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.
35 #include "wined3d_private.h"
36 #include "wined3d_gl.h"
38 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
40 WINE_DECLARE_DEBUG_CHANNEL(winediag
);
42 #define WINED3D_GLSL_SAMPLE_PROJECTED 0x01
43 #define WINED3D_GLSL_SAMPLE_LOD 0x02
44 #define WINED3D_GLSL_SAMPLE_GRAD 0x04
45 #define WINED3D_GLSL_SAMPLE_LOAD 0x08
46 #define WINED3D_GLSL_SAMPLE_OFFSET 0x10
50 unsigned int coord_size
;
51 unsigned int resinfo_size
;
52 const char *type_part
;
54 resource_type_info
[] =
56 {0, 0, ""}, /* WINED3D_SHADER_RESOURCE_NONE */
57 {1, 1, "Buffer"}, /* WINED3D_SHADER_RESOURCE_BUFFER */
58 {1, 1, "1D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1D */
59 {2, 2, "2D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2D */
60 {2, 2, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMS */
61 {3, 3, "3D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_3D */
62 {3, 2, "Cube"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBE */
63 {2, 2, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY */
64 {3, 3, "2DArray"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY */
65 {3, 3, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY */
66 {4, 3, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY */
71 enum wined3d_data_type data_type
;
72 const char *glsl_scalar_type
;
73 const char *glsl_vector_type
;
75 component_type_info
[] =
77 {WINED3D_DATA_FLOAT
, "float", "vec"}, /* WINED3D_TYPE_UNKNOWN */
78 {WINED3D_DATA_UINT
, "uint", "uvec"}, /* WINED3D_TYPE_UINT */
79 {WINED3D_DATA_INT
, "int", "ivec"}, /* WINED3D_TYPE_INT */
80 {WINED3D_DATA_FLOAT
, "float", "vec"}, /* WINED3D_TYPE_FLOAT */
94 struct glsl_sample_function
96 struct wined3d_string_buffer
*name
;
97 unsigned int coord_mask
;
98 unsigned int deriv_mask
;
99 enum wined3d_data_type data_type
;
100 BOOL output_single_component
;
101 unsigned int offset_size
;
106 HEAP_NODE_TRAVERSE_LEFT
,
107 HEAP_NODE_TRAVERSE_RIGHT
,
111 struct constant_entry
114 unsigned int version
;
119 struct constant_entry
*entries
;
121 unsigned int *positions
;
125 /* GLSL shader private data */
126 struct shader_glsl_priv
130 struct wined3d_string_buffer shader_buffer
;
131 struct wined3d_string_buffer_list string_buffers
;
132 struct wine_rb_tree program_lookup
;
133 struct constant_heap vconst_heap
;
134 struct constant_heap pconst_heap
;
135 unsigned char *stack
;
136 UINT next_constant_version
;
138 const struct wined3d_vertex_pipe_ops
*vertex_pipe
;
139 const struct wined3d_fragment_pipe_ops
*fragment_pipe
;
140 struct wine_rb_tree ffp_vertex_shaders
;
141 struct wine_rb_tree ffp_fragment_shaders
;
142 BOOL legacy_lighting
;
145 struct glsl_vs_program
147 struct list shader_entry
;
149 GLenum vertex_color_clamp
;
150 GLint uniform_f_locations
[WINED3D_MAX_VS_CONSTS_F
];
151 GLint uniform_i_locations
[WINED3D_MAX_CONSTS_I
];
152 GLint uniform_b_locations
[WINED3D_MAX_CONSTS_B
];
153 GLint pos_fixup_location
;
154 GLint base_vertex_id_location
;
156 GLint modelview_matrix_location
[MAX_VERTEX_BLENDS
];
157 GLint projection_matrix_location
;
158 GLint normal_matrix_location
;
159 GLint texture_matrix_location
[WINED3D_MAX_FFP_TEXTURES
];
160 GLint material_ambient_location
;
161 GLint material_diffuse_location
;
162 GLint material_specular_location
;
163 GLint material_emissive_location
;
164 GLint material_shininess_location
;
165 GLint light_ambient_location
;
180 } light_location
[WINED3D_MAX_ACTIVE_LIGHTS
];
181 GLint pointsize_location
;
182 GLint pointsize_min_location
;
183 GLint pointsize_max_location
;
184 GLint pointsize_c_att_location
;
185 GLint pointsize_l_att_location
;
186 GLint pointsize_q_att_location
;
187 GLint clip_planes_location
;
190 struct glsl_hs_program
192 struct list shader_entry
;
196 struct glsl_ds_program
198 struct list shader_entry
;
201 GLint pos_fixup_location
;
204 struct glsl_gs_program
206 struct list shader_entry
;
209 GLint pos_fixup_location
;
212 struct glsl_ps_program
214 struct list shader_entry
;
216 GLint uniform_f_locations
[WINED3D_MAX_PS_CONSTS_F
];
217 GLint uniform_i_locations
[WINED3D_MAX_CONSTS_I
];
218 GLint uniform_b_locations
[WINED3D_MAX_CONSTS_B
];
219 GLint bumpenv_mat_location
[WINED3D_MAX_FFP_TEXTURES
];
220 GLint bumpenv_lum_scale_location
[WINED3D_MAX_FFP_TEXTURES
];
221 GLint bumpenv_lum_offset_location
[WINED3D_MAX_FFP_TEXTURES
];
222 GLint tss_constant_location
[WINED3D_MAX_FFP_TEXTURES
];
223 GLint tex_factor_location
;
224 GLint specular_enable_location
;
225 GLint fog_color_location
;
226 GLint fog_density_location
;
227 GLint fog_end_location
;
228 GLint fog_scale_location
;
229 GLint alpha_test_ref_location
;
230 GLint color_key_location
;
233 struct glsl_cs_program
235 struct list shader_entry
;
239 /* Struct to maintain data about a linked GLSL program */
240 struct glsl_shader_prog_link
242 struct wine_rb_entry program_lookup_entry
;
243 struct glsl_vs_program vs
;
244 struct glsl_hs_program hs
;
245 struct glsl_ds_program ds
;
246 struct glsl_gs_program gs
;
247 struct glsl_ps_program ps
;
248 struct glsl_cs_program cs
;
250 DWORD constant_update_mask
;
251 unsigned int constant_version
;
252 DWORD shader_controlled_clip_distances
: 1;
253 DWORD clip_distance_mask
: 8; /* WINED3D_MAX_CLIP_DISTANCES, 8 */
257 struct glsl_program_key
267 struct shader_glsl_ctx_priv
269 const struct wined3d_gl_info
*gl_info
;
270 const struct vs_compile_args
*cur_vs_args
;
271 const struct ds_compile_args
*cur_ds_args
;
272 const struct ps_compile_args
*cur_ps_args
;
273 struct wined3d_string_buffer_list
*string_buffers
;
276 struct glsl_context_data
278 struct glsl_shader_prog_link
*glsl_program
;
279 GLenum vertex_color_clamp
;
280 BOOL rasterization_disabled
;
283 struct glsl_ps_compiled_shader
285 struct ps_compile_args args
;
289 struct glsl_vs_compiled_shader
291 struct vs_compile_args args
;
295 struct glsl_hs_compiled_shader
300 struct glsl_ds_compiled_shader
302 struct ds_compile_args args
;
306 struct glsl_gs_compiled_shader
308 struct gs_compile_args args
;
312 struct glsl_cs_compiled_shader
317 struct glsl_shader_private
321 struct glsl_vs_compiled_shader
*vs
;
322 struct glsl_hs_compiled_shader
*hs
;
323 struct glsl_ds_compiled_shader
*ds
;
324 struct glsl_gs_compiled_shader
*gs
;
325 struct glsl_ps_compiled_shader
*ps
;
326 struct glsl_cs_compiled_shader
*cs
;
328 unsigned int num_gl_shaders
, shader_array_size
;
331 struct glsl_ffp_vertex_shader
333 struct wined3d_ffp_vs_desc desc
;
335 struct list linked_programs
;
338 struct glsl_ffp_fragment_shader
340 struct ffp_frag_desc entry
;
342 struct list linked_programs
;
345 struct glsl_ffp_destroy_ctx
347 struct shader_glsl_priv
*priv
;
348 const struct wined3d_context_gl
*context_gl
;
351 static void shader_glsl_generate_shader_epilogue(const struct wined3d_shader_context
*ctx
);
353 static const char *debug_gl_shader_type(GLenum type
)
357 #define WINED3D_TO_STR(u) case u: return #u
358 WINED3D_TO_STR(GL_VERTEX_SHADER
);
359 WINED3D_TO_STR(GL_TESS_CONTROL_SHADER
);
360 WINED3D_TO_STR(GL_TESS_EVALUATION_SHADER
);
361 WINED3D_TO_STR(GL_GEOMETRY_SHADER
);
362 WINED3D_TO_STR(GL_FRAGMENT_SHADER
);
363 WINED3D_TO_STR(GL_COMPUTE_SHADER
);
364 #undef WINED3D_TO_STR
366 return wine_dbg_sprintf("UNKNOWN(%#x)", type
);
370 static const char *shader_glsl_get_prefix(enum wined3d_shader_type type
)
374 case WINED3D_SHADER_TYPE_VERTEX
:
377 case WINED3D_SHADER_TYPE_HULL
:
380 case WINED3D_SHADER_TYPE_DOMAIN
:
383 case WINED3D_SHADER_TYPE_GEOMETRY
:
386 case WINED3D_SHADER_TYPE_PIXEL
:
389 case WINED3D_SHADER_TYPE_COMPUTE
:
393 FIXME("Unhandled shader type %#x.\n", type
);
398 static unsigned int shader_glsl_get_version(const struct wined3d_gl_info
*gl_info
)
400 if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(4, 40))
402 else if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 50))
404 else if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 30))
410 static void shader_glsl_add_version_declaration(struct wined3d_string_buffer
*buffer
,
411 const struct wined3d_gl_info
*gl_info
)
413 shader_addline(buffer
, "#version %u\n", shader_glsl_get_version(gl_info
));
416 static unsigned int shader_glsl_full_ffp_varyings(const struct wined3d_gl_info
*gl_info
)
418 /* On core profile we have to also count diffuse and specular colours and
419 * the fog coordinate. */
420 return gl_info
->limits
.glsl_varyings
>= (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
]
421 ? WINED3D_MAX_FFP_TEXTURES
* 4 : (WINED3D_MAX_FFP_TEXTURES
+ 2) * 4 + 1);
424 static void shader_glsl_append_imm_vec(struct wined3d_string_buffer
*buffer
,
425 const float *values
, unsigned int size
, const struct wined3d_gl_info
*gl_info
)
427 const int *int_values
= (const int *)values
;
431 if (!gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
434 shader_addline(buffer
, "vec%u(", size
);
436 for (i
= 0; i
< size
; ++i
)
438 wined3d_ftoa(values
[i
], str
);
439 shader_addline(buffer
, i
? ", %s" : "%s", str
);
443 shader_addline(buffer
, ")");
448 shader_addline(buffer
, "intBitsToFloat(");
450 shader_addline(buffer
, "ivec%u(", size
);
452 for (i
= 0; i
< size
; ++i
)
454 wined3d_ftoa(values
[i
], str
);
455 shader_addline(buffer
, i
? ", %#x /* %s */" : "%#x /* %s */", int_values
[i
], str
);
459 shader_addline(buffer
, ")");
460 shader_addline(buffer
, ")");
463 static void shader_glsl_append_imm_ivec(struct wined3d_string_buffer
*buffer
,
464 const int *values
, unsigned int size
)
468 if (!size
|| size
> 4)
470 ERR("Invalid vector size %u.\n", size
);
475 shader_addline(buffer
, "ivec%u(", size
);
477 for (i
= 0; i
< size
; ++i
)
478 shader_addline(buffer
, i
? ", %#x" : "%#x", values
[i
]);
481 shader_addline(buffer
, ")");
484 /* Context activation is done by the caller. */
485 void print_glsl_info_log(const struct wined3d_gl_info
*gl_info
, GLuint id
, BOOL program
)
490 if (!WARN_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
494 GL_EXTCALL(glGetProgramiv(id
, GL_INFO_LOG_LENGTH
, &length
));
496 GL_EXTCALL(glGetShaderiv(id
, GL_INFO_LOG_LENGTH
, &length
));
498 /* A size of 1 is just a null-terminated string, so the log should be bigger than
499 * that if there are errors. */
502 const char *ptr
, *end
, *line
;
504 log
= malloc(length
);
506 GL_EXTCALL(glGetProgramInfoLog(id
, length
, NULL
, log
));
508 GL_EXTCALL(glGetShaderInfoLog(id
, length
, NULL
, log
));
511 /* The info log is supposed to be zero-terminated. Note that at least
512 * some versions of fglrx don't terminate the string properly. The
513 * reported length does include the supposed terminator though, so we
514 * don't care here. */
515 end
= &ptr
[length
- 1];
516 if (gl_info
->quirks
& WINED3D_QUIRK_INFO_LOG_SPAM
)
518 WARN("Info log received from GLSL shader #%u:\n", id
);
519 while ((line
= wined3d_get_line(&ptr
, end
)))
521 WARN(" %.*s", (int)(ptr
- line
), line
);
526 FIXME("Info log received from GLSL shader #%u:\n", id
);
527 while ((line
= wined3d_get_line(&ptr
, end
)))
529 FIXME(" %.*s", (int)(ptr
- line
), line
);
536 /* Context activation is done by the caller. */
537 static void shader_glsl_compile(const struct wined3d_gl_info
*gl_info
, GLuint shader
, const char *src
)
539 const char *ptr
, *end
, *line
;
541 TRACE("Compiling shader object %u.\n", shader
);
543 if (TRACE_ON(d3d_shader
))
546 end
= ptr
+ strlen(ptr
);
547 while ((line
= wined3d_get_line(&ptr
, end
)))
549 TRACE_(d3d_shader
)(" %.*s", (int)(ptr
- line
), line
);
553 GL_EXTCALL(glShaderSource(shader
, 1, &src
, NULL
));
554 checkGLcall("glShaderSource");
555 GL_EXTCALL(glCompileShader(shader
));
556 checkGLcall("glCompileShader");
557 print_glsl_info_log(gl_info
, shader
, FALSE
);
560 /* Context activation is done by the caller. */
561 static void shader_glsl_dump_program_source(const struct wined3d_gl_info
*gl_info
, GLuint program
)
563 GLint i
, shader_count
, source_size
= -1;
567 GL_EXTCALL(glGetProgramiv(program
, GL_ATTACHED_SHADERS
, &shader_count
));
568 if (!(shaders
= calloc(shader_count
, sizeof(*shaders
))))
570 ERR("Failed to allocate shader array memory.\n");
574 GL_EXTCALL(glGetAttachedShaders(program
, shader_count
, NULL
, shaders
));
575 for (i
= 0; i
< shader_count
; ++i
)
577 const char *ptr
, *end
, *line
;
580 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_SHADER_SOURCE_LENGTH
, &tmp
));
582 if (source_size
< tmp
)
586 if (!(source
= malloc(tmp
)))
588 ERR("Failed to allocate %d bytes for shader source.\n", tmp
);
595 GL_EXTCALL(glGetShaderSource(shaders
[i
], source_size
, NULL
, source
));
599 FIXME("Shader %u:\n", shaders
[i
]);
600 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_SHADER_TYPE
, &tmp
));
601 FIXME(" GL_SHADER_TYPE: %s.\n", debug_gl_shader_type(tmp
));
602 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_COMPILE_STATUS
, &tmp
));
603 FIXME(" GL_COMPILE_STATUS: %d.\n", tmp
);
605 while ((line
= wined3d_get_line(&ptr
, end
)))
607 FIXME(" %.*s", (int)(ptr
- line
), line
);
616 /* Context activation is done by the caller. */
617 void shader_glsl_validate_link(const struct wined3d_gl_info
*gl_info
, GLuint program
)
621 if (!TRACE_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
624 GL_EXTCALL(glGetProgramiv(program
, GL_LINK_STATUS
, &tmp
));
627 FIXME("Program %u link status invalid.\n", program
);
628 shader_glsl_dump_program_source(gl_info
, program
);
631 print_glsl_info_log(gl_info
, program
, TRUE
);
634 static struct vkd3d_shader_resource_binding
*create_resource_bindings(const struct wined3d_gl_info
*gl_info
,
635 enum wined3d_shader_type shader_type
, unsigned int *count
)
637 struct vkd3d_shader_resource_binding
*bindings
;
638 enum vkd3d_shader_visibility visibility
;
639 unsigned int base
, i
;
641 wined3d_gl_limits_get_uniform_block_range(&gl_info
->limits
, shader_type
, &base
, count
);
642 if (!(bindings
= calloc(*count
, sizeof(*bindings
))))
645 visibility
= vkd3d_shader_visibility_from_wined3d(shader_type
);
646 for (i
= 0; i
< *count
; ++i
)
648 bindings
[i
].type
= VKD3D_SHADER_DESCRIPTOR_TYPE_CBV
;
649 bindings
[i
].register_space
= 0;
650 bindings
[i
].register_index
= i
;
651 bindings
[i
].shader_visibility
= visibility
;
652 bindings
[i
].flags
= VKD3D_SHADER_BINDING_FLAG_BUFFER
;
653 bindings
[i
].binding
.set
= 0;
654 bindings
[i
].binding
.binding
= base
+ i
;
655 bindings
[i
].binding
.count
= 1;
661 static struct vkd3d_shader_combined_resource_sampler
*create_combined_resource_sampler_bindings(
662 const struct wined3d_context_gl
*context_gl
, const struct wined3d_shader
*shader
, unsigned int *count
)
664 struct vkd3d_shader_combined_resource_sampler
*bindings
;
665 unsigned int bind_idx
, shader_sampler_count
, base
, i
;
666 struct wined3d_shader_sampler_map_entry
*entry
;
667 enum vkd3d_shader_visibility visibility
;
668 const unsigned int *tex_unit_map
;
670 tex_unit_map
= wined3d_context_gl_get_tex_unit_mapping(context_gl
,
671 &shader
->reg_maps
.shader_version
, &base
, count
);
673 shader_sampler_count
= shader
->reg_maps
.sampler_map
.count
;
674 if (shader_sampler_count
> *count
)
676 FIXME("Shader %p needs %u samplers, but only %u are supported.\n",
677 shader
, shader_sampler_count
, *count
);
680 *count
= min(shader_sampler_count
, *count
);
682 if (!(bindings
= calloc(*count
, sizeof(*bindings
))))
685 visibility
= vkd3d_shader_visibility_from_wined3d(shader
->reg_maps
.shader_version
.type
);
686 for (i
= 0; i
< *count
; ++i
)
688 entry
= &shader
->reg_maps
.sampler_map
.entries
[i
];
689 bind_idx
= base
+ entry
->bind_idx
;
691 bind_idx
= tex_unit_map
[bind_idx
];
693 bindings
[i
].resource_space
= 0;
694 bindings
[i
].resource_index
= entry
->resource_idx
;
695 bindings
[i
].sampler_space
= 0;
696 bindings
[i
].sampler_index
= entry
->sampler_idx
;
697 bindings
[i
].shader_visibility
= visibility
;
698 bindings
[i
].flags
= VKD3D_SHADER_BINDING_FLAG_IMAGE
;
699 bindings
[i
].binding
.set
= 0;
700 bindings
[i
].binding
.binding
= bind_idx
;
701 bindings
[i
].binding
.count
= 1;
707 static GLuint
shader_glsl_generate_vkd3d_shader(const struct wined3d_context_gl
*context_gl
,
708 struct shader_glsl_priv
*priv
, const struct wined3d_shader
*shader
, GLenum gl_shader_type
)
710 const struct wined3d_shader_version
*version
= &shader
->reg_maps
.shader_version
;
711 struct vkd3d_shader_combined_resource_sampler
*combined_samplers
;
712 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
713 struct vkd3d_shader_transform_feedback_info xfb_info
;
714 unsigned int binding_count
, combined_sampler_count
;
715 struct vkd3d_shader_interface_info interface_info
;
716 const struct wined3d_stream_output_desc
*so_desc
;
717 struct vkd3d_shader_resource_binding
*bindings
;
718 struct vkd3d_shader_compile_info info
;
719 struct vkd3d_shader_code glsl
;
724 static const struct vkd3d_shader_compile_option compile_options
[] =
726 {VKD3D_SHADER_COMPILE_OPTION_API_VERSION
, VKD3D_SHADER_API_VERSION_1_6
},
729 if (version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
&& (so_desc
= shader
->u
.gs
.so_desc
))
731 xfb_info
.type
= VKD3D_SHADER_STRUCTURE_TYPE_TRANSFORM_FEEDBACK_INFO
;
732 xfb_info
.next
= NULL
;
733 xfb_info
.elements
= (const struct vkd3d_shader_transform_feedback_element
*)so_desc
->elements
;
734 xfb_info
.element_count
= so_desc
->element_count
;
735 xfb_info
.buffer_strides
= so_desc
->buffer_strides
;
736 xfb_info
.buffer_stride_count
= so_desc
->buffer_stride_count
;
738 interface_info
.next
= &xfb_info
;
742 interface_info
.next
= NULL
;
745 if (!(bindings
= create_resource_bindings(gl_info
, version
->type
, &binding_count
)))
747 ERR("Failed to create resource bindings.\n");
751 if (!(combined_samplers
= create_combined_resource_sampler_bindings(context_gl
, shader
, &combined_sampler_count
)))
753 ERR("Failed to create combined sampler bindings.\n");
758 interface_info
.type
= VKD3D_SHADER_STRUCTURE_TYPE_INTERFACE_INFO
;
759 interface_info
.bindings
= bindings
;
760 interface_info
.binding_count
= binding_count
;
761 interface_info
.push_constant_buffers
= NULL
;
762 interface_info
.push_constant_buffer_count
= 0;
763 interface_info
.combined_samplers
= combined_samplers
;
764 interface_info
.combined_sampler_count
= combined_sampler_count
;
765 interface_info
.uav_counters
= NULL
;
766 interface_info
.uav_counter_count
= 0;
768 info
.type
= VKD3D_SHADER_STRUCTURE_TYPE_COMPILE_INFO
;
769 info
.next
= &interface_info
;
770 if (shader
->source_type
== VKD3D_SHADER_SOURCE_D3D_BYTECODE
)
772 info
.source
.code
= shader
->function
;
773 info
.source
.size
= shader
->functionLength
;
777 info
.source
.code
= shader
->byte_code
;
778 info
.source
.size
= shader
->byte_code_size
;
780 info
.source_type
= shader
->source_type
;
781 info
.target_type
= VKD3D_SHADER_TARGET_GLSL
;
782 info
.options
= compile_options
;
783 info
.option_count
= ARRAY_SIZE(compile_options
);
784 info
.log_level
= VKD3D_SHADER_LOG_WARNING
;
785 info
.source_name
= NULL
;
787 ret
= vkd3d_shader_compile(&info
, &glsl
, &messages
);
788 if (messages
&& *messages
&& FIXME_ON(d3d_shader
))
790 const char *ptr
, *end
, *line
;
792 FIXME("Shader log:\n");
794 end
= ptr
+ strlen(ptr
);
795 while ((line
= wined3d_get_line(&ptr
, end
)))
797 FIXME(" %.*s", (int)(ptr
- line
), line
);
801 vkd3d_shader_free_messages(messages
);
802 free(combined_samplers
);
807 ERR("Failed to compile shader, ret %d.\n", ret
);
811 if (!(shader_id
= GL_EXTCALL(glCreateShader(gl_shader_type
))))
813 ERR("Failed to create shader.\n");
814 vkd3d_shader_free_shader_code(&glsl
);
818 TRACE("Compiling shader object %u.\n", shader_id
);
819 GL_EXTCALL(glShaderSource(shader_id
, 1, (const GLchar
**)&glsl
.code
, (const GLint
*)&glsl
.size
));
820 checkGLcall("glShaderSource");
821 GL_EXTCALL(glCompileShader(shader_id
));
822 checkGLcall("glCompileShader");
823 print_glsl_info_log(gl_info
, shader_id
, FALSE
);
825 vkd3d_shader_free_shader_code(&glsl
);
830 static BOOL
shader_glsl_use_layout_qualifier(const struct wined3d_gl_info
*gl_info
)
832 /* Layout qualifiers were introduced in GLSL 1.40. The Nvidia Legacy GPU
833 * driver (series 340.xx) doesn't parse layout qualifiers in older GLSL
835 return shader_glsl_get_version(gl_info
) >= 140;
838 static BOOL
shader_glsl_use_layout_binding_qualifier(const struct wined3d_gl_info
*gl_info
)
840 return gl_info
->supported
[ARB_SHADING_LANGUAGE_420PACK
] && shader_glsl_use_layout_qualifier(gl_info
);
843 static void shader_glsl_init_uniform_block_bindings(const struct wined3d_gl_info
*gl_info
,
844 struct shader_glsl_priv
*priv
, GLuint program_id
,
845 const struct wined3d_shader_reg_maps
*reg_maps
)
847 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
848 struct wined3d_string_buffer
*name
;
849 unsigned int i
, base
, count
;
852 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
855 name
= string_buffer_get(&priv
->string_buffers
);
856 wined3d_gl_limits_get_uniform_block_range(&gl_info
->limits
, reg_maps
->shader_version
.type
, &base
, &count
);
857 for (i
= 0; i
< count
; ++i
)
859 if (!reg_maps
->cb_sizes
[i
])
862 string_buffer_sprintf(name
, "block_%s_cb%u", prefix
, i
);
863 block_idx
= GL_EXTCALL(glGetUniformBlockIndex(program_id
, name
->buffer
));
864 GL_EXTCALL(glUniformBlockBinding(program_id
, block_idx
, base
+ i
));
866 checkGLcall("glUniformBlockBinding");
867 string_buffer_release(&priv
->string_buffers
, name
);
870 /* Context activation is done by the caller. */
871 static void shader_glsl_load_samplers_range(const struct wined3d_gl_info
*gl_info
,
872 struct shader_glsl_priv
*priv
, GLuint program_id
, const char *prefix
,
873 unsigned int base
, unsigned int count
, const unsigned int *tex_unit_map
)
875 struct wined3d_string_buffer
*sampler_name
= string_buffer_get(&priv
->string_buffers
);
876 unsigned int i
, mapped_unit
;
879 for (i
= 0; i
< count
; ++i
)
881 string_buffer_sprintf(sampler_name
, "%s_sampler%u", prefix
, i
);
882 name_loc
= GL_EXTCALL(glGetUniformLocation(program_id
, sampler_name
->buffer
));
886 mapped_unit
= tex_unit_map
? tex_unit_map
[base
+ i
] : base
+ i
;
887 if (mapped_unit
== WINED3D_UNMAPPED_STAGE
|| mapped_unit
>= gl_info
->limits
.combined_samplers
)
889 ERR("Trying to load sampler %s on unsupported unit %u.\n", sampler_name
->buffer
, mapped_unit
);
893 TRACE("Loading sampler %s on unit %u.\n", sampler_name
->buffer
, mapped_unit
);
894 GL_EXTCALL(glUniform1i(name_loc
, mapped_unit
));
896 checkGLcall("Load sampler bindings");
897 string_buffer_release(&priv
->string_buffers
, sampler_name
);
900 static unsigned int shader_glsl_map_tex_unit(const struct wined3d_context
*context
,
901 const struct wined3d_shader_version
*shader_version
, unsigned int sampler_idx
)
903 const struct wined3d_context_gl
*context_gl
= wined3d_context_gl_const(context
);
904 const unsigned int *tex_unit_map
;
905 unsigned int base
, count
;
907 tex_unit_map
= wined3d_context_gl_get_tex_unit_mapping(context_gl
, shader_version
, &base
, &count
);
908 if (sampler_idx
>= count
)
909 return WINED3D_UNMAPPED_STAGE
;
911 return base
+ sampler_idx
;
912 return tex_unit_map
[base
+ sampler_idx
];
915 static void shader_glsl_append_sampler_binding_qualifier(struct wined3d_string_buffer
*buffer
,
916 const struct wined3d_context
*context
, const struct wined3d_shader_version
*shader_version
,
917 unsigned int sampler_idx
)
919 unsigned int mapped_unit
= shader_glsl_map_tex_unit(context
, shader_version
, sampler_idx
);
920 if (mapped_unit
!= WINED3D_UNMAPPED_STAGE
)
921 shader_addline(buffer
, "layout(binding = %u)\n", mapped_unit
);
923 ERR("Unmapped sampler %u.\n", sampler_idx
);
926 /* Context activation is done by the caller. */
927 static void shader_glsl_load_samplers(const struct wined3d_context
*context
,
928 struct shader_glsl_priv
*priv
, GLuint program_id
, const struct wined3d_shader_reg_maps
*reg_maps
)
930 const struct wined3d_context_gl
*context_gl
= wined3d_context_gl_const(context
);
931 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
932 const struct wined3d_shader_version
*shader_version
;
933 const unsigned int *tex_unit_map
;
934 unsigned int base
, count
;
937 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
940 shader_version
= reg_maps
? ®_maps
->shader_version
: NULL
;
941 prefix
= shader_glsl_get_prefix(shader_version
? shader_version
->type
: WINED3D_SHADER_TYPE_PIXEL
);
942 tex_unit_map
= wined3d_context_gl_get_tex_unit_mapping(context_gl
, shader_version
, &base
, &count
);
943 shader_glsl_load_samplers_range(gl_info
, priv
, program_id
, prefix
, base
, count
, tex_unit_map
);
946 static void shader_glsl_load_icb(const struct wined3d_gl_info
*gl_info
, struct shader_glsl_priv
*priv
,
947 GLuint program_id
, const struct wined3d_shader_reg_maps
*reg_maps
)
949 const struct wined3d_shader_immediate_constant_buffer
*icb
= reg_maps
->icb
;
953 struct wined3d_string_buffer
*icb_name
= string_buffer_get(&priv
->string_buffers
);
954 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
957 string_buffer_sprintf(icb_name
, "%s_icb", prefix
);
958 icb_location
= GL_EXTCALL(glGetUniformLocation(program_id
, icb_name
->buffer
));
959 GL_EXTCALL(glUniform4fv(icb_location
, icb
->vec4_count
, (const GLfloat
*)icb
->data
));
960 checkGLcall("Load immediate constant buffer");
962 string_buffer_release(&priv
->string_buffers
, icb_name
);
966 /* Context activation is done by the caller. */
967 static void shader_glsl_load_images(const struct wined3d_gl_info
*gl_info
, struct shader_glsl_priv
*priv
,
968 GLuint program_id
, const struct wined3d_shader_reg_maps
*reg_maps
)
970 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
971 struct wined3d_string_buffer
*name
;
975 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
978 name
= string_buffer_get(&priv
->string_buffers
);
979 for (i
= 0; i
< MAX_UNORDERED_ACCESS_VIEWS
; ++i
)
981 if (!reg_maps
->uav_resource_info
[i
].type
)
984 string_buffer_sprintf(name
, "%s_image%u", prefix
, i
);
985 location
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
989 TRACE("Loading image %s on unit %u.\n", name
->buffer
, i
);
990 GL_EXTCALL(glUniform1i(location
, i
));
992 checkGLcall("Load image bindings");
993 string_buffer_release(&priv
->string_buffers
, name
);
996 /* Context activation is done by the caller. */
997 static void shader_glsl_load_program_resources(const struct wined3d_context_gl
*context_gl
,
998 struct shader_glsl_priv
*priv
, GLuint program_id
, const struct wined3d_shader
*shader
)
1000 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
1002 shader_glsl_init_uniform_block_bindings(context_gl
->gl_info
, priv
, program_id
, reg_maps
);
1003 shader_glsl_load_icb(context_gl
->gl_info
, priv
, program_id
, reg_maps
);
1004 /* Texture unit mapping is set up to be the same each time the shader
1005 * program is used so we can hardcode the sampler uniform values. */
1006 shader_glsl_load_samplers(&context_gl
->c
, priv
, program_id
, reg_maps
);
1009 static void append_transform_feedback_varying(const char **varyings
, unsigned int *varying_count
,
1010 char **strings
, unsigned int *strings_length
, struct wined3d_string_buffer
*buffer
)
1012 if (varyings
&& *strings
)
1014 char *ptr
= *strings
;
1016 varyings
[*varying_count
] = ptr
;
1018 memcpy(ptr
, buffer
->buffer
, buffer
->content_size
+ 1);
1019 ptr
+= buffer
->content_size
+ 1;
1024 *strings_length
+= buffer
->content_size
+ 1;
1028 static void append_transform_feedback_skip_components(const char **varyings
,
1029 unsigned int *varying_count
, char **strings
, unsigned int *strings_length
,
1030 struct wined3d_string_buffer
*buffer
, unsigned int component_count
)
1034 for (j
= 0; j
< component_count
/ 4; ++j
)
1036 string_buffer_sprintf(buffer
, "gl_SkipComponents4");
1037 append_transform_feedback_varying(varyings
, varying_count
, strings
, strings_length
, buffer
);
1039 if (component_count
% 4)
1041 string_buffer_sprintf(buffer
, "gl_SkipComponents%u", component_count
% 4);
1042 append_transform_feedback_varying(varyings
, varying_count
, strings
, strings_length
, buffer
);
1046 static BOOL
shader_glsl_generate_transform_feedback_varyings(struct wined3d_string_buffer
*buffer
,
1047 const char **varyings
, unsigned int *varying_count
, char *strings
, unsigned int *strings_length
,
1048 GLenum buffer_mode
, struct wined3d_shader
*shader
)
1050 const struct wined3d_stream_output_desc
*so_desc
= shader
->u
.gs
.so_desc
;
1051 unsigned int buffer_idx
, count
, length
, highest_output_slot
, stride
;
1052 unsigned int i
, register_idx
, component_idx
;
1053 BOOL have_varyings_to_record
= FALSE
;
1056 highest_output_slot
= 0;
1057 for (buffer_idx
= 0; buffer_idx
< WINED3D_MAX_STREAM_OUTPUT_BUFFERS
; ++buffer_idx
)
1061 for (i
= 0; i
< so_desc
->element_count
; ++i
)
1063 const struct wined3d_stream_output_element
*e
= &so_desc
->elements
[i
];
1065 highest_output_slot
= max(highest_output_slot
, e
->output_slot
);
1066 if (e
->output_slot
!= buffer_idx
)
1071 FIXME("Unhandled stream %u.\n", e
->stream_idx
);
1075 stride
+= e
->component_count
;
1077 if (!e
->semantic_name
)
1079 append_transform_feedback_skip_components(varyings
, &count
,
1080 &strings
, &length
, buffer
, e
->component_count
);
1084 if (!shader_get_stream_output_register_info(shader
, e
, ®ister_idx
, &component_idx
))
1087 if (component_idx
|| e
->component_count
!= 4)
1089 if (so_desc
->rasterizer_stream_idx
!= WINED3D_NO_RASTERIZER_STREAM
)
1091 FIXME("Unsupported component range %u-%u.\n", component_idx
, e
->component_count
);
1092 append_transform_feedback_skip_components(varyings
, &count
,
1093 &strings
, &length
, buffer
, e
->component_count
);
1097 string_buffer_sprintf(buffer
, "shader_in_out.reg%u_%u_%u",
1098 register_idx
, component_idx
, component_idx
+ e
->component_count
- 1);
1099 append_transform_feedback_varying(varyings
, &count
, &strings
, &length
, buffer
);
1103 string_buffer_sprintf(buffer
, "shader_in_out.reg%u", register_idx
);
1104 append_transform_feedback_varying(varyings
, &count
, &strings
, &length
, buffer
);
1107 have_varyings_to_record
= TRUE
;
1110 if (buffer_idx
< so_desc
->buffer_stride_count
1111 && stride
< so_desc
->buffer_strides
[buffer_idx
] / 4)
1113 unsigned int component_count
= so_desc
->buffer_strides
[buffer_idx
] / 4 - stride
;
1114 append_transform_feedback_skip_components(varyings
, &count
,
1115 &strings
, &length
, buffer
, component_count
);
1118 if (highest_output_slot
<= buffer_idx
)
1121 if (buffer_mode
== GL_INTERLEAVED_ATTRIBS
)
1123 string_buffer_sprintf(buffer
, "gl_NextBuffer");
1124 append_transform_feedback_varying(varyings
, &count
, &strings
, &length
, buffer
);
1129 *varying_count
= count
;
1131 *strings_length
= length
;
1133 return have_varyings_to_record
;
1136 static void shader_glsl_init_transform_feedback(const struct wined3d_context_gl
*context_gl
,
1137 struct shader_glsl_priv
*priv
, GLuint program_id
, struct wined3d_shader
*shader
)
1139 const struct wined3d_stream_output_desc
*so_desc
= shader
->u
.gs
.so_desc
;
1140 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1141 struct wined3d_string_buffer
*buffer
;
1142 unsigned int i
, count
, length
;
1143 const char **varyings
;
1150 if (gl_info
->supported
[ARB_TRANSFORM_FEEDBACK3
])
1152 mode
= GL_INTERLEAVED_ATTRIBS
;
1156 unsigned int element_count
[WINED3D_MAX_STREAM_OUTPUT_BUFFERS
] = {0};
1158 for (i
= 0; i
< so_desc
->element_count
; ++i
)
1160 if (!so_desc
->elements
[i
].semantic_name
)
1162 FIXME("ARB_transform_feedback3 is needed for stream output gaps.\n");
1165 ++element_count
[so_desc
->elements
[i
].output_slot
];
1168 if (element_count
[0] == so_desc
->element_count
)
1170 mode
= GL_INTERLEAVED_ATTRIBS
;
1174 mode
= GL_SEPARATE_ATTRIBS
;
1175 for (i
= 0; i
< ARRAY_SIZE(element_count
); ++i
)
1177 if (element_count
[i
] != 1)
1180 for (; i
< ARRAY_SIZE(element_count
); ++i
)
1182 if (element_count
[i
])
1184 FIXME("Only single element per buffer is allowed in separate mode.\n");
1191 buffer
= string_buffer_get(&priv
->string_buffers
);
1193 if (!shader_glsl_generate_transform_feedback_varyings(buffer
, NULL
, &count
, NULL
, &length
, mode
, shader
))
1195 FIXME("No varyings to record, disabling transform feedback.\n");
1196 shader
->u
.gs
.so_desc
= NULL
;
1197 string_buffer_release(&priv
->string_buffers
, buffer
);
1201 if (!(varyings
= calloc(count
, sizeof(*varyings
))))
1203 ERR("Out of memory.\n");
1204 string_buffer_release(&priv
->string_buffers
, buffer
);
1207 if (!(strings
= calloc(length
, sizeof(*strings
))))
1209 ERR("Out of memory.\n");
1211 string_buffer_release(&priv
->string_buffers
, buffer
);
1215 shader_glsl_generate_transform_feedback_varyings(buffer
, varyings
, NULL
, strings
, NULL
, mode
, shader
);
1216 GL_EXTCALL(glTransformFeedbackVaryings(program_id
, count
, varyings
, mode
));
1217 checkGLcall("glTransformFeedbackVaryings");
1221 string_buffer_release(&priv
->string_buffers
, buffer
);
1224 /* Context activation is done by the caller. */
1225 static void walk_constant_heap(const struct wined3d_gl_info
*gl_info
, const struct wined3d_vec4
*constants
,
1226 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
1228 unsigned int start
= ~0U, end
= 0;
1230 unsigned int heap_idx
= 1;
1233 if (heap
->entries
[heap_idx
].version
<= version
) return;
1235 idx
= heap
->entries
[heap_idx
].idx
;
1236 if (constant_locations
[idx
] != -1)
1238 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
1240 while (stack_idx
>= 0)
1242 /* Note that we fall through to the next case statement. */
1243 switch(stack
[stack_idx
])
1245 case HEAP_NODE_TRAVERSE_LEFT
:
1247 unsigned int left_idx
= heap_idx
<< 1;
1248 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
1250 heap_idx
= left_idx
;
1251 idx
= heap
->entries
[heap_idx
].idx
;
1252 if (constant_locations
[idx
] != -1)
1260 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
1261 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
1266 case HEAP_NODE_TRAVERSE_RIGHT
:
1268 unsigned int right_idx
= (heap_idx
<< 1) + 1;
1269 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
1271 heap_idx
= right_idx
;
1272 idx
= heap
->entries
[heap_idx
].idx
;
1273 if (constant_locations
[idx
] != -1)
1281 stack
[stack_idx
++] = HEAP_NODE_POP
;
1282 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
1294 GL_EXTCALL(glUniform4fv(constant_locations
[start
], end
- start
+ 1, &constants
[start
].x
));
1295 checkGLcall("walk_constant_heap()");
1298 /* Context activation is done by the caller. */
1299 static void apply_clamped_constant(const struct wined3d_gl_info
*gl_info
,
1300 GLint location
, const struct wined3d_vec4
*data
)
1302 GLfloat clamped_constant
[4];
1304 if (location
== -1) return;
1306 clamped_constant
[0] = data
->x
< -1.0f
? -1.0f
: data
->x
> 1.0f
? 1.0f
: data
->x
;
1307 clamped_constant
[1] = data
->y
< -1.0f
? -1.0f
: data
->y
> 1.0f
? 1.0f
: data
->y
;
1308 clamped_constant
[2] = data
->z
< -1.0f
? -1.0f
: data
->z
> 1.0f
? 1.0f
: data
->z
;
1309 clamped_constant
[3] = data
->w
< -1.0f
? -1.0f
: data
->w
> 1.0f
? 1.0f
: data
->w
;
1311 GL_EXTCALL(glUniform4fv(location
, 1, clamped_constant
));
1314 /* Context activation is done by the caller. */
1315 static void walk_constant_heap_clamped(const struct wined3d_gl_info
*gl_info
,
1316 const struct wined3d_vec4
*constants
, const GLint
*constant_locations
,
1317 const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
1320 unsigned int heap_idx
= 1;
1323 if (heap
->entries
[heap_idx
].version
<= version
) return;
1325 idx
= heap
->entries
[heap_idx
].idx
;
1326 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
]);
1327 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
1329 while (stack_idx
>= 0)
1331 /* Note that we fall through to the next case statement. */
1332 switch(stack
[stack_idx
])
1334 case HEAP_NODE_TRAVERSE_LEFT
:
1336 unsigned int left_idx
= heap_idx
<< 1;
1337 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
1339 heap_idx
= left_idx
;
1340 idx
= heap
->entries
[heap_idx
].idx
;
1341 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
]);
1343 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
1344 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
1349 case HEAP_NODE_TRAVERSE_RIGHT
:
1351 unsigned int right_idx
= (heap_idx
<< 1) + 1;
1352 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
1354 heap_idx
= right_idx
;
1355 idx
= heap
->entries
[heap_idx
].idx
;
1356 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
]);
1358 stack
[stack_idx
++] = HEAP_NODE_POP
;
1359 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
1370 checkGLcall("walk_constant_heap_clamped()");
1373 /* Context activation is done by the caller. */
1374 static void shader_glsl_load_constants_f(const struct wined3d_shader
*shader
, struct wined3d_context_gl
*context_gl
,
1375 struct wined3d_buffer
*constant_buffer
, const GLint
*constant_locations
, const struct constant_heap
*heap
,
1376 unsigned char *stack
, unsigned int version
)
1378 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1379 const struct wined3d_shader_lconst
*lconst
;
1381 if (constant_buffer
)
1383 const struct wined3d_vec4
*constants
= wined3d_buffer_load_sysmem(constant_buffer
, &context_gl
->c
);
1385 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
1386 if (shader
->reg_maps
.shader_version
.major
== 1
1387 && shader
->reg_maps
.shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
1388 walk_constant_heap_clamped(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
1390 walk_constant_heap(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
1393 if (!shader
->load_local_constsF
)
1395 TRACE("No need to load local float constants for this shader.\n");
1399 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
1400 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
1402 GL_EXTCALL(glUniform4fv(constant_locations
[lconst
->idx
], 1, (const GLfloat
*)lconst
->value
));
1404 checkGLcall("glUniform4fv()");
1407 /* Context activation is done by the caller. */
1408 static void shader_glsl_load_constants_i(const struct wined3d_shader
*shader
, struct wined3d_context_gl
*context_gl
,
1409 struct wined3d_buffer
*constant_buffer
, const GLint locations
[WINED3D_MAX_CONSTS_I
], uint32_t constants_set
)
1411 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1415 if (constant_buffer
)
1417 const struct wined3d_ivec4
*constants
= wined3d_buffer_load_sysmem(constant_buffer
, &context_gl
->c
);
1419 while (constants_set
)
1421 /* We found this uniform name in the program - go ahead and send the data */
1422 i
= wined3d_bit_scan(&constants_set
);
1423 GL_EXTCALL(glUniform4iv(locations
[i
], 1, &constants
[i
].x
));
1427 /* Load immediate constants */
1428 ptr
= list_head(&shader
->constantsI
);
1431 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
1432 unsigned int idx
= lconst
->idx
;
1433 const GLint
*values
= (const GLint
*)lconst
->value
;
1435 /* We found this uniform name in the program - go ahead and send the data */
1436 GL_EXTCALL(glUniform4iv(locations
[idx
], 1, values
));
1437 ptr
= list_next(&shader
->constantsI
, ptr
);
1439 checkGLcall("glUniform4iv()");
1442 /* Context activation is done by the caller. */
1443 static void shader_glsl_load_constants_b(const struct wined3d_shader
*shader
, struct wined3d_context_gl
*context_gl
,
1444 struct wined3d_buffer
*constant_buffer
, const GLint locations
[WINED3D_MAX_CONSTS_B
], uint32_t constants_set
)
1446 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1450 if (constant_buffer
)
1452 const BOOL
*constants
= wined3d_buffer_load_sysmem(constant_buffer
, &context_gl
->c
);
1454 while (constants_set
)
1456 i
= wined3d_bit_scan(&constants_set
);
1457 GL_EXTCALL(glUniform1iv(locations
[i
], 1, &constants
[i
]));
1461 /* Load immediate constants */
1462 ptr
= list_head(&shader
->constantsB
);
1465 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
1466 unsigned int idx
= lconst
->idx
;
1467 const GLint
*values
= (const GLint
*)lconst
->value
;
1469 GL_EXTCALL(glUniform1iv(locations
[idx
], 1, values
));
1470 ptr
= list_next(&shader
->constantsB
, ptr
);
1472 checkGLcall("glUniform1iv()");
1475 static void reset_program_constant_version(struct wine_rb_entry
*entry
, void *context
)
1477 WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
)->constant_version
= 0;
1480 static void transpose_matrix(struct wined3d_matrix
*out
, const struct wined3d_matrix
*m
)
1482 struct wined3d_matrix temp
;
1485 for (i
= 0; i
< 4; ++i
)
1486 for (j
= 0; j
< 4; ++j
)
1487 (&temp
._11
)[4 * j
+ i
] = (&m
->_11
)[4 * i
+ j
];
1492 static void shader_glsl_ffp_vertex_normalmatrix_uniform(const struct wined3d_context_gl
*context_gl
,
1493 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1495 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1496 struct wined3d_matrix mv
;
1499 if (prog
->vs
.normal_matrix_location
== -1)
1502 get_modelview_matrix(&context_gl
->c
, state
, 0, &mv
);
1503 compute_normal_matrix(mat
, context_gl
->c
.d3d_info
->wined3d_creation_flags
& WINED3D_LEGACY_FFP_LIGHTING
, &mv
);
1505 GL_EXTCALL(glUniformMatrix3fv(prog
->vs
.normal_matrix_location
, 1, FALSE
, mat
));
1506 checkGLcall("glUniformMatrix3fv");
1509 static void shader_glsl_ffp_vertex_texmatrix_uniform(const struct wined3d_context_gl
*context_gl
,
1510 const struct wined3d_state
*state
, unsigned int tex
, struct glsl_shader_prog_link
*prog
)
1512 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1513 struct wined3d_matrix mat
;
1515 if (tex
>= WINED3D_MAX_FFP_TEXTURES
)
1517 if (prog
->vs
.texture_matrix_location
[tex
] == -1)
1520 get_texture_matrix(&context_gl
->c
, state
, tex
, &mat
);
1521 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.texture_matrix_location
[tex
], 1, FALSE
, &mat
._11
));
1522 checkGLcall("glUniformMatrix4fv");
1525 static void shader_glsl_ffp_vertex_material_uniform(const struct wined3d_context_gl
*context_gl
,
1526 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1528 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1530 GL_EXTCALL(glUniform4fv(prog
->vs
.material_specular_location
, 1, &state
->material
.specular
.r
));
1531 GL_EXTCALL(glUniform1f(prog
->vs
.material_shininess_location
, state
->material
.power
));
1532 GL_EXTCALL(glUniform4fv(prog
->vs
.material_ambient_location
, 1, &state
->material
.ambient
.r
));
1533 GL_EXTCALL(glUniform4fv(prog
->vs
.material_diffuse_location
, 1, &state
->material
.diffuse
.r
));
1534 GL_EXTCALL(glUniform4fv(prog
->vs
.material_emissive_location
, 1, &state
->material
.emissive
.r
));
1535 checkGLcall("setting FFP material uniforms");
1538 static void shader_glsl_ffp_vertex_light_uniform(const struct wined3d_context_gl
*context_gl
,
1539 const struct wined3d_state
*state
, unsigned int light
, const struct wined3d_light_info
*light_info
,
1540 struct glsl_shader_prog_link
*prog
)
1542 const struct wined3d_matrix
*view
= &state
->transforms
[WINED3D_TS_VIEW
];
1543 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1544 struct wined3d_vec4 vec4
;
1546 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].diffuse
, 1, &light_info
->OriginalParms
.diffuse
.r
));
1547 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].specular
, 1, &light_info
->OriginalParms
.specular
.r
));
1548 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].ambient
, 1, &light_info
->OriginalParms
.ambient
.r
));
1550 switch (light_info
->OriginalParms
.type
)
1552 case WINED3D_LIGHT_POINT
:
1553 wined3d_vec4_transform(&vec4
, &light_info
->position
, view
);
1554 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1555 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].range
, light_info
->OriginalParms
.range
));
1556 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].c_att
, light_info
->OriginalParms
.attenuation0
));
1557 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].l_att
, light_info
->OriginalParms
.attenuation1
));
1558 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].q_att
, light_info
->OriginalParms
.attenuation2
));
1561 case WINED3D_LIGHT_SPOT
:
1562 wined3d_vec4_transform(&vec4
, &light_info
->position
, view
);
1563 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1565 wined3d_vec4_transform(&vec4
, &light_info
->direction
, view
);
1566 GL_EXTCALL(glUniform3fv(prog
->vs
.light_location
[light
].direction
, 1, &vec4
.x
));
1568 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].range
, light_info
->OriginalParms
.range
));
1569 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].falloff
, light_info
->OriginalParms
.falloff
));
1570 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].c_att
, light_info
->OriginalParms
.attenuation0
));
1571 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].l_att
, light_info
->OriginalParms
.attenuation1
));
1572 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].q_att
, light_info
->OriginalParms
.attenuation2
));
1573 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].cos_htheta
, cosf(light_info
->OriginalParms
.theta
/ 2.0f
)));
1574 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].cos_hphi
, cosf(light_info
->OriginalParms
.phi
/ 2.0f
)));
1577 case WINED3D_LIGHT_DIRECTIONAL
:
1578 wined3d_vec4_transform(&vec4
, &light_info
->direction
, view
);
1579 GL_EXTCALL(glUniform3fv(prog
->vs
.light_location
[light
].direction
, 1, &vec4
.x
));
1582 case WINED3D_LIGHT_PARALLELPOINT
:
1583 wined3d_vec4_transform(&vec4
, &light_info
->position
, view
);
1584 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1588 FIXME("Unrecognized light type %#x.\n", light_info
->OriginalParms
.type
);
1590 checkGLcall("setting FFP lights uniforms");
1593 static void shader_glsl_pointsize_uniform(const struct wined3d_context_gl
*context_gl
,
1594 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1596 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1600 get_pointsize_minmax(&context_gl
->c
, state
, &min
, &max
);
1602 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_min_location
, min
));
1603 checkGLcall("glUniform1f");
1604 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_max_location
, max
));
1605 checkGLcall("glUniform1f");
1607 get_pointsize(&context_gl
->c
, state
, &size
, att
);
1609 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_location
, size
));
1610 checkGLcall("glUniform1f");
1611 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_c_att_location
, att
[0]));
1612 checkGLcall("glUniform1f");
1613 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_l_att_location
, att
[1]));
1614 checkGLcall("glUniform1f");
1615 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_q_att_location
, att
[2]));
1616 checkGLcall("glUniform1f");
1619 static void shader_glsl_load_fog_uniform(const struct wined3d_context_gl
*context_gl
,
1620 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1622 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1623 struct wined3d_color color
;
1624 float start
, end
, scale
;
1631 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_FOGCOLOR
]);
1632 GL_EXTCALL(glUniform4fv(prog
->ps
.fog_color_location
, 1, &color
.r
));
1633 tmpvalue
.d
= state
->render_states
[WINED3D_RS_FOGDENSITY
];
1634 GL_EXTCALL(glUniform1f(prog
->ps
.fog_density_location
, tmpvalue
.f
));
1635 get_fog_start_end(&context_gl
->c
, state
, &start
, &end
);
1636 scale
= 1.0f
/ (end
- start
);
1637 GL_EXTCALL(glUniform1f(prog
->ps
.fog_end_location
, end
));
1638 GL_EXTCALL(glUniform1f(prog
->ps
.fog_scale_location
, scale
));
1639 checkGLcall("fog emulation uniforms");
1642 static void shader_glsl_clip_plane_uniform(const struct wined3d_context_gl
*context_gl
,
1643 const struct wined3d_state
*state
, unsigned int index
, struct glsl_shader_prog_link
*prog
)
1645 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1646 struct wined3d_matrix matrix
;
1647 struct wined3d_vec4 plane
;
1649 plane
= state
->clip_planes
[index
];
1651 /* Clip planes are affected by the view transform in d3d for FFP draws. */
1654 invert_matrix(&matrix
, &state
->transforms
[WINED3D_TS_VIEW
]);
1655 transpose_matrix(&matrix
, &matrix
);
1656 wined3d_vec4_transform(&plane
, &plane
, &matrix
);
1659 GL_EXTCALL(glUniform4fv(prog
->vs
.clip_planes_location
+ index
, 1, &plane
.x
));
1662 static void shader_glsl_load_constants(struct shader_glsl_priv
*priv
,
1663 struct wined3d_context
*context
, const struct wined3d_state
*state
)
1665 const struct wined3d_shader
*vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
1666 const struct wined3d_shader
*pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
1667 const struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
1668 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
1669 struct glsl_shader_prog_link
*prog
= ctx_data
->glsl_program
;
1670 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1671 float position_fixup
[4 * WINED3D_MAX_VIEWPORTS
];
1672 struct wined3d_device
*device
= context
->device
;
1673 unsigned int constant_version
;
1677 /* No GLSL program set - nothing to do. */
1681 constant_version
= prog
->constant_version
;
1682 update_mask
= context
->constant_update_mask
& prog
->constant_update_mask
;
1684 if (update_mask
& WINED3D_SHADER_CONST_VS_F
)
1685 shader_glsl_load_constants_f(vshader
, context_gl
, device
->push_constants
[WINED3D_PUSH_CONSTANTS_VS_F
],
1686 prog
->vs
.uniform_f_locations
, &priv
->vconst_heap
, priv
->stack
, constant_version
);
1688 if (update_mask
& WINED3D_SHADER_CONST_VS_I
)
1689 shader_glsl_load_constants_i(vshader
, context_gl
, device
->push_constants
[WINED3D_PUSH_CONSTANTS_VS_I
],
1690 prog
->vs
.uniform_i_locations
, vshader
->reg_maps
.integer_constants
);
1692 if (update_mask
& WINED3D_SHADER_CONST_VS_B
)
1693 shader_glsl_load_constants_b(vshader
, context_gl
, device
->push_constants
[WINED3D_PUSH_CONSTANTS_VS_B
],
1694 prog
->vs
.uniform_b_locations
, vshader
->reg_maps
.boolean_constants
);
1696 if (update_mask
& WINED3D_SHADER_CONST_VS_CLIP_PLANES
)
1698 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
1699 shader_glsl_clip_plane_uniform(context_gl
, state
, i
, prog
);
1702 if (update_mask
& WINED3D_SHADER_CONST_VS_POINTSIZE
)
1703 shader_glsl_pointsize_uniform(context_gl
, state
, prog
);
1705 if (update_mask
& WINED3D_SHADER_CONST_POS_FIXUP
)
1707 unsigned int fixup_count
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
] ?
