
1969 case WINED3D_SHADER_RESOURCE_TEXTURE_1D
:
1971 sampler_type
= "sampler1DShadow";
1973 sampler_type
= "sampler1D";
1976 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
1977 tex_rect
= version
->type
== WINED3D_SHADER_TYPE_PIXEL
1978 && (ps_args
->np2_fixup
& (1u << entry
->resource_idx
))
1979 && gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
1983 sampler_type
= "sampler2DRectShadow";
1985 sampler_type
= "sampler2DShadow";
1990 sampler_type
= "sampler2DRect";
1992 sampler_type
= "sampler2D";
1996 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
1998 FIXME("Unsupported 3D shadow sampler.\n");
1999 sampler_type
= "sampler3D";
2002 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
2004 FIXME("Unsupported Cube shadow sampler.\n");
2005 sampler_type
= "samplerCube";
2008 case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
:
2010 sampler_type
= "sampler2DArrayShadow";
2012 sampler_type
= "sampler2DArray";
2016 sampler_type
= "unsupported_sampler";
2017 FIXME("Unhandled resource type %#x.\n", reg_maps
->resource_info
[entry
->resource_idx
].type
);
2020 shader_addline(buffer
, "uniform %s%s %s_sampler%u;\n",
2021 sampler_type_prefix
, sampler_type
, prefix
, entry
->bind_idx
);
2024 /* Declare uniforms for NP2 texcoord fixup:
2025 * This is NOT done inside the loop that declares the texture samplers
2026 * since the NP2 fixup code is currently only used for the GeforceFX
2027 * series and when forcing the ARB_npot extension off. Modern cards just
2028 * skip the code anyway, so put it inside a separate loop. */
2029 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& ps_args
->np2_fixup
)
2031 struct ps_np2fixup_info
*fixup
= ctx_priv
->cur_np2fixup_info
;
2034 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
2035 * while D3D has them in the (normalized) [0,1]x[0,1] range.
2036 * samplerNP2Fixup stores texture dimensions and is updated through
2037 * shader_glsl_load_np2fixup_constants when the sampler changes. */
2039 for (i
= 0; i
< shader
->limits
->sampler
; ++i
)
2041 if (!reg_maps
->resource_info
[i
].type
|| !(ps_args
->np2_fixup
& (1u << i
)))
2044 if (reg_maps
->resource_info
[i
].type
!= WINED3D_SHADER_RESOURCE_TEXTURE_2D
)
2046 FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
2050 fixup
->idx
[i
] = cur
++;
2053 fixup
->num_consts
= (cur
+ 1) >> 1;
2054 fixup
->active
= ps_args
->np2_fixup
;
2055 shader_addline(buffer
, "uniform vec4 %s_samplerNP2Fixup[%u];\n", prefix
, fixup
->num_consts
);
2058 /* Declare address variables */
2059 for (i
= 0, map
= reg_maps
->address
; map
; map
>>= 1, ++i
)
2061 if (map
& 1) shader_addline(buffer
, "ivec4 A%u;\n", i
);
2064 if (version
->type
== WINED3D_SHADER_TYPE_VERTEX
)
2066 for (i
= 0; i
< shader
->input_signature
.element_count
; ++i
)
2067 shader_glsl_declare_generic_vertex_attribute(buffer
, gl_info
, &shader
->input_signature
.elements
[i
]);
2069 if (vs_args
->point_size
&& !vs_args
->per_vertex_point_size
)
2071 shader_addline(buffer
, "uniform struct\n{\n");
2072 shader_addline(buffer
, " float size;\n");
2073 shader_addline(buffer
, " float size_min;\n");
2074 shader_addline(buffer
, " float size_max;\n");
2075 shader_addline(buffer
, "} ffp_point;\n");
2078 if (!gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
2080 if (vs_args
->clip_enabled
)
2081 shader_addline(buffer
, "uniform vec4 clip_planes[%u];\n", gl_info
->limits
.clipplanes
);
2083 if (version
->major
< 3)
2085 declare_out_varying(gl_info
, buffer
, vs_args
->flatshading
, "vec4 ffp_varying_diffuse;\n");
2086 declare_out_varying(gl_info
, buffer
, vs_args
->flatshading
, "vec4 ffp_varying_specular;\n");
2087 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
2088 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
2092 if (version
->major
< 4)
2093 shader_addline(buffer
, "void setup_vs_output(in vec4[%u]);\n", shader
->limits
->packed_output
);
2095 else if (version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
2097 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
2099 shader_addline(buffer
, "varying in vec4 gs_in[][%u];\n", shader
->limits
->packed_input
);
2103 shader_addline(buffer
, "layout(%s) in;\n", glsl_primitive_type_from_d3d(shader
->u
.gs
.input_type
));
2104 shader_addline(buffer
, "layout(%s, max_vertices = %u) out;\n",
2105 glsl_primitive_type_from_d3d(shader
->u
.gs
.output_type
), shader
->u
.gs
.vertices_out
);
2106 shader_addline(buffer
, "in vs_gs_iface { vec4 gs_in[%u]; } gs_in[];\n", shader
->limits
->packed_input
);
2109 else if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
2111 if (version
->major
< 3 || ps_args
->vp_mode
!= vertexshader
)
2113 shader_addline(buffer
, "uniform struct\n{\n");
2114 shader_addline(buffer
, " vec4 color;\n");
2115 shader_addline(buffer
, " float density;\n");
2116 shader_addline(buffer
, " float end;\n");
2117 shader_addline(buffer
, " float scale;\n");
2118 shader_addline(buffer
, "} ffp_fog;\n");
2120 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
2122 if (glsl_is_color_reg_read(shader
, 0))
2123 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
2124 if (glsl_is_color_reg_read(shader
, 1))
2125 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
2126 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
2127 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
2131 if (glsl_is_color_reg_read(shader
, 0))
2132 declare_in_varying(gl_info
, buffer
, ps_args
->flatshading
, "vec4 ffp_varying_diffuse;\n");
2133 if (glsl_is_color_reg_read(shader
, 1))
2134 declare_in_varying(gl_info
, buffer
, ps_args
->flatshading
, "vec4 ffp_varying_specular;\n");
2135 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
2136 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
2137 declare_in_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
2141 if (version
->major
>= 3)
2143 UINT in_count
= min(vec4_varyings(version
->major
, gl_info
), shader
->limits
->packed_input
);
2145 if (ps_args
->vp_mode
== vertexshader
)
2146 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 %s_link[%u];\n", prefix
, in_count
);
2147 shader_addline(buffer
, "vec4 %s_in[%u];\n", prefix
, in_count
);
2150 for (i
= 0, map
= reg_maps
->bumpmat
; map
; map
>>= 1, ++i
)
2155 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", i
);
2157 if (reg_maps
->luminanceparams
& (1u << i
))
2159 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", i
);
2160 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", i
);
2161 extra_constants_needed
++;
2164 extra_constants_needed
++;
2167 if (ps_args
->srgb_correction
)
2169 shader_addline(buffer
, "const vec4 srgb_const0 = ");
2170 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const0
);
2171 shader_addline(buffer
, ";\n");
2172 shader_addline(buffer
, "const vec4 srgb_const1 = ");
2173 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const1
);
2174 shader_addline(buffer
, ";\n");
2176 if (reg_maps
->vpos
|| reg_maps
->usesdsy
)
2178 ++extra_constants_needed
;
2179 shader_addline(buffer
, "uniform vec4 ycorrection;\n");
2180 shader_addline(buffer
, "vec4 vpos;\n");
2183 if (ps_args
->alpha_test_func
+ 1 != WINED3D_CMP_ALWAYS
)
2184 shader_addline(buffer
, "uniform float alpha_test_ref;\n");
2186 if (!needs_legacy_glsl_syntax(gl_info
))
2187 shader_addline(buffer
, "out vec4 ps_out[%u];\n", gl_info
->limits
.buffers
);
2189 if (shader
->limits
->constant_float
+ extra_constants_needed
>= gl_info
->limits
.glsl_ps_float_constants
)
2190 FIXME("Insufficient uniforms to run this shader.\n");
2193 /* Declare output register temporaries */
2194 if (shader
->limits
->packed_output
)
2195 shader_addline(buffer
, "vec4 %s_out[%u];\n", prefix
, shader
->limits
->packed_output
);
2197 /* Declare temporary variables */
2198 if (reg_maps
->temporary_count
)
2200 for (i
= 0; i
< reg_maps
->temporary_count
; ++i
)
2201 shader_addline(buffer
, "vec4 R%u;\n", i
);
2205 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
2208 shader_addline(buffer
, "vec4 R%u;\n", i
);
2212 /* Declare indexable temporary variables */
2213 LIST_FOR_EACH_ENTRY(idx_temp_reg
, ®_maps
->indexable_temps
, struct wined3d_shader_indexable_temp
, entry
)
2215 if (idx_temp_reg
->component_count
!= 4)
2216 FIXME("Ignoring component count %u.\n", idx_temp_reg
->component_count
);
2217 shader_addline(buffer
, "vec4 X%u[%u];\n", idx_temp_reg
->register_idx
, idx_temp_reg
->register_size
);
2220 /* Declare loop registers aLx */
2221 if (version
->major
< 4)
2223 for (i
= 0; i
< reg_maps
->loop_depth
; ++i
)
2225 shader_addline(buffer
, "int aL%u;\n", i
);
2226 shader_addline(buffer
, "int tmpInt%u;\n", i
);
2230 /* Temporary variables for matrix operations */
2231 shader_addline(buffer
, "vec4 tmp0;\n");
2232 shader_addline(buffer
, "vec4 tmp1;\n");
2234 if (!shader
->load_local_constsF
)
2236 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
2238 shader_addline(buffer
, "const vec4 %s_lc%u = ", prefix
, lconst
->idx
);
2239 shader_glsl_append_imm_vec4(buffer
, (const float *)lconst
->value
);
2240 shader_addline(buffer
, ";\n");
2245 /*****************************************************************************
2246 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
2248 * For more information, see http://wiki.winehq.org/DirectX-Shaders
2249 ****************************************************************************/
2252 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
2253 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
);
2255 /** Used for opcode modifiers - They multiply the result by the specified amount */
2256 static const char * const shift_glsl_tab
[] = {
2258 "2.0 * ", /* 1 (x2) */
2259 "4.0 * ", /* 2 (x4) */
2260 "8.0 * ", /* 3 (x8) */
2261 "16.0 * ", /* 4 (x16) */
2262 "32.0 * ", /* 5 (x32) */
2269 "0.0625 * ", /* 12 (d16) */
2270 "0.125 * ", /* 13 (d8) */
2271 "0.25 * ", /* 14 (d4) */
2272 "0.5 * " /* 15 (d2) */
2275 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
2276 static void shader_glsl_gen_modifier(enum wined3d_shader_src_modifier src_modifier
,
2277 const char *in_reg
, const char *in_regswizzle
, char *out_str
)
2279 switch (src_modifier
)
2281 case WINED3DSPSM_DZ
: /* Need to handle this in the instructions itself (texld & texcrd). */
2282 case WINED3DSPSM_DW
:
2283 case WINED3DSPSM_NONE
:
2284 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
2286 case WINED3DSPSM_NEG
:
2287 sprintf(out_str
, "-%s%s", in_reg
, in_regswizzle
);
2289 case WINED3DSPSM_NOT
:
2290 sprintf(out_str
, "!%s%s", in_reg
, in_regswizzle
);
2292 case WINED3DSPSM_BIAS
:
2293 sprintf(out_str
, "(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
2295 case WINED3DSPSM_BIASNEG
:
2296 sprintf(out_str
, "-(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
2298 case WINED3DSPSM_SIGN
:
2299 sprintf(out_str
, "(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
2301 case WINED3DSPSM_SIGNNEG
:
2302 sprintf(out_str
, "-(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
2304 case WINED3DSPSM_COMP
:
2305 sprintf(out_str
, "(1.0 - %s%s)", in_reg
, in_regswizzle
);
2307 case WINED3DSPSM_X2
:
2308 sprintf(out_str
, "(2.0 * %s%s)", in_reg
, in_regswizzle
);
2310 case WINED3DSPSM_X2NEG
:
2311 sprintf(out_str
, "-(2.0 * %s%s)", in_reg
, in_regswizzle
);
2313 case WINED3DSPSM_ABS
:
2314 sprintf(out_str
, "abs(%s%s)", in_reg
, in_regswizzle
);
2316 case WINED3DSPSM_ABSNEG
:
2317 sprintf(out_str
, "-abs(%s%s)", in_reg
, in_regswizzle
);
2320 FIXME("Unhandled modifier %u\n", src_modifier
);
2321 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
2325 /** Writes the GLSL variable name that corresponds to the register that the
2326 * DX opcode parameter is trying to access */
2327 static void shader_glsl_get_register_name(const struct wined3d_shader_register
*reg
,
2328 char *register_name
, BOOL
*is_color
, const struct wined3d_shader_instruction
*ins
)
2330 /* oPos, oFog and oPts in D3D */
2331 static const char * const hwrastout_reg_names
[] = {"vs_out[10]", "vs_out[11].x", "vs_out[11].y"};
2333 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
2334 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
2335 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
2336 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
2337 const char *prefix
= shader_glsl_get_prefix(version
->type
);
2338 struct glsl_src_param rel_param0
, rel_param1
;
2339 char imm_str
[4][17];
2341 if (reg
->idx
[0].offset
!= ~0U && reg
->idx
[0].rel_addr
)
2342 shader_glsl_add_src_param(ins
, reg
->idx
[0].rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param0
);
2343 if (reg
->idx
[1].offset
!= ~0U && reg
->idx
[1].rel_addr
)
2344 shader_glsl_add_src_param(ins
, reg
->idx
[1].rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param1
);
2349 case WINED3DSPR_TEMP
:
2350 sprintf(register_name
, "R%u", reg
->idx
[0].offset
);
2353 case WINED3DSPR_INPUT
:
2354 if (version
->type
== WINED3D_SHADER_TYPE_VERTEX
)
2356 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2358 if (reg
->idx
[0].rel_addr
)
2359 FIXME("VS3+ input registers relative addressing.\n");
2360 if (priv
->cur_vs_args
->swizzle_map
& (1u << reg
->idx
[0].offset
))
2362 sprintf(register_name
, "%s_in%u", prefix
, reg
->idx
[0].offset
);
2366 if (version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
2368 if (reg
->idx
[0].rel_addr
)
2370 if (reg
->idx
[1].rel_addr
)
2371 sprintf(register_name
, "gs_in[%s + %u]%s[%s + %u]",
2372 rel_param0
.param_str
, reg
->idx
[0].offset
,
2373 gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? "" : ".gs_in",
2374 rel_param1
.param_str
, reg
->idx
[1].offset
);
2376 sprintf(register_name
, "gs_in[%s + %u]%s[%u]",
2377 rel_param0
.param_str
, reg
->idx
[0].offset
,
2378 gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? "" : ".gs_in",
2379 reg
->idx
[1].offset
);
2381 else if (reg
->idx
[1].rel_addr
)
2382 sprintf(register_name
, "gs_in[%u]%s[%s + %u]", reg
->idx
[0].offset
,
2383 gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? "" : ".gs_in",
2384 rel_param1
.param_str
, reg
->idx
[1].offset
);
2386 sprintf(register_name
, "gs_in[%u]%s[%u]", reg
->idx
[0].offset
,
2387 gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? "" : ".gs_in",
2388 reg
->idx
[1].offset
);
2392 /* pixel shaders >= 3.0 */
2393 if (version
->major
>= 3)
2395 DWORD idx
= shader
->u
.ps
.input_reg_map
[reg
->idx
[0].offset
];
2396 unsigned int in_count
= vec4_varyings(version
->major
, gl_info
);
2398 if (reg
->idx
[0].rel_addr
)
2400 /* Removing a + 0 would be an obvious optimization, but
2401 * OS X doesn't see the NOP operation there. */
2404 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
]
2405 && shader
->u
.ps
.declared_in_count
> in_count
)
2407 sprintf(register_name
,
2408 "((%s + %u) > %u ? (%s + %u) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s + %u])",
2409 rel_param0
.param_str
, idx
, in_count
- 1, rel_param0
.param_str
, idx
, in_count
,
2410 prefix
, rel_param0
.param_str
, idx
);
2414 sprintf(register_name
, "%s_in[%s + %u]", prefix
, rel_param0
.param_str
, idx
);
2419 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
]
2420 && shader
->u
.ps
.declared_in_count
> in_count
)
2422 sprintf(register_name
, "((%s) > %u ? (%s) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s])",
2423 rel_param0
.param_str
, in_count
- 1, rel_param0
.param_str
, in_count
,
2424 prefix
, rel_param0
.param_str
);
2428 sprintf(register_name
, "%s_in[%s]", prefix
, rel_param0
.param_str
);
2434 if (idx
== in_count
) sprintf(register_name
, "gl_Color");
2435 else if (idx
== in_count
+ 1) sprintf(register_name
, "gl_SecondaryColor");
2436 else sprintf(register_name
, "%s_in[%u]", prefix
, idx
);
2441 if (!reg
->idx
[0].offset
)
2442 strcpy(register_name
, "ffp_varying_diffuse");
2444 strcpy(register_name
, "ffp_varying_specular");
2449 case WINED3DSPR_CONST
:
2451 /* Relative addressing */
2452 if (reg
->idx
[0].rel_addr
)
2454 if (wined3d_settings
.check_float_constants
)
2455 sprintf(register_name
, "(%s + %u >= 0 && %s + %u < %u ? %s_c[%s + %u] : vec4(0.0))",
2456 rel_param0
.param_str
, reg
->idx
[0].offset
,
2457 rel_param0
.param_str
, reg
->idx
[0].offset
, shader
->limits
->constant_float
,
2458 prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2459 else if (reg
->idx
[0].offset
)
2460 sprintf(register_name
, "%s_c[%s + %u]", prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2462 sprintf(register_name
, "%s_c[%s]", prefix
, rel_param0
.param_str
);
2466 if (shader_constant_is_local(shader
, reg
->idx
[0].offset
))
2467 sprintf(register_name
, "%s_lc%u", prefix
, reg
->idx
[0].offset
);
2469 sprintf(register_name
, "%s_c[%u]", prefix
, reg
->idx
[0].offset
);
2474 case WINED3DSPR_CONSTINT
:
2475 sprintf(register_name
, "%s_i[%u]", prefix
, reg
->idx
[0].offset
);
2478 case WINED3DSPR_CONSTBOOL
:
2479 sprintf(register_name
, "%s_b[%u]", prefix
, reg
->idx
[0].offset
);
2482 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
2483 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
2484 sprintf(register_name
, "T%u", reg
->idx
[0].offset
);
2486 sprintf(register_name
, "A%u", reg
->idx
[0].offset
);
2489 case WINED3DSPR_LOOP
:
2490 sprintf(register_name
, "aL%u", ins
->ctx
->loop_state
->current_reg
- 1);
2493 case WINED3DSPR_SAMPLER
:
2494 sprintf(register_name
, "%s_sampler%u", prefix
, reg
->idx
[0].offset
);
2497 case WINED3DSPR_COLOROUT
:
2498 if (reg
->idx
[0].offset
>= gl_info
->limits
.buffers
)
2499 WARN("Write to render target %u, only %d supported.\n",
2500 reg
->idx
[0].offset
, gl_info
->limits
.buffers
);
2502 sprintf(register_name
, "%s[%u]", get_fragment_output(gl_info
), reg
->idx
[0].offset
);
2505 case WINED3DSPR_RASTOUT
:
2506 sprintf(register_name
, "%s", hwrastout_reg_names
[reg
->idx
[0].offset
]);
2509 case WINED3DSPR_DEPTHOUT
:
2510 sprintf(register_name
, "gl_FragDepth");
2513 case WINED3DSPR_ATTROUT
:
2514 if (!reg
->idx
[0].offset
)
2515 sprintf(register_name
, "%s_out[8]", prefix
);
2517 sprintf(register_name
, "%s_out[9]", prefix
);
2520 case WINED3DSPR_TEXCRDOUT
:
2521 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
2522 if (reg
->idx
[0].rel_addr
)
2523 FIXME("VS3 output registers relative addressing.\n");
2524 sprintf(register_name
, "%s_out[%u]", prefix
, reg
->idx
[0].offset
);
2527 case WINED3DSPR_MISCTYPE
:
2528 if (!reg
->idx
[0].offset
)
2531 sprintf(register_name
, "vpos");
2533 else if (reg
->idx
[0].offset
== 1)
2535 /* Note that gl_FrontFacing is a bool, while vFace is
2536 * a float for which the sign determines front/back */
2537 sprintf(register_name
, "(gl_FrontFacing ? 1.0 : -1.0)");
2541 FIXME("Unhandled misctype register %u.\n", reg
->idx
[0].offset
);
2542 sprintf(register_name
, "unrecognized_register");
2546 case WINED3DSPR_IMMCONST
:
2547 switch (reg
->immconst_type
)
2549 case WINED3D_IMMCONST_SCALAR
:
2550 switch (reg
->data_type
)
2552 case WINED3D_DATA_FLOAT
:
2553 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
2554 sprintf(register_name
, "uintBitsToFloat(%#xu)", reg
->immconst_data
[0]);
2556 wined3d_ftoa(*(const float *)reg
->immconst_data
, register_name
);
2558 case WINED3D_DATA_INT
:
2559 sprintf(register_name
, "%#x", reg
->immconst_data
[0]);
2561 case WINED3D_DATA_RESOURCE
:
2562 case WINED3D_DATA_SAMPLER
:
2563 case WINED3D_DATA_UINT
:
2564 sprintf(register_name
, "%#xu", reg
->immconst_data
[0]);
2567 sprintf(register_name
, "<unhandled data type %#x>", reg
->data_type
);
2572 case WINED3D_IMMCONST_VEC4
:
2573 switch (reg
->data_type
)
2575 case WINED3D_DATA_FLOAT
:
2576 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
2578 sprintf(register_name
, "uintBitsToFloat(uvec4(%#xu, %#xu, %#xu, %#xu))",
2579 reg
->immconst_data
[0], reg
->immconst_data
[1],
2580 reg
->immconst_data
[2], reg
->immconst_data
[3]);
2584 wined3d_ftoa(*(const float *)®
->immconst_data
[0], imm_str
[0]);
2585 wined3d_ftoa(*(const float *)®
->immconst_data
[1], imm_str
[1]);
2586 wined3d_ftoa(*(const float *)®
->immconst_data
[2], imm_str
[2]);
2587 wined3d_ftoa(*(const float *)®
->immconst_data
[3], imm_str
[3]);
2588 sprintf(register_name
, "vec4(%s, %s, %s, %s)",
2589 imm_str
[0], imm_str
[1], imm_str
[2], imm_str
[3]);
2592 case WINED3D_DATA_INT
:
2593 sprintf(register_name
, "ivec4(%#x, %#x, %#x, %#x)",
2594 reg
->immconst_data
[0], reg
->immconst_data
[1],
2595 reg
->immconst_data
[2], reg
->immconst_data
[3]);
2597 case WINED3D_DATA_RESOURCE
:
2598 case WINED3D_DATA_SAMPLER
:
2599 case WINED3D_DATA_UINT
:
2600 sprintf(register_name
, "uvec4(%#xu, %#xu, %#xu, %#xu)",
2601 reg
->immconst_data
[0], reg
->immconst_data
[1],
2602 reg
->immconst_data
[2], reg
->immconst_data
[3]);
2605 sprintf(register_name
, "<unhandled data type %#x>", reg
->data_type
);
2611 FIXME("Unhandled immconst type %#x\n", reg
->immconst_type
);
2612 sprintf(register_name
, "<unhandled_immconst_type %#x>", reg
->immconst_type
);
2616 case WINED3DSPR_CONSTBUFFER
:
2617 if (reg
->idx
[1].rel_addr
)
2618 sprintf(register_name
, "%s_cb%u[%s + %u]",
2619 prefix
, reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
2621 sprintf(register_name
, "%s_cb%u[%u]", prefix
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
2624 case WINED3DSPR_IMMCONSTBUFFER
:
2625 if (reg
->idx
[0].rel_addr
)
2626 sprintf(register_name
, "%s_icb[%s + %u]", prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2628 sprintf(register_name
, "%s_icb[%u]", prefix
, reg
->idx
[0].offset
);
2631 case WINED3DSPR_PRIMID
:
2632 sprintf(register_name
, "uint(gl_PrimitiveIDIn)");
2635 case WINED3DSPR_IDXTEMP
:
2636 if (reg
->idx
[1].rel_addr
)
2637 sprintf(register_name
, "X%u[%s + %u]", reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
2639 sprintf(register_name
, "X%u[%u]", reg
->idx
[0].offset
, reg
->idx
[1].offset
);
2643 FIXME("Unhandled register type %#x.\n", reg
->type
);
2644 sprintf(register_name
, "unrecognized_register");
2649 static void shader_glsl_write_mask_to_str(DWORD write_mask
, char *str
)
2652 if (write_mask
& WINED3DSP_WRITEMASK_0
) *str
++ = 'x';
2653 if (write_mask
& WINED3DSP_WRITEMASK_1
) *str
++ = 'y';
2654 if (write_mask
& WINED3DSP_WRITEMASK_2
) *str
++ = 'z';
2655 if (write_mask
& WINED3DSP_WRITEMASK_3
) *str
++ = 'w';
2659 /* Get the GLSL write mask for the destination register */
2660 static DWORD
shader_glsl_get_write_mask(const struct wined3d_shader_dst_param
*param
, char *write_mask
)
2662 DWORD mask
= param
->write_mask
;
2664 if (shader_is_scalar(¶m
->reg
))
2666 mask
= WINED3DSP_WRITEMASK_0
;
2671 shader_glsl_write_mask_to_str(mask
, write_mask
);
2677 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask
) {
2678 unsigned int size
= 0;
2680 if (write_mask
& WINED3DSP_WRITEMASK_0
) ++size
;
2681 if (write_mask
& WINED3DSP_WRITEMASK_1
) ++size
;
2682 if (write_mask
& WINED3DSP_WRITEMASK_2
) ++size
;
2683 if (write_mask
& WINED3DSP_WRITEMASK_3
) ++size
;
2688 static void shader_glsl_swizzle_to_str(const DWORD swizzle
, BOOL fixup
, DWORD mask
, char *str
)
2690 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
2691 * but addressed as "rgba". To fix this we need to swap the register's x
2692 * and z components. */
2693 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
2696 /* swizzle bits fields: wwzzyyxx */
2697 if (mask
& WINED3DSP_WRITEMASK_0
) *str
++ = swizzle_chars
[swizzle
& 0x03];
2698 if (mask
& WINED3DSP_WRITEMASK_1
) *str
++ = swizzle_chars
[(swizzle
>> 2) & 0x03];
2699 if (mask
& WINED3DSP_WRITEMASK_2
) *str
++ = swizzle_chars
[(swizzle
>> 4) & 0x03];
2700 if (mask
& WINED3DSP_WRITEMASK_3
) *str
++ = swizzle_chars
[(swizzle
>> 6) & 0x03];
2704 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param
*param
,
2705 BOOL fixup
, DWORD mask
, char *swizzle_str
)
2707 if (shader_is_scalar(¶m
->reg
))
2708 *swizzle_str
= '\0';
2710 shader_glsl_swizzle_to_str(param
->swizzle
, fixup
, mask
, swizzle_str
);
2713 /* From a given parameter token, generate the corresponding GLSL string.
2714 * Also, return the actual register name and swizzle in case the
2715 * caller needs this information as well. */
2716 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
2717 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
)
2719 BOOL is_color
= FALSE
;
2720 char swizzle_str
[6];
2722 glsl_src
->reg_name
[0] = '\0';
2723 glsl_src
->param_str
[0] = '\0';
2724 swizzle_str
[0] = '\0';
2726 shader_glsl_get_register_name(&wined3d_src
->reg
, glsl_src
->reg_name
, &is_color
, ins
);
2727 shader_glsl_get_swizzle(wined3d_src
, is_color
, mask
, swizzle_str
);
2729 if (wined3d_src
->reg
.type
== WINED3DSPR_IMMCONST
|| wined3d_src
->reg
.type
== WINED3DSPR_PRIMID
)
2731 shader_glsl_gen_modifier(wined3d_src
->modifiers
, glsl_src
->reg_name
, swizzle_str
, glsl_src
->param_str
);
2737 switch (wined3d_src
->reg
.data_type
)
2739 case WINED3D_DATA_FLOAT
:
2740 sprintf(reg_name
, "%s", glsl_src
->reg_name
);
2742 case WINED3D_DATA_INT
:
2743 sprintf(reg_name
, "floatBitsToInt(%s)", glsl_src
->reg_name
);
2745 case WINED3D_DATA_RESOURCE
:
2746 case WINED3D_DATA_SAMPLER
:
2747 case WINED3D_DATA_UINT
:
2748 sprintf(reg_name
, "floatBitsToUint(%s)", glsl_src
->reg_name
);
2751 FIXME("Unhandled data type %#x.\n", wined3d_src
->reg
.data_type
);
2752 sprintf(reg_name
, "%s", glsl_src
->reg_name
);
2756 shader_glsl_gen_modifier(wined3d_src
->modifiers
, reg_name
, swizzle_str
, glsl_src
->param_str
);
2760 /* From a given parameter token, generate the corresponding GLSL string.