1708 max(state
->viewport_count
, 1) : 1;
1709 shader_get_position_fixup(context
, state
, fixup_count
, position_fixup
);
1710 if (state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
])
1711 GL_EXTCALL(glUniform4fv(prog
->gs
.pos_fixup_location
, fixup_count
, position_fixup
));
1712 else if (state
->shader
[WINED3D_SHADER_TYPE_DOMAIN
])
1713 GL_EXTCALL(glUniform4fv(prog
->ds
.pos_fixup_location
, 1, position_fixup
));
1715 GL_EXTCALL(glUniform4fv(prog
->vs
.pos_fixup_location
, 1, position_fixup
));
1716 checkGLcall("glUniform4fv");
1719 if (update_mask
& WINED3D_SHADER_CONST_BASE_VERTEX_ID
)
1721 GL_EXTCALL(glUniform1i(prog
->vs
.base_vertex_id_location
, state
->base_vertex_index
));
1722 checkGLcall("base vertex id");
1725 if (update_mask
& WINED3D_SHADER_CONST_FFP_MODELVIEW
)
1727 struct wined3d_matrix mat
;
1729 get_modelview_matrix(context
, state
, 0, &mat
);
1730 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.modelview_matrix_location
[0], 1, FALSE
, &mat
._11
));
1731 checkGLcall("glUniformMatrix4fv");
1733 shader_glsl_ffp_vertex_normalmatrix_uniform(context_gl
, state
, prog
);
1736 if (update_mask
& WINED3D_SHADER_CONST_FFP_VERTEXBLEND
)
1738 struct wined3d_matrix mat
;
1740 for (i
= 1; i
< MAX_VERTEX_BLENDS
; ++i
)
1742 if (prog
->vs
.modelview_matrix_location
[i
] == -1)
1745 get_modelview_matrix(context
, state
, i
, &mat
);
1746 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.modelview_matrix_location
[i
], 1, FALSE
, &mat
._11
));
1747 checkGLcall("glUniformMatrix4fv");
1751 if (update_mask
& WINED3D_SHADER_CONST_FFP_PROJ
)
1753 struct wined3d_matrix projection
;
1755 get_projection_matrix(context
, state
, &projection
);
1756 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.projection_matrix_location
, 1, FALSE
, &projection
._11
));
1757 checkGLcall("glUniformMatrix4fv");
1760 if (update_mask
& WINED3D_SHADER_CONST_FFP_TEXMATRIX
)
1762 for (i
= 0; i
< WINED3D_MAX_FFP_TEXTURES
; ++i
)
1763 shader_glsl_ffp_vertex_texmatrix_uniform(context_gl
, state
, i
, prog
);
1766 if (update_mask
& WINED3D_SHADER_CONST_FFP_MATERIAL
)
1767 shader_glsl_ffp_vertex_material_uniform(context_gl
, state
, prog
);
1769 if (update_mask
& WINED3D_SHADER_CONST_FFP_LIGHTS
)
1771 unsigned int point_idx
, spot_idx
, directional_idx
, parallel_point_idx
;
1772 const struct wined3d_ffp_vs_constants
*constants
;
1773 DWORD point_count
= 0;
1774 DWORD spot_count
= 0;
1775 DWORD directional_count
= 0;
1777 constants
= wined3d_buffer_load_sysmem(context
->device
->push_constants
[WINED3D_PUSH_CONSTANTS_VS_FFP
], context
);
1779 for (i
= 0; i
< WINED3D_MAX_ACTIVE_LIGHTS
; ++i
)
1781 if (!state
->light_state
.lights
[i
])
1784 switch (state
->light_state
.lights
[i
]->OriginalParms
.type
)
1786 case WINED3D_LIGHT_POINT
:
1789 case WINED3D_LIGHT_SPOT
:
1792 case WINED3D_LIGHT_DIRECTIONAL
:
1793 ++directional_count
;
1795 case WINED3D_LIGHT_PARALLELPOINT
:
1798 FIXME("Unhandled light type %#x.\n", state
->light_state
.lights
[i
]->OriginalParms
.type
);
1803 spot_idx
= point_idx
+ point_count
;
1804 directional_idx
= spot_idx
+ spot_count
;
1805 parallel_point_idx
= directional_idx
+ directional_count
;
1807 GL_EXTCALL(glUniform3fv(prog
->vs
.light_ambient_location
, 1, &constants
->light
.ambient
.r
));
1808 checkGLcall("glUniform3fv");
1810 for (i
= 0; i
< WINED3D_MAX_ACTIVE_LIGHTS
; ++i
)
1812 const struct wined3d_light_info
*light_info
= state
->light_state
.lights
[i
];
1818 switch (light_info
->OriginalParms
.type
)
1820 case WINED3D_LIGHT_POINT
:
1823 case WINED3D_LIGHT_SPOT
:
1826 case WINED3D_LIGHT_DIRECTIONAL
:
1827 idx
= directional_idx
++;
1829 case WINED3D_LIGHT_PARALLELPOINT
:
1830 idx
= parallel_point_idx
++;
1833 FIXME("Unhandled light type %#x.\n", light_info
->OriginalParms
.type
);
1836 shader_glsl_ffp_vertex_light_uniform(context_gl
, state
, idx
, light_info
, prog
);
1840 if (update_mask
& WINED3D_SHADER_CONST_PS_F
)
1841 shader_glsl_load_constants_f(pshader
, context_gl
, device
->push_constants
[WINED3D_PUSH_CONSTANTS_PS_F
],
1842 prog
->ps
.uniform_f_locations
, &priv
->pconst_heap
, priv
->stack
, constant_version
);
1844 if (update_mask
& WINED3D_SHADER_CONST_PS_I
)
1845 shader_glsl_load_constants_i(pshader
, context_gl
, device
->push_constants
[WINED3D_PUSH_CONSTANTS_PS_I
],
1846 prog
->ps
.uniform_i_locations
, pshader
->reg_maps
.integer_constants
);
1848 if (update_mask
& WINED3D_SHADER_CONST_PS_B
)
1849 shader_glsl_load_constants_b(pshader
, context_gl
, device
->push_constants
[WINED3D_PUSH_CONSTANTS_PS_B
],
1850 prog
->ps
.uniform_b_locations
, pshader
->reg_maps
.boolean_constants
);
1852 if (update_mask
& WINED3D_SHADER_CONST_PS_BUMP_ENV
)
1854 for (i
= 0; i
< WINED3D_MAX_FFP_TEXTURES
; ++i
)
1856 if (prog
->ps
.bumpenv_mat_location
[i
] == -1)
1859 GL_EXTCALL(glUniformMatrix2fv(prog
->ps
.bumpenv_mat_location
[i
], 1, 0,
1860 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_MAT00
]));
1862 if (prog
->ps
.bumpenv_lum_scale_location
[i
] != -1)
1864 GL_EXTCALL(glUniform1fv(prog
->ps
.bumpenv_lum_scale_location
[i
], 1,
1865 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LSCALE
]));
1866 GL_EXTCALL(glUniform1fv(prog
->ps
.bumpenv_lum_offset_location
[i
], 1,
1867 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LOFFSET
]));
1871 checkGLcall("bump env uniforms");
1874 if (update_mask
& WINED3D_SHADER_CONST_FFP_COLOR_KEY
)
1876 const struct wined3d_ffp_ps_constants
*constants
= wined3d_buffer_load_sysmem(
1877 context_gl
->c
.device
->push_constants
[WINED3D_PUSH_CONSTANTS_PS_FFP
], &context_gl
->c
);
1879 GL_EXTCALL(glUniform4fv(prog
->ps
.color_key_location
, 2, &constants
->color_key
[0].r
));
1882 if (update_mask
& WINED3D_SHADER_CONST_FFP_PS
)
1884 const struct wined3d_ffp_ps_constants
*constants
;
1886 constants
= wined3d_buffer_load_sysmem(
1887 context_gl
->c
.device
->push_constants
[WINED3D_PUSH_CONSTANTS_PS_FFP
], &context_gl
->c
);
1889 if (prog
->ps
.tex_factor_location
!= -1)
1890 GL_EXTCALL(glUniform4fv(prog
->ps
.tex_factor_location
, 1, &constants
->texture_factor
.r
));
1892 GL_EXTCALL(glUniform4fv(prog
->ps
.specular_enable_location
, 1, &constants
->specular_enable
.r
));
1894 for (i
= 0; i
< WINED3D_MAX_FFP_TEXTURES
; ++i
)
1896 if (prog
->ps
.tss_constant_location
[i
] == -1)
1899 GL_EXTCALL(glUniform4fv(prog
->ps
.tss_constant_location
[i
], 1, &constants
->texture_constants
[i
].r
));
1902 checkGLcall("fixed function uniforms");
1905 if (update_mask
& WINED3D_SHADER_CONST_PS_FOG
)
1906 shader_glsl_load_fog_uniform(context_gl
, state
, prog
);
1908 if (update_mask
& WINED3D_SHADER_CONST_PS_ALPHA_TEST
)
1910 float ref
= wined3d_alpha_ref(state
);
1912 GL_EXTCALL(glUniform1f(prog
->ps
.alpha_test_ref_location
, ref
));
1913 checkGLcall("alpha test emulation uniform");
1916 if (priv
->next_constant_version
== UINT_MAX
)
1918 TRACE("Max constant version reached, resetting to 0.\n");
1919 wine_rb_for_each_entry(&priv
->program_lookup
, reset_program_constant_version
, NULL
);
1920 priv
->next_constant_version
= 1;
1924 prog
->constant_version
= priv
->next_constant_version
++;
1928 static void update_heap_entry(struct constant_heap
*heap
, unsigned int idx
, DWORD new_version
)
1930 struct constant_entry
*entries
= heap
->entries
;
1931 unsigned int *positions
= heap
->positions
;
1932 unsigned int heap_idx
, parent_idx
;
1934 if (!heap
->contained
[idx
])
1936 heap_idx
= heap
->size
++;
1937 heap
->contained
[idx
] = TRUE
;
1941 heap_idx
= positions
[idx
];
1944 while (heap_idx
> 1)
1946 parent_idx
= heap_idx
>> 1;
1948 if (new_version
<= entries
[parent_idx
].version
) break;
1950 entries
[heap_idx
] = entries
[parent_idx
];
1951 positions
[entries
[parent_idx
].idx
] = heap_idx
;
1952 heap_idx
= parent_idx
;
1955 entries
[heap_idx
].version
= new_version
;
1956 entries
[heap_idx
].idx
= idx
;
1957 positions
[idx
] = heap_idx
;
1960 static void shader_glsl_update_float_vertex_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
1962 struct shader_glsl_priv
*priv
= device
->shader_priv
;
1963 struct constant_heap
*heap
= &priv
->vconst_heap
;
1966 for (i
= start
; i
< count
+ start
; ++i
)
1968 update_heap_entry(heap
, i
, priv
->next_constant_version
);
1972 static void shader_glsl_update_float_pixel_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
1974 struct shader_glsl_priv
*priv
= device
->shader_priv
;
1975 struct constant_heap
*heap
= &priv
->pconst_heap
;
1978 for (i
= start
; i
< count
+ start
; ++i
)
1980 update_heap_entry(heap
, i
, priv
->next_constant_version
);
1984 static unsigned int vec4_varyings(DWORD shader_major
, const struct wined3d_gl_info
*gl_info
)
1986 unsigned int ret
= gl_info
->limits
.glsl_varyings
/ 4;
1987 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
1988 if(shader_major
> 3) return ret
;
1990 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
1991 if (gl_info
->quirks
& WINED3D_QUIRK_GLSL_CLIP_VARYING
) ret
-= 1;
1995 static BOOL
needs_legacy_glsl_syntax(const struct wined3d_gl_info
*gl_info
)
1997 return gl_info
->glsl_version
< MAKEDWORD_VERSION(1, 30);
2000 static BOOL
shader_glsl_use_explicit_attrib_location(const struct wined3d_gl_info
*gl_info
)
2002 return gl_info
->supported
[ARB_EXPLICIT_ATTRIB_LOCATION
]
2003 && shader_glsl_use_layout_qualifier(gl_info
) && !needs_legacy_glsl_syntax(gl_info
);
2006 static BOOL
shader_glsl_use_interface_blocks(const struct wined3d_gl_info
*gl_info
)
2008 return shader_glsl_get_version(gl_info
) >= 150;
2011 static const char *get_attribute_keyword(const struct wined3d_gl_info
*gl_info
)
2013 return needs_legacy_glsl_syntax(gl_info
) ? "attribute" : "in";
2016 static void PRINTF_ATTR(4, 5) declare_in_varying(const struct wined3d_gl_info
*gl_info
,
2017 struct wined3d_string_buffer
*buffer
, BOOL flat
, const char *format
, ...)
2022 shader_addline(buffer
, "%s%s ", flat
? "flat " : "",
2023 needs_legacy_glsl_syntax(gl_info
) ? "varying" : "in");
2026 va_start(args
, format
);
2027 ret
= shader_vaddline(buffer
, format
, args
);
2031 if (!string_buffer_resize(buffer
, ret
))
2036 static void PRINTF_ATTR(4, 5) declare_out_varying(const struct wined3d_gl_info
*gl_info
,
2037 struct wined3d_string_buffer
*buffer
, BOOL flat
, const char *format
, ...)
2042 shader_addline(buffer
, "%s%s ", flat
? "flat " : "",
2043 needs_legacy_glsl_syntax(gl_info
) ? "varying" : "out");
2046 va_start(args
, format
);
2047 ret
= shader_vaddline(buffer
, format
, args
);
2051 if (!string_buffer_resize(buffer
, ret
))
2056 static const char *shader_glsl_shader_input_name(const struct wined3d_gl_info
*gl_info
)
2058 return shader_glsl_use_interface_blocks(gl_info
) ? "shader_in.reg" : "ps_link";
2061 static const char *shader_glsl_shader_output_name(const struct wined3d_gl_info
*gl_info
)
2063 return shader_glsl_use_interface_blocks(gl_info
) ? "shader_out.reg" : "ps_link";
2066 static const char *shader_glsl_interpolation_qualifiers(enum wined3d_shader_interpolation_mode mode
)
2070 case WINED3DSIM_CONSTANT
:
2072 case WINED3DSIM_LINEAR_NOPERSPECTIVE
:
2073 return "noperspective ";
2075 FIXME("Unhandled interpolation mode %#x.\n", mode
);
2076 case WINED3DSIM_NONE
:
2077 case WINED3DSIM_LINEAR
:
2082 static enum wined3d_shader_interpolation_mode
wined3d_extract_interpolation_mode(
2083 const uint32_t *packed_interpolation_mode
, unsigned int register_idx
)
2085 return wined3d_extract_bits(packed_interpolation_mode
,
2086 register_idx
* WINED3D_PACKED_INTERPOLATION_BIT_COUNT
, WINED3D_PACKED_INTERPOLATION_BIT_COUNT
);
2089 static void shader_glsl_declare_shader_inputs(const struct wined3d_gl_info
*gl_info
,
2090 struct wined3d_string_buffer
*buffer
, unsigned int element_count
,
2091 const uint32_t *interpolation_mode
, BOOL unroll
)
2093 enum wined3d_shader_interpolation_mode mode
;
2096 if (shader_glsl_use_interface_blocks(gl_info
))
2100 shader_addline(buffer
, "in shader_in_out {\n");
2101 for (i
= 0; i
< element_count
; ++i
)
2103 mode
= wined3d_extract_interpolation_mode(interpolation_mode
, i
);
2104 shader_addline(buffer
, " %svec4 reg%u;\n", shader_glsl_interpolation_qualifiers(mode
), i
);
2106 shader_addline(buffer
, "} shader_in;\n");
2110 shader_addline(buffer
, "in shader_in_out { vec4 reg[%u]; } shader_in;\n", element_count
);
2115 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 ps_link[%u];\n", element_count
);
2119 static BOOL
needs_interpolation_qualifiers_for_shader_outputs(const struct wined3d_gl_info
*gl_info
)
2121 /* In GLSL 4.40+ it is fine to specify interpolation qualifiers only in
2122 * fragment shaders. In older GLSL versions interpolation qualifiers must
2123 * match between shader stages. */
2124 return gl_info
->glsl_version
< MAKEDWORD_VERSION(4, 40);
2127 static void shader_glsl_declare_shader_outputs(const struct wined3d_gl_info
*gl_info
,
2128 struct wined3d_string_buffer
*buffer
, unsigned int element_count
, BOOL rasterizer_setup
,
2129 const uint32_t *interpolation_mode
)
2131 enum wined3d_shader_interpolation_mode mode
;
2134 if (shader_glsl_use_interface_blocks(gl_info
))
2136 if (rasterizer_setup
)
2138 shader_addline(buffer
, "out shader_in_out {\n");
2139 for (i
= 0; i
< element_count
; ++i
)
2141 const char *interpolation_qualifiers
= "";
2142 if (needs_interpolation_qualifiers_for_shader_outputs(gl_info
))
2144 mode
= wined3d_extract_interpolation_mode(interpolation_mode
, i
);
2145 interpolation_qualifiers
= shader_glsl_interpolation_qualifiers(mode
);
2147 shader_addline(buffer
, " %svec4 reg%u;\n", interpolation_qualifiers
, i
);
2149 shader_addline(buffer
, "} shader_out;\n");
2153 shader_addline(buffer
, "out shader_in_out { vec4 reg[%u]; } shader_out;\n", element_count
);
2158 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ps_link[%u];\n", element_count
);
2162 static BOOL
use_legacy_fragment_output(const struct wined3d_gl_info
*gl_info
)
2164 /* Technically 1.30 does support user-defined fragment shader outputs but
2165 * we might not have glBindFragDataLocation() available (i.e. GL version
2166 * might be < 3.0). */
2167 return gl_info
->glsl_version
<= MAKEDWORD_VERSION(1, 30);
2170 static const char *get_fragment_output(const struct wined3d_gl_info
*gl_info
)
2172 return use_legacy_fragment_output(gl_info
) ? "gl_FragData" : "ps_out";
2175 static const char *glsl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type
)
2177 switch (primitive_type
)
2179 case WINED3D_PT_POINTLIST
:
2182 case WINED3D_PT_LINELIST
:
2185 case WINED3D_PT_LINESTRIP
:
2186 return "line_strip";
2188 case WINED3D_PT_TRIANGLELIST
:
2191 case WINED3D_PT_TRIANGLESTRIP
:
2192 return "triangle_strip";
2194 case WINED3D_PT_LINELIST_ADJ
:
2195 return "lines_adjacency";
2197 case WINED3D_PT_TRIANGLELIST_ADJ
:
2198 return "triangles_adjacency";
2201 FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(primitive_type
));
2206 static BOOL
glsl_is_color_reg_read(const struct wined3d_shader
*shader
, unsigned int idx
)
2208 const struct wined3d_shader_signature
*input_signature
= &shader
->input_signature
;
2209 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
2210 DWORD input_reg_used
= shader
->u
.ps
.input_reg_used
;
2213 if (reg_maps
->shader_version
.major
< 3)
2214 return input_reg_used
& (1u << idx
);
2216 for (i
= 0; i
< input_signature
->element_count
; ++i
)
2218 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
2220 if (!(reg_maps
->input_registers
& (1u << input
->register_idx
)))
2223 if (shader_match_semantic(input
->semantic_name
, WINED3D_DECL_USAGE_COLOR
)
2224 && input
->semantic_idx
== idx
)
2225 return input_reg_used
& (1u << input
->register_idx
);
2230 static void shader_glsl_declare_typed_vertex_attribute(struct wined3d_string_buffer
*buffer
,
2231 const struct wined3d_gl_info
*gl_info
, const char *vector_type
, const char *scalar_type
,
2234 shader_addline(buffer
, "%s %s4 vs_in_%s%u;\n",
2235 get_attribute_keyword(gl_info
), vector_type
, scalar_type
, index
);
2236 shader_addline(buffer
, "vec4 vs_in%u = %sBitsToFloat(vs_in_%s%u);\n",
2237 index
, scalar_type
, scalar_type
, index
);
2240 static void shader_glsl_declare_generic_vertex_attribute(struct wined3d_string_buffer
*buffer
,
2241 const struct wined3d_gl_info
*gl_info
, const struct wined3d_shader_signature_element
*e
)
2243 unsigned int index
= e
->register_idx
;
2244 enum wined3d_component_type type
;
2246 if (e
->sysval_semantic
== WINED3D_SV_VERTEX_ID
)
2248 shader_addline(buffer
, "uniform int base_vertex_id;\n");
2249 shader_addline(buffer
, "vec4 vs_in%u = vec4(intBitsToFloat(gl_VertexID - base_vertex_id), 0.0, 0.0, 0.0);\n", index
);
2252 if (e
->sysval_semantic
== WINED3D_SV_INSTANCE_ID
)
2254 shader_addline(buffer
, "vec4 vs_in%u = vec4(intBitsToFloat(gl_InstanceID), 0.0, 0.0, 0.0);\n",
2258 if (e
->sysval_semantic
&& e
->sysval_semantic
!= WINED3D_SV_POSITION
)
2259 FIXME("Unhandled sysval semantic %#x.\n", e
->sysval_semantic
);
2261 if (shader_glsl_use_explicit_attrib_location(gl_info
))
2262 shader_addline(buffer
, "layout(location = %u) ", index
);
2264 type
= e
->component_type
;
2265 if ((unsigned int)type
>= ARRAY_SIZE(component_type_info
))
2267 FIXME("Unhandled type %#x.\n", type
);
2268 type
= WINED3D_TYPE_FLOAT
;
2270 if (type
== WINED3D_TYPE_FLOAT
|| type
== WINED3D_TYPE_UNKNOWN
)
2271 shader_addline(buffer
, "%s vec4 vs_in%u;\n", get_attribute_keyword(gl_info
), index
);
2273 shader_glsl_declare_typed_vertex_attribute(buffer
, gl_info
,
2274 component_type_info
[type
].glsl_vector_type
,
2275 component_type_info
[type
].glsl_scalar_type
, index
);
2278 /** Generate the variable & register declarations for the GLSL output target */
2279 static void shader_generate_glsl_declarations(const struct wined3d_context_gl
*context_gl
,
2280 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
2281 const struct wined3d_shader_reg_maps
*reg_maps
, const struct shader_glsl_ctx_priv
*ctx_priv
)
2283 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
2284 const struct vs_compile_args
*vs_args
= ctx_priv
->cur_vs_args
;
2285 const struct ps_compile_args
*ps_args
= ctx_priv
->cur_ps_args
;
2286 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
2287 const struct wined3d_shader_indexable_temp
*idx_temp_reg
;
2288 unsigned int uniform_block_base
, uniform_block_count
;
2289 enum wined3d_shader_resource_type resource_type
;
2290 const struct wined3d_shader_lconst
*lconst
;
2295 if (wined3d_settings
.strict_shader_math
)
2296 shader_addline(buffer
, "#pragma optionNV(fastmath off)\n");
2298 prefix
= shader_glsl_get_prefix(version
->type
);
2300 /* Prototype the subroutines */
2301 map
= reg_maps
->labels
;
2304 i
= wined3d_bit_scan(&map
);
2305 shader_addline(buffer
, "void subroutine%u();\n", i
);
2308 if (version
->type
!= WINED3D_SHADER_TYPE_PIXEL
&& version
->type
!= WINED3D_SHADER_TYPE_COMPUTE
)
2310 if (version
->type
== WINED3D_SHADER_TYPE_HULL
)
2311 shader_addline(buffer
, "out gl_PerVertex { invariant vec4 gl_Position; } gl_out[];\n");
2313 shader_addline(buffer
, "invariant gl_Position;\n");
2316 /* Declare the constants (aka uniforms) */
2317 if (shader
->limits
->constant_float
> 0)
2319 unsigned max_constantsF
;
2321 /* Unless the shader uses indirect addressing, always declare the
2322 * maximum array size and ignore that we need some uniforms privately.
2323 * E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup
2324 * and immediate values, still declare VC[256]. If the shader needs
2325 * more uniforms than we have it won't work in any case. If it uses
2326 * less, the compiler will figure out which uniforms are really used
2327 * and strip them out. This allows a shader to use c255 on a dx9 card,
2328 * as long as it doesn't also use all the other constants.
2330 * If the shader uses indirect addressing the compiler must assume
2331 * that all declared uniforms are used. In this case, declare only the
2332 * amount that we're assured to have.
2334 * Thus we run into problems in these two cases:
2335 * 1) The shader really uses more uniforms than supported.
2336 * 2) The shader uses indirect addressing, less constants than
2337 * supported, but uses a constant index > #supported consts. */
2338 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
2340 /* No indirect addressing here. */
2341 max_constantsF
= gl_info
->limits
.glsl_ps_float_constants
;
2345 if (reg_maps
->usesrelconstF
)
2347 /* Subtract the other potential uniforms from the max
2348 * available (bools, ints, and 1 row of projection matrix).
2349 * Subtract another uniform for immediate values, which have
2350 * to be loaded via uniform by the driver as well. The shader
2351 * code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex
2352 * shader code, so one vec4 should be enough. (Unfortunately
2353 * the Nvidia driver doesn't store 128 and -128 in one float).
2355 * Writing gl_ClipVertex requires one uniform for each
2356 * clipplane as well. */
2357 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
- 3;
2358 if (vs_args
->clip_enabled
)
2359 max_constantsF
-= gl_info
->limits
.user_clip_distances
;
2360 max_constantsF
-= wined3d_popcount(reg_maps
->integer_constants
);
2361 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
2362 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
2363 * for now take this into account when calculating the number of available constants
2365 max_constantsF
-= wined3d_popcount(reg_maps
->boolean_constants
);
2366 /* Set by driver quirks in directx.c */
2367 max_constantsF
-= gl_info
->reserved_glsl_constants
;
2369 if (max_constantsF
< shader
->limits
->constant_float
)
2371 static unsigned int once
;
2374 ERR_(winediag
)("The hardware does not support enough uniform components to run this shader,"
2375 " it may not render correctly.\n");
2377 WARN("The hardware does not support enough uniform components to run this shader.\n");
2382 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
;
2385 max_constantsF
= min(shader
->limits
->constant_float
, max_constantsF
);
2386 shader_addline(buffer
, "uniform vec4 %s_c[%u];\n", prefix
, max_constantsF
);
2389 /* Always declare the full set of constants, the compiler can remove the
2390 * unused ones because d3d doesn't (yet) support indirect int and bool
2391 * constant addressing. This avoids problems if the app uses e.g. i0 and i9. */
2392 if (shader
->limits
->constant_int
> 0 && reg_maps
->integer_constants
)
2393 shader_addline(buffer
, "uniform ivec4 %s_i[%u];\n", prefix
, shader
->limits
->constant_int
);
2395 if (shader
->limits
->constant_bool
> 0 && reg_maps
->boolean_constants
)
2396 shader_addline(buffer
, "uniform bool %s_b[%u];\n", prefix
, shader
->limits
->constant_bool
);
2398 /* Declare immediate constant buffer */
2400 shader_addline(buffer
, "uniform vec4 %s_icb[%u];\n", prefix
, reg_maps
->icb
->vec4_count
);
2402 /* Declare constant buffers */
2403 wined3d_gl_limits_get_uniform_block_range(&gl_info
->limits
, version
->type
,
2404 &uniform_block_base
, &uniform_block_count
);
2405 for (i
= 0; i
< min(uniform_block_count
, WINED3D_MAX_CBS
); ++i
)
2407 if (reg_maps
->cb_sizes
[i
])
2409 shader_addline(buffer
, "layout(std140");
2410 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
2411 shader_addline(buffer
, ", binding = %u", uniform_block_base
+ i
);
2412 shader_addline(buffer
, ") uniform block_%s_cb%u { vec4 %s_cb%u[%u]; };\n",
2413 prefix
, i
, prefix
, i
, reg_maps
->cb_sizes
[i
]);
2417 /* Declare texture samplers */
2418 for (i
= 0; i
< reg_maps
->sampler_map
.count
; ++i
)
2420 struct wined3d_shader_sampler_map_entry
*entry
;
2421 const char *sampler_type_prefix
, *sampler_type
;
2422 BOOL shadow_sampler
;
2424 entry
= ®_maps
->sampler_map
.entries
[i
];
2426 if (entry
->resource_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
2428 ERR("Invalid resource index %u.\n", entry
->resource_idx
);
2432 switch (reg_maps
->resource_info
[entry
->resource_idx
].data_type
)
2434 case WINED3D_DATA_FLOAT
:
2435 case WINED3D_DATA_UNORM
:
2436 case WINED3D_DATA_SNORM
:
2437 sampler_type_prefix
= "";
2440 case WINED3D_DATA_INT
:
2441 sampler_type_prefix
= "i";
2444 case WINED3D_DATA_UINT
:
2445 sampler_type_prefix
= "u";
2449 sampler_type_prefix
= "";
2450 ERR("Unhandled resource data type %#x.\n", reg_maps
->resource_info
[i
].data_type
);
2454 shadow_sampler
= shader_sampler_is_shadow(shader
, ps_args
, entry
->resource_idx
, entry
->sampler_idx
);
2455 resource_type
= version
->type
== WINED3D_SHADER_TYPE_PIXEL
2456 ? pixelshader_get_resource_type(reg_maps
, entry
->resource_idx
, ps_args
->tex_types
)
2457 : reg_maps
->resource_info
[entry
->resource_idx
].type
;
2459 switch (resource_type
)
2461 case WINED3D_SHADER_RESOURCE_BUFFER
:
2462 sampler_type
= "samplerBuffer";
2465 case WINED3D_SHADER_RESOURCE_TEXTURE_1D
:
2467 sampler_type
= "sampler1DShadow";
2469 sampler_type
= "sampler1D";
2472 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
2474 sampler_type
= "sampler2DShadow";
2476 sampler_type
= "sampler2D";
2479 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
2481 FIXME("Unsupported 3D shadow sampler.\n");
2482 sampler_type
= "sampler3D";
2485 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
2487 sampler_type
= "samplerCubeShadow";
2489 sampler_type
= "samplerCube";
2492 case WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY
:
2494 sampler_type
= "sampler1DArrayShadow";
2496 sampler_type
= "sampler1DArray";
2499 case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
:
2501 sampler_type
= "sampler2DArrayShadow";
2503 sampler_type
= "sampler2DArray";
2506 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY
:
2508 sampler_type
= "samplerCubeArrayShadow";
2510 sampler_type
= "samplerCubeArray";
2513 case WINED3D_SHADER_RESOURCE_TEXTURE_2DMS
:
2514 sampler_type
= "sampler2DMS";
2517 case WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY
:
2518 sampler_type
= "sampler2DMSArray";
2522 sampler_type
= "unsupported_sampler";
2523 FIXME("Unhandled resource type %#x.\n", resource_type
);
2527 if (gl_info
->supported
[ARB_BINDLESS_TEXTURE
])
2528 shader_addline(buffer
, "layout(bindless_sampler) ");
2529 else if (shader_glsl_use_layout_binding_qualifier(gl_info
))
2530 shader_glsl_append_sampler_binding_qualifier(buffer
, &context_gl
->c
, version
, entry
->bind_idx
);
2531 shader_addline(buffer
, "uniform %s%s %s_sampler%u;\n",
2532 sampler_type_prefix
, sampler_type
, prefix
, entry
->bind_idx
);
2535 /* Declare images */
2536 for (i
= 0; i
< ARRAY_SIZE(reg_maps
->uav_resource_info
); ++i
)
2538 const char *image_type_prefix
, *image_type
, *read_format
;
2540 if (!reg_maps
->uav_resource_info
[i
].type
)
2543 switch (reg_maps
->uav_resource_info
[i
].data_type
)
2545 case WINED3D_DATA_FLOAT
:
2546 case WINED3D_DATA_UNORM
:
2547 case WINED3D_DATA_SNORM
:
2548 image_type_prefix
= "";
2549 read_format
= "r32f";
2552 case WINED3D_DATA_INT
:
2553 image_type_prefix
= "i";
2554 read_format
= "r32i";
2557 case WINED3D_DATA_UINT
:
2558 image_type_prefix
= "u";
2559 read_format
= "r32ui";
2563 image_type_prefix
= "";
2565 ERR("Unhandled resource data type %#x.\n", reg_maps
->uav_resource_info
[i
].data_type
);
2569 switch (reg_maps
->uav_resource_info
[i
].type
)
2571 case WINED3D_SHADER_RESOURCE_BUFFER
:
2572 image_type
= "imageBuffer";
2575 case WINED3D_SHADER_RESOURCE_TEXTURE_1D
:
2576 image_type
= "image1D";
2579 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
2580 image_type
= "image2D";
2583 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
2584 image_type
= "image3D";
2587 case WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY
:
2588 image_type
= "image1DArray";
2591 case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
:
2592 image_type
= "image2DArray";
2596 image_type
= "unsupported_image";
2597 FIXME("Unhandled resource type %#x.\n", reg_maps
->uav_resource_info
[i
].type
);
2601 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
2602 shader_addline(buffer
, "layout(binding = %u)\n", i
);
2603 if (reg_maps
->uav_read_mask
& (1u << i
))
2604 shader_addline(buffer
, "layout(%s) uniform %s%s %s_image%u;\n",
2605 read_format
, image_type_prefix
, image_type
, prefix
, i
);
2607 shader_addline(buffer
, "writeonly uniform %s%s %s_image%u;\n",
2608 image_type_prefix
, image_type
, prefix
, i
);
2610 if (reg_maps
->uav_counter_mask
& (1u << i
))
2611 shader_addline(buffer
, "layout(binding = %u) uniform atomic_uint %s_counter%u;\n",
2615 /* Declare address variables */
2616 map
= reg_maps
->address
;
2619 i
= wined3d_bit_scan(&map
);
2620 shader_addline(buffer
, "ivec4 A%u;\n", i
);
2623 /* Declare output register temporaries */
2624 if (shader
->limits
->packed_output
)
2625 shader_addline(buffer
, "vec4 %s_out[%u];\n", prefix
, shader
->limits
->packed_output
);
2627 /* Declare temporary variables */
2628 if (reg_maps
->temporary_count
)
2630 for (i
= 0; i
< reg_maps
->temporary_count
; ++i
)
2631 shader_addline(buffer
, "vec4 R%u;\n", i
);
2633 else if (version
->major
< 4)
2635 map
= reg_maps
->temporary
;
2638 i
= wined3d_bit_scan(&map
);
2639 shader_addline(buffer
, "vec4 R%u;\n", i
);
2643 /* Declare indexable temporary variables */
2644 LIST_FOR_EACH_ENTRY(idx_temp_reg
, ®_maps
->indexable_temps
, struct wined3d_shader_indexable_temp
, entry
)
2646 if (idx_temp_reg
->component_count
!= 4)
2647 FIXME("Ignoring component count %u.\n", idx_temp_reg
->component_count
);
2648 shader_addline(buffer
, "vec4 X%u[%u];\n", idx_temp_reg
->register_idx
, idx_temp_reg
->register_size
);
2651 /* Declare loop registers aLx */
2652 if (version
->major
< 4)
2654 for (i
= 0; i
< reg_maps
->loop_depth
; ++i
)
2656 shader_addline(buffer
, "int aL%u;\n", i
);
2657 shader_addline(buffer
, "int tmpInt%u;\n", i
);
2661 /* Temporary variables for matrix operations */
2662 shader_addline(buffer
, "vec4 tmp0;\n");
2663 shader_addline(buffer
, "vec4 tmp1;\n");
2664 if (gl_info
->supported
[ARB_GPU_SHADER5
])
2665 shader_addline(buffer
, "precise vec4 tmp_precise[2];\n");
2667 shader_addline(buffer
, "/* precise */ vec4 tmp_precise[2];\n");
2669 if (!shader
->load_local_constsF
)
2671 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
2673 shader_addline(buffer
, "const vec4 %s_lc%u = ", prefix
, lconst
->idx
);
2674 shader_glsl_append_imm_vec(buffer
, (const float *)lconst
->value
, ARRAY_SIZE(lconst
->value
), gl_info
);
2675 shader_addline(buffer
, ";\n");
2681 static void shader_glsl_add_src_param_ext(const struct wined3d_shader_context
*ctx
,
2682 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
,
2683 enum wined3d_data_type data_type
);
2685 /** Used for opcode modifiers - They multiply the result by the specified amount */
2686 static const char * const shift_glsl_tab
[] = {
2688 "2.0 * ", /* 1 (x2) */
2689 "4.0 * ", /* 2 (x4) */
2690 "8.0 * ", /* 3 (x8) */
2691 "16.0 * ", /* 4 (x16) */
2692 "32.0 * ", /* 5 (x32) */
2699 "0.0625 * ", /* 12 (d16) */
2700 "0.125 * ", /* 13 (d8) */
2701 "0.25 * ", /* 14 (d4) */
2702 "0.5 * " /* 15 (d2) */
2705 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
2706 static void shader_glsl_gen_modifier(enum wined3d_shader_src_modifier src_modifier
,
2707 const char *in_reg
, const char *in_regswizzle
, char *out_str
)
2709 switch (src_modifier
)
2711 case WINED3DSPSM_DZ
: /* Need to handle this in the instructions itself (texld & texcrd). */
2712 case WINED3DSPSM_DW
:
2713 case WINED3DSPSM_NONE
:
2714 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
2716 case WINED3DSPSM_NEG
:
2717 sprintf(out_str
, "-%s%s", in_reg
, in_regswizzle
);
2719 case WINED3DSPSM_NOT
:
2720 sprintf(out_str
, "!%s%s", in_reg
, in_regswizzle
);
2722 case WINED3DSPSM_BIAS
:
2723 sprintf(out_str
, "(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
2725 case WINED3DSPSM_BIASNEG
:
2726 sprintf(out_str
, "-(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
2728 case WINED3DSPSM_SIGN
:
2729 sprintf(out_str
, "(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
2731 case WINED3DSPSM_SIGNNEG
:
2732 sprintf(out_str
, "-(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
2734 case WINED3DSPSM_COMP
:
2735 sprintf(out_str
, "(1.0 - %s%s)", in_reg
, in_regswizzle
);
2737 case WINED3DSPSM_X2
:
2738 sprintf(out_str
, "(2.0 * %s%s)", in_reg
, in_regswizzle
);
2740 case WINED3DSPSM_X2NEG
:
2741 sprintf(out_str
, "-(2.0 * %s%s)", in_reg
, in_regswizzle
);
2743 case WINED3DSPSM_ABS
:
2744 sprintf(out_str
, "abs(%s%s)", in_reg
, in_regswizzle
);
2746 case WINED3DSPSM_ABSNEG
:
2747 sprintf(out_str
, "-abs(%s%s)", in_reg
, in_regswizzle
);
2750 FIXME("Unhandled modifier %u\n", src_modifier
);
2751 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
2755 static void shader_glsl_fixup_scalar_register_variable(struct wined3d_string_buffer
*register_name
,
2756 const char *glsl_variable
, const struct wined3d_gl_info
*gl_info
)
2758 /* The ARB_shading_language_420pack extension allows swizzle operations on
2760 if (gl_info
->supported
[ARB_SHADING_LANGUAGE_420PACK
])
2761 string_buffer_sprintf(register_name
, "%s", glsl_variable
);
2763 string_buffer_sprintf(register_name
, "ivec2(%s, 0)", glsl_variable
);
2766 /** Writes the GLSL variable name that corresponds to the register that the
2767 * DX opcode parameter is trying to access */
2768 static void shader_glsl_get_register_name(const struct wined3d_shader_register
*reg
,
2769 enum wined3d_data_type data_type
, struct wined3d_string_buffer
*register_name
,
2770 BOOL
*is_swizzled
, const struct wined3d_shader_context
*ctx
)
2772 /* oPos, oFog and oPts in D3D */
2773 static const char * const hwrastout_reg_names
[] = {"vs_out[10]", "vs_out[11].x", "vs_out[11].y"};
2775 const struct wined3d_shader
*shader
= ctx
->shader
;
2776 const struct wined3d_shader_reg_maps
*reg_maps
= ctx
->reg_maps
;
2777 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
2778 const struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
2779 const char *prefix
= shader_glsl_get_prefix(version
->type
);
2780 const struct wined3d_gl_info
*gl_info
= priv
->gl_info
;
2781 struct glsl_src_param rel_param0
, rel_param1
;
2783 if (reg
->idx
[0].offset
!= ~0u && reg
->idx
[0].rel_addr
)
2784 shader_glsl_add_src_param_ext(ctx
, reg
->idx
[0].rel_addr
, WINED3DSP_WRITEMASK_0
,
2785 &rel_param0
, reg
->idx
[0].rel_addr
->reg
.data_type
);
2786 if (reg
->idx
[1].offset
!= ~0u && reg
->idx
[1].rel_addr
)
2787 shader_glsl_add_src_param_ext(ctx
, reg
->idx
[1].rel_addr
, WINED3DSP_WRITEMASK_0
,
2788 &rel_param1
, reg
->idx
[1].rel_addr
->reg
.data_type
);
2790 *is_swizzled
= FALSE
;
2794 case WINED3DSPR_TEMP
:
2795 string_buffer_sprintf(register_name
, "R%u", reg
->idx
[0].offset
);
2798 case WINED3DSPR_INPUT
:
2799 case WINED3DSPR_INCONTROLPOINT
:
2800 if (version
->type
== WINED3D_SHADER_TYPE_VERTEX
)
2802 if (reg
->idx
[0].rel_addr
)
2803 FIXME("VS3 input registers relative addressing.\n");
2804 if (is_swizzled
&& priv
->cur_vs_args
->swizzle_map
& (1u << reg
->idx
[0].offset
))
2805 *is_swizzled
= TRUE
;
2806 if (reg
->idx
[0].rel_addr
)
2808 string_buffer_sprintf(register_name
, "%s_in[%s + %u]",
2809 prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2813 string_buffer_sprintf(register_name
, "%s_in%u", prefix
, reg
->idx
[0].offset
);
2818 if (version
->type
== WINED3D_SHADER_TYPE_HULL
2819 || version
->type
== WINED3D_SHADER_TYPE_DOMAIN
2820 || version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
2822 if (reg
->idx
[0].rel_addr
)
2824 if (reg
->idx
[1].rel_addr
)
2825 string_buffer_sprintf(register_name
, "shader_in[%s + %u].reg[%s + %u]",
2826 rel_param0
.param_str
, reg
->idx
[0].offset
,
2827 rel_param1
.param_str
, reg
->idx
[1].offset
);
2829 string_buffer_sprintf(register_name
, "shader_in[%s + %u].reg[%u]",
2830 rel_param0
.param_str
, reg
->idx
[0].offset
,
2831 reg
->idx
[1].offset
);
2833 else if (reg
->idx
[1].rel_addr
)
2834 string_buffer_sprintf(register_name
, "shader_in[%u].reg[%s + %u]", reg
->idx
[0].offset
,
2835 rel_param1
.param_str
, reg
->idx
[1].offset
);
2837 string_buffer_sprintf(register_name
, "shader_in[%u].reg[%u]",
2838 reg
->idx
[0].offset
, reg
->idx
[1].offset
);
2842 /* pixel shaders >= 3.0 */
2843 if (version
->major
>= 3)
2845 unsigned int idx
= shader
->u
.ps
.input_reg_map
[reg
->idx
[0].offset
];
2846 unsigned int in_count
= vec4_varyings(version
->major
, gl_info
);
2848 if (reg
->idx
[0].rel_addr
)
2850 /* Removing a + 0 would be an obvious optimization, but
2851 * OS X doesn't see the NOP operation there. */
2854 if (needs_legacy_glsl_syntax(gl_info
)
2855 && shader
->u
.ps
.declared_in_count
> in_count
)
2857 string_buffer_sprintf(register_name
,
2858 "((%s + %u) > %u ? (%s + %u) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s + %u])",
2859 rel_param0
.param_str
, idx
, in_count
- 1, rel_param0
.param_str
, idx
, in_count
,
2860 prefix
, rel_param0
.param_str
, idx
);
2864 string_buffer_sprintf(register_name
, "%s_in[%s + %u]", prefix
, rel_param0
.param_str
, idx
);
2869 if (needs_legacy_glsl_syntax(gl_info
)
2870 && shader
->u
.ps
.declared_in_count
> in_count
)
2872 string_buffer_sprintf(register_name
,
2873 "((%s) > %u ? (%s) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s])",
2874 rel_param0
.param_str
, in_count
- 1, rel_param0
.param_str
, in_count
,
2875 prefix
, rel_param0
.param_str
);
2879 string_buffer_sprintf(register_name
, "%s_in[%s]", prefix
, rel_param0
.param_str
);
2885 if (idx
== in_count
)
2886 string_buffer_sprintf(register_name
, "gl_Color");
2887 else if (idx
== in_count
+ 1)
2888 string_buffer_sprintf(register_name
, "gl_SecondaryColor");
2890 string_buffer_sprintf(register_name
, "%s_in[%u]", prefix
, idx
);
2895 if (!reg
->idx
[0].offset
)
2896 string_buffer_sprintf(register_name
, "ffp_varying_diffuse");
2898 string_buffer_sprintf(register_name
, "ffp_varying_specular");
2903 case WINED3DSPR_CONST
:
2905 /* Relative addressing */
2906 if (reg
->idx
[0].rel_addr
)
2908 if (wined3d_settings
.check_float_constants
)
2909 string_buffer_sprintf(register_name
,
2910 "(%s + %u >= 0 && %s + %u < %u ? %s_c[%s + %u] : vec4(0.0))",
2911 rel_param0
.param_str
, reg
->idx
[0].offset
,
2912 rel_param0
.param_str
, reg
->idx
[0].offset
, shader
->limits
->constant_float
,
2913 prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2914 else if (reg
->idx
[0].offset
)
2915 string_buffer_sprintf(register_name
, "%s_c[%s + %u]",
2916 prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2918 string_buffer_sprintf(register_name
, "%s_c[%s]", prefix
, rel_param0
.param_str
);
2922 if (shader_constant_is_local(shader
, reg
->idx
[0].offset
))
2923 string_buffer_sprintf(register_name
, "%s_lc%u", prefix
, reg
->idx
[0].offset
);
2925 string_buffer_sprintf(register_name
, "%s_c[%u]", prefix
, reg
->idx
[0].offset
);
2930 case WINED3DSPR_CONSTINT
:
2931 string_buffer_sprintf(register_name
, "%s_i[%u]", prefix
, reg
->idx
[0].offset
);
2934 case WINED3DSPR_CONSTBOOL
:
2935 string_buffer_sprintf(register_name
, "%s_b[%u]", prefix
, reg
->idx
[0].offset
);
2938 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
2939 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
2940 string_buffer_sprintf(register_name
, "T%u", reg
->idx
[0].offset
);
2942 string_buffer_sprintf(register_name
, "A%u", reg
->idx
[0].offset
);
2945 case WINED3DSPR_LOOP
:
2946 string_buffer_sprintf(register_name
, "aL%u", ctx
->state
->current_loop_reg
- 1);
2949 case WINED3DSPR_SAMPLER
:
2950 string_buffer_sprintf(register_name
, "%s_sampler%u", prefix
, reg
->idx
[0].offset
);
2953 case WINED3DSPR_COLOROUT
:
2954 if (reg
->idx
[0].offset
>= gl_info
->limits
.buffers
)
2955 WARN("Write to render target %u, only %d supported.\n",
2956 reg
->idx
[0].offset
, gl_info
->limits
.buffers
);
2958 string_buffer_sprintf(register_name
, "%s[%u]", get_fragment_output(gl_info
), reg
->idx
[0].offset
);
2961 case WINED3DSPR_RASTOUT
:
2962 string_buffer_sprintf(register_name
, "%s", hwrastout_reg_names
[reg
->idx
[0].offset
]);
2965 case WINED3DSPR_DEPTHOUT
:
2966 case WINED3DSPR_DEPTHOUTGE
:
2967 case WINED3DSPR_DEPTHOUTLE
:
2968 string_buffer_sprintf(register_name
, "gl_FragDepth");
2971 case WINED3DSPR_ATTROUT
:
2972 if (!reg
->idx
[0].offset
)
2973 string_buffer_sprintf(register_name
, "%s_out[8]", prefix
);
2975 string_buffer_sprintf(register_name
, "%s_out[9]", prefix
);
2978 case WINED3DSPR_TEXCRDOUT
:
2979 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
2980 if (reg
->idx
[0].rel_addr
)
2981 string_buffer_sprintf(register_name
, "%s_out[%s + %u]",
2982 prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2984 string_buffer_sprintf(register_name
, "%s_out[%u]", prefix
, reg
->idx
[0].offset
);
2987 case WINED3DSPR_MISCTYPE
:
2988 if (!reg
->idx
[0].offset
)
2991 string_buffer_sprintf(register_name
, "vpos");
2993 else if (reg
->idx
[0].offset
== 1)
2995 /* Note that gl_FrontFacing is a bool, while vFace is
2996 * a float for which the sign determines front/back */
2997 string_buffer_sprintf(register_name
, "(gl_FrontFacing ? 1.0 : -1.0)");
3001 FIXME("Unhandled misctype register %u.\n", reg
->idx
[0].offset
);
3002 string_buffer_sprintf(register_name
, "unrecognized_register");
3006 case WINED3DSPR_IMMCONST
:
3007 switch (reg
->immconst_type
)
3009 case WINED3D_IMMCONST_SCALAR
:
3012 case WINED3D_DATA_UNORM
:
3013 case WINED3D_DATA_SNORM
:
3014 case WINED3D_DATA_FLOAT
:
3015 string_buffer_clear(register_name
);
3016 shader_glsl_append_imm_vec(register_name
, (const float *)reg
->u
.immconst_data
, 1, gl_info
);
3018 case WINED3D_DATA_INT
:
3019 string_buffer_sprintf(register_name
, "%#x", reg
->u
.immconst_data
[0]);
3021 case WINED3D_DATA_RESOURCE
:
3022 case WINED3D_DATA_SAMPLER
:
3023 case WINED3D_DATA_UINT
:
3024 string_buffer_sprintf(register_name
, "%#xu", reg
->u
.immconst_data
[0]);
3027 string_buffer_sprintf(register_name
, "<unhandled data type %#x>", data_type
);
3032 case WINED3D_IMMCONST_VEC4
:
3035 case WINED3D_DATA_UNORM
:
3036 case WINED3D_DATA_SNORM
:
3037 case WINED3D_DATA_FLOAT
:
3038 string_buffer_clear(register_name
);
3039 shader_glsl_append_imm_vec(register_name
, (const float *)reg
->u
.immconst_data
, 4, gl_info
);
3041 case WINED3D_DATA_INT
:
3042 string_buffer_sprintf(register_name
, "ivec4(%#x, %#x, %#x, %#x)",
3043 reg
->u
.immconst_data
[0], reg
->u
.immconst_data
[1],
3044 reg
->u
.immconst_data
[2], reg
->u
.immconst_data
[3]);
3046 case WINED3D_DATA_RESOURCE
:
3047 case WINED3D_DATA_SAMPLER
:
3048 case WINED3D_DATA_UINT
:
3049 string_buffer_sprintf(register_name
, "uvec4(%#xu, %#xu, %#xu, %#xu)",
3050 reg
->u
.immconst_data
[0], reg
->u
.immconst_data
[1],
3051 reg
->u
.immconst_data
[2], reg
->u
.immconst_data
[3]);
3054 string_buffer_sprintf(register_name
, "<unhandled data type %#x>", data_type
);
3060 FIXME("Unhandled immconst type %#x\n", reg
->immconst_type
);
3061 string_buffer_sprintf(register_name
, "<unhandled_immconst_type %#x>", reg
->immconst_type
);
3065 case WINED3DSPR_CONSTBUFFER
:
3066 if (reg
->idx
[1].rel_addr
)
3067 string_buffer_sprintf(register_name
, "%s_cb%u[%s + %u]",
3068 prefix
, reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
3070 string_buffer_sprintf(register_name
, "%s_cb%u[%u]", prefix
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
3073 case WINED3DSPR_IMMCONSTBUFFER
:
3074 if (reg
->idx
[0].rel_addr
)
3075 string_buffer_sprintf(register_name
, "%s_icb[%s + %u]",
3076 prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
3078 string_buffer_sprintf(register_name
, "%s_icb[%u]", prefix
, reg
->idx
[0].offset
);
3081 case WINED3DSPR_PRIMID
:
3082 if (version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
3083 string_buffer_sprintf(register_name
, "gl_PrimitiveIDIn");
3085 string_buffer_sprintf(register_name
, "gl_PrimitiveID");
3088 case WINED3DSPR_IDXTEMP
:
3089 if (reg
->idx
[1].rel_addr
)
3090 string_buffer_sprintf(register_name
, "X%u[%s + %u]",
3091 reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
3093 string_buffer_sprintf(register_name
, "X%u[%u]", reg
->idx
[0].offset
, reg
->idx
[1].offset
);
3096 case WINED3DSPR_LOCALTHREADINDEX
:
3097 shader_glsl_fixup_scalar_register_variable(register_name
,
3098 "int(gl_LocalInvocationIndex)", gl_info
);
3101 case WINED3DSPR_GSINSTID
:
3102 case WINED3DSPR_OUTPOINTID
:
3103 shader_glsl_fixup_scalar_register_variable(register_name
,
3104 "gl_InvocationID", gl_info
);
3107 case WINED3DSPR_THREADID
:
3108 string_buffer_sprintf(register_name
, "ivec3(gl_GlobalInvocationID)");
3111 case WINED3DSPR_THREADGROUPID
:
3112 string_buffer_sprintf(register_name
, "ivec3(gl_WorkGroupID)");
3115 case WINED3DSPR_LOCALTHREADID
:
3116 string_buffer_sprintf(register_name
, "ivec3(gl_LocalInvocationID)");
3119 case WINED3DSPR_FORKINSTID
:
3120 case WINED3DSPR_JOININSTID
:
3121 shader_glsl_fixup_scalar_register_variable(register_name
,
3122 "phase_instance_id", gl_info
);
3125 case WINED3DSPR_TESSCOORD
:
3126 string_buffer_sprintf(register_name
, "gl_TessCoord");
3129 case WINED3DSPR_OUTCONTROLPOINT
:
3130 if (reg
->idx
[0].rel_addr
)
3132 if (reg
->idx
[1].rel_addr
)
3133 string_buffer_sprintf(register_name
, "shader_out[%s + %u].reg[%s + %u]",
3134 rel_param0
.param_str
, reg
->idx
[0].offset
,
3135 rel_param1
.param_str
, reg
->idx
[1].offset
);
3137 string_buffer_sprintf(register_name
, "shader_out[%s + %u].reg[%u]",
3138 rel_param0
.param_str
, reg
->idx
[0].offset
,
3139 reg
->idx
[1].offset
);
3141 else if (reg
->idx
[1].rel_addr
)
3143 string_buffer_sprintf(register_name
, "shader_out[%u].reg[%s + %u]",
3144 reg
->idx
[0].offset
, rel_param1
.param_str
,
3145 reg
->idx
[1].offset
);
3149 string_buffer_sprintf(register_name
, "shader_out[%u].reg[%u]",
3150 reg
->idx
[0].offset
, reg
->idx
[1].offset
);
3154 case WINED3DSPR_PATCHCONST
:
3155 if (version
->type
== WINED3D_SHADER_TYPE_HULL
)
3156 string_buffer_sprintf(register_name
, "hs_out[%u]", reg
->idx
[0].offset
);
3158 string_buffer_sprintf(register_name
, "vpc[%u]", reg
->idx
[0].offset
);
3161 case WINED3DSPR_COVERAGE
:
3162 string_buffer_sprintf(register_name
, "gl_SampleMaskIn[0]");
3165 case WINED3DSPR_SAMPLEMASK
:
3166 string_buffer_sprintf(register_name
, "sample_mask");
3169 case WINED3DSPR_STENCILREF
:
3170 string_buffer_sprintf(register_name
, "stencil_ref");
3174 FIXME("Unhandled register type %#x.\n", reg
->type
);
3175 string_buffer_sprintf(register_name
, "unrecognised_register");
3180 static void shader_glsl_write_mask_to_str(DWORD write_mask
, char *str
)
3183 if (write_mask
& WINED3DSP_WRITEMASK_0
) *str
++ = 'x';
3184 if (write_mask
& WINED3DSP_WRITEMASK_1
) *str
++ = 'y';
3185 if (write_mask
& WINED3DSP_WRITEMASK_2
) *str
++ = 'z';
3186 if (write_mask
& WINED3DSP_WRITEMASK_3
) *str
++ = 'w';
3190 /* Get the GLSL write mask for the destination register */
3191 static DWORD
shader_glsl_get_write_mask(const struct wined3d_shader_dst_param
*param
, char *write_mask
)
3193 DWORD mask
= param
->write_mask
;
3195 if (shader_is_scalar(¶m
->reg
))
3197 mask
= WINED3DSP_WRITEMASK_0
;
3202 shader_glsl_write_mask_to_str(mask
, write_mask
);
3208 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask
)
3210 unsigned int size
= 0;
3212 if (write_mask
& WINED3DSP_WRITEMASK_0
) ++size
;
3213 if (write_mask
& WINED3DSP_WRITEMASK_1
) ++size
;
3214 if (write_mask
& WINED3DSP_WRITEMASK_2
) ++size
;
3215 if (write_mask
& WINED3DSP_WRITEMASK_3
) ++size
;
3220 static unsigned int shader_glsl_swizzle_get_component(DWORD swizzle
,
3221 unsigned int component_idx
)
3223 /* swizzle bits fields: wwzzyyxx */
3224 return (swizzle
>> (2 * component_idx
)) & 0x3;
3227 static void shader_glsl_swizzle_to_str(DWORD swizzle
, BOOL fixup
, DWORD mask
, char *str
)
3229 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
3230 * but addressed as "rgba". To fix this we need to swap the register's x
3231 * and z components. */
3232 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
3236 for (i
= 0; i
< 4; ++i
)
3238 if (mask
& (WINED3DSP_WRITEMASK_0
<< i
))
3239 *str
++ = swizzle_chars
[shader_glsl_swizzle_get_component(swizzle
, i
)];
3244 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param
*param
,
3245 BOOL fixup
, DWORD mask
, char *swizzle_str
)
3247 if (shader_is_scalar(¶m
->reg
))
3248 *swizzle_str
= '\0';
3250 shader_glsl_swizzle_to_str(param
->swizzle
, fixup
, mask
, swizzle_str
);
3253 static void shader_glsl_sprintf_cast(struct wined3d_string_buffer
*dst_param
, const char *src_param
,
3254 enum wined3d_data_type dst_data_type
, enum wined3d_data_type src_data_type
, unsigned int size
)
3256 if (dst_data_type
== WINED3D_DATA_UNORM
|| dst_data_type
== WINED3D_DATA_SNORM
)
3257 dst_data_type
= WINED3D_DATA_FLOAT
;
3258 if (src_data_type
== WINED3D_DATA_UNORM
|| src_data_type
== WINED3D_DATA_SNORM
)
3259 src_data_type
= WINED3D_DATA_FLOAT
;
3261 if (dst_data_type
== src_data_type
)
3263 string_buffer_sprintf(dst_param
, "%s", src_param
);
3267 if (src_data_type
== WINED3D_DATA_FLOAT
)
3269 switch (dst_data_type
)
3271 case WINED3D_DATA_INT
:
3272 string_buffer_sprintf(dst_param
, "floatBitsToInt(%s)", src_param
);
3274 case WINED3D_DATA_RESOURCE
:
3275 case WINED3D_DATA_SAMPLER
:
3276 case WINED3D_DATA_UINT
:
3277 string_buffer_sprintf(dst_param
, "floatBitsToUint(%s)", src_param
);
3284 if (src_data_type
== WINED3D_DATA_UINT
&& dst_data_type
== WINED3D_DATA_FLOAT
)
3286 string_buffer_sprintf(dst_param
, "uintBitsToFloat(%s)", src_param
);
3290 if (src_data_type
== WINED3D_DATA_INT
)
3292 switch (dst_data_type
)
3294 case WINED3D_DATA_FLOAT
:
3295 string_buffer_sprintf(dst_param
, "intBitsToFloat(%s)", src_param
);
3297 case WINED3D_DATA_UINT
:
3299 string_buffer_sprintf(dst_param
, "uint(%s)", src_param
);
3301 string_buffer_sprintf(dst_param
, "uvec%u(%s)", size
, src_param
);
3308 FIXME("Unhandled cast from %#x to %#x.\n", src_data_type
, dst_data_type
);
3309 string_buffer_sprintf(dst_param
, "%s", src_param
);
3312 /* From a given parameter token, generate the corresponding GLSL string.
3313 * Also, return the actual register name and swizzle in case the
3314 * caller needs this information as well. */
3315 static void shader_glsl_add_src_param_ext(const struct wined3d_shader_context
*ctx
,
3316 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
,
3317 enum wined3d_data_type data_type
)
3319 struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
3320 struct wined3d_string_buffer
*param_str
= string_buffer_get(priv
->string_buffers
);
3321 struct wined3d_string_buffer
*reg_name
= string_buffer_get(priv
->string_buffers
);
3322 enum wined3d_data_type param_data_type
;
3323 BOOL is_color
= FALSE
;
3324 char swizzle_str
[6];
3327 glsl_src
->param_str
[0] = '\0';
3328 swizzle_str
[0] = '\0';
3330 shader_glsl_get_register_name(&wined3d_src
->reg
, data_type
, reg_name
, &is_color
, ctx
);
3331 shader_glsl_get_swizzle(wined3d_src
, is_color
, mask
, swizzle_str
);
3333 switch (wined3d_src
->reg
.type
)
3335 case WINED3DSPR_IMMCONST
:
3336 param_data_type
= data_type
;
3337 size
= wined3d_src
->reg
.immconst_type
== WINED3D_IMMCONST_SCALAR
? 1 : 4;
3339 case WINED3DSPR_FORKINSTID
:
3340 case WINED3DSPR_GSINSTID
:
3341 case WINED3DSPR_JOININSTID
:
3342 case WINED3DSPR_LOCALTHREADINDEX
:
3343 case WINED3DSPR_OUTPOINTID
:
3344 case WINED3DSPR_PRIMID
:
3345 param_data_type
= WINED3D_DATA_INT
;
3348 case WINED3DSPR_LOCALTHREADID
:
3349 case WINED3DSPR_THREADGROUPID
:
3350 case WINED3DSPR_THREADID
:
3351 param_data_type
= WINED3D_DATA_INT
;
3355 param_data_type
= WINED3D_DATA_FLOAT
;
3360 shader_glsl_sprintf_cast(param_str
, reg_name
->buffer
, data_type
, param_data_type
, size
);
3361 shader_glsl_gen_modifier(wined3d_src
->modifiers
, param_str
->buffer
, swizzle_str
, glsl_src
->param_str
);
3363 string_buffer_release(priv
->string_buffers
, reg_name
);
3364 string_buffer_release(priv
->string_buffers
, param_str
);
3367 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
3368 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
)
3370 shader_glsl_add_src_param_ext(ins
->ctx
, wined3d_src
, mask
, glsl_src
, wined3d_src
->reg
.data_type
);
3373 /* From a given parameter token, generate the corresponding GLSL string.