2761 * Also, return the actual register name and swizzle in case the
2762 * caller needs this information as well. */
2763 static DWORD
shader_glsl_add_dst_param(const struct wined3d_shader_instruction
*ins
,
2764 const struct wined3d_shader_dst_param
*wined3d_dst
, struct glsl_dst_param
*glsl_dst
)
2766 BOOL is_color
= FALSE
;
2768 glsl_dst
->mask_str
[0] = '\0';
2769 glsl_dst
->reg_name
[0] = '\0';
2771 shader_glsl_get_register_name(&wined3d_dst
->reg
, glsl_dst
->reg_name
, &is_color
, ins
);
2772 return shader_glsl_get_write_mask(wined3d_dst
, glsl_dst
->mask_str
);
2775 /* Append the destination part of the instruction to the buffer, return the effective write mask */
2776 static DWORD
shader_glsl_append_dst_ext(struct wined3d_string_buffer
*buffer
,
2777 const struct wined3d_shader_instruction
*ins
, const struct wined3d_shader_dst_param
*dst
,
2778 enum wined3d_data_type data_type
)
2780 struct glsl_dst_param glsl_dst
;
2783 if ((mask
= shader_glsl_add_dst_param(ins
, dst
, &glsl_dst
)))
2787 case WINED3D_DATA_FLOAT
:
2788 shader_addline(buffer
, "%s%s = %s(",
2789 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
2791 case WINED3D_DATA_INT
:
2792 shader_addline(buffer
, "%s%s = %sintBitsToFloat(",
2793 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
2795 case WINED3D_DATA_RESOURCE
:
2796 case WINED3D_DATA_SAMPLER
:
2797 case WINED3D_DATA_UINT
:
2798 shader_addline(buffer
, "%s%s = %suintBitsToFloat(",
2799 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
2802 FIXME("Unhandled data type %#x.\n", data_type
);
2803 shader_addline(buffer
, "%s%s = %s(",
2804 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
2812 /* Append the destination part of the instruction to the buffer, return the effective write mask */
2813 static DWORD
shader_glsl_append_dst(struct wined3d_string_buffer
*buffer
, const struct wined3d_shader_instruction
*ins
)
2815 return shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
2818 /** Process GLSL instruction modifiers */
2819 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
)
2821 struct glsl_dst_param dst_param
;
2824 if (!ins
->dst_count
) return;
2826 modifiers
= ins
->dst
[0].modifiers
;
2827 if (!modifiers
) return;
2829 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
2831 if (modifiers
& WINED3DSPDM_SATURATE
)
2833 /* _SAT means to clamp the value of the register to between 0 and 1 */
2834 shader_addline(ins
->ctx
->buffer
, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param
.reg_name
,
2835 dst_param
.mask_str
, dst_param
.reg_name
, dst_param
.mask_str
);
2838 if (modifiers
& WINED3DSPDM_MSAMPCENTROID
)
2840 FIXME("_centroid modifier not handled\n");
2843 if (modifiers
& WINED3DSPDM_PARTIALPRECISION
)
2845 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
2849 static const char *shader_glsl_get_rel_op(enum wined3d_shader_rel_op op
)
2853 case WINED3D_SHADER_REL_OP_GT
: return ">";
2854 case WINED3D_SHADER_REL_OP_EQ
: return "==";
2855 case WINED3D_SHADER_REL_OP_GE
: return ">=";
2856 case WINED3D_SHADER_REL_OP_LT
: return "<";
2857 case WINED3D_SHADER_REL_OP_NE
: return "!=";
2858 case WINED3D_SHADER_REL_OP_LE
: return "<=";
2860 FIXME("Unrecognized operator %#x.\n", op
);
2865 static void shader_glsl_get_sample_function(const struct wined3d_shader_context
*ctx
,
2866 DWORD resource_idx
, DWORD sampler_idx
, DWORD flags
, struct glsl_sample_function
*sample_function
)
2870 unsigned int coord_size
;
2871 const char *type_part
;
2875 {0, ""}, /* WINED3D_SHADER_RESOURCE_NONE */
2876 {1, ""}, /* WINED3D_SHADER_RESOURCE_BUFFER */
2877 {1, "1D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1D */
2878 {2, "2D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2D */
2879 {2, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMS */
2880 {3, "3D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_3D */
2881 {3, "Cube"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBE */
2882 {2, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY */
2883 {3, "2DArray"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY */
2884 {3, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY */
2886 enum wined3d_shader_resource_type resource_type
= ctx
->reg_maps
->resource_info
[resource_idx
].type
;
2887 struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
2888 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
2889 BOOL shadow
= glsl_is_shadow_sampler(ctx
->shader
, priv
->cur_ps_args
, resource_idx
, sampler_idx
);
2890 BOOL projected
= flags
& WINED3D_GLSL_SAMPLE_PROJECTED
;
2891 BOOL texrect
= ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
2892 && priv
->cur_ps_args
->np2_fixup
& (1u << resource_idx
)
2893 && gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
2894 BOOL lod
= flags
& WINED3D_GLSL_SAMPLE_LOD
;
2895 BOOL grad
= flags
& WINED3D_GLSL_SAMPLE_GRAD
;
2896 BOOL offset
= flags
& WINED3D_GLSL_SAMPLE_OFFSET
;
2897 const char *base
= "texture", *type_part
= "", *suffix
= "";
2898 unsigned int coord_size
, deriv_size
;
2901 sample_function
->data_type
= ctx
->reg_maps
->resource_info
[resource_idx
].data_type
;
2903 if (resource_type
>= ARRAY_SIZE(resource_types
))
2905 ERR("Unexpected resource type %#x.\n", resource_type
);
2906 resource_type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
2908 array
= resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY
2909 || resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
;
2911 /* Note that there's no such thing as a projected cube texture. */
2912 if (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
2915 if (needs_legacy_glsl_syntax(gl_info
))
2920 type_part
= resource_types
[resource_type
].type_part
;
2921 if (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2D
&& texrect
)
2922 type_part
= "2DRect";
2924 FIXME("Unhandled resource type %#x.\n", resource_type
);
2926 if (!lod
&& grad
&& !gl_info
->supported
[EXT_GPU_SHADER4
])
2928 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2931 FIXME("Unsupported grad function.\n");
2935 if (flags
& WINED3D_GLSL_SAMPLE_LOAD
)
2937 static const DWORD texel_fetch_flags
= WINED3D_GLSL_SAMPLE_LOAD
| WINED3D_GLSL_SAMPLE_OFFSET
;
2938 if (flags
& ~texel_fetch_flags
)
2939 ERR("Unexpected flags %#x for texelFetch.\n", flags
& ~texel_fetch_flags
);
2941 base
= "texelFetch";
2945 sample_function
->name
= string_buffer_get(priv
->string_buffers
);
2946 string_buffer_sprintf(sample_function
->name
, "%s%s%s%s%s%s", base
, type_part
, projected
? "Proj" : "",
2947 lod
? "Lod" : grad
? "Grad" : "", offset
? "Offset" : "", suffix
);
2949 coord_size
= resource_types
[resource_type
].coord_size
;
2950 deriv_size
= coord_size
;
2955 sample_function
->offset_size
= offset
? deriv_size
: 0;
2956 sample_function
->coord_mask
= (1u << coord_size
) - 1;
2957 sample_function
->deriv_mask
= (1u << deriv_size
) - 1;
2958 sample_function
->output_single_component
= shadow
&& !needs_legacy_glsl_syntax(gl_info
);
2961 static void shader_glsl_release_sample_function(const struct wined3d_shader_context
*ctx
,
2962 struct glsl_sample_function
*sample_function
)
2964 const struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
2966 string_buffer_release(priv
->string_buffers
, sample_function
->name
);
2969 static void shader_glsl_append_fixup_arg(char *arguments
, const char *reg_name
,
2970 BOOL sign_fixup
, enum fixup_channel_source channel_source
)
2972 switch(channel_source
)
2974 case CHANNEL_SOURCE_ZERO
:
2975 strcat(arguments
, "0.0");
2978 case CHANNEL_SOURCE_ONE
:
2979 strcat(arguments
, "1.0");
2982 case CHANNEL_SOURCE_X
:
2983 strcat(arguments
, reg_name
);
2984 strcat(arguments
, ".x");
2987 case CHANNEL_SOURCE_Y
:
2988 strcat(arguments
, reg_name
);
2989 strcat(arguments
, ".y");
2992 case CHANNEL_SOURCE_Z
:
2993 strcat(arguments
, reg_name
);
2994 strcat(arguments
, ".z");
2997 case CHANNEL_SOURCE_W
:
2998 strcat(arguments
, reg_name
);
2999 strcat(arguments
, ".w");
3003 FIXME("Unhandled channel source %#x\n", channel_source
);
3004 strcat(arguments
, "undefined");
3008 if (sign_fixup
) strcat(arguments
, " * 2.0 - 1.0");
3011 static void shader_glsl_color_correction_ext(struct wined3d_string_buffer
*buffer
,
3012 const char *reg_name
, DWORD mask
, struct color_fixup_desc fixup
)
3014 unsigned int mask_size
, remaining
;
3015 DWORD fixup_mask
= 0;
3016 char arguments
[256];
3019 if (fixup
.x_sign_fixup
|| fixup
.x_source
!= CHANNEL_SOURCE_X
) fixup_mask
|= WINED3DSP_WRITEMASK_0
;
3020 if (fixup
.y_sign_fixup
|| fixup
.y_source
!= CHANNEL_SOURCE_Y
) fixup_mask
|= WINED3DSP_WRITEMASK_1
;
3021 if (fixup
.z_sign_fixup
|| fixup
.z_source
!= CHANNEL_SOURCE_Z
) fixup_mask
|= WINED3DSP_WRITEMASK_2
;
3022 if (fixup
.w_sign_fixup
|| fixup
.w_source
!= CHANNEL_SOURCE_W
) fixup_mask
|= WINED3DSP_WRITEMASK_3
;
3023 if (!(mask
&= fixup_mask
))
3026 if (is_complex_fixup(fixup
))
3028 enum complex_fixup complex_fixup
= get_complex_fixup(fixup
);
3029 FIXME("Complex fixup (%#x) not supported\n",complex_fixup
);
3033 shader_glsl_write_mask_to_str(mask
, mask_str
);
3034 mask_size
= shader_glsl_get_write_mask_size(mask
);
3036 arguments
[0] = '\0';
3037 remaining
= mask_size
;
3038 if (mask
& WINED3DSP_WRITEMASK_0
)
3040 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.x_sign_fixup
, fixup
.x_source
);
3041 if (--remaining
) strcat(arguments
, ", ");
3043 if (mask
& WINED3DSP_WRITEMASK_1
)
3045 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.y_sign_fixup
, fixup
.y_source
);
3046 if (--remaining
) strcat(arguments
, ", ");
3048 if (mask
& WINED3DSP_WRITEMASK_2
)
3050 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.z_sign_fixup
, fixup
.z_source
);
3051 if (--remaining
) strcat(arguments
, ", ");
3053 if (mask
& WINED3DSP_WRITEMASK_3
)
3055 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.w_sign_fixup
, fixup
.w_source
);
3056 if (--remaining
) strcat(arguments
, ", ");
3060 shader_addline(buffer
, "%s%s = vec%u(%s);\n", reg_name
, mask_str
, mask_size
, arguments
);
3062 shader_addline(buffer
, "%s%s = %s;\n", reg_name
, mask_str
, arguments
);
3065 static void shader_glsl_color_correction(const struct wined3d_shader_instruction
*ins
, struct color_fixup_desc fixup
)
3070 shader_glsl_get_register_name(&ins
->dst
[0].reg
, reg_name
, &is_color
, ins
);
3071 shader_glsl_color_correction_ext(ins
->ctx
->buffer
, reg_name
, ins
->dst
[0].write_mask
, fixup
);
3074 static void PRINTF_ATTR(9, 10) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction
*ins
,
3075 unsigned int sampler_bind_idx
, const struct glsl_sample_function
*sample_function
, DWORD swizzle
,
3076 const char *dx
, const char *dy
, const char *bias
, const struct wined3d_shader_texel_offset
*offset
,
3077 const char *coord_reg_fmt
, ...)
3079 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
3080 char dst_swizzle
[6];
3081 struct color_fixup_desc fixup
;
3082 BOOL np2_fixup
= FALSE
;
3086 shader_glsl_swizzle_to_str(swizzle
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
3088 /* If ARB_texture_swizzle is supported we don't need to do anything here.
3089 * We actually rely on it for vertex shaders and SM4+. */
3090 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& version
->major
< 4)
3092 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3093 fixup
= priv
->cur_ps_args
->color_fixup
[sampler_bind_idx
];
3095 if (priv
->cur_ps_args
->np2_fixup
& (1u << sampler_bind_idx
))
3100 fixup
= COLOR_FIXUP_IDENTITY
;
3103 shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], sample_function
->data_type
);
3105 if (sample_function
->output_single_component
)
3106 shader_addline(ins
->ctx
->buffer
, "vec4(");
3108 shader_addline(ins
->ctx
->buffer
, "%s(%s_sampler%u, ",
3109 sample_function
->name
->buffer
, shader_glsl_get_prefix(version
->type
), sampler_bind_idx
);
3113 va_start(args
, coord_reg_fmt
);
3114 ret
= shader_vaddline(ins
->ctx
->buffer
, coord_reg_fmt
, args
);
3118 if (!string_buffer_resize(ins
->ctx
->buffer
, ret
))
3124 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3125 const unsigned char idx
= priv
->cur_np2fixup_info
->idx
[sampler_bind_idx
];
3127 switch (shader_glsl_get_write_mask_size(sample_function
->coord_mask
))
3130 shader_addline(ins
->ctx
->buffer
, " * ps_samplerNP2Fixup[%u].%s",
3131 idx
>> 1, (idx
% 2) ? "z" : "x");
3134 shader_addline(ins
->ctx
->buffer
, " * ps_samplerNP2Fixup[%u].%s",
3135 idx
>> 1, (idx
% 2) ? "zw" : "xy");
3138 shader_addline(ins
->ctx
->buffer
, " * vec3(ps_samplerNP2Fixup[%u].%s, 1.0)",
3139 idx
>> 1, (idx
% 2) ? "zw" : "xy");
3142 shader_addline(ins
->ctx
->buffer
, " * vec4(ps_samplerNP2Fixup[%u].%s, 1.0, 1.0)",
3143 idx
>> 1, (idx
% 2) ? "zw" : "xy");
3148 shader_addline(ins
->ctx
->buffer
, ", %s, %s", dx
, dy
);
3150 shader_addline(ins
->ctx
->buffer
, ", %s", bias
);
3151 if (sample_function
->offset_size
)
3153 int offset_immdata
[4] = {offset
->u
, offset
->v
, offset
->w
};
3154 shader_addline(ins
->ctx
->buffer
, ", ");
3155 shader_glsl_append_imm_ivec(ins
->ctx
->buffer
, offset_immdata
, sample_function
->offset_size
);
3157 shader_addline(ins
->ctx
->buffer
, ")");
3159 if (sample_function
->output_single_component
)
3160 shader_addline(ins
->ctx
->buffer
, ")");
3162 shader_addline(ins
->ctx
->buffer
, "%s);\n", dst_swizzle
);
3164 if (!is_identity_fixup(fixup
))
3165 shader_glsl_color_correction(ins
, fixup
);
3168 static void shader_glsl_fixup_position(struct wined3d_string_buffer
*buffer
)
3170 /* Write the final position.
3172 * OpenGL coordinates specify the center of the pixel while D3D coords
3173 * specify the corner. The offsets are stored in z and w in
3174 * pos_fixup. pos_fixup.y contains 1.0 or -1.0 to turn the rendering
3175 * upside down for offscreen rendering. pos_fixup.x contains 1.0 to allow
3177 shader_addline(buffer
, "gl_Position.y = gl_Position.y * pos_fixup.y;\n");
3178 shader_addline(buffer
, "gl_Position.xy += pos_fixup.zw * gl_Position.ww;\n");
3180 /* Z coord [0;1]->[-1;1] mapping, see comment in get_projection_matrix()
3183 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However,
3184 * shaders are run before the homogeneous divide, so we have to take the w
3185 * into account: z = ((z / w) * 2 - 1) * w, which is the same as
3187 shader_addline(buffer
, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
3190 /*****************************************************************************
3191 * Begin processing individual instruction opcodes
3192 ****************************************************************************/
3194 static void shader_glsl_binop(const struct wined3d_shader_instruction
*ins
)
3196 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3197 struct glsl_src_param src0_param
;
3198 struct glsl_src_param src1_param
;
3202 /* Determine the GLSL operator to use based on the opcode */
3203 switch (ins
->handler_idx
)
3205 case WINED3DSIH_ADD
: op
= "+"; break;
3206 case WINED3DSIH_AND
: op
= "&"; break;
3207 case WINED3DSIH_DIV
: op
= "/"; break;
3208 case WINED3DSIH_IADD
: op
= "+"; break;
3209 case WINED3DSIH_ISHL
: op
= "<<"; break;
3210 case WINED3DSIH_ISHR
: op
= ">>"; break;
3211 case WINED3DSIH_MUL
: op
= "*"; break;
3212 case WINED3DSIH_OR
: op
= "|"; break;
3213 case WINED3DSIH_SUB
: op
= "-"; break;
3214 case WINED3DSIH_USHR
: op
= ">>"; break;
3215 case WINED3DSIH_XOR
: op
= "^"; break;
3217 op
= "<unhandled operator>";
3218 FIXME("Opcode %s not yet handled in GLSL.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3222 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3223 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3224 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3225 shader_addline(buffer
, "%s %s %s);\n", src0_param
.param_str
, op
, src1_param
.param_str
);
3228 static void shader_glsl_relop(const struct wined3d_shader_instruction
*ins
)
3230 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3231 struct glsl_src_param src0_param
;
3232 struct glsl_src_param src1_param
;
3233 unsigned int mask_size
;
3237 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3238 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3239 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3240 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3244 switch (ins
->handler_idx
)
3246 case WINED3DSIH_EQ
: op
= "equal"; break;
3247 case WINED3DSIH_IEQ
: op
= "equal"; break;
3248 case WINED3DSIH_GE
: op
= "greaterThanEqual"; break;
3249 case WINED3DSIH_IGE
: op
= "greaterThanEqual"; break;
3250 case WINED3DSIH_UGE
: op
= "greaterThanEqual"; break;
3251 case WINED3DSIH_LT
: op
= "lessThan"; break;
3252 case WINED3DSIH_ILT
: op
= "lessThan"; break;
3253 case WINED3DSIH_ULT
: op
= "lessThan"; break;
3254 case WINED3DSIH_NE
: op
= "notEqual"; break;
3255 case WINED3DSIH_INE
: op
= "notEqual"; break;
3257 op
= "<unhandled operator>";
3258 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
3262 shader_addline(buffer
, "uvec%u(%s(%s, %s)) * 0xffffffffu);\n",
3263 mask_size
, op
, src0_param
.param_str
, src1_param
.param_str
);
3267 switch (ins
->handler_idx
)
3269 case WINED3DSIH_EQ
: op
= "=="; break;
3270 case WINED3DSIH_IEQ
: op
= "=="; break;
3271 case WINED3DSIH_GE
: op
= ">="; break;
3272 case WINED3DSIH_IGE
: op
= ">="; break;
3273 case WINED3DSIH_UGE
: op
= ">="; break;
3274 case WINED3DSIH_LT
: op
= "<"; break;
3275 case WINED3DSIH_ILT
: op
= "<"; break;
3276 case WINED3DSIH_ULT
: op
= "<"; break;
3277 case WINED3DSIH_NE
: op
= "!="; break;
3278 case WINED3DSIH_INE
: op
= "!="; break;
3280 op
= "<unhandled operator>";
3281 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
3285 shader_addline(buffer
, "%s %s %s ? 0xffffffffu : 0u);\n",
3286 src0_param
.param_str
, op
, src1_param
.param_str
);
3290 static void shader_glsl_unary_op(const struct wined3d_shader_instruction
*ins
)
3292 struct glsl_src_param src_param
;
3296 switch (ins
->handler_idx
)
3298 case WINED3DSIH_INEG
: op
= "-"; break;
3299 case WINED3DSIH_NOT
: op
= "~"; break;
3301 op
= "<unhandled operator>";
3302 ERR("Unhandled opcode %s.\n",
3303 debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3307 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3308 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3309 shader_addline(ins
->ctx
->buffer
, "%s%s);\n", op
, src_param
.param_str
);
3312 static void shader_glsl_imul(const struct wined3d_shader_instruction
*ins
)
3314 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3315 struct glsl_src_param src0_param
;
3316 struct glsl_src_param src1_param
;
3319 /* If we have ARB_gpu_shader5 or GLSL 4.0, we can use imulExtended(). If
3320 * not, we can emulate it. */
3321 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
3322 FIXME("64-bit integer multiplies not implemented.\n");
3324 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3326 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3327 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3328 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3330 shader_addline(ins
->ctx
->buffer
, "%s * %s);\n",
3331 src0_param
.param_str
, src1_param
.param_str
);
3335 static void shader_glsl_udiv(const struct wined3d_shader_instruction
*ins
)
3337 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3338 struct glsl_src_param src0_param
, src1_param
;
3341 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
3343 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3347 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3348 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3349 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3350 shader_addline(buffer
, "tmp0%s = uintBitsToFloat(%s / %s);\n",
3351 dst_mask
, src0_param
.param_str
, src1_param
.param_str
);
3353 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3354 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3355 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3356 shader_addline(buffer
, "%s %% %s);\n", src0_param
.param_str
, src1_param
.param_str
);
3358 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], WINED3D_DATA_FLOAT
);
3359 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
3363 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
3364 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3365 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3366 shader_addline(buffer
, "%s / %s);\n", src0_param
.param_str
, src1_param
.param_str
);
3369 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3371 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3372 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3373 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3374 shader_addline(buffer
, "%s %% %s);\n", src0_param
.param_str
, src1_param
.param_str
);
3378 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
3379 static void shader_glsl_mov(const struct wined3d_shader_instruction
*ins
)
3381 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
3382 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3383 struct glsl_src_param src0_param
;
3386 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3387 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3389 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
3390 * shader versions WINED3DSIO_MOVA is used for this. */
3391 if (ins
->ctx
->reg_maps
->shader_version
.major
== 1
3392 && ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_VERTEX
3393 && ins
->dst
[0].reg
.type
== WINED3DSPR_ADDR
)
3395 /* This is a simple floor() */
3396 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3397 if (mask_size
> 1) {
3398 shader_addline(buffer
, "ivec%d(floor(%s)));\n", mask_size
, src0_param
.param_str
);
3400 shader_addline(buffer
, "int(floor(%s)));\n", src0_param
.param_str
);
3403 else if(ins
->handler_idx
== WINED3DSIH_MOVA
)
3405 /* We need to *round* to the nearest int here. */
3406 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3408 if (gl_info
->supported
[EXT_GPU_SHADER4
])
3411 shader_addline(buffer
, "ivec%d(round(%s)));\n", mask_size
, src0_param
.param_str
);
3413 shader_addline(buffer
, "int(round(%s)));\n", src0_param
.param_str
);
3418 shader_addline(buffer
, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
3419 mask_size
, src0_param
.param_str
, mask_size
, src0_param
.param_str
);
3421 shader_addline(buffer
, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
3422 src0_param
.param_str
, src0_param
.param_str
);
3427 shader_addline(buffer
, "%s);\n", src0_param
.param_str
);
3431 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
3432 static void shader_glsl_dot(const struct wined3d_shader_instruction
*ins
)
3434 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3435 struct glsl_src_param src0_param
;
3436 struct glsl_src_param src1_param
;
3437 DWORD dst_write_mask
, src_write_mask
;
3438 unsigned int dst_size
;
3440 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
3441 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
3443 /* dp4 works on vec4, dp3 on vec3, etc. */
3444 if (ins
->handler_idx
== WINED3DSIH_DP4
)
3445 src_write_mask
= WINED3DSP_WRITEMASK_ALL
;
3446 else if (ins
->handler_idx
== WINED3DSIH_DP3
)
3447 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3449 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
3451 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_write_mask
, &src0_param
);
3452 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_write_mask
, &src1_param
);
3455 shader_addline(buffer
, "vec%d(dot(%s, %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
3457 shader_addline(buffer
, "dot(%s, %s));\n", src0_param
.param_str
, src1_param
.param_str
);
3461 /* Note that this instruction has some restrictions. The destination write mask
3462 * can't contain the w component, and the source swizzles have to be .xyzw */
3463 static void shader_glsl_cross(const struct wined3d_shader_instruction
*ins
)
3465 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3466 struct glsl_src_param src0_param
;
3467 struct glsl_src_param src1_param
;
3470 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3471 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3472 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3473 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
3474 shader_addline(ins
->ctx
->buffer
, "cross(%s, %s)%s);\n", src0_param
.param_str
, src1_param
.param_str
, dst_mask
);
3477 static void shader_glsl_cut(const struct wined3d_shader_instruction
*ins
)
3479 unsigned int stream
= ins
->handler_idx
== WINED3DSIH_CUT
? 0 : ins
->src
[0].reg
.idx
[0].offset
;
3482 shader_addline(ins
->ctx
->buffer
, "EndPrimitive();\n");
3484 FIXME("Unhandled primitive stream %u.\n", stream
);
3487 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
3488 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
3489 * GLSL uses the value as-is. */
3490 static void shader_glsl_pow(const struct wined3d_shader_instruction
*ins
)
3492 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3493 struct glsl_src_param src0_param
;
3494 struct glsl_src_param src1_param
;
3495 DWORD dst_write_mask
;
3496 unsigned int dst_size
;
3498 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
3499 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
3501 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3502 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
3506 shader_addline(buffer
, "vec%u(%s == 0.0 ? 1.0 : pow(abs(%s), %s)));\n",
3507 dst_size
, src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
3511 shader_addline(buffer
, "%s == 0.0 ? 1.0 : pow(abs(%s), %s));\n",
3512 src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
3516 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
3517 static void shader_glsl_map2gl(const struct wined3d_shader_instruction
*ins
)
3519 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3520 struct glsl_src_param src_param
;
3521 const char *instruction
;
3525 /* Determine the GLSL function to use based on the opcode */
3526 /* TODO: Possibly make this a table for faster lookups */
3527 switch (ins
->handler_idx
)
3529 case WINED3DSIH_ABS
: instruction
= "abs"; break;
3530 case WINED3DSIH_DSX
: instruction
= "dFdx"; break;
3531 case WINED3DSIH_DSX_COARSE
: instruction
= "dFdxCoarse"; break;
3532 case WINED3DSIH_DSX_FINE
: instruction
= "dFdxFine"; break;
3533 case WINED3DSIH_DSY
: instruction
= "ycorrection.y * dFdy"; break;
3534 case WINED3DSIH_DSY_COARSE
: instruction
= "ycorrection.y * dFdyCoarse"; break;
3535 case WINED3DSIH_DSY_FINE
: instruction
= "ycorrection.y * dFdyFine"; break;
3536 case WINED3DSIH_FRC
: instruction
= "fract"; break;
3537 case WINED3DSIH_IMAX
: instruction
= "max"; break;
3538 case WINED3DSIH_IMIN
: instruction
= "min"; break;
3539 case WINED3DSIH_MAX
: instruction
= "max"; break;
3540 case WINED3DSIH_MIN
: instruction
= "min"; break;
3541 case WINED3DSIH_ROUND_NE
: instruction
= "roundEven"; break;
3542 case WINED3DSIH_ROUND_NI
: instruction
= "floor"; break;
3543 case WINED3DSIH_ROUND_PI
: instruction
= "ceil"; break;
3544 case WINED3DSIH_ROUND_Z
: instruction
= "trunc"; break;
3545 case WINED3DSIH_SQRT
: instruction
= "sqrt"; break;
3546 case WINED3DSIH_UMAX
: instruction
= "max"; break;
3547 case WINED3DSIH_UMIN
: instruction
= "min"; break;
3548 default: instruction
= "";
3549 ERR("Opcode %s not yet handled in GLSL.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3553 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3555 shader_addline(buffer
, "%s(", instruction
);
3559 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3560 shader_addline(buffer
, "%s", src_param
.param_str
);
3561 for (i
= 1; i
< ins
->src_count
; ++i
)
3563 shader_glsl_add_src_param(ins
, &ins
->src
[i
], write_mask
, &src_param
);
3564 shader_addline(buffer
, ", %s", src_param
.param_str
);
3568 shader_addline(buffer
, "));\n");
3571 static void shader_glsl_nop(const struct wined3d_shader_instruction
*ins
) {}
3573 static void shader_glsl_nrm(const struct wined3d_shader_instruction
*ins
)
3575 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3576 struct glsl_src_param src_param
;
3577 unsigned int mask_size
;
3581 write_mask
= shader_glsl_get_write_mask(ins
->dst
, dst_mask
);
3582 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3583 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3585 shader_addline(buffer
, "tmp0.x = dot(%s, %s);\n",
3586 src_param
.param_str
, src_param
.param_str
);
3587 shader_glsl_append_dst(buffer
, ins
);
3591 shader_addline(buffer
, "tmp0.x == 0.0 ? vec%u(0.0) : (%s * inversesqrt(tmp0.x)));\n",
3592 mask_size
, src_param
.param_str
);
3596 shader_addline(buffer
, "tmp0.x == 0.0 ? 0.0 : (%s * inversesqrt(tmp0.x)));\n",
3597 src_param
.param_str
);
3601 static void shader_glsl_scalar_op(const struct wined3d_shader_instruction
*ins
)
3603 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
3604 ins
->ctx
->reg_maps
->shader_version
.minor
);
3605 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3606 struct glsl_src_param src0_param
;
3607 const char *prefix
, *suffix
;
3608 unsigned int dst_size
;
3609 DWORD dst_write_mask
;
3611 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
3612 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
3614 if (shader_version
< WINED3D_SHADER_VERSION(4, 0))
3615 dst_write_mask
= WINED3DSP_WRITEMASK_3
;
3617 shader_glsl_add_src_param(ins
, &ins
->src
[0], dst_write_mask
, &src0_param
);
3619 switch (ins
->handler_idx
)
3621 case WINED3DSIH_EXP
:
3622 case WINED3DSIH_EXPP
:
3627 case WINED3DSIH_LOG
:
3628 case WINED3DSIH_LOGP
:
3629 prefix
= "log2(abs(";
3633 case WINED3DSIH_RCP
:
3638 case WINED3DSIH_RSQ
:
3639 prefix
= "inversesqrt(abs(";
3646 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
3650 if (dst_size
> 1 && shader_version
< WINED3D_SHADER_VERSION(4, 0))
3651 shader_addline(buffer
, "vec%u(%s%s%s));\n", dst_size
, prefix
, src0_param
.param_str
, suffix
);
3653 shader_addline(buffer
, "%s%s%s);\n", prefix
, src0_param
.param_str
, suffix
);
3656 /** Process the WINED3DSIO_EXPP instruction in GLSL:
3657 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
3658 * dst.x = 2^(floor(src))
3659 * dst.y = src - floor(src)
3660 * dst.z = 2^src (partial precision is allowed, but optional)
3662 * For 2.0 shaders, just do this (honoring writemask and swizzle):
3663 * dst = 2^src; (partial precision is allowed, but optional)
3665 static void shader_glsl_expp(const struct wined3d_shader_instruction
*ins
)
3667 if (ins
->ctx
->reg_maps
->shader_version
.major
< 2)
3669 struct glsl_src_param src_param
;
3672 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
3674 shader_addline(ins
->ctx
->buffer
, "tmp0.x = exp2(floor(%s));\n", src_param
.param_str
);
3675 shader_addline(ins
->ctx
->buffer
, "tmp0.y = %s - floor(%s);\n", src_param
.param_str
, src_param
.param_str
);
3676 shader_addline(ins
->ctx
->buffer
, "tmp0.z = exp2(%s);\n", src_param
.param_str
);
3677 shader_addline(ins
->ctx
->buffer
, "tmp0.w = 1.0;\n");
3679 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3680 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3681 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", dst_mask
);
3685 shader_glsl_scalar_op(ins
);
3688 static void shader_glsl_cast(const struct wined3d_shader_instruction
*ins
,
3689 const char *vector_constructor
, const char *scalar_constructor
)
3691 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3692 struct glsl_src_param src_param
;
3693 unsigned int mask_size
;
3696 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3697 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3698 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3701 shader_addline(buffer
, "%s%u(%s));\n", vector_constructor
, mask_size
, src_param
.param_str
);
3703 shader_addline(buffer
, "%s(%s));\n", scalar_constructor
, src_param
.param_str
);
3706 static void shader_glsl_to_int(const struct wined3d_shader_instruction
*ins
)
3708 shader_glsl_cast(ins
, "ivec", "int");
3711 static void shader_glsl_to_uint(const struct wined3d_shader_instruction
*ins
)
3713 shader_glsl_cast(ins
, "uvec", "uint");
3716 static void shader_glsl_to_float(const struct wined3d_shader_instruction
*ins
)
3718 shader_glsl_cast(ins
, "vec", "float");
3721 /** Process signed comparison opcodes in GLSL. */
3722 static void shader_glsl_compare(const struct wined3d_shader_instruction
*ins
)
3724 struct glsl_src_param src0_param
;
3725 struct glsl_src_param src1_param
;
3727 unsigned int mask_size
;
3729 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3730 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3731 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3732 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3734 if (mask_size
> 1) {
3735 const char *compare
;
3737 switch(ins
->handler_idx
)
3739 case WINED3DSIH_SLT
: compare
= "lessThan"; break;
3740 case WINED3DSIH_SGE
: compare
= "greaterThanEqual"; break;
3741 default: compare
= "";
3742 FIXME("Can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3745 shader_addline(ins
->ctx
->buffer
, "vec%d(%s(%s, %s)));\n", mask_size
, compare
,
3746 src0_param
.param_str
, src1_param
.param_str
);
3748 switch(ins
->handler_idx
)
3750 case WINED3DSIH_SLT
:
3751 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
3752 * to return 0.0 but step returns 1.0 because step is not < x
3753 * An alternative is a bvec compare padded with an unused second component.
3754 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
3755 * issue. Playing with not() is not possible either because not() does not accept
3758 shader_addline(ins
->ctx
->buffer
, "(%s < %s) ? 1.0 : 0.0);\n",
3759 src0_param
.param_str
, src1_param
.param_str
);
3761 case WINED3DSIH_SGE
:
3762 /* Here we can use the step() function and safe a conditional */
3763 shader_addline(ins
->ctx
->buffer
, "step(%s, %s));\n", src1_param
.param_str
, src0_param
.param_str
);
3766 FIXME("Can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3772 static void shader_glsl_conditional_move(const struct wined3d_shader_instruction
*ins
)
3774 const char *condition_prefix
, *condition_suffix
;
3775 struct wined3d_shader_dst_param dst
;
3776 struct glsl_src_param src0_param
;
3777 struct glsl_src_param src1_param
;
3778 struct glsl_src_param src2_param
;
3779 BOOL temp_destination
= FALSE
;
3780 DWORD cmp_channel
= 0;
3785 switch (ins
->handler_idx
)
3787 case WINED3DSIH_CMP
:
3788 condition_prefix
= "";
3789 condition_suffix
= " >= 0.0";
3792 case WINED3DSIH_CND
:
3793 condition_prefix
= "";
3794 condition_suffix
= " > 0.5";
3797 case WINED3DSIH_MOVC
:
3798 condition_prefix
= "bool(";
3799 condition_suffix
= ")";
3803 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
3804 condition_prefix
= "<unhandled prefix>";
3805 condition_suffix
= "<unhandled suffix>";
3809 if (shader_is_scalar(&ins
->dst
[0].reg
) || shader_is_scalar(&ins
->src
[0].reg
))
3811 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3812 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3813 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3814 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3816 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
3817 condition_prefix
, src0_param
.param_str
, condition_suffix
,
3818 src1_param
.param_str
, src2_param
.param_str
);
3824 /* Splitting the instruction up in multiple lines imposes a problem:
3825 * The first lines may overwrite source parameters of the following lines.
3826 * Deal with that by using a temporary destination register if needed. */
3827 if ((ins
->src
[0].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
3828 && ins
->src
[0].reg
.type
== dst
.reg
.type
)
3829 || (ins
->src
[1].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
3830 && ins
->src
[1].reg
.type
== dst
.reg
.type
)
3831 || (ins
->src
[2].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
3832 && ins
->src
[2].reg
.type
== dst
.reg
.type
))
3833 temp_destination
= TRUE
;
3835 /* Cycle through all source0 channels. */
3836 for (i
= 0; i
< 4; ++i
)
3839 /* Find the destination channels which use the current source0 channel. */
3840 for (j
= 0; j
< 4; ++j
)
3842 if (((ins
->src
[0].swizzle
>> (2 * j
)) & 0x3) == i
)
3844 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
3845 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
3848 dst
.write_mask
= ins
->dst
[0].write_mask
& write_mask
;
3850 if (temp_destination
)
3852 if (!(write_mask
= shader_glsl_get_write_mask(&dst
, mask_char
)))
3854 shader_addline(ins
->ctx
->buffer
, "tmp0%s = (", mask_char
);
3856 else if (!(write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
, dst
.reg
.data_type
)))
3859 shader_glsl_add_src_param(ins
, &ins
->src
[0], cmp_channel
, &src0_param
);
3860 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3861 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3863 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
3864 condition_prefix
, src0_param
.param_str
, condition_suffix
,
3865 src1_param
.param_str
, src2_param
.param_str
);
3868 if (temp_destination
)
3870 shader_glsl_get_write_mask(&ins
->dst
[0], mask_char
);
3871 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3872 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", mask_char
);
3876 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
3877 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
3878 * the compare is done per component of src0. */
3879 static void shader_glsl_cnd(const struct wined3d_shader_instruction
*ins
)
3881 struct glsl_src_param src0_param
;
3882 struct glsl_src_param src1_param
;
3883 struct glsl_src_param src2_param
;
3885 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
3886 ins
->ctx
->reg_maps
->shader_version
.minor
);
3888 if (shader_version
< WINED3D_SHADER_VERSION(1, 4))
3890 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3891 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3892 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3893 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3895 if (ins
->coissue
&& ins
->dst
->write_mask
!= WINED3DSP_WRITEMASK_3
)
3896 shader_addline(ins
->ctx
->buffer
, "%s /* COISSUE! */);\n", src1_param
.param_str
);
3898 shader_addline(ins
->ctx
->buffer
, "%s > 0.5 ? %s : %s);\n",
3899 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
3903 shader_glsl_conditional_move(ins
);
3906 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
3907 static void shader_glsl_mad(const struct wined3d_shader_instruction
*ins
)
3909 struct glsl_src_param src0_param
;
3910 struct glsl_src_param src1_param
;
3911 struct glsl_src_param src2_param
;
3914 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3915 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3916 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3917 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3918 shader_addline(ins
->ctx
->buffer
, "(%s * %s) + %s);\n",
3919 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
3922 /* Handles transforming all WINED3DSIO_M?x? opcodes for
3923 Vertex shaders to GLSL codes */
3924 static void shader_glsl_mnxn(const struct wined3d_shader_instruction
*ins
)
3927 int nComponents
= 0;
3928 struct wined3d_shader_dst_param tmp_dst
= {{0}};
3929 struct wined3d_shader_src_param tmp_src
[2] = {{{0}}};
3930 struct wined3d_shader_instruction tmp_ins
;
3932 memset(&tmp_ins
, 0, sizeof(tmp_ins
));
3934 /* Set constants for the temporary argument */
3935 tmp_ins
.ctx
= ins
->ctx
;
3936 tmp_ins
.dst_count
= 1;
3937 tmp_ins
.dst
= &tmp_dst
;
3938 tmp_ins
.src_count
= 2;
3939 tmp_ins
.src
= tmp_src
;
3941 switch(ins
->handler_idx
)
3943 case WINED3DSIH_M4x4
:
3945 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
3947 case WINED3DSIH_M4x3
:
3949 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
3951 case WINED3DSIH_M3x4
:
3953 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
3955 case WINED3DSIH_M3x3
:
3957 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
3959 case WINED3DSIH_M3x2
:
3961 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
3967 tmp_dst
= ins
->dst
[0];
3968 tmp_src
[0] = ins
->src
[0];
3969 tmp_src
[1] = ins
->src
[1];
3970 for (i
= 0; i
< nComponents
; ++i
)
3972 tmp_dst
.write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
3973 shader_glsl_dot(&tmp_ins
);
3974 ++tmp_src
[1].reg
.idx
[0].offset
;
3979 The LRP instruction performs a component-wise linear interpolation
3980 between the second and third operands using the first operand as the
3981 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
3982 This is equivalent to mix(src2, src1, src0);
3984 static void shader_glsl_lrp(const struct wined3d_shader_instruction
*ins
)
3986 struct glsl_src_param src0_param
;
3987 struct glsl_src_param src1_param
;
3988 struct glsl_src_param src2_param
;
3991 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3993 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3994 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3995 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3997 shader_addline(ins
->ctx
->buffer
, "mix(%s, %s, %s));\n",
3998 src2_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
);
4001 /** Process the WINED3DSIO_LIT instruction in GLSL:
4002 * dst.x = dst.w = 1.0
4003 * dst.y = (src0.x > 0) ? src0.x
4004 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
4005 * where src.w is clamped at +- 128
4007 static void shader_glsl_lit(const struct wined3d_shader_instruction
*ins
)
4009 struct glsl_src_param src0_param
;
4010 struct glsl_src_param src1_param
;
4011 struct glsl_src_param src3_param
;
4014 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4015 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4017 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4018 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src1_param
);
4019 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src3_param
);
4021 /* The sdk specifies the instruction like this
4023 * if(src.x > 0.0) dst.y = src.x
4025 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
4028 * (where power = src.w clamped between -128 and 128)
4030 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
4031 * dst.x = 1.0 ... No further explanation needed
4032 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
4033 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
4034 * dst.w = 1.0. ... Nothing fancy.