3374 * Also, return the actual register name and swizzle in case the
3375 * caller needs this information as well. */
3376 static DWORD
shader_glsl_add_dst_param(const struct wined3d_shader_instruction
*ins
,
3377 const struct wined3d_shader_dst_param
*wined3d_dst
, struct glsl_dst_param
*glsl_dst
)
3379 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3380 struct wined3d_string_buffer
*reg_name
;
3383 glsl_dst
->mask_str
[0] = '\0';
3385 reg_name
= string_buffer_get(priv
->string_buffers
);
3386 shader_glsl_get_register_name(&wined3d_dst
->reg
, wined3d_dst
->reg
.data_type
, reg_name
, NULL
, ins
->ctx
);
3387 len
= min(reg_name
->content_size
, ARRAY_SIZE(glsl_dst
->reg_name
) - 1);
3388 memcpy(glsl_dst
->reg_name
, reg_name
->buffer
, len
);
3389 glsl_dst
->reg_name
[len
] = '\0';
3390 string_buffer_release(priv
->string_buffers
, reg_name
);
3392 return shader_glsl_get_write_mask(wined3d_dst
, glsl_dst
->mask_str
);
3395 /* Append the destination part of the instruction to the buffer, return the effective write mask */
3396 static DWORD
shader_glsl_append_dst_ext(struct wined3d_string_buffer
*buffer
,
3397 const struct wined3d_shader_instruction
*ins
, const struct wined3d_shader_dst_param
*dst
,
3398 unsigned int dst_idx
, enum wined3d_data_type data_type
)
3400 struct glsl_dst_param glsl_dst
;
3403 if ((mask
= shader_glsl_add_dst_param(ins
, dst
, &glsl_dst
)))
3405 if (ins
->flags
& WINED3DSI_PRECISE_XYZW
)
3406 sprintf(glsl_dst
.reg_name
, "tmp_precise[%u]", dst_idx
);
3410 case WINED3D_DATA_FLOAT
:
3411 case WINED3D_DATA_UNORM
:
3412 case WINED3D_DATA_SNORM
:
3413 shader_addline(buffer
, "%s%s = %s(",
3414 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
3416 case WINED3D_DATA_INT
:
3417 shader_addline(buffer
, "%s%s = %sintBitsToFloat(",
3418 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
3420 case WINED3D_DATA_RESOURCE
:
3421 case WINED3D_DATA_SAMPLER
:
3422 case WINED3D_DATA_UINT
:
3423 shader_addline(buffer
, "%s%s = %suintBitsToFloat(",
3424 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
3427 FIXME("Unhandled data type %#x.\n", data_type
);
3428 shader_addline(buffer
, "%s%s = %s(",
3429 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
3437 /* Append the destination part of the instruction to the buffer, return the effective write mask */
3438 static DWORD
shader_glsl_append_dst(struct wined3d_string_buffer
*buffer
, const struct wined3d_shader_instruction
*ins
)
3440 return shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], 0, ins
->dst
[0].reg
.data_type
);
3443 /** Process GLSL instruction modifiers */
3444 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
)
3446 const struct wined3d_shader_dst_param
*dst
;
3447 struct glsl_dst_param dst_param
;
3451 for (i
= 0; i
< ins
->dst_count
; ++i
)
3453 if ((dst
= &ins
->dst
[i
])->reg
.type
== WINED3DSPR_NULL
)
3456 if (ins
->flags
& WINED3DSI_PRECISE_XYZW
)
3458 shader_glsl_add_dst_param(ins
, dst
, &dst_param
);
3459 shader_addline(ins
->ctx
->buffer
, "%s%s = tmp_precise[%u]%s;\n",
3460 dst_param
.reg_name
, dst_param
.mask_str
, i
, dst_param
.mask_str
);
3463 if (!(modifiers
= dst
->modifiers
))
3466 shader_glsl_add_dst_param(ins
, dst
, &dst_param
);
3468 if (modifiers
& WINED3DSPDM_SATURATE
)
3470 /* _SAT means to clamp the value of the register to between 0 and 1 */
3471 shader_addline(ins
->ctx
->buffer
, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param
.reg_name
,
3472 dst_param
.mask_str
, dst_param
.reg_name
, dst_param
.mask_str
);
3475 if (modifiers
& WINED3DSPDM_MSAMPCENTROID
)
3477 FIXME("_centroid modifier not handled\n");
3480 if (modifiers
& WINED3DSPDM_PARTIALPRECISION
)
3482 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
3487 static const char *shader_glsl_get_rel_op(enum wined3d_shader_rel_op op
)
3491 case WINED3D_SHADER_REL_OP_GT
: return ">";
3492 case WINED3D_SHADER_REL_OP_EQ
: return "==";
3493 case WINED3D_SHADER_REL_OP_GE
: return ">=";
3494 case WINED3D_SHADER_REL_OP_LT
: return "<";
3495 case WINED3D_SHADER_REL_OP_NE
: return "!=";
3496 case WINED3D_SHADER_REL_OP_LE
: return "<=";
3498 FIXME("Unrecognized operator %#x.\n", op
);
3503 static BOOL
shader_glsl_has_core_grad(const struct wined3d_gl_info
*gl_info
)
3505 return shader_glsl_get_version(gl_info
) >= 130 || gl_info
->supported
[EXT_GPU_SHADER4
];
3508 static void shader_glsl_get_coord_size(enum wined3d_shader_resource_type resource_type
,
3509 unsigned int *coord_size
, unsigned int *deriv_size
)
3511 const BOOL is_array
= resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY
3512 || resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
;
3514 *coord_size
= resource_type_info
[resource_type
].coord_size
;
3515 *deriv_size
= *coord_size
;
3520 static void shader_glsl_get_sample_function(const struct wined3d_shader_context
*ctx
,
3521 DWORD resource_idx
, DWORD sampler_idx
, uint32_t flags
, struct glsl_sample_function
*sample_function
)
3523 enum wined3d_shader_resource_type resource_type
;
3524 struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
3525 const struct wined3d_gl_info
*gl_info
= priv
->gl_info
;
3526 BOOL shadow
= shader_sampler_is_shadow(ctx
->shader
, priv
->cur_ps_args
, resource_idx
, sampler_idx
);
3527 BOOL projected
= flags
& WINED3D_GLSL_SAMPLE_PROJECTED
;
3528 BOOL lod
= flags
& WINED3D_GLSL_SAMPLE_LOD
;
3529 BOOL grad
= flags
& WINED3D_GLSL_SAMPLE_GRAD
;
3530 BOOL offset
= flags
& WINED3D_GLSL_SAMPLE_OFFSET
;
3531 const char *base
= "texture", *type_part
= "", *suffix
= "";
3532 unsigned int coord_size
, deriv_size
;
3534 resource_type
= ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
3535 ? pixelshader_get_resource_type(ctx
->reg_maps
, resource_idx
, priv
->cur_ps_args
->tex_types
)
3536 : ctx
->reg_maps
->resource_info
[resource_idx
].type
;
3538 sample_function
->data_type
= ctx
->reg_maps
->resource_info
[resource_idx
].data_type
;
3540 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
3542 ERR("Unexpected resource type %#x.\n", resource_type
);
3543 resource_type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
3546 /* Note that there's no such thing as a projected cube texture. */
3547 if (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
3550 if (needs_legacy_glsl_syntax(gl_info
))
3555 type_part
= resource_type_info
[resource_type
].type_part
;
3556 if (!type_part
[0] && resource_type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY
)
3557 FIXME("Unhandled resource type %#x.\n", resource_type
);
3559 if (!lod
&& grad
&& !shader_glsl_has_core_grad(gl_info
))
3561 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
3564 FIXME("Unsupported grad function.\n");
3568 if (flags
& WINED3D_GLSL_SAMPLE_LOAD
)
3570 static const uint32_t texel_fetch_flags
= WINED3D_GLSL_SAMPLE_LOAD
| WINED3D_GLSL_SAMPLE_OFFSET
;
3571 if (flags
& ~texel_fetch_flags
)
3572 ERR("Unexpected flags %#x for texelFetch.\n", flags
& ~texel_fetch_flags
);
3574 base
= "texelFetch";
3578 sample_function
->name
= string_buffer_get(priv
->string_buffers
);
3579 string_buffer_sprintf(sample_function
->name
, "%s%s%s%s%s%s", base
, type_part
, projected
? "Proj" : "",
3580 lod
? "Lod" : grad
? "Grad" : "", offset
? "Offset" : "", suffix
);
3582 shader_glsl_get_coord_size(resource_type
, &coord_size
, &deriv_size
);
3585 sample_function
->offset_size
= offset
? deriv_size
: 0;
3586 sample_function
->coord_mask
= wined3d_mask_from_size(coord_size
);
3587 sample_function
->deriv_mask
= wined3d_mask_from_size(deriv_size
);
3588 sample_function
->output_single_component
= shadow
&& !needs_legacy_glsl_syntax(gl_info
);
3591 static void shader_glsl_release_sample_function(const struct wined3d_shader_context
*ctx
,
3592 struct glsl_sample_function
*sample_function
)
3594 const struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
3596 string_buffer_release(priv
->string_buffers
, sample_function
->name
);
3599 static void shader_glsl_append_fixup_arg(char *arguments
, const char *reg_name
,
3600 BOOL sign_fixup
, enum fixup_channel_source channel_source
)
3602 switch(channel_source
)
3604 case CHANNEL_SOURCE_ZERO
:
3605 strcat(arguments
, "0.0");
3608 case CHANNEL_SOURCE_ONE
:
3609 strcat(arguments
, "1.0");
3612 case CHANNEL_SOURCE_X
:
3613 strcat(arguments
, reg_name
);
3614 strcat(arguments
, ".x");
3617 case CHANNEL_SOURCE_Y
:
3618 strcat(arguments
, reg_name
);
3619 strcat(arguments
, ".y");
3622 case CHANNEL_SOURCE_Z
:
3623 strcat(arguments
, reg_name
);
3624 strcat(arguments
, ".z");
3627 case CHANNEL_SOURCE_W
:
3628 strcat(arguments
, reg_name
);
3629 strcat(arguments
, ".w");
3633 FIXME("Unhandled channel source %#x\n", channel_source
);
3634 strcat(arguments
, "undefined");
3638 if (sign_fixup
) strcat(arguments
, " * 2.0 - 1.0");
3641 static void shader_glsl_color_correction_ext(struct wined3d_string_buffer
*buffer
,
3642 const char *reg_name
, DWORD mask
, struct color_fixup_desc fixup
)
3644 unsigned int mask_size
, remaining
;
3645 DWORD fixup_mask
= 0;
3646 char arguments
[256];
3649 if (fixup
.x_sign_fixup
|| fixup
.x_source
!= CHANNEL_SOURCE_X
) fixup_mask
|= WINED3DSP_WRITEMASK_0
;
3650 if (fixup
.y_sign_fixup
|| fixup
.y_source
!= CHANNEL_SOURCE_Y
) fixup_mask
|= WINED3DSP_WRITEMASK_1
;
3651 if (fixup
.z_sign_fixup
|| fixup
.z_source
!= CHANNEL_SOURCE_Z
) fixup_mask
|= WINED3DSP_WRITEMASK_2
;
3652 if (fixup
.w_sign_fixup
|| fixup
.w_source
!= CHANNEL_SOURCE_W
) fixup_mask
|= WINED3DSP_WRITEMASK_3
;
3653 if (!(mask
&= fixup_mask
))
3656 if (is_complex_fixup(fixup
))
3658 enum complex_fixup complex_fixup
= get_complex_fixup(fixup
);
3659 FIXME("Complex fixup (%#x) not supported\n",complex_fixup
);
3663 shader_glsl_write_mask_to_str(mask
, mask_str
);
3664 mask_size
= shader_glsl_get_write_mask_size(mask
);
3666 arguments
[0] = '\0';
3667 remaining
= mask_size
;
3668 if (mask
& WINED3DSP_WRITEMASK_0
)
3670 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.x_sign_fixup
, fixup
.x_source
);
3671 if (--remaining
) strcat(arguments
, ", ");
3673 if (mask
& WINED3DSP_WRITEMASK_1
)
3675 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.y_sign_fixup
, fixup
.y_source
);
3676 if (--remaining
) strcat(arguments
, ", ");
3678 if (mask
& WINED3DSP_WRITEMASK_2
)
3680 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.z_sign_fixup
, fixup
.z_source
);
3681 if (--remaining
) strcat(arguments
, ", ");
3683 if (mask
& WINED3DSP_WRITEMASK_3
)
3685 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.w_sign_fixup
, fixup
.w_source
);
3686 if (--remaining
) strcat(arguments
, ", ");
3690 shader_addline(buffer
, "%s%s = vec%u(%s);\n", reg_name
, mask_str
, mask_size
, arguments
);
3692 shader_addline(buffer
, "%s%s = %s;\n", reg_name
, mask_str
, arguments
);
3695 static void shader_glsl_color_correction(const struct wined3d_shader_instruction
*ins
, struct color_fixup_desc fixup
)
3697 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3698 struct wined3d_string_buffer
*reg_name
;
3700 reg_name
= string_buffer_get(priv
->string_buffers
);
3701 shader_glsl_get_register_name(&ins
->dst
[0].reg
, ins
->dst
[0].reg
.data_type
, reg_name
, NULL
, ins
->ctx
);
3702 shader_glsl_color_correction_ext(ins
->ctx
->buffer
, reg_name
->buffer
, ins
->dst
[0].write_mask
, fixup
);
3703 string_buffer_release(priv
->string_buffers
, reg_name
);
3706 static void PRINTF_ATTR(9, 10) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction
*ins
,
3707 unsigned int sampler_bind_idx
, const struct glsl_sample_function
*sample_function
, DWORD swizzle
,
3708 const char *dx
, const char *dy
, const char *bias
, const struct wined3d_shader_texel_offset
*offset
,
3709 const char *coord_reg_fmt
, ...)
3711 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
3712 char dst_swizzle
[6];
3713 struct color_fixup_desc fixup
;
3717 shader_glsl_swizzle_to_str(swizzle
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
3719 /* If ARB_texture_swizzle is supported we don't need to do anything here.
3720 * We actually rely on it for vertex shaders and SM4+. */
3721 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& version
->major
< 4)
3723 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3724 fixup
= priv
->cur_ps_args
->color_fixup
[sampler_bind_idx
];
3728 fixup
= COLOR_FIXUP_IDENTITY
;
3731 shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], 0, sample_function
->data_type
);
3733 if (sample_function
->output_single_component
)
3734 shader_addline(ins
->ctx
->buffer
, "vec4(");
3736 shader_addline(ins
->ctx
->buffer
, "%s(%s_sampler%u, ",
3737 sample_function
->name
->buffer
, shader_glsl_get_prefix(version
->type
), sampler_bind_idx
);
3741 va_start(args
, coord_reg_fmt
);
3742 ret
= shader_vaddline(ins
->ctx
->buffer
, coord_reg_fmt
, args
);
3746 if (!string_buffer_resize(ins
->ctx
->buffer
, ret
))
3751 shader_addline(ins
->ctx
->buffer
, ", %s, %s", dx
, dy
);
3753 shader_addline(ins
->ctx
->buffer
, ", %s", bias
);
3754 if (sample_function
->offset_size
)
3756 int offset_immdata
[4] = {offset
->u
, offset
->v
, offset
->w
};
3757 shader_addline(ins
->ctx
->buffer
, ", ");
3758 shader_glsl_append_imm_ivec(ins
->ctx
->buffer
, offset_immdata
, sample_function
->offset_size
);
3760 shader_addline(ins
->ctx
->buffer
, ")");
3762 if (sample_function
->output_single_component
)
3763 shader_addline(ins
->ctx
->buffer
, ")");
3765 shader_addline(ins
->ctx
->buffer
, "%s);\n", dst_swizzle
);
3767 if (!is_identity_fixup(fixup
))
3768 shader_glsl_color_correction(ins
, fixup
);
3771 static void shader_glsl_fixup_position(struct wined3d_string_buffer
*buffer
, BOOL use_viewport_index
)
3773 /* Write the final position.
3775 * OpenGL coordinates specify the center of the pixel while D3D coords
3776 * specify the corner. The offsets are stored in z and w in
3777 * pos_fixup. pos_fixup.y contains 1.0 or -1.0 to turn the rendering
3778 * upside down for offscreen rendering. pos_fixup.x contains 1.0 to allow
3780 if (use_viewport_index
)
3782 shader_addline(buffer
, "gl_Position.y = gl_Position.y * pos_fixup[gl_ViewportIndex].y;\n");
3783 shader_addline(buffer
, "gl_Position.xy += pos_fixup[gl_ViewportIndex].zw * gl_Position.ww;\n");
3787 shader_addline(buffer
, "gl_Position.y = gl_Position.y * pos_fixup.y;\n");
3788 shader_addline(buffer
, "gl_Position.xy += pos_fixup.zw * gl_Position.ww;\n");
3791 /* Z coord [0;1]->[-1;1] mapping, see comment in get_projection_matrix()
3794 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However,
3795 * shaders are run before the homogeneous divide, so we have to take the w
3796 * into account: z = ((z / w) * 2 - 1) * w, which is the same as
3798 shader_addline(buffer
, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
3801 /*****************************************************************************
3802 * Begin processing individual instruction opcodes
3803 ****************************************************************************/
3805 static void shader_glsl_binop(const struct wined3d_shader_instruction
*ins
)
3807 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3808 struct glsl_src_param src0_param
;
3809 struct glsl_src_param src1_param
;
3813 /* Determine the GLSL operator to use based on the opcode */
3814 switch (ins
->handler_idx
)
3816 case WINED3DSIH_ADD
: op
= "+"; break;
3817 case WINED3DSIH_AND
: op
= "&"; break;
3818 case WINED3DSIH_DIV
: op
= "/"; break;
3819 case WINED3DSIH_IADD
: op
= "+"; break;
3820 case WINED3DSIH_ISHL
: op
= "<<"; break;
3821 case WINED3DSIH_ISHR
: op
= ">>"; break;
3822 case WINED3DSIH_MUL
: op
= "*"; break;
3823 case WINED3DSIH_OR
: op
= "|"; break;
3824 case WINED3DSIH_SUB
: op
= "-"; break;
3825 case WINED3DSIH_USHR
: op
= ">>"; break;
3826 case WINED3DSIH_XOR
: op
= "^"; break;
3828 op
= "<unhandled operator>";
3829 FIXME("Opcode %s not yet handled in GLSL.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3833 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3834 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3835 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3836 shader_addline(buffer
, "%s %s %s);\n", src0_param
.param_str
, op
, src1_param
.param_str
);
3839 static void shader_glsl_relop(const struct wined3d_shader_instruction
*ins
)
3841 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3842 struct glsl_src_param src0_param
;
3843 struct glsl_src_param src1_param
;
3844 unsigned int mask_size
;
3848 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3849 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3850 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3851 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3855 switch (ins
->handler_idx
)
3857 case WINED3DSIH_EQ
: op
= "equal"; break;
3858 case WINED3DSIH_IEQ
: op
= "equal"; break;
3859 case WINED3DSIH_GE
: op
= "greaterThanEqual"; break;
3860 case WINED3DSIH_IGE
: op
= "greaterThanEqual"; break;
3861 case WINED3DSIH_UGE
: op
= "greaterThanEqual"; break;
3862 case WINED3DSIH_LT
: op
= "lessThan"; break;
3863 case WINED3DSIH_ILT
: op
= "lessThan"; break;
3864 case WINED3DSIH_ULT
: op
= "lessThan"; break;
3865 case WINED3DSIH_NE
: op
= "notEqual"; break;
3866 case WINED3DSIH_INE
: op
= "notEqual"; break;
3868 op
= "<unhandled operator>";
3869 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
3873 shader_addline(buffer
, "uvec%u(%s(%s, %s)) * 0xffffffffu);\n",
3874 mask_size
, op
, src0_param
.param_str
, src1_param
.param_str
);
3878 switch (ins
->handler_idx
)
3880 case WINED3DSIH_EQ
: op
= "=="; break;
3881 case WINED3DSIH_IEQ
: op
= "=="; break;
3882 case WINED3DSIH_GE
: op
= ">="; break;
3883 case WINED3DSIH_IGE
: op
= ">="; break;
3884 case WINED3DSIH_UGE
: op
= ">="; break;
3885 case WINED3DSIH_LT
: op
= "<"; break;
3886 case WINED3DSIH_ILT
: op
= "<"; break;
3887 case WINED3DSIH_ULT
: op
= "<"; break;
3888 case WINED3DSIH_NE
: op
= "!="; break;
3889 case WINED3DSIH_INE
: op
= "!="; break;
3891 op
= "<unhandled operator>";
3892 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
3896 shader_addline(buffer
, "%s %s %s ? 0xffffffffu : 0u);\n",
3897 src0_param
.param_str
, op
, src1_param
.param_str
);
3901 static void shader_glsl_unary_op(const struct wined3d_shader_instruction
*ins
)
3903 struct glsl_src_param src_param
;
3907 switch (ins
->handler_idx
)
3909 case WINED3DSIH_INEG
: op
= "-"; break;
3910 case WINED3DSIH_NOT
: op
= "~"; break;
3912 op
= "<unhandled operator>";
3913 ERR("Unhandled opcode %s.\n",
3914 debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3918 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3919 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3920 shader_addline(ins
->ctx
->buffer
, "%s%s);\n", op
, src_param
.param_str
);
3923 static void shader_glsl_mul_extended(const struct wined3d_shader_instruction
*ins
)
3925 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3926 struct glsl_src_param src0_param
;
3927 struct glsl_src_param src1_param
;
3930 /* If we have ARB_gpu_shader5, we can use imulExtended() / umulExtended().
3931 * If not, we can emulate it. */
3932 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
3933 FIXME("64-bit integer multiplies not implemented.\n");
3935 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3937 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], 1, ins
->dst
[1].reg
.data_type
);
3938 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3939 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3941 shader_addline(ins
->ctx
->buffer
, "%s * %s);\n",
3942 src0_param
.param_str
, src1_param
.param_str
);
3946 static void shader_glsl_udiv(const struct wined3d_shader_instruction
*ins
)
3948 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3949 struct glsl_src_param src0_param
, src1_param
;
3952 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
3954 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3958 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3959 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3960 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3961 shader_addline(buffer
, "tmp0%s = uintBitsToFloat(%s / %s);\n",
3962 dst_mask
, src0_param
.param_str
, src1_param
.param_str
);
3964 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], 1, ins
->dst
[1].reg
.data_type
);
3965 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3966 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3967 shader_addline(buffer
, "%s %% %s);\n", src0_param
.param_str
, src1_param
.param_str
);
3969 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], 0, WINED3D_DATA_FLOAT
);
3970 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
3974 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], 0, ins
->dst
[0].reg
.data_type
);
3975 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3976 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3977 shader_addline(buffer
, "%s / %s);\n", src0_param
.param_str
, src1_param
.param_str
);
3980 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3982 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], 1, ins
->dst
[1].reg
.data_type
);
3983 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3984 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3985 shader_addline(buffer
, "%s %% %s);\n", src0_param
.param_str
, src1_param
.param_str
);
3989 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
3990 static void shader_glsl_mov(const struct wined3d_shader_instruction
*ins
)
3992 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3993 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3994 const struct wined3d_gl_info
*gl_info
= priv
->gl_info
;
3995 struct glsl_src_param src0_param
;
3998 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3999 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4001 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
4002 * shader versions WINED3DSIO_MOVA is used for this. */
4003 if (ins
->ctx
->reg_maps
->shader_version
.major
== 1
4004 && ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_VERTEX
4005 && ins
->dst
[0].reg
.type
== WINED3DSPR_ADDR
)
4007 /* This is a simple floor() */
4008 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4009 if (mask_size
> 1) {
4010 shader_addline(buffer
, "ivec%d(floor(%s)));\n", mask_size
, src0_param
.param_str
);
4012 shader_addline(buffer
, "int(floor(%s)));\n", src0_param
.param_str
);
4015 else if (ins
->handler_idx
== WINED3DSIH_MOVA
)
4017 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4019 if (shader_glsl_get_version(gl_info
) >= 130 || gl_info
->supported
[EXT_GPU_SHADER4
])
4022 shader_addline(buffer
, "ivec%d(round(%s)));\n", mask_size
, src0_param
.param_str
);
4024 shader_addline(buffer
, "int(round(%s)));\n", src0_param
.param_str
);
4029 shader_addline(buffer
, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
4030 mask_size
, src0_param
.param_str
, mask_size
, src0_param
.param_str
);
4032 shader_addline(buffer
, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
4033 src0_param
.param_str
, src0_param
.param_str
);
4038 shader_addline(buffer
, "%s);\n", src0_param
.param_str
);
4042 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
4043 static void shader_glsl_dot(const struct wined3d_shader_instruction
*ins
)
4045 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4046 struct glsl_src_param src0_param
;
4047 struct glsl_src_param src1_param
;
4048 DWORD dst_write_mask
, src_write_mask
;
4049 unsigned int dst_size
;
4051 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
4052 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
4054 /* dp4 works on vec4, dp3 on vec3, etc. */
4055 if (ins
->handler_idx
== WINED3DSIH_DP4
)
4056 src_write_mask
= WINED3DSP_WRITEMASK_ALL
;
4057 else if (ins
->handler_idx
== WINED3DSIH_DP3
)
4058 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4060 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
4062 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_write_mask
, &src0_param
);
4063 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_write_mask
, &src1_param
);
4066 shader_addline(buffer
, "vec%d(dot(%s, %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
4068 shader_addline(buffer
, "dot(%s, %s));\n", src0_param
.param_str
, src1_param
.param_str
);
4072 /* Note that this instruction has some restrictions. The destination write mask
4073 * can't contain the w component, and the source swizzles have to be .xyzw */
4074 static void shader_glsl_cross(const struct wined3d_shader_instruction
*ins
)
4076 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4077 struct glsl_src_param src0_param
;
4078 struct glsl_src_param src1_param
;
4081 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4082 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4083 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4084 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
4085 shader_addline(ins
->ctx
->buffer
, "cross(%s, %s)%s);\n", src0_param
.param_str
, src1_param
.param_str
, dst_mask
);
4088 static void shader_glsl_cut(const struct wined3d_shader_instruction
*ins
)
4090 unsigned int stream
= ins
->handler_idx
== WINED3DSIH_CUT
? 0 : ins
->src
[0].reg
.idx
[0].offset
;
4093 shader_addline(ins
->ctx
->buffer
, "EndPrimitive();\n");
4095 FIXME("Unhandled primitive stream %u.\n", stream
);
4098 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
4099 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
4100 * GLSL uses the value as-is. */
4101 static void shader_glsl_pow(const struct wined3d_shader_instruction
*ins
)
4103 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4104 struct glsl_src_param src0_param
;
4105 struct glsl_src_param src1_param
;
4106 DWORD dst_write_mask
;
4107 unsigned int dst_size
;
4109 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
4110 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
4112 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4113 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
4117 shader_addline(buffer
, "vec%u(%s == 0.0 ? 1.0 : pow(abs(%s), %s)));\n",
4118 dst_size
, src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
4122 shader_addline(buffer
, "%s == 0.0 ? 1.0 : pow(abs(%s), %s));\n",
4123 src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
4127 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
4128 static void shader_glsl_map2gl(const struct wined3d_shader_instruction
*ins
)
4130 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4131 struct glsl_src_param src_param
;
4132 const char *instruction
;
4136 /* Determine the GLSL function to use based on the opcode */
4137 /* TODO: Possibly make this a table for faster lookups */
4138 switch (ins
->handler_idx
)
4140 case WINED3DSIH_ABS
: instruction
= "abs"; break;
4141 case WINED3DSIH_BFREV
: instruction
= "bitfieldReverse"; break;
4142 case WINED3DSIH_COUNTBITS
: instruction
= "bitCount"; break;
4143 case WINED3DSIH_DSX
: instruction
= "dFdx"; break;
4144 case WINED3DSIH_DSX_COARSE
: instruction
= "dFdxCoarse"; break;
4145 case WINED3DSIH_DSX_FINE
: instruction
= "dFdxFine"; break;
4146 case WINED3DSIH_DSY
: instruction
= "dFdy"; break;
4147 case WINED3DSIH_DSY_COARSE
: instruction
= "dFdyCoarse"; break;
4148 case WINED3DSIH_DSY_FINE
: instruction
= "dFdyFine"; break;
4149 case WINED3DSIH_FIRSTBIT_HI
: instruction
= "findMSB"; break;
4150 case WINED3DSIH_FIRSTBIT_LO
: instruction
= "findLSB"; break;
4151 case WINED3DSIH_FIRSTBIT_SHI
: instruction
= "findMSB"; break;
4152 case WINED3DSIH_FRC
: instruction
= "fract"; break;
4153 case WINED3DSIH_IMAX
: instruction
= "max"; break;
4154 case WINED3DSIH_IMIN
: instruction
= "min"; break;
4155 case WINED3DSIH_MAX
: instruction
= "max"; break;
4156 case WINED3DSIH_MIN
: instruction
= "min"; break;
4157 case WINED3DSIH_ROUND_NE
: instruction
= "roundEven"; break;
4158 case WINED3DSIH_ROUND_NI
: instruction
= "floor"; break;
4159 case WINED3DSIH_ROUND_PI
: instruction
= "ceil"; break;
4160 case WINED3DSIH_ROUND_Z
: instruction
= "trunc"; break;
4161 case WINED3DSIH_SQRT
: instruction
= "sqrt"; break;
4162 case WINED3DSIH_UMAX
: instruction
= "max"; break;
4163 case WINED3DSIH_UMIN
: instruction
= "min"; break;
4164 default: instruction
= "";
4165 ERR("Opcode %s not yet handled in GLSL.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
4169 write_mask
= shader_glsl_append_dst(buffer
, ins
);
4171 /* In D3D bits are numbered from the most significant bit. */
4172 if (ins
->handler_idx
== WINED3DSIH_FIRSTBIT_HI
|| ins
->handler_idx
== WINED3DSIH_FIRSTBIT_SHI
)
4173 shader_addline(buffer
, "31 - ");
4174 shader_addline(buffer
, "%s(", instruction
);
4178 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
4179 shader_addline(buffer
, "%s", src_param
.param_str
);
4180 for (i
= 1; i
< ins
->src_count
; ++i
)
4182 shader_glsl_add_src_param(ins
, &ins
->src
[i
], write_mask
, &src_param
);
4183 shader_addline(buffer
, ", %s", src_param
.param_str
);
4187 shader_addline(buffer
, "));\n");
4190 static void shader_glsl_float16(const struct wined3d_shader_instruction
*ins
)
4192 struct wined3d_shader_dst_param dst
;
4193 struct glsl_src_param src
;
4198 fmt
= ins
->handler_idx
== WINED3DSIH_F16TOF32
4199 ? "unpackHalf2x16(%s).x);\n" : "packHalf2x16(vec2(%s, 0.0)));\n";
4202 for (i
= 0; i
< 4; ++i
)
4204 dst
.write_mask
= ins
->dst
[0].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
);
4205 if (!(write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
,
4206 &dst
, 0, dst
.reg
.data_type
)))
4209 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src
);
4210 shader_addline(ins
->ctx
->buffer
, fmt
, src
.param_str
);
4214 static void shader_glsl_bitwise_op(const struct wined3d_shader_instruction
*ins
)
4216 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4217 struct wined3d_shader_dst_param dst
;
4218 struct glsl_src_param src
[4];
4219 const char *instruction
;
4220 BOOL tmp_dst
= FALSE
;
4225 switch (ins
->handler_idx
)
4227 case WINED3DSIH_BFI
: instruction
= "bitfieldInsert"; break;
4228 case WINED3DSIH_IBFE
: instruction
= "bitfieldExtract"; break;
4229 case WINED3DSIH_UBFE
: instruction
= "bitfieldExtract"; break;
4231 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
4235 for (i
= 0; i
< ins
->src_count
; ++i
)
4237 if (ins
->dst
[0].reg
.idx
[0].offset
== ins
->src
[i
].reg
.idx
[0].offset
4238 && ins
->dst
[0].reg
.type
== ins
->src
[i
].reg
.type
)
4243 for (i
= 0; i
< 4; ++i
)
4245 dst
.write_mask
= ins
->dst
[0].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
);
4246 if (tmp_dst
&& (write_mask
= shader_glsl_get_write_mask(&dst
, mask_char
)))
4247 shader_addline(buffer
, "tmp0%s = %sBitsToFloat(", mask_char
,
4248 dst
.reg
.data_type
== WINED3D_DATA_INT
? "int" : "uint");
4249 else if (!(write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &dst
, 0, dst
.reg
.data_type
)))
4252 for (j
= 0; j
< ins
->src_count
; ++j
)
4253 shader_glsl_add_src_param(ins
, &ins
->src
[j
], write_mask
, &src
[j
]);
4254 shader_addline(buffer
, "%s(", instruction
);
4255 for (j
= 0; j
< ins
->src_count
- 2; ++j
)
4256 shader_addline(buffer
, "%s, ", src
[ins
->src_count
- j
- 1].param_str
);
4257 shader_addline(buffer
, "%s & 0x1f, %s & 0x1f));\n", src
[1].param_str
, src
[0].param_str
);
4262 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], 0, WINED3D_DATA_FLOAT
);
4263 shader_glsl_get_write_mask(&ins
->dst
[0], mask_char
);
4264 shader_addline(buffer
, "tmp0%s);\n", mask_char
);
4268 static void shader_glsl_nop(const struct wined3d_shader_instruction
*ins
) {}
4270 static void shader_glsl_nrm(const struct wined3d_shader_instruction
*ins
)
4272 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4273 struct glsl_src_param src_param
;
4274 unsigned int mask_size
;
4278 write_mask
= shader_glsl_get_write_mask(ins
->dst
, dst_mask
);
4279 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4280 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
4283 shader_addline(buffer
, "tmp0.x = dot(vec3(%s), vec3(%s));\n",
4284 src_param
.param_str
, src_param
.param_str
);
4286 shader_addline(buffer
, "tmp0.x = dot(%s, %s);\n",
4287 src_param
.param_str
, src_param
.param_str
);
4288 shader_glsl_append_dst(buffer
, ins
);
4290 shader_addline(buffer
, "tmp0.x == 0.0 ? %s : (%s * inversesqrt(tmp0.x)));\n",
4291 src_param
.param_str
, src_param
.param_str
);
4294 static void shader_glsl_scalar_op(const struct wined3d_shader_instruction
*ins
)
4296 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
4297 ins
->ctx
->reg_maps
->shader_version
.minor
);
4298 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4299 struct glsl_src_param src0_param
;
4300 const char *prefix
, *suffix
;
4301 unsigned int dst_size
;
4302 DWORD dst_write_mask
;
4304 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
4305 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
4307 if (shader_version
< WINED3D_SHADER_VERSION(4, 0))
4308 dst_write_mask
= WINED3DSP_WRITEMASK_3
;
4310 shader_glsl_add_src_param(ins
, &ins
->src
[0], dst_write_mask
, &src0_param
);
4312 switch (ins
->handler_idx
)
4314 case WINED3DSIH_EXP
:
4315 case WINED3DSIH_EXPP
:
4320 case WINED3DSIH_LOG
:
4321 case WINED3DSIH_LOGP
:
4322 prefix
= "log2(abs(";
4326 case WINED3DSIH_RCP
:
4331 case WINED3DSIH_RSQ
:
4332 prefix
= "inversesqrt(abs(";
4339 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
4343 if (dst_size
> 1 && shader_version
< WINED3D_SHADER_VERSION(4, 0))
4344 shader_addline(buffer
, "vec%u(%s%s%s));\n", dst_size
, prefix
, src0_param
.param_str
, suffix
);
4346 shader_addline(buffer
, "%s%s%s);\n", prefix
, src0_param
.param_str
, suffix
);
4349 /** Process the WINED3DSIO_EXPP instruction in GLSL:
4350 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
4351 * dst.x = 2^(floor(src))
4352 * dst.y = src - floor(src)
4353 * dst.z = 2^src (partial precision is allowed, but optional)
4355 * For 2.0 shaders, just do this (honoring writemask and swizzle):
4356 * dst = 2^src; (partial precision is allowed, but optional)
4358 static void shader_glsl_expp(const struct wined3d_shader_instruction
*ins
)
4360 if (ins
->ctx
->reg_maps
->shader_version
.major
< 2)
4362 struct glsl_src_param src_param
;
4365 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
4367 shader_addline(ins
->ctx
->buffer
, "tmp0.x = exp2(floor(%s));\n", src_param
.param_str
);
4368 shader_addline(ins
->ctx
->buffer
, "tmp0.y = %s - floor(%s);\n", src_param
.param_str
, src_param
.param_str
);
4369 shader_addline(ins
->ctx
->buffer
, "tmp0.z = exp2(%s);\n", src_param
.param_str
);
4370 shader_addline(ins
->ctx
->buffer
, "tmp0.w = 1.0;\n");
4372 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4373 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4374 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", dst_mask
);
4378 shader_glsl_scalar_op(ins
);
4381 static void shader_glsl_cast(const struct wined3d_shader_instruction
*ins
,
4382 const char *vector_constructor
, const char *scalar_constructor
)
4384 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4385 struct glsl_src_param src_param
;
4386 unsigned int mask_size
;
4389 write_mask
= shader_glsl_append_dst(buffer
, ins
);
4390 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4391 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
4394 shader_addline(buffer
, "%s%u(%s));\n", vector_constructor
, mask_size
, src_param
.param_str
);
4396 shader_addline(buffer
, "%s(%s));\n", scalar_constructor
, src_param
.param_str
);
4399 static void shader_glsl_to_int(const struct wined3d_shader_instruction
*ins
)
4401 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4402 struct glsl_src_param src_param
;
4403 unsigned int mask_size
;
4406 write_mask
= shader_glsl_append_dst(buffer
, ins
);
4407 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4408 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
4411 shader_addline(buffer
, "mix(mix(ivec%u(max(%s, vec%u(-2147483648.0))), ivec%u(0x7fffffff), greaterThanEqual(%s, vec%u(2147483648.0))), ivec%u(0), isnan(%s)));\n",
4412 mask_size
, src_param
.param_str
, mask_size
, mask_size
, src_param
.param_str
, mask_size
, mask_size
, src_param
.param_str
);
4414 shader_addline(buffer
, "mix(mix(int(max(%s, -2147483648.0)), 0x7fffffff, %s >= 2147483648.0), 0, isnan(%s)));\n",
4415 src_param
.param_str
, src_param
.param_str
, src_param
.param_str
);
4418 static void shader_glsl_to_uint(const struct wined3d_shader_instruction
*ins
)
4420 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4421 struct glsl_src_param src_param
;
4422 unsigned int mask_size
;
4425 write_mask
= shader_glsl_append_dst(buffer
, ins
);
4426 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4427 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
4430 shader_addline(buffer
, "mix(uvec%u(max(%s, vec%u(0.0))), uvec%u(0xffffffffu), greaterThanEqual(%s, vec%u(4294967296.0))));\n",
4431 mask_size
, src_param
.param_str
, mask_size
, mask_size
, src_param
.param_str
, mask_size
);
4433 shader_addline(buffer
, "mix(uint(max(%s, 0.0)), 0xffffffffu, %s >= 4294967296.0));\n",
4434 src_param
.param_str
, src_param
.param_str
);
4437 static void shader_glsl_to_float(const struct wined3d_shader_instruction
*ins
)
4439 shader_glsl_cast(ins
, "vec", "float");
4442 /** Process signed comparison opcodes in GLSL. */
4443 static void shader_glsl_compare(const struct wined3d_shader_instruction
*ins
)
4445 struct glsl_src_param src0_param
;
4446 struct glsl_src_param src1_param
;
4448 unsigned int mask_size
;
4450 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4451 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4452 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4453 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4455 if (mask_size
> 1) {
4456 const char *compare
;
4458 switch(ins
->handler_idx
)
4460 case WINED3DSIH_SLT
: compare
= "lessThan"; break;
4461 case WINED3DSIH_SGE
: compare
= "greaterThanEqual"; break;
4462 default: compare
= "";
4463 FIXME("Can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
4466 shader_addline(ins
->ctx
->buffer
, "vec%d(%s(%s, %s)));\n", mask_size
, compare
,
4467 src0_param
.param_str
, src1_param
.param_str
);
4469 switch(ins
->handler_idx
)
4471 case WINED3DSIH_SLT
:
4472 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
4473 * to return 0.0 but step returns 1.0 because step is not < x
4474 * An alternative is a bvec compare padded with an unused second component.
4475 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
4476 * issue. Playing with not() is not possible either because not() does not accept
4479 shader_addline(ins
->ctx
->buffer
, "(%s < %s) ? 1.0 : 0.0);\n",
4480 src0_param
.param_str
, src1_param
.param_str
);
4482 case WINED3DSIH_SGE
:
4483 /* Here we can use the step() function and safe a conditional */
4484 shader_addline(ins
->ctx
->buffer
, "step(%s, %s));\n", src1_param
.param_str
, src0_param
.param_str
);
4487 FIXME("Can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
4493 static void shader_glsl_swapc(const struct wined3d_shader_instruction
*ins
)
4495 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4496 struct wined3d_shader_dst_param dst
[2];
4497 struct glsl_src_param src
[3];
4498 unsigned int i
, j
, k
;
4503 for (i
= 0; i
< ins
->dst_count
; ++i
)
4506 for (j
= 0; j
< ins
->src_count
; ++j
)
4508 if (ins
->dst
[i
].reg
.idx
[0].offset
== ins
->src
[j
].reg
.idx
[0].offset
4509 && ins
->dst
[i
].reg
.type
== ins
->src
[j
].reg
.type
)
4514 dst
[0] = ins
->dst
[0];
4515 dst
[1] = ins
->dst
[1];
4516 for (i
= 0; i
< 4; ++i
)
4518 for (j
= 0; j
< ARRAY_SIZE(dst
); ++j
)
4520 dst
[j
].write_mask
= ins
->dst
[j
].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
);
4521 if (tmp_dst
[j
] && (write_mask
= shader_glsl_get_write_mask(&dst
[j
], mask_char
)))
4522 shader_addline(buffer
, "tmp%u%s = (", j
, mask_char
);
4523 else if (!(write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &dst
[j
], j
, dst
[j
].reg
.data_type
)))
4526 for (k
= 0; k
< ARRAY_SIZE(src
); ++k
)
4527 shader_glsl_add_src_param(ins
, &ins
->src
[k
], write_mask
, &src
[k
]);
4529 shader_addline(buffer
, "%sbool(%s) ? %s : %s);\n", !j
? "!" : "",
4530 src
[0].param_str
, src
[1].param_str
, src
[2].param_str
);
4534 for (i
= 0; i
< ARRAY_SIZE(tmp_dst
); ++i
)
4538 shader_glsl_get_write_mask(&ins
->dst
[i
], mask_char
);
4539 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[i
], i
, ins
->dst
[i
].reg
.data_type
);
4540 shader_addline(buffer
, "tmp%u%s);\n", i
, mask_char
);
4545 static void shader_glsl_conditional_move(const struct wined3d_shader_instruction
*ins
)
4547 const char *condition_prefix
, *condition_suffix
;
4548 struct wined3d_shader_dst_param dst
;
4549 struct glsl_src_param src0_param
;
4550 struct glsl_src_param src1_param
;
4551 struct glsl_src_param src2_param
;
4552 BOOL temp_destination
= FALSE
;
4553 DWORD cmp_channel
= 0;
4558 switch (ins
->handler_idx
)
4560 case WINED3DSIH_CMP
:
4561 condition_prefix
= "";
4562 condition_suffix
= " >= 0.0";
4565 case WINED3DSIH_CND
:
4566 condition_prefix
= "";
4567 condition_suffix
= " > 0.5";
4570 case WINED3DSIH_MOVC
:
4571 condition_prefix
= "bool(";
4572 condition_suffix
= ")";
4576 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
4577 condition_prefix
= "<unhandled prefix>";
4578 condition_suffix
= "<unhandled suffix>";
4582 if (shader_is_scalar(&ins
->dst
[0].reg
) || shader_is_scalar(&ins
->src
[0].reg
))
4584 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4585 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4586 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4587 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4589 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
4590 condition_prefix
, src0_param
.param_str
, condition_suffix
,
4591 src1_param
.param_str
, src2_param
.param_str
);
4597 /* Splitting the instruction up in multiple lines imposes a problem:
4598 * The first lines may overwrite source parameters of the following lines.
4599 * Deal with that by using a temporary destination register if needed. */
4600 if ((ins
->src
[0].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
4601 && ins
->src
[0].reg
.type
== dst
.reg
.type
)
4602 || (ins
->src
[1].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
4603 && ins
->src
[1].reg
.type
== dst
.reg
.type
)
4604 || (ins
->src
[2].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
4605 && ins
->src
[2].reg
.type
== dst
.reg
.type
))
4606 temp_destination
= TRUE
;
4608 /* Cycle through all source0 channels. */
4609 for (i
= 0; i
< 4; ++i
)
4612 /* Find the destination channels which use the current source0 channel. */
4613 for (j
= 0; j
< 4; ++j
)
4615 if (shader_glsl_swizzle_get_component(ins
->src
[0].swizzle
, j
) == i
)
4617 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
4618 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
4621 dst
.write_mask
= ins
->dst
[0].write_mask
& write_mask
;
4623 if (temp_destination
)
4625 if (!(write_mask
= shader_glsl_get_write_mask(&dst
, mask_char
)))
4627 shader_addline(ins
->ctx
->buffer
, "tmp0%s = (", mask_char
);
4629 else if (!(write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
, 0, dst
.reg
.data_type
)))
4632 shader_glsl_add_src_param(ins
, &ins
->src
[0], cmp_channel
, &src0_param
);
4633 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4634 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4636 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
4637 condition_prefix
, src0_param
.param_str
, condition_suffix
,
4638 src1_param
.param_str
, src2_param
.param_str
);
4641 if (temp_destination
)
4643 shader_glsl_get_write_mask(&ins
->dst
[0], mask_char
);
4644 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4645 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", mask_char
);
4649 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
4650 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
4651 * the compare is done per component of src0. */
4652 static void shader_glsl_cnd(const struct wined3d_shader_instruction
*ins
)
4654 struct glsl_src_param src0_param
;
4655 struct glsl_src_param src1_param
;
4656 struct glsl_src_param src2_param
;
4658 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
4659 ins
->ctx
->reg_maps
->shader_version
.minor
);
4661 if (shader_version
< WINED3D_SHADER_VERSION(1, 4))
4663 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4664 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4665 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4666 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4668 if (ins
->coissue
&& ins
->dst
->write_mask
!= WINED3DSP_WRITEMASK_3
)
4669 shader_addline(ins
->ctx
->buffer
, "%s /* COISSUE! */);\n", src1_param
.param_str
);
4671 shader_addline(ins
->ctx
->buffer
, "%s > 0.5 ? %s : %s);\n",
4672 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
4676 shader_glsl_conditional_move(ins
);
4679 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
4680 static void shader_glsl_mad(const struct wined3d_shader_instruction
*ins
)
4682 struct glsl_src_param src0_param
;
4683 struct glsl_src_param src1_param
;
4684 struct glsl_src_param src2_param
;
4687 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4688 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4689 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4690 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4691 shader_addline(ins
->ctx
->buffer
, "(%s * %s) + %s);\n",
4692 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
4695 /* Handles transforming all WINED3DSIO_M?x? opcodes for
4696 Vertex shaders to GLSL codes */
4697 static void shader_glsl_mnxn(const struct wined3d_shader_instruction
*ins
)
4700 int nComponents
= 0;
4701 struct wined3d_shader_dst_param tmp_dst
= {{0}};
4702 struct wined3d_shader_src_param tmp_src
[2] = {{{0}}};
4703 struct wined3d_shader_instruction tmp_ins
;
4705 memset(&tmp_ins
, 0, sizeof(tmp_ins
));
4707 /* Set constants for the temporary argument */
4708 tmp_ins
.ctx
= ins
->ctx
;
4709 tmp_ins
.dst_count
= 1;
4710 tmp_ins
.dst
= &tmp_dst
;
4711 tmp_ins
.src_count
= 2;
4712 tmp_ins
.src
= tmp_src
;
4714 switch(ins
->handler_idx
)
4716 case WINED3DSIH_M4x4
:
4718 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
4720 case WINED3DSIH_M4x3
:
4722 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
4724 case WINED3DSIH_M3x4
:
4726 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
4728 case WINED3DSIH_M3x3
:
4730 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
4732 case WINED3DSIH_M3x2
:
4734 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
4740 tmp_dst
= ins
->dst
[0];
4741 tmp_src
[0] = ins
->src
[0];
4742 tmp_src
[1] = ins
->src
[1];
4743 for (i
= 0; i
< nComponents
; ++i
)
4745 tmp_dst
.write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
4746 shader_glsl_dot(&tmp_ins
);
4747 ++tmp_src
[1].reg
.idx
[0].offset
;
4752 The LRP instruction performs a component-wise linear interpolation
4753 between the second and third operands using the first operand as the
4754 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
4755 This is equivalent to mix(src2, src1, src0);
4757 static void shader_glsl_lrp(const struct wined3d_shader_instruction
*ins
)
4759 struct glsl_src_param src0_param
;
4760 struct glsl_src_param src1_param
;
4761 struct glsl_src_param src2_param
;
4764 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4766 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4767 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4768 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4770 shader_addline(ins
->ctx
->buffer
, "mix(%s, %s, %s));\n",
4771 src2_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
);
4774 /** Process the WINED3DSIO_LIT instruction in GLSL:
4775 * dst.x = dst.w = 1.0
4776 * dst.y = (src0.x > 0) ? src0.x
4777 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
4778 * where src.w is clamped at +- 128
4780 static void shader_glsl_lit(const struct wined3d_shader_instruction
*ins
)
4782 struct glsl_src_param src0_param
;
4783 struct glsl_src_param src1_param
;
4784 struct glsl_src_param src3_param
;
4787 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4788 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4790 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4791 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src1_param
);
4792 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src3_param
);
4794 /* The sdk specifies the instruction like this
4796 * if(src.x > 0.0) dst.y = src.x
4798 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
4801 * (where power = src.w clamped between -128 and 128)
4803 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
4804 * dst.x = 1.0 ... No further explanation needed
4805 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
4806 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
4807 * dst.w = 1.0. ... Nothing fancy.
4809 * So we still have one conditional in there. So do this:
4810 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
4812 * 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),
4813 * 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.
4814 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to.
4816 * Unfortunately pow(0.0 ^ 0.0) returns NaN on most GPUs, but lit with src.y = 0 and src.w = 0 returns
4817 * a non-NaN value in dst.z. What we return doesn't matter, as long as it is not NaN. Return 0, which is
4818 * what all Windows HW drivers and GL_ARB_vertex_program's LIT do.
4820 shader_addline(ins
->ctx
->buffer
,
4821 "vec4(1.0, max(%s, 0.0), %s == 0.0 ? 0.0 : "
4822 "pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
4823 src0_param
.param_str
, src3_param
.param_str
, src1_param
.param_str
,
4824 src0_param
.param_str
, src3_param
.param_str
, dst_mask
);
4827 /** Process the WINED3DSIO_DST instruction in GLSL:
4829 * dst.y = src0.x * src0.y
4833 static void shader_glsl_dst(const struct wined3d_shader_instruction
*ins
)
4835 struct glsl_src_param src0y_param
;
4836 struct glsl_src_param src0z_param
;
4837 struct glsl_src_param src1y_param
;
4838 struct glsl_src_param src1w_param
;
4841 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4842 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4844 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src0y_param
);
4845 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &src0z_param
);
4846 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_1
, &src1y_param
);
4847 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_3
, &src1w_param
);
4849 shader_addline(ins
->ctx
->buffer
, "vec4(1.0, %s * %s, %s, %s))%s;\n",
4850 src0y_param
.param_str
, src1y_param
.param_str
, src0z_param
.param_str
, src1w_param
.param_str
, dst_mask
);
4853 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
4854 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
4855 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
4857 * dst.x = cos(src0.?)
4858 * dst.y = sin(src0.?)
4862 static void shader_glsl_sincos(const struct wined3d_shader_instruction
*ins
)
4864 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4865 struct glsl_src_param src0_param
;
4868 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
4870 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4872 write_mask
= shader_glsl_append_dst(buffer
, ins
);
4875 case WINED3DSP_WRITEMASK_0
:
4876 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
4879 case WINED3DSP_WRITEMASK_1
:
4880 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
4883 case (WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
):
4884 shader_addline(buffer
, "vec2(cos(%s), sin(%s)));\n",
4885 src0_param
.param_str
, src0_param
.param_str
);
4889 ERR("Write mask should be .x, .y or .xy\n");
4896 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
4899 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
4903 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4904 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4905 shader_addline(buffer
, "tmp0%s = sin(%s);\n", dst_mask
, src0_param
.param_str
);
4907 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], 1, ins
->dst
[1].reg
.data_type
);
4908 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4909 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
4911 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], 0, ins
->dst
[0].reg
.data_type
);
4912 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
4916 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], 0, ins
->dst
[0].reg
.data_type
);
4917 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4918 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
4921 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
4923 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], 1, ins
->dst
[1].reg
.data_type
);
4924 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4925 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
4929 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
4930 * here. But those extra parameters require a dedicated function for sgn, since map2gl would
4931 * generate invalid code
4933 static void shader_glsl_sgn(const struct wined3d_shader_instruction
*ins
)
4935 struct glsl_src_param src0_param
;
4938 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4939 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4941 shader_addline(ins
->ctx
->buffer
, "sign(%s));\n", src0_param
.param_str
);
4944 /** Process the WINED3DSIO_LOOP instruction in GLSL:
4945 * Start a for() loop where src1.y is the initial value of aL,
4946 * increment aL by src1.z for a total of src1.x iterations.
4947 * Need to use a temporary variable for this operation.
4949 /* FIXME: I don't think nested loops will work correctly this way. */
4950 static void shader_glsl_loop(const struct wined3d_shader_instruction
*ins
)
4952 struct wined3d_shader_parser_state
*state
= ins
->ctx
->state
;
4953 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
4954 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4955 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
4956 const struct wined3d_shader_lconst
*constant
;
4957 struct wined3d_string_buffer
*reg_name
;
4958 const unsigned int *control_values
= NULL
;
4960 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
4962 /* Try to hardcode the loop control parameters if possible. Direct3D 9
4963 * class hardware doesn't support real varying indexing, but Microsoft
4964 * designed this feature for Shader model 2.x+. If the loop control is
4965 * known at compile time, the GLSL compiler can unroll the loop, and
4966 * replace indirect addressing with direct addressing. */
4967 if (ins
->src
[1].reg
.type
== WINED3DSPR_CONSTINT
)
4969 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
4971 if (constant
->idx
== ins
->src
[1].reg
.idx
[0].offset
)
4973 control_values
= constant
->value
;
4981 struct wined3d_shader_loop_control loop_control
;
4982 loop_control
.count
= control_values
[0];
4983 loop_control
.start
= control_values
[1];
4984 loop_control
.step
= (int)control_values
[2];
4986 if (loop_control
.step
> 0)
4988 shader_addline(buffer
, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d)\n{\n",
4989 state
->current_loop_depth
, loop_control
.start
,
4990 state
->current_loop_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
4991 state
->current_loop_depth
, loop_control
.step
);
4993 else if (loop_control
.step
< 0)
4995 shader_addline(buffer
, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d)\n{\n",
4996 state
->current_loop_depth
, loop_control
.start
,
4997 state
->current_loop_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
4998 state
->current_loop_depth
, loop_control
.step
);
5002 shader_addline(buffer
, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++)\n{\n",
5003 state
->current_loop_depth
, loop_control
.start
, state
->current_loop_depth
,
5004 state
->current_loop_depth
, loop_control
.count
,
5005 state
->current_loop_depth
);
5010 reg_name
= string_buffer_get(priv
->string_buffers
);
5011 shader_glsl_get_register_name(&ins
->src
[1].reg
, ins
->src
[1].reg
.data_type
, reg_name
, NULL
, ins
->ctx
);
5013 shader_addline(buffer
, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z)\n{\n",
5014 state
->current_loop_depth
, state
->current_loop_reg
, reg_name
->buffer
,
5015 state
->current_loop_depth
, reg_name
->buffer
,
5016 state
->current_loop_depth
, state
->current_loop_reg
, reg_name
->buffer
);
5018 string_buffer_release(priv
->string_buffers
, reg_name
);
5022 ++state
->current_loop_reg
;
5026 shader_addline(buffer
, "for (;;)\n{\n");
5029 ++state
->current_loop_depth
;
5032 static void shader_glsl_end(const struct wined3d_shader_instruction
*ins
)
5034 struct wined3d_shader_parser_state
*state
= ins
->ctx
->state
;
5036 shader_addline(ins
->ctx
->buffer
, "}\n");
5038 if (ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
5040 --state
->current_loop_depth
;
5041 --state
->current_loop_reg
;
5044 if (ins
->handler_idx
== WINED3DSIH_ENDREP
)
5046 --state
->current_loop_depth
;
5050 static void shader_glsl_rep(const struct wined3d_shader_instruction
*ins
)
5052 struct wined3d_shader_parser_state
*state
= ins
->ctx
->state
;
5053 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
5054 const struct wined3d_shader_lconst
*constant
;
5055 struct glsl_src_param src0_param
;
5056 const unsigned int *control_values
= NULL
;
5058 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
5059 if (ins
->src
[0].reg
.type
== WINED3DSPR_CONSTINT
)
5061 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
5063 if (constant
->idx
== ins
->src
[0].reg
.idx
[0].offset
)
5065 control_values
= constant
->value
;
5073 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
5074 state
->current_loop_depth
, state
->current_loop_depth
,
5075 control_values
[0], state
->current_loop_depth
);
5079 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
5080 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
5081 state
->current_loop_depth
, state
->current_loop_depth
,
5082 src0_param
.param_str
, state
->current_loop_depth
);
5085 ++state
->current_loop_depth
;
5088 static void shader_glsl_switch(const struct wined3d_shader_instruction
*ins
)
5090 struct glsl_src_param src0_param
;
5092 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
5093 shader_addline(ins
->ctx
->buffer
, "switch (%s)\n{\n", src0_param
.param_str
);
5096 static void shader_glsl_case(const struct wined3d_shader_instruction
*ins
)
5098 struct glsl_src_param src0_param
;
5100 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
5101 shader_addline(ins
->ctx
->buffer
, "case %s:\n", src0_param
.param_str
);
5104 static void shader_glsl_default(const struct wined3d_shader_instruction
*ins
)
5106 shader_addline(ins
->ctx
->buffer
, "default:\n");
5109 static void shader_glsl_generate_condition(const struct wined3d_shader_instruction
*ins
)
5111 struct glsl_src_param src_param
;
5112 const char *condition
;
5114 condition
= ins
->flags
== WINED3D_SHADER_CONDITIONAL_OP_NZ
? "bool" : "!bool";
5115 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
5116 shader_addline(ins
->ctx
->buffer
, "if (%s(%s))\n", condition
, src_param
.param_str
);
5119 static void shader_glsl_if(const struct wined3d_shader_instruction
*ins
)
5121 shader_glsl_generate_condition(ins
);
5122 shader_addline(ins
->ctx
->buffer
, "{\n");
5125 static void shader_glsl_ifc(const struct wined3d_shader_instruction
*ins
)
5127 struct glsl_src_param src0_param
;
5128 struct glsl_src_param src1_param
;
5130 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
5131 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
5133 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) {\n",
5134 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
5137 static void shader_glsl_else(const struct wined3d_shader_instruction
*ins
)
5139 shader_addline(ins
->ctx
->buffer
, "} else {\n");
5142 static void shader_glsl_emit(const struct wined3d_shader_instruction
*ins
)
5144 unsigned int stream
= ins
->handler_idx
== WINED3DSIH_EMIT
? 0 : ins
->src
[0].reg
.idx
[0].offset
;
5145 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5146 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5148 shader_addline(ins
->ctx
->buffer
, "setup_gs_output(gs_out);\n");
5149 if (!priv
->gl_info
->supported
[ARB_CLIP_CONTROL
])
5150 shader_glsl_fixup_position(ins
->ctx
->buffer
, reg_maps
->viewport_array
);
5153 shader_addline(ins
->ctx
->buffer
, "EmitVertex();\n");
5155 FIXME("Unhandled primitive stream %u.\n", stream
);
5158 static void shader_glsl_break(const struct wined3d_shader_instruction
*ins
)
5160 shader_addline(ins
->ctx
->buffer
, "break;\n");
5163 /* FIXME: According to MSDN the compare is done per component. */
5164 static void shader_glsl_breakc(const struct wined3d_shader_instruction
*ins
)
5166 struct glsl_src_param src0_param
;
5167 struct glsl_src_param src1_param
;
5169 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
5170 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
5172 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) break;\n",
5173 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
5176 static void shader_glsl_conditional_op(const struct wined3d_shader_instruction
*ins
)
5180 switch (ins
->handler_idx
)
5182 case WINED3DSIH_BREAKP
:
5185 case WINED3DSIH_CONTINUEP
:
5188 case WINED3DSIH_RETP
:
5192 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
5196 shader_glsl_generate_condition(ins
);
5197 if (ins
->handler_idx
== WINED3DSIH_RETP
)
5199 shader_addline(ins
->ctx
->buffer
, "{\n");
5200 shader_glsl_generate_shader_epilogue(ins
->ctx
);
5202 shader_addline(ins
->ctx
->buffer
, " %s\n", op
);
5203 if (ins
->handler_idx
== WINED3DSIH_RETP
)
5204 shader_addline(ins
->ctx
->buffer
, "}\n");
5207 static void shader_glsl_continue(const struct wined3d_shader_instruction
*ins
)
5209 shader_addline(ins
->ctx
->buffer
, "continue;\n");
5212 static void shader_glsl_label(const struct wined3d_shader_instruction
*ins
)
5214 shader_addline(ins
->ctx
->buffer
, "}\n");
5215 shader_addline(ins
->ctx
->buffer
, "void subroutine%u()\n{\n", ins
->src
[0].reg
.idx
[0].offset
);
5217 /* Subroutines appear at the end of the shader. */
5218 ins
->ctx
->state
->in_subroutine
= TRUE
;
5221 static void shader_glsl_call(const struct wined3d_shader_instruction
*ins
)
5223 shader_addline(ins
->ctx
->buffer
, "subroutine%u();\n", ins
->src
[0].reg
.idx
[0].offset
);
5226 static void shader_glsl_callnz(const struct wined3d_shader_instruction
*ins
)
5228 struct glsl_src_param src1_param
;
5230 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
5231 shader_addline(ins
->ctx
->buffer
, "if (%s) subroutine%u();\n",
5232 src1_param
.param_str
, ins
->src
[0].reg
.idx
[0].offset
);
5235 static void shader_glsl_ret(const struct wined3d_shader_instruction
*ins
)
5237 const struct wined3d_shader_version
*version
= &ins
->ctx
->shader
->reg_maps
.shader_version
;
5239 if (version
->major
>= 4 && !ins
->ctx
->state
->in_subroutine
)
5241 shader_glsl_generate_shader_epilogue(ins
->ctx
);
5242 shader_addline(ins
->ctx
->buffer
, "return;\n");
5246 static void shader_glsl_tex(const struct wined3d_shader_instruction
*ins
)
5248 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
5249 ins
->ctx
->reg_maps
->shader_version
.minor
);
5250 struct glsl_sample_function sample_function
;
5251 DWORD sample_flags
= 0;
5252 unsigned int resource_idx
;
5253 DWORD mask
= 0, swizzle
;
5254 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5255 enum wined3d_shader_resource_type resource_type
;
5257 /* 1.0-1.4: Use destination register as sampler source.
5258 * 2.0+: Use provided sampler source. */
5259 if (shader_version
< WINED3D_SHADER_VERSION(2,0))
5260 resource_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5262 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5264 resource_type
= ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
5265 ? pixelshader_get_resource_type(ins
->ctx
->reg_maps
, resource_idx
, priv
->cur_ps_args
->tex_types
)
5266 : ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
;
5268 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
5270 DWORD flags
= (priv
->cur_ps_args
->tex_transform
>> resource_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
5271 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
5273 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
5274 if (flags
& WINED3D_PSARGS_PROJECTED
&& resource_type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
5276 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
5277 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
5279 case WINED3D_TTFF_COUNT1
:
5280 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
5282 case WINED3D_TTFF_COUNT2
:
5283 mask
= WINED3DSP_WRITEMASK_1
;
5285 case WINED3D_TTFF_COUNT3
:
5286 mask
= WINED3DSP_WRITEMASK_2
;
5288 case WINED3D_TTFF_COUNT4
:
5289 case WINED3D_TTFF_DISABLE
:
5290 mask
= WINED3DSP_WRITEMASK_3
;
5295 else if (shader_version
< WINED3D_SHADER_VERSION(2,0))
5297 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
5299 if (src_mod
== WINED3DSPSM_DZ
) {
5300 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
5301 mask
= WINED3DSP_WRITEMASK_2
;
5302 } else if (src_mod
== WINED3DSPSM_DW
) {
5303 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
5304 mask
= WINED3DSP_WRITEMASK_3
;
5309 if ((ins
->flags
& WINED3DSI_TEXLD_PROJECT
)
5310 && resource_type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
5312 /* ps 2.0 texldp instruction always divides by the fourth component. */
5313 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
5314 mask
= WINED3DSP_WRITEMASK_3
;
5318 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, resource_idx
, sample_flags
, &sample_function
);
5319 mask
|= sample_function
.coord_mask
;
5320 sample_function
.coord_mask
= mask
;
5322 if (shader_version
< WINED3D_SHADER_VERSION(2,0)) swizzle
= WINED3DSP_NOSWIZZLE
;
5323 else swizzle
= ins
->src
[1].swizzle
;
5325 /* 1.0-1.3: Use destination register as coordinate source.
5326 1.4+: Use provided coordinate source register. */
5327 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
5330 shader_glsl_write_mask_to_str(mask
, coord_mask
);
5331 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
, NULL
,
5332 "T%u%s", resource_idx
, coord_mask
);
5336 struct glsl_src_param coord_param
;
5337 shader_glsl_add_src_param(ins
, &ins
->src
[0], mask
, &coord_param
);
5338 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
)
5340 struct glsl_src_param bias
;
5341 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &bias
);
5342 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, bias
.param_str
,
5343 NULL
, "%s", coord_param
.param_str
);
5345 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
, NULL
,
5346 "%s", coord_param
.param_str
);
5349 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5352 static void shader_glsl_texldd(const struct wined3d_shader_instruction
*ins
)
5354 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5355 const struct wined3d_gl_info
*gl_info
= priv
->gl_info
;
5356 struct glsl_src_param coord_param
, dx_param
, dy_param
;
5357 struct glsl_sample_function sample_function
;
5359 DWORD swizzle
= ins
->src
[1].swizzle
;
5361 if (!shader_glsl_has_core_grad(gl_info
) && !gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
5363 FIXME("texldd used, but not supported by hardware. Falling back to regular tex.\n");
5364 shader_glsl_tex(ins
);
5368 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5370 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, WINED3D_GLSL_SAMPLE_GRAD
, &sample_function
);
5371 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
5372 shader_glsl_add_src_param(ins
, &ins
->src
[2], sample_function
.deriv_mask
, &dx_param
);
5373 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.deriv_mask
, &dy_param
);
5375 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, dx_param
.param_str
, dy_param
.param_str
,
5376 NULL
, NULL
, "%s", coord_param
.param_str
);
5377 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5380 static void shader_glsl_texldl(const struct wined3d_shader_instruction
*ins
)
5382 const struct wined3d_shader_version
*shader_version
= &ins
->ctx
->reg_maps
->shader_version
;
5383 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5384 const struct wined3d_gl_info
*gl_info
= priv
->gl_info
;
5385 struct glsl_src_param coord_param
, lod_param
;
5386 struct glsl_sample_function sample_function
;
5387 DWORD swizzle
= ins
->src
[1].swizzle
;
5390 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5392 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, WINED3D_GLSL_SAMPLE_LOD
, &sample_function
);
5393 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
5395 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
5397 if (shader_version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& !shader_glsl_has_core_grad(gl_info
)
5398 && !gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
5400 /* Plain GLSL only supports Lod sampling functions in vertex shaders.
5401 * However, the NVIDIA drivers allow them in fragment shaders as well,
5402 * even without the appropriate extension. */
5403 WARN("Using %s in fragment shader.\n", sample_function
.name
->buffer
);
5405 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, lod_param
.param_str
, NULL
,
5406 "%s", coord_param
.param_str
);
5407 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5410 static unsigned int shader_glsl_find_sampler(const struct wined3d_shader_sampler_map
*sampler_map
,
5411 unsigned int resource_idx
, unsigned int sampler_idx
)
5413 struct wined3d_shader_sampler_map_entry
*entries
= sampler_map
->entries
;
5416 for (i
= 0; i
< sampler_map
->count
; ++i
)
5418 if (entries
[i
].resource_idx
== resource_idx
&& entries
[i
].sampler_idx
== sampler_idx
)
5419 return entries
[i
].bind_idx
;
5422 ERR("No GLSL sampler found for resource %u / sampler %u.\n", resource_idx
, sampler_idx
);
5427 static void shader_glsl_atomic(const struct wined3d_shader_instruction
*ins
)
5429 const BOOL is_imm_instruction
= WINED3DSIH_IMM_ATOMIC_AND
<= ins
->handler_idx
5430 && ins
->handler_idx
<= WINED3DSIH_IMM_ATOMIC_XOR
;
5431 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5432 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
5433 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5434 struct glsl_src_param structure_idx
, offset
, data
, data2
;
5435 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5436 enum wined3d_shader_resource_type resource_type
;
5437 struct wined3d_string_buffer
*address
;
5438 enum wined3d_data_type data_type
;
5439 unsigned int resource_idx
, stride
;
5440 const char *op
, *resource
;
5444 resource_idx
= ins
->dst
[is_imm_instruction
].reg
.idx
[0].offset
;
5445 is_tgsm
= ins
->dst
[is_imm_instruction
].reg
.type
== WINED3DSPR_GROUPSHAREDMEM
;
5448 if (resource_idx
>= reg_maps
->tgsm_count
)
5450 ERR("Invalid TGSM index %u.\n", resource_idx
);
5454 data_type
= WINED3D_DATA_UINT
;
5456 stride
= reg_maps
->tgsm
[resource_idx
].stride
;
5460 if (resource_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5462 ERR("Invalid UAV index %u.\n", resource_idx
);
5465 resource_type
= reg_maps
->uav_resource_info
[resource_idx
].type
;
5466 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
5468 ERR("Unexpected resource type %#x.\n", resource_type
);
5472 data_type
= reg_maps
->uav_resource_info
[resource_idx
].data_type
;
5473 coord_mask
= wined3d_mask_from_size(resource_type_info
[resource_type
].coord_size
);
5474 stride
= reg_maps
->uav_resource_info
[resource_idx
].stride
;
5477 switch (ins
->handler_idx
)
5479 case WINED3DSIH_ATOMIC_AND
:
5480 case WINED3DSIH_IMM_ATOMIC_AND
:
5484 op
= "imageAtomicAnd";
5486 case WINED3DSIH_ATOMIC_CMP_STORE
:
5487 case WINED3DSIH_IMM_ATOMIC_CMP_EXCH
:
5489 op
= "atomicCompSwap";
5491 op
= "imageAtomicCompSwap";
5493 case WINED3DSIH_ATOMIC_IADD
:
5494 case WINED3DSIH_IMM_ATOMIC_IADD
:
5498 op
= "imageAtomicAdd";
5500 case WINED3DSIH_ATOMIC_IMAX
:
5501 case WINED3DSIH_IMM_ATOMIC_IMAX
:
5505 op
= "imageAtomicMax";
5506 if (data_type
!= WINED3D_DATA_INT
)
5508 FIXME("Unhandled opcode %#x for unsigned integers.\n", ins
->handler_idx
);
5512 case WINED3DSIH_ATOMIC_IMIN
:
5513 case WINED3DSIH_IMM_ATOMIC_IMIN
:
5517 op
= "imageAtomicMin";
5518 if (data_type
!= WINED3D_DATA_INT
)
5520 FIXME("Unhandled opcode %#x for unsigned integers.\n", ins
->handler_idx
);
5524 case WINED3DSIH_ATOMIC_OR
:
5525 case WINED3DSIH_IMM_ATOMIC_OR
:
5529 op
= "imageAtomicOr";
5531 case WINED3DSIH_ATOMIC_UMAX
:
5532 case WINED3DSIH_IMM_ATOMIC_UMAX
:
5536 op
= "imageAtomicMax";
5537 if (data_type
!= WINED3D_DATA_UINT
)
5539 FIXME("Unhandled opcode %#x for signed integers.\n", ins
->handler_idx
);
5543 case WINED3DSIH_ATOMIC_UMIN
:
5544 case WINED3DSIH_IMM_ATOMIC_UMIN
:
5548 op
= "imageAtomicMin";
5549 if (data_type
!= WINED3D_DATA_UINT
)
5551 FIXME("Unhandled opcode %#x for signed integers.\n", ins
->handler_idx
);
5555 case WINED3DSIH_ATOMIC_XOR
:
5556 case WINED3DSIH_IMM_ATOMIC_XOR
:
5560 op
= "imageAtomicXor";
5562 case WINED3DSIH_IMM_ATOMIC_EXCH
:
5564 op
= "atomicExchange";
5566 op
= "imageAtomicExchange";
5569 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
5573 address
= string_buffer_get(priv
->string_buffers
);
5576 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &structure_idx
);
5577 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &offset
);
5578 string_buffer_sprintf(address
, "%s * %u + %s / 4", structure_idx
.param_str
, stride
, offset
.param_str
);
5582 shader_glsl_add_src_param(ins
, &ins
->src
[0], coord_mask
, &offset
);
5583 string_buffer_sprintf(address
, "%s", offset
.param_str
);
5584 if (is_tgsm
|| (reg_maps
->uav_resource_info
[resource_idx
].flags
& WINED3D_VIEW_BUFFER_RAW
))
5585 shader_addline(address
, "/ 4");
5588 if (is_imm_instruction
)
5589 shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], 0, data_type
);
5592 shader_addline(buffer
, "%s(%s_%s%u[%s], ",
5593 op
, shader_glsl_get_prefix(version
->type
), resource
, resource_idx
, address
->buffer
);
5595 shader_addline(buffer
, "%s(%s_%s%u, %s, ",
5596 op
, shader_glsl_get_prefix(version
->type
), resource
, resource_idx
, address
->buffer
);
5598 shader_glsl_add_src_param_ext(ins
->ctx
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &data
, data_type
);
5599 shader_addline(buffer
, "%s", data
.param_str
);
5600 if (ins
->src_count
>= 3)
5602 shader_glsl_add_src_param_ext(ins
->ctx
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &data2
, data_type
);
5603 shader_addline(buffer
, ", %s", data2
.param_str
);
5606 if (is_imm_instruction
)
5607 shader_addline(buffer
, ")");
5608 shader_addline(buffer
, ");\n");
5610 string_buffer_release(priv
->string_buffers
, address
);
5613 static void shader_glsl_uav_counter(const struct wined3d_shader_instruction
*ins
)
5615 const char *prefix
= shader_glsl_get_prefix(ins
->ctx
->reg_maps
->shader_version
.type
);
5618 if (ins
->handler_idx
== WINED3DSIH_IMM_ATOMIC_ALLOC
)
5619 op
= "atomicCounterIncrement";
5621 op
= "atomicCounterDecrement";
5623 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
5624 shader_addline(ins
->ctx
->buffer
, "%s(%s_counter%u));\n", op
, prefix
, ins
->src
[0].reg
.idx
[0].offset
);
5627 static void shader_glsl_ld_uav(const struct wined3d_shader_instruction
*ins
)
5629 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5630 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
5631 enum wined3d_shader_resource_type resource_type
;
5632 struct glsl_src_param image_coord_param
;
5633 enum wined3d_data_type data_type
;
5634 DWORD coord_mask
, write_mask
;
5635 unsigned int uav_idx
;
5636 char dst_swizzle
[6];
5638 uav_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5639 if (uav_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5641 ERR("Invalid UAV index %u.\n", uav_idx
);
5644 resource_type
= reg_maps
->uav_resource_info
[uav_idx
].type
;
5645 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
5647 ERR("Unexpected resource type %#x.\n", resource_type
);
5648 resource_type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
5650 data_type
= reg_maps
->uav_resource_info
[uav_idx
].data_type
;
5651 coord_mask
= wined3d_mask_from_size(resource_type_info
[resource_type
].coord_size
);
5653 write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], 0, data_type
);
5654 shader_glsl_get_swizzle(&ins
->src
[1], FALSE
, write_mask
, dst_swizzle
);
5656 shader_glsl_add_src_param(ins
, &ins
->src
[0], coord_mask
, &image_coord_param
);
5657 shader_addline(ins
->ctx
->buffer
, "imageLoad(%s_image%u, %s)%s);\n",
5658 shader_glsl_get_prefix(version
->type
), uav_idx
, image_coord_param
.param_str
, dst_swizzle
);
5661 static void shader_glsl_ld_raw_structured(const struct wined3d_shader_instruction
*ins
)
5663 const char *prefix
= shader_glsl_get_prefix(ins
->ctx
->reg_maps
->shader_version
.type
);
5664 const struct wined3d_shader_src_param
*src
= &ins
->src
[ins
->src_count
- 1];
5665 unsigned int i
, swizzle
, resource_idx
, bind_idx
, stride
, src_idx
= 0;
5666 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5667 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5668 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5669 struct glsl_src_param structure_idx
, offset
;
5670 struct wined3d_string_buffer
*address
;
5671 struct wined3d_shader_dst_param dst
;
5672 const char *function
, *resource
;
5674 resource_idx
= src
->reg
.idx
[0].offset
;
5675 if (src
->reg
.type
== WINED3DSPR_RESOURCE
)
5677 if (resource_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
5679 ERR("Invalid resource index %u.\n", resource_idx
);
5682 stride
= reg_maps
->resource_info
[resource_idx
].stride
;
5683 bind_idx
= shader_glsl_find_sampler(®_maps
->sampler_map
, resource_idx
, WINED3D_SAMPLER_DEFAULT
);
5684 function
= "texelFetch";
5685 resource
= "sampler";
5687 else if (src
->reg
.type
== WINED3DSPR_UAV
)
5689 if (resource_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5691 ERR("Invalid UAV index %u.\n", resource_idx
);
5694 stride
= reg_maps
->uav_resource_info
[resource_idx
].stride
;
5695 bind_idx
= resource_idx
;
5696 function
= "imageLoad";
5701 if (resource_idx
>= reg_maps
->tgsm_count
)
5703 ERR("Invalid TGSM index %u.\n", resource_idx
);
5706 stride
= reg_maps
->tgsm
[resource_idx
].stride
;
5707 bind_idx
= resource_idx
;
5712 address
= string_buffer_get(priv
->string_buffers
);
5713 if (ins
->handler_idx
== WINED3DSIH_LD_STRUCTURED
)
5715 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
++], WINED3DSP_WRITEMASK_0
, &structure_idx
);
5716 shader_addline(address
, "%s * %u + ", structure_idx
.param_str
, stride
);
5718 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
++], WINED3DSP_WRITEMASK_0
, &offset
);
5719 shader_addline(address
, "%s / 4", offset
.param_str
);
5722 if (shader_glsl_get_write_mask_size(dst
.write_mask
) > 1)
5724 /* The instruction is split into multiple lines. The first lines may
5725 * overwrite source parameters of the following lines. */
5726 shader_addline(buffer
, "tmp0.x = intBitsToFloat(%s);\n", address
->buffer
);
5727 string_buffer_sprintf(address
, "floatBitsToInt(tmp0.x)");
5730 for (i
= 0; i
< 4; ++i
)
5732 dst
.write_mask
= ins
->dst
[0].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
);
5733 if (!shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
, 0, dst
.reg
.data_type
))
5736 swizzle
= shader_glsl_swizzle_get_component(src
->swizzle
, i
);
5738 shader_addline(buffer
, "%s(%s_%s%u, %s + %u).x);\n",
5739 function
, prefix
, resource
, bind_idx
, address
->buffer
, swizzle
);
5741 shader_addline(buffer
, "%s_%s%u[%s + %u]);\n",
5742 prefix
, resource
, bind_idx
, address
->buffer
, swizzle
);
5745 string_buffer_release(priv
->string_buffers
, address
);
5748 static void shader_glsl_store_uav(const struct wined3d_shader_instruction
*ins
)
5750 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5751 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
5752 struct glsl_src_param image_coord_param
, image_data_param
;
5753 enum wined3d_shader_resource_type resource_type
;
5754 enum wined3d_data_type data_type
;
5755 unsigned int uav_idx
;
5758 uav_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5759 if (uav_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5761 ERR("Invalid UAV index %u.\n", uav_idx
);
5764 resource_type
= reg_maps
->uav_resource_info
[uav_idx
].type
;
5765 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
5767 ERR("Unexpected resource type %#x.\n", resource_type
);
5770 data_type
= reg_maps
->uav_resource_info
[uav_idx
].data_type
;
5771 coord_mask
= wined3d_mask_from_size(resource_type_info
[resource_type
].coord_size
);
5773 shader_glsl_add_src_param(ins
, &ins
->src
[0], coord_mask
, &image_coord_param
);
5774 shader_glsl_add_src_param_ext(ins
->ctx
, &ins
->src
[1], WINED3DSP_WRITEMASK_ALL
, &image_data_param
, data_type
);
5775 shader_addline(ins
->ctx
->buffer
, "imageStore(%s_image%u, %s, %s);\n",
5776 shader_glsl_get_prefix(version
->type
), uav_idx
,
5777 image_coord_param
.param_str
, image_data_param
.param_str
);
5780 static void shader_glsl_store_raw_structured(const struct wined3d_shader_instruction
*ins
)
5782 const char *prefix
= shader_glsl_get_prefix(ins
->ctx
->reg_maps
->shader_version
.type
);
5783 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5784 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5785 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5786 struct glsl_src_param structure_idx
, offset
, data
;
5787 unsigned int i
, resource_idx
, stride
, src_idx
= 0;
5788 struct wined3d_string_buffer
*address
;
5792 resource_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5793 is_tgsm
= ins
->dst
[0].reg
.type
== WINED3DSPR_GROUPSHAREDMEM
;
5796 if (resource_idx
>= reg_maps
->tgsm_count
)
5798 ERR("Invalid TGSM index %u.\n", resource_idx
);
5801 stride
= reg_maps
->tgsm
[resource_idx
].stride
;
5805 if (resource_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5807 ERR("Invalid UAV index %u.\n", resource_idx
);
5810 stride
= reg_maps
->uav_resource_info
[resource_idx
].stride
;
5813 address
= string_buffer_get(priv
->string_buffers
);
5814 if (ins
->handler_idx
== WINED3DSIH_STORE_STRUCTURED
)
5816 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
++], WINED3DSP_WRITEMASK_0
, &structure_idx
);
5817 shader_addline(address
, "%s * %u + ", structure_idx
.param_str
, stride
);
5819 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
++], WINED3DSP_WRITEMASK_0
, &offset
);
5820 shader_addline(address
, "%s / 4", offset
.param_str
);
5822 for (i
= 0; i
< 4; ++i
)
5824 if (!(write_mask
= ins
->dst
[0].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
)))
5827 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
], write_mask
, &data
);
5830 shader_addline(buffer
, "%s_g%u[%s + %u] = %s;\n",
5831 prefix
, resource_idx
, address
->buffer
, i
, data
.param_str
);
5833 shader_addline(buffer
, "imageStore(%s_image%u, %s + %u, uvec4(%s, 0, 0, 0));\n",
5834 prefix
, resource_idx
, address
->buffer
, i
, data
.param_str
);
5837 string_buffer_release(priv
->string_buffers
, address
);
5840 static void shader_glsl_sync(const struct wined3d_shader_instruction
*ins
)
5842 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5843 unsigned int sync_flags
= ins
->flags
;
5845 if (sync_flags
& WINED3DSSF_THREAD_GROUP
)
5847 shader_addline(buffer
, "barrier();\n");
5848 sync_flags
&= ~(WINED3DSSF_THREAD_GROUP
| WINED3DSSF_GROUP_SHARED_MEMORY
);
5851 if (sync_flags
& WINED3DSSF_GROUP_SHARED_MEMORY
)
5853 shader_addline(buffer
, "memoryBarrierShared();\n");
5854 sync_flags
&= ~WINED3DSSF_GROUP_SHARED_MEMORY
;
5857 if (sync_flags
& WINED3DSSF_GLOBAL_UAV
)
5859 shader_addline(buffer
, "memoryBarrier();\n");
5860 sync_flags
&= ~WINED3DSSF_GLOBAL_UAV
;
5864 FIXME("Unhandled sync flags %#x.\n", sync_flags
);
5867 static const struct wined3d_shader_resource_info
*shader_glsl_get_resource_info(
5868 const struct wined3d_shader_instruction
*ins
, const struct wined3d_shader_register
*reg
)
5870 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5871 unsigned int idx
= reg
->idx
[0].offset
;
5873 if (reg
->type
== WINED3DSPR_RESOURCE
)
5875 if (idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
5877 ERR("Invalid resource index %u.\n", idx
);
5880 return ®_maps
->resource_info
[idx
];
5883 if (reg
->type
== WINED3DSPR_UAV
)
5885 if (idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5887 ERR("Invalid UAV index %u.\n", idx
);
5890 return ®_maps
->uav_resource_info
[idx
];
5893 FIXME("Unhandled register type %#x.\n", reg
->type
);
5897 static void shader_glsl_bufinfo(const struct wined3d_shader_instruction
*ins
)
5899 const char *prefix
= shader_glsl_get_prefix(ins
->ctx
->reg_maps
->shader_version
.type
);
5900 const struct wined3d_shader_resource_info
*resource_info
;
5901 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5902 unsigned int resource_idx
;
5903 char dst_swizzle
[6];
5906 write_mask
= shader_glsl_append_dst(buffer
, ins
);
5907 shader_glsl_get_swizzle(&ins
->src
[0], FALSE
, write_mask
, dst_swizzle
);
5909 if (!(resource_info
= shader_glsl_get_resource_info(ins
, &ins
->src
[0].reg
)))
5911 resource_idx
= ins
->src
[0].reg
.idx
[0].offset
;
5913 shader_addline(buffer
, "ivec2(");
5914 if (ins
->src
[0].reg
.type
== WINED3DSPR_RESOURCE
)
5916 unsigned int bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
,
5917 resource_idx
, WINED3D_SAMPLER_DEFAULT
);
5918 shader_addline(buffer
, "textureSize(%s_sampler%u)", prefix
, bind_idx
);
5922 shader_addline(buffer
, "imageSize(%s_image%u)", prefix
, resource_idx
);
5924 if (resource_info
->stride
)
5925 shader_addline(buffer
, " / %u", resource_info
->stride
);
5926 else if (resource_info
->flags
& WINED3D_VIEW_BUFFER_RAW
)
5927 shader_addline(buffer
, " * 4");
5928 shader_addline(buffer
, ", %u)%s);\n", resource_info
->stride
, dst_swizzle
);
5931 static BOOL
is_multisampled(enum wined3d_shader_resource_type resource_type
)
5933 return resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2DMS
5934 || resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY
;
5937 static BOOL
is_mipmapped(enum wined3d_shader_resource_type resource_type
)
5939 return resource_type
!= WINED3D_SHADER_RESOURCE_BUFFER
&& !is_multisampled(resource_type
);
5942 static void shader_glsl_resinfo(const struct wined3d_shader_instruction
*ins
)
5944 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
5945 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5946 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5947 const struct wined3d_gl_info
*gl_info
= priv
->gl_info
;
5948 enum wined3d_shader_resource_type resource_type
;
5949 enum wined3d_shader_register_type reg_type
;
5950 unsigned int resource_idx
, bind_idx
, i
;
5951 enum wined3d_data_type dst_data_type
;
5952 struct glsl_src_param lod_param
;
5953 BOOL supports_mipmaps
;
5954 char dst_swizzle
[6];
5957 dst_data_type
= ins
->dst
[0].reg
.data_type
;
5958 if (ins
->flags
== WINED3DSI_RESINFO_UINT
)
5959 dst_data_type
= WINED3D_DATA_UINT
;
5960 else if (ins
->flags
)
5961 FIXME("Unhandled flags %#x.\n", ins
->flags
);
5963 reg_type
= ins
->src
[1].reg
.type
;
5964 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5965 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &lod_param
);
5966 if (reg_type
== WINED3DSPR_RESOURCE
)
5968 resource_type
= ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
;
5969 bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
,
5970 resource_idx
, WINED3D_SAMPLER_DEFAULT
);
5974 resource_type
= ins
->ctx
->reg_maps
->uav_resource_info
[resource_idx
].type
;
5975 bind_idx
= resource_idx
;
5978 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
5980 ERR("Unexpected resource type %#x.\n", resource_type
);
5984 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], 0, dst_data_type
);
5985 shader_glsl_get_swizzle(&ins
->src
[1], FALSE
, write_mask
, dst_swizzle
);
5987 if (dst_data_type
== WINED3D_DATA_UINT
)
5988 shader_addline(buffer
, "uvec4(");
5990 shader_addline(buffer
, "vec4(");
5992 if (reg_type
== WINED3DSPR_RESOURCE
)
5994 shader_addline(buffer
, "textureSize(%s_sampler%u",
5995 shader_glsl_get_prefix(version
->type
), bind_idx
);
5999 shader_addline(buffer
, "imageSize(%s_image%u",
6000 shader_glsl_get_prefix(version
->type
), bind_idx
);
6003 supports_mipmaps
= is_mipmapped(resource_type
) && reg_type
!= WINED3DSPR_UAV
;
6004 if (supports_mipmaps
)
6005 shader_addline(buffer
, ", %s", lod_param
.param_str
);
6006 shader_addline(buffer
, "), ");
6008 for (i
= 0; i
< 3 - resource_type_info
[resource_type
].resinfo_size
; ++i
)
6009 shader_addline(buffer
, "0, ");
6011 if (supports_mipmaps
)
6013 if (gl_info
->supported
[ARB_TEXTURE_QUERY_LEVELS
])
6015 shader_addline(buffer
, "textureQueryLevels(%s_sampler%u)",
6016 shader_glsl_get_prefix(version
->type
), bind_idx
);
6020 FIXME("textureQueryLevels is not supported, returning 1 level.\n");
6021 shader_addline(buffer
, "1");
6026 shader_addline(buffer
, "1");
6029 shader_addline(buffer
, ")%s);\n", dst_swizzle
);
6032 static void shader_glsl_sample_info(const struct wined3d_shader_instruction
*ins
)
6034 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
6035 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
6036 const struct wined3d_gl_info
*gl_info
= priv
->gl_info
;
6037 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6038 const struct wined3d_shader_dst_param
*dst
= ins
->dst
;
6039 const struct wined3d_shader_src_param
*src
= ins
->src
;
6040 enum wined3d_shader_resource_type resource_type
;
6041 enum wined3d_data_type dst_data_type
;
6042 unsigned int resource_idx
, bind_idx
;
6043 char dst_swizzle
[6];
6046 dst_data_type
= dst
->reg
.data_type
;
6047 if (ins
->flags
== WINED3DSI_SAMPLE_INFO_UINT
)
6048 dst_data_type
= WINED3D_DATA_UINT
;
6049 else if (ins
->flags
)
6050 FIXME("Unhandled flags %#x.\n", ins
->flags
);
6052 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, dst
, 0, dst_data_type
);
6053 shader_glsl_get_swizzle(src
, FALSE
, write_mask
, dst_swizzle
);
6055 if (dst_data_type
== WINED3D_DATA_UINT
)
6056 shader_addline(buffer
, "uvec4(");
6058 shader_addline(buffer
, "vec4(");
6060 if (src
->reg
.type
== WINED3DSPR_RASTERIZER
)
6062 if (gl_info
->supported
[ARB_SAMPLE_SHADING
])
6064 shader_addline(buffer
, "gl_NumSamples");
6068 FIXME("OpenGL implementation does not support ARB_sample_shading.\n");
6069 shader_addline(buffer
, "1");
6074 resource_idx
= src
->reg
.idx
[0].offset
;
6075 resource_type
= reg_maps
->resource_info
[resource_idx
].type
;
6076 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
6078 ERR("Unexpected resource type %#x.\n", resource_type
);
6081 bind_idx
= shader_glsl_find_sampler(®_maps
->sampler_map
, resource_idx
, WINED3D_SAMPLER_DEFAULT
);
6083 if (gl_info
->supported
[ARB_SHADER_TEXTURE_IMAGE_SAMPLES
])
6085 shader_addline(buffer
, "textureSamples(%s_sampler%u)",
6086 shader_glsl_get_prefix(reg_maps
->shader_version
.type
), bind_idx
);
6090 FIXME("textureSamples() is not supported.\n");
6091 shader_addline(buffer
, "1");
6095 shader_addline(buffer
, ", 0, 0, 0)%s);\n", dst_swizzle
);
6098 static void shader_glsl_interpolate(const struct wined3d_shader_instruction
*ins
)
6100 const struct wined3d_shader_src_param
*input
= &ins
->src
[0];
6101 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6102 struct glsl_src_param sample_param
;
6103 char dst_swizzle
[6];
6106 write_mask
= shader_glsl_append_dst(buffer
, ins
);
6107 shader_glsl_get_swizzle(input
, FALSE
, write_mask
, dst_swizzle
);
6109 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &sample_param
);
6110 shader_addline(buffer
, "interpolateAtSample(shader_in.reg%u, %s)%s);\n",
6111 input
->reg
.idx
[0].offset
, sample_param
.param_str
, dst_swizzle
);
6114 static void shader_glsl_ld(const struct wined3d_shader_instruction
*ins
)
6116 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
6117 struct glsl_src_param coord_param
, lod_param
, sample_param
;
6118 unsigned int resource_idx
, sampler_idx
, sampler_bind_idx
;
6119 struct glsl_sample_function sample_function
;
6120 DWORD flags
= WINED3D_GLSL_SAMPLE_LOAD
;
6123 if (wined3d_shader_instruction_has_texel_offset(ins
))
6124 flags
|= WINED3D_GLSL_SAMPLE_OFFSET
;
6126 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
6127 sampler_idx
= WINED3D_SAMPLER_DEFAULT
;
6129 if (resource_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
6131 ERR("Invalid resource index %u.\n", resource_idx
);
6134 has_lod_param
= is_mipmapped(reg_maps
->resource_info
[resource_idx
].type
);
6136 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sampler_idx
, flags
, &sample_function
);
6137 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
6138 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
6139 sampler_bind_idx
= shader_glsl_find_sampler(®_maps
->sampler_map
, resource_idx
, sampler_idx
);
6140 if (is_multisampled(reg_maps
->resource_info
[resource_idx
].type
))
6142 shader_glsl_add_src_param(ins
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &sample_param
);
6143 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, ins
->src
[1].swizzle
,
6144 NULL
, NULL
, NULL
, &ins
->texel_offset
, "%s, %s", coord_param
.param_str
, sample_param
.param_str
);
6148 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, ins
->src
[1].swizzle
,
6149 NULL
, NULL
, has_lod_param
? lod_param
.param_str
: NULL
, &ins
->texel_offset
,
6150 "%s", coord_param
.param_str
);
6152 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6155 static void shader_glsl_sample(const struct wined3d_shader_instruction
*ins
)
6157 const char *lod_param_str
= NULL
, *dx_param_str
= NULL
, *dy_param_str
= NULL
;
6158 struct glsl_src_param coord_param
, lod_param
, dx_param
, dy_param
;
6159 unsigned int resource_idx
, sampler_idx
, sampler_bind_idx
;
6160 struct glsl_sample_function sample_function
;
6163 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_GRAD
)
6164 flags
|= WINED3D_GLSL_SAMPLE_GRAD
;
6165 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_LOD
)
6166 flags
|= WINED3D_GLSL_SAMPLE_LOD
;
6167 if (wined3d_shader_instruction_has_texel_offset(ins
))
6168 flags
|= WINED3D_GLSL_SAMPLE_OFFSET
;
6170 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
6171 sampler_idx
= ins
->src
[2].reg
.idx
[0].offset
;
6173 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sampler_idx
, flags
, &sample_function
);
6174 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
6176 switch (ins
->handler_idx
)
6178 case WINED3DSIH_SAMPLE
:
6180 case WINED3DSIH_SAMPLE_B
:
6181 shader_glsl_add_src_param(ins
, &ins
->src
[3], WINED3DSP_WRITEMASK_0
, &lod_param
);
6182 lod_param_str
= lod_param
.param_str
;
6184 case WINED3DSIH_SAMPLE_GRAD
:
6185 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.deriv_mask
, &dx_param
);
6186 shader_glsl_add_src_param(ins
, &ins
->src
[4], sample_function
.deriv_mask
, &dy_param
);
6187 dx_param_str
= dx_param
.param_str
;
6188 dy_param_str
= dy_param
.param_str
;
6190 case WINED3DSIH_SAMPLE_LOD
:
6191 shader_glsl_add_src_param(ins
, &ins
->src
[3], WINED3DSP_WRITEMASK_0
, &lod_param
);
6192 lod_param_str
= lod_param
.param_str
;
6195 ERR("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
6199 sampler_bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
, resource_idx
, sampler_idx
);
6200 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, ins
->src
[1].swizzle
,
6201 dx_param_str
, dy_param_str
, lod_param_str
, &ins
->texel_offset
, "%s", coord_param
.param_str
);
6202 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6205 /* Unless EXT_texture_shadow_lod is available, GLSL doesn't provide a function
6206 * to sample from level zero with depth comparison for array textures and cube
6207 * textures. We use textureGrad*() to implement sample_c_lz in that case. */
6208 static void shader_glsl_gen_sample_c_lz_emulation(const struct wined3d_shader_instruction
*ins
,
6209 unsigned int sampler_bind_idx
, const struct glsl_sample_function
*sample_function
,
6210 unsigned int coord_size
, const char *coord_param
, const char *ref_param
)
6212 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
6213 unsigned int deriv_size
= wined3d_popcount(sample_function
->deriv_mask
);
6214 const struct wined3d_shader_texel_offset
*offset
= &ins
->texel_offset
;
6215 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6216 char dst_swizzle
[6];
6218 WARN("Emitting textureGrad() for sample_c_lz.\n");
6220 shader_glsl_swizzle_to_str(WINED3DSP_NOSWIZZLE
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
6221 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], 0, sample_function
->data_type
);
6222 shader_addline(buffer
, "vec4(textureGrad%s(%s_sampler%u, vec%u(%s, %s), vec%u(0.0), vec%u(0.0)",
6223 sample_function
->offset_size
? "Offset" : "",
6224 shader_glsl_get_prefix(version
->type
), sampler_bind_idx
,
6225 coord_size
, coord_param
, ref_param
, deriv_size
, deriv_size
);
6226 if (sample_function
->offset_size
)
6228 int offset_immdata
[4] = {offset
->u
, offset
->v
, offset
->w
};
6229 shader_addline(buffer
, ", ");
6230 shader_glsl_append_imm_ivec(buffer
, offset_immdata
, sample_function
->offset_size
);
6232 shader_addline(buffer
, "))%s);\n", dst_swizzle
);
6235 static void shader_glsl_sample_c(const struct wined3d_shader_instruction
*ins
)
6237 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
6238 unsigned int resource_idx
, sampler_idx
, sampler_bind_idx
;
6239 const struct wined3d_shader_resource_info
*resource_info
;
6240 const struct wined3d_gl_info
*gl_info
= priv
->gl_info
;
6241 struct glsl_src_param coord_param
, compare_param
;
6242 struct glsl_sample_function sample_function
;
6243 const char *lod_param
= NULL
;
6244 unsigned int coord_size
;
6247 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_C_LZ
)
6250 flags
|= WINED3D_GLSL_SAMPLE_LOD
;
6253 if (wined3d_shader_instruction_has_texel_offset(ins
))
6254 flags
|= WINED3D_GLSL_SAMPLE_OFFSET
;
6256 if (!(resource_info
= shader_glsl_get_resource_info(ins
, &ins
->src
[1].reg
)))
6258 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
6259 sampler_idx
= ins
->src
[2].reg
.idx
[0].offset
;
6261 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sampler_idx
, flags
, &sample_function
);
6262 coord_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
6263 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
>> 1, &coord_param
);
6264 shader_glsl_add_src_param(ins
, &ins
->src
[3], WINED3DSP_WRITEMASK_0
, &compare_param
);
6265 sampler_bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
, resource_idx
, sampler_idx
);
6266 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_C_LZ
6267 && !gl_info
->supported
[EXT_TEXTURE_SHADOW_LOD
]
6268 && (resource_info
->type
== WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
6269 || resource_info
->type
== WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
))
6271 shader_glsl_gen_sample_c_lz_emulation(ins
, sampler_bind_idx
, &sample_function
,
6272 coord_size
, coord_param
.param_str
, compare_param
.param_str
);
6276 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
,
6277 NULL
, NULL
, lod_param
, &ins
->texel_offset
, "vec%u(%s, %s)",
6278 coord_size
, coord_param
.param_str
, compare_param
.param_str
);
6280 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6283 static void shader_glsl_gather4(const struct wined3d_shader_instruction
*ins
)
6285 unsigned int resource_param_idx
, resource_idx
, sampler_idx
, sampler_bind_idx
, component_idx
;
6286 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
6287 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
6288 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
6289 struct glsl_src_param coord_param
, compare_param
, offset_param
;
6290 const struct wined3d_gl_info
*gl_info
= priv
->gl_info
;
6291 const struct wined3d_shader_resource_info
*resource_info
;
6292 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6293 unsigned int coord_size
, offset_size
;
6294 char dst_swizzle
[6];
6297 if (!gl_info
->supported
[ARB_TEXTURE_GATHER
])
6299 FIXME("OpenGL implementation does not support textureGather.\n");
6303 has_offset
= ins
->handler_idx
== WINED3DSIH_GATHER4_PO
6304 || ins
->handler_idx
== WINED3DSIH_GATHER4_PO_C
6305 || wined3d_shader_instruction_has_texel_offset(ins
);
6307 resource_param_idx
=
6308 (ins
->handler_idx
== WINED3DSIH_GATHER4_PO
|| ins
->handler_idx
== WINED3DSIH_GATHER4_PO_C
) ? 2 : 1;
6309 resource_idx
= ins
->src
[resource_param_idx
].reg
.idx
[0].offset
;
6310 sampler_idx
= ins
->src
[resource_param_idx
+ 1].reg
.idx
[0].offset
;
6311 component_idx
= shader_glsl_swizzle_get_component(ins
->src
[resource_param_idx
+ 1].swizzle
, 0);
6312 sampler_bind_idx
= shader_glsl_find_sampler(®_maps
->sampler_map
, resource_idx
, sampler_idx
);
6314 if (!(resource_info
= shader_glsl_get_resource_info(ins
, &ins
->src
[resource_param_idx
].reg
)))
6317 if (resource_info
->type
>= ARRAY_SIZE(resource_type_info
))
6319 ERR("Unexpected resource type %#x.\n", resource_info
->type
);
6322 shader_glsl_get_coord_size(resource_info
->type
, &coord_size
, &offset_size
);
6324 shader_glsl_swizzle_to_str(ins
->src
[resource_param_idx
].swizzle
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
6325 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], 0, resource_info
->data_type
);
6327 shader_glsl_add_src_param(ins
, &ins
->src
[0], wined3d_mask_from_size(coord_size
), &coord_param
);
6329 shader_addline(buffer
, "textureGather%s(%s_sampler%u, %s",
6330 has_offset
? "Offset" : "", prefix
, sampler_bind_idx
, coord_param
.param_str
);
6331 if (ins
->handler_idx
== WINED3DSIH_GATHER4_C
|| ins
->handler_idx
== WINED3DSIH_GATHER4_PO_C
)
6333 shader_glsl_add_src_param(ins
, &ins
->src
[resource_param_idx
+ 2], WINED3DSP_WRITEMASK_0
, &compare_param
);
6334 shader_addline(buffer
, ", %s", compare_param
.param_str
);
6336 if (ins
->handler_idx
== WINED3DSIH_GATHER4_PO
|| ins
->handler_idx
== WINED3DSIH_GATHER4_PO_C
)
6338 shader_glsl_add_src_param(ins
, &ins
->src
[1], wined3d_mask_from_size(offset_size
), &offset_param
);
6339 shader_addline(buffer
, ", %s", offset_param
.param_str
);
6341 else if (has_offset
)
6343 int offset_immdata
[4] = {ins
->texel_offset
.u
, ins
->texel_offset
.v
, ins
->texel_offset
.w
};
6344 shader_addline(buffer
, ", ");
6345 shader_glsl_append_imm_ivec(buffer
, offset_immdata
, offset_size
);
6348 shader_addline(buffer
, ", %u", component_idx
);
6350 shader_addline(buffer
, ")%s);\n", dst_swizzle
);
6353 static void shader_glsl_texcoord(const struct wined3d_shader_instruction
*ins
)
6355 /* FIXME: Make this work for more than just 2D textures */
6356 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6357 DWORD write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
6359 if (!(ins
->ctx
->reg_maps
->shader_version
.major
== 1 && ins
->ctx
->reg_maps
->shader_version
.minor
== 4))
6363 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
6364 shader_addline(buffer
, "clamp(ffp_texcoord[%u], 0.0, 1.0)%s);\n",
6365 ins
->dst
[0].reg
.idx
[0].offset
, dst_mask
);
6369 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
6370 unsigned int reg
= ins
->src
[0].reg
.idx
[0].offset
;
6371 char dst_swizzle
[6];
6373 shader_glsl_get_swizzle(&ins
->src
[0], FALSE
, write_mask
, dst_swizzle
);
6375 if (src_mod
== WINED3DSPSM_DZ
|| src_mod
== WINED3DSPSM_DW
)
6377 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
6378 struct glsl_src_param div_param
;
6379 DWORD src_writemask
= src_mod
== WINED3DSPSM_DZ
? WINED3DSP_WRITEMASK_2
: WINED3DSP_WRITEMASK_3
;
6381 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_writemask
, &div_param
);
6384 shader_addline(buffer
, "ffp_texcoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
6386 shader_addline(buffer
, "ffp_texcoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
6390 shader_addline(buffer
, "ffp_texcoord[%u]%s);\n", reg
, dst_swizzle
);
6395 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
6396 * Take a 3-component dot product of the TexCoord[dstreg] and src,
6397 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
6398 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction
*ins
)
6400 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6401 unsigned int sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6402 struct glsl_sample_function sample_function
;
6403 struct glsl_src_param src0_param
;
6406 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6408 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
6409 * scalar, and projected sampling would require 4.
6411 * It is a dependent read - not valid with conditional NP2 textures
6413 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
6414 mask_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
6419 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
6420 NULL
, "dot(ffp_texcoord[%u].xyz, %s)", sampler_idx
, src0_param
.param_str
);
6424 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
6425 NULL
, "vec2(dot(ffp_texcoord[%u].xyz, %s), 0.0)", sampler_idx
, src0_param
.param_str
);
6429 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
6430 NULL
, "vec3(dot(ffp_texcoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx
, src0_param
.param_str
);
6434 FIXME("Unexpected mask size %u\n", mask_size
);
6437 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6440 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
6441 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
6442 static void shader_glsl_texdp3(const struct wined3d_shader_instruction
*ins
)
6444 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6445 unsigned int dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
6446 struct glsl_src_param src0_param
;
6448 unsigned int mask_size
;
6450 dst_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
6451 mask_size
= shader_glsl_get_write_mask_size(dst_mask
);
6452 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6454 if (mask_size
> 1) {
6455 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(T%u.xyz, %s)));\n", mask_size
, dstreg
, src0_param
.param_str
);
6457 shader_addline(ins
->ctx
->buffer
, "dot(T%u.xyz, %s));\n", dstreg
, src0_param
.param_str
);
6461 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
6462 * Calculate the depth as dst.x / dst.y */
6463 static void shader_glsl_texdepth(const struct wined3d_shader_instruction
*ins
)
6465 struct glsl_dst_param dst_param
;
6467 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
6469 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
6470 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
6471 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
6472 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
6475 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
6476 dst_param
.reg_name
, dst_param
.reg_name
);
6479 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
6480 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
6481 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
6482 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
6484 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction
*ins
)
6486 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6487 unsigned int dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
6488 struct glsl_src_param src0_param
;
6490 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6492 shader_addline(ins
->ctx
->buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg
, src0_param
.param_str
);
6493 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
6496 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
6497 * Calculate the 1st of a 2-row matrix multiplication. */
6498 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction
*ins
)
6500 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6501 unsigned int reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6502 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6503 struct glsl_src_param src0_param
;
6505 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6506 shader_addline(buffer
, "tmp0.x = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
6509 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
6510 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
6511 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction
*ins
)
6513 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6514 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6515 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
6516 unsigned int reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6517 struct glsl_src_param src0_param
;
6519 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6520 shader_addline(buffer
, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + tex_mx
->current_row
, reg
, src0_param
.param_str
);
6521 tex_mx
->texcoord_w
[tex_mx
->current_row
++] = reg
;
6524 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction
*ins
)
6526 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6527 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6528 struct glsl_sample_function sample_function
;
6529 unsigned int reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6530 struct glsl_src_param src0_param
;
6532 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6533 shader_addline(buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
6535 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
6537 /* Sample the texture using the calculated coordinates */
6538 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
, "tmp0.xy");
6539 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6542 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
6543 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
6544 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction
*ins
)
6546 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6547 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
6548 struct glsl_sample_function sample_function
;
6549 unsigned int reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6550 struct glsl_src_param src0_param
;
6552 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6553 shader_addline(ins
->ctx
->buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
6555 /* Dependent read, not valid with conditional NP2 */
6556 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
6558 /* Sample the texture using the calculated coordinates */
6559 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
, "tmp0.xyz");
6560 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6562 tex_mx
->current_row
= 0;
6565 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
6566 * Perform the 3rd row of a 3x3 matrix multiply */
6567 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction
*ins
)
6569 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6570 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
6571 unsigned int reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6572 struct glsl_src_param src0_param
;
6575 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6577 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
6578 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
6579 shader_addline(ins
->ctx
->buffer
, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg
, src0_param
.param_str
, dst_mask
);
6581 tex_mx
->current_row
= 0;
6584 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
6585 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
6586 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction
*ins
)
6588 struct glsl_src_param src0_param
;
6589 struct glsl_src_param src1_param
;
6590 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6591 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
6592 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6593 struct glsl_sample_function sample_function
;
6594 unsigned int reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6597 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6598 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
6600 /* Perform the last matrix multiply operation */
6601 shader_addline(buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
6602 /* Reflection calculation */
6603 shader_addline(buffer
, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param
.param_str
);
6605 /* Dependent read, not valid with conditional NP2 */
6606 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
6607 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
6609 /* Sample the texture */
6610 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
6611 NULL
, NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
6612 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6614 tex_mx
->current_row
= 0;
6617 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
6618 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
6619 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction
*ins
)
6621 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6622 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
6623 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6624 struct glsl_sample_function sample_function
;
6625 unsigned int reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6626 struct glsl_src_param src0_param
;
6629 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6631 /* Perform the last matrix multiply operation */
6632 shader_addline(buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_param
.param_str
);
6634 /* Construct the eye-ray vector from w coordinates */
6635 shader_addline(buffer
, "tmp1.xyz = normalize(vec3(ffp_texcoord[%u].w, ffp_texcoord[%u].w, ffp_texcoord[%u].w));\n",
6636 tex_mx
->texcoord_w
[0], tex_mx
->texcoord_w
[1], reg
);
6637 shader_addline(buffer
, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
6639 /* Dependent read, not valid with conditional NP2 */
6640 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
6641 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
6643 /* Sample the texture using the calculated coordinates */
6644 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
6645 NULL
, NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
6646 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6648 tex_mx
->current_row
= 0;
6651 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
6652 * Apply a fake bump map transform.