4036 * So we still have one conditional in there. So do this:
4037 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
4039 * 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),
4040 * 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.
4041 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to.
4043 * Unfortunately pow(0.0 ^ 0.0) returns NaN on most GPUs, but lit with src.y = 0 and src.w = 0 returns
4044 * a non-NaN value in dst.z. What we return doesn't matter, as long as it is not NaN. Return 0, which is
4045 * what all Windows HW drivers and GL_ARB_vertex_program's LIT do.
4047 shader_addline(ins
->ctx
->buffer
,
4048 "vec4(1.0, max(%s, 0.0), %s == 0.0 ? 0.0 : "
4049 "pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
4050 src0_param
.param_str
, src3_param
.param_str
, src1_param
.param_str
,
4051 src0_param
.param_str
, src3_param
.param_str
, dst_mask
);
4054 /** Process the WINED3DSIO_DST instruction in GLSL:
4056 * dst.y = src0.x * src0.y
4060 static void shader_glsl_dst(const struct wined3d_shader_instruction
*ins
)
4062 struct glsl_src_param src0y_param
;
4063 struct glsl_src_param src0z_param
;
4064 struct glsl_src_param src1y_param
;
4065 struct glsl_src_param src1w_param
;
4068 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4069 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4071 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src0y_param
);
4072 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &src0z_param
);
4073 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_1
, &src1y_param
);
4074 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_3
, &src1w_param
);
4076 shader_addline(ins
->ctx
->buffer
, "vec4(1.0, %s * %s, %s, %s))%s;\n",
4077 src0y_param
.param_str
, src1y_param
.param_str
, src0z_param
.param_str
, src1w_param
.param_str
, dst_mask
);
4080 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
4081 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
4082 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
4084 * dst.x = cos(src0.?)
4085 * dst.y = sin(src0.?)
4089 static void shader_glsl_sincos(const struct wined3d_shader_instruction
*ins
)
4091 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4092 struct glsl_src_param src0_param
;
4095 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
4097 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4099 write_mask
= shader_glsl_append_dst(buffer
, ins
);
4102 case WINED3DSP_WRITEMASK_0
:
4103 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
4106 case WINED3DSP_WRITEMASK_1
:
4107 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
4110 case (WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
):
4111 shader_addline(buffer
, "vec2(cos(%s), sin(%s)));\n",
4112 src0_param
.param_str
, src0_param
.param_str
);
4116 ERR("Write mask should be .x, .y or .xy\n");
4123 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
4126 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
4130 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4131 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4132 shader_addline(buffer
, "tmp0%s = sin(%s);\n", dst_mask
, src0_param
.param_str
);
4134 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
4135 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4136 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
4138 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
4139 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
4143 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
4144 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4145 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
4148 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
4150 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
4151 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4152 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
4156 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
4157 * here. But those extra parameters require a dedicated function for sgn, since map2gl would
4158 * generate invalid code
4160 static void shader_glsl_sgn(const struct wined3d_shader_instruction
*ins
)
4162 struct glsl_src_param src0_param
;
4165 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4166 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4168 shader_addline(ins
->ctx
->buffer
, "sign(%s));\n", src0_param
.param_str
);
4171 /** Process the WINED3DSIO_LOOP instruction in GLSL:
4172 * Start a for() loop where src1.y is the initial value of aL,
4173 * increment aL by src1.z for a total of src1.x iterations.
4174 * Need to use a temporary variable for this operation.
4176 /* FIXME: I don't think nested loops will work correctly this way. */
4177 static void shader_glsl_loop(const struct wined3d_shader_instruction
*ins
)
4179 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
4180 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4181 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
4182 const struct wined3d_shader_lconst
*constant
;
4183 struct glsl_src_param src1_param
;
4184 const DWORD
*control_values
= NULL
;
4186 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
4188 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_ALL
, &src1_param
);
4190 /* Try to hardcode the loop control parameters if possible. Direct3D 9
4191 * class hardware doesn't support real varying indexing, but Microsoft
4192 * designed this feature for Shader model 2.x+. If the loop control is
4193 * known at compile time, the GLSL compiler can unroll the loop, and
4194 * replace indirect addressing with direct addressing. */
4195 if (ins
->src
[1].reg
.type
== WINED3DSPR_CONSTINT
)
4197 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
4199 if (constant
->idx
== ins
->src
[1].reg
.idx
[0].offset
)
4201 control_values
= constant
->value
;
4209 struct wined3d_shader_loop_control loop_control
;
4210 loop_control
.count
= control_values
[0];
4211 loop_control
.start
= control_values
[1];
4212 loop_control
.step
= (int)control_values
[2];
4214 if (loop_control
.step
> 0)
4216 shader_addline(buffer
, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d)\n{\n",
4217 loop_state
->current_depth
, loop_control
.start
,
4218 loop_state
->current_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
4219 loop_state
->current_depth
, loop_control
.step
);
4221 else if (loop_control
.step
< 0)
4223 shader_addline(buffer
, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d)\n{\n",
4224 loop_state
->current_depth
, loop_control
.start
,
4225 loop_state
->current_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
4226 loop_state
->current_depth
, loop_control
.step
);
4230 shader_addline(buffer
, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++)\n{\n",
4231 loop_state
->current_depth
, loop_control
.start
, loop_state
->current_depth
,
4232 loop_state
->current_depth
, loop_control
.count
,
4233 loop_state
->current_depth
);
4238 shader_addline(buffer
, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z)\n{\n",
4239 loop_state
->current_depth
, loop_state
->current_reg
,
4240 src1_param
.reg_name
, loop_state
->current_depth
, src1_param
.reg_name
,
4241 loop_state
->current_depth
, loop_state
->current_reg
, src1_param
.reg_name
);
4244 ++loop_state
->current_reg
;
4248 shader_addline(buffer
, "for (;;)\n{\n");
4251 ++loop_state
->current_depth
;
4254 static void shader_glsl_end(const struct wined3d_shader_instruction
*ins
)
4256 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
4258 shader_addline(ins
->ctx
->buffer
, "}\n");
4260 if (ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
4262 --loop_state
->current_depth
;
4263 --loop_state
->current_reg
;
4266 if (ins
->handler_idx
== WINED3DSIH_ENDREP
)
4268 --loop_state
->current_depth
;
4272 static void shader_glsl_rep(const struct wined3d_shader_instruction
*ins
)
4274 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
4275 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
4276 const struct wined3d_shader_lconst
*constant
;
4277 struct glsl_src_param src0_param
;
4278 const DWORD
*control_values
= NULL
;
4280 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
4281 if (ins
->src
[0].reg
.type
== WINED3DSPR_CONSTINT
)
4283 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
4285 if (constant
->idx
== ins
->src
[0].reg
.idx
[0].offset
)
4287 control_values
= constant
->value
;
4295 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
4296 loop_state
->current_depth
, loop_state
->current_depth
,
4297 control_values
[0], loop_state
->current_depth
);
4301 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4302 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
4303 loop_state
->current_depth
, loop_state
->current_depth
,
4304 src0_param
.param_str
, loop_state
->current_depth
);
4307 ++loop_state
->current_depth
;
4310 static void shader_glsl_switch(const struct wined3d_shader_instruction
*ins
)
4312 struct glsl_src_param src0_param
;
4314 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4315 shader_addline(ins
->ctx
->buffer
, "switch (%s)\n{\n", src0_param
.param_str
);
4318 static void shader_glsl_case(const struct wined3d_shader_instruction
*ins
)
4320 struct glsl_src_param src0_param
;
4322 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4323 shader_addline(ins
->ctx
->buffer
, "case %s:\n", src0_param
.param_str
);
4326 static void shader_glsl_default(const struct wined3d_shader_instruction
*ins
)
4328 shader_addline(ins
->ctx
->buffer
, "default:\n");
4331 static void shader_glsl_if(const struct wined3d_shader_instruction
*ins
)
4333 const char *condition
= (ins
->flags
== WINED3D_SHADER_CONDITIONAL_OP_NZ
) ? "bool" : "!bool";
4334 struct glsl_src_param src0_param
;
4336 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4337 shader_addline(ins
->ctx
->buffer
, "if (%s(%s)) {\n", condition
, src0_param
.param_str
);
4340 static void shader_glsl_ifc(const struct wined3d_shader_instruction
*ins
)
4342 struct glsl_src_param src0_param
;
4343 struct glsl_src_param src1_param
;
4345 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4346 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
4348 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) {\n",
4349 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
4352 static void shader_glsl_else(const struct wined3d_shader_instruction
*ins
)
4354 shader_addline(ins
->ctx
->buffer
, "} else {\n");
4357 static void shader_glsl_emit(const struct wined3d_shader_instruction
*ins
)
4359 unsigned int stream
= ins
->handler_idx
== WINED3DSIH_EMIT
? 0 : ins
->src
[0].reg
.idx
[0].offset
;
4361 shader_addline(ins
->ctx
->buffer
, "setup_gs_output(gs_out);\n");
4362 shader_glsl_fixup_position(ins
->ctx
->buffer
);
4365 shader_addline(ins
->ctx
->buffer
, "EmitVertex();\n");
4367 FIXME("Unhandled primitive stream %u.\n", stream
);
4370 static void shader_glsl_break(const struct wined3d_shader_instruction
*ins
)
4372 shader_addline(ins
->ctx
->buffer
, "break;\n");
4375 /* FIXME: According to MSDN the compare is done per component. */
4376 static void shader_glsl_breakc(const struct wined3d_shader_instruction
*ins
)
4378 struct glsl_src_param src0_param
;
4379 struct glsl_src_param src1_param
;
4381 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4382 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
4384 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) break;\n",
4385 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
4388 static void shader_glsl_breakp(const struct wined3d_shader_instruction
*ins
)
4390 const char *condition
= (ins
->flags
== WINED3D_SHADER_CONDITIONAL_OP_NZ
) ? "bool" : "!bool";
4391 struct glsl_src_param src_param
;
4393 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
4394 shader_addline(ins
->ctx
->buffer
, "if (%s(%s)) break;\n", condition
, src_param
.param_str
);
4397 static void shader_glsl_continue(const struct wined3d_shader_instruction
*ins
)
4399 shader_addline(ins
->ctx
->buffer
, "continue;\n");
4402 static void shader_glsl_label(const struct wined3d_shader_instruction
*ins
)
4404 shader_addline(ins
->ctx
->buffer
, "}\n");
4405 shader_addline(ins
->ctx
->buffer
, "void subroutine%u()\n{\n", ins
->src
[0].reg
.idx
[0].offset
);
4408 static void shader_glsl_call(const struct wined3d_shader_instruction
*ins
)
4410 shader_addline(ins
->ctx
->buffer
, "subroutine%u();\n", ins
->src
[0].reg
.idx
[0].offset
);
4413 static void shader_glsl_callnz(const struct wined3d_shader_instruction
*ins
)
4415 struct glsl_src_param src1_param
;
4417 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
4418 shader_addline(ins
->ctx
->buffer
, "if (%s) subroutine%u();\n",
4419 src1_param
.param_str
, ins
->src
[0].reg
.idx
[0].offset
);
4422 static void shader_glsl_ret(const struct wined3d_shader_instruction
*ins
)
4424 /* No-op. The closing } is written when a new function is started, and at the end of the shader. This
4425 * function only suppresses the unhandled instruction warning
4429 /*********************************************
4430 * Pixel Shader Specific Code begins here
4431 ********************************************/
4432 static void shader_glsl_tex(const struct wined3d_shader_instruction
*ins
)
4434 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
4435 ins
->ctx
->reg_maps
->shader_version
.minor
);
4436 struct glsl_sample_function sample_function
;
4437 DWORD sample_flags
= 0;
4439 DWORD mask
= 0, swizzle
;
4440 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
4442 /* 1.0-1.4: Use destination register as sampler source.
4443 * 2.0+: Use provided sampler source. */
4444 if (shader_version
< WINED3D_SHADER_VERSION(2,0))
4445 resource_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4447 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4449 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
4451 DWORD flags
= (priv
->cur_ps_args
->tex_transform
>> resource_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
4452 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
4453 enum wined3d_shader_resource_type resource_type
= ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
;
4455 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
4456 if (flags
& WINED3D_PSARGS_PROJECTED
&& resource_type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
4458 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
4459 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
4461 case WINED3D_TTFF_COUNT1
:
4462 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
4464 case WINED3D_TTFF_COUNT2
:
4465 mask
= WINED3DSP_WRITEMASK_1
;
4467 case WINED3D_TTFF_COUNT3
:
4468 mask
= WINED3DSP_WRITEMASK_2
;
4470 case WINED3D_TTFF_COUNT4
:
4471 case WINED3D_TTFF_DISABLE
:
4472 mask
= WINED3DSP_WRITEMASK_3
;
4477 else if (shader_version
< WINED3D_SHADER_VERSION(2,0))
4479 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
4481 if (src_mod
== WINED3DSPSM_DZ
) {
4482 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
4483 mask
= WINED3DSP_WRITEMASK_2
;
4484 } else if (src_mod
== WINED3DSPSM_DW
) {
4485 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
4486 mask
= WINED3DSP_WRITEMASK_3
;
4491 if ((ins
->flags
& WINED3DSI_TEXLD_PROJECT
)
4492 && ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
4494 /* ps 2.0 texldp instruction always divides by the fourth component. */
4495 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
4496 mask
= WINED3DSP_WRITEMASK_3
;
4500 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, resource_idx
, sample_flags
, &sample_function
);
4501 mask
|= sample_function
.coord_mask
;
4502 sample_function
.coord_mask
= mask
;
4504 if (shader_version
< WINED3D_SHADER_VERSION(2,0)) swizzle
= WINED3DSP_NOSWIZZLE
;
4505 else swizzle
= ins
->src
[1].swizzle
;
4507 /* 1.0-1.3: Use destination register as coordinate source.
4508 1.4+: Use provided coordinate source register. */
4509 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
4512 shader_glsl_write_mask_to_str(mask
, coord_mask
);
4513 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
, NULL
,
4514 "T%u%s", resource_idx
, coord_mask
);
4518 struct glsl_src_param coord_param
;
4519 shader_glsl_add_src_param(ins
, &ins
->src
[0], mask
, &coord_param
);
4520 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
)
4522 struct glsl_src_param bias
;
4523 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &bias
);
4524 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, bias
.param_str
,
4525 NULL
, "%s", coord_param
.param_str
);
4527 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
, NULL
,
4528 "%s", coord_param
.param_str
);
4531 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4534 static void shader_glsl_texldd(const struct wined3d_shader_instruction
*ins
)
4536 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
4537 struct glsl_src_param coord_param
, dx_param
, dy_param
;
4538 struct glsl_sample_function sample_function
;
4540 DWORD swizzle
= ins
->src
[1].swizzle
;
4542 if (!gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] && !gl_info
->supported
[EXT_GPU_SHADER4
])
4544 FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
4545 shader_glsl_tex(ins
);
4549 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4551 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, WINED3D_GLSL_SAMPLE_GRAD
, &sample_function
);
4552 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
4553 shader_glsl_add_src_param(ins
, &ins
->src
[2], sample_function
.deriv_mask
, &dx_param
);
4554 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.deriv_mask
, &dy_param
);
4556 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, dx_param
.param_str
, dy_param
.param_str
,
4557 NULL
, NULL
, "%s", coord_param
.param_str
);
4558 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4561 static void shader_glsl_texldl(const struct wined3d_shader_instruction
*ins
)
4563 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
4564 struct glsl_src_param coord_param
, lod_param
;
4565 struct glsl_sample_function sample_function
;
4567 DWORD swizzle
= ins
->src
[1].swizzle
;
4569 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4571 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, WINED3D_GLSL_SAMPLE_LOD
, &sample_function
);
4572 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
4574 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
4576 if (!gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] && !gl_info
->supported
[EXT_GPU_SHADER4
]
4577 && ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
4579 /* Plain GLSL only supports Lod sampling functions in vertex shaders.
4580 * However, the NVIDIA drivers allow them in fragment shaders as well,
4581 * even without the appropriate extension. */
4582 WARN("Using %s in fragment shader.\n", sample_function
.name
->buffer
);
4584 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, lod_param
.param_str
, NULL
,
4585 "%s", coord_param
.param_str
);
4586 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4589 static unsigned int shader_glsl_find_sampler(const struct wined3d_shader_sampler_map
*sampler_map
,
4590 unsigned int resource_idx
, unsigned int sampler_idx
)
4592 struct wined3d_shader_sampler_map_entry
*entries
= sampler_map
->entries
;
4595 for (i
= 0; i
< sampler_map
->count
; ++i
)
4597 if (entries
[i
].resource_idx
== resource_idx
&& entries
[i
].sampler_idx
== sampler_idx
)
4598 return entries
[i
].bind_idx
;
4601 ERR("No GLSL sampler found for resource %u / sampler %u.\n", resource_idx
, sampler_idx
);
4606 static void shader_glsl_resinfo(const struct wined3d_shader_instruction
*ins
)
4608 static const unsigned int texture_size_component_count
[] =
4610 0, /* WINED3D_SHADER_RESOURCE_NONE */
4611 1, /* WINED3D_SHADER_RESOURCE_BUFFER */
4612 1, /* WINED3D_SHADER_RESOURCE_TEXTURE_1D */
4613 2, /* WINED3D_SHADER_RESOURCE_TEXTURE_2D */
4614 2, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMS */
4615 3, /* WINED3D_SHADER_RESOURCE_TEXTURE_3D */
4616 2, /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBE */
4617 2, /* WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY */
4618 3, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY */
4619 3, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY */
4622 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
4623 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
4624 enum wined3d_shader_resource_type resource_type
;
4625 unsigned int resource_idx
, sampler_bind_idx
, i
;
4626 enum wined3d_data_type dst_data_type
;
4627 struct glsl_src_param lod_param
;
4628 char dst_swizzle
[6];
4631 dst_data_type
= ins
->dst
[0].reg
.data_type
;
4632 if (ins
->flags
== WINED3DSI_RESINFO_UINT
)
4633 dst_data_type
= WINED3D_DATA_UINT
;
4634 else if (ins
->flags
)
4635 FIXME("Unhandled flags %#x.\n", ins
->flags
);
4637 write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], dst_data_type
);
4638 shader_glsl_get_swizzle(&ins
->src
[1], FALSE
, write_mask
, dst_swizzle
);
4640 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4641 resource_type
= ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
;
4642 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &lod_param
);
4643 sampler_bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
,
4644 resource_idx
, WINED3D_SAMPLER_DEFAULT
);
4646 if (resource_type
>= ARRAY_SIZE(texture_size_component_count
))
4648 ERR("Unexpected resource type %#x.\n", resource_type
);
4649 resource_type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
4652 if (dst_data_type
== WINED3D_DATA_UINT
)
4653 shader_addline(ins
->ctx
->buffer
, "uvec4(");
4655 shader_addline(ins
->ctx
->buffer
, "vec4(");
4657 shader_addline(ins
->ctx
->buffer
, "textureSize(%s_sampler%u, %s), ",
4658 shader_glsl_get_prefix(version
->type
), sampler_bind_idx
, lod_param
.param_str
);
4660 for (i
= 0; i
< 3 - texture_size_component_count
[resource_type
]; ++i
)
4661 shader_addline(ins
->ctx
->buffer
, "0, ");
4663 if (gl_info
->supported
[ARB_TEXTURE_QUERY_LEVELS
])
4665 shader_addline(ins
->ctx
->buffer
, "textureQueryLevels(%s_sampler%u)",
4666 shader_glsl_get_prefix(version
->type
), sampler_bind_idx
);
4670 FIXME("textureQueryLevels is not supported, returning 1 mipmap level.\n");
4671 shader_addline(ins
->ctx
->buffer
, "1");
4674 shader_addline(ins
->ctx
->buffer
, ")%s);\n", dst_swizzle
);
4677 /* FIXME: The current implementation does not handle multisample textures correctly. */
4678 static void shader_glsl_ld(const struct wined3d_shader_instruction
*ins
)
4680 unsigned int resource_idx
, sampler_idx
, sampler_bind_idx
;
4681 struct glsl_src_param coord_param
, lod_param
;
4682 struct glsl_sample_function sample_function
;
4683 DWORD flags
= WINED3D_GLSL_SAMPLE_LOAD
;
4685 if (wined3d_shader_instruction_has_texel_offset(ins
))
4686 flags
|= WINED3D_GLSL_SAMPLE_OFFSET
;
4688 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4689 sampler_idx
= WINED3D_SAMPLER_DEFAULT
;
4691 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sampler_idx
, flags
, &sample_function
);
4692 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
4693 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
4694 sampler_bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
, resource_idx
, sampler_idx
);
4695 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, ins
->src
[1].swizzle
,
4696 NULL
, NULL
, lod_param
.param_str
, &ins
->texel_offset
, "%s", coord_param
.param_str
);
4697 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4700 static void shader_glsl_sample(const struct wined3d_shader_instruction
*ins
)
4702 const char *lod_param_str
= NULL
, *dx_param_str
= NULL
, *dy_param_str
= NULL
;
4703 struct glsl_src_param coord_param
, lod_param
, dx_param
, dy_param
;
4704 unsigned int resource_idx
, sampler_idx
, sampler_bind_idx
;
4705 struct glsl_sample_function sample_function
;
4708 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_GRAD
)
4709 flags
|= WINED3D_GLSL_SAMPLE_GRAD
;
4710 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_LOD
)
4711 flags
|= WINED3D_GLSL_SAMPLE_LOD
;
4712 if (wined3d_shader_instruction_has_texel_offset(ins
))
4713 flags
|= WINED3D_GLSL_SAMPLE_OFFSET
;
4715 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4716 sampler_idx
= ins
->src
[2].reg
.idx
[0].offset
;
4718 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sampler_idx
, flags
, &sample_function
);
4719 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
4721 switch (ins
->handler_idx
)
4723 case WINED3DSIH_SAMPLE
:
4725 case WINED3DSIH_SAMPLE_B
:
4726 shader_glsl_add_src_param(ins
, &ins
->src
[3], WINED3DSP_WRITEMASK_0
, &lod_param
);
4727 lod_param_str
= lod_param
.param_str
;
4729 case WINED3DSIH_SAMPLE_GRAD
:
4730 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.deriv_mask
, &dx_param
);
4731 shader_glsl_add_src_param(ins
, &ins
->src
[4], sample_function
.deriv_mask
, &dy_param
);
4732 dx_param_str
= dx_param
.param_str
;
4733 dy_param_str
= dy_param
.param_str
;
4735 case WINED3DSIH_SAMPLE_LOD
:
4736 shader_glsl_add_src_param(ins
, &ins
->src
[3], WINED3DSP_WRITEMASK_0
, &lod_param
);
4737 lod_param_str
= lod_param
.param_str
;
4740 ERR("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
4744 sampler_bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
, resource_idx
, sampler_idx
);
4745 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, ins
->src
[1].swizzle
,
4746 dx_param_str
, dy_param_str
, lod_param_str
, &ins
->texel_offset
, "%s", coord_param
.param_str
);
4747 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4750 static void shader_glsl_sample_c(const struct wined3d_shader_instruction
*ins
)
4752 unsigned int resource_idx
, sampler_idx
, sampler_bind_idx
;
4753 struct glsl_src_param coord_param
, compare_param
;
4754 struct glsl_sample_function sample_function
;
4755 const char *lod_param
= NULL
;
4759 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_C_LZ
)
4762 flags
|= WINED3D_GLSL_SAMPLE_LOD
;
4765 if (wined3d_shader_instruction_has_texel_offset(ins
))
4766 flags
|= WINED3D_GLSL_SAMPLE_OFFSET
;
4768 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4769 sampler_idx
= ins
->src
[2].reg
.idx
[0].offset
;
4771 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sampler_idx
, flags
, &sample_function
);
4772 coord_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
4773 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
>> 1, &coord_param
);
4774 shader_glsl_add_src_param(ins
, &ins
->src
[3], WINED3DSP_WRITEMASK_0
, &compare_param
);
4775 sampler_bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
, resource_idx
, sampler_idx
);
4776 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
,
4777 NULL
, NULL
, lod_param
, &ins
->texel_offset
, "vec%u(%s, %s)",
4778 coord_size
, coord_param
.param_str
, compare_param
.param_str
);
4779 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4782 static void shader_glsl_texcoord(const struct wined3d_shader_instruction
*ins
)
4784 /* FIXME: Make this work for more than just 2D textures */
4785 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4786 DWORD write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4788 if (!(ins
->ctx
->reg_maps
->shader_version
.major
== 1 && ins
->ctx
->reg_maps
->shader_version
.minor
== 4))
4792 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4793 shader_addline(buffer
, "clamp(ffp_texcoord[%u], 0.0, 1.0)%s);\n",
4794 ins
->dst
[0].reg
.idx
[0].offset
, dst_mask
);
4798 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
4799 DWORD reg
= ins
->src
[0].reg
.idx
[0].offset
;
4800 char dst_swizzle
[6];
4802 shader_glsl_get_swizzle(&ins
->src
[0], FALSE
, write_mask
, dst_swizzle
);
4804 if (src_mod
== WINED3DSPSM_DZ
|| src_mod
== WINED3DSPSM_DW
)
4806 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4807 struct glsl_src_param div_param
;
4808 DWORD src_writemask
= src_mod
== WINED3DSPSM_DZ
? WINED3DSP_WRITEMASK_2
: WINED3DSP_WRITEMASK_3
;
4810 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_writemask
, &div_param
);
4813 shader_addline(buffer
, "ffp_texcoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
4815 shader_addline(buffer
, "ffp_texcoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
4819 shader_addline(buffer
, "ffp_texcoord[%u]%s);\n", reg
, dst_swizzle
);
4824 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
4825 * Take a 3-component dot product of the TexCoord[dstreg] and src,
4826 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
4827 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction
*ins
)
4829 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4830 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4831 struct glsl_sample_function sample_function
;
4832 struct glsl_src_param src0_param
;
4835 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4837 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
4838 * scalar, and projected sampling would require 4.
4840 * It is a dependent read - not valid with conditional NP2 textures
4842 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
4843 mask_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
4848 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4849 NULL
, "dot(ffp_texcoord[%u].xyz, %s)", sampler_idx
, src0_param
.param_str
);
4853 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4854 NULL
, "vec2(dot(ffp_texcoord[%u].xyz, %s), 0.0)", sampler_idx
, src0_param
.param_str
);
4858 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4859 NULL
, "vec3(dot(ffp_texcoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx
, src0_param
.param_str
);
4863 FIXME("Unexpected mask size %u\n", mask_size
);
4866 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4869 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
4870 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
4871 static void shader_glsl_texdp3(const struct wined3d_shader_instruction
*ins
)
4873 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4874 DWORD dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
4875 struct glsl_src_param src0_param
;
4877 unsigned int mask_size
;
4879 dst_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4880 mask_size
= shader_glsl_get_write_mask_size(dst_mask
);
4881 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4883 if (mask_size
> 1) {
4884 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(T%u.xyz, %s)));\n", mask_size
, dstreg
, src0_param
.param_str
);
4886 shader_addline(ins
->ctx
->buffer
, "dot(T%u.xyz, %s));\n", dstreg
, src0_param
.param_str
);
4890 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
4891 * Calculate the depth as dst.x / dst.y */
4892 static void shader_glsl_texdepth(const struct wined3d_shader_instruction
*ins
)
4894 struct glsl_dst_param dst_param
;
4896 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
4898 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
4899 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
4900 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
4901 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
4904 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
4905 dst_param
.reg_name
, dst_param
.reg_name
);
4908 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
4909 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
4910 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
4911 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
4913 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction
*ins
)
4915 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4916 DWORD dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
4917 struct glsl_src_param src0_param
;
4919 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4921 shader_addline(ins
->ctx
->buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg
, src0_param
.param_str
);
4922 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
4925 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
4926 * Calculate the 1st of a 2-row matrix multiplication. */
4927 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction
*ins
)
4929 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4930 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4931 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4932 struct glsl_src_param src0_param
;
4934 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4935 shader_addline(buffer
, "tmp0.x = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
4938 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
4939 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
4940 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction
*ins
)
4942 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4943 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4944 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
4945 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4946 struct glsl_src_param src0_param
;
4948 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4949 shader_addline(buffer
, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + tex_mx
->current_row
, reg
, src0_param
.param_str
);
4950 tex_mx
->texcoord_w
[tex_mx
->current_row
++] = reg
;
4953 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction
*ins
)
4955 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4956 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4957 struct glsl_sample_function sample_function
;
4958 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4959 struct glsl_src_param src0_param
;
4961 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4962 shader_addline(buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
4964 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
4966 /* Sample the texture using the calculated coordinates */
4967 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
, "tmp0.xy");
4968 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4971 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
4972 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
4973 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction
*ins
)
4975 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4976 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
4977 struct glsl_sample_function sample_function
;
4978 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4979 struct glsl_src_param src0_param
;
4981 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4982 shader_addline(ins
->ctx
->buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
4984 /* Dependent read, not valid with conditional NP2 */
4985 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
4987 /* Sample the texture using the calculated coordinates */
4988 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
, "tmp0.xyz");
4989 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4991 tex_mx
->current_row
= 0;
4994 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
4995 * Perform the 3rd row of a 3x3 matrix multiply */
4996 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction
*ins
)
4998 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4999 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
5000 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
5001 struct glsl_src_param src0_param
;
5004 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5006 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
5007 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
5008 shader_addline(ins
->ctx
->buffer
, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg
, src0_param
.param_str
, dst_mask
);
5010 tex_mx
->current_row
= 0;
5013 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
5014 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
5015 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction
*ins
)
5017 struct glsl_src_param src0_param
;
5018 struct glsl_src_param src1_param
;
5019 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5020 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
5021 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
5022 struct glsl_sample_function sample_function
;
5023 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
5026 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5027 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
5029 /* Perform the last matrix multiply operation */
5030 shader_addline(buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
5031 /* Reflection calculation */
5032 shader_addline(buffer
, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param
.param_str
);
5034 /* Dependent read, not valid with conditional NP2 */
5035 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
5036 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
5038 /* Sample the texture */
5039 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
5040 NULL
, NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
5041 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5043 tex_mx
->current_row
= 0;
5046 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
5047 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
5048 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction
*ins
)
5050 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5051 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
5052 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
5053 struct glsl_sample_function sample_function
;
5054 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
5055 struct glsl_src_param src0_param
;
5058 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5060 /* Perform the last matrix multiply operation */
5061 shader_addline(buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_param
.param_str
);
5063 /* Construct the eye-ray vector from w coordinates */
5064 shader_addline(buffer
, "tmp1.xyz = normalize(vec3(ffp_texcoord[%u].w, ffp_texcoord[%u].w, ffp_texcoord[%u].w));\n",
5065 tex_mx
->texcoord_w
[0], tex_mx
->texcoord_w
[1], reg
);
5066 shader_addline(buffer
, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
5068 /* Dependent read, not valid with conditional NP2 */
5069 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
5070 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
5072 /* Sample the texture using the calculated coordinates */
5073 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
5074 NULL
, NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
5075 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5077 tex_mx
->current_row
= 0;
5080 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
5081 * Apply a fake bump map transform.