6653 * texbem is pshader <= 1.3 only, this saves a few version checks
6655 static void shader_glsl_texbem(const struct wined3d_shader_instruction
*ins
)
6657 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
6658 struct glsl_sample_function sample_function
;
6659 struct glsl_src_param coord_param
;
6660 unsigned int sampler_idx
;
6665 sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6666 flags
= (priv
->cur_ps_args
->tex_transform
>> sampler_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
6667 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
6669 /* Dependent read, not valid with conditional NP2 */
6670 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
6671 mask
= sample_function
.coord_mask
;
6673 shader_glsl_write_mask_to_str(mask
, coord_mask
);
6675 /* With projected textures, texbem only divides the static texture coord,
6676 * not the displacement, so we can't let GL handle this. */
6677 if (flags
& WINED3D_PSARGS_PROJECTED
)
6680 char coord_div_mask
[3];
6681 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
6683 case WINED3D_TTFF_COUNT1
:
6684 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
6686 case WINED3D_TTFF_COUNT2
:
6687 div_mask
= WINED3DSP_WRITEMASK_1
;
6689 case WINED3D_TTFF_COUNT3
:
6690 div_mask
= WINED3DSP_WRITEMASK_2
;
6692 case WINED3D_TTFF_COUNT4
:
6693 case WINED3D_TTFF_DISABLE
:
6694 div_mask
= WINED3DSP_WRITEMASK_3
;
6697 shader_glsl_write_mask_to_str(div_mask
, coord_div_mask
);
6698 shader_addline(ins
->ctx
->buffer
, "T%u%s /= T%u%s;\n", sampler_idx
, coord_mask
, sampler_idx
, coord_div_mask
);
6701 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &coord_param
);
6703 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
6704 "T%u%s + vec4(bumpenv_mat%u * %s, 0.0, 0.0)%s", sampler_idx
, coord_mask
, sampler_idx
,
6705 coord_param
.param_str
, coord_mask
);
6707 if (ins
->handler_idx
== WINED3DSIH_TEXBEML
)
6709 struct glsl_src_param luminance_param
;
6710 struct glsl_dst_param dst_param
;
6712 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &luminance_param
);
6713 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
6715 shader_addline(ins
->ctx
->buffer
, "%s%s *= (%s * bumpenv_lum_scale%u + bumpenv_lum_offset%u);\n",
6716 dst_param
.reg_name
, dst_param
.mask_str
,
6717 luminance_param
.param_str
, sampler_idx
, sampler_idx
);
6719 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6722 static void shader_glsl_bem(const struct wined3d_shader_instruction
*ins
)
6724 unsigned int sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6725 struct glsl_src_param src0_param
, src1_param
;
6727 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
6728 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
6730 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
6731 shader_addline(ins
->ctx
->buffer
, "%s + bumpenv_mat%u * %s);\n",
6732 src0_param
.param_str
, sampler_idx
, src1_param
.param_str
);
6735 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
6736 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
6737 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction
*ins
)
6739 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
6740 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6741 struct glsl_sample_function sample_function
;
6742 struct wined3d_string_buffer
*reg_name
;
6744 reg_name
= string_buffer_get(priv
->string_buffers
);
6745 shader_glsl_get_register_name(&ins
->src
[0].reg
, ins
->src
[0].reg
.data_type
, reg_name
, NULL
, ins
->ctx
);
6747 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
6748 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
6749 "%s.wx", reg_name
->buffer
);
6750 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6752 string_buffer_release(priv
->string_buffers
, reg_name
);
6755 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
6756 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
6757 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction
*ins
)
6759 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
6760 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6761 struct glsl_sample_function sample_function
;
6762 struct wined3d_string_buffer
*reg_name
;
6764 reg_name
= string_buffer_get(priv
->string_buffers
);
6765 shader_glsl_get_register_name(&ins
->src
[0].reg
, ins
->src
[0].reg
.data_type
, reg_name
, NULL
, ins
->ctx
);
6767 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
6768 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
6769 "%s.yz", reg_name
->buffer
);
6770 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6772 string_buffer_release(priv
->string_buffers
, reg_name
);
6775 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
6776 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
6777 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction
*ins
)
6779 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6780 struct glsl_sample_function sample_function
;
6781 struct glsl_src_param src0_param
;
6783 /* Dependent read, not valid with conditional NP2 */
6784 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
6785 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &src0_param
);
6787 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
6788 "%s", src0_param
.param_str
);
6789 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6792 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
6793 * If any of the first 3 components are < 0, discard this pixel */
6794 static void shader_glsl_texkill(const struct wined3d_shader_instruction
*ins
)
6796 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 4)
6798 shader_glsl_generate_condition(ins
);
6799 shader_addline(ins
->ctx
->buffer
, " discard;\n");
6803 struct glsl_dst_param dst_param
;
6805 /* The argument is a destination parameter, and no writemasks are allowed */
6806 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
6808 /* 2.0 shaders compare all 4 components in texkill. */
6809 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 2)
6810 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param
.reg_name
);
6811 /* 1.x shaders only compare the first 3 components, probably due to
6812 * the nature of the texkill instruction as a tex* instruction, and
6813 * phase, which kills all .w components. Even if all 4 components are
6814 * defined, only the first 3 are used. */
6816 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param
.reg_name
);
6820 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
6821 * dst = dot2(src0, src1) + src2 */
6822 static void shader_glsl_dp2add(const struct wined3d_shader_instruction
*ins
)
6824 struct glsl_src_param src0_param
;
6825 struct glsl_src_param src1_param
;
6826 struct glsl_src_param src2_param
;
6828 unsigned int mask_size
;
6830 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
6831 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
6833 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
6834 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
6835 shader_glsl_add_src_param(ins
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &src2_param
);
6837 if (mask_size
> 1) {
6838 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(%s, %s) + %s));\n",
6839 mask_size
, src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
6841 shader_addline(ins
->ctx
->buffer
, "dot(%s, %s) + %s);\n",
6842 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
6846 static void shader_glsl_input_pack(const struct wined3d_shader
*shader
, struct wined3d_string_buffer
*buffer
,
6847 const struct wined3d_shader_signature
*input_signature
,
6848 const struct wined3d_shader_reg_maps
*reg_maps
,
6849 const struct ps_compile_args
*args
, const struct wined3d_gl_info
*gl_info
, BOOL unroll
)
6853 for (i
= 0; i
< input_signature
->element_count
; ++i
)
6855 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
6856 const char *semantic_name
;
6861 if (!(reg_maps
->input_registers
& (1u << input
->register_idx
)))
6864 semantic_name
= input
->semantic_name
;
6865 semantic_idx
= input
->semantic_idx
;
6866 shader_glsl_write_mask_to_str(input
->mask
, reg_mask
);
6868 if (args
->vp_mode
== WINED3D_VP_MODE_SHADER
)
6870 if (input
->sysval_semantic
== WINED3D_SV_POSITION
&& !semantic_idx
)
6872 shader_addline(buffer
, "ps_in[%u]%s = vpos%s;\n",
6873 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6875 else if (args
->pointsprite
&& shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
6877 shader_addline(buffer
, "ps_in[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", input
->register_idx
);
6879 else if (input
->sysval_semantic
== WINED3D_SV_IS_FRONT_FACE
)
6881 shader_addline(buffer
, "ps_in[%u]%s = uintBitsToFloat(gl_FrontFacing ? 0xffffffffu : 0u);\n",
6882 input
->register_idx
, reg_mask
);
6884 else if (input
->sysval_semantic
== WINED3D_SV_SAMPLE_INDEX
)
6886 if (gl_info
->supported
[ARB_SAMPLE_SHADING
])
6887 shader_addline(buffer
, "ps_in[%u]%s = intBitsToFloat(gl_SampleID);\n",
6888 input
->register_idx
, reg_mask
);
6890 FIXME("ARB_sample_shading is not supported.\n");
6892 else if (input
->sysval_semantic
== WINED3D_SV_RENDER_TARGET_ARRAY_INDEX
&& !semantic_idx
)
6894 if (gl_info
->supported
[ARB_FRAGMENT_LAYER_VIEWPORT
])
6895 shader_addline(buffer
, "ps_in[%u]%s = intBitsToFloat(gl_Layer);\n",
6896 input
->register_idx
, reg_mask
);
6898 FIXME("ARB_fragment_layer_viewport is not supported.\n");
6900 else if (input
->sysval_semantic
== WINED3D_SV_VIEWPORT_ARRAY_INDEX
&& !semantic_idx
)
6902 if (gl_info
->supported
[ARB_VIEWPORT_ARRAY
])
6903 shader_addline(buffer
, "ps_in[%u]%s = intBitsToFloat(gl_ViewportIndex);\n",
6904 input
->register_idx
, reg_mask
);
6906 FIXME("ARB_viewport_array is not supported.\n");
6910 if (input
->sysval_semantic
)
6911 FIXME("Unhandled sysval semantic %#x.\n", input
->sysval_semantic
);
6912 shader_addline(buffer
, unroll
? "ps_in[%u]%s = %s%u%s;\n" : "ps_in[%u]%s = %s[%u]%s;\n",
6913 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
,
6914 shader_glsl_shader_input_name(gl_info
),
6915 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
);
6918 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
6920 if (args
->pointsprite
)
6921 shader_addline(buffer
, "ps_in[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n",
6922 shader
->u
.ps
.input_reg_map
[input
->register_idx
]);
6923 else if (args
->vp_mode
== WINED3D_VP_MODE_NONE
&& args
->texcoords_initialized
& (1u << semantic_idx
))
6924 shader_addline(buffer
, "ps_in[%u]%s = %s[%u]%s;\n",
6925 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
,
6926 needs_legacy_glsl_syntax(gl_info
)
6927 ? "gl_TexCoord" : "ffp_varying_texcoord", semantic_idx
, reg_mask
);
6929 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
6930 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6932 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
))
6935 shader_addline(buffer
, "ps_in[%u]%s = vec4(ffp_varying_diffuse)%s;\n",
6936 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6937 else if (semantic_idx
== 1)
6938 shader_addline(buffer
, "ps_in[%u]%s = vec4(ffp_varying_specular)%s;\n",
6939 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6941 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
6942 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6946 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
6947 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6952 static void add_glsl_program_entry(struct shader_glsl_priv
*priv
, struct glsl_shader_prog_link
*entry
)
6954 struct glsl_program_key key
;
6956 key
.vs_id
= entry
->vs
.id
;
6957 key
.hs_id
= entry
->hs
.id
;
6958 key
.ds_id
= entry
->ds
.id
;
6959 key
.gs_id
= entry
->gs
.id
;
6960 key
.ps_id
= entry
->ps
.id
;
6961 key
.cs_id
= entry
->cs
.id
;
6963 if (wine_rb_put(&priv
->program_lookup
, &key
, &entry
->program_lookup_entry
) == -1)
6965 ERR("Failed to insert program entry.\n");
6969 static struct glsl_shader_prog_link
*get_glsl_program_entry(const struct shader_glsl_priv
*priv
,
6970 const struct glsl_program_key
*key
)
6972 struct wine_rb_entry
*entry
;
6974 entry
= wine_rb_get(&priv
->program_lookup
, key
);
6975 return entry
? WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
) : NULL
;
6978 /* Context activation is done by the caller. */
6979 static void delete_glsl_program_entry(struct shader_glsl_priv
*priv
, const struct wined3d_gl_info
*gl_info
,
6980 struct glsl_shader_prog_link
*entry
)
6982 wine_rb_remove(&priv
->program_lookup
, &entry
->program_lookup_entry
);
6984 GL_EXTCALL(glDeleteProgram(entry
->id
));
6986 list_remove(&entry
->vs
.shader_entry
);
6988 list_remove(&entry
->hs
.shader_entry
);
6990 list_remove(&entry
->ds
.shader_entry
);
6992 list_remove(&entry
->gs
.shader_entry
);
6994 list_remove(&entry
->ps
.shader_entry
);
6996 list_remove(&entry
->cs
.shader_entry
);
7000 static void shader_glsl_setup_vs3_output(struct shader_glsl_priv
*priv
,
7001 const struct wined3d_gl_info
*gl_info
, const unsigned int *map
,
7002 const struct wined3d_shader_signature
*input_signature
,
7003 const struct wined3d_shader_reg_maps
*reg_maps_in
,
7004 const struct wined3d_shader_signature
*output_signature
,
7005 const struct wined3d_shader_reg_maps
*reg_maps_out
)
7007 struct wined3d_string_buffer
*destination
= string_buffer_get(&priv
->string_buffers
);
7008 const char *out_array_name
= shader_glsl_shader_output_name(gl_info
);
7009 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
7010 unsigned int in_count
= vec4_varyings(3, gl_info
);
7011 unsigned int max_varyings
= needs_legacy_glsl_syntax(gl_info
) ? in_count
+ 2 : in_count
;
7012 unsigned int in_idx
;
7017 set
= calloc(max_varyings
, sizeof(*set
));
7019 for (i
= 0; i
< input_signature
->element_count
; ++i
)
7021 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
7023 if (!(reg_maps_in
->input_registers
& (1u << input
->register_idx
)))
7026 in_idx
= map
[input
->register_idx
];
7027 /* Declared, but not read register */
7030 if (in_idx
>= max_varyings
)
7032 FIXME("More input varyings declared than supported, expect issues.\n");
7036 if (in_idx
== in_count
)
7037 string_buffer_sprintf(destination
, "gl_FrontColor");
7038 else if (in_idx
== in_count
+ 1)
7039 string_buffer_sprintf(destination
, "gl_FrontSecondaryColor");
7041 string_buffer_sprintf(destination
, "%s[%u]", out_array_name
, in_idx
);
7046 for (j
= 0; j
< output_signature
->element_count
; ++j
)
7048 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[j
];
7051 if (!(reg_maps_out
->output_registers
& (1u << output
->register_idx
))
7052 || input
->semantic_idx
!= output
->semantic_idx
7053 || strcmp(input
->semantic_name
, output
->semantic_name
)
7054 || !(mask
= input
->mask
& output
->mask
))
7057 if (set
[in_idx
] == ~0u)
7059 set
[in_idx
] |= mask
& reg_maps_out
->u
.output_registers_mask
[output
->register_idx
];
7060 shader_glsl_write_mask_to_str(mask
, reg_mask
);
7062 shader_addline(buffer
, "%s%s = outputs[%u]%s;\n",
7063 destination
->buffer
, reg_mask
, output
->register_idx
, reg_mask
);
7067 for (i
= 0; i
< max_varyings
; ++i
)
7071 if (!set
[i
] || set
[i
] == WINED3DSP_WRITEMASK_ALL
)
7078 if (!(set
[i
] & WINED3DSP_WRITEMASK_0
))
7079 reg_mask
[size
++] = 'x';
7080 if (!(set
[i
] & WINED3DSP_WRITEMASK_1
))
7081 reg_mask
[size
++] = 'y';
7082 if (!(set
[i
] & WINED3DSP_WRITEMASK_2
))
7083 reg_mask
[size
++] = 'z';
7084 if (!(set
[i
] & WINED3DSP_WRITEMASK_3
))
7085 reg_mask
[size
++] = 'w';
7086 reg_mask
[size
] = '\0';
7089 string_buffer_sprintf(destination
, "gl_FrontColor");
7090 else if (i
== in_count
+ 1)
7091 string_buffer_sprintf(destination
, "gl_FrontSecondaryColor");
7093 string_buffer_sprintf(destination
, "%s[%u]", out_array_name
, i
);
7096 shader_addline(buffer
, "%s.%s = 0.0;\n", destination
->buffer
, reg_mask
);
7098 shader_addline(buffer
, "%s.%s = vec%u(0.0);\n", destination
->buffer
, reg_mask
, size
);
7102 string_buffer_release(&priv
->string_buffers
, destination
);
7105 static void shader_glsl_setup_sm4_shader_output(struct shader_glsl_priv
*priv
,
7106 unsigned int input_count
, const struct wined3d_shader_signature
*output_signature
,
7107 const struct wined3d_shader_reg_maps
*reg_maps_out
, const char *output_variable_name
,
7108 BOOL rasterizer_setup
)
7110 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
7114 for (i
= 0; i
< output_signature
->element_count
; ++i
)
7116 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[i
];
7118 if (!(reg_maps_out
->output_registers
& (1u << output
->register_idx
)))
7121 if (output
->stream_idx
)
7124 if (output
->register_idx
>= input_count
)
7127 shader_glsl_write_mask_to_str(output
->mask
, reg_mask
);
7129 shader_addline(buffer
,
7130 rasterizer_setup
? "%s.reg%u%s = outputs[%u]%s;\n" : "%s.reg[%u]%s = outputs[%u]%s;\n",
7131 output_variable_name
, output
->register_idx
, reg_mask
, output
->register_idx
, reg_mask
);
7135 static void shader_glsl_generate_clip_or_cull_distances(struct wined3d_string_buffer
*buffer
,
7136 const struct wined3d_shader_signature_element
*element
, DWORD clip_or_cull_distance_mask
)
7138 unsigned int i
, clip_or_cull_index
;
7142 name
= element
->sysval_semantic
== WINED3D_SV_CLIP_DISTANCE
? "Clip" : "Cull";
7143 /* Assign consecutive indices starting from 0. */
7144 clip_or_cull_index
= element
->semantic_idx
? wined3d_popcount(clip_or_cull_distance_mask
& 0xf) : 0;
7145 for (i
= 0; i
< 4; ++i
)
7147 if (!(element
->mask
& (WINED3DSP_WRITEMASK_0
<< i
)))
7150 shader_glsl_write_mask_to_str(WINED3DSP_WRITEMASK_0
<< i
, reg_mask
);
7151 shader_addline(buffer
, "gl_%sDistance[%u] = outputs[%u]%s;\n",
7152 name
, clip_or_cull_index
, element
->register_idx
, reg_mask
);
7153 ++clip_or_cull_index
;
7157 static void shader_glsl_setup_sm3_rasterizer_input(struct shader_glsl_priv
*priv
,
7158 const struct wined3d_gl_info
*gl_info
, const unsigned int *map
,
7159 const struct wined3d_shader_signature
*input_signature
,
7160 const struct wined3d_shader_reg_maps
*reg_maps_in
, unsigned int input_count
,
7161 const struct wined3d_shader_signature
*output_signature
,
7162 const struct wined3d_shader_reg_maps
*reg_maps_out
, BOOL per_vertex_point_size
)
7164 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
7165 const char *semantic_name
;
7166 unsigned int semantic_idx
;
7170 /* First, sort out position and point size system values. */
7171 for (i
= 0; i
< output_signature
->element_count
; ++i
)
7173 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[i
];
7175 if (!(reg_maps_out
->output_registers
& (1u << output
->register_idx
)))
7178 if (output
->stream_idx
)
7181 semantic_name
= output
->semantic_name
;
7182 semantic_idx
= output
->semantic_idx
;
7183 shader_glsl_write_mask_to_str(output
->mask
, reg_mask
);
7185 if (output
->sysval_semantic
== WINED3D_SV_POSITION
&& !semantic_idx
)
7187 shader_addline(buffer
, "gl_Position%s = outputs[%u]%s;\n",
7188 reg_mask
, output
->register_idx
, reg_mask
);
7190 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
) && per_vertex_point_size
)
7192 shader_addline(buffer
, "gl_PointSize = clamp(outputs[%u].%c, "
7193 "ffp_point.size_min, ffp_point.size_max);\n", output
->register_idx
, reg_mask
[1]);
7195 else if (output
->sysval_semantic
== WINED3D_SV_RENDER_TARGET_ARRAY_INDEX
&& !semantic_idx
)
7197 shader_addline(buffer
, "gl_Layer = floatBitsToInt(outputs[%u])%s;\n",
7198 output
->register_idx
, reg_mask
);
7200 else if (output
->sysval_semantic
== WINED3D_SV_VIEWPORT_ARRAY_INDEX
&& !semantic_idx
)
7202 shader_addline(buffer
, "gl_ViewportIndex = floatBitsToInt(outputs[%u])%s;\n",
7203 output
->register_idx
, reg_mask
);
7205 else if (output
->sysval_semantic
== WINED3D_SV_CLIP_DISTANCE
)
7207 shader_glsl_generate_clip_or_cull_distances(buffer
, output
, reg_maps_out
->clip_distance_mask
);
7209 else if (output
->sysval_semantic
== WINED3D_SV_CULL_DISTANCE
)
7211 shader_glsl_generate_clip_or_cull_distances(buffer
, output
, reg_maps_out
->cull_distance_mask
);
7213 else if (output
->sysval_semantic
)
7215 FIXME("Unhandled sysval semantic %#x.\n", output
->sysval_semantic
);
7219 /* Then, setup the pixel shader input. */
7220 if (reg_maps_out
->shader_version
.major
< 4)
7221 shader_glsl_setup_vs3_output(priv
, gl_info
, map
, input_signature
, reg_maps_in
,
7222 output_signature
, reg_maps_out
);
7224 shader_glsl_setup_sm4_shader_output(priv
, input_count
, output_signature
, reg_maps_out
, "shader_out", TRUE
);
7227 /* Context activation is done by the caller. */
7228 static GLuint
shader_glsl_generate_vs3_rasterizer_input_setup(struct shader_glsl_priv
*priv
,
7229 const struct wined3d_shader
*vs
, const struct wined3d_shader
*ps
,
7230 BOOL per_vertex_point_size
, BOOL flatshading
, const struct wined3d_gl_info
*gl_info
)
7232 const BOOL legacy_syntax
= needs_legacy_glsl_syntax(gl_info
);
7233 DWORD ps_major
= ps
? ps
->reg_maps
.shader_version
.major
: 0;
7234 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
7235 const char *semantic_name
;
7241 string_buffer_clear(buffer
);
7243 shader_glsl_add_version_declaration(buffer
, gl_info
);
7245 shader_addline(buffer
, "invariant gl_Position;\n");
7247 if (per_vertex_point_size
)
7249 shader_addline(buffer
, "uniform struct\n{\n");
7250 shader_addline(buffer
, " float size_min;\n");
7251 shader_addline(buffer
, " float size_max;\n");
7252 shader_addline(buffer
, "} ffp_point;\n");
7257 DWORD colors_written_mask
[2] = {0};
7258 DWORD texcoords_written_mask
[WINED3D_MAX_FFP_TEXTURES
] = {0};
7262 declare_out_varying(gl_info
, buffer
, flatshading
, "vec4 ffp_varying_diffuse;\n");
7263 declare_out_varying(gl_info
, buffer
, flatshading
, "vec4 ffp_varying_specular;\n");
7264 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_FFP_TEXTURES
);
7265 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
7268 shader_addline(buffer
, "void setup_vs_output(in vec4 outputs[%u])\n{\n", vs
->limits
->packed_output
);
7270 for (i
= 0; i
< vs
->output_signature
.element_count
; ++i
)
7272 const struct wined3d_shader_signature_element
*output
= &vs
->output_signature
.elements
[i
];
7275 if (!(vs
->reg_maps
.output_registers
& (1u << output
->register_idx
)))
7278 semantic_name
= output
->semantic_name
;
7279 semantic_idx
= output
->semantic_idx
;
7280 write_mask
= output
->mask
;
7281 shader_glsl_write_mask_to_str(write_mask
, reg_mask
);
7283 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
) && semantic_idx
< 2)
7286 shader_addline(buffer
, "gl_Front%sColor%s = outputs[%u]%s;\n",
7287 semantic_idx
? "Secondary" : "", reg_mask
, output
->register_idx
, reg_mask
);
7289 shader_addline(buffer
, "ffp_varying_%s%s = clamp(outputs[%u]%s, 0.0, 1.0);\n",
7290 semantic_idx
? "specular" : "diffuse", reg_mask
, output
->register_idx
, reg_mask
);
7292 colors_written_mask
[semantic_idx
] = write_mask
;
7294 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_POSITION
) && !semantic_idx
)
7296 shader_addline(buffer
, "gl_Position%s = outputs[%u]%s;\n",
7297 reg_mask
, output
->register_idx
, reg_mask
);
7299 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
7301 if (semantic_idx
< WINED3D_MAX_FFP_TEXTURES
)
7303 shader_addline(buffer
, "%s[%u]%s = outputs[%u]%s;\n",
7304 legacy_syntax
? "gl_TexCoord" : "ffp_varying_texcoord",
7305 semantic_idx
, reg_mask
, output
->register_idx
, reg_mask
);
7306 texcoords_written_mask
[semantic_idx
] = write_mask
;
7309 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
) && per_vertex_point_size
)
7311 shader_addline(buffer
, "gl_PointSize = clamp(outputs[%u].%c, "
7312 "ffp_point.size_min, ffp_point.size_max);\n", output
->register_idx
, reg_mask
[1]);
7314 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_FOG
))
7316 shader_addline(buffer
, "%s = clamp(outputs[%u].%c, 0.0, 1.0);\n",
7317 legacy_syntax
? "gl_FogFragCoord" : "ffp_varying_fogcoord",
7318 output
->register_idx
, reg_mask
[1]);
7322 for (i
= 0; i
< 2; ++i
)
7324 if (colors_written_mask
[i
] != WINED3DSP_WRITEMASK_ALL
)
7326 shader_glsl_write_mask_to_str(~colors_written_mask
[i
] & WINED3DSP_WRITEMASK_ALL
, reg_mask
);
7328 shader_addline(buffer
, "%s%s = vec4(1.0)%s;\n",
7329 legacy_syntax
? "gl_FrontColor" : "ffp_varying_diffuse",
7330 reg_mask
, reg_mask
);
7332 shader_addline(buffer
, "%s%s = vec4(0.0)%s;\n",
7333 legacy_syntax
? "gl_FrontSecondaryColor" : "ffp_varying_specular",
7334 reg_mask
, reg_mask
);
7337 for (i
= 0; i
< WINED3D_MAX_FFP_TEXTURES
; ++i
)
7339 if (ps
&& !(ps
->reg_maps
.texcoord
& (1u << i
)))
7342 if (texcoords_written_mask
[i
] != WINED3DSP_WRITEMASK_ALL
)
7344 if (!shader_glsl_full_ffp_varyings(gl_info
) && !texcoords_written_mask
[i
])
7347 shader_glsl_write_mask_to_str(~texcoords_written_mask
[i
] & WINED3DSP_WRITEMASK_ALL
, reg_mask
);
7348 shader_addline(buffer
, "%s[%u]%s = vec4(0.0)%s;\n",
7349 legacy_syntax
? "gl_TexCoord" : "ffp_varying_texcoord", i
, reg_mask
, reg_mask
);
7355 unsigned int in_count
= min(vec4_varyings(ps_major
, gl_info
), ps
->limits
->packed_input
);
7357 shader_glsl_declare_shader_outputs(gl_info
, buffer
, in_count
, FALSE
, NULL
);
7358 shader_addline(buffer
, "void setup_vs_output(in vec4 outputs[%u])\n{\n", vs
->limits
->packed_output
);
7359 shader_glsl_setup_sm3_rasterizer_input(priv
, gl_info
, ps
->u
.ps
.input_reg_map
, &ps
->input_signature
,
7360 &ps
->reg_maps
, 0, &vs
->output_signature
, &vs
->reg_maps
, per_vertex_point_size
);
7363 shader_addline(buffer
, "}\n");
7365 ret
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
7366 checkGLcall("glCreateShader(GL_VERTEX_SHADER)");
7367 shader_glsl_compile(gl_info
, ret
, buffer
->buffer
);
7372 static void shader_glsl_generate_stream_output_setup(struct wined3d_string_buffer
*buffer
,
7373 const struct wined3d_shader
*shader
)
7375 const struct wined3d_stream_output_desc
*so_desc
= shader
->u
.gs
.so_desc
;
7376 unsigned int i
, register_idx
, component_idx
;
7378 shader_addline(buffer
, "out shader_in_out\n{\n");
7379 for (i
= 0; i
< so_desc
->element_count
; ++i
)
7381 const struct wined3d_stream_output_element
*e
= &so_desc
->elements
[i
];
7385 FIXME("Unhandled stream %u.\n", e
->stream_idx
);
7388 if (!e
->semantic_name
)
7390 if (!shader_get_stream_output_register_info(shader
, e
, ®ister_idx
, &component_idx
))
7393 if (component_idx
|| e
->component_count
!= 4)
7395 if (e
->component_count
== 1)
7396 shader_addline(buffer
, "float");
7398 shader_addline(buffer
, "vec%u", e
->component_count
);
7400 shader_addline(buffer
, " reg%u_%u_%u;\n",
7401 register_idx
, component_idx
, component_idx
+ e
->component_count
- 1);
7405 shader_addline(buffer
, "vec4 reg%u;\n", register_idx
);
7408 shader_addline(buffer
, "} shader_out;\n");
7410 shader_addline(buffer
, "void setup_gs_output(in vec4 outputs[%u])\n{\n",
7411 shader
->limits
->packed_output
);
7412 for (i
= 0; i
< so_desc
->element_count
; ++i
)
7414 const struct wined3d_stream_output_element
*e
= &so_desc
->elements
[i
];
7418 FIXME("Unhandled stream %u.\n", e
->stream_idx
);
7421 if (!e
->semantic_name
)
7423 if (!shader_get_stream_output_register_info(shader
, e
, ®ister_idx
, &component_idx
))
7426 if (component_idx
|| e
->component_count
!= 4)
7431 write_mask
= wined3d_mask_from_size(e
->component_count
) << component_idx
;
7432 shader_glsl_write_mask_to_str(write_mask
, str_mask
);
7433 shader_addline(buffer
, "shader_out.reg%u_%u_%u = outputs[%u]%s;\n",
7434 register_idx
, component_idx
, component_idx
+ e
->component_count
- 1,
7435 register_idx
, str_mask
);
7439 shader_addline(buffer
, "shader_out.reg%u = outputs[%u];\n", register_idx
, register_idx
);
7442 shader_addline(buffer
, "}\n");
7445 static void shader_glsl_generate_sm4_output_setup(struct shader_glsl_priv
*priv
,
7446 const struct wined3d_shader
*shader
, unsigned int input_count
,
7447 const struct wined3d_gl_info
*gl_info
, BOOL rasterizer_setup
, const uint32_t *interpolation_mode
)
7449 const char *prefix
= shader_glsl_get_prefix(shader
->reg_maps
.shader_version
.type
);
7450 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
7452 if (rasterizer_setup
)
7453 input_count
= min(vec4_varyings(4, gl_info
), input_count
);
7456 shader_glsl_declare_shader_outputs(gl_info
, buffer
, input_count
, rasterizer_setup
, interpolation_mode
);
7458 shader_addline(buffer
, "void setup_%s_output(in vec4 outputs[%u])\n{\n",
7459 prefix
, shader
->limits
->packed_output
);
7461 if (rasterizer_setup
)
7462 shader_glsl_setup_sm3_rasterizer_input(priv
, gl_info
, NULL
, NULL
,
7463 NULL
, input_count
, &shader
->output_signature
, &shader
->reg_maps
, FALSE
);
7465 shader_glsl_setup_sm4_shader_output(priv
, input_count
, &shader
->output_signature
,
7466 &shader
->reg_maps
, "shader_out", rasterizer_setup
);
7468 shader_addline(buffer
, "}\n");
7471 static void shader_glsl_generate_patch_constant_name(struct wined3d_string_buffer
*buffer
,
7472 const struct wined3d_shader_signature_element
*constant
, unsigned int *user_constant_idx
,
7473 const char *reg_mask
)
7475 if (!constant
->sysval_semantic
)
7477 shader_addline(buffer
, "user_patch_constant[%u]%s", (*user_constant_idx
)++, reg_mask
);
7481 switch (constant
->sysval_semantic
)
7483 case WINED3D_SV_TESS_FACTOR_QUADEDGE
:
7484 case WINED3D_SV_TESS_FACTOR_TRIEDGE
:
7485 case WINED3D_SV_TESS_FACTOR_LINEDET
:
7486 case WINED3D_SV_TESS_FACTOR_LINEDEN
:
7487 shader_addline(buffer
, "gl_TessLevelOuter[%u]", constant
->semantic_idx
);
7489 case WINED3D_SV_TESS_FACTOR_QUADINT
:
7490 case WINED3D_SV_TESS_FACTOR_TRIINT
:
7491 shader_addline(buffer
, "gl_TessLevelInner[%u]", constant
->semantic_idx
);
7494 FIXME("Unhandled sysval semantic %#x.\n", constant
->sysval_semantic
);
7495 shader_addline(buffer
, "vec4(0.0)%s", reg_mask
);
7499 static void shader_glsl_generate_patch_constant_setup(struct wined3d_string_buffer
*buffer
,
7500 const struct wined3d_shader_signature
*signature
, BOOL input_setup
)
7502 unsigned int i
, register_count
, user_constant_index
, user_constant_count
;
7504 register_count
= user_constant_count
= 0;
7505 for (i
= 0; i
< signature
->element_count
; ++i
)
7507 const struct wined3d_shader_signature_element
*constant
= &signature
->elements
[i
];
7508 register_count
= max(constant
->register_idx
+ 1, register_count
);
7509 if (!constant
->sysval_semantic
)
7510 ++user_constant_count
;
7513 if (user_constant_count
)
7514 shader_addline(buffer
, "patch %s vec4 user_patch_constant[%u];\n",
7515 input_setup
? "in" : "out", user_constant_count
);
7517 shader_addline(buffer
, "vec4 vpc[%u];\n", register_count
);
7519 shader_addline(buffer
, "void setup_patch_constant_%s()\n{\n", input_setup
? "input" : "output");
7520 for (i
= 0, user_constant_index
= 0; i
< signature
->element_count
; ++i
)
7522 const struct wined3d_shader_signature_element
*constant
= &signature
->elements
[i
];
7525 shader_glsl_write_mask_to_str(constant
->mask
, reg_mask
);
7528 shader_addline(buffer
, "vpc[%u]%s", constant
->register_idx
, reg_mask
);
7530 shader_glsl_generate_patch_constant_name(buffer
, constant
, &user_constant_index
, reg_mask
);
7532 shader_addline(buffer
, " = ");
7535 shader_glsl_generate_patch_constant_name(buffer
, constant
, &user_constant_index
, reg_mask
);
7537 shader_addline(buffer
, "hs_out[%u]%s", constant
->register_idx
, reg_mask
);
7539 shader_addline(buffer
, ";\n");
7541 shader_addline(buffer
, "}\n");
7544 static void shader_glsl_generate_srgb_write_correction(struct wined3d_string_buffer
*buffer
,
7545 const struct wined3d_gl_info
*gl_info
)
7547 const char *output
= get_fragment_output(gl_info
);
7549 shader_addline(buffer
, "tmp0.xyz = pow(%s[0].xyz, vec3(srgb_const0.x));\n", output
);
7550 shader_addline(buffer
, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
7551 shader_addline(buffer
, "tmp1.xyz = %s[0].xyz * vec3(srgb_const0.w);\n", output
);
7552 shader_addline(buffer
, "bvec3 srgb_compare = lessThan(%s[0].xyz, vec3(srgb_const1.x));\n", output
);
7553 shader_addline(buffer
, "%s[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n", output
);
7554 shader_addline(buffer
, "%s[0] = clamp(%s[0], 0.0, 1.0);\n", output
, output
);
7557 static void shader_glsl_generate_fog_code(struct wined3d_string_buffer
*buffer
,
7558 const struct wined3d_gl_info
*gl_info
, enum wined3d_ffp_ps_fog_mode mode
)
7560 const char *output
= get_fragment_output(gl_info
);
7564 case WINED3D_FFP_PS_FOG_OFF
:
7567 case WINED3D_FFP_PS_FOG_LINEAR
:
7568 shader_addline(buffer
, "float fog = (ffp_fog.end - ffp_varying_fogcoord) * ffp_fog.scale;\n");
7571 case WINED3D_FFP_PS_FOG_EXP
:
7572 shader_addline(buffer
, "float fog = exp(-ffp_fog.density * ffp_varying_fogcoord);\n");
7575 case WINED3D_FFP_PS_FOG_EXP2
:
7576 shader_addline(buffer
, "float fog = exp(-ffp_fog.density * ffp_fog.density"
7577 " * ffp_varying_fogcoord * ffp_varying_fogcoord);\n");
7581 ERR("Invalid fog mode %#x.\n", mode
);
7585 shader_addline(buffer
, "%s[0].xyz = mix(ffp_fog.color.xyz, %s[0].xyz, clamp(fog, 0.0, 1.0));\n",
7589 static void shader_glsl_generate_alpha_test(struct wined3d_string_buffer
*buffer
,
7590 const struct wined3d_gl_info
*gl_info
, enum wined3d_cmp_func alpha_func
)
7592 /* alpha_func is the PASS condition, not the DISCARD condition. Instead of
7593 * flipping all the operators here, just negate the comparison below. */
7594 static const char * const comparison_operator
[] =
7596 "", /* WINED3D_CMP_NEVER */
7597 "<", /* WINED3D_CMP_LESS */
7598 "==", /* WINED3D_CMP_EQUAL */
7599 "<=", /* WINED3D_CMP_LESSEQUAL */
7600 ">", /* WINED3D_CMP_GREATER */
7601 "!=", /* WINED3D_CMP_NOTEQUAL */
7602 ">=", /* WINED3D_CMP_GREATEREQUAL */
7603 "" /* WINED3D_CMP_ALWAYS */
7606 if (alpha_func
== WINED3D_CMP_ALWAYS
)
7609 if (alpha_func
!= WINED3D_CMP_NEVER
)
7610 shader_addline(buffer
, "if (!(%s[0].a %s alpha_test_ref))\n",
7611 get_fragment_output(gl_info
), comparison_operator
[alpha_func
- WINED3D_CMP_NEVER
]);
7612 shader_addline(buffer
, " discard;\n");
7615 static void shader_glsl_generate_colour_key_test(struct wined3d_string_buffer
*buffer
,
7616 const char *colour
, const char *colour_key_low
, const char *colour_key_high
)
7618 shader_addline(buffer
, "if (all(greaterThanEqual(%s, %s)) && all(lessThan(%s, %s)))\n",
7619 colour
, colour_key_low
, colour
, colour_key_high
);
7620 shader_addline(buffer
, " discard;\n");
7623 static void shader_glsl_enable_extensions(struct wined3d_string_buffer
*buffer
,
7624 const struct wined3d_gl_info
*gl_info
)
7626 if (gl_info
->supported
[ARB_BINDLESS_TEXTURE
])
7627 shader_addline(buffer
, "#extension GL_ARB_bindless_texture : enable\n");
7628 if (gl_info
->supported
[ARB_CULL_DISTANCE
])
7629 shader_addline(buffer
, "#extension GL_ARB_cull_distance : enable\n");
7630 if (gl_info
->supported
[ARB_GPU_SHADER5
])
7631 shader_addline(buffer
, "#extension GL_ARB_gpu_shader5 : enable\n");
7632 if (gl_info
->supported
[ARB_SHADER_ATOMIC_COUNTERS
])
7633 shader_addline(buffer
, "#extension GL_ARB_shader_atomic_counters : enable\n");
7634 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
7635 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
7636 if (gl_info
->supported
[ARB_SHADER_IMAGE_LOAD_STORE
])
7637 shader_addline(buffer
, "#extension GL_ARB_shader_image_load_store : enable\n");
7638 if (gl_info
->supported
[ARB_SHADER_IMAGE_SIZE
])
7639 shader_addline(buffer
, "#extension GL_ARB_shader_image_size : enable\n");
7640 if (gl_info
->supported
[ARB_SHADER_STENCIL_EXPORT
])
7641 shader_addline(buffer
, "#extension GL_ARB_shader_stencil_export : enable\n");
7642 if (gl_info
->supported
[ARB_SHADER_STORAGE_BUFFER_OBJECT
])
7643 shader_addline(buffer
, "#extension GL_ARB_shader_storage_buffer_object : enable\n");
7644 if (gl_info
->supported
[ARB_SHADER_TEXTURE_IMAGE_SAMPLES
])
7645 shader_addline(buffer
, "#extension GL_ARB_shader_texture_image_samples : enable\n");
7646 if (gl_info
->supported
[ARB_SHADING_LANGUAGE_420PACK
])
7647 shader_addline(buffer
, "#extension GL_ARB_shading_language_420pack : enable\n");
7648 if (gl_info
->supported
[ARB_SHADING_LANGUAGE_PACKING
])
7649 shader_addline(buffer
, "#extension GL_ARB_shading_language_packing : enable\n");
7650 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP_ARRAY
])
7651 shader_addline(buffer
, "#extension GL_ARB_texture_cube_map_array : enable\n");
7652 if (gl_info
->supported
[ARB_TEXTURE_GATHER
])
7653 shader_addline(buffer
, "#extension GL_ARB_texture_gather : enable\n");
7654 if (gl_info
->supported
[ARB_TEXTURE_QUERY_LEVELS
])
7655 shader_addline(buffer
, "#extension GL_ARB_texture_query_levels : enable\n");
7656 if (gl_info
->supported
[ARB_UNIFORM_BUFFER_OBJECT
])
7657 shader_addline(buffer
, "#extension GL_ARB_uniform_buffer_object : enable\n");
7658 if (gl_info
->supported
[ARB_VIEWPORT_ARRAY
])
7659 shader_addline(buffer
, "#extension GL_ARB_viewport_array : enable\n");
7660 if (gl_info
->supported
[EXT_GPU_SHADER4
])
7661 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
7662 if (gl_info
->supported
[EXT_SHADER_INTEGER_MIX
])
7663 shader_addline(buffer
, "#extension GL_EXT_shader_integer_mix : enable\n");
7664 if (gl_info
->supported
[EXT_TEXTURE_ARRAY
])
7665 shader_addline(buffer
, "#extension GL_EXT_texture_array : enable\n");
7666 if (gl_info
->supported
[EXT_TEXTURE_SHADOW_LOD
])
7667 shader_addline(buffer
, "#extension GL_EXT_texture_shadow_lod : enable\n");
7670 static void shader_glsl_generate_color_output(struct wined3d_string_buffer
*buffer
,
7671 const struct wined3d_gl_info
*gl_info
, const struct wined3d_shader
*shader
,
7672 const struct ps_compile_args
*args
, struct wined3d_string_buffer_list
*string_buffers
)
7674 const struct wined3d_shader_signature
*output_signature
= &shader
->output_signature
;
7675 struct wined3d_string_buffer
*src
, *assignment
;
7676 enum wined3d_data_type dst_data_type
;
7677 const char *swizzle
;
7680 if (output_signature
->element_count
)
7682 src
= string_buffer_get(string_buffers
);
7683 assignment
= string_buffer_get(string_buffers
);
7684 for (i
= 0; i
< output_signature
->element_count
; ++i
)
7686 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[i
];
7688 /* register_idx is set to ~0u for non-color outputs. */
7689 if (output
->register_idx
== ~0u)
7691 if ((unsigned int)output
->component_type
>= ARRAY_SIZE(component_type_info
))
7693 FIXME("Unhandled component type %#x.\n", output
->component_type
);
7696 dst_data_type
= component_type_info
[output
->component_type
].data_type
;
7697 shader_addline(buffer
, "color_out%u = ", output
->semantic_idx
);
7698 string_buffer_sprintf(src
, "ps_out[%u]", output
->semantic_idx
);
7699 shader_glsl_sprintf_cast(assignment
, src
->buffer
, dst_data_type
, WINED3D_DATA_FLOAT
, 4);
7700 swizzle
= args
->rt_alpha_swizzle
& (1u << output
->semantic_idx
) ? ".argb" : "";
7701 shader_addline(buffer
, "%s%s;\n", assignment
->buffer
, swizzle
);
7703 string_buffer_release(string_buffers
, src
);
7704 string_buffer_release(string_buffers
, assignment
);
7708 uint32_t mask
= shader
->reg_maps
.rt_mask
;
7712 i
= wined3d_bit_scan(&mask
);
7713 swizzle
= args
->rt_alpha_swizzle
& (1u << i
) ? ".argb" : "";
7714 shader_addline(buffer
, "color_out%u = ps_out[%u]%s;\n", i
, i
, swizzle
);
7719 static void shader_glsl_generate_ps_epilogue(const struct wined3d_gl_info
*gl_info
,
7720 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
7721 const struct ps_compile_args
*args
, struct wined3d_string_buffer_list
*string_buffers
)
7723 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
7725 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly. */
7726 if (reg_maps
->shader_version
.major
< 2)
7727 shader_addline(buffer
, "%s[0] = R0;\n", get_fragment_output(gl_info
));
7729 if (args
->srgb_correction
)
7730 shader_glsl_generate_srgb_write_correction(buffer
, gl_info
);
7732 /* SM < 3 does not replace the fog stage. */
7733 if (reg_maps
->shader_version
.major
< 3)
7734 shader_glsl_generate_fog_code(buffer
, gl_info
, args
->fog
);
7736 shader_glsl_generate_alpha_test(buffer
, gl_info
, args
->alpha_test_func
+ 1);
7738 if (reg_maps
->sample_mask
)
7739 shader_addline(buffer
, "gl_SampleMask[0] = floatBitsToInt(sample_mask);\n");
7741 if (reg_maps
->stencil_ref
)
7742 shader_addline(buffer
, "gl_FragStencilRefARB = floatBitsToInt(stencil_ref);\n");
7744 if (!use_legacy_fragment_output(gl_info
))
7745 shader_glsl_generate_color_output(buffer
, gl_info
, shader
, args
, string_buffers
);
7748 /* Context activation is done by the caller. */
7749 static GLuint
shader_glsl_generate_fragment_shader(const struct wined3d_context_gl
*context_gl
,
7750 struct shader_glsl_priv
*priv
, const struct wined3d_shader
*shader
, const struct ps_compile_args
*args
)
7752 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
7753 struct wined3d_string_buffer_list
*string_buffers
= &priv
->string_buffers
;
7754 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
7755 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
7756 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
7757 const char *prefix
= shader_glsl_get_prefix(version
->type
);
7758 BOOL legacy_syntax
= needs_legacy_glsl_syntax(gl_info
);
7759 unsigned int i
, extra_constants_needed
= 0;
7760 struct shader_glsl_ctx_priv priv_ctx
;
7764 if (priv
->use_vkd3d
)
7765 return shader_glsl_generate_vkd3d_shader(context_gl
, priv
, shader
, GL_FRAGMENT_SHADER
);
7767 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
7768 priv_ctx
.gl_info
= gl_info
;
7769 priv_ctx
.cur_ps_args
= args
;
7770 priv_ctx
.string_buffers
= string_buffers
;
7772 shader_glsl_add_version_declaration(buffer
, gl_info
);
7774 shader_glsl_enable_extensions(buffer
, gl_info
);
7775 if (gl_info
->supported
[ARB_CONSERVATIVE_DEPTH
])
7776 shader_addline(buffer
, "#extension GL_ARB_conservative_depth : enable\n");
7777 if (gl_info
->supported
[ARB_DERIVATIVE_CONTROL
])
7778 shader_addline(buffer
, "#extension GL_ARB_derivative_control : enable\n");
7779 if (shader_glsl_use_explicit_attrib_location(gl_info
))
7780 shader_addline(buffer
, "#extension GL_ARB_explicit_attrib_location : enable\n");
7781 if (gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
7782 shader_addline(buffer
, "#extension GL_ARB_fragment_coord_conventions : enable\n");
7783 if (gl_info
->supported
[ARB_FRAGMENT_LAYER_VIEWPORT
])
7784 shader_addline(buffer
, "#extension GL_ARB_fragment_layer_viewport : enable\n");
7785 if (gl_info
->supported
[ARB_SAMPLE_SHADING
])
7786 shader_addline(buffer
, "#extension GL_ARB_sample_shading : enable\n");
7787 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
7788 shader_addline(buffer
, "#extension GL_ARB_shader_texture_lod : enable\n");
7790 /* Base Declarations */
7791 shader_generate_glsl_declarations(context_gl
, buffer
, shader
, reg_maps
, &priv_ctx
);
7793 if (gl_info
->supported
[ARB_CONSERVATIVE_DEPTH
])
7795 if (shader
->u
.ps
.depth_output
== WINED3DSPR_DEPTHOUTGE
)
7796 shader_addline(buffer
, "layout (depth_greater) out float gl_FragDepth;\n");
7797 else if (shader
->u
.ps
.depth_output
== WINED3DSPR_DEPTHOUTLE
)
7798 shader_addline(buffer
, "layout (depth_less) out float gl_FragDepth;\n");
7801 if (version
->major
< 3 || args
->vp_mode
!= WINED3D_VP_MODE_SHADER
)
7803 shader_addline(buffer
, "uniform struct\n{\n");
7804 shader_addline(buffer
, " vec4 color;\n");
7805 shader_addline(buffer
, " float density;\n");
7806 shader_addline(buffer
, " float end;\n");
7807 shader_addline(buffer
, " float scale;\n");
7808 shader_addline(buffer
, "} ffp_fog;\n");
7812 if (glsl_is_color_reg_read(shader
, 0))
7813 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
7814 if (glsl_is_color_reg_read(shader
, 1))
7815 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
7816 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", WINED3D_MAX_FFP_TEXTURES
);
7817 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
7821 if (glsl_is_color_reg_read(shader
, 0))
7822 declare_in_varying(gl_info
, buffer
, args
->flatshading
, "vec4 ffp_varying_diffuse;\n");
7823 if (glsl_is_color_reg_read(shader
, 1))
7824 declare_in_varying(gl_info
, buffer
, args
->flatshading
, "vec4 ffp_varying_specular;\n");
7825 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_FFP_TEXTURES
);
7826 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", WINED3D_MAX_FFP_TEXTURES
);
7827 declare_in_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
7831 if (version
->major
>= 3)
7833 unsigned int in_count
= min(vec4_varyings(version
->major
, gl_info
), shader
->limits
->packed_input
);
7835 if (args
->vp_mode
== WINED3D_VP_MODE_SHADER
&& reg_maps
->input_registers
)
7836 shader_glsl_declare_shader_inputs(gl_info
, buffer
, in_count
,
7837 shader
->u
.ps
.interpolation_mode
, version
->major
>= 4);
7838 shader_addline(buffer
, "vec4 %s_in[%u];\n", prefix
, in_count
);
7841 map
= reg_maps
->bumpmat
;
7844 i
= wined3d_bit_scan(&map
);
7845 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", i
);
7847 if (reg_maps
->luminanceparams
& (1u << i
))
7849 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", i
);
7850 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", i
);
7851 extra_constants_needed
++;
7854 extra_constants_needed
++;
7857 if (args
->srgb_correction
)
7859 shader_addline(buffer
, "const vec4 srgb_const0 = ");
7860 shader_glsl_append_imm_vec(buffer
, &wined3d_srgb_const
[0].x
, 4, gl_info
);
7861 shader_addline(buffer
, ";\n");
7862 shader_addline(buffer
, "const vec4 srgb_const1 = ");
7863 shader_glsl_append_imm_vec(buffer
, &wined3d_srgb_const
[1].x
, 4, gl_info
);
7864 shader_addline(buffer
, ";\n");
7868 if (gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
7870 if (context_gl
->c
.d3d_info
->wined3d_creation_flags
& WINED3D_PIXEL_CENTER_INTEGER
)
7871 shader_addline(buffer
, "layout(pixel_center_integer) in vec4 gl_FragCoord;\n");
7873 shader_addline(buffer
, "vec4 vpos;\n");
7876 if (args
->alpha_test_func
+ 1 != WINED3D_CMP_ALWAYS
)
7877 shader_addline(buffer
, "uniform float alpha_test_ref;\n");
7879 if (!use_legacy_fragment_output(gl_info
))
7881 const struct wined3d_shader_signature
*output_signature
= &shader
->output_signature
;
7883 if (args
->dual_source_blend
)
7884 shader_addline(buffer
, "vec4 ps_out[2];\n");
7886 shader_addline(buffer
, "vec4 ps_out[%u];\n", gl_info
->limits
.buffers
);
7887 if (output_signature
->element_count
)
7889 for (i
= 0; i
< output_signature
->element_count
; ++i
)
7891 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[i
];
7893 if (output
->register_idx
== ~0u)
7895 if ((unsigned int)output
->component_type
>= ARRAY_SIZE(component_type_info
))
7897 FIXME("Unhandled component type %#x.\n", output
->component_type
);
7900 if (shader_glsl_use_explicit_attrib_location(gl_info
))
7902 if (args
->dual_source_blend
)
7903 shader_addline(buffer
, "layout(location = 0, index = %u) ", output
->semantic_idx
);
7905 shader_addline(buffer
, "layout(location = %u) ", output
->semantic_idx
);
7907 shader_addline(buffer
, "out %s4 color_out%u;\n",
7908 component_type_info
[output
->component_type
].glsl_vector_type
, output
->semantic_idx
);
7913 uint32_t mask
= reg_maps
->rt_mask
;
7917 i
= wined3d_bit_scan(&mask
);
7918 if (shader_glsl_use_explicit_attrib_location(gl_info
))
7920 if (args
->dual_source_blend
)
7921 shader_addline(buffer
, "layout(location = 0, index = %u) ", i
);
7923 shader_addline(buffer
, "layout(location = %u) ", i
);
7925 shader_addline(buffer
, "out vec4 color_out%u;\n", i
);
7930 if (shader
->limits
->constant_float
+ extra_constants_needed
>= gl_info
->limits
.glsl_ps_float_constants
)
7931 FIXME("Insufficient uniforms to run this shader.\n");
7933 if (shader
->u
.ps
.force_early_depth_stencil
)
7934 shader_addline(buffer
, "layout(early_fragment_tests) in;\n");
7936 shader_addline(buffer
, "void main()\n{\n");
7938 if (reg_maps
->sample_mask
)
7939 shader_addline(buffer
, "float sample_mask = uintBitsToFloat(0xffffffffu);\n");
7941 if (reg_maps
->stencil_ref
)
7942 shader_addline(buffer
, "float stencil_ref = uintBitsToFloat(0xffffffffu);\n");
7944 /* Direct3D applications expect integer vPos values, while OpenGL drivers
7945 * add approximately 0.5. This causes off-by-one problems as spotted by
7946 * the vPos d3d9 visual test. Unfortunately ATI cards do not add exactly
7947 * 0.5, but rather something like 0.49999999 or 0.50000001, which still
7948 * causes precision troubles when we just subtract 0.5.
7950 * To deal with that, just floor() the position. This will eliminate the
7951 * fraction on all cards.
7953 * TODO: Test how this behaves with multisampling.
7955 * An advantage of floor is that it works even if the driver doesn't add
7956 * 0.5. It is somewhat questionable if 1.5, 2.5, ... are the proper values
7957 * to return in gl_FragCoord, even though coordinates specify the pixel
7958 * centers instead of the pixel corners. This code will behave correctly
7959 * on drivers that returns integer values. */
7962 if (!gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
]
7963 && (context_gl
->c
.d3d_info
->wined3d_creation_flags
& WINED3D_PIXEL_CENTER_INTEGER
))
7964 shader_addline(buffer
, "vpos = floor(gl_FragCoord);\n");
7966 shader_addline(buffer
, "vpos = gl_FragCoord;\n");
7969 if (reg_maps
->shader_version
.major
< 3 || args
->vp_mode
!= WINED3D_VP_MODE_SHADER
)
7975 if (glsl_is_color_reg_read(shader
, 0))
7976 shader_addline(buffer
, "ffp_varying_diffuse = gl_Color;\n");
7977 if (glsl_is_color_reg_read(shader
, 1))
7978 shader_addline(buffer
, "ffp_varying_specular = gl_SecondaryColor;\n");
7981 map
= reg_maps
->texcoord
;
7984 i
= wined3d_bit_scan(&map
);
7985 if (args
->pointsprite
)
7986 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", i
);
7987 else if (args
->texcoords_initialized
& (1u << i
))
7988 shader_addline(buffer
, "ffp_texcoord[%u] = %s[%u];\n", i
,
7989 legacy_syntax
? "gl_TexCoord" : "ffp_varying_texcoord", i
);
7991 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(0.0);\n", i
);
7992 shader_addline(buffer
, "vec4 T%u = ffp_texcoord[%u];\n", i
, i
);
7996 shader_addline(buffer
, "ffp_varying_fogcoord = gl_FogFragCoord;\n");
7999 /* Pack 3.0 inputs */
8000 if (reg_maps
->shader_version
.major
>= 3)
8001 shader_glsl_input_pack(shader
, buffer
, &shader
->input_signature
, reg_maps
, args
, gl_info
,
8002 reg_maps
->shader_version
.major
>= 4);
8004 /* Base Shader Body */
8005 if (FAILED(shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, NULL
, NULL
)))
8008 /* In SM4+ the shader epilogue is generated by the "ret" instruction. */
8009 if (reg_maps
->shader_version
.major
< 4)
8010 shader_glsl_generate_ps_epilogue(gl_info
, buffer
, shader
, args
, string_buffers
);
8012 shader_addline(buffer
, "}\n");
8014 shader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
8015 TRACE("Compiling shader object %u.\n", shader_id
);
8016 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
8021 static void shader_glsl_generate_vs_epilogue(const struct wined3d_gl_info
*gl_info
,
8022 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
8023 const struct vs_compile_args
*args
)
8025 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
8026 const BOOL legacy_syntax
= needs_legacy_glsl_syntax(gl_info
);
8029 /* Unpack outputs. */
8030 shader_addline(buffer
, "setup_vs_output(vs_out);\n");
8032 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
8033 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
8034 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
8035 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0).