5082 * texbem is pshader <= 1.3 only, this saves a few version checks
5084 static void shader_glsl_texbem(const struct wined3d_shader_instruction
*ins
)
5086 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5087 struct glsl_sample_function sample_function
;
5088 struct glsl_src_param coord_param
;
5094 sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5095 flags
= (priv
->cur_ps_args
->tex_transform
>> sampler_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
5096 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
5098 /* Dependent read, not valid with conditional NP2 */
5099 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
5100 mask
= sample_function
.coord_mask
;
5102 shader_glsl_write_mask_to_str(mask
, coord_mask
);
5104 /* With projected textures, texbem only divides the static texture coord,
5105 * not the displacement, so we can't let GL handle this. */
5106 if (flags
& WINED3D_PSARGS_PROJECTED
)
5109 char coord_div_mask
[3];
5110 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
5112 case WINED3D_TTFF_COUNT1
:
5113 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
5115 case WINED3D_TTFF_COUNT2
:
5116 div_mask
= WINED3DSP_WRITEMASK_1
;
5118 case WINED3D_TTFF_COUNT3
:
5119 div_mask
= WINED3DSP_WRITEMASK_2
;
5121 case WINED3D_TTFF_COUNT4
:
5122 case WINED3D_TTFF_DISABLE
:
5123 div_mask
= WINED3DSP_WRITEMASK_3
;
5126 shader_glsl_write_mask_to_str(div_mask
, coord_div_mask
);
5127 shader_addline(ins
->ctx
->buffer
, "T%u%s /= T%u%s;\n", sampler_idx
, coord_mask
, sampler_idx
, coord_div_mask
);
5130 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &coord_param
);
5132 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
5133 "T%u%s + vec4(bumpenv_mat%u * %s, 0.0, 0.0)%s", sampler_idx
, coord_mask
, sampler_idx
,
5134 coord_param
.param_str
, coord_mask
);
5136 if (ins
->handler_idx
== WINED3DSIH_TEXBEML
)
5138 struct glsl_src_param luminance_param
;
5139 struct glsl_dst_param dst_param
;
5141 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &luminance_param
);
5142 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
5144 shader_addline(ins
->ctx
->buffer
, "%s%s *= (%s * bumpenv_lum_scale%u + bumpenv_lum_offset%u);\n",
5145 dst_param
.reg_name
, dst_param
.mask_str
,
5146 luminance_param
.param_str
, sampler_idx
, sampler_idx
);
5148 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5151 static void shader_glsl_bem(const struct wined3d_shader_instruction
*ins
)
5153 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5154 struct glsl_src_param src0_param
, src1_param
;
5156 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
5157 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
5159 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
5160 shader_addline(ins
->ctx
->buffer
, "%s + bumpenv_mat%u * %s);\n",
5161 src0_param
.param_str
, sampler_idx
, src1_param
.param_str
);
5164 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
5165 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
5166 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction
*ins
)
5168 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5169 struct glsl_sample_function sample_function
;
5170 struct glsl_src_param src0_param
;
5172 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
5174 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
5175 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
5176 "%s.wx", src0_param
.reg_name
);
5177 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5180 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
5181 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
5182 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction
*ins
)
5184 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5185 struct glsl_sample_function sample_function
;
5186 struct glsl_src_param src0_param
;
5188 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
5190 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
5191 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
5192 "%s.yz", src0_param
.reg_name
);
5193 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5196 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
5197 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
5198 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction
*ins
)
5200 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5201 struct glsl_sample_function sample_function
;
5202 struct glsl_src_param src0_param
;
5204 /* Dependent read, not valid with conditional NP2 */
5205 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
5206 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &src0_param
);
5208 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
5209 "%s", src0_param
.param_str
);
5210 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5213 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
5214 * If any of the first 3 components are < 0, discard this pixel */
5215 static void shader_glsl_texkill(const struct wined3d_shader_instruction
*ins
)
5217 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 4)
5219 struct glsl_src_param src_param
;
5221 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
5222 shader_addline(ins
->ctx
->buffer
, "if (bool(floatBitsToUint(%s))) discard;\n", src_param
.param_str
);
5226 struct glsl_dst_param dst_param
;
5228 /* The argument is a destination parameter, and no writemasks are allowed */
5229 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
5231 /* 2.0 shaders compare all 4 components in texkill. */
5232 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 2)
5233 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param
.reg_name
);
5234 /* 1.x shaders only compare the first 3 components, probably due to
5235 * the nature of the texkill instruction as a tex* instruction, and
5236 * phase, which kills all .w components. Even if all 4 components are
5237 * defined, only the first 3 are used. */
5239 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param
.reg_name
);
5243 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
5244 * dst = dot2(src0, src1) + src2 */
5245 static void shader_glsl_dp2add(const struct wined3d_shader_instruction
*ins
)
5247 struct glsl_src_param src0_param
;
5248 struct glsl_src_param src1_param
;
5249 struct glsl_src_param src2_param
;
5251 unsigned int mask_size
;
5253 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
5254 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
5256 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
5257 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
5258 shader_glsl_add_src_param(ins
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &src2_param
);
5260 if (mask_size
> 1) {
5261 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(%s, %s) + %s));\n",
5262 mask_size
, src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
5264 shader_addline(ins
->ctx
->buffer
, "dot(%s, %s) + %s);\n",
5265 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
5269 static void shader_glsl_input_pack(const struct wined3d_shader
*shader
, struct wined3d_string_buffer
*buffer
,
5270 const struct wined3d_shader_signature
*input_signature
,
5271 const struct wined3d_shader_reg_maps
*reg_maps
,
5272 const struct ps_compile_args
*args
, const struct wined3d_gl_info
*gl_info
)
5276 for (i
= 0; i
< input_signature
->element_count
; ++i
)
5278 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
5279 const char *semantic_name
;
5284 if (!(reg_maps
->input_registers
& (1u << input
->register_idx
)))
5287 semantic_name
= input
->semantic_name
;
5288 semantic_idx
= input
->semantic_idx
;
5289 shader_glsl_write_mask_to_str(input
->mask
, reg_mask
);
5291 if (args
->vp_mode
== vertexshader
)
5293 if (input
->sysval_semantic
== WINED3D_SV_POSITION
&& !semantic_idx
)
5295 shader_addline(buffer
, "ps_in[%u]%s = vpos%s;\n",
5296 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
5298 else if (args
->pointsprite
&& shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
5300 shader_addline(buffer
, "ps_in[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", input
->register_idx
);
5302 else if (input
->sysval_semantic
== WINED3D_SV_IS_FRONT_FACE
)
5304 shader_addline(buffer
, "ps_in[%u] = vec4("
5305 "uintBitsToFloat(gl_FrontFacing ? 0xffffffffu : 0u), 0.0, 0.0, 0.0);\n",
5306 input
->register_idx
);
5310 if (input
->sysval_semantic
)
5311 FIXME("Unhandled sysval semantic %#x.\n", input
->sysval_semantic
);
5312 shader_addline(buffer
, "ps_in[%u]%s = ps_link[%u]%s;\n",
5313 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
,
5314 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
);
5317 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
5319 if (args
->pointsprite
)
5320 shader_addline(buffer
, "ps_in[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n",
5321 shader
->u
.ps
.input_reg_map
[input
->register_idx
]);
5322 else if (args
->vp_mode
== pretransformed
&& args
->texcoords_initialized
& (1u << semantic_idx
))
5323 shader_addline(buffer
, "ps_in[%u]%s = %s[%u]%s;\n",
5324 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
,
5325 gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
]
5326 ? "gl_TexCoord" : "ffp_varying_texcoord", semantic_idx
, reg_mask
);
5328 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
5329 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
5331 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
))
5334 shader_addline(buffer
, "ps_in[%u]%s = vec4(ffp_varying_diffuse)%s;\n",
5335 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
5336 else if (semantic_idx
== 1)
5337 shader_addline(buffer
, "ps_in[%u]%s = vec4(ffp_varying_specular)%s;\n",
5338 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
5340 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
5341 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
5345 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
5346 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
5351 /*********************************************
5352 * Vertex Shader Specific Code begins here
5353 ********************************************/
5355 static void add_glsl_program_entry(struct shader_glsl_priv
*priv
, struct glsl_shader_prog_link
*entry
)
5357 struct glsl_program_key key
;
5359 key
.vs_id
= entry
->vs
.id
;
5360 key
.gs_id
= entry
->gs
.id
;
5361 key
.ps_id
= entry
->ps
.id
;
5363 if (wine_rb_put(&priv
->program_lookup
, &key
, &entry
->program_lookup_entry
) == -1)
5365 ERR("Failed to insert program entry.\n");
5369 static struct glsl_shader_prog_link
*get_glsl_program_entry(const struct shader_glsl_priv
*priv
,
5370 GLuint vs_id
, GLuint gs_id
, GLuint ps_id
)
5372 struct wine_rb_entry
*entry
;
5373 struct glsl_program_key key
;
5379 entry
= wine_rb_get(&priv
->program_lookup
, &key
);
5380 return entry
? WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
) : NULL
;
5383 /* Context activation is done by the caller. */
5384 static void delete_glsl_program_entry(struct shader_glsl_priv
*priv
, const struct wined3d_gl_info
*gl_info
,
5385 struct glsl_shader_prog_link
*entry
)
5387 struct glsl_program_key key
;
5389 key
.vs_id
= entry
->vs
.id
;
5390 key
.gs_id
= entry
->gs
.id
;
5391 key
.ps_id
= entry
->ps
.id
;
5392 wine_rb_remove(&priv
->program_lookup
, &key
);
5394 GL_EXTCALL(glDeleteProgram(entry
->id
));
5396 list_remove(&entry
->vs
.shader_entry
);
5398 list_remove(&entry
->gs
.shader_entry
);
5400 list_remove(&entry
->ps
.shader_entry
);
5401 HeapFree(GetProcessHeap(), 0, entry
);
5404 static void shader_glsl_setup_vs3_output(struct shader_glsl_priv
*priv
,
5405 const struct wined3d_gl_info
*gl_info
, const DWORD
*map
,
5406 const struct wined3d_shader_signature
*input_signature
,
5407 const struct wined3d_shader_reg_maps
*reg_maps_in
,
5408 const struct wined3d_shader_signature
*output_signature
,
5409 const struct wined3d_shader_reg_maps
*reg_maps_out
, const char *out_array_name
)
5411 struct wined3d_string_buffer
*destination
= string_buffer_get(&priv
->string_buffers
);
5412 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
5413 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
5414 unsigned int in_count
= vec4_varyings(3, gl_info
);
5415 unsigned int max_varyings
= legacy_context
? in_count
+ 2 : in_count
;
5416 DWORD in_idx
, *set
= NULL
;
5420 set
= wined3d_calloc(max_varyings
, sizeof(*set
));
5422 for (i
= 0; i
< input_signature
->element_count
; ++i
)
5424 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
5426 if (!(reg_maps_in
->input_registers
& (1u << input
->register_idx
)))
5429 in_idx
= map
[input
->register_idx
];
5430 /* Declared, but not read register */
5433 if (in_idx
>= max_varyings
)
5435 FIXME("More input varyings declared than supported, expect issues.\n");
5439 if (in_idx
== in_count
)
5440 string_buffer_sprintf(destination
, "gl_FrontColor");
5441 else if (in_idx
== in_count
+ 1)
5442 string_buffer_sprintf(destination
, "gl_FrontSecondaryColor");
5444 string_buffer_sprintf(destination
, "%s[%u]", out_array_name
, in_idx
);
5449 for (j
= 0; j
< output_signature
->element_count
; ++j
)
5451 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[j
];
5454 if (!(reg_maps_out
->output_registers
& (1u << output
->register_idx
))
5455 || input
->semantic_idx
!= output
->semantic_idx
5456 || strcmp(input
->semantic_name
, output
->semantic_name
)
5457 || !(mask
= input
->mask
& output
->mask
))
5460 if (set
[in_idx
] == ~0u)
5462 set
[in_idx
] |= mask
& reg_maps_out
->u
.output_registers_mask
[output
->register_idx
];
5463 shader_glsl_write_mask_to_str(mask
, reg_mask
);
5465 shader_addline(buffer
, "%s%s = shader_out[%u]%s;\n",
5466 destination
->buffer
, reg_mask
, output
->register_idx
, reg_mask
);
5470 for (i
= 0; i
< max_varyings
; ++i
)
5474 if (!set
[i
] || set
[i
] == WINED3DSP_WRITEMASK_ALL
)
5481 if (!(set
[i
] & WINED3DSP_WRITEMASK_0
))
5482 reg_mask
[size
++] = 'x';
5483 if (!(set
[i
] & WINED3DSP_WRITEMASK_1
))
5484 reg_mask
[size
++] = 'y';
5485 if (!(set
[i
] & WINED3DSP_WRITEMASK_2
))
5486 reg_mask
[size
++] = 'z';
5487 if (!(set
[i
] & WINED3DSP_WRITEMASK_3
))
5488 reg_mask
[size
++] = 'w';
5489 reg_mask
[size
] = '\0';
5492 string_buffer_sprintf(destination
, "gl_FrontColor");
5493 else if (i
== in_count
+ 1)
5494 string_buffer_sprintf(destination
, "gl_FrontSecondaryColor");
5496 string_buffer_sprintf(destination
, "%s[%u]", out_array_name
, i
);
5499 shader_addline(buffer
, "%s.%s = 0.0;\n", destination
->buffer
, reg_mask
);
5501 shader_addline(buffer
, "%s.%s = vec%u(0.0);\n", destination
->buffer
, reg_mask
, size
);
5504 HeapFree(GetProcessHeap(), 0, set
);
5505 string_buffer_release(&priv
->string_buffers
, destination
);
5508 static void shader_glsl_setup_sm4_shader_output(struct shader_glsl_priv
*priv
,
5509 unsigned int input_count
, const struct wined3d_shader_signature
*output_signature
,
5510 const struct wined3d_shader_reg_maps
*reg_maps_out
, const char *out_array_name
)
5512 struct wined3d_string_buffer
*destination
= string_buffer_get(&priv
->string_buffers
);
5513 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
5517 for (i
= 0; i
< output_signature
->element_count
; ++i
)
5519 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[i
];
5521 if (!(reg_maps_out
->output_registers
& (1u << output
->register_idx
)))
5524 if (output
->register_idx
>= input_count
)
5527 string_buffer_sprintf(destination
, "%s[%u]", out_array_name
, output
->register_idx
);
5529 shader_glsl_write_mask_to_str(output
->mask
, reg_mask
);
5531 shader_addline(buffer
, "%s%s = shader_out[%u]%s;\n",
5532 destination
->buffer
, reg_mask
, output
->register_idx
, reg_mask
);
5535 string_buffer_release(&priv
->string_buffers
, destination
);
5538 /* Context activation is done by the caller. */
5539 static void shader_glsl_generate_vs_gs_setup(struct shader_glsl_priv
*priv
,
5540 const struct wined3d_shader
*vs
, unsigned int input_count
,
5541 const struct wined3d_gl_info
*gl_info
)
5543 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
5544 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
5547 shader_addline(buffer
, "varying out vec4 gs_in[%u];\n", input_count
);
5549 shader_addline(buffer
, "out vs_gs_iface { vec4 gs_in[%u]; } gs_in;\n", input_count
);
5550 shader_addline(buffer
, "void setup_vs_output(in vec4 shader_out[%u])\n{\n", vs
->limits
->packed_output
);
5552 shader_glsl_setup_sm4_shader_output(priv
, input_count
, &vs
->output_signature
, &vs
->reg_maps
,
5553 legacy_context
? "gs_in" : "gs_in.gs_in");
5555 shader_addline(buffer
, "}\n");
5558 static void shader_glsl_setup_sm3_rasterizer_input(struct shader_glsl_priv
*priv
,
5559 const struct wined3d_gl_info
*gl_info
, const DWORD
*map
,
5560 const struct wined3d_shader_signature
*input_signature
,
5561 const struct wined3d_shader_reg_maps
*reg_maps_in
, unsigned int input_count
,
5562 const struct wined3d_shader_signature
*output_signature
,
5563 const struct wined3d_shader_reg_maps
*reg_maps_out
, BOOL per_vertex_point_size
)
5565 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
5566 const char *semantic_name
;
5571 /* First, sort out position and point size system values. */
5572 for (i
= 0; i
< output_signature
->element_count
; ++i
)
5574 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[i
];
5576 if (!(reg_maps_out
->output_registers
& (1u << output
->register_idx
)))
5579 semantic_name
= output
->semantic_name
;
5580 semantic_idx
= output
->semantic_idx
;
5581 shader_glsl_write_mask_to_str(output
->mask
, reg_mask
);
5583 if (output
->sysval_semantic
== WINED3D_SV_POSITION
&& !semantic_idx
)
5585 shader_addline(buffer
, "gl_Position%s = shader_out[%u]%s;\n",
5586 reg_mask
, output
->register_idx
, reg_mask
);
5588 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
) && per_vertex_point_size
)
5590 shader_addline(buffer
, "gl_PointSize = clamp(shader_out[%u].%c, "
5591 "ffp_point.size_min, ffp_point.size_max);\n", output
->register_idx
, reg_mask
[1]);
5593 else if (output
->sysval_semantic
)
5595 FIXME("Unhandled sysval semantic %#x.\n", output
->sysval_semantic
);
5599 /* Then, setup the pixel shader input. */
5600 if (reg_maps_out
->shader_version
.major
< 4)
5601 shader_glsl_setup_vs3_output(priv
, gl_info
, map
, input_signature
, reg_maps_in
,
5602 output_signature
, reg_maps_out
, "ps_link");
5604 shader_glsl_setup_sm4_shader_output(priv
, input_count
, output_signature
, reg_maps_out
, "ps_link");
5607 /* Context activation is done by the caller. */
5608 static GLuint
shader_glsl_generate_vs3_rasterizer_input_setup(struct shader_glsl_priv
*priv
,
5609 const struct wined3d_shader
*vs
, const struct wined3d_shader
*ps
,
5610 BOOL per_vertex_point_size
, BOOL flatshading
, const struct wined3d_gl_info
*gl_info
)
5612 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
5614 DWORD ps_major
= ps
? ps
->reg_maps
.shader_version
.major
: 0;
5616 const char *semantic_name
;
5619 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
5621 string_buffer_clear(buffer
);
5623 shader_addline(buffer
, "%s\n", shader_glsl_get_version(gl_info
, &vs
->reg_maps
.shader_version
));
5625 if (per_vertex_point_size
)
5627 shader_addline(buffer
, "uniform struct\n{\n");
5628 shader_addline(buffer
, " float size_min;\n");
5629 shader_addline(buffer
, " float size_max;\n");
5630 shader_addline(buffer
, "} ffp_point;\n");
5635 DWORD colors_written_mask
[2] = {0};
5636 DWORD texcoords_written_mask
[MAX_TEXTURES
] = {0};
5638 if (!legacy_context
)
5640 declare_out_varying(gl_info
, buffer
, flatshading
, "vec4 ffp_varying_diffuse;\n");
5641 declare_out_varying(gl_info
, buffer
, flatshading
, "vec4 ffp_varying_specular;\n");
5642 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
5643 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
5646 shader_addline(buffer
, "void setup_vs_output(in vec4 shader_out[%u])\n{\n", vs
->limits
->packed_output
);
5648 for (i
= 0; i
< vs
->output_signature
.element_count
; ++i
)
5650 const struct wined3d_shader_signature_element
*output
= &vs
->output_signature
.elements
[i
];
5653 if (!(vs
->reg_maps
.output_registers
& (1u << output
->register_idx
)))
5656 semantic_name
= output
->semantic_name
;
5657 semantic_idx
= output
->semantic_idx
;
5658 write_mask
= output
->mask
;
5659 shader_glsl_write_mask_to_str(write_mask
, reg_mask
);
5661 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
) && semantic_idx
< 2)
5664 shader_addline(buffer
, "gl_Front%sColor%s = shader_out[%u]%s;\n",
5665 semantic_idx
? "Secondary" : "", reg_mask
, output
->register_idx
, reg_mask
);
5667 shader_addline(buffer
, "ffp_varying_%s%s = clamp(shader_out[%u]%s, 0.0, 1.0);\n",
5668 semantic_idx
? "specular" : "diffuse", reg_mask
, output
->register_idx
, reg_mask
);
5670 colors_written_mask
[semantic_idx
] = write_mask
;
5672 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_POSITION
) && !semantic_idx
)
5674 shader_addline(buffer
, "gl_Position%s = shader_out[%u]%s;\n",
5675 reg_mask
, output
->register_idx
, reg_mask
);
5677 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
5679 if (semantic_idx
< MAX_TEXTURES
)
5681 shader_addline(buffer
, "%s[%u]%s = shader_out[%u]%s;\n",
5682 legacy_context
? "gl_TexCoord" : "ffp_varying_texcoord",
5683 semantic_idx
, reg_mask
, output
->register_idx
, reg_mask
);
5684 texcoords_written_mask
[semantic_idx
] = write_mask
;
5687 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
) && per_vertex_point_size
)
5689 shader_addline(buffer
, "gl_PointSize = clamp(shader_out[%u].%c, "
5690 "ffp_point.size_min, ffp_point.size_max);\n", output
->register_idx
, reg_mask
[1]);
5692 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_FOG
))
5694 shader_addline(buffer
, "%s = clamp(shader_out[%u].%c, 0.0, 1.0);\n",
5695 legacy_context
? "gl_FogFragCoord" : "ffp_varying_fogcoord",
5696 output
->register_idx
, reg_mask
[1]);
5700 for (i
= 0; i
< 2; ++i
)
5702 if (colors_written_mask
[i
] != WINED3DSP_WRITEMASK_ALL
)
5704 shader_glsl_write_mask_to_str(~colors_written_mask
[i
] & WINED3DSP_WRITEMASK_ALL
, reg_mask
);
5706 shader_addline(buffer
, "%s%s = vec4(1.0)%s;\n",
5707 legacy_context
? "gl_FrontColor" : "ffp_varying_diffuse",
5708 reg_mask
, reg_mask
);
5710 shader_addline(buffer
, "%s%s = vec4(0.0)%s;\n",
5711 legacy_context
? "gl_FrontSecondaryColor" : "ffp_varying_specular",
5712 reg_mask
, reg_mask
);
5715 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
5717 if (ps
&& !(ps
->reg_maps
.texcoord
& (1u << i
)))
5720 if (texcoords_written_mask
[i
] != WINED3DSP_WRITEMASK_ALL
)
5722 if (gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(gl_info
)
5723 && !texcoords_written_mask
[i
])
5726 shader_glsl_write_mask_to_str(~texcoords_written_mask
[i
] & WINED3DSP_WRITEMASK_ALL
, reg_mask
);
5727 shader_addline(buffer
, "%s[%u]%s = vec4(0.0)%s;\n",
5728 legacy_context
? "gl_TexCoord" : "ffp_varying_texcoord", i
, reg_mask
, reg_mask
);
5734 UINT in_count
= min(vec4_varyings(ps_major
, gl_info
), ps
->limits
->packed_input
);
5736 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ps_link[%u];\n", in_count
);
5737 shader_addline(buffer
, "void setup_vs_output(in vec4 shader_out[%u])\n{\n", vs
->limits
->packed_output
);
5738 shader_glsl_setup_sm3_rasterizer_input(priv
, gl_info
, ps
->u
.ps
.input_reg_map
, &ps
->input_signature
,
5739 &ps
->reg_maps
, 0, &vs
->output_signature
, &vs
->reg_maps
, per_vertex_point_size
);
5742 shader_addline(buffer
, "}\n");
5744 ret
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
5745 checkGLcall("glCreateShader(GL_VERTEX_SHADER)");
5746 shader_glsl_compile(gl_info
, ret
, buffer
->buffer
);
5751 static void shader_glsl_generate_sm4_rasterizer_input_setup(struct shader_glsl_priv
*priv
,
5752 const struct wined3d_shader
*shader
, unsigned int input_count
,
5753 const struct wined3d_gl_info
*gl_info
)
5755 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
5758 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ps_link[%u];\n", min(vec4_varyings(4, gl_info
), input_count
));
5760 shader_addline(buffer
, "void setup_%s_output(in vec4 shader_out[%u])\n{\n",
5761 shader_glsl_get_prefix(shader
->reg_maps
.shader_version
.type
), shader
->limits
->packed_output
);
5763 shader_glsl_setup_sm3_rasterizer_input(priv
, gl_info
, NULL
, NULL
,
5764 NULL
, input_count
, &shader
->output_signature
, &shader
->reg_maps
, FALSE
);
5766 shader_addline(buffer
, "}\n");
5769 static void shader_glsl_generate_srgb_write_correction(struct wined3d_string_buffer
*buffer
,
5770 const struct wined3d_gl_info
*gl_info
)
5772 const char *output
= get_fragment_output(gl_info
);
5774 shader_addline(buffer
, "tmp0.xyz = pow(%s[0].xyz, vec3(srgb_const0.x));\n", output
);
5775 shader_addline(buffer
, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
5776 shader_addline(buffer
, "tmp1.xyz = %s[0].xyz * vec3(srgb_const0.w);\n", output
);
5777 shader_addline(buffer
, "bvec3 srgb_compare = lessThan(%s[0].xyz, vec3(srgb_const1.x));\n", output
);
5778 shader_addline(buffer
, "%s[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n", output
);
5779 shader_addline(buffer
, "%s[0] = clamp(%s[0], 0.0, 1.0);\n", output
, output
);
5782 static void shader_glsl_generate_fog_code(struct wined3d_string_buffer
*buffer
,
5783 const struct wined3d_gl_info
*gl_info
, enum wined3d_ffp_ps_fog_mode mode
)
5785 const char *output
= get_fragment_output(gl_info
);
5789 case WINED3D_FFP_PS_FOG_OFF
:
5792 case WINED3D_FFP_PS_FOG_LINEAR
:
5793 shader_addline(buffer
, "float fog = (ffp_fog.end - ffp_varying_fogcoord) * ffp_fog.scale;\n");
5796 case WINED3D_FFP_PS_FOG_EXP
:
5797 shader_addline(buffer
, "float fog = exp(-ffp_fog.density * ffp_varying_fogcoord);\n");
5800 case WINED3D_FFP_PS_FOG_EXP2
:
5801 shader_addline(buffer
, "float fog = exp(-ffp_fog.density * ffp_fog.density"
5802 " * ffp_varying_fogcoord * ffp_varying_fogcoord);\n");
5806 ERR("Invalid fog mode %#x.\n", mode
);
5810 shader_addline(buffer
, "%s[0].xyz = mix(ffp_fog.color.xyz, %s[0].xyz, clamp(fog, 0.0, 1.0));\n",
5814 static void shader_glsl_generate_alpha_test(struct wined3d_string_buffer
*buffer
,
5815 const struct wined3d_gl_info
*gl_info
, enum wined3d_cmp_func alpha_func
)
5817 /* alpha_func is the PASS condition, not the DISCARD condition. Instead of
5818 * flipping all the operators here, just negate the comparison below. */
5819 static const char * const comparison_operator
[] =
5821 "", /* WINED3D_CMP_NEVER */
5822 "<", /* WINED3D_CMP_LESS */
5823 "==", /* WINED3D_CMP_EQUAL */
5824 "<=", /* WINED3D_CMP_LESSEQUAL */
5825 ">", /* WINED3D_CMP_GREATER */
5826 "!=", /* WINED3D_CMP_NOTEQUAL */
5827 ">=", /* WINED3D_CMP_GREATEREQUAL */
5828 "" /* WINED3D_CMP_ALWAYS */
5831 if (alpha_func
== WINED3D_CMP_ALWAYS
)
5834 if (alpha_func
!= WINED3D_CMP_NEVER
)
5835 shader_addline(buffer
, "if (!(%s[0].a %s alpha_test_ref))\n",
5836 get_fragment_output(gl_info
), comparison_operator
[alpha_func
- WINED3D_CMP_NEVER
]);
5837 shader_addline(buffer
, " discard;\n");
5840 static void shader_glsl_enable_extensions(struct wined3d_string_buffer
*buffer
,
5841 const struct wined3d_gl_info
*gl_info
)
5843 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
5844 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
5845 if (gl_info
->supported
[ARB_TEXTURE_QUERY_LEVELS
])
5846 shader_addline(buffer
, "#extension GL_ARB_texture_query_levels : enable\n");
5847 if (gl_info
->supported
[ARB_UNIFORM_BUFFER_OBJECT
])
5848 shader_addline(buffer
, "#extension GL_ARB_uniform_buffer_object : enable\n");
5849 if (gl_info
->supported
[EXT_GPU_SHADER4
])
5850 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
5851 if (gl_info
->supported
[EXT_TEXTURE_ARRAY
])
5852 shader_addline(buffer
, "#extension GL_EXT_texture_array : enable\n");
5855 /* Context activation is done by the caller. */
5856 static GLuint
shader_glsl_generate_pshader(const struct wined3d_context
*context
,
5857 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
5858 const struct wined3d_shader
*shader
,
5859 const struct ps_compile_args
*args
, struct ps_np2fixup_info
*np2fixup_info
)
5861 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
5862 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5863 const DWORD
*function
= shader
->function
;
5864 struct shader_glsl_ctx_priv priv_ctx
;
5865 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
5867 /* Create the hw GLSL shader object and assign it as the shader->prgId */
5868 GLuint shader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
5870 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
5871 priv_ctx
.cur_ps_args
= args
;
5872 priv_ctx
.cur_np2fixup_info
= np2fixup_info
;
5873 priv_ctx
.string_buffers
= string_buffers
;
5875 shader_addline(buffer
, "%s\n", shader_glsl_get_version(gl_info
, ®_maps
->shader_version
));
5877 shader_glsl_enable_extensions(buffer
, gl_info
);
5878 if (gl_info
->supported
[ARB_DERIVATIVE_CONTROL
])
5879 shader_addline(buffer
, "#extension GL_ARB_derivative_control : enable\n");
5880 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
5881 shader_addline(buffer
, "#extension GL_ARB_shader_texture_lod : enable\n");
5882 /* The spec says that it doesn't have to be explicitly enabled, but the
5883 * nvidia drivers write a warning if we don't do so. */
5884 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
5885 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
5887 /* Base Declarations */
5888 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
5890 shader_addline(buffer
, "void main()\n{\n");
5892 /* Direct3D applications expect integer vPos values, while OpenGL drivers
5893 * add approximately 0.5. This causes off-by-one problems as spotted by
5894 * the vPos d3d9 visual test. Unfortunately ATI cards do not add exactly
5895 * 0.5, but rather something like 0.49999999 or 0.50000001, which still
5896 * causes precision troubles when we just subtract 0.5.
5898 * To deal with that, just floor() the position. This will eliminate the
5899 * fraction on all cards.
5901 * TODO: Test how this behaves with multisampling.
5903 * An advantage of floor is that it works even if the driver doesn't add
5904 * 0.5. It is somewhat questionable if 1.5, 2.5, ... are the proper values
5905 * to return in gl_FragCoord, even though coordinates specify the pixel
5906 * centers instead of the pixel corners. This code will behave correctly
5907 * on drivers that returns integer values. */
5910 if (shader
->device
->wined3d
->flags
& WINED3D_PIXEL_CENTER_INTEGER
)
5911 shader_addline(buffer
,
5912 "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
5914 shader_addline(buffer
,
5915 "vpos = vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1);\n");
5918 if (reg_maps
->shader_version
.major
< 3 || args
->vp_mode
!= vertexshader
)
5921 WORD map
= reg_maps
->texcoord
;
5925 if (glsl_is_color_reg_read(shader
, 0))
5926 shader_addline(buffer
, "ffp_varying_diffuse = gl_Color;\n");
5927 if (glsl_is_color_reg_read(shader
, 1))
5928 shader_addline(buffer
, "ffp_varying_specular = gl_SecondaryColor;\n");
5931 for (i
= 0; map
; map
>>= 1, ++i
)
5935 if (args
->pointsprite
)
5936 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", i
);
5937 else if (args
->texcoords_initialized
& (1u << i
))
5938 shader_addline(buffer
, "ffp_texcoord[%u] = %s[%u];\n", i
,
5939 legacy_context
? "gl_TexCoord" : "ffp_varying_texcoord", i
);
5941 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(0.0);\n", i
);
5942 shader_addline(buffer
, "vec4 T%u = ffp_texcoord[%u];\n", i
, i
);
5947 shader_addline(buffer
, "ffp_varying_fogcoord = gl_FogFragCoord;\n");
5950 /* Pack 3.0 inputs */
5951 if (reg_maps
->shader_version
.major
>= 3)
5952 shader_glsl_input_pack(shader
, buffer
, &shader
->input_signature
, reg_maps
, args
, gl_info
);
5954 /* Base Shader Body */
5955 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
5957 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
5958 if (reg_maps
->shader_version
.major
< 2)
5959 shader_addline(buffer
, "%s[0] = R0;\n", get_fragment_output(gl_info
));
5961 if (args
->srgb_correction
)
5962 shader_glsl_generate_srgb_write_correction(buffer
, gl_info
);
5964 /* SM < 3 does not replace the fog stage. */
5965 if (reg_maps
->shader_version
.major
< 3)
5966 shader_glsl_generate_fog_code(buffer
, gl_info
, args
->fog
);
5968 shader_glsl_generate_alpha_test(buffer
, gl_info
, args
->alpha_test_func
+ 1);
5970 shader_addline(buffer
, "}\n");
5972 TRACE("Compiling shader object %u.\n", shader_id
);
5973 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
5978 /* Context activation is done by the caller. */
5979 static GLuint
shader_glsl_generate_vshader(const struct wined3d_context
*context
,
5980 struct shader_glsl_priv
*priv
, const struct wined3d_shader
*shader
, const struct vs_compile_args
*args
)
5982 struct wined3d_string_buffer_list
*string_buffers
= &priv
->string_buffers
;
5983 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
5984 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
5985 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5986 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
5987 const DWORD
*function
= shader
->function
;
5988 struct shader_glsl_ctx_priv priv_ctx
;
5991 /* Create the hw GLSL shader program and assign it as the shader->prgId */
5992 GLuint shader_id
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
5994 shader_addline(buffer
, "%s\n", shader_glsl_get_version(gl_info
, ®_maps
->shader_version
));
5996 shader_glsl_enable_extensions(buffer
, gl_info
);
5997 if (gl_info
->supported
[ARB_DRAW_INSTANCED
])
5998 shader_addline(buffer
, "#extension GL_ARB_draw_instanced : enable\n");
5999 if (gl_info
->supported
[ARB_EXPLICIT_ATTRIB_LOCATION
])
6000 shader_addline(buffer
, "#extension GL_ARB_explicit_attrib_location : enable\n");
6002 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
6003 priv_ctx
.cur_vs_args
= args
;
6004 priv_ctx
.string_buffers
= string_buffers
;
6006 /* Base Declarations */
6007 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
6009 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
)
6010 shader_addline(buffer
, "uniform vec4 pos_fixup;\n");
6012 if (reg_maps
->shader_version
.major
>= 4)
6014 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
)
6015 shader_glsl_generate_sm4_rasterizer_input_setup(priv
, shader
, args
->next_shader_input_count
, gl_info
);
6016 else if (args
->next_shader_type
== WINED3D_SHADER_TYPE_GEOMETRY
)
6017 shader_glsl_generate_vs_gs_setup(priv
, shader
, args
->next_shader_input_count
, gl_info
);
6020 shader_addline(buffer
, "void main()\n{\n");
6022 /* Base Shader Body */
6023 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
6025 /* Unpack outputs */
6026 shader_addline(buffer
, "setup_vs_output(vs_out);\n");
6028 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
6029 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
6030 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
6031 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
6033 if (reg_maps
->shader_version
.major
< 3)
6035 if (args
->fog_src
== VS_FOG_Z
)
6036 shader_addline(buffer
, "%s = gl_Position.z;\n",
6037 legacy_context
? "gl_FogFragCoord" : "ffp_varying_fogcoord");
6038 else if (!reg_maps
->fog
)
6039 shader_addline(buffer
, "%s = 0.0;\n",
6040 legacy_context
? "gl_FogFragCoord" : "ffp_varying_fogcoord");
6043 /* We always store the clipplanes without y inversion */
6044 if (args
->clip_enabled
)
6047 shader_addline(buffer
, "gl_ClipVertex = gl_Position;\n");
6049 for (i
= 0; i
< gl_info
->limits
.clipplanes
; ++i
)
6050 shader_addline(buffer
, "gl_ClipDistance[%u] = dot(gl_Position, clip_planes[%u]);\n", i
, i
);
6053 if (args
->point_size
&& !args
->per_vertex_point_size
)
6054 shader_addline(buffer
, "gl_PointSize = clamp(ffp_point.size, ffp_point.size_min, ffp_point.size_max);\n");
6056 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
)
6057 shader_glsl_fixup_position(buffer
);
6059 shader_addline(buffer
, "}\n");
6061 TRACE("Compiling shader object %u.\n", shader_id
);
6062 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
6067 /* Context activation is done by the caller. */
6068 static GLuint
shader_glsl_generate_geometry_shader(const struct wined3d_context
*context
,
6069 struct shader_glsl_priv
*priv
, const struct wined3d_shader
*shader
, const struct gs_compile_args
*args
)
6071 struct wined3d_string_buffer_list
*string_buffers
= &priv
->string_buffers
;
6072 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
6073 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6074 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
6075 const DWORD
*function
= shader
->function
;
6076 struct shader_glsl_ctx_priv priv_ctx
;
6079 shader_id
= GL_EXTCALL(glCreateShader(GL_GEOMETRY_SHADER
));
6081 shader_addline(buffer
, "%s\n", shader_glsl_get_version(gl_info
, ®_maps
->shader_version
));
6083 shader_glsl_enable_extensions(buffer
, gl_info
);
6084 if (gl_info
->supported
[ARB_GEOMETRY_SHADER4
])
6085 shader_addline(buffer
, "#extension GL_ARB_geometry_shader4 : enable\n");
6087 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
6088 priv_ctx
.string_buffers
= string_buffers
;
6089 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
6090 shader_addline(buffer
, "uniform vec4 pos_fixup;\n");
6091 shader_glsl_generate_sm4_rasterizer_input_setup(priv
, shader
, args
->ps_input_count
, gl_info
);
6092 shader_addline(buffer
, "void main()\n{\n");
6093 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
6094 shader_addline(buffer
, "}\n");
6096 TRACE("Compiling shader object %u.\n", shader_id
);
6097 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
6102 static GLuint
find_glsl_pshader(const struct wined3d_context
*context
,
6103 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
6104 struct wined3d_shader
*shader
,
6105 const struct ps_compile_args
*args
, const struct ps_np2fixup_info
**np2fixup_info
)
6107 struct glsl_ps_compiled_shader
*gl_shaders
, *new_array
;
6108 struct glsl_shader_private
*shader_data
;
6109 struct ps_np2fixup_info
*np2fixup
;
6114 if (!shader
->backend_data
)
6116 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
6117 if (!shader
->backend_data
)
6119 ERR("Failed to allocate backend data.\n");
6123 shader_data
= shader
->backend_data
;
6124 gl_shaders
= shader_data
->gl_shaders
.ps
;
6126 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
6127 * so a linear search is more performant than a hashmap or a binary search
6128 * (cache coherency etc)
6130 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
6132 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
6134 if (args
->np2_fixup
)
6135 *np2fixup_info
= &gl_shaders
[i
].np2fixup
;
6136 return gl_shaders
[i
].id
;
6140 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
6141 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
6142 if (shader_data
->num_gl_shaders
)
6144 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
6145 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.ps
,
6146 new_size
* sizeof(*gl_shaders
));
6150 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
));
6155 ERR("Out of memory\n");
6158 shader_data
->gl_shaders
.ps
= new_array
;
6159 shader_data
->shader_array_size
= new_size
;
6160 gl_shaders
= new_array
;
6163 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
6165 np2fixup
= &gl_shaders
[shader_data
->num_gl_shaders
].np2fixup
;
6166 memset(np2fixup
, 0, sizeof(*np2fixup
));
6167 *np2fixup_info
= args
->np2_fixup
? np2fixup
: NULL
;
6169 pixelshader_update_resource_types(shader
, args
->tex_types
);
6171 string_buffer_clear(buffer
);
6172 ret
= shader_glsl_generate_pshader(context
, buffer
, string_buffers
, shader
, args
, np2fixup
);
6173 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
6178 static inline BOOL
vs_args_equal(const struct vs_compile_args
*stored
, const struct vs_compile_args
*new,
6179 const DWORD use_map
)
6181 if((stored
->swizzle_map
& use_map
) != new->swizzle_map
) return FALSE
;
6182 if((stored
->clip_enabled
) != new->clip_enabled
) return FALSE
;
6183 if (stored
->point_size
!= new->point_size
)
6185 if (stored
->per_vertex_point_size
!= new->per_vertex_point_size
)
6187 if (stored
->flatshading
!= new->flatshading
)
6189 if (stored
->next_shader_type
!= new->next_shader_type
)
6191 if (stored
->next_shader_input_count
!= new->next_shader_input_count
)
6193 return stored
->fog_src
== new->fog_src
;
6196 static GLuint
find_glsl_vshader(const struct wined3d_context
*context
, struct shader_glsl_priv
*priv
,
6197 struct wined3d_shader
*shader
, const struct vs_compile_args
*args
)
6201 DWORD use_map
= context
->stream_info
.use_map
;
6202 struct glsl_vs_compiled_shader
*gl_shaders
, *new_array
;
6203 struct glsl_shader_private
*shader_data
;
6206 if (!shader
->backend_data
)
6208 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
6209 if (!shader
->backend_data
)
6211 ERR("Failed to allocate backend data.\n");
6215 shader_data
= shader
->backend_data
;
6216 gl_shaders
= shader_data
->gl_shaders
.vs
;
6218 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
6219 * so a linear search is more performant than a hashmap or a binary search
6220 * (cache coherency etc)
6222 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
6224 if (vs_args_equal(&gl_shaders
[i
].args
, args
, use_map
))
6225 return gl_shaders
[i
].id
;
6228 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
6230 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
6231 if (shader_data
->num_gl_shaders
)
6233 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
6234 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.vs
,
6235 new_size
* sizeof(*gl_shaders
));
6239 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
));
6244 ERR("Out of memory\n");
6247 shader_data
->gl_shaders
.vs
= new_array
;
6248 shader_data
->shader_array_size
= new_size
;
6249 gl_shaders
= new_array
;
6252 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
6254 string_buffer_clear(&priv
->shader_buffer
);
6255 ret
= shader_glsl_generate_vshader(context
, priv
, shader
, args
);
6256 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
6261 static GLuint
find_glsl_geometry_shader(const struct wined3d_context
*context
,
6262 struct shader_glsl_priv
*priv
, struct wined3d_shader
*shader
, const struct gs_compile_args
*args
)
6264 struct glsl_gs_compiled_shader
*gl_shaders
, *new_array
;
6265 struct glsl_shader_private
*shader_data
;
6266 unsigned int i
, new_size
;
6269 if (!shader
->backend_data
)
6271 if (!(shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
))))
6273 ERR("Failed to allocate backend data.\n");
6277 shader_data
= shader
->backend_data
;
6278 gl_shaders
= shader_data
->gl_shaders
.gs
;
6280 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
6282 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
6283 return gl_shaders
[i
].id
;
6286 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
6288 if (shader_data
->num_gl_shaders
)
6290 new_size
= shader_data
->shader_array_size
+ 1;
6291 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.gs
,
6292 new_size
* sizeof(*new_array
));
6296 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array
));
6302 ERR("Failed to allocate GL shaders array.\n");
6305 shader_data
->gl_shaders
.gs
= new_array
;
6306 shader_data
->shader_array_size
= new_size
;
6307 gl_shaders
= new_array
;
6309 string_buffer_clear(&priv
->shader_buffer
);
6310 ret
= shader_glsl_generate_geometry_shader(context
, priv
, shader
, args
);
6311 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
6312 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
6317 static const char *shader_glsl_ffp_mcs(enum wined3d_material_color_source mcs
, const char *material
)
6321 case WINED3D_MCS_MATERIAL
:
6323 case WINED3D_MCS_COLOR1
:
6324 return "ffp_attrib_diffuse";
6325 case WINED3D_MCS_COLOR2
:
6326 return "ffp_attrib_specular";
6328 ERR("Invalid material color source %#x.\n", mcs
);
6333 static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer
*buffer
,
6334 const struct wined3d_ffp_vs_settings
*settings
, BOOL legacy_lighting
)
6336 const char *diffuse
, *specular
, *emissive
, *ambient
;
6337 enum wined3d_light_type light_type
;
6340 if (!settings
->lighting
)
6342 shader_addline(buffer
, "ffp_varying_diffuse = ffp_attrib_diffuse;\n");
6343 shader_addline(buffer
, "ffp_varying_specular = ffp_attrib_specular;\n");
6347 shader_addline(buffer
, "vec3 ambient = ffp_light_ambient;\n");
6348 shader_addline(buffer
, "vec3 diffuse = vec3(0.0);\n");
6349 shader_addline(buffer
, "vec4 specular = vec4(0.0);\n");
6350 shader_addline(buffer
, "vec3 dir, dst;\n");
6351 shader_addline(buffer
, "float att, t;\n");
6353 ambient
= shader_glsl_ffp_mcs(settings
->ambient_source
, "ffp_material.ambient");
6354 diffuse
= shader_glsl_ffp_mcs(settings
->diffuse_source
, "ffp_material.diffuse");
6355 specular
= shader_glsl_ffp_mcs(settings
->specular_source
, "ffp_material.specular");
6356 emissive
= shader_glsl_ffp_mcs(settings
->emissive_source
, "ffp_material.emissive");
6358 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
6360 light_type
= (settings
->light_type
>> WINED3D_FFP_LIGHT_TYPE_SHIFT(i
)) & WINED3D_FFP_LIGHT_TYPE_MASK
;
6363 case WINED3D_LIGHT_POINT
:
6364 shader_addline(buffer
, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", i
);
6365 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
6366 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
6367 shader_addline(buffer
, "dst.x = 1.0;\n");
6368 if (legacy_lighting
)
6370 shader_addline(buffer
, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", i
, i
);
6371 shader_addline(buffer
, "dst.z = dst.y * dst.y;\n");
6375 shader_addline(buffer
, "if (dst.y <= ffp_light[%u].range)\n{\n", i
);
6377 shader_addline(buffer
, "att = dot(dst.xyz, vec3(ffp_light[%u].c_att,"
6378 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n", i
, i
, i
);
6379 if (!legacy_lighting
)
6380 shader_addline(buffer
, "att = 1.0 / att;\n");
6381 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz * att;\n", i
);
6382 if (!settings
->normal
)
6384 if (!legacy_lighting
)
6385 shader_addline(buffer
, "}\n");
6388 shader_addline(buffer
, "dir = normalize(dir);\n");
6389 shader_addline(buffer
, "diffuse += (clamp(dot(dir, normal), 0.0, 1.0)"
6390 " * ffp_light[%u].diffuse.xyz) * att;\n", i
);
6391 if (settings
->localviewer
)
6392 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
6394 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
6395 shader_addline(buffer
, "if (t > 0.0) specular += (pow(t, ffp_material.shininess)"
6396 " * ffp_light[%u].specular) * att;\n", i
);
6397 if (!legacy_lighting
)
6398 shader_addline(buffer
, "}\n");
6401 case WINED3D_LIGHT_SPOT
:
6402 shader_addline(buffer
, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", i
);
6403 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
6404 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
6405 shader_addline(buffer
, "dst.x = 1.0;\n");
6406 if (legacy_lighting
)
6408 shader_addline(buffer
, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", i
, i
);
6409 shader_addline(buffer
, "dst.z = dst.y * dst.y;\n");
6413 shader_addline(buffer
, "if (dst.y <= ffp_light[%u].range)\n{\n", i
);
6415 shader_addline(buffer
, "dir = normalize(dir);\n");
6416 shader_addline(buffer
, "t = dot(-dir, normalize(ffp_light[%u].direction));\n", i
);
6417 shader_addline(buffer
, "if (t > ffp_light[%u].cos_htheta) att = 1.0;\n", i
);
6418 shader_addline(buffer
, "else if (t <= ffp_light[%u].cos_hphi) att = 0.0;\n", i
);
6419 shader_addline(buffer
, "else att = pow((t - ffp_light[%u].cos_hphi)"
6420 " / (ffp_light[%u].cos_htheta - ffp_light[%u].cos_hphi), ffp_light[%u].falloff);\n",
6422 if (legacy_lighting
)
6423 shader_addline(buffer
, "att *= dot(dst.xyz, vec3(ffp_light[%u].c_att,"
6424 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n",
6427 shader_addline(buffer
, "att /= dot(dst.xyz, vec3(ffp_light[%u].c_att,"
6428 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n",
6430 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz * att;\n", i
);
6431 if (!settings
->normal
)
6433 if (!legacy_lighting
)
6434 shader_addline(buffer
, "}\n");
6437 shader_addline(buffer
, "diffuse += (clamp(dot(dir, normal), 0.0, 1.0)"
6438 " * ffp_light[%u].diffuse.xyz) * att;\n", i
);
6439 if (settings
->localviewer
)
6440 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
6442 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
6443 shader_addline(buffer
, "if (t > 0.0) specular += (pow(t, ffp_material.shininess)"
6444 " * ffp_light[%u].specular) * att;\n", i
);
6445 if (!legacy_lighting
)
6446 shader_addline(buffer
, "}\n");
6449 case WINED3D_LIGHT_DIRECTIONAL
:
6450 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz;\n", i
);
6451 if (!settings
->normal
)
6453 shader_addline(buffer
, "dir = normalize(ffp_light[%u].direction.xyz);\n", i
);
6454 shader_addline(buffer
, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)"
6455 " * ffp_light[%u].diffuse.xyz;\n", i
);
6456 /* TODO: In the non-local viewer case the halfvector is constant
6457 * and could be precomputed and stored in a uniform. */
6458 if (settings
->localviewer
)
6459 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
6461 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
6462 shader_addline(buffer
, "if (t > 0.0) specular += pow(t, ffp_material.shininess)"
6463 " * ffp_light[%u].specular;\n", i
);
6466 case WINED3D_LIGHT_PARALLELPOINT
:
6467 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz;\n", i
);
6468 if (!settings
->normal
)
6470 shader_addline(buffer
, "dir = normalize(ffp_light[%u].position.xyz);\n", i
);
6471 shader_addline(buffer
, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)"
6472 " * ffp_light[%u].diffuse.xyz;\n", i
);
6473 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
6474 shader_addline(buffer
, "if (t > 0.0) specular += pow(t, ffp_material.shininess)"
6475 " * ffp_light[%u].specular;\n", i
);
6480 FIXME("Unhandled light type %#x.\n", light_type
);
6485 shader_addline(buffer
, "ffp_varying_diffuse.xyz = %s.xyz * ambient + %s.xyz * diffuse + %s.xyz;\n",
6486 ambient
, diffuse
, emissive
);
6487 shader_addline(buffer
, "ffp_varying_diffuse.w = %s.w;\n", diffuse
);
6488 shader_addline(buffer
, "ffp_varying_specular = %s * specular;\n", specular
);
6491 /* Context activation is done by the caller. */
6492 static GLuint
shader_glsl_generate_ffp_vertex_shader(struct shader_glsl_priv
*priv
,
6493 const struct wined3d_ffp_vs_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
6495 static const struct attrib_info
6498 const char name
[24];
6502 {"vec4", "ffp_attrib_position"}, /* WINED3D_FFP_POSITION */
6503 {"vec4", "ffp_attrib_blendweight"}, /* WINED3D_FFP_BLENDWEIGHT */
6504 /* TODO: Indexed vertex blending */
6505 {"float", ""}, /* WINED3D_FFP_BLENDINDICES */
6506 {"vec3", "ffp_attrib_normal"}, /* WINED3D_FFP_NORMAL */
6507 {"float", "ffp_attrib_psize"}, /* WINED3D_FFP_PSIZE */
6508 {"vec4", "ffp_attrib_diffuse"}, /* WINED3D_FFP_DIFFUSE */
6509 {"vec4", "ffp_attrib_specular"}, /* WINED3D_FFP_SPECULAR */
6511 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6512 BOOL legacy_lighting
= priv
->legacy_lighting
;
6515 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
6516 BOOL output_legacy_fogcoord
= legacy_context
;
6518 string_buffer_clear(buffer
);
6520 shader_addline(buffer
, "%s\n", shader_glsl_get_version(gl_info
, NULL
));
6522 if (shader_glsl_use_explicit_attrib_location(gl_info
))
6523 shader_addline(buffer
, "#extension GL_ARB_explicit_attrib_location : enable\n");
6525 for (i
= 0; i
< WINED3D_FFP_ATTRIBS_COUNT
; ++i
)
6527 const char *type
= i
< ARRAY_SIZE(attrib_info
) ? attrib_info
[i
].type
: "vec4";
6529 if (shader_glsl_use_explicit_attrib_location(gl_info
))
6530 shader_addline(buffer
, "layout(location = %u) ", i
);
6531 shader_addline(buffer
, "%s %s vs_in%u;\n", get_attribute_keyword(gl_info
), type
, i
);
6533 shader_addline(buffer
, "\n");
6535 shader_addline(buffer
, "uniform mat4 ffp_modelview_matrix[%u];\n", MAX_VERTEX_BLENDS
);
6536 shader_addline(buffer
, "uniform mat4 ffp_projection_matrix;\n");
6537 shader_addline(buffer
, "uniform mat3 ffp_normal_matrix;\n");
6538 shader_addline(buffer
, "uniform mat4 ffp_texture_matrix[%u];\n", MAX_TEXTURES
);
6540 shader_addline(buffer
, "uniform struct\n{\n");
6541 shader_addline(buffer
, " vec4 emissive;\n");
6542 shader_addline(buffer
, " vec4 ambient;\n");
6543 shader_addline(buffer
, " vec4 diffuse;\n");
6544 shader_addline(buffer
, " vec4 specular;\n");
6545 shader_addline(buffer
, " float shininess;\n");
6546 shader_addline(buffer
, "} ffp_material;\n");
6548 shader_addline(buffer
, "uniform vec3 ffp_light_ambient;\n");
6549 shader_addline(buffer
, "uniform struct\n{\n");
6550 shader_addline(buffer
, " vec4 diffuse;\n");
6551 shader_addline(buffer
, " vec4 specular;\n");
6552 shader_addline(buffer
, " vec4 ambient;\n");
6553 shader_addline(buffer
, " vec4 position;\n");
6554 shader_addline(buffer
, " vec3 direction;\n");
6555 shader_addline(buffer
, " float range;\n");
6556 shader_addline(buffer
, " float falloff;\n");
6557 shader_addline(buffer
, " float c_att;\n");
6558 shader_addline(buffer
, " float l_att;\n");
6559 shader_addline(buffer
, " float q_att;\n");
6560 shader_addline(buffer
, " float cos_htheta;\n");
6561 shader_addline(buffer
, " float cos_hphi;\n");
6562 shader_addline(buffer
, "} ffp_light[%u];\n", MAX_ACTIVE_LIGHTS
);
6564 if (settings
->point_size
)
6566 shader_addline(buffer
, "uniform struct\n{\n");
6567 shader_addline(buffer
, " float size;\n");
6568 shader_addline(buffer
, " float size_min;\n");
6569 shader_addline(buffer
, " float size_max;\n");
6570 shader_addline(buffer
, " float c_att;\n");
6571 shader_addline(buffer
, " float l_att;\n");
6572 shader_addline(buffer
, " float q_att;\n");
6573 shader_addline(buffer
, "} ffp_point;\n");
6578 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
6579 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
6580 shader_addline(buffer
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
6581 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
6585 if (settings
->clipping
)
6586 shader_addline(buffer
, "uniform vec4 clip_planes[%u];\n", gl_info
->limits
.clipplanes
);
6588 declare_out_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_diffuse;\n");
6589 declare_out_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_specular;\n");
6590 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
6591 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
6594 shader_addline(buffer
, "\nvoid main()\n{\n");
6595 shader_addline(buffer
, "float m;\n");
6596 shader_addline(buffer
, "vec3 r;\n");
6598 for (i
= 0; i
< ARRAY_SIZE(attrib_info
); ++i
)
6600 if (attrib_info
[i
].name
[0])
6601 shader_addline(buffer
, "%s %s = vs_in%u%s;\n", attrib_info
[i
].type
, attrib_info
[i
].name
,
6602 i
, settings
->swizzle_map
& (1u << i
) ? ".zyxw" : "");
6604 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
6606 unsigned int coord_idx
= settings
->texgen
[i
] & 0x0000ffff;
6607 if ((settings
->texgen
[i
] & 0xffff0000) == WINED3DTSS_TCI_PASSTHRU
6608 && settings
->texcoords
& (1u << i
))
6609 shader_addline(buffer
, "vec4 ffp_attrib_texcoord%u = vs_in%u;\n", i
, coord_idx
+ WINED3D_FFP_TEXCOORD0
);
6612 shader_addline(buffer
, "ffp_attrib_blendweight[%u] = 1.0;\n", settings
->vertexblends
);
6614 if (settings
->transformed
)
6616 shader_addline(buffer
, "vec4 ec_pos = vec4(ffp_attrib_position.xyz, 1.0);\n");
6617 shader_addline(buffer
, "gl_Position = ffp_projection_matrix * ec_pos;\n");
6618 shader_addline(buffer
, "if (ffp_attrib_position.w != 0.0) gl_Position /= ffp_attrib_position.w;\n");
6622 for (i
= 0; i
< settings
->vertexblends
; ++i
)
6623 shader_addline(buffer
, "ffp_attrib_blendweight[%u] -= ffp_attrib_blendweight[%u];\n", settings
->vertexblends
, i
);
6625 shader_addline(buffer
, "vec4 ec_pos = vec4(0.0);\n");
6626 for (i
= 0; i
< settings
->vertexblends
+ 1; ++i
)
6627 shader_addline(buffer
, "ec_pos += ffp_attrib_blendweight[%u] * (ffp_modelview_matrix[%u] * ffp_attrib_position);\n", i
, i
);
6629 shader_addline(buffer
, "gl_Position = ffp_projection_matrix * ec_pos;\n");
6630 if (settings
->clipping
)
6632 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
6633 shader_addline(buffer
, "gl_ClipVertex = ec_pos;\n");
6635 for (i
= 0; i
< gl_info
->limits
.clipplanes
; ++i
)
6636 shader_addline(buffer
, "gl_ClipDistance[%u] = dot(ec_pos, clip_planes[%u]);\n", i
, i
);
6638 shader_addline(buffer
, "ec_pos /= ec_pos.w;\n");
6641 shader_addline(buffer
, "vec3 normal = vec3(0.0);\n");
6642 if (settings
->normal
)
6644 if (!settings
->vertexblends
)
6646 shader_addline(buffer
, "normal = ffp_normal_matrix * ffp_attrib_normal;\n");
6650 for (i
= 0; i
< settings
->vertexblends
+ 1; ++i
)
6651 shader_addline(buffer
, "normal += ffp_attrib_blendweight[%u] * (mat3(ffp_modelview_matrix[%u]) * ffp_attrib_normal);\n", i
, i
);
6654 if (settings
->normalize
)
6655 shader_addline(buffer
, "normal = normalize(normal);\n");
6658 shader_glsl_ffp_vertex_lighting(buffer
, settings
, legacy_lighting
);
6661 shader_addline(buffer
, "gl_FrontColor = ffp_varying_diffuse;\n");
6662 shader_addline(buffer
, "gl_FrontSecondaryColor = ffp_varying_specular;\n");
6666 shader_addline(buffer
, "ffp_varying_diffuse = clamp(ffp_varying_diffuse, 0.0, 1.0);\n");
6667 shader_addline(buffer
, "ffp_varying_specular = clamp(ffp_varying_specular, 0.0, 1.0);\n");
6670 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
6672 BOOL output_legacy_texcoord
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
6674 switch (settings
->texgen
[i
] & 0xffff0000)
6676 case WINED3DTSS_TCI_PASSTHRU
:
6677 if (settings
->texcoords
& (1u << i
))
6678 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * ffp_attrib_texcoord%u;\n",
6680 else if (gl_info
->limits
.glsl_varyings
>= wined3d_max_compat_varyings(gl_info
))
6681 shader_addline(buffer
, "ffp_varying_texcoord[%u] = vec4(0.0);\n", i
);
6683 output_legacy_texcoord
= FALSE
;
6686 case WINED3DTSS_TCI_CAMERASPACENORMAL
:
6687 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * vec4(normal, 1.0);\n", i
, i
);
6690 case WINED3DTSS_TCI_CAMERASPACEPOSITION
:
6691 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * ec_pos;\n", i
, i
);
6694 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR
:
6695 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u]"
6696 " * vec4(reflect(normalize(ec_pos.xyz), normal), 1.0);\n", i
, i
);
6699 case WINED3DTSS_TCI_SPHEREMAP
:
6700 shader_addline(buffer
, "r = reflect(normalize(ec_pos.xyz), normal);\n");
6701 shader_addline(buffer
, "m = 2.0 * length(vec3(r.x, r.y, r.z + 1.0));\n");
6702 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u]"
6703 " * vec4(r.x / m + 0.5, r.y / m + 0.5, 0.0, 1.0);\n", i
, i
);
6707 ERR("Unhandled texgen %#x.\n", settings
->texgen
[i
]);
6710 if (output_legacy_texcoord
)
6711 shader_addline(buffer
, "gl_TexCoord[%u] = ffp_varying_texcoord[%u];\n", i
, i
);
6714 switch (settings
->fog_mode
)
6716 case WINED3D_FFP_VS_FOG_OFF
:
6717 output_legacy_fogcoord
= FALSE
;
6720 case WINED3D_FFP_VS_FOG_FOGCOORD
:
6721 shader_addline(buffer
, "ffp_varying_fogcoord = ffp_attrib_specular.w * 255.0;\n");
6724 case WINED3D_FFP_VS_FOG_RANGE
:
6725 shader_addline(buffer
, "ffp_varying_fogcoord = length(ec_pos.xyz);\n");
6728 case WINED3D_FFP_VS_FOG_DEPTH
:
6729 if (settings
->ortho_fog
)
6730 /* Need to undo the [0.0 - 1.0] -> [-1.0 - 1.0] transformation from D3D to GL coordinates. */
6731 shader_addline(buffer
, "ffp_varying_fogcoord = gl_Position.z * 0.5 + 0.5;\n");
6732 else if (settings
->transformed
)
6733 shader_addline(buffer
, "ffp_varying_fogcoord = ec_pos.z;\n");
6735 shader_addline(buffer
, "ffp_varying_fogcoord = abs(ec_pos.z);\n");
6739 ERR("Unhandled fog mode %#x.\n", settings
->fog_mode
);
6742 if (output_legacy_fogcoord
)
6743 shader_addline(buffer
, "gl_FogFragCoord = ffp_varying_fogcoord;\n");
6745 if (settings
->point_size
)
6747 shader_addline(buffer
, "gl_PointSize = %s / sqrt(ffp_point.c_att"
6748 " + ffp_point.l_att * length(ec_pos.xyz)"
6749 " + ffp_point.q_att * dot(ec_pos.xyz, ec_pos.xyz));\n",
6750 settings
->per_vertex_point_size
? "ffp_attrib_psize" : "ffp_point.size");
6751 shader_addline(buffer
, "gl_PointSize = clamp(gl_PointSize, ffp_point.size_min, ffp_point.size_max);\n");
6754 shader_addline(buffer
, "}\n");
6756 shader_obj
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
6757 shader_glsl_compile(gl_info
, shader_obj
, buffer
->buffer
);
6762 static const char *shader_glsl_get_ffp_fragment_op_arg(struct wined3d_string_buffer
*buffer
,
6763 DWORD argnum
, unsigned int stage
, DWORD arg
)
6767 if (arg
== ARG_UNUSED
)
6768 return "<unused arg>";
6770 switch (arg
& WINED3DTA_SELECTMASK
)
6772 case WINED3DTA_DIFFUSE
:
6773 ret
= "ffp_varying_diffuse";
6776 case WINED3DTA_CURRENT
:
6780 case WINED3DTA_TEXTURE
:
6783 case 0: ret
= "tex0"; break;
6784 case 1: ret
= "tex1"; break;
6785 case 2: ret
= "tex2"; break;
6786 case 3: ret
= "tex3"; break;
6787 case 4: ret
= "tex4"; break;
6788 case 5: ret
= "tex5"; break;
6789 case 6: ret
= "tex6"; break;
6790 case 7: ret
= "tex7"; break;
6792 ret
= "<invalid texture>";
6797 case WINED3DTA_TFACTOR
:
6801 case WINED3DTA_SPECULAR
:
6802 ret
= "ffp_varying_specular";
6805 case WINED3DTA_TEMP
:
6809 case WINED3DTA_CONSTANT
:
6812 case 0: ret
= "tss_const0"; break;
6813 case 1: ret
= "tss_const1"; break;
6814 case 2: ret
= "tss_const2"; break;
6815 case 3: ret
= "tss_const3"; break;
6816 case 4: ret
= "tss_const4"; break;
6817 case 5: ret
= "tss_const5"; break;
6818 case 6: ret
= "tss_const6"; break;
6819 case 7: ret
= "tss_const7"; break;
6821 ret
= "<invalid constant>";
6827 return "<unhandled arg>";
6830 if (arg
& WINED3DTA_COMPLEMENT
)
6832 shader_addline(buffer
, "arg%u = vec4(1.0) - %s;\n", argnum
, ret
);
6835 else if (argnum
== 1)
6837 else if (argnum
== 2)
6841 if (arg
& WINED3DTA_ALPHAREPLICATE
)
6843 shader_addline(buffer
, "arg%u = vec4(%s.w);\n", argnum
, ret
);
6846 else if (argnum
== 1)
6848 else if (argnum
== 2)
6855 static void shader_glsl_ffp_fragment_op(struct wined3d_string_buffer
*buffer
, unsigned int stage
, BOOL color
,
6856 BOOL alpha
, DWORD dst
, DWORD op
, DWORD dw_arg0
, DWORD dw_arg1
, DWORD dw_arg2
)
6858 const char *dstmask
, *dstreg
, *arg0
, *arg1
, *arg2
;
6868 dstreg
= "temp_reg";
6872 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, dw_arg0
);
6873 arg1
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 1, stage
, dw_arg1
);
6874 arg2
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 2, stage
, dw_arg2
);
6878 case WINED3D_TOP_DISABLE
:
6881 case WINED3D_TOP_SELECT_ARG1
:
6882 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
);
6885 case WINED3D_TOP_SELECT_ARG2
:
6886 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg2
, dstmask
);
6889 case WINED3D_TOP_MODULATE
:
6890 shader_addline(buffer
, "%s%s = %s%s * %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
6893 case WINED3D_TOP_MODULATE_4X
:
6894 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 4.0, 0.0, 1.0);\n",
6895 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
6898 case WINED3D_TOP_MODULATE_2X
:
6899 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 2.0, 0.0, 1.0);\n",
6900 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
6903 case WINED3D_TOP_ADD
:
6904 shader_addline(buffer
, "%s%s = clamp(%s%s + %s%s, 0.0, 1.0);\n",
6905 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
6908 case WINED3D_TOP_ADD_SIGNED
:
6909 shader_addline(buffer
, "%s%s = clamp(%s%s + (%s - vec4(0.5))%s, 0.0, 1.0);\n",
6910 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
6913 case WINED3D_TOP_ADD_SIGNED_2X
:
6914 shader_addline(buffer
, "%s%s = clamp((%s%s + (%s - vec4(0.5))%s) * 2.0, 0.0, 1.0);\n",
6915 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
6918 case WINED3D_TOP_SUBTRACT
:
6919 shader_addline(buffer
, "%s%s = clamp(%s%s - %s%s, 0.0, 1.0);\n",
6920 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
6923 case WINED3D_TOP_ADD_SMOOTH
:
6924 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s%s, 0.0, 1.0);\n",
6925 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
, dstmask
);
6928 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
6929 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_DIFFUSE
);
6930 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
6931 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
6934 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
6935 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
6936 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
6937 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
6940 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
6941 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TFACTOR
);
6942 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
6943 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
6946 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
6947 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
6948 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
6949 dstreg
, dstmask
, arg2
, dstmask
, arg0
, arg1
, dstmask
);
6952 case WINED3D_TOP_BLEND_CURRENT_ALPHA
:
6953 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_CURRENT
);
6954 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
6955 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
6958 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
6959 shader_addline(buffer
, "%s%s = clamp(%s%s * %s.w + %s%s, 0.0, 1.0);\n",
6960 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
6963 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
6964 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s.w, 0.0, 1.0);\n",
6965 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
6968 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
6969 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
6970 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
6972 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
6973 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s.w, 0.0, 1.0);\n",
6974 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
6977 case WINED3D_TOP_BUMPENVMAP
:
6978 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
6979 /* These are handled in the first pass, nothing to do. */
6982 case WINED3D_TOP_DOTPRODUCT3
:
6983 shader_addline(buffer
, "%s%s = vec4(clamp(dot(%s.xyz - 0.5, %s.xyz - 0.5) * 4.0, 0.0, 1.0))%s;\n",
6984 dstreg
, dstmask
, arg1
, arg2
, dstmask
);
6987 case WINED3D_TOP_MULTIPLY_ADD
:
6988 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s%s, 0.0, 1.0);\n",