8037 if (reg_maps
->shader_version
.major
< 3)
8039 if (args
->fog_src
== VS_FOG_Z
)
8040 shader_addline(buffer
, "%s = gl_Position.z;\n",
8041 legacy_syntax
? "gl_FogFragCoord" : "ffp_varying_fogcoord");
8042 else if (!reg_maps
->fog
)
8043 shader_addline(buffer
, "%s = 0.0;\n",
8044 legacy_syntax
? "gl_FogFragCoord" : "ffp_varying_fogcoord");
8047 /* We always store the clipplanes without y inversion. */
8048 if (args
->clip_enabled
)
8051 shader_addline(buffer
, "gl_ClipVertex = gl_Position;\n");
8053 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
8054 shader_addline(buffer
, "gl_ClipDistance[%u] = dot(gl_Position, clip_planes[%u]);\n", i
, i
);
8057 if (args
->point_size
&& !args
->per_vertex_point_size
)
8058 shader_addline(buffer
, "gl_PointSize = clamp(ffp_point.size, ffp_point.size_min, ffp_point.size_max);\n");
8060 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
&& !gl_info
->supported
[ARB_CLIP_CONTROL
])
8061 shader_glsl_fixup_position(buffer
, FALSE
);
8064 /* Context activation is done by the caller. */
8065 static GLuint
shader_glsl_generate_vertex_shader(const struct wined3d_context_gl
*context_gl
,
8066 struct shader_glsl_priv
*priv
, const struct wined3d_shader
*shader
, const struct vs_compile_args
*args
)
8068 struct wined3d_string_buffer_list
*string_buffers
= &priv
->string_buffers
;
8069 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
8070 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
8071 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
8072 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
8073 struct shader_glsl_ctx_priv priv_ctx
;
8077 if (priv
->use_vkd3d
)
8078 return shader_glsl_generate_vkd3d_shader(context_gl
, priv
, shader
, GL_VERTEX_SHADER
);
8080 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
8081 priv_ctx
.gl_info
= gl_info
;
8082 priv_ctx
.cur_vs_args
= args
;
8083 priv_ctx
.string_buffers
= string_buffers
;
8085 shader_glsl_add_version_declaration(buffer
, gl_info
);
8087 shader_glsl_enable_extensions(buffer
, gl_info
);
8088 if (gl_info
->supported
[ARB_DRAW_INSTANCED
])
8089 shader_addline(buffer
, "#extension GL_ARB_draw_instanced : enable\n");
8090 if (shader_glsl_use_explicit_attrib_location(gl_info
))
8091 shader_addline(buffer
, "#extension GL_ARB_explicit_attrib_location : enable\n");
8092 if (gl_info
->supported
[ARB_SHADER_VIEWPORT_LAYER_ARRAY
])
8093 shader_addline(buffer
, "#extension GL_ARB_shader_viewport_layer_array : enable\n");
8095 /* Base Declarations */
8096 shader_generate_glsl_declarations(context_gl
, buffer
, shader
, reg_maps
, &priv_ctx
);
8098 for (i
= 0; i
< shader
->input_signature
.element_count
; ++i
)
8099 shader_glsl_declare_generic_vertex_attribute(buffer
, gl_info
, &shader
->input_signature
.elements
[i
]);
8101 if (args
->point_size
&& !args
->per_vertex_point_size
)
8103 shader_addline(buffer
, "uniform struct\n{\n");
8104 shader_addline(buffer
, " float size;\n");
8105 shader_addline(buffer
, " float size_min;\n");
8106 shader_addline(buffer
, " float size_max;\n");
8107 shader_addline(buffer
, "} ffp_point;\n");
8110 if (!needs_legacy_glsl_syntax(gl_info
))
8112 if (args
->clip_enabled
)
8113 shader_addline(buffer
, "uniform vec4 clip_planes[%u];\n", gl_info
->limits
.user_clip_distances
);
8115 if (version
->major
< 3)
8117 declare_out_varying(gl_info
, buffer
, args
->flatshading
, "vec4 ffp_varying_diffuse;\n");
8118 declare_out_varying(gl_info
, buffer
, args
->flatshading
, "vec4 ffp_varying_specular;\n");
8119 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_FFP_TEXTURES
);
8120 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
8124 if (version
->major
< 4)
8125 shader_addline(buffer
, "void setup_vs_output(in vec4[%u]);\n", shader
->limits
->packed_output
);
8127 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
&& !gl_info
->supported
[ARB_CLIP_CONTROL
])
8128 shader_addline(buffer
, "uniform vec4 pos_fixup;\n");
8130 if (reg_maps
->shader_version
.major
>= 4)
8131 shader_glsl_generate_sm4_output_setup(priv
, shader
, args
->next_shader_input_count
,
8132 gl_info
, args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
, args
->interpolation_mode
);
8134 shader_addline(buffer
, "void main()\n{\n");
8136 if (reg_maps
->input_rel_addressing
)
8138 unsigned int highest_input_register
= wined3d_log2i(reg_maps
->input_registers
);
8139 shader_addline(buffer
, "vec4 vs_in[%u];\n", highest_input_register
+ 1);
8140 for (i
= 0; i
< shader
->input_signature
.element_count
; ++i
)
8142 const struct wined3d_shader_signature_element
*e
= &shader
->input_signature
.elements
[i
];
8143 shader_addline(buffer
, "vs_in[%u] = vs_in%u;\n", e
->register_idx
, e
->register_idx
);
8147 if (FAILED(shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, NULL
, NULL
)))
8150 /* In SM4+ the shader epilogue is generated by the "ret" instruction. */
8151 if (reg_maps
->shader_version
.major
< 4)
8152 shader_glsl_generate_vs_epilogue(gl_info
, buffer
, shader
, args
);
8154 shader_addline(buffer
, "}\n");
8156 shader_id
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
8157 TRACE("Compiling shader object %u.\n", shader_id
);
8158 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
8163 static void shader_glsl_generate_default_control_point_phase(const struct wined3d_shader
*shader
,
8164 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader_reg_maps
*reg_maps
)
8166 const struct wined3d_shader_signature
*output_signature
= &shader
->output_signature
;
8170 for (i
= 0; i
< output_signature
->element_count
; ++i
)
8172 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[i
];
8174 shader_glsl_write_mask_to_str(output
->mask
, reg_mask
);
8175 shader_addline(buffer
, "shader_out[gl_InvocationID].reg[%u]%s = shader_in[gl_InvocationID].reg[%u]%s;\n",
8176 output
->register_idx
, reg_mask
, output
->register_idx
, reg_mask
);
8180 static HRESULT
shader_glsl_generate_shader_phase(const struct wined3d_shader
*shader
,
8181 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader_reg_maps
*reg_maps
,
8182 struct shader_glsl_ctx_priv
*priv_ctx
, const struct wined3d_shader_phase
*phase
,
8183 const char *phase_name
, unsigned phase_idx
)
8188 shader_addline(buffer
, "void hs_%s_phase%u(%s)\n{\n",
8189 phase_name
, phase_idx
, phase
->instance_count
? "int phase_instance_id" : "");
8190 for (i
= 0; i
< phase
->temporary_count
; ++i
)
8191 shader_addline(buffer
, "vec4 R%u;\n", i
);
8192 hr
= shader_generate_code(shader
, buffer
, reg_maps
, priv_ctx
, phase
->start
, phase
->end
);
8193 shader_addline(buffer
, "}\n");
8197 static void shader_glsl_generate_shader_phase_invocation(struct wined3d_string_buffer
*buffer
,
8198 const struct wined3d_shader_phase
*phase
, const char *phase_name
, unsigned int phase_idx
)
8200 if (phase
->instance_count
)
8202 shader_addline(buffer
, "for (int i = 0; i < %u; ++i)\n{\n", phase
->instance_count
);
8203 shader_addline(buffer
, "hs_%s_phase%u(i);\n", phase_name
, phase_idx
);
8204 shader_addline(buffer
, "}\n");
8208 shader_addline(buffer
, "hs_%s_phase%u();\n", phase_name
, phase_idx
);
8212 static GLuint
shader_glsl_generate_hull_shader(const struct wined3d_context_gl
*context_gl
,
8213 struct shader_glsl_priv
*priv
, const struct wined3d_shader
*shader
)
8215 struct wined3d_string_buffer_list
*string_buffers
= &priv
->string_buffers
;
8216 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
8217 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
8218 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
8219 const struct wined3d_hull_shader
*hs
= &shader
->u
.hs
;
8220 const struct wined3d_shader_phase
*phase
;
8221 struct shader_glsl_ctx_priv priv_ctx
;
8225 if (priv
->use_vkd3d
)
8226 return shader_glsl_generate_vkd3d_shader(context_gl
, priv
, shader
, GL_TESS_CONTROL_SHADER
);
8228 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
8229 priv_ctx
.gl_info
= gl_info
;
8230 priv_ctx
.string_buffers
= string_buffers
;
8232 shader_glsl_add_version_declaration(buffer
, gl_info
);
8234 shader_glsl_enable_extensions(buffer
, gl_info
);
8235 shader_addline(buffer
, "#extension GL_ARB_tessellation_shader : enable\n");
8237 shader_generate_glsl_declarations(context_gl
, buffer
, shader
, reg_maps
, &priv_ctx
);
8239 shader_addline(buffer
, "layout(vertices = %u) out;\n", hs
->output_vertex_count
);
8241 shader_addline(buffer
, "in shader_in_out { vec4 reg[%u]; } shader_in[];\n", shader
->limits
->packed_input
);
8242 shader_addline(buffer
, "out shader_in_out { vec4 reg[%u]; } shader_out[];\n", shader
->limits
->packed_output
);
8244 shader_glsl_generate_patch_constant_setup(buffer
, &shader
->patch_constant_signature
, FALSE
);
8246 if (hs
->phases
.control_point
)
8248 shader_addline(buffer
, "void setup_hs_output(in vec4 outputs[%u])\n{\n",
8249 shader
->limits
->packed_output
);
8250 shader_glsl_setup_sm4_shader_output(priv
, shader
->limits
->packed_output
, &shader
->output_signature
,
8251 &shader
->reg_maps
, "shader_out[gl_InvocationID]", FALSE
);
8252 shader_addline(buffer
, "}\n");
8255 shader_addline(buffer
, "void hs_control_point_phase()\n{\n");
8256 if ((phase
= hs
->phases
.control_point
))
8258 for (i
= 0; i
< phase
->temporary_count
; ++i
)
8259 shader_addline(buffer
, "vec4 R%u;\n", i
);
8260 if (FAILED(shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, phase
->start
, phase
->end
)))
8262 shader_addline(buffer
, "setup_hs_output(hs_out);\n");
8266 shader_glsl_generate_default_control_point_phase(shader
, buffer
, reg_maps
);
8268 shader_addline(buffer
, "}\n");
8270 for (i
= 0; i
< hs
->phases
.fork_count
; ++i
)
8272 if (FAILED(shader_glsl_generate_shader_phase(shader
, buffer
, reg_maps
, &priv_ctx
,
8273 &hs
->phases
.fork
[i
], "fork", i
)))
8277 for (i
= 0; i
< hs
->phases
.join_count
; ++i
)
8279 if (FAILED(shader_glsl_generate_shader_phase(shader
, buffer
, reg_maps
, &priv_ctx
,
8280 &hs
->phases
.join
[i
], "join", i
)))
8284 shader_addline(buffer
, "void main()\n{\n");
8285 shader_addline(buffer
, "hs_control_point_phase();\n");
8287 shader_addline(buffer
, "barrier();\n");
8288 for (i
= 0; i
< hs
->phases
.fork_count
; ++i
)
8289 shader_glsl_generate_shader_phase_invocation(buffer
, &hs
->phases
.fork
[i
], "fork", i
);
8290 for (i
= 0; i
< hs
->phases
.join_count
; ++i
)
8291 shader_glsl_generate_shader_phase_invocation(buffer
, &hs
->phases
.join
[i
], "join", i
);
8292 shader_addline(buffer
, "setup_patch_constant_output();\n");
8293 shader_addline(buffer
, "}\n");
8295 shader_id
= GL_EXTCALL(glCreateShader(GL_TESS_CONTROL_SHADER
));
8296 TRACE("Compiling shader object %u.\n", shader_id
);
8297 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
8302 static void shader_glsl_generate_ds_epilogue(const struct wined3d_gl_info
*gl_info
,
8303 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
8304 const struct ds_compile_args
*args
)
8306 shader_addline(buffer
, "setup_ds_output(ds_out);\n");
8308 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
&& !gl_info
->supported
[ARB_CLIP_CONTROL
])
8309 shader_glsl_fixup_position(buffer
, FALSE
);
8312 static GLuint
shader_glsl_generate_domain_shader(const struct wined3d_context_gl
*context_gl
,
8313 struct shader_glsl_priv
*priv
, const struct wined3d_shader
*shader
, const struct ds_compile_args
*args
)
8315 struct wined3d_string_buffer_list
*string_buffers
= &priv
->string_buffers
;
8316 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
8317 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
8318 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
8319 struct shader_glsl_ctx_priv priv_ctx
;
8322 if (priv
->use_vkd3d
)
8323 return shader_glsl_generate_vkd3d_shader(context_gl
, priv
, shader
, GL_TESS_EVALUATION_SHADER
);
8325 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
8326 priv_ctx
.gl_info
= gl_info
;
8327 priv_ctx
.cur_ds_args
= args
;
8328 priv_ctx
.string_buffers
= string_buffers
;
8330 shader_glsl_add_version_declaration(buffer
, gl_info
);
8332 shader_glsl_enable_extensions(buffer
, gl_info
);
8333 shader_addline(buffer
, "#extension GL_ARB_tessellation_shader : enable\n");
8335 shader_generate_glsl_declarations(context_gl
, buffer
, shader
, reg_maps
, &priv_ctx
);
8337 shader_addline(buffer
, "layout(");
8338 switch (shader
->u
.ds
.tessellator_domain
)
8340 case WINED3D_TESSELLATOR_DOMAIN_LINE
:
8341 shader_addline(buffer
, "isolines");
8343 case WINED3D_TESSELLATOR_DOMAIN_QUAD
:
8344 shader_addline(buffer
, "quads");
8346 case WINED3D_TESSELLATOR_DOMAIN_TRIANGLE
:
8347 shader_addline(buffer
, "triangles");
8350 switch (args
->tessellator_output_primitive
)
8352 case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CW
:
8353 shader_addline(buffer
, ", ccw");
8355 case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW
:
8356 shader_addline(buffer
, ", cw");
8358 case WINED3D_TESSELLATOR_OUTPUT_POINT
:
8359 shader_addline(buffer
, ", point_mode");
8361 case WINED3D_TESSELLATOR_OUTPUT_LINE
:
8364 switch (args
->tessellator_partitioning
)
8366 case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD
:
8367 shader_addline(buffer
, ", fractional_odd_spacing");
8369 case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN
:
8370 shader_addline(buffer
, ", fractional_even_spacing");
8372 case WINED3D_TESSELLATOR_PARTITIONING_INTEGER
:
8373 case WINED3D_TESSELLATOR_PARTITIONING_POW2
:
8374 shader_addline(buffer
, ", equal_spacing");
8377 shader_addline(buffer
, ") in;\n");
8379 shader_addline(buffer
, "in shader_in_out { vec4 reg[%u]; } shader_in[];\n", shader
->limits
->packed_input
);
8381 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
&& !gl_info
->supported
[ARB_CLIP_CONTROL
])
8382 shader_addline(buffer
, "uniform vec4 pos_fixup;\n");
8384 shader_glsl_generate_sm4_output_setup(priv
, shader
, args
->output_count
, gl_info
,
8385 args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
, args
->interpolation_mode
);
8386 shader_glsl_generate_patch_constant_setup(buffer
, &shader
->patch_constant_signature
, TRUE
);
8388 shader_addline(buffer
, "void main()\n{\n");
8389 shader_addline(buffer
, "setup_patch_constant_input();\n");
8391 if (FAILED(shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, NULL
, NULL
)))
8394 shader_addline(buffer
, "}\n");
8396 shader_id
= GL_EXTCALL(glCreateShader(GL_TESS_EVALUATION_SHADER
));
8397 TRACE("Compiling shader object %u.\n", shader_id
);
8398 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
8403 /* Context activation is done by the caller. */
8404 static GLuint
shader_glsl_generate_geometry_shader(const struct wined3d_context_gl
*context_gl
,
8405 struct shader_glsl_priv
*priv
, const struct wined3d_shader
*shader
, const struct gs_compile_args
*args
)
8407 struct wined3d_string_buffer_list
*string_buffers
= &priv
->string_buffers
;
8408 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
8409 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
8410 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
8411 const struct wined3d_shader_signature_element
*output
;
8412 enum wined3d_primitive_type primitive_type
;
8413 struct shader_glsl_ctx_priv priv_ctx
;
8414 unsigned int max_vertices
;
8418 if (shader
->function
&& priv
->use_vkd3d
)
8419 return shader_glsl_generate_vkd3d_shader(context_gl
, priv
, shader
, GL_GEOMETRY_SHADER
);
8421 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
8422 priv_ctx
.gl_info
= gl_info
;
8423 priv_ctx
.string_buffers
= string_buffers
;
8425 shader_glsl_add_version_declaration(buffer
, gl_info
);
8427 shader_glsl_enable_extensions(buffer
, gl_info
);
8429 shader_generate_glsl_declarations(context_gl
, buffer
, shader
, reg_maps
, &priv_ctx
);
8431 primitive_type
= shader
->u
.gs
.input_type
? shader
->u
.gs
.input_type
: args
->primitive_type
;
8432 shader_addline(buffer
, "layout(%s", glsl_primitive_type_from_d3d(primitive_type
));
8433 if (shader
->u
.gs
.instance_count
> 1)
8434 shader_addline(buffer
, ", invocations = %u", shader
->u
.gs
.instance_count
);
8435 shader_addline(buffer
, ") in;\n");
8437 primitive_type
= shader
->u
.gs
.output_type
? shader
->u
.gs
.output_type
: args
->primitive_type
;
8438 if (!(max_vertices
= shader
->u
.gs
.vertices_out
))
8440 switch (args
->primitive_type
)
8442 case WINED3D_PT_POINTLIST
:
8445 case WINED3D_PT_LINELIST
:
8448 case WINED3D_PT_TRIANGLELIST
:
8452 FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(args
->primitive_type
));
8456 shader_addline(buffer
, "layout(%s, max_vertices = %u) out;\n",
8457 glsl_primitive_type_from_d3d(primitive_type
), max_vertices
);
8458 shader_addline(buffer
, "in shader_in_out { vec4 reg[%u]; } shader_in[];\n", shader
->limits
->packed_input
);
8460 if (!gl_info
->supported
[ARB_CLIP_CONTROL
])
8462 shader_addline(buffer
, "uniform vec4 pos_fixup");
8463 if (reg_maps
->viewport_array
)
8464 shader_addline(buffer
, "[%u]", WINED3D_MAX_VIEWPORTS
);
8465 shader_addline(buffer
, ";\n");
8468 if (is_rasterization_disabled(shader
))
8470 shader_glsl_generate_stream_output_setup(buffer
, shader
);
8474 shader_glsl_generate_sm4_output_setup(priv
, shader
, args
->output_count
,
8475 gl_info
, TRUE
, args
->interpolation_mode
);
8478 shader_addline(buffer
, "void main()\n{\n");
8479 if (shader
->function
)
8481 if (FAILED(shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, NULL
, NULL
)))
8486 for (i
= 0; i
< max_vertices
; ++i
)
8488 for (j
= 0; j
< shader
->output_signature
.element_count
; ++j
)
8490 output
= &shader
->output_signature
.elements
[j
];
8491 shader_addline(buffer
, "gs_out[%u] = shader_in[%u].reg[%u];\n",
8492 output
->register_idx
, i
, output
->register_idx
);
8494 shader_addline(buffer
, "setup_gs_output(gs_out);\n");
8495 if (!gl_info
->supported
[ARB_CLIP_CONTROL
])
8496 shader_glsl_fixup_position(buffer
, FALSE
);
8497 shader_addline(buffer
, "EmitVertex();\n");
8500 shader_addline(buffer
, "}\n");
8502 shader_id
= GL_EXTCALL(glCreateShader(GL_GEOMETRY_SHADER
));
8503 TRACE("Compiling shader object %u.\n", shader_id
);
8504 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
8509 static void shader_glsl_generate_shader_epilogue(const struct wined3d_shader_context
*ctx
)
8511 const struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
8512 const struct wined3d_gl_info
*gl_info
= priv
->gl_info
;
8513 struct wined3d_string_buffer
*buffer
= ctx
->buffer
;
8514 const struct wined3d_shader
*shader
= ctx
->shader
;
8516 switch (shader
->reg_maps
.shader_version
.type
)
8518 case WINED3D_SHADER_TYPE_PIXEL
:
8519 shader_glsl_generate_ps_epilogue(gl_info
, buffer
, shader
, priv
->cur_ps_args
, priv
->string_buffers
);
8521 case WINED3D_SHADER_TYPE_VERTEX
:
8522 shader_glsl_generate_vs_epilogue(gl_info
, buffer
, shader
, priv
->cur_vs_args
);
8524 case WINED3D_SHADER_TYPE_DOMAIN
:
8525 shader_glsl_generate_ds_epilogue(gl_info
, buffer
, shader
, priv
->cur_ds_args
);
8527 case WINED3D_SHADER_TYPE_GEOMETRY
:
8528 case WINED3D_SHADER_TYPE_COMPUTE
:
8531 FIXME("Unhandled shader type %#x.\n", shader
->reg_maps
.shader_version
.type
);
8536 /* Context activation is done by the caller. */
8537 static GLuint
shader_glsl_generate_compute_shader(const struct wined3d_context_gl
*context_gl
,
8538 struct shader_glsl_priv
*priv
, const struct wined3d_shader
*shader
)
8540 const struct wined3d_shader_thread_group_size
*thread_group_size
= &shader
->u
.cs
.thread_group_size
;
8541 struct wined3d_string_buffer_list
*string_buffers
= &priv
->string_buffers
;
8542 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
8543 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
8544 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
8545 struct shader_glsl_ctx_priv priv_ctx
;
8549 if (priv
->use_vkd3d
)
8550 return shader_glsl_generate_vkd3d_shader(context_gl
, priv
, shader
, GL_COMPUTE_SHADER
);
8552 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
8553 priv_ctx
.gl_info
= gl_info
;
8554 priv_ctx
.string_buffers
= string_buffers
;
8556 shader_glsl_add_version_declaration(buffer
, gl_info
);
8558 shader_glsl_enable_extensions(buffer
, gl_info
);
8559 shader_addline(buffer
, "#extension GL_ARB_compute_shader : enable\n");
8561 shader_generate_glsl_declarations(context_gl
, buffer
, shader
, reg_maps
, &priv_ctx
);
8563 for (i
= 0; i
< reg_maps
->tgsm_count
; ++i
)
8565 if (reg_maps
->tgsm
[i
].size
)
8566 shader_addline(buffer
, "shared uint cs_g%u[%u];\n", i
, reg_maps
->tgsm
[i
].size
);
8569 shader_addline(buffer
, "layout(local_size_x = %u, local_size_y = %u, local_size_z = %u) in;\n",
8570 thread_group_size
->x
, thread_group_size
->y
, thread_group_size
->z
);
8572 shader_addline(buffer
, "void main()\n{\n");
8573 shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, NULL
, NULL
);
8574 shader_addline(buffer
, "}\n");
8576 shader_id
= GL_EXTCALL(glCreateShader(GL_COMPUTE_SHADER
));
8577 TRACE("Compiling shader object %u.\n", shader_id
);
8578 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
8583 static GLuint
find_glsl_fragment_shader(const struct wined3d_context_gl
*context_gl
,
8584 struct shader_glsl_priv
*priv
, struct wined3d_shader
*shader
, const struct ps_compile_args
*args
)
8586 struct glsl_ps_compiled_shader
*gl_shaders
, *new_array
;
8587 struct glsl_shader_private
*shader_data
;
8592 if (!shader
->backend_data
)
8594 if (!(shader
->backend_data
= calloc(1, sizeof(*shader_data
))))
8596 ERR("Failed to allocate backend data.\n");
8600 shader_data
= shader
->backend_data
;
8601 gl_shaders
= shader_data
->gl_shaders
.ps
;
8603 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
8604 * so a linear search is more performant than a hashmap or a binary search
8605 * (cache coherency etc)
8607 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
8609 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
8610 return gl_shaders
[i
].id
;
8613 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
8614 if (shader_data
->shader_array_size
== shader_data
->num_gl_shaders
)
8616 if (shader_data
->num_gl_shaders
)
8618 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
8619 new_array
= realloc(shader_data
->gl_shaders
.ps
, new_size
* sizeof(*gl_shaders
));
8623 new_array
= malloc(sizeof(*gl_shaders
));
8628 ERR("Out of memory\n");
8631 shader_data
->gl_shaders
.ps
= new_array
;
8632 shader_data
->shader_array_size
= new_size
;
8633 gl_shaders
= new_array
;
8636 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
8638 string_buffer_clear(&priv
->shader_buffer
);
8639 ret
= shader_glsl_generate_fragment_shader(context_gl
, priv
, shader
, args
);
8640 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
8645 static BOOL
vs_args_equal(const struct vs_compile_args
*stored
, const struct vs_compile_args
*new,
8646 const DWORD use_map
)
8648 if ((stored
->swizzle_map
& use_map
) != new->swizzle_map
)
8650 if ((stored
->clip_enabled
) != new->clip_enabled
)
8652 if (stored
->point_size
!= new->point_size
)
8654 if (stored
->per_vertex_point_size
!= new->per_vertex_point_size
)
8656 if (stored
->flatshading
!= new->flatshading
)
8658 if (stored
->next_shader_type
!= new->next_shader_type
)
8660 if (stored
->next_shader_input_count
!= new->next_shader_input_count
)
8662 if (stored
->fog_src
!= new->fog_src
)
8664 return !memcmp(stored
->interpolation_mode
, new->interpolation_mode
, sizeof(new->interpolation_mode
));
8667 static GLuint
find_glsl_vertex_shader(const struct wined3d_context_gl
*context_gl
,
8668 struct shader_glsl_priv
*priv
, struct wined3d_shader
*shader
, const struct vs_compile_args
*args
)
8670 struct glsl_vs_compiled_shader
*gl_shaders
, *new_array
;
8671 uint32_t use_map
= context_gl
->c
.stream_info
.use_map
;
8672 struct glsl_shader_private
*shader_data
;
8673 unsigned int i
, new_size
;
8676 if (!shader
->backend_data
)
8678 if (!(shader
->backend_data
= calloc(1, sizeof(*shader_data
))))
8680 ERR("Failed to allocate backend data.\n");
8684 shader_data
= shader
->backend_data
;
8685 gl_shaders
= shader_data
->gl_shaders
.vs
;
8687 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
8688 * so a linear search is more performant than a hashmap or a binary search
8689 * (cache coherency etc)
8691 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
8693 if (vs_args_equal(&gl_shaders
[i
].args
, args
, use_map
))
8694 return gl_shaders
[i
].id
;
8697 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
8699 if (shader_data
->shader_array_size
== shader_data
->num_gl_shaders
)
8701 if (shader_data
->num_gl_shaders
)
8703 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
8704 new_array
= realloc(shader_data
->gl_shaders
.vs
, new_size
* sizeof(*gl_shaders
));
8708 new_array
= malloc(sizeof(*gl_shaders
));
8713 ERR("Out of memory\n");
8716 shader_data
->gl_shaders
.vs
= new_array
;
8717 shader_data
->shader_array_size
= new_size
;
8718 gl_shaders
= new_array
;
8721 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
8723 string_buffer_clear(&priv
->shader_buffer
);
8724 ret
= shader_glsl_generate_vertex_shader(context_gl
, priv
, shader
, args
);
8725 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
8730 static GLuint
find_glsl_hull_shader(const struct wined3d_context_gl
*context_gl
,
8731 struct shader_glsl_priv
*priv
, struct wined3d_shader
*shader
)
8733 struct glsl_hs_compiled_shader
*gl_shaders
, *new_array
;
8734 struct glsl_shader_private
*shader_data
;
8735 unsigned int new_size
;
8738 if (!shader
->backend_data
)
8740 if (!(shader
->backend_data
= calloc(1, sizeof(*shader_data
))))
8742 ERR("Failed to allocate backend data.\n");
8746 shader_data
= shader
->backend_data
;
8747 gl_shaders
= shader_data
->gl_shaders
.hs
;
8749 if (shader_data
->num_gl_shaders
> 0)
8751 assert(shader_data
->num_gl_shaders
== 1);
8752 return gl_shaders
[0].id
;
8755 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
8757 assert(!shader_data
->gl_shaders
.hs
);
8759 if (!(new_array
= malloc(sizeof(*new_array
))))
8761 ERR("Failed to allocate GL shaders array.\n");
8764 shader_data
->gl_shaders
.hs
= new_array
;
8765 shader_data
->shader_array_size
= new_size
;
8766 gl_shaders
= new_array
;
8768 string_buffer_clear(&priv
->shader_buffer
);
8769 ret
= shader_glsl_generate_hull_shader(context_gl
, priv
, shader
);
8770 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
8775 static GLuint
find_glsl_domain_shader(const struct wined3d_context_gl
*context_gl
,
8776 struct shader_glsl_priv
*priv
, struct wined3d_shader
*shader
, const struct ds_compile_args
*args
)
8778 struct glsl_ds_compiled_shader
*gl_shaders
, *new_array
;
8779 struct glsl_shader_private
*shader_data
;
8780 unsigned int i
, new_size
;
8783 if (!shader
->backend_data
)
8785 if (!(shader
->backend_data
= calloc(1, sizeof(*shader_data
))))
8787 ERR("Failed to allocate backend data.\n");
8791 shader_data
= shader
->backend_data
;
8792 gl_shaders
= shader_data
->gl_shaders
.ds
;
8794 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
8796 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
8797 return gl_shaders
[i
].id
;
8800 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
8802 if (shader_data
->num_gl_shaders
)
8804 new_size
= shader_data
->shader_array_size
+ 1;
8805 new_array
= realloc(shader_data
->gl_shaders
.ds
, new_size
* sizeof(*new_array
));
8809 new_array
= malloc(sizeof(*new_array
));
8815 ERR("Failed to allocate GL shaders array.\n");
8818 shader_data
->gl_shaders
.ds
= new_array
;
8819 shader_data
->shader_array_size
= new_size
;
8820 gl_shaders
= new_array
;
8822 string_buffer_clear(&priv
->shader_buffer
);
8823 ret
= shader_glsl_generate_domain_shader(context_gl
, priv
, shader
, args
);
8824 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
8825 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
8830 static GLuint
find_glsl_geometry_shader(const struct wined3d_context_gl
*context_gl
,
8831 struct shader_glsl_priv
*priv
, struct wined3d_shader
*shader
, const struct gs_compile_args
*args
)
8833 struct glsl_gs_compiled_shader
*gl_shaders
, *new_array
;
8834 struct glsl_shader_private
*shader_data
;
8835 unsigned int i
, new_size
;
8838 if (!shader
->backend_data
)
8840 if (!(shader
->backend_data
= calloc(1, sizeof(*shader_data
))))
8842 ERR("Failed to allocate backend data.\n");
8846 shader_data
= shader
->backend_data
;
8847 gl_shaders
= shader_data
->gl_shaders
.gs
;
8849 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
8851 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
8852 return gl_shaders
[i
].id
;
8855 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
8857 if (shader_data
->num_gl_shaders
)
8859 new_size
= shader_data
->shader_array_size
+ 1;
8860 new_array
= realloc(shader_data
->gl_shaders
.gs
, new_size
* sizeof(*new_array
));
8864 new_array
= malloc(sizeof(*new_array
));
8870 ERR("Failed to allocate GL shaders array.\n");
8873 shader_data
->gl_shaders
.gs
= new_array
;
8874 shader_data
->shader_array_size
= new_size
;
8875 gl_shaders
= new_array
;
8877 string_buffer_clear(&priv
->shader_buffer
);
8878 ret
= shader_glsl_generate_geometry_shader(context_gl
, priv
, shader
, args
);
8879 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
8880 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
8885 static const char *shader_glsl_ffp_mcs(enum wined3d_material_color_source mcs
, const char *material
)
8889 case WINED3D_MCS_MATERIAL
:
8891 case WINED3D_MCS_COLOR1
:
8892 return "ffp_attrib_diffuse";
8893 case WINED3D_MCS_COLOR2
:
8894 return "ffp_attrib_specular";
8896 ERR("Invalid material color source %#x.\n", mcs
);
8901 static void shader_glsl_ffp_vertex_lighting_footer(struct wined3d_string_buffer
*buffer
,
8902 const struct wined3d_ffp_vs_settings
*settings
, unsigned int idx
, BOOL legacy_lighting
)
8904 shader_addline(buffer
, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)"
8905 " * ffp_light[%u].diffuse.xyz * att;\n", idx
);
8906 if (settings
->localviewer
)
8907 shader_addline(buffer
, "t = dot(normal, ffp_normalize(dir - ffp_normalize(ec_pos.xyz)));\n");
8909 shader_addline(buffer
, "t = dot(normal, ffp_normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
8910 if (settings
->specular_enable
)
8911 shader_addline(buffer
, "if (dot(dir, normal) > 0.0 && t > 0.0%s) specular +="
8912 " pow(t, ffp_material.shininess) * ffp_light[%u].specular * att;\n",
8913 legacy_lighting
? " && ffp_material.shininess > 0.0" : "", idx
);
8916 static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer
*buffer
,
8917 const struct wined3d_ffp_vs_settings
*settings
, BOOL legacy_lighting
)
8919 const char *diffuse
, *specular
, *emissive
, *ambient
;
8920 unsigned int i
, idx
;
8922 if (!settings
->lighting
)
8924 if (settings
->diffuse
)
8925 shader_addline(buffer
, "ffp_varying_diffuse = ffp_attrib_diffuse;\n");
8927 shader_addline(buffer
, "ffp_varying_diffuse = vec4(1.0);\n");
8928 shader_addline(buffer
, "ffp_varying_specular = ffp_attrib_specular;\n");
8932 shader_addline(buffer
, "vec3 ambient = ffp_light_ambient;\n");
8933 shader_addline(buffer
, "vec3 diffuse = vec3(0.0);\n");
8934 shader_addline(buffer
, "vec3 dir, dst;\n");
8935 shader_addline(buffer
, "float att, t;\n");
8937 if (settings
->specular_enable
)
8938 shader_addline(buffer
, "vec4 specular = vec4(0.0);\n");
8940 ambient
= shader_glsl_ffp_mcs(settings
->ambient_source
, "ffp_material.ambient");
8941 diffuse
= shader_glsl_ffp_mcs(settings
->diffuse_source
, "ffp_material.diffuse");
8942 specular
= shader_glsl_ffp_mcs(settings
->specular_source
, "ffp_material.specular");
8943 emissive
= shader_glsl_ffp_mcs(settings
->emissive_source
, "ffp_material.emissive");
8946 for (i
= 0; i
< settings
->point_light_count
; ++i
, ++idx
)
8948 shader_addline(buffer
, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", idx
);
8949 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
8950 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
8951 shader_addline(buffer
, "dst.x = 1.0;\n");
8952 if (legacy_lighting
)
8954 shader_addline(buffer
, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", idx
, idx
);
8955 shader_addline(buffer
, "dst.z = dst.y * dst.y;\n");
8956 shader_addline(buffer
, "if (dst.y > 0.0)\n{\n");
8960 shader_addline(buffer
, "if (dst.y <= ffp_light[%u].range)\n{\n", idx
);
8962 shader_addline(buffer
, "att = dot(dst.xyz, vec3(ffp_light[%u].c_att,"
8963 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n", idx
, idx
, idx
);
8964 if (!legacy_lighting
)
8965 shader_addline(buffer
, "att = 1.0 / att;\n");
8966 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz * att;\n", idx
);
8967 if (!settings
->normal
)
8969 shader_addline(buffer
, "}\n");
8972 shader_addline(buffer
, "dir = ffp_normalize(dir);\n");
8973 shader_glsl_ffp_vertex_lighting_footer(buffer
, settings
, idx
, legacy_lighting
);
8974 shader_addline(buffer
, "}\n");
8977 for (i
= 0; i
< settings
->spot_light_count
; ++i
, ++idx
)
8979 shader_addline(buffer
, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", idx
);
8980 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
8981 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
8982 shader_addline(buffer
, "dst.x = 1.0;\n");
8983 if (legacy_lighting
)
8985 shader_addline(buffer
, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", idx
, idx
);
8986 shader_addline(buffer
, "dst.z = dst.y * dst.y;\n");
8987 shader_addline(buffer
, "if (dst.y > 0.0)\n{\n");
8991 shader_addline(buffer
, "if (dst.y <= ffp_light[%u].range)\n{\n", idx
);
8993 shader_addline(buffer
, "dir = ffp_normalize(dir);\n");
8994 shader_addline(buffer
, "t = dot(-dir, ffp_normalize(ffp_light[%u].direction));\n", idx
);
8995 shader_addline(buffer
, "if (t > ffp_light[%u].cos_htheta) att = 1.0;\n", idx
);
8996 shader_addline(buffer
, "else if (t <= ffp_light[%u].cos_hphi) att = 0.0;\n", idx
);
8997 shader_addline(buffer
, "else att = pow((t - ffp_light[%u].cos_hphi)"
8998 " / (ffp_light[%u].cos_htheta - ffp_light[%u].cos_hphi), ffp_light[%u].falloff);\n",
8999 idx
, idx
, idx
, idx
);
9000 if (legacy_lighting
)
9001 shader_addline(buffer
, "att *= dot(dst.xyz, vec3(ffp_light[%u].c_att,"
9002 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n",
9005 shader_addline(buffer
, "att /= dot(dst.xyz, vec3(ffp_light[%u].c_att,"
9006 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n",
9008 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz * att;\n", idx
);
9009 if (!settings
->normal
)
9011 shader_addline(buffer
, "}\n");
9014 shader_glsl_ffp_vertex_lighting_footer(buffer
, settings
, idx
, legacy_lighting
);
9015 shader_addline(buffer
, "}\n");
9018 for (i
= 0; i
< settings
->directional_light_count
; ++i
, ++idx
)
9020 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz;\n", idx
);
9021 if (!settings
->normal
)
9023 shader_addline(buffer
, "att = 1.0;\n");
9024 shader_addline(buffer
, "dir = ffp_normalize(ffp_light[%u].direction.xyz);\n", idx
);
9025 shader_glsl_ffp_vertex_lighting_footer(buffer
, settings
, idx
, legacy_lighting
);
9028 for (i
= 0; i
< settings
->parallel_point_light_count
; ++i
, ++idx
)
9030 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz;\n", idx
);
9031 if (!settings
->normal
)
9033 shader_addline(buffer
, "att = 1.0;\n");
9034 shader_addline(buffer
, "dir = ffp_normalize(ffp_light[%u].position.xyz);\n", idx
);
9035 shader_glsl_ffp_vertex_lighting_footer(buffer
, settings
, idx
, legacy_lighting
);
9038 shader_addline(buffer
, "ffp_varying_diffuse.xyz = %s.xyz * ambient + %s.xyz * diffuse + %s.xyz;\n",
9039 ambient
, diffuse
, emissive
);
9040 shader_addline(buffer
, "ffp_varying_diffuse.w = %s.w;\n", diffuse
);
9041 if (settings
->specular_enable
)
9042 shader_addline(buffer
, "ffp_varying_specular = %s * specular;\n", specular
);
9044 shader_addline(buffer
, "ffp_varying_specular = ffp_attrib_specular;\n");
9047 /* Context activation is done by the caller. */
9048 static GLuint
shader_glsl_generate_ffp_vertex_shader(struct shader_glsl_priv
*priv
,
9049 const struct wined3d_ffp_vs_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
9051 static const struct attrib_info
9054 const char name
[24];
9058 {"vec4", "ffp_attrib_position"}, /* WINED3D_FFP_POSITION */
9059 {"vec4", "ffp_attrib_blendweight"}, /* WINED3D_FFP_BLENDWEIGHT */
9060 /* TODO: Indexed vertex blending */
9061 {"float", ""}, /* WINED3D_FFP_BLENDINDICES */
9062 {"vec3", "ffp_attrib_normal"}, /* WINED3D_FFP_NORMAL */
9063 {"float", "ffp_attrib_psize"}, /* WINED3D_FFP_PSIZE */
9064 {"vec4", "ffp_attrib_diffuse"}, /* WINED3D_FFP_DIFFUSE */
9065 {"vec4", "ffp_attrib_specular"}, /* WINED3D_FFP_SPECULAR */
9067 const BOOL legacy_syntax
= needs_legacy_glsl_syntax(gl_info
);
9068 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
9069 BOOL output_legacy_fogcoord
= legacy_syntax
;
9070 BOOL legacy_lighting
= priv
->legacy_lighting
;
9074 string_buffer_clear(buffer
);
9076 shader_glsl_add_version_declaration(buffer
, gl_info
);
9078 if (shader_glsl_use_explicit_attrib_location(gl_info
))
9079 shader_addline(buffer
, "#extension GL_ARB_explicit_attrib_location : enable\n");
9081 shader_addline(buffer
, "invariant gl_Position;\n");
9083 for (i
= 0; i
< WINED3D_FFP_ATTRIBS_COUNT
; ++i
)
9085 const char *type
= i
< ARRAY_SIZE(attrib_info
) ? attrib_info
[i
].type
: "vec4";
9087 if (shader_glsl_use_explicit_attrib_location(gl_info
))
9088 shader_addline(buffer
, "layout(location = %u) ", i
);
9089 shader_addline(buffer
, "%s %s vs_in%u;\n", get_attribute_keyword(gl_info
), type
, i
);
9091 shader_addline(buffer
, "\n");
9093 shader_addline(buffer
, "uniform mat4 ffp_modelview_matrix[%u];\n", MAX_VERTEX_BLENDS
);
9094 shader_addline(buffer
, "uniform mat4 ffp_projection_matrix;\n");
9095 shader_addline(buffer
, "uniform mat3 ffp_normal_matrix;\n");
9096 shader_addline(buffer
, "uniform mat4 ffp_texture_matrix[%u];\n", WINED3D_MAX_FFP_TEXTURES
);
9098 shader_addline(buffer
, "uniform struct\n{\n");
9099 shader_addline(buffer
, " vec4 emissive;\n");
9100 shader_addline(buffer
, " vec4 ambient;\n");
9101 shader_addline(buffer
, " vec4 diffuse;\n");
9102 shader_addline(buffer
, " vec4 specular;\n");
9103 shader_addline(buffer
, " float shininess;\n");
9104 shader_addline(buffer
, "} ffp_material;\n");
9106 shader_addline(buffer
, "uniform vec3 ffp_light_ambient;\n");
9107 shader_addline(buffer
, "uniform struct\n{\n");
9108 shader_addline(buffer
, " vec4 diffuse;\n");
9109 shader_addline(buffer
, " vec4 specular;\n");
9110 shader_addline(buffer
, " vec4 ambient;\n");
9111 shader_addline(buffer
, " vec4 position;\n");
9112 shader_addline(buffer
, " vec3 direction;\n");
9113 shader_addline(buffer
, " float range;\n");
9114 shader_addline(buffer
, " float falloff;\n");
9115 shader_addline(buffer
, " float c_att;\n");
9116 shader_addline(buffer
, " float l_att;\n");
9117 shader_addline(buffer
, " float q_att;\n");
9118 shader_addline(buffer
, " float cos_htheta;\n");
9119 shader_addline(buffer
, " float cos_hphi;\n");
9120 shader_addline(buffer
, "} ffp_light[%u];\n", WINED3D_MAX_ACTIVE_LIGHTS
);
9122 if (settings
->point_size
)
9124 shader_addline(buffer
, "uniform struct\n{\n");
9125 shader_addline(buffer
, " float size;\n");
9126 shader_addline(buffer
, " float size_min;\n");
9127 shader_addline(buffer
, " float size_max;\n");
9128 shader_addline(buffer
, " float c_att;\n");
9129 shader_addline(buffer
, " float l_att;\n");
9130 shader_addline(buffer
, " float q_att;\n");
9131 shader_addline(buffer
, "} ffp_point;\n");
9136 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
9137 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
9138 shader_addline(buffer
, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_FFP_TEXTURES
);
9139 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
9143 if (settings
->clipping
)
9144 shader_addline(buffer
, "uniform vec4 clip_planes[%u];\n", gl_info
->limits
.user_clip_distances
);
9146 declare_out_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_diffuse;\n");
9147 declare_out_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_specular;\n");
9148 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_FFP_TEXTURES
);
9149 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
9152 shader_addline(buffer
, "\nvec3 ffp_normalize(vec3 n)\n{\n");
9153 shader_addline(buffer
, " float lensq = dot(n, n);\n");
9154 shader_addline(buffer
, " return lensq == 0.0 ? n : (n * inversesqrt(lensq));\n");
9155 shader_addline(buffer
, "}\n");
9157 shader_addline(buffer
, "\nvoid main()\n{\n");
9158 shader_addline(buffer
, "float m;\n");
9159 shader_addline(buffer
, "vec3 r;\n");
9161 for (i
= 0; i
< ARRAY_SIZE(attrib_info
); ++i
)
9163 if (attrib_info
[i
].name
[0])
9164 shader_addline(buffer
, "%s %s = vs_in%u%s;\n", attrib_info
[i
].type
, attrib_info
[i
].name
,
9165 i
, settings
->swizzle_map
& (1u << i
) ? ".zyxw" : "");
9167 for (i
= 0; i
< WINED3D_MAX_FFP_TEXTURES
; ++i
)
9169 unsigned int coord_idx
= settings
->texgen
[i
] & 0x0000ffff;
9170 if ((settings
->texgen
[i
] & 0xffff0000) == WINED3DTSS_TCI_PASSTHRU
9171 && settings
->texcoords
& (1u << i
))
9172 shader_addline(buffer
, "vec4 ffp_attrib_texcoord%u = vs_in%u;\n", i
, coord_idx
+ WINED3D_FFP_TEXCOORD0
);
9175 shader_addline(buffer
, "ffp_attrib_blendweight[%u] = 1.0;\n", settings
->vertexblends
);
9177 if (settings
->transformed
)
9179 shader_addline(buffer
, "vec4 ec_pos = vec4(ffp_attrib_position.xyz, 1.0);\n");
9180 shader_addline(buffer
, "gl_Position = ffp_projection_matrix * ec_pos;\n");
9181 shader_addline(buffer
, "if (ffp_attrib_position.w != 0.0) gl_Position /= ffp_attrib_position.w;\n");
9185 for (i
= 0; i
< settings
->vertexblends
; ++i
)
9186 shader_addline(buffer
, "ffp_attrib_blendweight[%u] -= ffp_attrib_blendweight[%u];\n", settings
->vertexblends
, i
);
9188 shader_addline(buffer
, "vec4 ec_pos = vec4(0.0);\n");
9189 for (i
= 0; i
< settings
->vertexblends
+ 1; ++i
)
9190 shader_addline(buffer
, "ec_pos += ffp_attrib_blendweight[%u] * (ffp_modelview_matrix[%u] * ffp_attrib_position);\n", i
, i
);
9192 shader_addline(buffer
, "gl_Position = ffp_projection_matrix * ec_pos;\n");
9193 if (settings
->clipping
)
9196 shader_addline(buffer
, "gl_ClipVertex = ec_pos;\n");
9198 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
9199 shader_addline(buffer
, "gl_ClipDistance[%u] = dot(ec_pos, clip_planes[%u]);\n", i
, i
);
9201 shader_addline(buffer
, "ec_pos /= ec_pos.w;\n");
9204 shader_addline(buffer
, "vec3 normal = vec3(0.0);\n");
9205 if (settings
->normal
)
9207 if (!settings
->vertexblends
)
9209 shader_addline(buffer
, "normal = ffp_normal_matrix * ffp_attrib_normal;\n");
9213 for (i
= 0; i
< settings
->vertexblends
+ 1; ++i
)
9214 shader_addline(buffer
, "normal += ffp_attrib_blendweight[%u] * (mat3(ffp_modelview_matrix[%u]) * ffp_attrib_normal);\n", i
, i
);
9217 if (settings
->normalize
)
9218 shader_addline(buffer
, "normal = ffp_normalize(normal);\n");
9221 shader_glsl_ffp_vertex_lighting(buffer
, settings
, legacy_lighting
);
9224 shader_addline(buffer
, "gl_FrontColor = ffp_varying_diffuse;\n");
9225 shader_addline(buffer
, "gl_FrontSecondaryColor = ffp_varying_specular;\n");
9229 shader_addline(buffer
, "ffp_varying_diffuse = clamp(ffp_varying_diffuse, 0.0, 1.0);\n");
9230 shader_addline(buffer
, "ffp_varying_specular = clamp(ffp_varying_specular, 0.0, 1.0);\n");
9233 for (i
= 0; i
< WINED3D_MAX_FFP_TEXTURES
; ++i
)
9235 BOOL output_legacy_texcoord
= legacy_syntax
;
9237 switch (settings
->texgen
[i
] & 0xffff0000)
9239 case WINED3DTSS_TCI_PASSTHRU
:
9240 if (settings
->texcoords
& (1u << i
))
9241 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * ffp_attrib_texcoord%u;\n",
9243 else if (shader_glsl_full_ffp_varyings(gl_info
))
9244 shader_addline(buffer
, "ffp_varying_texcoord[%u] = vec4(0.0);\n", i
);
9246 output_legacy_texcoord
= FALSE
;
9249 case WINED3DTSS_TCI_CAMERASPACENORMAL
:
9250 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * vec4(normal, 1.0);\n", i
, i
);
9253 case WINED3DTSS_TCI_CAMERASPACEPOSITION
:
9254 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * ec_pos;\n", i
, i
);
9257 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR
:
9258 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u]"
9259 " * vec4(reflect(ffp_normalize(ec_pos.xyz), normal), 1.0);\n", i
, i
);
9262 case WINED3DTSS_TCI_SPHEREMAP
:
9263 shader_addline(buffer
, "r = reflect(ffp_normalize(ec_pos.xyz), normal);\n");
9264 shader_addline(buffer
, "m = 2.0 * length(vec3(r.x, r.y, r.z + 1.0));\n");
9265 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u]"
9266 " * vec4(r.x / m + 0.5, r.y / m + 0.5, 0.0, 1.0);\n", i
, i
);
9270 ERR("Unhandled texgen %#x.\n", settings
->texgen
[i
]);
9273 if (output_legacy_texcoord
)
9274 shader_addline(buffer
, "gl_TexCoord[%u] = ffp_varying_texcoord[%u];\n", i
, i
);
9277 switch (settings
->fog_mode
)
9279 case WINED3D_FFP_VS_FOG_OFF
:
9280 output_legacy_fogcoord
= FALSE
;
9283 case WINED3D_FFP_VS_FOG_FOGCOORD
:
9284 shader_addline(buffer
, "ffp_varying_fogcoord = ffp_attrib_specular.w;\n");
9287 case WINED3D_FFP_VS_FOG_RANGE
:
9288 shader_addline(buffer
, "ffp_varying_fogcoord = length(ec_pos.xyz);\n");
9291 case WINED3D_FFP_VS_FOG_DEPTH
:
9292 if (settings
->ortho_fog
)
9294 if (gl_info
->supported
[ARB_CLIP_CONTROL
])
9295 shader_addline(buffer
, "ffp_varying_fogcoord = gl_Position.z;\n");
9297 /* Need to undo the [0.0 - 1.0] -> [-1.0 - 1.0] transformation from D3D to GL coordinates. */
9298 shader_addline(buffer
, "ffp_varying_fogcoord = gl_Position.z * 0.5 + 0.5;\n");
9300 else if (settings
->transformed
)
9302 shader_addline(buffer
, "ffp_varying_fogcoord = ec_pos.z;\n");
9306 shader_addline(buffer
, "ffp_varying_fogcoord = abs(ec_pos.z);\n");
9311 ERR("Unhandled fog mode %#x.\n", settings
->fog_mode
);
9314 if (output_legacy_fogcoord
)
9315 shader_addline(buffer
, "gl_FogFragCoord = ffp_varying_fogcoord;\n");
9317 if (settings
->point_size
)
9319 shader_addline(buffer
, "gl_PointSize = %s / sqrt(ffp_point.c_att"
9320 " + ffp_point.l_att * length(ec_pos.xyz)"
9321 " + ffp_point.q_att * dot(ec_pos.xyz, ec_pos.xyz));\n",
9322 settings
->per_vertex_point_size
? "ffp_attrib_psize" : "ffp_point.size");
9323 shader_addline(buffer
, "gl_PointSize = clamp(gl_PointSize, ffp_point.size_min, ffp_point.size_max);\n");
9326 shader_addline(buffer
, "}\n");
9328 shader_obj
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
9329 shader_glsl_compile(gl_info
, shader_obj
, buffer
->buffer
);
9334 static const char *shader_glsl_get_ffp_fragment_op_arg(struct wined3d_string_buffer
*buffer
,
9335 unsigned int argnum
, unsigned int stage
, DWORD arg
)
9339 if (arg
== ARG_UNUSED
)
9340 return "<unused arg>";
9342 switch (arg
& WINED3DTA_SELECTMASK
)
9344 case WINED3DTA_DIFFUSE
:
9345 ret
= "ffp_varying_diffuse";
9348 case WINED3DTA_CURRENT
:
9352 case WINED3DTA_TEXTURE
:
9355 case 0: ret
= "tex0"; break;
9356 case 1: ret
= "tex1"; break;
9357 case 2: ret
= "tex2"; break;
9358 case 3: ret
= "tex3"; break;
9359 case 4: ret
= "tex4"; break;
9360 case 5: ret
= "tex5"; break;
9361 case 6: ret
= "tex6"; break;
9362 case 7: ret
= "tex7"; break;
9364 ret
= "<invalid texture>";
9369 case WINED3DTA_TFACTOR
:
9373 case WINED3DTA_SPECULAR
:
9374 ret
= "ffp_varying_specular";
9377 case WINED3DTA_TEMP
:
9381 case WINED3DTA_CONSTANT
:
9384 case 0: ret
= "tss_const0"; break;
9385 case 1: ret
= "tss_const1"; break;
9386 case 2: ret
= "tss_const2"; break;
9387 case 3: ret
= "tss_const3"; break;
9388 case 4: ret
= "tss_const4"; break;
9389 case 5: ret
= "tss_const5"; break;
9390 case 6: ret
= "tss_const6"; break;
9391 case 7: ret
= "tss_const7"; break;
9393 ret
= "<invalid constant>";
9399 return "<unhandled arg>";
9402 if (arg
& WINED3DTA_COMPLEMENT
)
9404 shader_addline(buffer
, "arg%u = vec4(1.0) - %s;\n", argnum
, ret
);
9407 else if (argnum
== 1)
9409 else if (argnum
== 2)
9413 if (arg
& WINED3DTA_ALPHAREPLICATE
)
9415 shader_addline(buffer
, "arg%u = vec4(%s.w);\n", argnum
, ret
);
9418 else if (argnum
== 1)
9420 else if (argnum
== 2)
9427 static void shader_glsl_ffp_fragment_op(struct wined3d_string_buffer
*buffer
, unsigned int stage
, BOOL color
,
9428 BOOL alpha
, BOOL tmp_dst
, unsigned int op
, DWORD dw_arg0
, DWORD dw_arg1
, DWORD dw_arg2
)
9430 const char *dstmask
, *dstreg
, *arg0
, *arg1
, *arg2
;
9439 dstreg
= tmp_dst
? "temp_reg" : "ret";
9441 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, dw_arg0
);
9442 arg1
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 1, stage
, dw_arg1
);
9443 arg2
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 2, stage
, dw_arg2
);
9447 case WINED3D_TOP_DISABLE
:
9450 case WINED3D_TOP_SELECT_ARG1
:
9451 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
);
9454 case WINED3D_TOP_SELECT_ARG2
:
9455 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg2
, dstmask
);
9458 case WINED3D_TOP_MODULATE
:
9459 shader_addline(buffer
, "%s%s = %s%s * %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9462 case WINED3D_TOP_MODULATE_4X
:
9463 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 4.0, 0.0, 1.0);\n",
9464 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9467 case WINED3D_TOP_MODULATE_2X
:
9468 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 2.0, 0.0, 1.0);\n",
9469 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9472 case WINED3D_TOP_ADD
:
9473 shader_addline(buffer
, "%s%s = clamp(%s%s + %s%s, 0.0, 1.0);\n",
9474 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9477 case WINED3D_TOP_ADD_SIGNED
:
9478 shader_addline(buffer
, "%s%s = clamp(%s%s + (%s - vec4(0.5))%s, 0.0, 1.0);\n",
9479 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9482 case WINED3D_TOP_ADD_SIGNED_2X
:
9483 shader_addline(buffer
, "%s%s = clamp((%s%s + (%s - vec4(0.5))%s) * 2.0, 0.0, 1.0);\n",
9484 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9487 case WINED3D_TOP_SUBTRACT
:
9488 shader_addline(buffer
, "%s%s = clamp(%s%s - %s%s, 0.0, 1.0);\n",
9489 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9492 case WINED3D_TOP_ADD_SMOOTH
:
9493 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s%s, 0.0, 1.0);\n",
9494 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
, dstmask
);
9497 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
9498 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_DIFFUSE
);
9499 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
9500 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
9503 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
9504 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
9505 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
9506 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
9509 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
9510 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TFACTOR
);
9511 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
9512 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
9515 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
9516 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
9517 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
9518 dstreg
, dstmask
, arg2
, dstmask
, arg0
, arg1
, dstmask
);
9521 case WINED3D_TOP_BLEND_CURRENT_ALPHA
:
9522 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_CURRENT
);
9523 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
9524 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
9527 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
9528 shader_addline(buffer
, "%s%s = clamp(%s%s * %s.w + %s%s, 0.0, 1.0);\n",
9529 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
9532 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
9533 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s.w, 0.0, 1.0);\n",
9534 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
9537 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
9538 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
9539 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
9541 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
9542 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s.w, 0.0, 1.0);\n",
9543 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
9546 case WINED3D_TOP_BUMPENVMAP
:
9547 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
9548 /* These are handled in the first pass, nothing to do. */
9551 case WINED3D_TOP_DOTPRODUCT3
:
9552 shader_addline(buffer
, "%s%s = vec4(clamp(dot(%s.xyz - 0.5, %s.xyz - 0.5) * 4.0, 0.0, 1.0))%s;\n",
9553 dstreg
, dstmask
, arg1
, arg2
, dstmask
);
9556 case WINED3D_TOP_MULTIPLY_ADD
:
9557 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s%s, 0.0, 1.0);\n",
9558 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg0
, dstmask
);
9561 case WINED3D_TOP_LERP
:
9562 /* MSDN isn't quite right here. */
9563 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s%s);\n",
9564 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
, dstmask
);
9568 FIXME("Unhandled operation %#x.\n", op
);
9573 /* Context activation is done by the caller. */
9574 static GLuint
shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv
*priv
,
9575 const struct ffp_frag_settings
*settings
, const struct wined3d_context_gl
*context_gl
)
9577 struct wined3d_string_buffer
*tex_reg_name
= string_buffer_get(&priv
->string_buffers
);
9578 enum wined3d_cmp_func alpha_test_func
= settings
->alpha_test_func
+ 1;
9579 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
9580 BYTE lum_map
= 0, bump_map
= 0, tex_map
= 0, tss_const_map
= 0;
9581 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
9582 const BOOL legacy_syntax
= needs_legacy_glsl_syntax(gl_info
);
9583 BOOL tempreg_used
= FALSE
, tfactor_used
= FALSE
;
9585 DWORD arg0
, arg1
, arg2
;
9588 string_buffer_clear(buffer
);
9590 /* Find out which textures are read */
9591 for (stage
= 0; stage
< WINED3D_MAX_FFP_TEXTURES
; ++stage
)
9593 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
9596 arg0
= settings
->op
[stage
].carg0
& WINED3DTA_SELECTMASK
;
9597 arg1
= settings
->op
[stage
].carg1
& WINED3DTA_SELECTMASK
;
9598 arg2
= settings
->op
[stage
].carg2
& WINED3DTA_SELECTMASK
;
9600 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
9601 || (stage
== 0 && settings
->color_key_enabled
))
9602 tex_map
|= 1u << stage
;
9603 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
9604 tfactor_used
= TRUE
;
9605 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
9606 tempreg_used
= TRUE
;
9607 if (settings
->op
[stage
].tmp_dst
)
9608 tempreg_used
= TRUE
;
9609 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
9610 tss_const_map
|= 1u << stage
;
9612 switch (settings
->op
[stage
].cop
)
9614 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
9615 lum_map
|= 1u << stage
;
9617 case WINED3D_TOP_BUMPENVMAP
:
9618 bump_map
|= 1u << stage
;
9620 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
9621 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
9622 tex_map
|= 1u << stage
;
9625 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
9626 tfactor_used
= TRUE
;
9633 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
9636 arg0
= settings
->op
[stage
].aarg0
& WINED3DTA_SELECTMASK
;
9637 arg1
= settings
->op
[stage
].aarg1
& WINED3DTA_SELECTMASK
;
9638 arg2
= settings
->op
[stage
].aarg2
& WINED3DTA_SELECTMASK
;
9640 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
)
9641 tex_map
|= 1u << stage
;
9642 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
9643 tfactor_used
= TRUE
;
9644 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
9645 tempreg_used
= TRUE
;
9646 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
9647 tss_const_map
|= 1u << stage
;
9650 shader_glsl_add_version_declaration(buffer
, gl_info
);
9652 if (shader_glsl_use_explicit_attrib_location(gl_info
))
9653 shader_addline(buffer
, "#extension GL_ARB_explicit_attrib_location : enable\n");
9654 if (gl_info
->supported
[ARB_SHADING_LANGUAGE_420PACK
])
9655 shader_addline(buffer
, "#extension GL_ARB_shading_language_420pack : enable\n");
9657 if (!use_legacy_fragment_output(gl_info
))
9659 shader_addline(buffer
, "vec4 ps_out[1];\n");
9660 if (shader_glsl_use_explicit_attrib_location(gl_info
))
9661 shader_addline(buffer
, "layout(location = 0) ");
9662 shader_addline(buffer
, "out vec4 color_out0;\n");
9665 shader_addline(buffer
, "vec4 tmp0, tmp1;\n");
9666 shader_addline(buffer
, "vec4 ret;\n");
9667 if (tempreg_used
|| settings
->sRGB_write
)
9668 shader_addline(buffer
, "vec4 temp_reg = vec4(0.0);\n");
9669 shader_addline(buffer
, "vec4 arg0, arg1, arg2;\n");
9671 for (stage
= 0; stage
< WINED3D_MAX_FFP_TEXTURES
; ++stage
)
9673 const char *sampler_type
;
9675 if (tss_const_map
& (1u << stage
))
9676 shader_addline(buffer
, "uniform vec4 tss_const%u;\n", stage
);
9678 if (!(tex_map
& (1u << stage
)))
9681 switch (settings
->op
[stage
].tex_type
)
9683 case WINED3D_GL_RES_TYPE_TEX_1D
:
9684 sampler_type
= "1D";
9686 case WINED3D_GL_RES_TYPE_TEX_2D
:
9687 sampler_type
= "2D";
9689 case WINED3D_GL_RES_TYPE_TEX_3D
:
9690 sampler_type
= "3D";
9692 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
9693 sampler_type
= "Cube";
9696 FIXME("Unhandled sampler type %#x.\n", settings
->op
[stage
].tex_type
);
9697 sampler_type
= NULL
;
9702 /* We don't use bindless samplers for FFP shaders. */
9703 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
9704 shader_glsl_append_sampler_binding_qualifier(buffer
, &context_gl
->c
, NULL
, stage
);
9705 shader_addline(buffer
, "uniform sampler%s ps_sampler%u;\n", sampler_type
, stage
);
9708 shader_addline(buffer
, "vec4 tex%u;\n", stage
);
9710 if (!(bump_map
& (1u << stage
)))
9712 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", stage
);
9714 if (!(lum_map
& (1u << stage
)))
9716 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", stage
);
9717 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", stage
);
9720 shader_addline(buffer
, "uniform vec4 tex_factor;\n");
9721 if (settings
->color_key_enabled
)
9722 shader_addline(buffer
, "uniform vec4 color_key[2];\n");
9723 shader_addline(buffer
, "uniform vec4 specular_enable;\n");
9725 if (settings
->sRGB_write
)
9727 shader_addline(buffer
, "const vec4 srgb_const0 = ");
9728 shader_glsl_append_imm_vec(buffer
, &wined3d_srgb_const
[0].x
, 4, gl_info
);
9729 shader_addline(buffer
, ";\n");
9730 shader_addline(buffer
, "const vec4 srgb_const1 = ");
9731 shader_glsl_append_imm_vec(buffer
, &wined3d_srgb_const
[1].x
, 4, gl_info
);
9732 shader_addline(buffer
, ";\n");
9735 shader_addline(buffer
, "uniform struct\n{\n");
9736 shader_addline(buffer
, " vec4 color;\n");
9737 shader_addline(buffer
, " float density;\n");
9738 shader_addline(buffer
, " float end;\n");
9739 shader_addline(buffer
, " float scale;\n");
9740 shader_addline(buffer
, "} ffp_fog;\n");
9742 if (alpha_test_func
!= WINED3D_CMP_ALWAYS
)
9743 shader_addline(buffer
, "uniform float alpha_test_ref;\n");
9747 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
9748 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
9749 shader_addline(buffer
, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_FFP_TEXTURES
);
9750 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", WINED3D_MAX_FFP_TEXTURES
);
9751 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
9755 declare_in_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_diffuse;\n");
9756 declare_in_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_specular;\n");
9757 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_FFP_TEXTURES
);
9758 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", WINED3D_MAX_FFP_TEXTURES
);
9759 declare_in_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
9762 shader_addline(buffer
, "void main()\n{\n");
9766 shader_addline(buffer
, "ffp_varying_diffuse = gl_Color;\n");
9767 shader_addline(buffer
, "ffp_varying_specular = gl_SecondaryColor;\n");
9770 for (stage
= 0; stage
< WINED3D_MAX_FFP_TEXTURES
; ++stage
)
9772 if (tex_map
& (1u << stage
))
9774 if (settings
->pointsprite
)
9775 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", stage
);
9776 else if (settings
->texcoords_initialized
& (1u << stage
))
9777 shader_addline(buffer
, "ffp_texcoord[%u] = %s[%u];\n",
9778 stage
, legacy_syntax
? "gl_TexCoord" : "ffp_varying_texcoord", stage
);
9780 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(0.0);\n", stage
);
9784 if (legacy_syntax
&& settings
->fog
!= WINED3D_FFP_PS_FOG_OFF
)
9785 shader_addline(buffer
, "ffp_varying_fogcoord = gl_FogFragCoord;\n");
9787 /* Generate texture sampling instructions */
9788 for (stage
= 0; stage
< WINED3D_MAX_FFP_TEXTURES
&& settings
->op
[stage
].cop
!= WINED3D_TOP_DISABLE
; ++stage
)
9790 const char *texture_function
, *coord_mask
;
9793 if (!(tex_map
& (1u << stage
)))
9796 if (settings
->op
[stage
].projected
== WINED3D_PROJECTION_NONE
)
9800 else if (settings
->op
[stage
].projected
== WINED3D_PROJECTION_COUNT4
9801 || settings
->op
[stage
].projected
== WINED3D_PROJECTION_COUNT3
)
9807 FIXME("Unexpected projection mode %d\n", settings
->op
[stage
].projected
);
9811 if (settings
->op
[stage
].tex_type
== WINED3D_GL_RES_TYPE_TEX_CUBE
)
9814 switch (settings
->op
[stage
].tex_type
)
9816 case WINED3D_GL_RES_TYPE_TEX_1D
:
9817 texture_function
= "texture1D";
9820 case WINED3D_GL_RES_TYPE_TEX_2D
:
9821 texture_function
= "texture2D";
9824 case WINED3D_GL_RES_TYPE_TEX_3D
:
9825 texture_function
= "texture3D";
9828 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
9829 texture_function
= "textureCube";
9833 FIXME("Unhandled texture type %#x.\n", settings
->op
[stage
].tex_type
);
9834 texture_function
= "";
9835 coord_mask
= "xyzw";
9840 texture_function
= "texture";
9843 && (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP
9844 || settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
))
9846 shader_addline(buffer
, "ret.xy = bumpenv_mat%u * tex%u.xy;\n", stage
- 1, stage
- 1);
9848 /* With projective textures, texbem only divides the static
9849 * texture coordinate, not the displacement, so multiply the
9850 * displacement with the dividing parameter before passing it to
9852 if (settings
->op
[stage
].projected
!= WINED3D_PROJECTION_NONE
)
9854 if (settings
->op
[stage
].projected
== WINED3D_PROJECTION_COUNT4
)
9856 shader_addline(buffer
, "ret.xy = (ret.xy * ffp_texcoord[%u].w) + ffp_texcoord[%u].xy;\n",
9858 shader_addline(buffer
, "ret.zw = ffp_texcoord[%u].ww;\n", stage
);
9862 shader_addline(buffer
, "ret.xy = (ret.xy * ffp_texcoord[%u].z) + ffp_texcoord[%u].xy;\n",
9864 shader_addline(buffer
, "ret.zw = ffp_texcoord[%u].zz;\n", stage
);
9869 shader_addline(buffer
, "ret = ffp_texcoord[%u] + ret.xyxy;\n", stage
);
9872 shader_addline(buffer
, "tex%u = %s%s(ps_sampler%u, ret.%s%s);\n",
9873 stage
, texture_function
, proj
? "Proj" : "", stage
, coord_mask
, proj
? "w" : "");
9875 if (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
9876 shader_addline(buffer
, "tex%u *= clamp(tex%u.z * bumpenv_lum_scale%u + bumpenv_lum_offset%u, 0.0, 1.0);\n",
9877 stage
, stage
- 1, stage
- 1, stage
- 1);
9879 else if (settings
->op
[stage
].projected
== WINED3D_PROJECTION_COUNT3
)
9881 shader_addline(buffer
, "tex%u = %s%s(ps_sampler%u, ffp_texcoord[%u].xyz);\n",
9882 stage
, texture_function
, proj
? "Proj" : "", stage
, stage
);
9886 shader_addline(buffer
, "tex%u = %s%s(ps_sampler%u, ffp_texcoord[%u].%s%s);\n",
9887 stage
, texture_function
, proj
? "Proj" : "", stage
, stage
, coord_mask
, proj
? "w" : "");
9890 string_buffer_sprintf(tex_reg_name
, "tex%u", stage
);
9891 shader_glsl_color_correction_ext(buffer
, tex_reg_name
->buffer
, WINED3DSP_WRITEMASK_ALL
,
9892 settings
->op
[stage
].color_fixup
);
9895 if (settings
->color_key_enabled
)
9896 shader_glsl_generate_colour_key_test(buffer
, "tex0", "color_key[0]", "color_key[1]");
9898 shader_addline(buffer
, "ret = ffp_varying_diffuse;\n");
9900 /* Generate the main shader */
9901 for (stage
= 0; stage
< WINED3D_MAX_FFP_TEXTURES
; ++stage
)
9905 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
9908 if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
9909 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
9910 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
;
9911 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
9912 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
9913 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg2
;
9914 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
9915 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
9916 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg1
;
9917 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
9918 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
9919 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
9921 op_equal
= settings
->op
[stage
].aop
== settings
->op
[stage
].cop
9922 && settings
->op
[stage
].carg0
== settings
->op
[stage
].aarg0
9923 && settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
9924 && settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
9926 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
9928 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].tmp_dst
,
9929 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
9930 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
9934 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, TRUE
, settings
->op
[stage
].tmp_dst
,
9935 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
9936 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
9938 else if (settings
->op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP
9939 && settings
->op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
9941 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].tmp_dst
,
9942 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
9943 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
9944 shader_glsl_ffp_fragment_op(buffer
, stage
, FALSE
, TRUE
, settings
->op
[stage
].tmp_dst
,
9945 settings
->op
[stage
].aop
, settings
->op
[stage
].aarg0
,
9946 settings
->op
[stage
].aarg1
, settings
->op
[stage
].aarg2
);
9950 shader_addline(buffer
, "%s[0] = ffp_varying_specular * specular_enable + ret;\n",
9951 get_fragment_output(gl_info
));
9953 if (settings
->sRGB_write
)
9954 shader_glsl_generate_srgb_write_correction(buffer
, gl_info
);
9956 shader_glsl_generate_fog_code(buffer
, gl_info
, settings
->fog
);
9958 shader_glsl_generate_alpha_test(buffer
, gl_info
, alpha_test_func
);
9959 if (!use_legacy_fragment_output(gl_info
))
9960 shader_addline(buffer
, "color_out0 = ps_out[0];\n");
9962 shader_addline(buffer
, "}\n");
9964 shader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
9965 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
9967 string_buffer_release(&priv
->string_buffers
, tex_reg_name
);
9971 static struct glsl_ffp_vertex_shader
*shader_glsl_find_ffp_vertex_shader(struct shader_glsl_priv
*priv
,
9972 const struct wined3d_gl_info
*gl_info
, const struct wined3d_ffp_vs_settings
*settings
)
9974 struct glsl_ffp_vertex_shader
*shader
;
9975 const struct wine_rb_entry
*entry
;
9977 if ((entry
= wine_rb_get(&priv
->ffp_vertex_shaders
, settings
)))
9978 return WINE_RB_ENTRY_VALUE(entry
, struct glsl_ffp_vertex_shader
, desc
.entry
);
9980 if (!(shader
= malloc(sizeof(*shader
))))
9983 shader
->desc
.settings
= *settings
;
9984 shader
->id
= shader_glsl_generate_ffp_vertex_shader(priv
, settings
, gl_info
);
9985 list_init(&shader
->linked_programs
);
9986 if (wine_rb_put(&priv
->ffp_vertex_shaders
, &shader
->desc
.settings
, &shader
->desc
.entry
) == -1)
9987 ERR("Failed to insert ffp vertex shader.\n");
9992 static struct glsl_ffp_fragment_shader
*shader_glsl_find_ffp_fragment_shader(struct shader_glsl_priv
*priv
,
9993 const struct ffp_frag_settings
*args
, const struct wined3d_context_gl
*context_gl
)
9995 struct glsl_ffp_fragment_shader
*glsl_desc
;
9996 const struct ffp_frag_desc
*desc
;
9998 if ((desc
= find_ffp_frag_shader(&priv
->ffp_fragment_shaders
, args
)))
9999 return CONTAINING_RECORD(desc
, struct glsl_ffp_fragment_shader
, entry
);
10001 if (!(glsl_desc
= malloc(sizeof(*glsl_desc
))))
10004 glsl_desc
->entry
.settings
= *args
;
10005 glsl_desc
->id
= shader_glsl_generate_ffp_fragment_shader(priv
, args
, context_gl
);
10006 list_init(&glsl_desc
->linked_programs
);
10007 add_ffp_frag_shader(&priv
->ffp_fragment_shaders
, &glsl_desc
->entry
);
10013 static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info
*gl_info
,
10014 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_vs_program
*vs
, unsigned int vs_c_count
)
10017 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
10019 for (i
= 0; i
< vs_c_count
; ++i
)
10021 string_buffer_sprintf(name
, "vs_c[%u]", i
);
10022 vs
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10024 memset(&vs
->uniform_f_locations
[vs_c_count
], 0xff, (WINED3D_MAX_VS_CONSTS_F
- vs_c_count
) * sizeof(GLuint
));
10026 for (i
= 0; i
< WINED3D_MAX_CONSTS_I
; ++i
)
10028 string_buffer_sprintf(name
, "vs_i[%u]", i
);
10029 vs
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10032 for (i
= 0; i
< WINED3D_MAX_CONSTS_B
; ++i
)
10034 string_buffer_sprintf(name
, "vs_b[%u]", i
);
10035 vs
->uniform_b_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10038 vs
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "pos_fixup"));
10039 vs
->base_vertex_id_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "base_vertex_id"));
10041 for (i
= 0; i
< MAX_VERTEX_BLENDS
; ++i
)
10043 string_buffer_sprintf(name
, "ffp_modelview_matrix[%u]", i
);
10044 vs
->modelview_matrix_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10046 vs
->projection_matrix_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_projection_matrix"));
10047 vs
->normal_matrix_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_normal_matrix"));
10048 for (i
= 0; i
< WINED3D_MAX_FFP_TEXTURES
; ++i
)
10050 string_buffer_sprintf(name
, "ffp_texture_matrix[%u]", i
);
10051 vs
->texture_matrix_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10053 vs
->material_ambient_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.ambient"));
10054 vs
->material_diffuse_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.diffuse"));
10055 vs
->material_specular_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.specular"));
10056 vs
->material_emissive_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.emissive"));
10057 vs
->material_shininess_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.shininess"));
10058 vs
->light_ambient_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_light_ambient"));
10059 for (i
= 0; i
< WINED3D_MAX_ACTIVE_LIGHTS
; ++i
)
10061 string_buffer_sprintf(name
, "ffp_light[%u].diffuse", i
);
10062 vs
->light_location
[i
].diffuse
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10063 string_buffer_sprintf(name
, "ffp_light[%u].specular", i
);
10064 vs
->light_location
[i
].specular
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10065 string_buffer_sprintf(name
, "ffp_light[%u].ambient", i
);
10066 vs
->light_location
[i
].ambient
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10067 string_buffer_sprintf(name
, "ffp_light[%u].position", i
);
10068 vs
->light_location
[i
].position
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10069 string_buffer_sprintf(name
, "ffp_light[%u].direction", i
);
10070 vs
->light_location
[i
].direction
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10071 string_buffer_sprintf(name
, "ffp_light[%u].range", i
);
10072 vs
->light_location
[i
].range
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10073 string_buffer_sprintf(name
, "ffp_light[%u].falloff", i
);
10074 vs
->light_location
[i
].falloff
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10075 string_buffer_sprintf(name
, "ffp_light[%u].c_att", i
);
10076 vs
->light_location
[i
].c_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10077 string_buffer_sprintf(name
, "ffp_light[%u].l_att", i
);
10078 vs
->light_location
[i
].l_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10079 string_buffer_sprintf(name
, "ffp_light[%u].q_att", i
);
10080 vs
->light_location
[i
].q_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10081 string_buffer_sprintf(name
, "ffp_light[%u].cos_htheta", i
);
10082 vs
->light_location
[i
].cos_htheta
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10083 string_buffer_sprintf(name
, "ffp_light[%u].cos_hphi", i
);
10084 vs
->light_location
[i
].cos_hphi
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10086 vs
->pointsize_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size"));
10087 vs
->pointsize_min_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size_min"));
10088 vs
->pointsize_max_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size_max"));
10089 vs
->pointsize_c_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.c_att"));
10090 vs
->pointsize_l_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.l_att"));
10091 vs
->pointsize_q_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.q_att"));
10092 vs
->clip_planes_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "clip_planes"));
10094 string_buffer_release(&priv
->string_buffers
, name
);
10097 static void shader_glsl_init_ds_uniform_locations(const struct wined3d_gl_info
*gl_info
,
10098 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_ds_program
*ds
)
10100 ds
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "pos_fixup"));
10103 static void shader_glsl_init_gs_uniform_locations(const struct wined3d_gl_info
*gl_info
,
10104 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_gs_program
*gs
)
10106 gs
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "pos_fixup"));
10109 static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info
*gl_info
,
10110 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_ps_program
*ps
, unsigned int ps_c_count
)
10113 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
10115 for (i
= 0; i
< ps_c_count
; ++i
)
10117 string_buffer_sprintf(name
, "ps_c[%u]", i
);
10118 ps
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10120 memset(&ps
->uniform_f_locations
[ps_c_count
], 0xff, (WINED3D_MAX_PS_CONSTS_F
- ps_c_count
) * sizeof(GLuint
));
10122 for (i
= 0; i
< WINED3D_MAX_CONSTS_I
; ++i
)
10124 string_buffer_sprintf(name
, "ps_i[%u]", i
);
10125 ps
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10128 for (i
= 0; i
< WINED3D_MAX_CONSTS_B
; ++i
)
10130 string_buffer_sprintf(name
, "ps_b[%u]", i
);
10131 ps
->uniform_b_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10134 for (i
= 0; i
< WINED3D_MAX_FFP_TEXTURES
; ++i
)
10136 string_buffer_sprintf(name
, "bumpenv_mat%u", i
);
10137 ps
->bumpenv_mat_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10138 string_buffer_sprintf(name
, "bumpenv_lum_scale%u", i
);
10139 ps
->bumpenv_lum_scale_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10140 string_buffer_sprintf(name
, "bumpenv_lum_offset%u", i
);
10141 ps
->bumpenv_lum_offset_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10142 string_buffer_sprintf(name
, "tss_const%u", i
);
10143 ps
->tss_constant_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10146 ps
->tex_factor_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "tex_factor"));
10147 ps
->specular_enable_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "specular_enable"));
10149 ps
->fog_color_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.color"));
10150 ps
->fog_density_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.density"));
10151 ps
->fog_end_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.end"));
10152 ps
->fog_scale_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.scale"));
10154 ps
->alpha_test_ref_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "alpha_test_ref"));
10156 ps
->color_key_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "color_key"));
10158 string_buffer_release(&priv
->string_buffers
, name
);
10161 static HRESULT
shader_glsl_compile_compute_shader(struct shader_glsl_priv
*priv
,
10162 const struct wined3d_context_gl
*context_gl
, struct wined3d_shader
*shader
)
10164 struct glsl_context_data
*ctx_data
= context_gl
->c
.shader_backend_data
;
10165 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
10166 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
10167 struct glsl_cs_compiled_shader
*gl_shaders
;
10168 struct glsl_shader_private
*shader_data
;
10169 struct glsl_shader_prog_link
*entry
;
10170 GLuint shader_id
, program_id
;
10172 if (!(entry
= malloc(sizeof(*entry
))))
10174 ERR("Out of memory.\n");
10175 return E_OUTOFMEMORY
;
10178 if (!(shader
->backend_data
= calloc(1, sizeof(*shader_data
))))
10180 ERR("Failed to allocate backend data.\n");
10182 return E_OUTOFMEMORY
;
10184 shader_data
= shader
->backend_data
;
10186 if (!(shader_data
->gl_shaders
.cs
= malloc(sizeof(*gl_shaders
))))
10188 ERR("Failed to allocate GL shader array.\n");
10190 free(shader
->backend_data
);
10191 shader
->backend_data
= NULL
;
10192 return E_OUTOFMEMORY
;
10194 shader_data
->shader_array_size
= 1;
10195 gl_shaders
= shader_data
->gl_shaders
.cs
;
10197 TRACE("Compiling compute shader %p.\n", shader
);
10199 string_buffer_clear(buffer
);
10200 shader_id
= shader_glsl_generate_compute_shader(context_gl
, priv
, shader
);
10201 gl_shaders
[shader_data
->num_gl_shaders
++].id
= shader_id
;
10203 program_id
= GL_EXTCALL(glCreateProgram());
10204 TRACE("Created new GLSL shader program %u.\n", program_id
);
10206 entry
->id
= program_id
;
10212 entry
->cs
.id
= shader_id
;
10213 entry
->constant_version
= 0;
10214 entry
->shader_controlled_clip_distances
= 0;
10215 add_glsl_program_entry(priv
, entry
);
10217 TRACE("Attaching GLSL shader object %u to program %u.\n", shader_id
, program_id
);
10218 GL_EXTCALL(glAttachShader(program_id
, shader_id
));
10219 checkGLcall("glAttachShader");
10221 list_add_head(&shader
->linked_programs
, &entry
->cs
.shader_entry
);
10223 TRACE("Linking GLSL shader program %u.\n", program_id
);
10224 GL_EXTCALL(glLinkProgram(program_id
));
10225 shader_glsl_validate_link(gl_info
, program_id
);
10227 GL_EXTCALL(glUseProgram(program_id
));
10228 checkGLcall("glUseProgram");
10229 shader_glsl_load_program_resources(context_gl
, priv
, program_id
, shader
);
10230 shader_glsl_load_images(gl_info
, priv
, program_id
, &shader
->reg_maps
);
10232 entry
->constant_update_mask
= 0;
10234 GL_EXTCALL(glUseProgram(ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0));
10235 checkGLcall("glUseProgram");
10239 static GLuint
find_glsl_compute_shader(const struct wined3d_context_gl
*context_gl
,
10240 struct shader_glsl_priv
*priv
, struct wined3d_shader
*shader
)
10242 struct glsl_shader_private
*shader_data
;
10244 if (!shader
->backend_data
)
10246 WARN("Failed to find GLSL program for compute shader %p.\n", shader
);
10247 if (FAILED(shader_glsl_compile_compute_shader(priv
, context_gl
, shader
)))
10249 ERR("Failed to compile compute shader %p.\n", shader
);
10253 shader_data
= shader
->backend_data
;
10254 return shader_data
->gl_shaders
.cs
[0].id
;
10257 /* Context activation is done by the caller. */
10258 static void set_glsl_compute_shader_program(const struct wined3d_context_gl
*context_gl
,
10259 const struct wined3d_state
*state
, struct shader_glsl_priv
*priv
, struct glsl_context_data
*ctx_data
)
10261 struct glsl_shader_prog_link
*entry
;
10262 struct wined3d_shader
*shader
;
10263 struct glsl_program_key key
;
10266 if (!(context_gl
->c
.shader_update_mask
& (1u << WINED3D_SHADER_TYPE_COMPUTE
)))
10269 if (!(shader
= state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
]))
10271 WARN("Compute shader is NULL.\n");
10272 ctx_data
->glsl_program
= NULL
;
10276 cs_id
= find_glsl_compute_shader(context_gl
, priv
, shader
);
10277 memset(&key
, 0, sizeof(key
));
10279 if (!(entry
= get_glsl_program_entry(priv
, &key
)))
10280 ERR("Failed to find GLSL program for compute shader %p.\n", shader
);
10281 ctx_data
->glsl_program
= entry
;
10284 /* Context activation is done by the caller. */
10285 static void set_glsl_shader_program(const struct wined3d_context_gl
*context_gl
, const struct wined3d_state
*state
,
10286 struct shader_glsl_priv
*priv
, struct glsl_context_data
*ctx_data
)
10288 const struct wined3d_d3d_info
*d3d_info
= context_gl
->c
.d3d_info
;
10289 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
10290 const struct wined3d_shader
*pre_rasterization_shader
;
10291 struct wined3d_shader
*hshader
, *dshader
, *gshader
;
10292 struct glsl_shader_prog_link
*entry
= NULL
;
10293 struct wined3d_shader
*vshader
= NULL
;
10294 struct wined3d_shader
*pshader
= NULL
;
10295 GLuint reorder_shader_id
= 0;
10296 struct glsl_program_key key
;
10297 uint32_t attribs_map
;
10305 struct list
*ps_list
, *vs_list
;
10306 struct wined3d_string_buffer
*tmp_name
;
10308 if (!(context_gl
->c
.shader_update_mask
& (1u << WINED3D_SHADER_TYPE_VERTEX
)) && ctx_data
->glsl_program
)
10310 vs_id
= ctx_data
->glsl_program
->vs
.id
;
10311 vs_list
= &ctx_data
->glsl_program
->vs
.shader_entry
;
10314 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
10316 else if (use_vs(state
))
10318 struct vs_compile_args vs_compile_args
;
10320 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
10322 find_vs_compile_args(state
, vshader
, &vs_compile_args
, &context_gl
->c
);
10323 vs_id
= find_glsl_vertex_shader(context_gl
, priv
, vshader
, &vs_compile_args
);
10324 vs_list
= &vshader
->linked_programs
;
10326 else if (priv
->vertex_pipe
== &glsl_vertex_pipe
)
10328 struct glsl_ffp_vertex_shader
*ffp_shader
;
10329 struct wined3d_ffp_vs_settings settings
;
10331 wined3d_ffp_get_vs_settings(&context_gl
->c
, state
, &settings
);
10332 ffp_shader
= shader_glsl_find_ffp_vertex_shader(priv
, gl_info
, &settings
);
10333 vs_id
= ffp_shader
->id
;
10334 vs_list
= &ffp_shader
->linked_programs
;
10337 hshader
= state
->shader
[WINED3D_SHADER_TYPE_HULL
];
10338 if (!(context_gl
->c
.shader_update_mask
& (1u << WINED3D_SHADER_TYPE_HULL
)) && ctx_data
->glsl_program
)
10339 hs_id
= ctx_data
->glsl_program
->hs
.id
;
10341 hs_id
= find_glsl_hull_shader(context_gl
, priv
, hshader
);
10343 dshader
= state
->shader
[WINED3D_SHADER_TYPE_DOMAIN
];
10344 if (!(context_gl
->c
.shader_update_mask
& (1u << WINED3D_SHADER_TYPE_DOMAIN
)) && ctx_data
->glsl_program
)
10346 ds_id
= ctx_data
->glsl_program
->ds
.id
;
10350 struct ds_compile_args args
;
10352 find_ds_compile_args(state
, dshader
, &args
, &context_gl
->c
);
10353 ds_id
= find_glsl_domain_shader(context_gl
, priv
, dshader
, &args
);
10356 gshader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
10357 if (!(context_gl
->c
.shader_update_mask
& (1u << WINED3D_SHADER_TYPE_GEOMETRY
)) && ctx_data
->glsl_program
)
10359 gs_id
= ctx_data
->glsl_program
->gs
.id
;
10363 struct gs_compile_args args
;
10365 find_gs_compile_args(state
, gshader
, &args
, &context_gl
->c
);
10366 gs_id
= find_glsl_geometry_shader(context_gl
, priv
, gshader
, &args
);
10369 /* A pixel shader is not used when rasterization is disabled. */
10370 if (is_rasterization_disabled(gshader
))
10375 else if (!(context_gl
->c
.shader_update_mask
& (1u << WINED3D_SHADER_TYPE_PIXEL
)) && ctx_data
->glsl_program
)
10377 ps_id
= ctx_data
->glsl_program
->ps
.id
;
10378 ps_list
= &ctx_data
->glsl_program
->ps
.shader_entry
;
10381 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
10383 else if (use_ps(state
))
10385 struct ps_compile_args ps_compile_args
;
10386 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
10387 find_ps_compile_args(state
, pshader
, context_gl
->c
.stream_info
.position_transformed
,
10388 &ps_compile_args
, &context_gl
->c
);
10389 ps_id
= find_glsl_fragment_shader(context_gl
, priv
, pshader
, &ps_compile_args
);
10390 ps_list
= &pshader
->linked_programs
;
10392 else if (priv
->fragment_pipe
== &glsl_fragment_pipe
10393 && !(vshader
&& vshader
->reg_maps
.shader_version
.major
>= 4))
10395 struct glsl_ffp_fragment_shader
*ffp_shader
;
10396 struct ffp_frag_settings settings
;
10398 wined3d_ffp_get_fs_settings(&context_gl
->c
, state
, &settings
);
10399 ffp_shader
= shader_glsl_find_ffp_fragment_shader(priv
, &settings
, context_gl
);
10400 ps_id
= ffp_shader
->id
;
10401 ps_list
= &ffp_shader
->linked_programs
;
10410 if ((!vs_id
&& !hs_id
&& !ds_id
&& !gs_id
&& !ps_id
) || (entry
= get_glsl_program_entry(priv
, &key
)))
10412 ctx_data
->glsl_program
= entry
;
10416 /* If we get to this point, then no matching program exists, so we create one */
10417 program_id
= GL_EXTCALL(glCreateProgram());
10418 TRACE("Created new GLSL shader program %u.\n", program_id
);
10420 /* Create the entry */
10421 entry
= malloc(sizeof(*entry
));
10422 entry
->id
= program_id
;
10423 entry
->vs
.id
= vs_id
;
10424 entry
->hs
.id
= hs_id
;
10425 entry
->ds
.id
= ds_id
;
10426 entry
->gs
.id
= gs_id
;
10427 entry
->ps
.id
= ps_id
;
10429 entry
->constant_version
= 0;
10430 entry
->shader_controlled_clip_distances
= 0;
10431 /* Add the hash table entry */
10432 add_glsl_program_entry(priv
, entry
);
10434 /* Set the current program */
10435 ctx_data
->glsl_program
= entry
;
10437 /* Attach GLSL vshader */
10440 TRACE("Attaching GLSL shader object %u to program %u.\n", vs_id
, program_id
);
10441 GL_EXTCALL(glAttachShader(program_id
, vs_id
));
10442 checkGLcall("glAttachShader");
10444 list_add_head(vs_list
, &entry
->vs
.shader_entry
);
10449 attribs_map
= vshader
->reg_maps
.input_registers
;
10450 if (vshader
->reg_maps
.shader_version
.major
< 4)
10452 reorder_shader_id
= shader_glsl_generate_vs3_rasterizer_input_setup(priv
, vshader
, pshader
,
10453 state
->primitive_type
== WINED3D_PT_POINTLIST
&& vshader
->reg_maps
.point_size
,
10454 d3d_info
->emulated_flatshading
10455 && state
->render_states
[WINED3D_RS_SHADEMODE
] == WINED3D_SHADE_FLAT
, gl_info
);
10456 TRACE("Attaching GLSL shader object %u to program %u.\n", reorder_shader_id
, program_id
);
10457 GL_EXTCALL(glAttachShader(program_id
, reorder_shader_id
));
10458 checkGLcall("glAttachShader");
10459 /* Flag the reorder function for deletion, it will be freed
10460 * automatically when the program is destroyed. */
10461 GL_EXTCALL(glDeleteShader(reorder_shader_id
));
10466 attribs_map
= (1u << WINED3D_FFP_ATTRIBS_COUNT
) - 1;
10469 if (!shader_glsl_use_explicit_attrib_location(gl_info
))
10471 /* Bind vertex attributes to a corresponding index number to match
10472 * the same index numbers as ARB_vertex_programs (makes loading
10473 * vertex attributes simpler). With this method, we can use the
10474 * exact same code to load the attributes later for both ARB and
10477 * We have to do this here because we need to know the Program ID
10478 * in order to make the bindings work, and it has to be done prior
10479 * to linking the GLSL program. */
10480 tmp_name
= string_buffer_get(&priv
->string_buffers
);
10481 while (attribs_map
)
10483 i
= wined3d_bit_scan(&attribs_map
);
10484 string_buffer_sprintf(tmp_name
, "vs_in%u", i
);
10485 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
10486 if (vshader
&& vshader
->reg_maps
.shader_version
.major
>= 4)
10488 string_buffer_sprintf(tmp_name
, "vs_in_uint%u", i
);
10489 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
10490 string_buffer_sprintf(tmp_name
, "vs_in_int%u", i
);
10491 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
10494 checkGLcall("glBindAttribLocation");
10496 if (!use_legacy_fragment_output(gl_info
))
10498 for (i
= 0; i
< WINED3D_MAX_RENDER_TARGETS
; ++i
)
10500 string_buffer_sprintf(tmp_name
, "color_out%u", i
);
10501 if (state
->blend_state
&& state
->blend_state
->dual_source
)
10502 GL_EXTCALL(glBindFragDataLocationIndexed(program_id
, 0, i
, tmp_name
->buffer
));
10504 GL_EXTCALL(glBindFragDataLocation(program_id
, i
, tmp_name
->buffer
));
10505 checkGLcall("glBindFragDataLocation");
10508 string_buffer_release(&priv
->string_buffers
, tmp_name
);
10513 TRACE("Attaching GLSL tessellation control shader object %u to program %u.\n", hs_id
, program_id
);
10514 GL_EXTCALL(glAttachShader(program_id
, hs_id
));
10515 checkGLcall("glAttachShader");
10517 list_add_head(&hshader
->linked_programs
, &entry
->hs
.shader_entry
);
10522 TRACE("Attaching GLSL tessellation evaluation shader object %u to program %u.\n", ds_id
, program_id
);
10523 GL_EXTCALL(glAttachShader(program_id
, ds_id
));
10524 checkGLcall("glAttachShader");
10526 list_add_head(&dshader
->linked_programs
, &entry
->ds
.shader_entry
);
10531 TRACE("Attaching GLSL geometry shader object %u to program %u.\n", gs_id
, program_id
);
10532 GL_EXTCALL(glAttachShader(program_id
, gs_id
));
10533 checkGLcall("glAttachShader");
10535 shader_glsl_init_transform_feedback(context_gl
, priv
, program_id
, gshader
);
10537 list_add_head(&gshader
->linked_programs
, &entry
->gs
.shader_entry
);
10540 /* Attach GLSL pshader */
10543 TRACE("Attaching GLSL shader object %u to program %u.\n", ps_id
, program_id
);
10544 GL_EXTCALL(glAttachShader(program_id
, ps_id
));
10545 checkGLcall("glAttachShader");
10547 list_add_head(ps_list
, &entry
->ps
.shader_entry
);
10550 /* Link the program */
10551 TRACE("Linking GLSL shader program %u.\n", program_id
);
10552 GL_EXTCALL(glLinkProgram(program_id
));
10553 shader_glsl_validate_link(gl_info
, program_id
);
10555 shader_glsl_init_vs_uniform_locations(gl_info
, priv
, program_id
, &entry
->vs
,
10556 vshader
? vshader
->limits
->constant_float
: 0);
10557 shader_glsl_init_ds_uniform_locations(gl_info
, priv
, program_id
, &entry
->ds
);
10558 shader_glsl_init_gs_uniform_locations(gl_info
, priv
, program_id
, &entry
->gs
);
10559 shader_glsl_init_ps_uniform_locations(gl_info
, priv
, program_id
, &entry
->ps
,
10560 pshader
? pshader
->limits
->constant_float
: 0);
10561 checkGLcall("find glsl program uniform locations");
10563 pre_rasterization_shader
= gshader
? gshader
: dshader
? dshader
: vshader
;
10564 if (pre_rasterization_shader
&& pre_rasterization_shader
->reg_maps
.shader_version
.major
>= 4)
10566 unsigned int clip_distance_count
= wined3d_popcount(pre_rasterization_shader
->reg_maps
.clip_distance_mask
);
10567 entry
->shader_controlled_clip_distances
= 1;
10568 entry
->clip_distance_mask
= wined3d_mask_from_size(clip_distance_count
);
10571 if (needs_legacy_glsl_syntax(gl_info
))
10573 if (pshader
&& pshader
->reg_maps
.shader_version
.major
>= 3
10574 && pshader
->u
.ps
.declared_in_count
> vec4_varyings(3, gl_info
))
10576 TRACE("Shader %d needs vertex color clamping disabled.\n", program_id
);
10577 entry
->vs
.vertex_color_clamp
= GL_FALSE
;
10581 entry
->vs
.vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
10586 /* With core profile we never change vertex_color_clamp from
10587 * GL_FIXED_ONLY_MODE (which is also the initial value) so we never call
10588 * glClampColorARB(). */
10589 entry
->vs
.vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
10592 /* Set the shader to allow uniform loading on it */
10593 GL_EXTCALL(glUseProgram(program_id
));
10594 checkGLcall("glUseProgram");
10596 entry
->constant_update_mask
= 0;
10599 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_F
;
10600 if (vshader
->reg_maps
.integer_constants
)
10601 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_I
;
10602 if (vshader
->reg_maps
.boolean_constants
)
10603 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_B
;
10604 if (entry
->vs
.pos_fixup_location
!= -1)
10605 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
10606 if (entry
->vs
.base_vertex_id_location
!= -1)
10607 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_BASE_VERTEX_ID
;
10609 shader_glsl_load_program_resources(context_gl
, priv
, program_id
, vshader
);
10613 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
10614 | WINED3D_SHADER_CONST_FFP_PROJ
| WINED3D_SHADER_CONST_FFP_LIGHTS
;
10616 for (i
= 1; i
< MAX_VERTEX_BLENDS
; ++i
)
10618 if (entry
->vs
.modelview_matrix_location
[i
] != -1)
10620 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
10625 for (i
= 0; i
< WINED3D_MAX_FFP_TEXTURES
; ++i
)
10627 if (entry
->vs
.texture_matrix_location
[i
] != -1)
10629 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
10633 if (entry
->vs
.material_ambient_location
!= -1 || entry
->vs
.material_diffuse_location
!= -1
10634 || entry
->vs
.material_specular_location
!= -1
10635 || entry
->vs
.material_emissive_location
!= -1
10636 || entry
->vs
.material_shininess_location
!= -1)
10637 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MATERIAL
;
10639 if (entry
->vs
.clip_planes_location
!= -1)
10640 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
10641 if (entry
->vs
.pointsize_min_location
!= -1)
10642 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
10645 shader_glsl_load_program_resources(context_gl
, priv
, program_id
, hshader
);
10649 if (entry
->ds
.pos_fixup_location
!= -1)
10650 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
10652 shader_glsl_load_program_resources(context_gl
, priv
, program_id
, dshader
);
10657 if (entry
->gs
.pos_fixup_location
!= -1)
10658 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
10660 shader_glsl_load_program_resources(context_gl
, priv
, program_id
, gshader
);
10667 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_F
;
10668 if (pshader
->reg_maps
.integer_constants
)
10669 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_I
;
10670 if (pshader
->reg_maps
.boolean_constants
)
10671 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_B
;
10673 shader_glsl_load_program_resources(context_gl
, priv
, program_id
, pshader
);
10674 shader_glsl_load_images(gl_info
, priv
, program_id
, &pshader
->reg_maps
);
10678 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PS
;
10680 shader_glsl_load_samplers(&context_gl
->c
, priv
, program_id
, NULL
);
10683 for (i
= 0; i
< WINED3D_MAX_FFP_TEXTURES
; ++i
)
10685 if (entry
->ps
.bumpenv_mat_location
[i
] != -1)
10687 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_BUMP_ENV
;
10692 if (entry
->ps
.fog_color_location
!= -1)
10693 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
10694 if (entry
->ps
.alpha_test_ref_location
!= -1)
10695 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_ALPHA_TEST
;
10696 if (entry
->ps
.color_key_location
!= -1)
10697 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_COLOR_KEY
;
10701 static void shader_glsl_precompile(void *shader_priv
, struct wined3d_shader
*shader
)
10703 struct wined3d_device
*device
= shader
->device
;
10704 struct wined3d_context
*context
;
10706 if (shader
->reg_maps
.shader_version
.type
== WINED3D_SHADER_TYPE_COMPUTE
)
10708 context
= context_acquire(device
, NULL
, 0);
10709 shader_glsl_compile_compute_shader(shader_priv
, wined3d_context_gl(context
), shader
);
10710 context_release(context
);
10714 /* Context activation is done by the caller. */
10715 static void shader_glsl_update_graphics_program(struct shader_glsl_priv
*priv
,
10716 struct wined3d_context_gl
*context_gl
, const struct wined3d_state
*state
)
10718 struct glsl_context_data
*ctx_data
= context_gl
->c
.shader_backend_data
;
10719 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
10720 struct glsl_shader_prog_link
*glsl_program
;
10721 GLenum current_vertex_color_clamp
;
10722 GLuint program_id
, prev_id
;
10724 priv
->vertex_pipe
->vp_apply_draw_state(&context_gl
->c
, state
);
10725 priv
->fragment_pipe
->fp_apply_draw_state(&context_gl
->c
, state
);
10727 prev_id
= ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0;
10728 set_glsl_shader_program(context_gl
, state
, priv
, ctx_data
);
10729 glsl_program
= ctx_data
->glsl_program
;
10733 program_id
= glsl_program
->id
;
10734 current_vertex_color_clamp
= glsl_program
->vs
.vertex_color_clamp
;
10735 if (glsl_program
->shader_controlled_clip_distances
)
10736 wined3d_context_gl_enable_clip_distances(context_gl
, glsl_program
->clip_distance_mask
);
10741 current_vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
10744 if (ctx_data
->vertex_color_clamp
!= current_vertex_color_clamp
)
10746 ctx_data
->vertex_color_clamp
= current_vertex_color_clamp
;
10747 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
10749 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, current_vertex_color_clamp
));
10750 checkGLcall("glClampColorARB");
10754 FIXME("Vertex color clamp needs to be changed, but extension not supported.\n");
10758 TRACE("Using GLSL program %u.\n", program_id
);
10760 if (prev_id
!= program_id
)
10762 GL_EXTCALL(glUseProgram(program_id
));
10763 checkGLcall("glUseProgram");
10766 context_gl
->c
.constant_update_mask
|= glsl_program
->constant_update_mask
;
10769 context_gl
->c
.shader_update_mask
|= (1u << WINED3D_SHADER_TYPE_COMPUTE
);
10772 static void shader_glsl_load_bindless_samplers(struct shader_glsl_priv
*priv
, struct wined3d_context_gl
*context_gl
,
10773 const struct wined3d_state
*state
, enum wined3d_shader_type shader_type
)
10775 const struct wined3d_device_gl
*device_gl
= wined3d_device_gl(context_gl
->c
.device
);
10776 const struct glsl_context_data
*ctx_data
= context_gl
->c
.shader_backend_data
;
10777 const struct wined3d_shader
*shader
= state
->shader
[shader_type
];
10778 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
10779 const char *prefix
= shader_glsl_get_prefix(shader_type
);
10780 struct wined3d_string_buffer
*sampler_name
;
10782 /* Note that we don't use bindless samplers for FFP shaders. */
10786 sampler_name
= string_buffer_get(&priv
->string_buffers
);
10788 for (unsigned int i
= 0; i
< shader
->reg_maps
.sampler_map
.count
; ++i
)
10790 const struct wined3d_shader_sampler_map_entry
*entry
= &shader
->reg_maps
.sampler_map
.entries
[i
];
10791 struct wined3d_shader_resource_view
*view
;
10792 struct wined3d_sampler
*sampler
;
10796 /* No need to bother with the texture unit map; we're binding directly to uniforms. */
10798 string_buffer_sprintf(sampler_name
, "%s_sampler%u", prefix
, entry
->bind_idx
);
10799 name_loc
= GL_EXTCALL(glGetUniformLocation(ctx_data
->glsl_program
->id
, sampler_name
->buffer
));
10800 if (name_loc
== -1)
10803 if ((view
= state
->shader_resource_view
[shader_type
][entry
->resource_idx
]))
10805 if (entry
->sampler_idx
== WINED3D_SAMPLER_DEFAULT
)
10806 sampler
= device_gl
->d
.default_sampler
;
10807 else if (!(sampler
= state
->sampler
[shader_type
][entry
->sampler_idx
]))
10808 sampler
= device_gl
->d
.null_sampler
;
10810 handle
= wined3d_shader_resource_view_gl_get_bindless_handle(
10811 wined3d_shader_resource_view_gl(view
), wined3d_sampler_gl(sampler
), context_gl
);
10815 WARN("No resource view bound at index %u, %u.\n", shader_type
, entry
->resource_idx
);
10816 handle
= wined3d_device_gl_get_dummy_bindless_handle(device_gl
,
10817 shader
->reg_maps
.resource_info
[entry
->resource_idx
].type
);
10819 GL_EXTCALL(glUniformHandleui64ARB(name_loc
, handle
));
10820 checkGLcall("glUniformHandleui64ARB");
10823 string_buffer_release(&priv
->string_buffers
, sampler_name
);
10826 static void shader_glsl_apply_draw_state(void *shader_priv
, struct wined3d_context
*context
,
10827 const struct wined3d_state
*state
)
10829 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
10830 struct shader_glsl_priv
*priv
= shader_priv
;
10832 if (context
->shader_update_mask
& ~(1u << WINED3D_SHADER_TYPE_COMPUTE
))
10833 shader_glsl_update_graphics_program(priv
, context_gl
, state
);
10835 if (context
->constant_update_mask
)
10836 shader_glsl_load_constants(priv
, context
, state
);
10838 if (context
->update_shader_resource_bindings
&& context_gl
->gl_info
->supported
[ARB_BINDLESS_TEXTURE
])
10840 for (unsigned int type
= 0; type
< WINED3D_SHADER_TYPE_GRAPHICS_COUNT
; ++type
)
10841 shader_glsl_load_bindless_samplers(priv
, context_gl
, state
, type
);
10845 static void shader_glsl_update_compute_program(struct shader_glsl_priv
*priv
,
10846 struct wined3d_context_gl
*context_gl
, const struct wined3d_state
*state
)
10848 struct glsl_context_data
*ctx_data
= context_gl
->c
.shader_backend_data
;
10849 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
10850 GLuint program_id
, prev_id
;
10852 prev_id
= ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0;
10853 set_glsl_compute_shader_program(context_gl
, state
, priv
, ctx_data
);
10854 program_id
= ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0;
10856 TRACE("Using GLSL program %u.\n", program_id
);
10858 if (prev_id
!= program_id
)
10860 GL_EXTCALL(glUseProgram(program_id
));
10861 checkGLcall("glUseProgram");
10864 context_gl
->c
.shader_update_mask
|= (1u << WINED3D_SHADER_TYPE_PIXEL
)
10865 | (1u << WINED3D_SHADER_TYPE_VERTEX
)
10866 | (1u << WINED3D_SHADER_TYPE_GEOMETRY
)
10867 | (1u << WINED3D_SHADER_TYPE_HULL
)
10868 | (1u << WINED3D_SHADER_TYPE_DOMAIN
);
10871 static void shader_glsl_apply_compute_state(void *shader_priv
, struct wined3d_context
*context
,
10872 const struct wined3d_state
*state
)
10874 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
10875 struct shader_glsl_priv
*priv
= shader_priv
;
10877 if (context_gl
->c
.shader_update_mask
& (1u << WINED3D_SHADER_TYPE_COMPUTE
))
10878 shader_glsl_update_compute_program(priv
, context_gl
, state
);
10880 if (context
->update_compute_shader_resource_bindings
&& context_gl
->gl_info
->supported
[ARB_BINDLESS_TEXTURE
])
10881 shader_glsl_load_bindless_samplers(priv
, context_gl
, state
, WINED3D_SHADER_TYPE_COMPUTE
);
10884 /* "context" is not necessarily the currently active context. */
10885 static void shader_glsl_invalidate_current_program(struct wined3d_context
*context
)
10887 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
10889 ctx_data
->glsl_program
= NULL
;
10890 context
->shader_update_mask
= (1u << WINED3D_SHADER_TYPE_PIXEL
)
10891 | (1u << WINED3D_SHADER_TYPE_VERTEX
)
10892 | (1u << WINED3D_SHADER_TYPE_GEOMETRY
)
10893 | (1u << WINED3D_SHADER_TYPE_HULL
)
10894 | (1u << WINED3D_SHADER_TYPE_DOMAIN
)
10895 | (1u << WINED3D_SHADER_TYPE_COMPUTE
);
10898 /* Context activation is done by the caller. */
10899 static void shader_glsl_disable(void *shader_priv
, struct wined3d_context
*context
)
10901 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
10902 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
10903 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
10904 struct shader_glsl_priv
*priv
= shader_priv
;
10906 shader_glsl_invalidate_current_program(context
);
10907 GL_EXTCALL(glUseProgram(0));
10908 checkGLcall("glUseProgram");
10910 priv
->vertex_pipe
->vp_disable(context
);
10911 priv
->fragment_pipe
->fp_disable(context
);
10913 if (needs_legacy_glsl_syntax(gl_info
) && gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
10915 ctx_data
->vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
10916 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, GL_FIXED_ONLY_ARB
));
10917 checkGLcall("glClampColorARB");
10921 static void shader_glsl_invalidate_contexts_program(struct wined3d_device
*device
,
10922 const struct glsl_shader_prog_link
*program
)
10924 const struct glsl_context_data
*ctx_data
;
10925 struct wined3d_context
*context
;
10928 for (i
= 0; i
< device
->context_count
; ++i
)
10930 context
= device
->contexts
[i
];
10931 ctx_data
= context
->shader_backend_data
;
10933 if (ctx_data
->glsl_program
== program
)
10934 shader_glsl_invalidate_current_program(context
);
10938 static void shader_glsl_destroy(struct wined3d_shader
*shader
)
10940 struct glsl_shader_private
*shader_data
= shader
->backend_data
;
10941 struct wined3d_device
*device
= shader
->device
;
10942 struct shader_glsl_priv
*priv
= device
->shader_priv
;
10943 const struct wined3d_gl_info
*gl_info
;
10944 const struct list
*linked_programs
;
10945 struct wined3d_context
*context
;
10947 if (!shader_data
|| !shader_data
->num_gl_shaders
)
10950 shader
->backend_data
= NULL
;
10954 context
= context_acquire(device
, NULL
, 0);
10955 gl_info
= wined3d_context_gl(context
)->gl_info
;
10957 TRACE("Deleting linked programs.\n");
10958 linked_programs
= &shader
->linked_programs
;
10959 if (!list_empty(linked_programs
))
10961 struct glsl_shader_prog_link
*entry
, *entry2
;
10964 switch (shader
->reg_maps
.shader_version
.type
)
10966 case WINED3D_SHADER_TYPE_PIXEL
:
10968 struct glsl_ps_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.ps
;
10970 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
10972 TRACE("Deleting pixel shader %u.\n", gl_shaders
[i
].id
);
10973 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
10974 checkGLcall("glDeleteShader");
10976 free(shader_data
->gl_shaders
.ps
);
10978 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
10979 struct glsl_shader_prog_link
, ps
.shader_entry
)
10981 shader_glsl_invalidate_contexts_program(device
, entry
);
10982 delete_glsl_program_entry(priv
, gl_info
, entry
);
10988 case WINED3D_SHADER_TYPE_VERTEX
:
10990 struct glsl_vs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.vs
;
10992 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
10994 TRACE("Deleting vertex shader %u.\n", gl_shaders
[i
].id
);
10995 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
10996 checkGLcall("glDeleteShader");
10998 free(shader_data
->gl_shaders
.vs
);
11000 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
11001 struct glsl_shader_prog_link
, vs
.shader_entry
)
11003 shader_glsl_invalidate_contexts_program(device
, entry
);
11004 delete_glsl_program_entry(priv
, gl_info
, entry
);
11010 case WINED3D_SHADER_TYPE_HULL
:
11012 struct glsl_hs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.hs
;
11014 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
11016 TRACE("Deleting hull shader %u.\n", gl_shaders
[i
].id
);
11017 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
11018 checkGLcall("glDeleteShader");
11020 free(shader_data
->gl_shaders
.hs
);
11022 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
11023 struct glsl_shader_prog_link
, hs
.shader_entry
)
11025 shader_glsl_invalidate_contexts_program(device
, entry
);
11026 delete_glsl_program_entry(priv
, gl_info
, entry
);
11032 case WINED3D_SHADER_TYPE_DOMAIN
:
11034 struct glsl_ds_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.ds
;
11036 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
11038 TRACE("Deleting domain shader %u.\n", gl_shaders
[i
].id
);
11039 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
11040 checkGLcall("glDeleteShader");
11042 free(shader_data
->gl_shaders
.ds
);
11044 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
11045 struct glsl_shader_prog_link
, ds
.shader_entry
)
11047 shader_glsl_invalidate_contexts_program(device
, entry
);
11048 delete_glsl_program_entry(priv
, gl_info
, entry
);
11054 case WINED3D_SHADER_TYPE_GEOMETRY
:
11056 struct glsl_gs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.gs
;
11058 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
11060 TRACE("Deleting geometry shader %u.\n", gl_shaders
[i
].id
);
11061 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
11062 checkGLcall("glDeleteShader");
11064 free(shader_data
->gl_shaders
.gs
);
11066 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
11067 struct glsl_shader_prog_link
, gs
.shader_entry
)
11069 shader_glsl_invalidate_contexts_program(device
, entry
);
11070 delete_glsl_program_entry(priv
, gl_info
, entry
);
11076 case WINED3D_SHADER_TYPE_COMPUTE
:
11078 struct glsl_cs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.cs
;
11080 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
11082 TRACE("Deleting compute shader %u.\n", gl_shaders
[i
].id
);
11083 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
11084 checkGLcall("glDeleteShader");
11086 free(shader_data
->gl_shaders
.cs
);
11088 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
11089 struct glsl_shader_prog_link
, cs
.shader_entry
)
11091 shader_glsl_invalidate_contexts_program(device
, entry
);
11092 delete_glsl_program_entry(priv
, gl_info
, entry
);
11099 ERR("Unhandled shader type %#x.\n", shader
->reg_maps
.shader_version
.type
);
11104 free(shader
->backend_data
);
11105 shader
->backend_data
= NULL
;
11107 context_release(context
);
11110 static int glsl_program_key_compare(const void *key
, const struct wine_rb_entry
*entry
)
11112 const struct glsl_program_key
*k
= key
;
11113 const struct glsl_shader_prog_link
*prog
= WINE_RB_ENTRY_VALUE(entry
,
11114 const struct glsl_shader_prog_link
, program_lookup_entry
);
11117 if ((ret
= wined3d_uint32_compare(k
->vs_id
, prog
->vs
.id
)))
11119 if ((ret
= wined3d_uint32_compare(k
->gs_id
, prog
->gs
.id
)))
11121 if ((ret
= wined3d_uint32_compare(k
->ps_id
, prog
->ps
.id
)))
11123 if ((ret
= wined3d_uint32_compare(k
->hs_id
, prog
->hs
.id
)))
11125 if ((ret
= wined3d_uint32_compare(k
->ds_id
, prog
->ds
.id
)))
11127 if ((ret
= wined3d_uint32_compare(k
->cs_id
, prog
->cs
.id
)))
11133 static BOOL
constant_heap_init(struct constant_heap
*heap
, unsigned int constant_count
)
11135 SIZE_T size
= (constant_count
+ 1) * sizeof(*heap
->entries
)
11136 + constant_count
* sizeof(*heap
->contained
)
11137 + constant_count
* sizeof(*heap
->positions
);
11140 if (!(mem
= malloc(size
)))
11142 ERR("Failed to allocate memory\n");
11146 heap
->entries
= mem
;
11147 heap
->entries
[1].version
= 0;
11148 heap
->contained
= (BOOL
*)(heap
->entries
+ constant_count
+ 1);
11149 memset(heap
->contained
, 0, constant_count
* sizeof(*heap
->contained
));
11150 heap
->positions
= (unsigned int *)(heap
->contained
+ constant_count
);
11156 static void constant_free(struct constant_heap
*heap
)
11158 free(heap
->entries
);
11161 static HRESULT
shader_glsl_alloc(struct wined3d_device
*device
, const struct wined3d_vertex_pipe_ops
*vertex_pipe
,
11162 const struct wined3d_fragment_pipe_ops
*fragment_pipe
)
11164 SIZE_T stack_size
= wined3d_log2i(max(WINED3D_MAX_VS_CONSTS_F
, WINED3D_MAX_PS_CONSTS_F
)) + 1;
11165 void *vertex_priv
, *fragment_priv
;
11166 struct shader_glsl_priv
*priv
;
11168 if (!(priv
= calloc(1, sizeof(*priv
))))
11169 return E_OUTOFMEMORY
;
11171 if (wined3d_settings
.shader_backend
== WINED3D_SHADER_BACKEND_GLSL_VKD3D
)
11173 TRACE("Using %s.\n", vkd3d_shader_get_version(NULL
, NULL
));
11174 priv
->use_vkd3d
= true;
11177 string_buffer_list_init(&priv
->string_buffers
);
11179 if (!(vertex_priv
= vertex_pipe
->vp_alloc(&glsl_shader_backend
, priv
)))
11181 ERR("Failed to initialize vertex pipe.\n");
11186 if (!(fragment_priv
= fragment_pipe
->alloc_private(&glsl_shader_backend
, priv
)))
11188 ERR("Failed to initialize fragment pipe.\n");
11189 vertex_pipe
->vp_free(device
, NULL
);
11194 if (!string_buffer_init(&priv
->shader_buffer
))
11196 ERR("Failed to initialize shader buffer.\n");
11200 if (!(priv
->stack
= calloc(stack_size
, sizeof(*priv
->stack
))))
11202 ERR("Failed to allocate memory.\n");
11206 if (!constant_heap_init(&priv
->vconst_heap
, WINED3D_MAX_VS_CONSTS_F
))
11208 ERR("Failed to initialize vertex shader constant heap\n");
11212 if (!constant_heap_init(&priv
->pconst_heap
, WINED3D_MAX_PS_CONSTS_F
))
11214 ERR("Failed to initialize pixel shader constant heap\n");
11218 wine_rb_init(&priv
->program_lookup
, glsl_program_key_compare
);
11220 priv
->next_constant_version
= 1;
11221 priv
->vertex_pipe
= vertex_pipe
;
11222 priv
->fragment_pipe
= fragment_pipe
;
11223 priv
->legacy_lighting
= device
->wined3d
->flags
& WINED3D_LEGACY_FFP_LIGHTING
;
11225 device
->vertex_priv
= vertex_priv
;
11226 device
->fragment_priv
= fragment_priv
;
11227 device
->shader_priv
= priv
;
11232 constant_free(&priv
->pconst_heap
);
11233 constant_free(&priv
->vconst_heap
);
11235 string_buffer_free(&priv
->shader_buffer
);
11236 fragment_pipe
->free_private(device
, NULL
);
11237 vertex_pipe
->vp_free(device
, NULL
);
11239 return E_OUTOFMEMORY
;
11242 /* Context activation is done by the caller. */
11243 static void shader_glsl_free(struct wined3d_device
*device
, struct wined3d_context
*context
)
11245 struct shader_glsl_priv
*priv
= device
->shader_priv
;
11247 wine_rb_destroy(&priv
->program_lookup
, NULL
, NULL
);
11248 constant_free(&priv
->pconst_heap
);
11249 constant_free(&priv
->vconst_heap
);
11251 string_buffer_list_cleanup(&priv
->string_buffers
);
11252 string_buffer_free(&priv
->shader_buffer
);
11253 priv
->fragment_pipe
->free_private(device
, context
);
11254 priv
->vertex_pipe
->vp_free(device
, context
);
11256 free(device
->shader_priv
);
11257 device
->shader_priv
= NULL
;
11260 static BOOL
shader_glsl_allocate_context_data(struct wined3d_context
*context
)
11262 struct glsl_context_data
*ctx_data
;
11264 if (!(ctx_data
= calloc(1, sizeof(*ctx_data
))))
11266 ctx_data
->vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
11267 context
->shader_backend_data
= ctx_data
;
11271 static void shader_glsl_free_context_data(struct wined3d_context
*context
)
11273 free(context
->shader_backend_data
);
11276 static void shader_glsl_init_context_state(struct wined3d_context
*context
)
11278 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
11279 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
11281 gl_info
->gl_ops
.gl
.p_glEnable(GL_PROGRAM_POINT_SIZE
);
11282 checkGLcall("GL_PROGRAM_POINT_SIZE");
11285 static unsigned int shader_glsl_get_shader_model(const struct wined3d_gl_info
*gl_info
)
11287 BOOL shader_model_4
= gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 50)
11288 && gl_info
->supported
[ARB_SHADER_BIT_ENCODING
]
11289 && gl_info
->supported
[ARB_TEXTURE_SWIZZLE
]
11290 && gl_info
->supported
[EXT_SHADER_INTEGER_MIX
];
11293 && gl_info
->supported
[ARB_COMPUTE_SHADER
]
11294 && gl_info
->supported
[ARB_CULL_DISTANCE
]
11295 && gl_info
->supported
[ARB_DERIVATIVE_CONTROL
]
11296 && gl_info
->supported
[ARB_GPU_SHADER5
]
11297 && gl_info
->supported
[ARB_SHADER_ATOMIC_COUNTERS
]
11298 && gl_info
->supported
[ARB_SHADER_IMAGE_LOAD_STORE
]
11299 && gl_info
->supported
[ARB_SHADER_IMAGE_SIZE
]
11300 && gl_info
->supported
[ARB_SHADING_LANGUAGE_PACKING
]
11301 && gl_info
->supported
[ARB_TESSELLATION_SHADER
]
11302 && gl_info
->supported
[ARB_TEXTURE_GATHER
]
11303 && gl_info
->supported
[ARB_TRANSFORM_FEEDBACK3
])
11306 if (shader_model_4
)
11309 /* Support for texldd and texldl instructions in pixel shaders is required
11311 if (shader_glsl_has_core_grad(gl_info
) || gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
11317 static void shader_glsl_get_caps(const struct wined3d_adapter
*adapter
, struct shader_caps
*caps
)
11319 const struct wined3d_gl_info
*gl_info
= &wined3d_adapter_gl_const(adapter
)->gl_info
;
11320 unsigned int shader_model
= shader_glsl_get_shader_model(gl_info
);
11322 TRACE("Shader model %u.\n", shader_model
);
11324 caps
->vs_version
= min(wined3d_settings
.max_sm_vs
, shader_model
);
11325 caps
->hs_version
= min(wined3d_settings
.max_sm_hs
, shader_model
);
11326 caps
->ds_version
= min(wined3d_settings
.max_sm_ds
, shader_model
);
11327 caps
->gs_version
= min(wined3d_settings
.max_sm_gs
, shader_model
);
11328 caps
->ps_version
= min(wined3d_settings
.max_sm_ps
, shader_model
);
11329 caps
->cs_version
= min(wined3d_settings
.max_sm_cs
, shader_model
);
11331 caps
->vs_version
= gl_info
->supported
[ARB_VERTEX_SHADER
] ? caps
->vs_version
: 0;
11332 caps
->ps_version
= gl_info
->supported
[ARB_FRAGMENT_SHADER
] ? caps
->ps_version
: 0;
11334 caps
->vs_uniform_count
= min(WINED3D_MAX_VS_CONSTS_F
, gl_info
->limits
.glsl_vs_float_constants
);
11335 caps
->ps_uniform_count
= min(WINED3D_MAX_PS_CONSTS_F
, gl_info
->limits
.glsl_ps_float_constants
);
11336 caps
->varying_count
= gl_info
->limits
.glsl_varyings
;
11338 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
11339 * Direct3D minimum requirement.
11341 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
11342 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
11344 * The problem is that the refrast clamps temporary results in the shader to
11345 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
11346 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
11347 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
11348 * offer a way to query this.