6989 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg0
, dstmask
);
6992 case WINED3D_TOP_LERP
:
6993 /* MSDN isn't quite right here. */
6994 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s%s);\n",
6995 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
, dstmask
);
6999 FIXME("Unhandled operation %#x.\n", op
);
7004 /* Context activation is done by the caller. */
7005 static GLuint
shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv
*priv
,
7006 const struct ffp_frag_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
7008 struct wined3d_string_buffer
*tex_reg_name
= string_buffer_get(&priv
->string_buffers
);
7009 enum wined3d_cmp_func alpha_test_func
= settings
->alpha_test_func
+ 1;
7010 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
7011 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
7012 BYTE lum_map
= 0, bump_map
= 0, tex_map
= 0, tss_const_map
= 0;
7013 BOOL tempreg_used
= FALSE
, tfactor_used
= FALSE
;
7014 UINT lowest_disabled_stage
;
7016 DWORD arg0
, arg1
, arg2
;
7019 string_buffer_clear(buffer
);
7021 /* Find out which textures are read */
7022 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
7024 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
7027 arg0
= settings
->op
[stage
].carg0
& WINED3DTA_SELECTMASK
;
7028 arg1
= settings
->op
[stage
].carg1
& WINED3DTA_SELECTMASK
;
7029 arg2
= settings
->op
[stage
].carg2
& WINED3DTA_SELECTMASK
;
7031 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
7032 || (stage
== 0 && settings
->color_key_enabled
))
7033 tex_map
|= 1u << stage
;
7034 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
7035 tfactor_used
= TRUE
;
7036 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
7037 tempreg_used
= TRUE
;
7038 if (settings
->op
[stage
].dst
== tempreg
)
7039 tempreg_used
= TRUE
;
7040 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
7041 tss_const_map
|= 1u << stage
;
7043 switch (settings
->op
[stage
].cop
)
7045 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
7046 lum_map
|= 1u << stage
;
7048 case WINED3D_TOP_BUMPENVMAP
:
7049 bump_map
|= 1u << stage
;
7051 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
7052 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
7053 tex_map
|= 1u << stage
;
7056 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
7057 tfactor_used
= TRUE
;
7064 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
7067 arg0
= settings
->op
[stage
].aarg0
& WINED3DTA_SELECTMASK
;
7068 arg1
= settings
->op
[stage
].aarg1
& WINED3DTA_SELECTMASK
;
7069 arg2
= settings
->op
[stage
].aarg2
& WINED3DTA_SELECTMASK
;
7071 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
)
7072 tex_map
|= 1u << stage
;
7073 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
7074 tfactor_used
= TRUE
;
7075 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
7076 tempreg_used
= TRUE
;
7077 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
7078 tss_const_map
|= 1u << stage
;
7080 lowest_disabled_stage
= stage
;
7082 shader_addline(buffer
, "%s\n", shader_glsl_get_version(gl_info
, NULL
));
7084 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
7085 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
7087 if (!needs_legacy_glsl_syntax(gl_info
))
7088 shader_addline(buffer
, "out vec4 ps_out[1];\n");
7090 shader_addline(buffer
, "vec4 tmp0, tmp1;\n");
7091 shader_addline(buffer
, "vec4 ret;\n");
7092 if (tempreg_used
|| settings
->sRGB_write
)
7093 shader_addline(buffer
, "vec4 temp_reg = vec4(0.0);\n");
7094 shader_addline(buffer
, "vec4 arg0, arg1, arg2;\n");
7096 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
7098 if (tss_const_map
& (1u << stage
))
7099 shader_addline(buffer
, "uniform vec4 tss_const%u;\n", stage
);
7101 if (!(tex_map
& (1u << stage
)))
7104 switch (settings
->op
[stage
].tex_type
)
7106 case WINED3D_GL_RES_TYPE_TEX_1D
:
7107 shader_addline(buffer
, "uniform sampler1D ps_sampler%u;\n", stage
);
7109 case WINED3D_GL_RES_TYPE_TEX_2D
:
7110 shader_addline(buffer
, "uniform sampler2D ps_sampler%u;\n", stage
);
7112 case WINED3D_GL_RES_TYPE_TEX_3D
:
7113 shader_addline(buffer
, "uniform sampler3D ps_sampler%u;\n", stage
);
7115 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
7116 shader_addline(buffer
, "uniform samplerCube ps_sampler%u;\n", stage
);
7118 case WINED3D_GL_RES_TYPE_TEX_RECT
:
7119 shader_addline(buffer
, "uniform sampler2DRect ps_sampler%u;\n", stage
);
7122 FIXME("Unhandled sampler type %#x.\n", settings
->op
[stage
].tex_type
);
7126 shader_addline(buffer
, "vec4 tex%u;\n", stage
);
7128 if (!(bump_map
& (1u << stage
)))
7130 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", stage
);
7132 if (!(lum_map
& (1u << stage
)))
7134 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", stage
);
7135 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", stage
);
7138 shader_addline(buffer
, "uniform vec4 tex_factor;\n");
7139 if (settings
->color_key_enabled
)
7140 shader_addline(buffer
, "uniform vec4 color_key[2];\n");
7141 shader_addline(buffer
, "uniform vec4 specular_enable;\n");
7143 if (settings
->sRGB_write
)
7145 shader_addline(buffer
, "const vec4 srgb_const0 = ");
7146 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const0
);
7147 shader_addline(buffer
, ";\n");
7148 shader_addline(buffer
, "const vec4 srgb_const1 = ");
7149 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const1
);
7150 shader_addline(buffer
, ";\n");
7153 shader_addline(buffer
, "uniform struct\n{\n");
7154 shader_addline(buffer
, " vec4 color;\n");
7155 shader_addline(buffer
, " float density;\n");
7156 shader_addline(buffer
, " float end;\n");
7157 shader_addline(buffer
, " float scale;\n");
7158 shader_addline(buffer
, "} ffp_fog;\n");
7160 if (alpha_test_func
!= WINED3D_CMP_ALWAYS
)
7161 shader_addline(buffer
, "uniform float alpha_test_ref;\n");
7165 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
7166 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
7167 shader_addline(buffer
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
7168 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
7169 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
7173 declare_in_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_diffuse;\n");
7174 declare_in_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_specular;\n");
7175 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
7176 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
7177 declare_in_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
7180 shader_addline(buffer
, "void main()\n{\n");
7184 shader_addline(buffer
, "ffp_varying_diffuse = gl_Color;\n");
7185 shader_addline(buffer
, "ffp_varying_specular = gl_SecondaryColor;\n");
7188 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
7190 if (tex_map
& (1u << stage
))
7192 if (settings
->pointsprite
)
7193 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", stage
);
7194 else if (settings
->texcoords_initialized
& (1u << stage
))
7195 shader_addline(buffer
, "ffp_texcoord[%u] = %s[%u];\n",
7196 stage
, legacy_context
? "gl_TexCoord" : "ffp_varying_texcoord", stage
);
7198 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(0.0);\n", stage
);
7202 if (legacy_context
&& settings
->fog
!= WINED3D_FFP_PS_FOG_OFF
)
7203 shader_addline(buffer
, "ffp_varying_fogcoord = gl_FogFragCoord;\n");
7205 if (lowest_disabled_stage
< 7 && settings
->emul_clipplanes
)
7206 shader_addline(buffer
, "if (any(lessThan(ffp_texcoord[7], vec4(0.0)))) discard;\n");
7208 /* Generate texture sampling instructions */
7209 for (stage
= 0; stage
< MAX_TEXTURES
&& settings
->op
[stage
].cop
!= WINED3D_TOP_DISABLE
; ++stage
)
7211 const char *texture_function
, *coord_mask
;
7214 if (!(tex_map
& (1u << stage
)))
7217 if (settings
->op
[stage
].projected
== proj_none
)
7221 else if (settings
->op
[stage
].projected
== proj_count4
7222 || settings
->op
[stage
].projected
== proj_count3
)
7228 FIXME("Unexpected projection mode %d\n", settings
->op
[stage
].projected
);
7232 if (settings
->op
[stage
].tex_type
== WINED3D_GL_RES_TYPE_TEX_CUBE
)
7235 switch (settings
->op
[stage
].tex_type
)
7237 case WINED3D_GL_RES_TYPE_TEX_1D
:
7240 texture_function
= "texture1DProj";
7245 texture_function
= "texture1D";
7249 case WINED3D_GL_RES_TYPE_TEX_2D
:
7252 texture_function
= "texture2DProj";
7257 texture_function
= "texture2D";
7261 case WINED3D_GL_RES_TYPE_TEX_3D
:
7264 texture_function
= "texture3DProj";
7265 coord_mask
= "xyzw";
7269 texture_function
= "texture3D";
7273 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
7274 texture_function
= "textureCube";
7277 case WINED3D_GL_RES_TYPE_TEX_RECT
:
7280 texture_function
= "texture2DRectProj";
7285 texture_function
= "texture2DRect";
7290 FIXME("Unhandled texture type %#x.\n", settings
->op
[stage
].tex_type
);
7291 texture_function
= "";
7292 coord_mask
= "xyzw";
7295 if (!needs_legacy_glsl_syntax(gl_info
))
7296 texture_function
= proj
? "textureProj" : "texture";
7299 && (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP
7300 || settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
))
7302 shader_addline(buffer
, "ret.xy = bumpenv_mat%u * tex%u.xy;\n", stage
- 1, stage
- 1);
7304 /* With projective textures, texbem only divides the static
7305 * texture coord, not the displacement, so multiply the
7306 * displacement with the dividing parameter before passing it to
7308 if (settings
->op
[stage
].projected
!= proj_none
)
7310 if (settings
->op
[stage
].projected
== proj_count4
)
7312 shader_addline(buffer
, "ret.xy = (ret.xy * ffp_texcoord[%u].w) + ffp_texcoord[%u].xy;\n",
7314 shader_addline(buffer
, "ret.zw = ffp_texcoord[%u].ww;\n", stage
);
7318 shader_addline(buffer
, "ret.xy = (ret.xy * ffp_texcoord[%u].z) + ffp_texcoord[%u].xy;\n",
7320 shader_addline(buffer
, "ret.zw = ffp_texcoord[%u].zz;\n", stage
);
7325 shader_addline(buffer
, "ret = ffp_texcoord[%u] + ret.xyxy;\n", stage
);
7328 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ret.%s);\n",
7329 stage
, texture_function
, stage
, coord_mask
);
7331 if (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
7332 shader_addline(buffer
, "tex%u *= clamp(tex%u.z * bumpenv_lum_scale%u + bumpenv_lum_offset%u, 0.0, 1.0);\n",
7333 stage
, stage
- 1, stage
- 1, stage
- 1);
7335 else if (settings
->op
[stage
].projected
== proj_count3
)
7337 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ffp_texcoord[%u].xyz);\n",
7338 stage
, texture_function
, stage
, stage
);
7342 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ffp_texcoord[%u].%s);\n",
7343 stage
, texture_function
, stage
, stage
, coord_mask
);
7346 string_buffer_sprintf(tex_reg_name
, "tex%u", stage
);
7347 shader_glsl_color_correction_ext(buffer
, tex_reg_name
->buffer
, WINED3DSP_WRITEMASK_ALL
,
7348 settings
->op
[stage
].color_fixup
);
7351 if (settings
->color_key_enabled
)
7353 shader_addline(buffer
, "if (all(greaterThanEqual(tex0, color_key[0])) && all(lessThan(tex0, color_key[1])))\n");
7354 shader_addline(buffer
, " discard;\n");
7357 shader_addline(buffer
, "ret = ffp_varying_diffuse;\n");
7359 /* Generate the main shader */
7360 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
7364 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
7367 if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
7368 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
7369 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
;
7370 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
7371 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
7372 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg2
;
7373 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
7374 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
7375 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg1
;
7376 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
7377 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
7378 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
7380 op_equal
= settings
->op
[stage
].aop
== settings
->op
[stage
].cop
7381 && settings
->op
[stage
].carg0
== settings
->op
[stage
].aarg0
7382 && settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
7383 && settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
7385 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
7387 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
7388 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
7389 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
7393 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, TRUE
, settings
->op
[stage
].dst
,
7394 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
7395 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
7397 else if (settings
->op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP
7398 && settings
->op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
7400 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
7401 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
7402 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
7403 shader_glsl_ffp_fragment_op(buffer
, stage
, FALSE
, TRUE
, settings
->op
[stage
].dst
,
7404 settings
->op
[stage
].aop
, settings
->op
[stage
].aarg0
,
7405 settings
->op
[stage
].aarg1
, settings
->op
[stage
].aarg2
);
7409 shader_addline(buffer
, "%s[0] = ffp_varying_specular * specular_enable + ret;\n",
7410 get_fragment_output(gl_info
));
7412 if (settings
->sRGB_write
)
7413 shader_glsl_generate_srgb_write_correction(buffer
, gl_info
);
7415 shader_glsl_generate_fog_code(buffer
, gl_info
, settings
->fog
);
7417 shader_glsl_generate_alpha_test(buffer
, gl_info
, alpha_test_func
);
7419 shader_addline(buffer
, "}\n");
7421 shader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
7422 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
7424 string_buffer_release(&priv
->string_buffers
, tex_reg_name
);
7428 static struct glsl_ffp_vertex_shader
*shader_glsl_find_ffp_vertex_shader(struct shader_glsl_priv
*priv
,
7429 const struct wined3d_gl_info
*gl_info
, const struct wined3d_ffp_vs_settings
*settings
)
7431 struct glsl_ffp_vertex_shader
*shader
;
7432 const struct wine_rb_entry
*entry
;
7434 if ((entry
= wine_rb_get(&priv
->ffp_vertex_shaders
, settings
)))
7435 return WINE_RB_ENTRY_VALUE(entry
, struct glsl_ffp_vertex_shader
, desc
.entry
);
7437 if (!(shader
= HeapAlloc(GetProcessHeap(), 0, sizeof(*shader
))))
7440 shader
->desc
.settings
= *settings
;
7441 shader
->id
= shader_glsl_generate_ffp_vertex_shader(priv
, settings
, gl_info
);
7442 list_init(&shader
->linked_programs
);
7443 if (wine_rb_put(&priv
->ffp_vertex_shaders
, &shader
->desc
.settings
, &shader
->desc
.entry
) == -1)
7444 ERR("Failed to insert ffp vertex shader.\n");
7449 static struct glsl_ffp_fragment_shader
*shader_glsl_find_ffp_fragment_shader(struct shader_glsl_priv
*priv
,
7450 const struct wined3d_gl_info
*gl_info
, const struct ffp_frag_settings
*args
)
7452 struct glsl_ffp_fragment_shader
*glsl_desc
;
7453 const struct ffp_frag_desc
*desc
;
7455 if ((desc
= find_ffp_frag_shader(&priv
->ffp_fragment_shaders
, args
)))
7456 return CONTAINING_RECORD(desc
, struct glsl_ffp_fragment_shader
, entry
);
7458 if (!(glsl_desc
= HeapAlloc(GetProcessHeap(), 0, sizeof(*glsl_desc
))))
7461 glsl_desc
->entry
.settings
= *args
;
7462 glsl_desc
->id
= shader_glsl_generate_ffp_fragment_shader(priv
, args
, gl_info
);
7463 list_init(&glsl_desc
->linked_programs
);
7464 add_ffp_frag_shader(&priv
->ffp_fragment_shaders
, &glsl_desc
->entry
);
7470 static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info
*gl_info
,
7471 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_vs_program
*vs
, unsigned int vs_c_count
)
7474 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
7476 for (i
= 0; i
< vs_c_count
; ++i
)
7478 string_buffer_sprintf(name
, "vs_c[%u]", i
);
7479 vs
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7481 memset(&vs
->uniform_f_locations
[vs_c_count
], 0xff, (WINED3D_MAX_VS_CONSTS_F
- vs_c_count
) * sizeof(GLuint
));
7483 for (i
= 0; i
< WINED3D_MAX_CONSTS_I
; ++i
)
7485 string_buffer_sprintf(name
, "vs_i[%u]", i
);
7486 vs
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7489 for (i
= 0; i
< WINED3D_MAX_CONSTS_B
; ++i
)
7491 string_buffer_sprintf(name
, "vs_b[%u]", i
);
7492 vs
->uniform_b_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7495 vs
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "pos_fixup"));
7497 for (i
= 0; i
< MAX_VERTEX_BLENDS
; ++i
)
7499 string_buffer_sprintf(name
, "ffp_modelview_matrix[%u]", i
);
7500 vs
->modelview_matrix_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7502 vs
->projection_matrix_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_projection_matrix"));
7503 vs
->normal_matrix_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_normal_matrix"));
7504 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
7506 string_buffer_sprintf(name
, "ffp_texture_matrix[%u]", i
);
7507 vs
->texture_matrix_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7509 vs
->material_ambient_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.ambient"));
7510 vs
->material_diffuse_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.diffuse"));
7511 vs
->material_specular_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.specular"));
7512 vs
->material_emissive_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.emissive"));
7513 vs
->material_shininess_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.shininess"));
7514 vs
->light_ambient_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_light_ambient"));
7515 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
7517 string_buffer_sprintf(name
, "ffp_light[%u].diffuse", i
);
7518 vs
->light_location
[i
].diffuse
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7519 string_buffer_sprintf(name
, "ffp_light[%u].specular", i
);
7520 vs
->light_location
[i
].specular
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7521 string_buffer_sprintf(name
, "ffp_light[%u].ambient", i
);
7522 vs
->light_location
[i
].ambient
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7523 string_buffer_sprintf(name
, "ffp_light[%u].position", i
);
7524 vs
->light_location
[i
].position
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7525 string_buffer_sprintf(name
, "ffp_light[%u].direction", i
);
7526 vs
->light_location
[i
].direction
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7527 string_buffer_sprintf(name
, "ffp_light[%u].range", i
);
7528 vs
->light_location
[i
].range
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7529 string_buffer_sprintf(name
, "ffp_light[%u].falloff", i
);
7530 vs
->light_location
[i
].falloff
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7531 string_buffer_sprintf(name
, "ffp_light[%u].c_att", i
);
7532 vs
->light_location
[i
].c_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7533 string_buffer_sprintf(name
, "ffp_light[%u].l_att", i
);
7534 vs
->light_location
[i
].l_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7535 string_buffer_sprintf(name
, "ffp_light[%u].q_att", i
);
7536 vs
->light_location
[i
].q_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7537 string_buffer_sprintf(name
, "ffp_light[%u].cos_htheta", i
);
7538 vs
->light_location
[i
].cos_htheta
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7539 string_buffer_sprintf(name
, "ffp_light[%u].cos_hphi", i
);
7540 vs
->light_location
[i
].cos_hphi
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7542 vs
->pointsize_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size"));
7543 vs
->pointsize_min_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size_min"));
7544 vs
->pointsize_max_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size_max"));
7545 vs
->pointsize_c_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.c_att"));
7546 vs
->pointsize_l_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.l_att"));
7547 vs
->pointsize_q_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.q_att"));
7548 vs
->clip_planes_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "clip_planes"));
7550 string_buffer_release(&priv
->string_buffers
, name
);
7553 static void shader_glsl_init_gs_uniform_locations(const struct wined3d_gl_info
*gl_info
,
7554 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_gs_program
*gs
)
7556 gs
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "pos_fixup"));
7559 static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info
*gl_info
,
7560 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_ps_program
*ps
, unsigned int ps_c_count
)
7563 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
7565 for (i
= 0; i
< ps_c_count
; ++i
)
7567 string_buffer_sprintf(name
, "ps_c[%u]", i
);
7568 ps
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7570 memset(&ps
->uniform_f_locations
[ps_c_count
], 0xff, (WINED3D_MAX_PS_CONSTS_F
- ps_c_count
) * sizeof(GLuint
));
7572 for (i
= 0; i
< WINED3D_MAX_CONSTS_I
; ++i
)
7574 string_buffer_sprintf(name
, "ps_i[%u]", i
);
7575 ps
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7578 for (i
= 0; i
< WINED3D_MAX_CONSTS_B
; ++i
)
7580 string_buffer_sprintf(name
, "ps_b[%u]", i
);
7581 ps
->uniform_b_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7584 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
7586 string_buffer_sprintf(name
, "bumpenv_mat%u", i
);
7587 ps
->bumpenv_mat_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7588 string_buffer_sprintf(name
, "bumpenv_lum_scale%u", i
);
7589 ps
->bumpenv_lum_scale_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7590 string_buffer_sprintf(name
, "bumpenv_lum_offset%u", i
);
7591 ps
->bumpenv_lum_offset_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7592 string_buffer_sprintf(name
, "tss_const%u", i
);
7593 ps
->tss_constant_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7596 ps
->tex_factor_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "tex_factor"));
7597 ps
->specular_enable_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "specular_enable"));
7599 ps
->fog_color_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.color"));
7600 ps
->fog_density_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.density"));
7601 ps
->fog_end_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.end"));
7602 ps
->fog_scale_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.scale"));
7604 ps
->alpha_test_ref_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "alpha_test_ref"));
7606 ps
->np2_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ps_samplerNP2Fixup"));
7607 ps
->ycorrection_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ycorrection"));
7608 ps
->color_key_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "color_key"));
7610 string_buffer_release(&priv
->string_buffers
, name
);
7613 static void shader_glsl_init_uniform_block_bindings(const struct wined3d_gl_info
*gl_info
,
7614 struct shader_glsl_priv
*priv
, GLuint program_id
,
7615 const struct wined3d_shader_reg_maps
*reg_maps
)
7617 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
7618 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
7619 unsigned int i
, base
, count
;
7622 wined3d_gl_limits_get_uniform_block_range(&gl_info
->limits
, reg_maps
->shader_version
.type
, &base
, &count
);
7623 for (i
= 0; i
< count
; ++i
)
7625 if (!reg_maps
->cb_sizes
[i
])
7628 string_buffer_sprintf(name
, "block_%s_cb%u", prefix
, i
);
7629 block_idx
= GL_EXTCALL(glGetUniformBlockIndex(program_id
, name
->buffer
));
7630 GL_EXTCALL(glUniformBlockBinding(program_id
, block_idx
, base
+ i
));
7632 checkGLcall("glUniformBlockBinding");
7633 string_buffer_release(&priv
->string_buffers
, name
);
7636 /* Context activation is done by the caller. */
7637 static void set_glsl_shader_program(const struct wined3d_context
*context
, const struct wined3d_state
*state
,
7638 struct shader_glsl_priv
*priv
, struct glsl_context_data
*ctx_data
)
7640 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
7641 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
7642 const struct ps_np2fixup_info
*np2fixup_info
= NULL
;
7643 struct glsl_shader_prog_link
*entry
= NULL
;
7644 struct wined3d_shader
*vshader
= NULL
;
7645 struct wined3d_shader
*gshader
= NULL
;
7646 struct wined3d_shader
*pshader
= NULL
;
7648 GLuint reorder_shader_id
= 0;
7653 struct list
*ps_list
, *vs_list
;
7655 struct wined3d_string_buffer
*tmp_name
;
7657 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_VERTEX
)) && ctx_data
->glsl_program
)
7659 vs_id
= ctx_data
->glsl_program
->vs
.id
;
7660 vs_list
= &ctx_data
->glsl_program
->vs
.shader_entry
;
7664 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
7665 gshader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
7667 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_GEOMETRY
))
7668 && ctx_data
->glsl_program
->gs
.id
)
7670 gs_id
= ctx_data
->glsl_program
->gs
.id
;
7674 struct gs_compile_args args
;
7676 find_gs_compile_args(state
, gshader
, &args
);
7677 gs_id
= find_glsl_geometry_shader(context
, priv
, gshader
, &args
);
7681 else if (use_vs(state
))
7683 struct vs_compile_args vs_compile_args
;
7685 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
7686 gshader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
7688 find_vs_compile_args(state
, vshader
, context
->stream_info
.swizzle_map
, &vs_compile_args
, d3d_info
);
7689 vs_id
= find_glsl_vshader(context
, priv
, vshader
, &vs_compile_args
);
7690 vs_list
= &vshader
->linked_programs
;
7692 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_GEOMETRY
))
7693 && ctx_data
->glsl_program
->gs
.id
)
7695 gs_id
= ctx_data
->glsl_program
->gs
.id
;
7699 struct gs_compile_args gs_compile_args
;
7701 find_gs_compile_args(state
, gshader
, &gs_compile_args
);
7702 gs_id
= find_glsl_geometry_shader(context
, priv
, gshader
, &gs_compile_args
);
7705 else if (priv
->vertex_pipe
== &glsl_vertex_pipe
)
7707 struct glsl_ffp_vertex_shader
*ffp_shader
;
7708 struct wined3d_ffp_vs_settings settings
;
7710 wined3d_ffp_get_vs_settings(context
, state
, &settings
);
7711 ffp_shader
= shader_glsl_find_ffp_vertex_shader(priv
, gl_info
, &settings
);
7712 vs_id
= ffp_shader
->id
;
7713 vs_list
= &ffp_shader
->linked_programs
;
7716 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_PIXEL
)) && ctx_data
->glsl_program
)
7718 ps_id
= ctx_data
->glsl_program
->ps
.id
;
7719 ps_list
= &ctx_data
->glsl_program
->ps
.shader_entry
;
7722 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
7724 else if (use_ps(state
))
7726 struct ps_compile_args ps_compile_args
;
7727 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
7728 find_ps_compile_args(state
, pshader
, context
->stream_info
.position_transformed
, &ps_compile_args
, context
);
7729 ps_id
= find_glsl_pshader(context
, &priv
->shader_buffer
, &priv
->string_buffers
,
7730 pshader
, &ps_compile_args
, &np2fixup_info
);
7731 ps_list
= &pshader
->linked_programs
;
7733 else if (priv
->fragment_pipe
== &glsl_fragment_pipe
)
7735 struct glsl_ffp_fragment_shader
*ffp_shader
;
7736 struct ffp_frag_settings settings
;
7738 gen_ffp_frag_op(context
, state
, &settings
, FALSE
);
7739 ffp_shader
= shader_glsl_find_ffp_fragment_shader(priv
, gl_info
, &settings
);
7740 ps_id
= ffp_shader
->id
;
7741 ps_list
= &ffp_shader
->linked_programs
;
7744 if ((!vs_id
&& !gs_id
&& !ps_id
) || (entry
= get_glsl_program_entry(priv
, vs_id
, gs_id
, ps_id
)))
7746 ctx_data
->glsl_program
= entry
;
7750 /* If we get to this point, then no matching program exists, so we create one */
7751 program_id
= GL_EXTCALL(glCreateProgram());
7752 TRACE("Created new GLSL shader program %u.\n", program_id
);
7754 /* Create the entry */
7755 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link
));
7756 entry
->id
= program_id
;
7757 entry
->vs
.id
= vs_id
;
7758 entry
->gs
.id
= gs_id
;
7759 entry
->ps
.id
= ps_id
;
7760 entry
->constant_version
= 0;
7761 entry
->ps
.np2_fixup_info
= np2fixup_info
;
7762 /* Add the hash table entry */
7763 add_glsl_program_entry(priv
, entry
);
7765 /* Set the current program */
7766 ctx_data
->glsl_program
= entry
;
7768 /* Attach GLSL vshader */
7771 TRACE("Attaching GLSL shader object %u to program %u.\n", vs_id
, program_id
);
7772 GL_EXTCALL(glAttachShader(program_id
, vs_id
));
7773 checkGLcall("glAttachShader");
7775 list_add_head(vs_list
, &entry
->vs
.shader_entry
);
7780 attribs_map
= vshader
->reg_maps
.input_registers
;
7781 if (vshader
->reg_maps
.shader_version
.major
< 4)
7783 reorder_shader_id
= shader_glsl_generate_vs3_rasterizer_input_setup(priv
, vshader
, pshader
,
7784 state
->gl_primitive_type
== GL_POINTS
&& vshader
->reg_maps
.point_size
,
7785 d3d_info
->emulated_flatshading
7786 && state
->render_states
[WINED3D_RS_SHADEMODE
] == WINED3D_SHADE_FLAT
, gl_info
);
7787 TRACE("Attaching GLSL shader object %u to program %u.\n", reorder_shader_id
, program_id
);
7788 GL_EXTCALL(glAttachShader(program_id
, reorder_shader_id
));
7789 checkGLcall("glAttachShader");
7790 /* Flag the reorder function for deletion, it will be freed
7791 * automatically when the program is destroyed. */
7792 GL_EXTCALL(glDeleteShader(reorder_shader_id
));
7797 attribs_map
= (1u << WINED3D_FFP_ATTRIBS_COUNT
) - 1;
7800 if (!shader_glsl_use_explicit_attrib_location(gl_info
))
7802 /* Bind vertex attributes to a corresponding index number to match
7803 * the same index numbers as ARB_vertex_programs (makes loading
7804 * vertex attributes simpler). With this method, we can use the
7805 * exact same code to load the attributes later for both ARB and
7808 * We have to do this here because we need to know the Program ID
7809 * in order to make the bindings work, and it has to be done prior
7810 * to linking the GLSL program. */
7811 tmp_name
= string_buffer_get(&priv
->string_buffers
);
7812 for (i
= 0; attribs_map
; attribs_map
>>= 1, ++i
)
7814 if (!(attribs_map
& 1))
7817 string_buffer_sprintf(tmp_name
, "vs_in%u", i
);
7818 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
7819 if (vshader
&& vshader
->reg_maps
.shader_version
.major
>= 4)
7821 string_buffer_sprintf(tmp_name
, "vs_in_uint%u", i
);
7822 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
7823 string_buffer_sprintf(tmp_name
, "vs_in_int%u", i
);
7824 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
7827 checkGLcall("glBindAttribLocation");
7828 string_buffer_release(&priv
->string_buffers
, tmp_name
);
7833 TRACE("Attaching GLSL geometry shader object %u to program %u.\n", gs_id
, program_id
);
7834 GL_EXTCALL(glAttachShader(program_id
, gs_id
));
7835 checkGLcall("glAttachShader");
7837 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
7839 TRACE("input type %s, output type %s, vertices out %u.\n",
7840 debug_d3dprimitivetype(gshader
->u
.gs
.input_type
),
7841 debug_d3dprimitivetype(gshader
->u
.gs
.output_type
),
7842 gshader
->u
.gs
.vertices_out
);
7843 GL_EXTCALL(glProgramParameteriARB(program_id
, GL_GEOMETRY_INPUT_TYPE_ARB
,
7844 gl_primitive_type_from_d3d(gshader
->u
.gs
.input_type
)));
7845 GL_EXTCALL(glProgramParameteriARB(program_id
, GL_GEOMETRY_OUTPUT_TYPE_ARB
,
7846 gl_primitive_type_from_d3d(gshader
->u
.gs
.output_type
)));
7847 GL_EXTCALL(glProgramParameteriARB(program_id
, GL_GEOMETRY_VERTICES_OUT_ARB
,
7848 gshader
->u
.gs
.vertices_out
));
7849 checkGLcall("glProgramParameteriARB");
7852 list_add_head(&gshader
->linked_programs
, &entry
->gs
.shader_entry
);
7855 /* Attach GLSL pshader */
7858 TRACE("Attaching GLSL shader object %u to program %u.\n", ps_id
, program_id
);
7859 GL_EXTCALL(glAttachShader(program_id
, ps_id
));
7860 checkGLcall("glAttachShader");
7862 list_add_head(ps_list
, &entry
->ps
.shader_entry
);
7865 /* Link the program */
7866 TRACE("Linking GLSL shader program %u.\n", program_id
);
7867 GL_EXTCALL(glLinkProgram(program_id
));
7868 shader_glsl_validate_link(gl_info
, program_id
);
7870 shader_glsl_init_vs_uniform_locations(gl_info
, priv
, program_id
, &entry
->vs
,
7871 vshader
? vshader
->limits
->constant_float
: 0);
7872 shader_glsl_init_gs_uniform_locations(gl_info
, priv
, program_id
, &entry
->gs
);
7873 shader_glsl_init_ps_uniform_locations(gl_info
, priv
, program_id
, &entry
->ps
,
7874 pshader
? pshader
->limits
->constant_float
: 0);
7875 checkGLcall("Find glsl program uniform locations");
7877 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
7879 if (pshader
&& pshader
->reg_maps
.shader_version
.major
>= 3
7880 && pshader
->u
.ps
.declared_in_count
> vec4_varyings(3, gl_info
))
7882 TRACE("Shader %d needs vertex color clamping disabled.\n", program_id
);
7883 entry
->vs
.vertex_color_clamp
= GL_FALSE
;
7887 entry
->vs
.vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
7892 /* With core profile we never change vertex_color_clamp from
7893 * GL_FIXED_ONLY_MODE (which is also the initial value) so we never call
7894 * glClampColorARB(). */
7895 entry
->vs
.vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
7898 /* Set the shader to allow uniform loading on it */
7899 GL_EXTCALL(glUseProgram(program_id
));
7900 checkGLcall("glUseProgram");
7902 /* Texture unit mapping is set up to be the same each time the shader
7903 * program is used so we can hardcode the sampler uniform values. */
7904 shader_glsl_load_samplers(gl_info
, priv
, context
->tex_unit_map
, program_id
);
7906 entry
->constant_update_mask
= 0;
7909 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_F
;
7910 if (vshader
->reg_maps
.integer_constants
)
7911 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_I
;
7912 if (vshader
->reg_maps
.boolean_constants
)
7913 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_B
;
7914 if (entry
->vs
.pos_fixup_location
!= -1)
7915 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
7917 shader_glsl_init_uniform_block_bindings(gl_info
, priv
, program_id
, &vshader
->reg_maps
);
7918 shader_glsl_load_icb(gl_info
, priv
, program_id
, &vshader
->reg_maps
);
7922 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
7923 | WINED3D_SHADER_CONST_FFP_PROJ
;
7925 for (i
= 1; i
< MAX_VERTEX_BLENDS
; ++i
)
7927 if (entry
->vs
.modelview_matrix_location
[i
] != -1)
7929 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
7934 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
7936 if (entry
->vs
.texture_matrix_location
[i
] != -1)
7938 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
7942 if (entry
->vs
.material_ambient_location
!= -1 || entry
->vs
.material_diffuse_location
!= -1
7943 || entry
->vs
.material_specular_location
!= -1
7944 || entry
->vs
.material_emissive_location
!= -1
7945 || entry
->vs
.material_shininess_location
!= -1)
7946 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MATERIAL
;
7947 if (entry
->vs
.light_ambient_location
!= -1)
7948 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_LIGHTS
;
7950 if (entry
->vs
.clip_planes_location
!= -1)
7951 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
7952 if (entry
->vs
.pointsize_min_location
!= -1)
7953 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
7957 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
7958 shader_glsl_init_uniform_block_bindings(gl_info
, priv
, program_id
, &gshader
->reg_maps
);
7959 shader_glsl_load_icb(gl_info
, priv
, program_id
, &gshader
->reg_maps
);
7966 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_F
;
7967 if (pshader
->reg_maps
.integer_constants
)
7968 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_I
;
7969 if (pshader
->reg_maps
.boolean_constants
)
7970 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_B
;
7971 if (entry
->ps
.ycorrection_location
!= -1)
7972 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_Y_CORR
;
7974 shader_glsl_init_uniform_block_bindings(gl_info
, priv
, program_id
, &pshader
->reg_maps
);
7975 shader_glsl_load_icb(gl_info
, priv
, program_id
, &pshader
->reg_maps
);
7979 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PS
;
7982 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
7984 if (entry
->ps
.bumpenv_mat_location
[i
] != -1)
7986 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_BUMP_ENV
;
7991 if (entry
->ps
.fog_color_location
!= -1)
7992 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
7993 if (entry
->ps
.alpha_test_ref_location
!= -1)
7994 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_ALPHA_TEST
;
7995 if (entry
->ps
.np2_fixup_location
!= -1)
7996 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_NP2_FIXUP
;
7997 if (entry
->ps
.color_key_location
!= -1)
7998 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_COLOR_KEY
;
8002 /* Context activation is done by the caller. */
8003 static GLuint
create_glsl_blt_shader(const struct wined3d_gl_info
*gl_info
, enum wined3d_gl_resource_type tex_type
,
8007 GLuint vshader_id
, pshader_id
;
8008 const char *blt_pshader
;
8010 static const char blt_vshader
[] =
8014 " gl_Position = gl_Vertex;\n"
8015 " gl_FrontColor = vec4(1.0);\n"
8016 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
8019 static const char * const blt_pshaders_full
[WINED3D_GL_RES_TYPE_COUNT
] =
8021 /* WINED3D_GL_RES_TYPE_TEX_1D */
8023 /* WINED3D_GL_RES_TYPE_TEX_2D */
8025 "uniform sampler2D sampler;\n"
8028 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
8030 /* WINED3D_GL_RES_TYPE_TEX_3D */
8032 /* WINED3D_GL_RES_TYPE_TEX_CUBE */
8034 "uniform samplerCube sampler;\n"
8037 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
8039 /* WINED3D_GL_RES_TYPE_TEX_RECT */
8041 "#extension GL_ARB_texture_rectangle : enable\n"
8042 "uniform sampler2DRect sampler;\n"
8045 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
8047 /* WINED3D_GL_RES_TYPE_BUFFER */
8049 /* WINED3D_GL_RES_TYPE_RB */
8053 static const char * const blt_pshaders_masked
[WINED3D_GL_RES_TYPE_COUNT
] =
8055 /* WINED3D_GL_RES_TYPE_TEX_1D */
8057 /* WINED3D_GL_RES_TYPE_TEX_2D */
8059 "uniform sampler2D sampler;\n"
8060 "uniform vec4 mask;\n"
8063 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
8064 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
8066 /* WINED3D_GL_RES_TYPE_TEX_3D */
8068 /* WINED3D_GL_RES_TYPE_TEX_CUBE */
8070 "uniform samplerCube sampler;\n"
8071 "uniform vec4 mask;\n"
8074 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
8075 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
8077 /* WINED3D_GL_RES_TYPE_TEX_RECT */
8079 "#extension GL_ARB_texture_rectangle : enable\n"
8080 "uniform sampler2DRect sampler;\n"
8081 "uniform vec4 mask;\n"
8084 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
8085 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
8087 /* WINED3D_GL_RES_TYPE_BUFFER */
8089 /* WINED3D_GL_RES_TYPE_RB */
8093 blt_pshader
= masked
? blt_pshaders_masked
[tex_type
] : blt_pshaders_full
[tex_type
];
8096 FIXME("tex_type %#x not supported\n", tex_type
);
8100 vshader_id
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
8101 shader_glsl_compile(gl_info
, vshader_id
, blt_vshader
);
8103 pshader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
8104 shader_glsl_compile(gl_info
, pshader_id
, blt_pshader
);
8106 program_id
= GL_EXTCALL(glCreateProgram());
8107 GL_EXTCALL(glAttachShader(program_id
, vshader_id
));
8108 GL_EXTCALL(glAttachShader(program_id
, pshader_id
));
8109 GL_EXTCALL(glLinkProgram(program_id
));
8111 shader_glsl_validate_link(gl_info
, program_id
);
8113 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
8116 GL_EXTCALL(glDeleteShader(vshader_id
));
8117 GL_EXTCALL(glDeleteShader(pshader_id
));
8121 /* Context activation is done by the caller. */
8122 static void shader_glsl_select(void *shader_priv
, struct wined3d_context
*context
,
8123 const struct wined3d_state
*state
)
8125 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
8126 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8127 struct shader_glsl_priv
*priv
= shader_priv
;
8128 GLuint program_id
= 0, prev_id
= 0;
8129 GLenum old_vertex_color_clamp
, current_vertex_color_clamp
;
8131 priv
->vertex_pipe
->vp_enable(gl_info
, !use_vs(state
));
8132 priv
->fragment_pipe
->enable_extension(gl_info
, !use_ps(state
));
8134 if (ctx_data
->glsl_program
)
8136 prev_id
= ctx_data
->glsl_program
->id
;
8137 old_vertex_color_clamp
= ctx_data
->glsl_program
->vs
.vertex_color_clamp
;
8142 old_vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
8145 set_glsl_shader_program(context
, state
, priv
, ctx_data
);
8147 if (ctx_data
->glsl_program
)
8149 program_id
= ctx_data
->glsl_program
->id
;
8150 current_vertex_color_clamp
= ctx_data
->glsl_program
->vs
.vertex_color_clamp
;
8155 current_vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
8158 if (old_vertex_color_clamp
!= current_vertex_color_clamp
)
8160 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
8162 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, current_vertex_color_clamp
));
8163 checkGLcall("glClampColorARB");
8167 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
8171 TRACE("Using GLSL program %u.\n", program_id
);
8173 if (prev_id
!= program_id
)
8175 GL_EXTCALL(glUseProgram(program_id
));
8176 checkGLcall("glUseProgram");
8179 context
->constant_update_mask
|= ctx_data
->glsl_program
->constant_update_mask
;
8183 /* "context" is not necessarily the currently active context. */
8184 static void shader_glsl_invalidate_current_program(struct wined3d_context
*context
)
8186 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
8188 ctx_data
->glsl_program
= NULL
;
8189 context
->shader_update_mask
= (1u << WINED3D_SHADER_TYPE_PIXEL
)
8190 | (1u << WINED3D_SHADER_TYPE_VERTEX
)
8191 | (1u << WINED3D_SHADER_TYPE_GEOMETRY
)
8192 | (1u << WINED3D_SHADER_TYPE_HULL
)
8193 | (1u << WINED3D_SHADER_TYPE_DOMAIN
)
8194 | (1u << WINED3D_SHADER_TYPE_COMPUTE
);
8197 /* Context activation is done by the caller. */
8198 static void shader_glsl_disable(void *shader_priv
, struct wined3d_context
*context
)
8200 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8201 struct shader_glsl_priv
*priv
= shader_priv
;
8203 shader_glsl_invalidate_current_program(context
);
8204 GL_EXTCALL(glUseProgram(0));
8205 checkGLcall("glUseProgram");
8207 priv
->vertex_pipe
->vp_enable(gl_info
, FALSE
);
8208 priv
->fragment_pipe
->enable_extension(gl_info
, FALSE
);
8210 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] && gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
8212 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, GL_FIXED_ONLY_ARB
));
8213 checkGLcall("glClampColorARB");
8217 /* Context activation is done by the caller. */
8218 static void shader_glsl_select_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
,
8219 enum wined3d_gl_resource_type tex_type
, const SIZE
*ds_mask_size
)
8221 BOOL masked
= ds_mask_size
->cx
&& ds_mask_size
->cy
;
8222 struct shader_glsl_priv
*priv
= shader_priv
;
8223 GLuint
*blt_program
;
8226 blt_program
= masked
? &priv
->depth_blt_program_masked
[tex_type
] : &priv
->depth_blt_program_full
[tex_type
];
8229 *blt_program
= create_glsl_blt_shader(gl_info
, tex_type
, masked
);
8230 loc
= GL_EXTCALL(glGetUniformLocation(*blt_program
, "sampler"));
8231 GL_EXTCALL(glUseProgram(*blt_program
));
8232 GL_EXTCALL(glUniform1i(loc
, 0));
8236 GL_EXTCALL(glUseProgram(*blt_program
));
8241 loc
= GL_EXTCALL(glGetUniformLocation(*blt_program
, "mask"));
8242 GL_EXTCALL(glUniform4f(loc
, 0.0f
, 0.0f
, (float)ds_mask_size
->cx
, (float)ds_mask_size
->cy
));
8246 /* Context activation is done by the caller. */
8247 static void shader_glsl_deselect_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
)
8249 const struct glsl_context_data
*ctx_data
= context_get_current()->shader_backend_data
;
8252 program_id
= ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0;
8253 if (program_id
) TRACE("Using GLSL program %u\n", program_id
);
8255 GL_EXTCALL(glUseProgram(program_id
));
8256 checkGLcall("glUseProgram");
8259 static void shader_glsl_invalidate_contexts_program(struct wined3d_device
*device
,
8260 const struct glsl_shader_prog_link
*program
)
8262 const struct glsl_context_data
*ctx_data
;
8263 struct wined3d_context
*context
;
8266 for (i
= 0; i
< device
->context_count
; ++i
)
8268 context
= device
->contexts
[i
];
8269 ctx_data
= context
->shader_backend_data
;
8271 if (ctx_data
->glsl_program
== program
)
8272 shader_glsl_invalidate_current_program(context
);
8276 static void shader_glsl_destroy(struct wined3d_shader
*shader
)
8278 struct glsl_shader_private
*shader_data
= shader
->backend_data
;
8279 struct wined3d_device
*device
= shader
->device
;
8280 struct shader_glsl_priv
*priv
= device
->shader_priv
;
8281 const struct wined3d_gl_info
*gl_info
;
8282 const struct list
*linked_programs
;
8283 struct wined3d_context
*context
;
8285 if (!shader_data
|| !shader_data
->num_gl_shaders
)
8287 HeapFree(GetProcessHeap(), 0, shader_data
);
8288 shader
->backend_data
= NULL
;
8292 context
= context_acquire(device
, NULL
);
8293 gl_info
= context
->gl_info
;
8295 TRACE("Deleting linked programs.\n");
8296 linked_programs
= &shader
->linked_programs
;
8297 if (linked_programs
->next
)
8299 struct glsl_shader_prog_link
*entry
, *entry2
;
8302 switch (shader
->reg_maps
.shader_version
.type
)
8304 case WINED3D_SHADER_TYPE_PIXEL
:
8306 struct glsl_ps_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.ps
;
8308 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
8310 TRACE("Deleting pixel shader %u.\n", gl_shaders
[i
].id
);
8311 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
8312 checkGLcall("glDeleteShader");
8314 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.ps
);
8316 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
8317 struct glsl_shader_prog_link
, ps
.shader_entry
)
8319 shader_glsl_invalidate_contexts_program(device
, entry
);
8320 delete_glsl_program_entry(priv
, gl_info
, entry
);
8326 case WINED3D_SHADER_TYPE_VERTEX
:
8328 struct glsl_vs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.vs
;
8330 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
8332 TRACE("Deleting vertex shader %u.\n", gl_shaders
[i
].id
);
8333 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
8334 checkGLcall("glDeleteShader");
8336 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.vs
);
8338 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
8339 struct glsl_shader_prog_link
, vs
.shader_entry
)
8341 shader_glsl_invalidate_contexts_program(device
, entry
);
8342 delete_glsl_program_entry(priv
, gl_info
, entry
);
8348 case WINED3D_SHADER_TYPE_GEOMETRY
:
8350 struct glsl_gs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.gs
;
8352 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
8354 TRACE("Deleting geometry shader %u.\n", gl_shaders
[i
].id
);
8355 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
8356 checkGLcall("glDeleteShader");
8358 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.gs
);
8360 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
8361 struct glsl_shader_prog_link
, gs
.shader_entry
)
8363 shader_glsl_invalidate_contexts_program(device
, entry
);
8364 delete_glsl_program_entry(priv
, gl_info
, entry
);
8371 ERR("Unhandled shader type %#x.\n", shader
->reg_maps
.shader_version
.type
);
8376 HeapFree(GetProcessHeap(), 0, shader
->backend_data
);
8377 shader
->backend_data
= NULL
;
8379 context_release(context
);
8382 static int glsl_program_key_compare(const void *key
, const struct wine_rb_entry
*entry
)
8384 const struct glsl_program_key
*k
= key
;
8385 const struct glsl_shader_prog_link
*prog
= WINE_RB_ENTRY_VALUE(entry
,
8386 const struct glsl_shader_prog_link
, program_lookup_entry
);
8388 if (k
->vs_id
> prog
->vs
.id
) return 1;
8389 else if (k
->vs_id
< prog
->vs
.id
) return -1;
8391 if (k
->gs_id
> prog
->gs
.id
) return 1;
8392 else if (k
->gs_id
< prog
->gs
.id
) return -1;
8394 if (k
->ps_id
> prog
->ps
.id
) return 1;
8395 else if (k
->ps_id
< prog
->ps
.id
) return -1;
8400 static BOOL
constant_heap_init(struct constant_heap
*heap
, unsigned int constant_count
)
8402 SIZE_T size
= (constant_count
+ 1) * sizeof(*heap
->entries
)
8403 + constant_count
* sizeof(*heap
->contained
)
8404 + constant_count
* sizeof(*heap
->positions
);
8405 void *mem
= HeapAlloc(GetProcessHeap(), 0, size
);
8409 ERR("Failed to allocate memory\n");
8413 heap
->entries
= mem
;
8414 heap
->entries
[1].version
= 0;
8415 heap
->contained
= (BOOL
*)(heap
->entries
+ constant_count
+ 1);
8416 memset(heap
->contained
, 0, constant_count
* sizeof(*heap
->contained
));
8417 heap
->positions
= (unsigned int *)(heap
->contained
+ constant_count
);
8423 static void constant_heap_free(struct constant_heap
*heap
)
8425 HeapFree(GetProcessHeap(), 0, heap
->entries
);
8428 static const struct wine_rb_functions wined3d_glsl_program_rb_functions
=
8433 glsl_program_key_compare
,
8436 static HRESULT
shader_glsl_alloc(struct wined3d_device
*device
, const struct wined3d_vertex_pipe_ops
*vertex_pipe
,
8437 const struct fragment_pipeline
*fragment_pipe
)
8439 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
8440 struct shader_glsl_priv
*priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_glsl_priv
));
8441 SIZE_T stack_size
= wined3d_log2i(max(WINED3D_MAX_VS_CONSTS_F
, WINED3D_MAX_PS_CONSTS_F
)) + 1;
8442 struct fragment_caps fragment_caps
;
8443 void *vertex_priv
, *fragment_priv
;
8445 string_buffer_list_init(&priv
->string_buffers
);
8447 if (!(vertex_priv
= vertex_pipe
->vp_alloc(&glsl_shader_backend
, priv
)))
8449 ERR("Failed to initialize vertex pipe.\n");
8450 HeapFree(GetProcessHeap(), 0, priv
);
8454 if (!(fragment_priv
= fragment_pipe
->alloc_private(&glsl_shader_backend
, priv
)))
8456 ERR("Failed to initialize fragment pipe.\n");
8457 vertex_pipe
->vp_free(device
);
8458 HeapFree(GetProcessHeap(), 0, priv
);
8462 if (!string_buffer_init(&priv
->shader_buffer
))
8464 ERR("Failed to initialize shader buffer.\n");
8468 if (!(priv
->stack
= wined3d_calloc(stack_size
, sizeof(*priv
->stack
))))
8470 ERR("Failed to allocate memory.\n");
8474 if (!constant_heap_init(&priv
->vconst_heap
, WINED3D_MAX_VS_CONSTS_F
))
8476 ERR("Failed to initialize vertex shader constant heap\n");
8480 if (!constant_heap_init(&priv
->pconst_heap
, WINED3D_MAX_PS_CONSTS_F
))
8482 ERR("Failed to initialize pixel shader constant heap\n");
8486 if (wine_rb_init(&priv
->program_lookup
, &wined3d_glsl_program_rb_functions
) == -1)
8488 ERR("Failed to initialize rbtree.\n");
8492 priv
->next_constant_version
= 1;
8493 priv
->vertex_pipe
= vertex_pipe
;
8494 priv
->fragment_pipe
= fragment_pipe
;
8495 fragment_pipe
->get_caps(gl_info
, &fragment_caps
);
8496 priv
->ffp_proj_control
= fragment_caps
.wined3d_caps
& WINED3D_FRAGMENT_CAP_PROJ_CONTROL
;
8497 priv
->legacy_lighting
= device
->wined3d
->flags
& WINED3D_LEGACY_FFP_LIGHTING
;
8499 device
->vertex_priv
= vertex_priv
;
8500 device
->fragment_priv
= fragment_priv
;
8501 device
->shader_priv
= priv
;
8506 constant_heap_free(&priv
->pconst_heap
);
8507 constant_heap_free(&priv
->vconst_heap
);
8508 HeapFree(GetProcessHeap(), 0, priv
->stack
);
8509 string_buffer_free(&priv
->shader_buffer
);
8510 fragment_pipe
->free_private(device
);
8511 vertex_pipe
->vp_free(device
);
8512 HeapFree(GetProcessHeap(), 0, priv
);
8513 return E_OUTOFMEMORY
;
8516 /* Context activation is done by the caller. */
8517 static void shader_glsl_free(struct wined3d_device
*device
)
8519 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
8520 struct shader_glsl_priv
*priv
= device
->shader_priv
;
8523 for (i
= 0; i
< WINED3D_GL_RES_TYPE_COUNT
; ++i
)
8525 if (priv
->depth_blt_program_full
[i
])
8527 GL_EXTCALL(glDeleteProgram(priv
->depth_blt_program_full
[i
]));
8529 if (priv
->depth_blt_program_masked
[i
])
8531 GL_EXTCALL(glDeleteProgram(priv
->depth_blt_program_masked
[i
]));
8535 wine_rb_destroy(&priv
->program_lookup
, NULL
, NULL
);
8536 constant_heap_free(&priv
->pconst_heap
);
8537 constant_heap_free(&priv
->vconst_heap
);
8538 HeapFree(GetProcessHeap(), 0, priv
->stack
);
8539 string_buffer_list_cleanup(&priv
->string_buffers
);
8540 string_buffer_free(&priv
->shader_buffer
);
8541 priv
->fragment_pipe
->free_private(device
);
8542 priv
->vertex_pipe
->vp_free(device
);
8544 HeapFree(GetProcessHeap(), 0, device
->shader_priv
);
8545 device
->shader_priv
= NULL
;
8548 static BOOL
shader_glsl_allocate_context_data(struct wined3d_context
*context
)
8550 return !!(context
->shader_backend_data
= HeapAlloc(GetProcessHeap(),
8551 HEAP_ZERO_MEMORY
, sizeof(struct glsl_context_data
)));
8554 static void shader_glsl_free_context_data(struct wined3d_context
*context
)
8556 HeapFree(GetProcessHeap(), 0, context
->shader_backend_data
);
8559 static void shader_glsl_init_context_state(struct wined3d_context
*context
)
8561 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8563 gl_info
->gl_ops
.gl
.p_glEnable(GL_PROGRAM_POINT_SIZE
);
8564 checkGLcall("GL_PROGRAM_POINT_SIZE");
8567 static void shader_glsl_get_caps(const struct wined3d_gl_info
*gl_info
, struct shader_caps
*caps
)
8571 /* FIXME: Check for the specific extensions required for SM5 support
8572 * (ARB_compute_shader, ARB_tessellation_shader, ARB_gpu_shader5, ...) as
8573 * soon as we introduce them, adjusting the GL / GLSL version checks
8575 if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(4, 30) && gl_info
->supported
[WINED3D_GL_VERSION_4_3
]
8576 && gl_info
->supported
[ARB_DERIVATIVE_CONTROL
])
8578 else if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 50) && gl_info
->supported
[WINED3D_GL_VERSION_3_2
]
8579 && gl_info
->supported
[ARB_SHADER_BIT_ENCODING
] && gl_info
->supported
[ARB_SAMPLER_OBJECTS
]
8580 && gl_info
->supported
[ARB_TEXTURE_SWIZZLE
])
8582 /* ARB_shader_texture_lod or EXT_gpu_shader4 is required for the SM3
8583 * texldd and texldl instructions. */
8584 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] || gl_info
->supported
[EXT_GPU_SHADER4
])
8588 TRACE("Shader model %u.\n", shader_model
);
8590 caps
->vs_version
= min(wined3d_settings
.max_sm_vs
, shader_model
);
8591 caps
->hs_version
= min(wined3d_settings
.max_sm_hs
, shader_model
);
8592 caps
->ds_version
= min(wined3d_settings
.max_sm_ds
, shader_model
);
8593 caps
->gs_version
= min(wined3d_settings
.max_sm_gs
, shader_model
);
8594 caps
->ps_version
= min(wined3d_settings
.max_sm_ps
, shader_model
);
8595 caps
->cs_version
= min(wined3d_settings
.max_sm_cs
, shader_model
);
8597 caps
->vs_uniform_count
= min(WINED3D_MAX_VS_CONSTS_F
, gl_info
->limits
.glsl_vs_float_constants
);
8598 caps
->ps_uniform_count
= min(WINED3D_MAX_PS_CONSTS_F
, gl_info
->limits
.glsl_ps_float_constants
);
8599 caps
->varying_count
= gl_info
->limits
.glsl_varyings
;
8601 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
8602 * Direct3D minimum requirement.
8604 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
8605 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
8607 * The problem is that the refrast clamps temporary results in the shader to
8608 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
8609 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
8610 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
8611 * offer a way to query this.
8613 if (shader_model
>= 4)
8614 caps
->ps_1x_max_value
= FLT_MAX
;
8616 caps
->ps_1x_max_value
= 1024.0f
;
8618 /* Ideally we'd only set caps like sRGB writes here if supported by both
8619 * the shader backend and the fragment pipe, but we can get called before
8620 * shader_glsl_alloc(). */
8621 caps
->wined3d_caps
= WINED3D_SHADER_CAP_VS_CLIPPING
8622 | WINED3D_SHADER_CAP_SRGB_WRITE
;
8625 static BOOL
shader_glsl_color_fixup_supported(struct color_fixup_desc fixup
)
8627 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
8629 TRACE("Checking support for fixup:\n");
8630 dump_color_fixup_desc(fixup
);
8633 /* We support everything except YUV conversions. */
8634 if (!is_complex_fixup(fixup
))
8640 TRACE("[FAILED]\n");
8644 static const SHADER_HANDLER shader_glsl_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
8646 /* WINED3DSIH_ABS */ shader_glsl_map2gl
,
8647 /* WINED3DSIH_ADD */ shader_glsl_binop
,
8648 /* WINED3DSIH_AND */ shader_glsl_binop
,
8649 /* WINED3DSIH_BEM */ shader_glsl_bem
,
8650 /* WINED3DSIH_BFI */ NULL
,
8651 /* WINED3DSIH_BFREV */ NULL
,
8652 /* WINED3DSIH_BREAK */ shader_glsl_break
,
8653 /* WINED3DSIH_BREAKC */ shader_glsl_breakc
,
8654 /* WINED3DSIH_BREAKP */ shader_glsl_breakp
,
8655 /* WINED3DSIH_BUFINFO */ NULL
,
8656 /* WINED3DSIH_CALL */ shader_glsl_call
,
8657 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz
,
8658 /* WINED3DSIH_CASE */ shader_glsl_case
,
8659 /* WINED3DSIH_CMP */ shader_glsl_conditional_move
,
8660 /* WINED3DSIH_CND */ shader_glsl_cnd
,
8661 /* WINED3DSIH_CONTINUE */ shader_glsl_continue
,
8662 /* WINED3DSIH_CRS */ shader_glsl_cross
,
8663 /* WINED3DSIH_CUT */ shader_glsl_cut
,
8664 /* WINED3DSIH_CUT_STREAM */ shader_glsl_cut
,
8665 /* WINED3DSIH_DCL */ shader_glsl_nop
,
8666 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_glsl_nop
,
8667 /* WINED3DSIH_DCL_GLOBAL_FLAGS */ shader_glsl_nop
,
8668 /* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ NULL
,
8669 /* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ NULL
,
8670 /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ shader_glsl_nop
,
8671 /* WINED3DSIH_DCL_INDEXABLE_TEMP */ shader_glsl_nop
,
8672 /* WINED3DSIH_DCL_INPUT */ shader_glsl_nop
,
8673 /* WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT */ NULL
,
8674 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_glsl_nop
,
8675 /* WINED3DSIH_DCL_INPUT_PS */ NULL
,
8676 /* WINED3DSIH_DCL_INPUT_PS_SGV */ NULL
,
8677 /* WINED3DSIH_DCL_INPUT_PS_SIV */ NULL
,
8678 /* WINED3DSIH_DCL_INPUT_SGV */ shader_glsl_nop
,
8679 /* WINED3DSIH_DCL_INPUT_SIV */ shader_glsl_nop
,
8680 /* WINED3DSIH_DCL_OUTPUT */ shader_glsl_nop
,
8681 /* WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT */ NULL
,
8682 /* WINED3DSIH_DCL_OUTPUT_SIV */ shader_glsl_nop
,
8683 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_glsl_nop
,
8684 /* WINED3DSIH_DCL_RESOURCE_STRUCTURED */ NULL
,
8685 /* WINED3DSIH_DCL_SAMPLER */ shader_glsl_nop
,
8686 /* WINED3DSIH_DCL_STREAM */ NULL
,
8687 /* WINED3DSIH_DCL_TEMPS */ shader_glsl_nop
,
8688 /* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ NULL
,
8689 /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ NULL
,
8690 /* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ NULL
,
8691 /* WINED3DSIH_DCL_TGSM_RAW */ NULL
,
8692 /* WINED3DSIH_DCL_TGSM_STRUCTURED */ NULL
,
8693 /* WINED3DSIH_DCL_THREAD_GROUP */ NULL
,
8694 /* WINED3DSIH_DCL_UAV_TYPED */ NULL
,
8695 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_glsl_nop
,
8696 /* WINED3DSIH_DEF */ shader_glsl_nop
,
8697 /* WINED3DSIH_DEFAULT */ shader_glsl_default
,
8698 /* WINED3DSIH_DEFB */ shader_glsl_nop
,
8699 /* WINED3DSIH_DEFI */ shader_glsl_nop
,
8700 /* WINED3DSIH_DIV */ shader_glsl_binop
,
8701 /* WINED3DSIH_DP2 */ shader_glsl_dot
,
8702 /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add
,
8703 /* WINED3DSIH_DP3 */ shader_glsl_dot
,
8704 /* WINED3DSIH_DP4 */ shader_glsl_dot
,
8705 /* WINED3DSIH_DST */ shader_glsl_dst
,
8706 /* WINED3DSIH_DSX */ shader_glsl_map2gl
,
8707 /* WINED3DSIH_DSX_COARSE */ shader_glsl_map2gl
,
8708 /* WINED3DSIH_DSX_FINE */ shader_glsl_map2gl
,
8709 /* WINED3DSIH_DSY */ shader_glsl_map2gl
,
8710 /* WINED3DSIH_DSY_COARSE */ shader_glsl_map2gl
,
8711 /* WINED3DSIH_DSY_FINE */ shader_glsl_map2gl
,
8712 /* WINED3DSIH_ELSE */ shader_glsl_else
,
8713 /* WINED3DSIH_EMIT */ shader_glsl_emit
,
8714 /* WINED3DSIH_EMIT_STREAM */ shader_glsl_emit
,
8715 /* WINED3DSIH_ENDIF */ shader_glsl_end
,
8716 /* WINED3DSIH_ENDLOOP */ shader_glsl_end
,
8717 /* WINED3DSIH_ENDREP */ shader_glsl_end
,
8718 /* WINED3DSIH_ENDSWITCH */ shader_glsl_end
,
8719 /* WINED3DSIH_EQ */ shader_glsl_relop
,
8720 /* WINED3DSIH_EXP */ shader_glsl_scalar_op
,
8721 /* WINED3DSIH_EXPP */ shader_glsl_expp
,
8722 /* WINED3DSIH_FRC */ shader_glsl_map2gl
,
8723 /* WINED3DSIH_FTOI */ shader_glsl_to_int
,
8724 /* WINED3DSIH_FTOU */ shader_glsl_to_uint
,
8725 /* WINED3DSIH_GATHER4 */ NULL
,
8726 /* WINED3DSIH_GATHER4_C */ NULL
,
8727 /* WINED3DSIH_GE */ shader_glsl_relop
,
8728 /* WINED3DSIH_HS_CONTROL_POINT_PHASE */ NULL
,
8729 /* WINED3DSIH_HS_DECLS */ shader_glsl_nop
,
8730 /* WINED3DSIH_HS_FORK_PHASE */ NULL
,
8731 /* WINED3DSIH_HS_JOIN_PHASE */ NULL
,
8732 /* WINED3DSIH_IADD */ shader_glsl_binop
,
8733 /* WINED3DSIH_IEQ */ shader_glsl_relop
,
8734 /* WINED3DSIH_IF */ shader_glsl_if
,
8735 /* WINED3DSIH_IFC */ shader_glsl_ifc
,
8736 /* WINED3DSIH_IGE */ shader_glsl_relop
,
8737 /* WINED3DSIH_ILT */ shader_glsl_relop
,
8738 /* WINED3DSIH_IMAD */ shader_glsl_mad
,
8739 /* WINED3DSIH_IMAX */ shader_glsl_map2gl
,
8740 /* WINED3DSIH_IMIN */ shader_glsl_map2gl
,
8741 /* WINED3DSIH_IMM_ATOMIC_ALLOC */ NULL
,
8742 /* WINED3DSIH_IMM_ATOMIC_CONSUME */ NULL
,
8743 /* WINED3DSIH_IMUL */ shader_glsl_imul
,
8744 /* WINED3DSIH_INE */ shader_glsl_relop
,
8745 /* WINED3DSIH_INEG */ shader_glsl_unary_op
,
8746 /* WINED3DSIH_ISHL */ shader_glsl_binop
,
8747 /* WINED3DSIH_ISHR */ shader_glsl_binop
,
8748 /* WINED3DSIH_ITOF */ shader_glsl_to_float
,
8749 /* WINED3DSIH_LABEL */ shader_glsl_label
,
8750 /* WINED3DSIH_LD */ shader_glsl_ld
,
8751 /* WINED3DSIH_LD2DMS */ NULL
,
8752 /* WINED3DSIH_LD_RAW */ NULL
,
8753 /* WINED3DSIH_LD_STRUCTURED */ NULL
,
8754 /* WINED3DSIH_LD_UAV_TYPED */ NULL
,
8755 /* WINED3DSIH_LIT */ shader_glsl_lit
,
8756 /* WINED3DSIH_LOD */ NULL
,
8757 /* WINED3DSIH_LOG */ shader_glsl_scalar_op
,
8758 /* WINED3DSIH_LOGP */ shader_glsl_scalar_op
,
8759 /* WINED3DSIH_LOOP */ shader_glsl_loop
,
8760 /* WINED3DSIH_LRP */ shader_glsl_lrp
,
8761 /* WINED3DSIH_LT */ shader_glsl_relop
,
8762 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn
,
8763 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn
,
8764 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn
,
8765 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn
,
8766 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn
,
8767 /* WINED3DSIH_MAD */ shader_glsl_mad
,
8768 /* WINED3DSIH_MAX */ shader_glsl_map2gl
,
8769 /* WINED3DSIH_MIN */ shader_glsl_map2gl
,
8770 /* WINED3DSIH_MOV */ shader_glsl_mov
,
8771 /* WINED3DSIH_MOVA */ shader_glsl_mov
,
8772 /* WINED3DSIH_MOVC */ shader_glsl_conditional_move
,
8773 /* WINED3DSIH_MUL */ shader_glsl_binop
,
8774 /* WINED3DSIH_NE */ shader_glsl_relop
,
8775 /* WINED3DSIH_NOP */ shader_glsl_nop
,
8776 /* WINED3DSIH_NOT */ shader_glsl_unary_op
,
8777 /* WINED3DSIH_NRM */ shader_glsl_nrm
,
8778 /* WINED3DSIH_OR */ shader_glsl_binop
,
8779 /* WINED3DSIH_PHASE */ shader_glsl_nop
,
8780 /* WINED3DSIH_POW */ shader_glsl_pow
,
8781 /* WINED3DSIH_RCP */ shader_glsl_scalar_op
,
8782 /* WINED3DSIH_REP */ shader_glsl_rep
,
8783 /* WINED3DSIH_RESINFO */ shader_glsl_resinfo
,
8784 /* WINED3DSIH_RET */ shader_glsl_ret
,
8785 /* WINED3DSIH_ROUND_NE */ shader_glsl_map2gl
,
8786 /* WINED3DSIH_ROUND_NI */ shader_glsl_map2gl
,
8787 /* WINED3DSIH_ROUND_PI */ shader_glsl_map2gl
,
8788 /* WINED3DSIH_ROUND_Z */ shader_glsl_map2gl
,
8789 /* WINED3DSIH_RSQ */ shader_glsl_scalar_op
,
8790 /* WINED3DSIH_SAMPLE */ shader_glsl_sample
,
8791 /* WINED3DSIH_SAMPLE_B */ shader_glsl_sample
,
8792 /* WINED3DSIH_SAMPLE_C */ shader_glsl_sample_c
,
8793 /* WINED3DSIH_SAMPLE_C_LZ */ shader_glsl_sample_c
,
8794 /* WINED3DSIH_SAMPLE_GRAD */ shader_glsl_sample
,
8795 /* WINED3DSIH_SAMPLE_INFO */ NULL
,
8796 /* WINED3DSIH_SAMPLE_LOD */ shader_glsl_sample
,
8797 /* WINED3DSIH_SAMPLE_POS */ NULL
,
8798 /* WINED3DSIH_SETP */ NULL
,
8799 /* WINED3DSIH_SGE */ shader_glsl_compare
,
8800 /* WINED3DSIH_SGN */ shader_glsl_sgn
,
8801 /* WINED3DSIH_SINCOS */ shader_glsl_sincos
,
8802 /* WINED3DSIH_SLT */ shader_glsl_compare
,
8803 /* WINED3DSIH_SQRT */ shader_glsl_map2gl
,
8804 /* WINED3DSIH_STORE_RAW */ NULL
,
8805 /* WINED3DSIH_STORE_STRUCTURED */ NULL
,
8806 /* WINED3DSIH_STORE_UAV_TYPED */ NULL
,
8807 /* WINED3DSIH_SUB */ shader_glsl_binop
,
8808 /* WINED3DSIH_SWAPC */ NULL
,
8809 /* WINED3DSIH_SWITCH */ shader_glsl_switch
,
8810 /* WINED3DSIH_TEX */ shader_glsl_tex
,
8811 /* WINED3DSIH_TEXBEM */ shader_glsl_texbem
,
8812 /* WINED3DSIH_TEXBEML */ shader_glsl_texbem
,
8813 /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord
,
8814 /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth
,
8815 /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3
,
8816 /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex
,
8817 /* WINED3DSIH_TEXKILL */ shader_glsl_texkill
,
8818 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd
,
8819 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl
,
8820 /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth
,
8821 /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad
,
8822 /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex
,
8823 /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3
,
8824 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
8825 /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad
,
8826 /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec
,
8827 /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex
,
8828 /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec
,
8829 /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar
,
8830 /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb
,
8831 /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb
,
8832 /* WINED3DSIH_UBFE */ NULL
,
8833 /* WINED3DSIH_UDIV */ shader_glsl_udiv
,
8834 /* WINED3DSIH_UGE */ shader_glsl_relop
,
8835 /* WINED3DSIH_ULT */ shader_glsl_relop
,
8836 /* WINED3DSIH_UMAX */ shader_glsl_map2gl
,
8837 /* WINED3DSIH_UMIN */ shader_glsl_map2gl
,
8838 /* WINED3DSIH_USHR */ shader_glsl_binop
,
8839 /* WINED3DSIH_UTOF */ shader_glsl_to_float
,
8840 /* WINED3DSIH_XOR */ shader_glsl_binop
,
8843 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction
*ins
) {
8844 SHADER_HANDLER hw_fct
;
8846 /* Select handler */
8847 hw_fct
= shader_glsl_instruction_handler_table
[ins
->handler_idx
];
8849 /* Unhandled opcode */
8852 FIXME("Backend can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
8857 shader_glsl_add_instruction_modifiers(ins
);
8860 static BOOL
shader_glsl_has_ffp_proj_control(void *shader_priv
)
8862 struct shader_glsl_priv
*priv
= shader_priv
;
8864 return priv
->ffp_proj_control
;
8867 const struct wined3d_shader_backend_ops glsl_shader_backend
=
8869 shader_glsl_handle_instruction
,
8871 shader_glsl_disable
,
8872 shader_glsl_select_depth_blt
,
8873 shader_glsl_deselect_depth_blt
,
8874 shader_glsl_update_float_vertex_constants
,
8875 shader_glsl_update_float_pixel_constants
,
8876 shader_glsl_load_constants
,
8877 shader_glsl_destroy
,
8880 shader_glsl_allocate_context_data
,
8881 shader_glsl_free_context_data
,
8882 shader_glsl_init_context_state
,
8883 shader_glsl_get_caps
,
8884 shader_glsl_color_fixup_supported
,
8885 shader_glsl_has_ffp_proj_control
,
8888 static void glsl_vertex_pipe_vp_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
) {}
8890 static void glsl_vertex_pipe_vp_get_caps(const struct wined3d_gl_info
*gl_info
, struct wined3d_vertex_caps
*caps
)
8892 caps
->xyzrhw
= TRUE
;
8893 caps
->emulated_flatshading
= !gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
8894 caps
->ffp_generic_attributes
= TRUE
;
8895 caps
->max_active_lights
= MAX_ACTIVE_LIGHTS
;
8896 caps
->max_vertex_blend_matrices
= MAX_VERTEX_BLENDS
;
8897 caps
->max_vertex_blend_matrix_index
= 0;
8898 caps
->vertex_processing_caps
= WINED3DVTXPCAPS_TEXGEN
8899 | WINED3DVTXPCAPS_MATERIALSOURCE7
8900 | WINED3DVTXPCAPS_VERTEXFOG
8901 | WINED3DVTXPCAPS_DIRECTIONALLIGHTS
8902 | WINED3DVTXPCAPS_POSITIONALLIGHTS
8903 | WINED3DVTXPCAPS_LOCALVIEWER
8904 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP
;
8905 caps
->fvf_caps
= WINED3DFVFCAPS_PSIZE
| 8; /* 8 texture coordinates. */
8906 caps
->max_user_clip_planes
= gl_info
->limits
.clipplanes
;
8907 caps
->raster_caps
= WINED3DPRASTERCAPS_FOGRANGE
;
8910 static DWORD
glsl_vertex_pipe_vp_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
8912 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
8913 return GL_EXT_EMUL_ARB_MULTITEXTURE
;
8917 static void *glsl_vertex_pipe_vp_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
8919 struct shader_glsl_priv
*priv
;
8921 if (shader_backend
== &glsl_shader_backend
)
8925 if (wine_rb_init(&priv
->ffp_vertex_shaders
, &wined3d_ffp_vertex_program_rb_functions
) == -1)
8927 ERR("Failed to initialize rbtree.\n");
8934 FIXME("GLSL vertex pipe without GLSL shader backend not implemented.\n");
8939 static void shader_glsl_free_ffp_vertex_shader(struct wine_rb_entry
*entry
, void *context
)
8941 struct glsl_ffp_vertex_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
8942 struct glsl_ffp_vertex_shader
, desc
.entry
);
8943 struct glsl_shader_prog_link
*program
, *program2
;
8944 struct glsl_ffp_destroy_ctx
*ctx
= context
;
8946 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
8947 struct glsl_shader_prog_link
, vs
.shader_entry
)
8949 delete_glsl_program_entry(ctx
->priv
, ctx
->gl_info
, program
);
8951 ctx
->gl_info
->gl_ops
.ext
.p_glDeleteShader(shader
->id
);
8952 HeapFree(GetProcessHeap(), 0, shader
);
8955 /* Context activation is done by the caller. */
8956 static void glsl_vertex_pipe_vp_free(struct wined3d_device
*device
)
8958 struct shader_glsl_priv
*priv
= device
->vertex_priv
;
8959 struct glsl_ffp_destroy_ctx ctx
;
8962 ctx
.gl_info
= &device
->adapter
->gl_info
;
8963 wine_rb_destroy(&priv
->ffp_vertex_shaders
, shader_glsl_free_ffp_vertex_shader
, &ctx
);
8966 static void glsl_vertex_pipe_nop(struct wined3d_context
*context
,
8967 const struct wined3d_state
*state
, DWORD state_id
) {}
8969 static void glsl_vertex_pipe_shader(struct wined3d_context
*context
,
8970 const struct wined3d_state
*state
, DWORD state_id
)
8972 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
8975 static void glsl_vertex_pipe_vdecl(struct wined3d_context
*context
,
8976 const struct wined3d_state
*state
, DWORD state_id
)
8978 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8979 BOOL normal
= !!(context
->stream_info
.use_map
& (1u << WINED3D_FFP_NORMAL
));
8980 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
8981 BOOL transformed
= context
->stream_info
.position_transformed
;
8982 BOOL wasrhw
= context
->last_was_rhw
;
8985 context
->last_was_rhw
= transformed
;
8987 /* If the vertex declaration contains a transformed position attribute,
8988 * the draw uses the fixed function vertex pipeline regardless of any
8989 * vertex shader set by the application. */
8990 if (transformed
!= wasrhw
8991 || context
->stream_info
.swizzle_map
!= context
->last_swizzle_map
)
8992 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
8994 context
->last_swizzle_map
= context
->stream_info
.swizzle_map
;
8998 if (context
->last_was_vshader
)
9001 for (i
= 0; i
< gl_info
->limits
.clipplanes
; ++i
)
9002 clipplane(context
, state
, STATE_CLIPPLANE(i
));
9004 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
9007 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
9009 /* Because of settings->texcoords, we have to regenerate the vertex
9010 * shader on a vdecl change if there aren't enough varyings to just
9011 * always output all the texture coordinates. */
9012 if (gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(gl_info
)
9013 || normal
!= context
->last_was_normal
)
9014 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
9017 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.major
== 1
9018 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.minor
<= 3)
9019 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
9023 if (!context
->last_was_vshader
)
9025 /* Vertex shader clipping ignores the view matrix. Update all clip planes. */
9027 for (i
= 0; i
< gl_info
->limits
.clipplanes
; ++i
)
9028 clipplane(context
, state
, STATE_CLIPPLANE(i
));
9030 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
9034 context
->last_was_vshader
= use_vs(state
);
9035 context
->last_was_normal
= normal
;
9038 static void glsl_vertex_pipe_vs(struct wined3d_context
*context
,
9039 const struct wined3d_state
*state
, DWORD state_id
)
9041 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
9042 /* Different vertex shaders potentially require a different vertex attributes setup. */
9043 if (!isStateDirty(context
, STATE_VDECL
))
9044 context_apply_state(context
, state
, STATE_VDECL
);
9047 static void glsl_vertex_pipe_geometry_shader(struct wined3d_context
*context
,
9048 const struct wined3d_state
*state
, DWORD state_id
)
9050 if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]
9051 && state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.shader_version
.major
>= 4)
9052 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
9055 static void glsl_vertex_pipe_pixel_shader(struct wined3d_context
*context
,
9056 const struct wined3d_state
*state
, DWORD state_id
)
9058 if (state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
])
9059 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_GEOMETRY
;
9060 else if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]
9061 && state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.shader_version
.major
>= 4)
9062 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
9065 static void glsl_vertex_pipe_world(struct wined3d_context
*context
,
9066 const struct wined3d_state
*state
, DWORD state_id
)
9068 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
;
9071 static void glsl_vertex_pipe_vertexblend(struct wined3d_context
*context
,
9072 const struct wined3d_state
*state
, DWORD state_id
)
9074 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
9077 static void glsl_vertex_pipe_view(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
9079 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
9082 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
9083 | WINED3D_SHADER_CONST_FFP_LIGHTS
9084 | WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
9086 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
9088 for (k
= 0; k
< gl_info
->limits
.clipplanes
; ++k
)
9090 if (!isStateDirty(context
, STATE_CLIPPLANE(k
)))
9091 clipplane(context
, state
, STATE_CLIPPLANE(k
));
9096 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
9100 static void glsl_vertex_pipe_projection(struct wined3d_context
*context
,
9101 const struct wined3d_state
*state
, DWORD state_id
)
9103 /* Table fog behavior depends on the projection matrix. */
9104 if (state
->render_states
[WINED3D_RS_FOGENABLE
]
9105 && state
->render_states
[WINED3D_RS_FOGTABLEMODE
] != WINED3D_FOG_NONE
)
9106 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
9107 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PROJ
;
9110 static void glsl_vertex_pipe_viewport(struct wined3d_context
*context
,
9111 const struct wined3d_state
*state
, DWORD state_id
)
9113 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
)))
9114 glsl_vertex_pipe_projection(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
9115 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
))
9116 && state
->render_states
[WINED3D_RS_POINTSCALEENABLE
])
9117 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
9118 context
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
9121 static void glsl_vertex_pipe_texmatrix(struct wined3d_context
*context
,
9122 const struct wined3d_state
*state
, DWORD state_id
)
9124 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
9127 static void glsl_vertex_pipe_texmatrix_np2(struct wined3d_context
*context
,
9128 const struct wined3d_state
*state
, DWORD state_id
)
9130 DWORD sampler
= state_id
- STATE_SAMPLER(0);
9131 const struct wined3d_texture
*texture
= state
->textures
[sampler
];
9137 if (sampler
>= MAX_TEXTURES
)
9140 if ((np2
= !(texture
->flags
& WINED3D_TEXTURE_POW2_MAT_IDENT
))
9141 || context
->lastWasPow2Texture
& (1u << sampler
))
9144 context
->lastWasPow2Texture
|= 1u << sampler
;
9146 context
->lastWasPow2Texture
&= ~(1u << sampler
);
9148 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
9152 static void glsl_vertex_pipe_material(struct wined3d_context
*context
,
9153 const struct wined3d_state
*state
, DWORD state_id
)
9155 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MATERIAL
;
9158 static void glsl_vertex_pipe_light(struct wined3d_context
*context
,
9159 const struct wined3d_state
*state
, DWORD state_id
)
9161 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_LIGHTS
;
9164 static void glsl_vertex_pipe_pointsize(struct wined3d_context
*context
,
9165 const struct wined3d_state
*state
, DWORD state_id
)
9167 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
9170 static void glsl_vertex_pipe_pointscale(struct wined3d_context
*context
,
9171 const struct wined3d_state
*state
, DWORD state_id
)
9174 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
9177 static void glsl_vertex_pointsprite_core(struct wined3d_context
*context
,
9178 const struct wined3d_state
*state
, DWORD state_id
)
9180 static unsigned int once
;
9182 if (state
->gl_primitive_type
== GL_POINTS
&& !state
->render_states
[WINED3D_RS_POINTSPRITEENABLE
] && !once
++)
9183 FIXME("Non-point sprite points not supported in core profile.\n");
9186 static void glsl_vertex_pipe_shademode(struct wined3d_context
*context
,
9187 const struct wined3d_state
*state
, DWORD state_id
)
9189 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_VERTEX
;
9192 static void glsl_vertex_pipe_clip_plane(struct wined3d_context
*context
,
9193 const struct wined3d_state
*state
, DWORD state_id
)
9195 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
9196 UINT index
= state_id
- STATE_CLIPPLANE(0);
9198 if (index
>= gl_info
->limits
.clipplanes
)
9201 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
9204 static const struct StateEntryTemplate glsl_vertex_pipe_vp_states
[] =
9206 {STATE_VDECL
, {STATE_VDECL
, glsl_vertex_pipe_vdecl
}, WINED3D_GL_EXT_NONE
},
9207 {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), glsl_vertex_pipe_vs
}, WINED3D_GL_EXT_NONE
},
9208 {STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
), {STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
), glsl_vertex_pipe_geometry_shader
}, WINED3D_GL_EXT_NONE
},
9209 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), glsl_vertex_pipe_pixel_shader
}, WINED3D_GL_EXT_NONE
},
9210 {STATE_MATERIAL
, {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
9211 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), glsl_vertex_pipe_material
}, WINED3D_GL_EXT_NONE
},
9213 {STATE_CLIPPLANE(0), {STATE_CLIPPLANE(0), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9214 {STATE_CLIPPLANE(0), {STATE_CLIPPLANE(0), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9215 {STATE_CLIPPLANE(1), {STATE_CLIPPLANE(1), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9216 {STATE_CLIPPLANE(1), {STATE_CLIPPLANE(1), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9217 {STATE_CLIPPLANE(2), {STATE_CLIPPLANE(2), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9218 {STATE_CLIPPLANE(2), {STATE_CLIPPLANE(2), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9219 {STATE_CLIPPLANE(3), {STATE_CLIPPLANE(3), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9220 {STATE_CLIPPLANE(3), {STATE_CLIPPLANE(3), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9221 {STATE_CLIPPLANE(4), {STATE_CLIPPLANE(4), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9222 {STATE_CLIPPLANE(4), {STATE_CLIPPLANE(4), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9223 {STATE_CLIPPLANE(5), {STATE_CLIPPLANE(5), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9224 {STATE_CLIPPLANE(5), {STATE_CLIPPLANE(5), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9225 {STATE_CLIPPLANE(6), {STATE_CLIPPLANE(6), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9226 {STATE_CLIPPLANE(6), {STATE_CLIPPLANE(6), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9227 {STATE_CLIPPLANE(7), {STATE_CLIPPLANE(7), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9228 {STATE_CLIPPLANE(7), {STATE_CLIPPLANE(7), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9229 {STATE_CLIPPLANE(8), {STATE_CLIPPLANE(8), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9230 {STATE_CLIPPLANE(8), {STATE_CLIPPLANE(8), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9231 {STATE_CLIPPLANE(9), {STATE_CLIPPLANE(9), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9232 {STATE_CLIPPLANE(9), {STATE_CLIPPLANE(9), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9233 {STATE_CLIPPLANE(10), {STATE_CLIPPLANE(10), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9234 {STATE_CLIPPLANE(10), {STATE_CLIPPLANE(10), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9235 {STATE_CLIPPLANE(11), {STATE_CLIPPLANE(11), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9236 {STATE_CLIPPLANE(11), {STATE_CLIPPLANE(11), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9237 {STATE_CLIPPLANE(12), {STATE_CLIPPLANE(12), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9238 {STATE_CLIPPLANE(12), {STATE_CLIPPLANE(12), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9239 {STATE_CLIPPLANE(13), {STATE_CLIPPLANE(13), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9240 {STATE_CLIPPLANE(13), {STATE_CLIPPLANE(13), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9241 {STATE_CLIPPLANE(14), {STATE_CLIPPLANE(14), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9242 {STATE_CLIPPLANE(14), {STATE_CLIPPLANE(14), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9243 {STATE_CLIPPLANE(15), {STATE_CLIPPLANE(15), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9244 {STATE_CLIPPLANE(15), {STATE_CLIPPLANE(15), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9245 {STATE_CLIPPLANE(16), {STATE_CLIPPLANE(16), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9246 {STATE_CLIPPLANE(16), {STATE_CLIPPLANE(16), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9247 {STATE_CLIPPLANE(17), {STATE_CLIPPLANE(17), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9248 {STATE_CLIPPLANE(17), {STATE_CLIPPLANE(17), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9249 {STATE_CLIPPLANE(18), {STATE_CLIPPLANE(18), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9250 {STATE_CLIPPLANE(18), {STATE_CLIPPLANE(18), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9251 {STATE_CLIPPLANE(19), {STATE_CLIPPLANE(19), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9252 {STATE_CLIPPLANE(19), {STATE_CLIPPLANE(19), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9253 {STATE_CLIPPLANE(20), {STATE_CLIPPLANE(20), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9254 {STATE_CLIPPLANE(20), {STATE_CLIPPLANE(20), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9255 {STATE_CLIPPLANE(21), {STATE_CLIPPLANE(21), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9256 {STATE_CLIPPLANE(21), {STATE_CLIPPLANE(21), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9257 {STATE_CLIPPLANE(22), {STATE_CLIPPLANE(22), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9258 {STATE_CLIPPLANE(22), {STATE_CLIPPLANE(22), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9259 {STATE_CLIPPLANE(23), {STATE_CLIPPLANE(23), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9260 {STATE_CLIPPLANE(23), {STATE_CLIPPLANE(23), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9261 {STATE_CLIPPLANE(24), {STATE_CLIPPLANE(24), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9262 {STATE_CLIPPLANE(24), {STATE_CLIPPLANE(24), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9263 {STATE_CLIPPLANE(25), {STATE_CLIPPLANE(25), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9264 {STATE_CLIPPLANE(25), {STATE_CLIPPLANE(25), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9265 {STATE_CLIPPLANE(26), {STATE_CLIPPLANE(26), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9266 {STATE_CLIPPLANE(26), {STATE_CLIPPLANE(26), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9267 {STATE_CLIPPLANE(27), {STATE_CLIPPLANE(27), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9268 {STATE_CLIPPLANE(27), {STATE_CLIPPLANE(27), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9269 {STATE_CLIPPLANE(28), {STATE_CLIPPLANE(28), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9270 {STATE_CLIPPLANE(28), {STATE_CLIPPLANE(28), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9271 {STATE_CLIPPLANE(29), {STATE_CLIPPLANE(29), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9272 {STATE_CLIPPLANE(29), {STATE_CLIPPLANE(29), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9273 {STATE_CLIPPLANE(30), {STATE_CLIPPLANE(30), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9274 {STATE_CLIPPLANE(30), {STATE_CLIPPLANE(30), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9275 {STATE_CLIPPLANE(31), {STATE_CLIPPLANE(31), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9276 {STATE_CLIPPLANE(31), {STATE_CLIPPLANE(31), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9278 {STATE_LIGHT_TYPE
, {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
9279 {STATE_ACTIVELIGHT(0), {STATE_ACTIVELIGHT(0), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
9280 {STATE_ACTIVELIGHT(1), {STATE_ACTIVELIGHT(1), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
9281 {STATE_ACTIVELIGHT(2), {STATE_ACTIVELIGHT(2), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
9282 {STATE_ACTIVELIGHT(3), {STATE_ACTIVELIGHT(3), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
9283 {STATE_ACTIVELIGHT(4), {STATE_ACTIVELIGHT(4), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
9284 {STATE_ACTIVELIGHT(5), {STATE_ACTIVELIGHT(5), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
9285 {STATE_ACTIVELIGHT(6), {STATE_ACTIVELIGHT(6), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
9286 {STATE_ACTIVELIGHT(7), {STATE_ACTIVELIGHT(7), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
9288 {STATE_VIEWPORT
, {STATE_VIEWPORT
, glsl_vertex_pipe_viewport
}, WINED3D_GL_EXT_NONE
},
9289 /* Transform states */
9290 {STATE_TRANSFORM(WINED3D_TS_VIEW
), {STATE_TRANSFORM(WINED3D_TS_VIEW
), glsl_vertex_pipe_view
}, WINED3D_GL_EXT_NONE
},
9291 {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), glsl_vertex_pipe_projection
}, WINED3D_GL_EXT_NONE
},
9292 {STATE_TRANSFORM(WINED3D_TS_TEXTURE0
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
9293 {STATE_TRANSFORM(WINED3D_TS_TEXTURE1
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
9294 {STATE_TRANSFORM(WINED3D_TS_TEXTURE2
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
9295 {STATE_TRANSFORM(WINED3D_TS_TEXTURE3
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
9296 {STATE_TRANSFORM(WINED3D_TS_TEXTURE4
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
9297 {STATE_TRANSFORM(WINED3D_TS_TEXTURE5
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
9298 {STATE_TRANSFORM(WINED3D_TS_TEXTURE6
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
9299 {STATE_TRANSFORM(WINED3D_TS_TEXTURE7
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
9300 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), glsl_vertex_pipe_world
}, WINED3D_GL_EXT_NONE
},
9301 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
9302 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
9303 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
9304 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
9305 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
9306 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
9307 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
9308 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
9309 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
9310 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
9311 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
9312 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9313 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9314 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9315 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9316 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9317 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9318 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9319 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9321 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
9322 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
9323 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
9324 {STATE_RENDER(WINED3D_RS_RANGEFOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
9325 {STATE_RENDER(WINED3D_RS_CLIPPING
), {STATE_RENDER(WINED3D_RS_CLIPPING
), state_clipping
}, WINED3D_GL_EXT_NONE
},
9326 {STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
), {STATE_RENDER(WINED3D_RS_CLIPPING
), NULL
}, WINED3D_GL_EXT_NONE
},
9327 {STATE_RENDER(WINED3D_RS_LIGHTING
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9328 {STATE_RENDER(WINED3D_RS_AMBIENT
), {STATE_RENDER(WINED3D_RS_AMBIENT
), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
9329 {STATE_RENDER(WINED3D_RS_COLORVERTEX
), {STATE_RENDER(WINED3D_RS_COLORVERTEX
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
9330 {STATE_RENDER(WINED3D_RS_LOCALVIEWER
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9331 {STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9332 {STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9333 {STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9334 {STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9335 {STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9336 {STATE_RENDER(WINED3D_RS_VERTEXBLEND
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9337 {STATE_RENDER(WINED3D_RS_POINTSIZE
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
9338 {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), glsl_vertex_pipe_pointsize
}, WINED3D_GL_EXT_NONE
},
9339 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite
}, ARB_POINT_SPRITE
},
9340 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite_w
}, WINED3D_GL_LEGACY_CONTEXT
},
9341 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), glsl_vertex_pointsprite_core
}, WINED3D_GL_EXT_NONE
},
9342 {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), glsl_vertex_pipe_pointscale
}, WINED3D_GL_EXT_NONE
},
9343 {STATE_RENDER(WINED3D_RS_POINTSCALE_A
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
9344 {STATE_RENDER(WINED3D_RS_POINTSCALE_B
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
9345 {STATE_RENDER(WINED3D_RS_POINTSCALE_C
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
9346 {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
9347 {STATE_RENDER(WINED3D_RS_TWEENFACTOR
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9348 {STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9349 /* NP2 texture matrix fixups. They are not needed if
9350 * GL_ARB_texture_non_power_of_two is supported. Otherwise, register
9351 * glsl_vertex_pipe_texmatrix(), which takes care of updating the texture
9353 {STATE_SAMPLER(0), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
9354 {STATE_SAMPLER(0), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
9355 {STATE_SAMPLER(0), {STATE_SAMPLER(0), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
9356 {STATE_SAMPLER(1), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
9357 {STATE_SAMPLER(1), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
9358 {STATE_SAMPLER(1), {STATE_SAMPLER(1), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
9359 {STATE_SAMPLER(2), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
9360 {STATE_SAMPLER(2), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
9361 {STATE_SAMPLER(2), {STATE_SAMPLER(2), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
9362 {STATE_SAMPLER(3), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
9363 {STATE_SAMPLER(3), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
9364 {STATE_SAMPLER(3), {STATE_SAMPLER(3), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
9365 {STATE_SAMPLER(4), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
9366 {STATE_SAMPLER(4), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
9367 {STATE_SAMPLER(4), {STATE_SAMPLER(4), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
9368 {STATE_SAMPLER(5), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
9369 {STATE_SAMPLER(5), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
9370 {STATE_SAMPLER(5), {STATE_SAMPLER(5), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
9371 {STATE_SAMPLER(6), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
9372 {STATE_SAMPLER(6), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
9373 {STATE_SAMPLER(6), {STATE_SAMPLER(6), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
9374 {STATE_SAMPLER(7), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
9375 {STATE_SAMPLER(7), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
9376 {STATE_SAMPLER(7), {STATE_SAMPLER(7), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
9377 {STATE_POINT_ENABLE
, {STATE_POINT_ENABLE
, glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
9378 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_vertex_pipe_nop
}, WINED3D_GL_LEGACY_CONTEXT
},
9379 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_vertex_pipe_shademode
}, WINED3D_GL_EXT_NONE
},
9380 {0 /* Terminate */, {0, NULL
}, WINED3D_GL_EXT_NONE
},
9384 * - Implement vertex tweening. */
9385 const struct wined3d_vertex_pipe_ops glsl_vertex_pipe
=
9387 glsl_vertex_pipe_vp_enable
,
9388 glsl_vertex_pipe_vp_get_caps
,
9389 glsl_vertex_pipe_vp_get_emul_mask
,
9390 glsl_vertex_pipe_vp_alloc
,
9391 glsl_vertex_pipe_vp_free
,
9392 glsl_vertex_pipe_vp_states
,
9395 static void glsl_fragment_pipe_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
)
9397 /* Nothing to do. */
9400 static void glsl_fragment_pipe_get_caps(const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*caps
)
9402 caps
->wined3d_caps
= WINED3D_FRAGMENT_CAP_PROJ_CONTROL
9403 | WINED3D_FRAGMENT_CAP_SRGB_WRITE
9404 | WINED3D_FRAGMENT_CAP_COLOR_KEY
;
9405 caps
->PrimitiveMiscCaps
= WINED3DPMISCCAPS_TSSARGTEMP
9406 | WINED3DPMISCCAPS_PERSTAGECONSTANT
;
9407 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_DISABLE
9408 | WINED3DTEXOPCAPS_SELECTARG1
9409 | WINED3DTEXOPCAPS_SELECTARG2
9410 | WINED3DTEXOPCAPS_MODULATE4X
9411 | WINED3DTEXOPCAPS_MODULATE2X
9412 | WINED3DTEXOPCAPS_MODULATE
9413 | WINED3DTEXOPCAPS_ADDSIGNED2X
9414 | WINED3DTEXOPCAPS_ADDSIGNED
9415 | WINED3DTEXOPCAPS_ADD
9416 | WINED3DTEXOPCAPS_SUBTRACT
9417 | WINED3DTEXOPCAPS_ADDSMOOTH
9418 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
9419 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
9420 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
9421 | WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
9422 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
9423 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
9424 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
9425 | WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
9426 | WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
9427 | WINED3DTEXOPCAPS_DOTPRODUCT3
9428 | WINED3DTEXOPCAPS_MULTIPLYADD
9429 | WINED3DTEXOPCAPS_LERP
9430 | WINED3DTEXOPCAPS_BUMPENVMAP
9431 | WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
;
9432 caps
->MaxTextureBlendStages
= 8;
9433 caps
->MaxSimultaneousTextures
= min(gl_info
->limits
.fragment_samplers
, 8);
9436 static DWORD
glsl_fragment_pipe_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
9438 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
9439 return GL_EXT_EMUL_ARB_MULTITEXTURE
;
9443 static void *glsl_fragment_pipe_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
9445 struct shader_glsl_priv
*priv
;
9447 if (shader_backend
== &glsl_shader_backend
)
9451 if (wine_rb_init(&priv
->ffp_fragment_shaders
, &wined3d_ffp_frag_program_rb_functions
) == -1)
9453 ERR("Failed to initialize rbtree.\n");
9460 FIXME("GLSL fragment pipe without GLSL shader backend not implemented.\n");
9465 static void shader_glsl_free_ffp_fragment_shader(struct wine_rb_entry
*entry
, void *context
)
9467 struct glsl_ffp_fragment_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
9468 struct glsl_ffp_fragment_shader
, entry
.entry
);
9469 struct glsl_shader_prog_link
*program
, *program2
;
9470 struct glsl_ffp_destroy_ctx
*ctx
= context
;
9472 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
9473 struct glsl_shader_prog_link
, ps
.shader_entry
)
9475 delete_glsl_program_entry(ctx
->priv
, ctx
->gl_info
, program
);
9477 ctx
->gl_info
->gl_ops
.ext
.p_glDeleteShader(shader
->id
);
9478 HeapFree(GetProcessHeap(), 0, shader
);
9481 /* Context activation is done by the caller. */
9482 static void glsl_fragment_pipe_free(struct wined3d_device
*device
)
9484 struct shader_glsl_priv
*priv
= device
->fragment_priv
;
9485 struct glsl_ffp_destroy_ctx ctx
;
9488 ctx
.gl_info
= &device
->adapter
->gl_info
;
9489 wine_rb_destroy(&priv
->ffp_fragment_shaders
, shader_glsl_free_ffp_fragment_shader
, &ctx
);
9492 static void glsl_fragment_pipe_shader(struct wined3d_context
*context
,
9493 const struct wined3d_state
*state
, DWORD state_id
)
9495 context
->last_was_pshader
= use_ps(state
);
9497 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
9500 static void glsl_fragment_pipe_fogparams(struct wined3d_context
*context
,
9501 const struct wined3d_state
*state
, DWORD state_id
)
9503 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
9506 static void glsl_fragment_pipe_fog(struct wined3d_context
*context
,
9507 const struct wined3d_state
*state
, DWORD state_id
)
9509 BOOL use_vshader
= use_vs(state
);
9510 enum fogsource new_source
;
9511 DWORD fogstart
= state
->render_states
[WINED3D_RS_FOGSTART
];
9512 DWORD fogend
= state
->render_states
[WINED3D_RS_FOGEND
];
9514 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
9516 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
9519 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
9522 new_source
= FOGSOURCE_VS
;
9523 else if (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
|| context
->stream_info
.position_transformed
)
9524 new_source
= FOGSOURCE_COORD
;
9526 new_source
= FOGSOURCE_FFP
;
9530 new_source
= FOGSOURCE_FFP
;
9533 if (new_source
!= context
->fog_source
|| fogstart
== fogend
)
9535 context
->fog_source
= new_source
;
9536 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
9540 static void glsl_fragment_pipe_vdecl(struct wined3d_context
*context
,
9541 const struct wined3d_state
*state
, DWORD state_id
)
9543 /* Because of settings->texcoords_initialized and args->texcoords_initialized. */
9544 if (context
->gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(context
->gl_info
))
9545 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
9547 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_FOGENABLE
)))
9548 glsl_fragment_pipe_fog(context
, state
, state_id
);
9551 static void glsl_fragment_pipe_vs(struct wined3d_context
*context
,
9552 const struct wined3d_state
*state
, DWORD state_id
)
9554 /* Because of settings->texcoords_initialized and args->texcoords_initialized. */
9555 if (context
->gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(context
->gl_info
))
9556 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
9559 static void glsl_fragment_pipe_tex_transform(struct wined3d_context
*context
,
9560 const struct wined3d_state
*state
, DWORD state_id
)
9562 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
9565 static void glsl_fragment_pipe_invalidate_constants(struct wined3d_context
*context
,
9566 const struct wined3d_state
*state
, DWORD state_id
)
9568 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PS
;
9571 static void glsl_fragment_pipe_alpha_test_func(struct wined3d_context
*context
,
9572 const struct wined3d_state
*state
, DWORD state_id
)
9574 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
9575 GLint func
= wined3d_gl_compare_func(state
->render_states
[WINED3D_RS_ALPHAFUNC
]);
9576 float ref
= state
->render_states
[WINED3D_RS_ALPHAREF
] / 255.0f
;
9580 gl_info
->gl_ops
.gl
.p_glAlphaFunc(func
, ref
);
9581 checkGLcall("glAlphaFunc");
9585 static void glsl_fragment_pipe_core_alpha_test(struct wined3d_context
*context
,
9586 const struct wined3d_state
*state
, DWORD state_id
)
9588 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
9591 static void glsl_fragment_pipe_alpha_test(struct wined3d_context
*context
,
9592 const struct wined3d_state
*state
, DWORD state_id
)
9594 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
9596 if (state
->render_states
[WINED3D_RS_ALPHATESTENABLE
])
9598 gl_info
->gl_ops
.gl
.p_glEnable(GL_ALPHA_TEST
);
9599 checkGLcall("glEnable(GL_ALPHA_TEST)");
9603 gl_info
->gl_ops
.gl
.p_glDisable(GL_ALPHA_TEST
);
9604 checkGLcall("glDisable(GL_ALPHA_TEST)");
9608 static void glsl_fragment_pipe_core_alpha_test_ref(struct wined3d_context
*context
,
9609 const struct wined3d_state
*state
, DWORD state_id
)
9611 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_ALPHA_TEST
;
9614 static void glsl_fragment_pipe_color_key(struct wined3d_context
*context
,
9615 const struct wined3d_state
*state
, DWORD state_id
)
9617 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_COLOR_KEY
;
9620 static void glsl_fragment_pipe_shademode(struct wined3d_context
*context
,
9621 const struct wined3d_state
*state
, DWORD state_id
)
9623 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_PIXEL
;
9626 static const struct StateEntryTemplate glsl_fragment_pipe_state_template
[] =
9628 {STATE_VDECL
, {STATE_VDECL
, glsl_fragment_pipe_vdecl
}, WINED3D_GL_EXT_NONE
},
9629 {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), glsl_fragment_pipe_vs
}, WINED3D_GL_EXT_NONE
},
9630 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9631 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9632 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9633 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9634 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9635 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9636 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9637 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9638 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9639 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9640 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9641 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9642 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9643 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9644 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9645 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9646 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9647 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9648 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9649 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9650 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9651 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9652 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9653 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9654 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9655 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9656 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9657 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9658 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9659 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9660 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9661 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9662 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9663 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9664 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9665 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9666 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9667 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9668 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9669 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9670 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9671 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9672 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9673 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9674 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9675 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9676 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9677 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9678 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9679 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9680 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9681 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9682 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9683 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9684 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9685 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9686 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9687 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9688 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9689 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9690 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9691 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9692 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9693 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9694 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9695 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9696 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9697 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9698 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9699 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9700 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9701 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9702 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9703 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), glsl_fragment_pipe_shader
}, WINED3D_GL_EXT_NONE
},
9704 {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), glsl_fragment_pipe_alpha_test_func
}, WINED3D_GL_LEGACY_CONTEXT
},
9705 {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
9706 {STATE_RENDER(WINED3D_RS_ALPHAREF
), {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), NULL
}, WINED3D_GL_LEGACY_CONTEXT
},
9707 {STATE_RENDER(WINED3D_RS_ALPHAREF
), {STATE_RENDER(WINED3D_RS_ALPHAREF
), glsl_fragment_pipe_core_alpha_test_ref
}, WINED3D_GL_EXT_NONE
},
9708 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), glsl_fragment_pipe_alpha_test
}, WINED3D_GL_LEGACY_CONTEXT
},
9709 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), glsl_fragment_pipe_core_alpha_test
}, WINED3D_GL_EXT_NONE
},
9710 {STATE_RENDER(WINED3D_RS_COLORKEYENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9711 {STATE_COLOR_KEY
, { STATE_COLOR_KEY
, glsl_fragment_pipe_color_key
}, WINED3D_GL_EXT_NONE
},
9712 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_fragment_pipe_fog
}, WINED3D_GL_EXT_NONE
},
9713 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
9714 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
9715 {STATE_RENDER(WINED3D_RS_FOGSTART
), {STATE_RENDER(WINED3D_RS_FOGSTART
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
9716 {STATE_RENDER(WINED3D_RS_FOGEND
), {STATE_RENDER(WINED3D_RS_FOGSTART
), NULL
}, WINED3D_GL_EXT_NONE
},
9717 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), state_srgbwrite
}, ARB_FRAMEBUFFER_SRGB
},
9718 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9719 {STATE_RENDER(WINED3D_RS_FOGCOLOR
), {STATE_RENDER(WINED3D_RS_FOGCOLOR
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
9720 {STATE_RENDER(WINED3D_RS_FOGDENSITY
), {STATE_RENDER(WINED3D_RS_FOGDENSITY
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
9721 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), glsl_fragment_pipe_shader
}, ARB_POINT_SPRITE
},
9722 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), glsl_fragment_pipe_shader
}, WINED3D_GL_VERSION_2_0
},
9723 {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
},
9724 {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
},
9725 {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
},
9726 {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
},
9727 {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
},
9728 {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
},
9729 {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
},
9730 {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
},
9731 {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9732 {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9733 {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9734 {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9735 {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9736 {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9737 {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9738 {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9739 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9740 {STATE_POINT_ENABLE
, {STATE_POINT_ENABLE
, glsl_fragment_pipe_shader
}, WINED3D_GL_EXT_NONE
},
9741 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), state_shademode
}, WINED3D_GL_LEGACY_CONTEXT
},
9742 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_fragment_pipe_shademode
}, WINED3D_GL_EXT_NONE
},
9743 {0 /* Terminate */, {0, 0 }, WINED3D_GL_EXT_NONE
},
9746 static BOOL
glsl_fragment_pipe_alloc_context_data(struct wined3d_context
*context
)
9751 static void glsl_fragment_pipe_free_context_data(struct wined3d_context
*context
)
9755 const struct fragment_pipeline glsl_fragment_pipe
=
9757 glsl_fragment_pipe_enable
,
9758 glsl_fragment_pipe_get_caps
,
9759 glsl_fragment_pipe_get_emul_mask
,
9760 glsl_fragment_pipe_alloc
,
9761 glsl_fragment_pipe_free
,
9762 glsl_fragment_pipe_alloc_context_data
,
9763 glsl_fragment_pipe_free_context_data
,
9764 shader_glsl_color_fixup_supported
,
9765 glsl_fragment_pipe_state_template
,