11350 if (shader_model
>= 4)
11351 caps
->ps_1x_max_value
= FLT_MAX
;
11353 caps
->ps_1x_max_value
= 1024.0f
;
11355 /* Ideally we'd only set caps like sRGB writes here if supported by both
11356 * the shader backend and the fragment pipe, but we can get called before
11357 * shader_glsl_alloc(). */
11358 if (needs_interpolation_qualifiers_for_shader_outputs(gl_info
))
11359 caps
->wined3d_caps
|= WINED3D_SHADER_CAP_OUTPUT_INTERPOLATION
;
11360 if (shader_glsl_full_ffp_varyings(gl_info
))
11361 caps
->wined3d_caps
|= WINED3D_SHADER_CAP_FULL_FFP_VARYINGS
;
11364 static BOOL
shader_glsl_color_fixup_supported(struct color_fixup_desc fixup
)
11366 /* We support everything except YUV conversions. */
11367 return !is_complex_fixup(fixup
);
11370 static const SHADER_HANDLER shader_glsl_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
11372 /* WINED3DSIH_ABS */ shader_glsl_map2gl
,
11373 /* WINED3DSIH_ADD */ shader_glsl_binop
,
11374 /* WINED3DSIH_AND */ shader_glsl_binop
,
11375 /* WINED3DSIH_ATOMIC_AND */ shader_glsl_atomic
,
11376 /* WINED3DSIH_ATOMIC_CMP_STORE */ shader_glsl_atomic
,
11377 /* WINED3DSIH_ATOMIC_IADD */ shader_glsl_atomic
,
11378 /* WINED3DSIH_ATOMIC_IMAX */ shader_glsl_atomic
,
11379 /* WINED3DSIH_ATOMIC_IMIN */ shader_glsl_atomic
,
11380 /* WINED3DSIH_ATOMIC_OR */ shader_glsl_atomic
,
11381 /* WINED3DSIH_ATOMIC_UMAX */ shader_glsl_atomic
,
11382 /* WINED3DSIH_ATOMIC_UMIN */ shader_glsl_atomic
,
11383 /* WINED3DSIH_ATOMIC_XOR */ shader_glsl_atomic
,
11384 /* WINED3DSIH_BEM */ shader_glsl_bem
,
11385 /* WINED3DSIH_BFI */ shader_glsl_bitwise_op
,
11386 /* WINED3DSIH_BFREV */ shader_glsl_map2gl
,
11387 /* WINED3DSIH_BREAK */ shader_glsl_break
,
11388 /* WINED3DSIH_BREAKC */ shader_glsl_breakc
,
11389 /* WINED3DSIH_BREAKP */ shader_glsl_conditional_op
,
11390 /* WINED3DSIH_BUFINFO */ shader_glsl_bufinfo
,
11391 /* WINED3DSIH_CALL */ shader_glsl_call
,
11392 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz
,
11393 /* WINED3DSIH_CASE */ shader_glsl_case
,
11394 /* WINED3DSIH_CMP */ shader_glsl_conditional_move
,
11395 /* WINED3DSIH_CND */ shader_glsl_cnd
,
11396 /* WINED3DSIH_CONTINUE */ shader_glsl_continue
,
11397 /* WINED3DSIH_CONTINUEP */ shader_glsl_conditional_op
,
11398 /* WINED3DSIH_COUNTBITS */ shader_glsl_map2gl
,
11399 /* WINED3DSIH_CRS */ shader_glsl_cross
,
11400 /* WINED3DSIH_CUT */ shader_glsl_cut
,
11401 /* WINED3DSIH_CUT_STREAM */ shader_glsl_cut
,
11402 /* WINED3DSIH_DCL */ shader_glsl_nop
,
11403 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_glsl_nop
,
11404 /* WINED3DSIH_DCL_FUNCTION_BODY */ NULL
,
11405 /* WINED3DSIH_DCL_FUNCTION_TABLE */ NULL
,
11406 /* WINED3DSIH_DCL_GLOBAL_FLAGS */ shader_glsl_nop
,
11407 /* WINED3DSIH_DCL_GS_INSTANCES */ shader_glsl_nop
,
11408 /* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ shader_glsl_nop
,
11409 /* WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT */ shader_glsl_nop
,
11410 /* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ shader_glsl_nop
,
11411 /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ shader_glsl_nop
,
11412 /* WINED3DSIH_DCL_INDEX_RANGE */ shader_glsl_nop
,
11413 /* WINED3DSIH_DCL_INDEXABLE_TEMP */ shader_glsl_nop
,
11414 /* WINED3DSIH_DCL_INPUT */ shader_glsl_nop
,
11415 /* WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT */ shader_glsl_nop
,
11416 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_glsl_nop
,
11417 /* WINED3DSIH_DCL_INPUT_PS */ shader_glsl_nop
,
11418 /* WINED3DSIH_DCL_INPUT_PS_SGV */ shader_glsl_nop
,
11419 /* WINED3DSIH_DCL_INPUT_PS_SIV */ shader_glsl_nop
,
11420 /* WINED3DSIH_DCL_INPUT_SGV */ shader_glsl_nop
,
11421 /* WINED3DSIH_DCL_INPUT_SIV */ shader_glsl_nop
,
11422 /* WINED3DSIH_DCL_INTERFACE */ NULL
,
11423 /* WINED3DSIH_DCL_OUTPUT */ shader_glsl_nop
,
11424 /* WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT */ shader_glsl_nop
,
11425 /* WINED3DSIH_DCL_OUTPUT_SIV */ shader_glsl_nop
,
11426 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_glsl_nop
,
11427 /* WINED3DSIH_DCL_RESOURCE_RAW */ shader_glsl_nop
,
11428 /* WINED3DSIH_DCL_RESOURCE_STRUCTURED */ shader_glsl_nop
,
11429 /* WINED3DSIH_DCL_SAMPLER */ shader_glsl_nop
,
11430 /* WINED3DSIH_DCL_STREAM */ NULL
,
11431 /* WINED3DSIH_DCL_TEMPS */ shader_glsl_nop
,
11432 /* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ shader_glsl_nop
,
11433 /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ shader_glsl_nop
,
11434 /* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ shader_glsl_nop
,
11435 /* WINED3DSIH_DCL_TGSM_RAW */ shader_glsl_nop
,
11436 /* WINED3DSIH_DCL_TGSM_STRUCTURED */ shader_glsl_nop
,
11437 /* WINED3DSIH_DCL_THREAD_GROUP */ shader_glsl_nop
,
11438 /* WINED3DSIH_DCL_UAV_RAW */ shader_glsl_nop
,
11439 /* WINED3DSIH_DCL_UAV_STRUCTURED */ shader_glsl_nop
,
11440 /* WINED3DSIH_DCL_UAV_TYPED */ shader_glsl_nop
,
11441 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_glsl_nop
,
11442 /* WINED3DSIH_DEF */ shader_glsl_nop
,
11443 /* WINED3DSIH_DEFAULT */ shader_glsl_default
,
11444 /* WINED3DSIH_DEFB */ shader_glsl_nop
,
11445 /* WINED3DSIH_DEFI */ shader_glsl_nop
,
11446 /* WINED3DSIH_DIV */ shader_glsl_binop
,
11447 /* WINED3DSIH_DP2 */ shader_glsl_dot
,
11448 /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add
,
11449 /* WINED3DSIH_DP3 */ shader_glsl_dot
,
11450 /* WINED3DSIH_DP4 */ shader_glsl_dot
,
11451 /* WINED3DSIH_DST */ shader_glsl_dst
,
11452 /* WINED3DSIH_DSX */ shader_glsl_map2gl
,
11453 /* WINED3DSIH_DSX_COARSE */ shader_glsl_map2gl
,
11454 /* WINED3DSIH_DSX_FINE */ shader_glsl_map2gl
,
11455 /* WINED3DSIH_DSY */ shader_glsl_map2gl
,
11456 /* WINED3DSIH_DSY_COARSE */ shader_glsl_map2gl
,
11457 /* WINED3DSIH_DSY_FINE */ shader_glsl_map2gl
,
11458 /* WINED3DSIH_ELSE */ shader_glsl_else
,
11459 /* WINED3DSIH_EMIT */ shader_glsl_emit
,
11460 /* WINED3DSIH_EMIT_STREAM */ shader_glsl_emit
,
11461 /* WINED3DSIH_ENDIF */ shader_glsl_end
,
11462 /* WINED3DSIH_ENDLOOP */ shader_glsl_end
,
11463 /* WINED3DSIH_ENDREP */ shader_glsl_end
,
11464 /* WINED3DSIH_ENDSWITCH */ shader_glsl_end
,
11465 /* WINED3DSIH_EQ */ shader_glsl_relop
,
11466 /* WINED3DSIH_EVAL_CENTROID */ NULL
,
11467 /* WINED3DSIH_EVAL_SAMPLE_INDEX */ shader_glsl_interpolate
,
11468 /* WINED3DSIH_EXP */ shader_glsl_scalar_op
,
11469 /* WINED3DSIH_EXPP */ shader_glsl_expp
,
11470 /* WINED3DSIH_F16TOF32 */ shader_glsl_float16
,
11471 /* WINED3DSIH_F32TOF16 */ shader_glsl_float16
,
11472 /* WINED3DSIH_FCALL */ NULL
,
11473 /* WINED3DSIH_FIRSTBIT_HI */ shader_glsl_map2gl
,
11474 /* WINED3DSIH_FIRSTBIT_LO */ shader_glsl_map2gl
,
11475 /* WINED3DSIH_FIRSTBIT_SHI */ shader_glsl_map2gl
,
11476 /* WINED3DSIH_FRC */ shader_glsl_map2gl
,
11477 /* WINED3DSIH_FTOI */ shader_glsl_to_int
,
11478 /* WINED3DSIH_FTOU */ shader_glsl_to_uint
,
11479 /* WINED3DSIH_GATHER4 */ shader_glsl_gather4
,
11480 /* WINED3DSIH_GATHER4_C */ shader_glsl_gather4
,
11481 /* WINED3DSIH_GATHER4_PO */ shader_glsl_gather4
,
11482 /* WINED3DSIH_GATHER4_PO_C */ shader_glsl_gather4
,
11483 /* WINED3DSIH_GE */ shader_glsl_relop
,
11484 /* WINED3DSIH_HS_CONTROL_POINT_PHASE */ shader_glsl_nop
,
11485 /* WINED3DSIH_HS_DECLS */ shader_glsl_nop
,
11486 /* WINED3DSIH_HS_FORK_PHASE */ shader_glsl_nop
,
11487 /* WINED3DSIH_HS_JOIN_PHASE */ shader_glsl_nop
,
11488 /* WINED3DSIH_IADD */ shader_glsl_binop
,
11489 /* WINED3DSIH_IBFE */ shader_glsl_bitwise_op
,
11490 /* WINED3DSIH_IEQ */ shader_glsl_relop
,
11491 /* WINED3DSIH_IF */ shader_glsl_if
,
11492 /* WINED3DSIH_IFC */ shader_glsl_ifc
,
11493 /* WINED3DSIH_IGE */ shader_glsl_relop
,
11494 /* WINED3DSIH_ILT */ shader_glsl_relop
,
11495 /* WINED3DSIH_IMAD */ shader_glsl_mad
,
11496 /* WINED3DSIH_IMAX */ shader_glsl_map2gl
,
11497 /* WINED3DSIH_IMIN */ shader_glsl_map2gl
,
11498 /* WINED3DSIH_IMM_ATOMIC_ALLOC */ shader_glsl_uav_counter
,
11499 /* WINED3DSIH_IMM_ATOMIC_AND */ shader_glsl_atomic
,
11500 /* WINED3DSIH_IMM_ATOMIC_CMP_EXCH */ shader_glsl_atomic
,
11501 /* WINED3DSIH_IMM_ATOMIC_CONSUME */ shader_glsl_uav_counter
,
11502 /* WINED3DSIH_IMM_ATOMIC_EXCH */ shader_glsl_atomic
,
11503 /* WINED3DSIH_IMM_ATOMIC_IADD */ shader_glsl_atomic
,
11504 /* WINED3DSIH_IMM_ATOMIC_IMAX */ shader_glsl_atomic
,
11505 /* WINED3DSIH_IMM_ATOMIC_IMIN */ shader_glsl_atomic
,
11506 /* WINED3DSIH_IMM_ATOMIC_OR */ shader_glsl_atomic
,
11507 /* WINED3DSIH_IMM_ATOMIC_UMAX */ shader_glsl_atomic
,
11508 /* WINED3DSIH_IMM_ATOMIC_UMIN */ shader_glsl_atomic
,
11509 /* WINED3DSIH_IMM_ATOMIC_XOR */ shader_glsl_atomic
,
11510 /* WINED3DSIH_IMUL */ shader_glsl_mul_extended
,
11511 /* WINED3DSIH_INE */ shader_glsl_relop
,
11512 /* WINED3DSIH_INEG */ shader_glsl_unary_op
,
11513 /* WINED3DSIH_ISHL */ shader_glsl_binop
,
11514 /* WINED3DSIH_ISHR */ shader_glsl_binop
,
11515 /* WINED3DSIH_ITOF */ shader_glsl_to_float
,
11516 /* WINED3DSIH_LABEL */ shader_glsl_label
,
11517 /* WINED3DSIH_LD */ shader_glsl_ld
,
11518 /* WINED3DSIH_LD2DMS */ shader_glsl_ld
,
11519 /* WINED3DSIH_LD_RAW */ shader_glsl_ld_raw_structured
,
11520 /* WINED3DSIH_LD_STRUCTURED */ shader_glsl_ld_raw_structured
,
11521 /* WINED3DSIH_LD_UAV_TYPED */ shader_glsl_ld_uav
,
11522 /* WINED3DSIH_LIT */ shader_glsl_lit
,
11523 /* WINED3DSIH_LOD */ NULL
,
11524 /* WINED3DSIH_LOG */ shader_glsl_scalar_op
,
11525 /* WINED3DSIH_LOGP */ shader_glsl_scalar_op
,
11526 /* WINED3DSIH_LOOP */ shader_glsl_loop
,
11527 /* WINED3DSIH_LRP */ shader_glsl_lrp
,
11528 /* WINED3DSIH_LT */ shader_glsl_relop
,
11529 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn
,
11530 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn
,
11531 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn
,
11532 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn
,
11533 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn
,
11534 /* WINED3DSIH_MAD */ shader_glsl_mad
,
11535 /* WINED3DSIH_MAX */ shader_glsl_map2gl
,
11536 /* WINED3DSIH_MIN */ shader_glsl_map2gl
,
11537 /* WINED3DSIH_MOV */ shader_glsl_mov
,
11538 /* WINED3DSIH_MOVA */ shader_glsl_mov
,
11539 /* WINED3DSIH_MOVC */ shader_glsl_conditional_move
,
11540 /* WINED3DSIH_MUL */ shader_glsl_binop
,
11541 /* WINED3DSIH_NE */ shader_glsl_relop
,
11542 /* WINED3DSIH_NOP */ shader_glsl_nop
,
11543 /* WINED3DSIH_NOT */ shader_glsl_unary_op
,
11544 /* WINED3DSIH_NRM */ shader_glsl_nrm
,
11545 /* WINED3DSIH_OR */ shader_glsl_binop
,
11546 /* WINED3DSIH_PHASE */ shader_glsl_nop
,
11547 /* WINED3DSIH_POW */ shader_glsl_pow
,
11548 /* WINED3DSIH_RCP */ shader_glsl_scalar_op
,
11549 /* WINED3DSIH_REP */ shader_glsl_rep
,
11550 /* WINED3DSIH_RESINFO */ shader_glsl_resinfo
,
11551 /* WINED3DSIH_RET */ shader_glsl_ret
,
11552 /* WINED3DSIH_RETP */ shader_glsl_conditional_op
,
11553 /* WINED3DSIH_ROUND_NE */ shader_glsl_map2gl
,
11554 /* WINED3DSIH_ROUND_NI */ shader_glsl_map2gl
,
11555 /* WINED3DSIH_ROUND_PI */ shader_glsl_map2gl
,
11556 /* WINED3DSIH_ROUND_Z */ shader_glsl_map2gl
,
11557 /* WINED3DSIH_RSQ */ shader_glsl_scalar_op
,
11558 /* WINED3DSIH_SAMPLE */ shader_glsl_sample
,
11559 /* WINED3DSIH_SAMPLE_B */ shader_glsl_sample
,
11560 /* WINED3DSIH_SAMPLE_C */ shader_glsl_sample_c
,
11561 /* WINED3DSIH_SAMPLE_C_LZ */ shader_glsl_sample_c
,
11562 /* WINED3DSIH_SAMPLE_GRAD */ shader_glsl_sample
,
11563 /* WINED3DSIH_SAMPLE_INFO */ shader_glsl_sample_info
,
11564 /* WINED3DSIH_SAMPLE_LOD */ shader_glsl_sample
,
11565 /* WINED3DSIH_SAMPLE_POS */ NULL
,
11566 /* WINED3DSIH_SETP */ NULL
,
11567 /* WINED3DSIH_SGE */ shader_glsl_compare
,
11568 /* WINED3DSIH_SGN */ shader_glsl_sgn
,
11569 /* WINED3DSIH_SINCOS */ shader_glsl_sincos
,
11570 /* WINED3DSIH_SLT */ shader_glsl_compare
,
11571 /* WINED3DSIH_SQRT */ shader_glsl_map2gl
,
11572 /* WINED3DSIH_STORE_RAW */ shader_glsl_store_raw_structured
,
11573 /* WINED3DSIH_STORE_STRUCTURED */ shader_glsl_store_raw_structured
,
11574 /* WINED3DSIH_STORE_UAV_TYPED */ shader_glsl_store_uav
,
11575 /* WINED3DSIH_SUB */ shader_glsl_binop
,
11576 /* WINED3DSIH_SWAPC */ shader_glsl_swapc
,
11577 /* WINED3DSIH_SWITCH */ shader_glsl_switch
,
11578 /* WINED3DSIH_SYNC */ shader_glsl_sync
,
11579 /* WINED3DSIH_TEX */ shader_glsl_tex
,
11580 /* WINED3DSIH_TEXBEM */ shader_glsl_texbem
,
11581 /* WINED3DSIH_TEXBEML */ shader_glsl_texbem
,
11582 /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord
,
11583 /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth
,
11584 /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3
,
11585 /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex
,
11586 /* WINED3DSIH_TEXKILL */ shader_glsl_texkill
,
11587 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd
,
11588 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl
,
11589 /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth
,
11590 /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad
,
11591 /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex
,
11592 /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3
,
11593 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
11594 /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad
,
11595 /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec
,
11596 /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex
,
11597 /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec
,
11598 /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar
,
11599 /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb
,
11600 /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb
,
11601 /* WINED3DSIH_UBFE */ shader_glsl_bitwise_op
,
11602 /* WINED3DSIH_UDIV */ shader_glsl_udiv
,
11603 /* WINED3DSIH_UGE */ shader_glsl_relop
,
11604 /* WINED3DSIH_ULT */ shader_glsl_relop
,
11605 /* WINED3DSIH_UMAX */ shader_glsl_map2gl
,
11606 /* WINED3DSIH_UMIN */ shader_glsl_map2gl
,
11607 /* WINED3DSIH_UMUL */ shader_glsl_mul_extended
,
11608 /* WINED3DSIH_USHR */ shader_glsl_binop
,
11609 /* WINED3DSIH_UTOF */ shader_glsl_to_float
,
11610 /* WINED3DSIH_XOR */ shader_glsl_binop
,
11613 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction
*ins
) {
11614 SHADER_HANDLER hw_fct
;
11616 /* Select handler */
11617 hw_fct
= shader_glsl_instruction_handler_table
[ins
->handler_idx
];
11619 /* Unhandled opcode */
11622 FIXME("Backend can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
11627 shader_glsl_add_instruction_modifiers(ins
);
11630 static uint64_t shader_glsl_shader_compile(struct wined3d_context
*context
, const struct wined3d_shader_desc
*shader_desc
,
11631 enum wined3d_shader_type shader_type
)
11633 ERR("Not implemented.\n");
11637 const struct wined3d_shader_backend_ops glsl_shader_backend
=
11639 shader_glsl_handle_instruction
,
11640 shader_glsl_precompile
,
11641 shader_glsl_apply_draw_state
,
11642 shader_glsl_apply_compute_state
,
11643 shader_glsl_disable
,
11644 shader_glsl_update_float_vertex_constants
,
11645 shader_glsl_update_float_pixel_constants
,
11646 shader_glsl_destroy
,
11649 shader_glsl_allocate_context_data
,
11650 shader_glsl_free_context_data
,
11651 shader_glsl_init_context_state
,
11652 shader_glsl_get_caps
,
11653 shader_glsl_color_fixup_supported
,
11654 shader_glsl_shader_compile
,
11657 static void glsl_vertex_pipe_vp_apply_draw_state(struct wined3d_context
*context
, const struct wined3d_state
*state
) {}
11659 static void glsl_vertex_pipe_vp_disable(const struct wined3d_context
*context
) {}
11661 static void glsl_vertex_pipe_vp_get_caps(const struct wined3d_adapter
*adapter
, struct wined3d_vertex_caps
*caps
)
11663 const struct wined3d_gl_info
*gl_info
= &wined3d_adapter_gl_const(adapter
)->gl_info
;
11665 caps
->emulated_flatshading
= !needs_legacy_glsl_syntax(gl_info
);
11666 caps
->max_active_lights
= WINED3D_MAX_ACTIVE_LIGHTS
;
11667 caps
->max_vertex_blend_matrices
= MAX_VERTEX_BLENDS
;
11668 caps
->max_vertex_blend_matrix_index
= 0;
11669 caps
->vertex_processing_caps
= WINED3DVTXPCAPS_TEXGEN
11670 | WINED3DVTXPCAPS_MATERIALSOURCE7
11671 | WINED3DVTXPCAPS_VERTEXFOG
11672 | WINED3DVTXPCAPS_DIRECTIONALLIGHTS
11673 | WINED3DVTXPCAPS_POSITIONALLIGHTS
11674 | WINED3DVTXPCAPS_LOCALVIEWER
11675 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP
;
11676 caps
->fvf_caps
= WINED3DFVFCAPS_PSIZE
| 8; /* 8 texture coordinates. */
11677 caps
->max_user_clip_planes
= gl_info
->limits
.user_clip_distances
;
11678 caps
->raster_caps
= WINED3DPRASTERCAPS_FOGRANGE
;
11681 static unsigned int glsl_vertex_pipe_vp_get_emul_mask(const struct wined3d_adapter
*adapter
)
11683 if (wined3d_adapter_gl_const(adapter
)->gl_info
.supported
[WINED3D_GL_LEGACY_CONTEXT
])
11684 return GL_EXT_EMUL_ARB_MULTITEXTURE
;
11688 static void *glsl_vertex_pipe_vp_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
11690 struct shader_glsl_priv
*priv
;
11692 if (shader_backend
== &glsl_shader_backend
)
11694 priv
= shader_priv
;
11695 wine_rb_init(&priv
->ffp_vertex_shaders
, wined3d_ffp_vertex_program_key_compare
);
11699 FIXME("GLSL vertex pipe without GLSL shader backend not implemented.\n");
11704 static void shader_glsl_free_ffp_vertex_shader(struct wine_rb_entry
*entry
, void *param
)
11706 struct glsl_ffp_vertex_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
11707 struct glsl_ffp_vertex_shader
, desc
.entry
);
11708 struct glsl_shader_prog_link
*program
, *program2
;
11709 struct glsl_ffp_destroy_ctx
*ctx
= param
;
11710 const struct wined3d_gl_info
*gl_info
;
11712 gl_info
= ctx
->context_gl
->gl_info
;
11713 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
11714 struct glsl_shader_prog_link
, vs
.shader_entry
)
11716 delete_glsl_program_entry(ctx
->priv
, gl_info
, program
);
11718 GL_EXTCALL(glDeleteShader(shader
->id
));
11722 /* Context activation is done by the caller. */
11723 static void glsl_vertex_pipe_vp_free(struct wined3d_device
*device
, struct wined3d_context
*context
)
11725 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
11726 struct shader_glsl_priv
*priv
= device
->vertex_priv
;
11727 struct glsl_ffp_destroy_ctx ctx
;
11730 ctx
.context_gl
= context_gl
;
11731 wine_rb_destroy(&priv
->ffp_vertex_shaders
, shader_glsl_free_ffp_vertex_shader
, &ctx
);
11734 static void glsl_vertex_pipe_nop(struct wined3d_context
*context
,
11735 const struct wined3d_state
*state
, DWORD state_id
) {}
11737 static void glsl_vertex_pipe_shader(struct wined3d_context
*context
,
11738 const struct wined3d_state
*state
, DWORD state_id
)
11740 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11743 static void glsl_vertex_pipe_vdecl(struct wined3d_context
*context
,
11744 const struct wined3d_state
*state
, DWORD state_id
)
11746 const struct wined3d_vertex_declaration
*vdecl
= state
->vertex_declaration
;
11747 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
11748 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
11749 const BOOL legacy_clip_planes
= needs_legacy_glsl_syntax(gl_info
);
11750 BOOL transformed
= context
->stream_info
.position_transformed
;
11751 BOOL wasrhw
= context
->last_was_rhw
;
11752 bool point_size
= vdecl
&& vdecl
->point_size
;
11753 bool specular
= vdecl
&& vdecl
->specular
;
11754 bool diffuse
= vdecl
&& vdecl
->diffuse
;
11755 bool normal
= vdecl
&& vdecl
->normal
;
11758 context
->last_was_rhw
= transformed
;
11760 /* If the vertex declaration contains a transformed position attribute,
11761 * the draw uses the fixed function vertex pipeline regardless of any
11762 * vertex shader set by the application. */
11763 if (transformed
!= wasrhw
11764 || context
->stream_info
.swizzle_map
!= context
->last_swizzle_map
)
11765 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11767 context
->last_swizzle_map
= context
->stream_info
.swizzle_map
;
11769 if (!use_vs(state
))
11771 if (context
->last_was_vshader
)
11773 if (legacy_clip_planes
)
11774 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
11775 clipplane(context
, state
, STATE_CLIPPLANE(i
));
11777 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
11780 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
11782 /* Because of settings->texcoords, we have to regenerate the vertex
11783 * shader on a vdecl change if there aren't enough varyings to just
11784 * always output all the texture coordinates.
11786 * Likewise, we have to invalidate the shader when using per-vertex
11787 * colours and specular attribute presence changes, or when
11788 * normal, diffuse, or point size presence changes. */
11789 if (!shader_glsl_full_ffp_varyings(gl_info
) || diffuse
!= context
->last_was_diffuse
11790 || (state
->render_states
[WINED3D_RS_COLORVERTEX
] && specular
!= context
->last_was_specular
)
11791 || normal
!= context
->last_was_normal
|| point_size
!= context
->last_was_point_size
)
11792 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11795 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.major
== 1
11796 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.minor
<= 3)
11797 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
11801 if (!context
->last_was_vshader
)
11803 /* Vertex shader clipping ignores the view matrix. Update all clip planes. */
11804 if (legacy_clip_planes
)
11805 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
11806 clipplane(context
, state
, STATE_CLIPPLANE(i
));
11808 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
11812 context
->last_was_vshader
= use_vs(state
);
11813 context
->last_was_diffuse
= diffuse
;
11814 context
->last_was_specular
= specular
;
11815 context
->last_was_normal
= normal
;
11816 context
->last_was_point_size
= point_size
;
11819 static void glsl_vertex_pipe_vs(struct wined3d_context
*context
,
11820 const struct wined3d_state
*state
, DWORD state_id
)
11822 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11823 /* Different vertex shaders potentially require a different vertex attributes setup. */
11824 if (!isStateDirty(context
, STATE_VDECL
))
11825 context_apply_state(context
, state
, STATE_VDECL
);
11828 static void glsl_vertex_pipe_hs(struct wined3d_context
*context
,
11829 const struct wined3d_state
*state
, DWORD state_id
)
11831 /* In Direct3D tessellator options (e.g. output primitive type, primitive
11832 * winding) are defined in Hull Shaders, while in GLSL those are
11833 * specified in Tessellation Evaluation Shaders. */
11834 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_DOMAIN
;
11836 if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
])
11837 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11840 static void glsl_vertex_pipe_geometry_shader(struct wined3d_context
*context
,
11841 const struct wined3d_state
*state
, DWORD state_id
)
11843 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
11844 BOOL rasterization_disabled
;
11846 rasterization_disabled
= is_rasterization_disabled(state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
]);
11847 if (ctx_data
->rasterization_disabled
!= rasterization_disabled
)
11848 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
11849 ctx_data
->rasterization_disabled
= rasterization_disabled
;
11851 if (state
->shader
[WINED3D_SHADER_TYPE_DOMAIN
])
11852 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_DOMAIN
;
11853 else if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]
11854 && state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.shader_version
.major
>= 4)
11855 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11858 static void glsl_vertex_pipe_pixel_shader(struct wined3d_context
*context
,
11859 const struct wined3d_state
*state
, DWORD state_id
)
11861 if (state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
])
11862 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_GEOMETRY
;
11863 else if (state
->shader
[WINED3D_SHADER_TYPE_DOMAIN
])
11864 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_DOMAIN
;
11865 else if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]
11866 && state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.shader_version
.major
>= 4)
11867 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11870 static void glsl_vertex_pipe_world(struct wined3d_context
*context
,
11871 const struct wined3d_state
*state
, DWORD state_id
)
11873 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
;
11876 static void glsl_vertex_pipe_vertexblend(struct wined3d_context
*context
,
11877 const struct wined3d_state
*state
, DWORD state_id
)
11879 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
11882 static void glsl_vertex_pipe_view(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
11884 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
11885 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
11888 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
11889 | WINED3D_SHADER_CONST_FFP_LIGHTS
11890 | WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
11892 if (needs_legacy_glsl_syntax(gl_info
))
11894 for (k
= 0; k
< gl_info
->limits
.user_clip_distances
; ++k
)
11896 if (!isStateDirty(context
, STATE_CLIPPLANE(k
)))
11897 clipplane(context
, state
, STATE_CLIPPLANE(k
));
11902 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
11906 static void glsl_vertex_pipe_projection(struct wined3d_context
*context
,
11907 const struct wined3d_state
*state
, DWORD state_id
)
11909 /* Table fog behavior depends on the projection matrix. */
11910 if (state
->render_states
[WINED3D_RS_FOGENABLE
]
11911 && state
->render_states
[WINED3D_RS_FOGTABLEMODE
] != WINED3D_FOG_NONE
)
11912 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11913 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PROJ
;
11916 static void glsl_vertex_pipe_viewport(struct wined3d_context
*context
,
11917 const struct wined3d_state
*state
, DWORD state_id
)
11919 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
)))
11920 glsl_vertex_pipe_projection(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
11921 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
))
11922 && state
->render_states
[WINED3D_RS_POINTSCALEENABLE
])
11923 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
11924 context
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
11927 static void glsl_vertex_pipe_texmatrix(struct wined3d_context
*context
,
11928 const struct wined3d_state
*state
, DWORD state_id
)
11930 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
11933 static void glsl_vertex_pipe_material(struct wined3d_context
*context
,
11934 const struct wined3d_state
*state
, DWORD state_id
)
11936 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MATERIAL
;
11939 static void glsl_vertex_pipe_light(struct wined3d_context
*context
,
11940 const struct wined3d_state
*state
, DWORD state_id
)
11942 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_LIGHTS
;
11945 static void glsl_vertex_pipe_pointsize(struct wined3d_context
*context
,
11946 const struct wined3d_state
*state
, DWORD state_id
)
11948 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
11951 static void glsl_vertex_pipe_pointscale(struct wined3d_context
*context
,
11952 const struct wined3d_state
*state
, DWORD state_id
)
11954 if (!use_vs(state
))
11955 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
11958 static void glsl_vertex_pointsprite_core(struct wined3d_context
*context
,
11959 const struct wined3d_state
*state
, DWORD state_id
)
11961 static unsigned int once
;
11963 if (state
->primitive_type
== WINED3D_PT_POINTLIST
11964 && !state
->render_states
[WINED3D_RS_POINTSPRITEENABLE
] && !once
++)
11965 FIXME("Non-point sprite points not supported in core profile.\n");
11968 static void glsl_vertex_pipe_shademode(struct wined3d_context
*context
,
11969 const struct wined3d_state
*state
, DWORD state_id
)
11971 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11974 static void glsl_vertex_pipe_clip_plane(struct wined3d_context
*context
,
11975 const struct wined3d_state
*state
, DWORD state_id
)
11977 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
11978 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
11979 UINT index
= state_id
- STATE_CLIPPLANE(0);
11981 if (index
>= gl_info
->limits
.user_clip_distances
)
11984 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
11987 static const struct wined3d_state_entry_template glsl_vertex_pipe_vp_states
[] =
11989 {STATE_VDECL
, {STATE_VDECL
, glsl_vertex_pipe_vdecl
}, WINED3D_GL_EXT_NONE
},
11990 {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), glsl_vertex_pipe_vs
}, WINED3D_GL_EXT_NONE
},
11991 {STATE_SHADER(WINED3D_SHADER_TYPE_HULL
), {STATE_SHADER(WINED3D_SHADER_TYPE_HULL
), glsl_vertex_pipe_hs
}, WINED3D_GL_EXT_NONE
},
11992 {STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
), {STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
), glsl_vertex_pipe_geometry_shader
}, WINED3D_GL_EXT_NONE
},
11993 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), glsl_vertex_pipe_pixel_shader
}, WINED3D_GL_EXT_NONE
},
11994 {STATE_MATERIAL
, {STATE_MATERIAL
, glsl_vertex_pipe_material
}, WINED3D_GL_EXT_NONE
},
11996 {STATE_CLIPPLANE(0), {STATE_CLIPPLANE(0), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11997 {STATE_CLIPPLANE(0), {STATE_CLIPPLANE(0), clipplane
}, WINED3D_GL_EXT_NONE
},
11998 {STATE_CLIPPLANE(1), {STATE_CLIPPLANE(1), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11999 {STATE_CLIPPLANE(1), {STATE_CLIPPLANE(1), clipplane
}, WINED3D_GL_EXT_NONE
},
12000 {STATE_CLIPPLANE(2), {STATE_CLIPPLANE(2), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
12001 {STATE_CLIPPLANE(2), {STATE_CLIPPLANE(2), clipplane
}, WINED3D_GL_EXT_NONE
},
12002 {STATE_CLIPPLANE(3), {STATE_CLIPPLANE(3), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
12003 {STATE_CLIPPLANE(3), {STATE_CLIPPLANE(3), clipplane
}, WINED3D_GL_EXT_NONE
},
12004 {STATE_CLIPPLANE(4), {STATE_CLIPPLANE(4), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
12005 {STATE_CLIPPLANE(4), {STATE_CLIPPLANE(4), clipplane
}, WINED3D_GL_EXT_NONE
},
12006 {STATE_CLIPPLANE(5), {STATE_CLIPPLANE(5), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
12007 {STATE_CLIPPLANE(5), {STATE_CLIPPLANE(5), clipplane
}, WINED3D_GL_EXT_NONE
},
12008 {STATE_CLIPPLANE(6), {STATE_CLIPPLANE(6), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
12009 {STATE_CLIPPLANE(6), {STATE_CLIPPLANE(6), clipplane
}, WINED3D_GL_EXT_NONE
},
12010 {STATE_CLIPPLANE(7), {STATE_CLIPPLANE(7), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
12011 {STATE_CLIPPLANE(7), {STATE_CLIPPLANE(7), clipplane
}, WINED3D_GL_EXT_NONE
},
12013 {STATE_LIGHT_TYPE
, {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
12014 {STATE_ACTIVELIGHT(0), {STATE_ACTIVELIGHT(0), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
12015 {STATE_ACTIVELIGHT(1), {STATE_ACTIVELIGHT(1), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
12016 {STATE_ACTIVELIGHT(2), {STATE_ACTIVELIGHT(2), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
12017 {STATE_ACTIVELIGHT(3), {STATE_ACTIVELIGHT(3), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
12018 {STATE_ACTIVELIGHT(4), {STATE_ACTIVELIGHT(4), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
12019 {STATE_ACTIVELIGHT(5), {STATE_ACTIVELIGHT(5), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
12020 {STATE_ACTIVELIGHT(6), {STATE_ACTIVELIGHT(6), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
12021 {STATE_ACTIVELIGHT(7), {STATE_ACTIVELIGHT(7), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
12023 {STATE_VIEWPORT
, {STATE_VIEWPORT
, glsl_vertex_pipe_viewport
}, WINED3D_GL_EXT_NONE
},
12024 /* Transform states */
12025 {STATE_TRANSFORM(WINED3D_TS_VIEW
), {STATE_TRANSFORM(WINED3D_TS_VIEW
), glsl_vertex_pipe_view
}, WINED3D_GL_EXT_NONE
},
12026 {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), glsl_vertex_pipe_projection
}, WINED3D_GL_EXT_NONE
},
12027 {STATE_TRANSFORM(WINED3D_TS_TEXTURE0
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
12028 {STATE_TRANSFORM(WINED3D_TS_TEXTURE1
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
12029 {STATE_TRANSFORM(WINED3D_TS_TEXTURE2
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
12030 {STATE_TRANSFORM(WINED3D_TS_TEXTURE3
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
12031 {STATE_TRANSFORM(WINED3D_TS_TEXTURE4
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
12032 {STATE_TRANSFORM(WINED3D_TS_TEXTURE5
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
12033 {STATE_TRANSFORM(WINED3D_TS_TEXTURE6
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
12034 {STATE_TRANSFORM(WINED3D_TS_TEXTURE7
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
12035 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), glsl_vertex_pipe_world
}, WINED3D_GL_EXT_NONE
},
12036 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
12037 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
12038 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
12039 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
12040 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
12041 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
12042 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
12043 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
12044 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
12045 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
12046 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
12047 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
12048 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
12049 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
12050 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
12051 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
12052 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
12053 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
12054 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
12056 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
12057 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
12058 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
12059 {STATE_RENDER(WINED3D_RS_RANGEFOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
12060 {STATE_RENDER(WINED3D_RS_CLIPPING
), {STATE_RENDER(WINED3D_RS_CLIPPING
), state_clipping
}, WINED3D_GL_EXT_NONE
},
12061 {STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
), {STATE_RENDER(WINED3D_RS_CLIPPING
), NULL
}, WINED3D_GL_EXT_NONE
},
12062 {STATE_RENDER(WINED3D_RS_LIGHTING
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
12063 {STATE_RENDER(WINED3D_RS_COLORVERTEX
), {STATE_RENDER(WINED3D_RS_COLORVERTEX
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
12064 {STATE_RENDER(WINED3D_RS_LOCALVIEWER
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
12065 {STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
12066 {STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
12067 {STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
12068 {STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
12069 {STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
12070 {STATE_RENDER(WINED3D_RS_VERTEXBLEND
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
12071 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
12072 {STATE_RENDER(WINED3D_RS_POINTSIZE
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
12073 {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), glsl_vertex_pipe_pointsize
}, WINED3D_GL_EXT_NONE
},
12074 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite
}, ARB_POINT_SPRITE
},
12075 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite_w
}, WINED3D_GL_LEGACY_CONTEXT
},
12076 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), glsl_vertex_pointsprite_core
}, WINED3D_GL_EXT_NONE
},
12077 {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), glsl_vertex_pipe_pointscale
}, WINED3D_GL_EXT_NONE
},
12078 {STATE_RENDER(WINED3D_RS_POINTSCALE_A
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
12079 {STATE_RENDER(WINED3D_RS_POINTSCALE_B
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
12080 {STATE_RENDER(WINED3D_RS_POINTSCALE_C
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
12081 {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
12082 {STATE_POINT_ENABLE
, {STATE_POINT_ENABLE
, glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
12083 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_vertex_pipe_shademode
}, WINED3D_GLSL_130
},
12084 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_vertex_pipe_nop
}, WINED3D_GL_EXT_NONE
},
12085 {0 /* Terminate */, {0, NULL
}, WINED3D_GL_EXT_NONE
},
12089 * - Implement vertex tweening. */
12090 const struct wined3d_vertex_pipe_ops glsl_vertex_pipe
=
12092 .vp_apply_draw_state
= glsl_vertex_pipe_vp_apply_draw_state
,
12093 .vp_disable
= glsl_vertex_pipe_vp_disable
,
12094 .vp_get_caps
= glsl_vertex_pipe_vp_get_caps
,
12095 .vp_get_emul_mask
= glsl_vertex_pipe_vp_get_emul_mask
,
12096 .vp_alloc
= glsl_vertex_pipe_vp_alloc
,
12097 .vp_free
= glsl_vertex_pipe_vp_free
,
12098 .vp_states
= glsl_vertex_pipe_vp_states
,
12101 static void glsl_fragment_pipe_apply_draw_state(struct wined3d_context
*context
, const struct wined3d_state
*state
)
12103 /* Nothing to do. */
12106 static void glsl_fragment_pipe_disable(const struct wined3d_context
*context
)
12110 static void glsl_fragment_pipe_get_caps(const struct wined3d_adapter
*adapter
, struct fragment_caps
*caps
)
12112 const struct wined3d_gl_info
*gl_info
= &wined3d_adapter_gl_const(adapter
)->gl_info
;
12114 memset(caps
, 0, sizeof(*caps
));
12115 caps
->PrimitiveMiscCaps
= WINED3DPMISCCAPS_TSSARGTEMP
12116 | WINED3DPMISCCAPS_PERSTAGECONSTANT
;
12117 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_DISABLE
12118 | WINED3DTEXOPCAPS_SELECTARG1
12119 | WINED3DTEXOPCAPS_SELECTARG2
12120 | WINED3DTEXOPCAPS_MODULATE4X
12121 | WINED3DTEXOPCAPS_MODULATE2X
12122 | WINED3DTEXOPCAPS_MODULATE
12123 | WINED3DTEXOPCAPS_ADDSIGNED2X
12124 | WINED3DTEXOPCAPS_ADDSIGNED
12125 | WINED3DTEXOPCAPS_ADD
12126 | WINED3DTEXOPCAPS_SUBTRACT
12127 | WINED3DTEXOPCAPS_ADDSMOOTH
12128 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
12129 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
12130 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
12131 | WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
12132 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
12133 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
12134 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
12135 | WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
12136 | WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
12137 | WINED3DTEXOPCAPS_DOTPRODUCT3
12138 | WINED3DTEXOPCAPS_MULTIPLYADD
12139 | WINED3DTEXOPCAPS_LERP
12140 | WINED3DTEXOPCAPS_BUMPENVMAP
12141 | WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
;
12142 caps
->max_blend_stages
= WINED3D_MAX_FFP_TEXTURES
;
12143 caps
->max_textures
= min(gl_info
->limits
.samplers
[WINED3D_SHADER_TYPE_PIXEL
], WINED3D_MAX_FFP_TEXTURES
);
12146 static unsigned int glsl_fragment_pipe_get_emul_mask(const struct wined3d_adapter
*adapter
)
12148 if (wined3d_adapter_gl_const(adapter
)->gl_info
.supported
[WINED3D_GL_LEGACY_CONTEXT
])
12149 return GL_EXT_EMUL_ARB_MULTITEXTURE
;
12153 static void *glsl_fragment_pipe_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
12155 struct shader_glsl_priv
*priv
;
12157 if (shader_backend
== &glsl_shader_backend
)
12159 priv
= shader_priv
;
12160 wine_rb_init(&priv
->ffp_fragment_shaders
, wined3d_ffp_frag_program_key_compare
);
12164 FIXME("GLSL fragment pipe without GLSL shader backend not implemented.\n");
12169 static void shader_glsl_free_ffp_fragment_shader(struct wine_rb_entry
*entry
, void *param
)
12171 struct glsl_ffp_fragment_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
12172 struct glsl_ffp_fragment_shader
, entry
.entry
);
12173 struct glsl_shader_prog_link
*program
, *program2
;
12174 struct glsl_ffp_destroy_ctx
*ctx
= param
;
12175 const struct wined3d_gl_info
*gl_info
;
12177 gl_info
= ctx
->context_gl
->gl_info
;
12178 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
12179 struct glsl_shader_prog_link
, ps
.shader_entry
)
12181 delete_glsl_program_entry(ctx
->priv
, gl_info
, program
);
12183 GL_EXTCALL(glDeleteShader(shader
->id
));
12187 /* Context activation is done by the caller. */
12188 static void glsl_fragment_pipe_free(struct wined3d_device
*device
, struct wined3d_context
*context
)
12190 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
12191 struct shader_glsl_priv
*priv
= device
->fragment_priv
;
12192 struct glsl_ffp_destroy_ctx ctx
;
12195 ctx
.context_gl
= context_gl
;
12196 wine_rb_destroy(&priv
->ffp_fragment_shaders
, shader_glsl_free_ffp_fragment_shader
, &ctx
);
12199 static void glsl_fragment_pipe_shader(struct wined3d_context
*context
,
12200 const struct wined3d_state
*state
, DWORD state_id
)
12202 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
12205 static void glsl_fragment_pipe_fogparams(struct wined3d_context
*context
,
12206 const struct wined3d_state
*state
, DWORD state_id
)
12208 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
12211 static void glsl_fragment_pipe_fog(struct wined3d_context
*context
,
12212 const struct wined3d_state
*state
, DWORD state_id
)
12214 BOOL use_vshader
= use_vs(state
);
12215 enum fogsource new_source
;
12216 DWORD fogstart
= state
->render_states
[WINED3D_RS_FOGSTART
];
12217 DWORD fogend
= state
->render_states
[WINED3D_RS_FOGEND
];
12219 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
12221 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
12224 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
12226 if (use_vshader
|| state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
12227 || context
->stream_info
.position_transformed
)
12228 new_source
= FOGSOURCE_VS
;
12230 new_source
= FOGSOURCE_FFP
;
12234 new_source
= FOGSOURCE_FFP
;
12237 if (new_source
!= context
->fog_source
|| fogstart
== fogend
)
12239 context
->fog_source
= new_source
;
12240 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
12244 static void glsl_fragment_pipe_vdecl(struct wined3d_context
*context
,
12245 const struct wined3d_state
*state
, DWORD state_id
)
12247 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
12249 /* Because of settings->texcoords_initialized and args->texcoords_initialized. */
12250 if (!shader_glsl_full_ffp_varyings(gl_info
))
12251 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
12253 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_FOGENABLE
)))
12254 glsl_fragment_pipe_fog(context
, state
, state_id
);
12257 static void glsl_fragment_pipe_vs(struct wined3d_context
*context
,
12258 const struct wined3d_state
*state
, DWORD state_id
)
12260 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
12262 /* Because of settings->texcoords_initialized and args->texcoords_initialized. */
12263 if (!shader_glsl_full_ffp_varyings(gl_info
))
12264 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
12267 static void glsl_fragment_pipe_tex_transform(struct wined3d_context
*context
,
12268 const struct wined3d_state
*state
, DWORD state_id
)
12270 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
12273 static void glsl_fragment_pipe_alpha_test_func(struct wined3d_context
*context
,
12274 const struct wined3d_state
*state
, DWORD state_id
)
12276 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
12277 GLint func
= wined3d_gl_compare_func(state
->render_states
[WINED3D_RS_ALPHAFUNC
]);
12278 float ref
= wined3d_alpha_ref(state
);
12282 gl_info
->gl_ops
.gl
.p_glAlphaFunc(func
, ref
);
12283 checkGLcall("glAlphaFunc");
12287 static void glsl_fragment_pipe_core_alpha_test(struct wined3d_context
*context
,
12288 const struct wined3d_state
*state
, DWORD state_id
)
12290 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
12293 static void glsl_fragment_pipe_alpha_test(struct wined3d_context
*context
,
12294 const struct wined3d_state
*state
, DWORD state_id
)
12296 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
12298 if (state
->render_states
[WINED3D_RS_ALPHATESTENABLE
])
12300 gl_info
->gl_ops
.gl
.p_glEnable(GL_ALPHA_TEST
);
12301 checkGLcall("glEnable(GL_ALPHA_TEST)");
12305 gl_info
->gl_ops
.gl
.p_glDisable(GL_ALPHA_TEST
);
12306 checkGLcall("glDisable(GL_ALPHA_TEST)");
12310 static void glsl_fragment_pipe_core_alpha_test_ref(struct wined3d_context
*context
,
12311 const struct wined3d_state
*state
, DWORD state_id
)
12313 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_ALPHA_TEST
;
12316 static void glsl_fragment_pipe_shademode(struct wined3d_context
*context
,
12317 const struct wined3d_state
*state
, DWORD state_id
)
12319 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
12322 static const struct wined3d_state_entry_template glsl_fragment_pipe_state_template
[] =
12324 {STATE_VDECL
, {STATE_VDECL
, glsl_fragment_pipe_vdecl
}, WINED3D_GL_EXT_NONE
},
12325 {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), glsl_fragment_pipe_vs
}, WINED3D_GL_EXT_NONE
},
12326 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12327 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12328 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12329 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12330 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12331 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12332 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12333 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12334 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12335 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12336 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12337 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12338 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12339 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12340 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12341 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12342 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12343 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12344 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12345 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12346 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12347 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12348 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12349 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12350 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12351 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12352 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12353 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12354 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12355 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12356 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12357 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12358 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12359 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12360 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12361 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12362 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12363 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12364 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12365 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12366 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12367 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12368 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12369 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12370 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12371 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12372 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12373 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12374 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12375 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12376 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12377 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12378 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12379 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12380 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12381 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12382 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12383 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12384 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12385 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12386 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12387 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12388 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12389 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12390 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12391 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12392 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12393 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12394 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12395 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12396 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12397 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12398 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), glsl_fragment_pipe_shader
}, WINED3D_GL_EXT_NONE
},
12399 {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), glsl_fragment_pipe_alpha_test_func
}, WINED3D_GL_LEGACY_CONTEXT
},
12400 {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
12401 {STATE_RENDER(WINED3D_RS_ALPHAREF
), {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), NULL
}, WINED3D_GL_LEGACY_CONTEXT
},
12402 {STATE_RENDER(WINED3D_RS_ALPHAREF
), {STATE_RENDER(WINED3D_RS_ALPHAREF
), glsl_fragment_pipe_core_alpha_test_ref
}, WINED3D_GL_EXT_NONE
},
12403 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), glsl_fragment_pipe_alpha_test
}, WINED3D_GL_LEGACY_CONTEXT
},
12404 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), glsl_fragment_pipe_core_alpha_test
}, WINED3D_GL_EXT_NONE
},
12405 {STATE_RENDER(WINED3D_RS_COLORKEYENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12406 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_fragment_pipe_fog
}, WINED3D_GL_EXT_NONE
},
12407 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
12408 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
12409 {STATE_RENDER(WINED3D_RS_FOGSTART
), {STATE_RENDER(WINED3D_RS_FOGSTART
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
12410 {STATE_RENDER(WINED3D_RS_FOGEND
), {STATE_RENDER(WINED3D_RS_FOGSTART
), NULL
}, WINED3D_GL_EXT_NONE
},
12411 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), state_srgbwrite
}, ARB_FRAMEBUFFER_SRGB
},
12412 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12413 {STATE_RENDER(WINED3D_RS_FOGCOLOR
), {STATE_RENDER(WINED3D_RS_FOGCOLOR
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
12414 {STATE_RENDER(WINED3D_RS_FOGDENSITY
), {STATE_RENDER(WINED3D_RS_FOGDENSITY
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
12415 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), glsl_fragment_pipe_shader
}, ARB_POINT_SPRITE
},
12416 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), glsl_fragment_pipe_shader
}, WINED3D_GL_VERSION_2_0
},
12417 {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
},
12418 {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
},
12419 {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
},
12420 {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
},
12421 {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
},
12422 {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
},
12423 {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
},
12424 {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
},
12425 {STATE_POINT_ENABLE
, {STATE_POINT_ENABLE
, glsl_fragment_pipe_shader
}, WINED3D_GL_EXT_NONE
},
12426 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_fragment_pipe_shademode
}, WINED3D_GLSL_130
},
12427 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), state_shademode
}, WINED3D_GL_EXT_NONE
},
12428 {0 /* Terminate */, {0, 0 }, WINED3D_GL_EXT_NONE
},
12431 static BOOL
glsl_fragment_pipe_alloc_context_data(struct wined3d_context
*context
)
12436 static void glsl_fragment_pipe_free_context_data(struct wined3d_context
*context
)
12440 const struct wined3d_fragment_pipe_ops glsl_fragment_pipe
=
12442 .fp_apply_draw_state
= glsl_fragment_pipe_apply_draw_state
,
12443 .fp_disable
= glsl_fragment_pipe_disable
,
12444 .get_caps
= glsl_fragment_pipe_get_caps
,
12445 .get_emul_mask
= glsl_fragment_pipe_get_emul_mask
,
12446 .alloc_private
= glsl_fragment_pipe_alloc
,
12447 .free_private
= glsl_fragment_pipe_free
,
12448 .allocate_context_data
= glsl_fragment_pipe_alloc_context_data
,
12449 .free_context_data
= glsl_fragment_pipe_free_context_data
,
12450 .color_fixup_supported
= shader_glsl_color_fixup_supported
,
12451 .states
= glsl_fragment_pipe_state_template
,
12454 struct glsl_blitter_args
12456 GLenum texture_type
;
12457 struct color_fixup_desc fixup
;
12458 unsigned short use_colour_key
;
12461 struct glsl_blitter_program
12463 struct wine_rb_entry entry
;
12464 struct glsl_blitter_args args
;
12468 struct wined3d_glsl_blitter
12470 struct wined3d_blitter blitter
;
12471 struct wined3d_string_buffer_list string_buffers
;
12472 struct wine_rb_tree programs
;
12473 GLuint palette_texture
;
12476 static int glsl_blitter_args_compare(const void *key
, const struct wine_rb_entry
*entry
)
12478 const struct glsl_blitter_args
*a
= key
;
12479 const struct glsl_blitter_args
*b
= &WINE_RB_ENTRY_VALUE(entry
, const struct glsl_blitter_program
, entry
)->args
;
12481 return memcmp(a
, b
, sizeof(*a
));
12484 /* Context activation is done by the caller. */
12485 static void glsl_free_blitter_program(struct wine_rb_entry
*entry
, void *ctx
)
12487 struct glsl_blitter_program
*program
= WINE_RB_ENTRY_VALUE(entry
, struct glsl_blitter_program
, entry
);
12488 struct wined3d_context_gl
*context_gl
= ctx
;
12489 const struct wined3d_gl_info
*gl_info
;
12491 gl_info
= context_gl
->gl_info
;
12492 GL_EXTCALL(glDeleteProgram(program
->id
));
12493 checkGLcall("glDeleteProgram()");
12497 /* Context activation is done by the caller. */
12498 static void glsl_blitter_destroy(struct wined3d_blitter
*blitter
, struct wined3d_context
*context
)
12500 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
12501 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
12502 struct wined3d_glsl_blitter
*glsl_blitter
;
12503 struct wined3d_blitter
*next
;
12505 if ((next
= blitter
->next
))
12506 next
->ops
->blitter_destroy(next
, context
);
12508 glsl_blitter
= CONTAINING_RECORD(blitter
, struct wined3d_glsl_blitter
, blitter
);
12510 if (glsl_blitter
->palette_texture
)
12511 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &glsl_blitter
->palette_texture
);
12513 wine_rb_destroy(&glsl_blitter
->programs
, glsl_free_blitter_program
, context_gl
);
12514 string_buffer_list_cleanup(&glsl_blitter
->string_buffers
);
12516 free(glsl_blitter
);
12519 static void glsl_blitter_generate_p8_shader(struct wined3d_string_buffer
*buffer
,
12520 const struct wined3d_gl_info
*gl_info
, const struct glsl_blitter_args
*args
,
12521 const char *output
, const char *tex_type
, const char *swizzle
)
12523 shader_addline(buffer
, "uniform sampler1D sampler_palette;\n");
12524 shader_addline(buffer
, "\nvoid main()\n{\n");
12525 /* The alpha-component contains the palette index. */
12526 shader_addline(buffer
, " float index = texture%s(sampler, out_texcoord.%s).%c;\n",
12527 needs_legacy_glsl_syntax(gl_info
) ? tex_type
: "", swizzle
,
12528 gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? 'w' : 'x');
12529 /* Scale the index by 255/256 and add a bias of 0.5 in order to sample in
12531 shader_addline(buffer
, " index = (index * 255.0 + 0.5) / 256.0;\n");
12532 shader_addline(buffer
, " %s = texture%s(sampler_palette, index);\n",
12533 output
, needs_legacy_glsl_syntax(gl_info
) ? "1D" : "");
12534 if (args
->use_colour_key
)
12535 shader_glsl_generate_colour_key_test(buffer
, output
, "colour_key.low", "colour_key.high");
12536 shader_addline(buffer
, "}\n");
12539 static void gen_packed_yuv_read(struct wined3d_string_buffer
*buffer
,
12540 const struct wined3d_gl_info
*gl_info
, const struct glsl_blitter_args
*args
,
12541 const char *tex_type
)
12543 enum complex_fixup complex_fixup
= get_complex_fixup(args
->fixup
);
12544 char chroma
, luminance
;
12547 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit
12548 * macropixel, giving effectively 16 bits per pixel. The color consists of
12549 * a luminance(Y) and two chroma(U and V) values. Each macropixel has two
12550 * luminance values, one for each single pixel it contains, and one U and
12551 * one V value shared between both pixels.
12553 * The data is loaded into an A8L8 texture. With YUY2, the luminance
12554 * component contains the luminance and alpha the chroma. With UYVY it is
12555 * vice versa. Thus take the format into account when generating the read
12558 * Reading the Y value is straightforward - just sample the texture. The
12559 * hardware takes care of filtering in the horizontal and vertical
12562 * Reading the U and V values is harder. We have to avoid filtering
12563 * horizontally, because that would mix the U and V values of one pixel or
12564 * two adjacent pixels. Thus floor the texture coordinate and add 0.5 to
12565 * get an unfiltered read, regardless of the filtering setting. Vertical
12566 * filtering works automatically though - the U and V values of two rows
12567 * are mixed nicely.
12569 * Apart of avoiding filtering issues, the code has to know which value it
12570 * just read, and where it can find the other one. To determine this, it
12571 * checks if it sampled an even or odd pixel, and shifts the 2nd read
12574 * Handling horizontal filtering of U and V values requires reading a 2nd
12575 * pair of pixels, extracting U and V and mixing them. This is not
12578 * An alternative implementation idea is to load the texture as A8R8G8B8
12579 * texture, with width / 2. This way one read gives all 3 values, finding
12580 * U and V is easy in an unfiltered situation. Finding the luminance on
12581 * the other hand requires finding out if it is an odd or even pixel. The
12582 * real drawback of this approach is filtering. This would have to be
12583 * emulated completely in the shader, reading up two 2 packed pixels in up
12584 * to 2 rows and interpolating both horizontally and vertically. Beyond
12585 * that it would require adjustments to the texture handling code to deal
12586 * with the width scaling. */
12588 if (complex_fixup
== COMPLEX_FIXUP_UYVY
)
12591 luminance
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? 'w' : 'y';
12595 chroma
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? 'w' : 'y';
12599 tex
= needs_legacy_glsl_syntax(gl_info
) ? tex_type
: "";
12601 /* First we have to read the chroma values. This means we need at least
12602 * two pixels (no filtering), or 4 pixels (with filtering). To get the
12603 * unmodified chroma, we have to rid ourselves of the filtering when we
12604 * sample the texture. */
12605 shader_addline(buffer
, " texcoord.xy = out_texcoord.xy;\n");
12606 /* We must not allow filtering between pixel x and x+1, this would mix U
12607 * and V. Vertical filtering is ok. However, bear in mind that the pixel
12608 * center is at 0.5, so add 0.5. */
12609 shader_addline(buffer
, " texcoord.x = (floor(texcoord.x * size.x) + 0.5) / size.x;\n");
12610 shader_addline(buffer
, " luminance = texture%s(sampler, texcoord.xy).%c;\n", tex
, chroma
);
12612 /* Multiply the x coordinate by 0.5 and get the fraction. This gives 0.25
12613 * and 0.75 for the even and odd pixels respectively. */
12614 /* Put the value into either of the chroma values. */
12615 shader_addline(buffer
, " bool even = fract(texcoord.x * size.x * 0.5) < 0.5;\n");
12616 shader_addline(buffer
, " if (even)\n");
12617 shader_addline(buffer
, " chroma.y = luminance;\n");
12618 shader_addline(buffer
, " else\n");
12619 shader_addline(buffer
, " chroma.x = luminance;\n");
12621 /* Sample pixel 2. If we read an even pixel, sample the pixel right to the
12622 * current one. Otherwise, sample the left pixel. */
12623 shader_addline(buffer
, " texcoord.x += even ? 1.0 / size.x : -1.0 / size.x;\n");
12624 shader_addline(buffer
, " luminance = texture%s(sampler, texcoord.xy).%c;\n", tex
, chroma
);
12626 /* Put the value into the other chroma. */
12627 shader_addline(buffer
, " if (even)\n");
12628 shader_addline(buffer
, " chroma.x = luminance;\n");
12629 shader_addline(buffer
, " else\n");
12630 shader_addline(buffer
, " chroma.y = luminance;\n");
12632 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
12633 * the current one and lerp the two U and V values. */
12635 /* This gives the correctly filtered luminance value. */
12636 shader_addline(buffer
, " luminance = texture%s(sampler, out_texcoord.xy).%c;\n", tex
, luminance
);
12639 static void gen_yv12_read(struct wined3d_string_buffer
*buffer
,
12640 const struct wined3d_gl_info
*gl_info
, const char *tex_type
)
12642 char component
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? 'w' : 'x';
12643 const char *tex
= needs_legacy_glsl_syntax(gl_info
) ? tex_type
: "";
12645 /* YV12 surfaces contain a WxH sized luminance plane, followed by a
12646 * (W/2)x(H/2) V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So
12647 * the effective bitdepth is 12 bits per pixel. Since the U and V planes
12648 * have only half the pitch of the luminance plane, the packing into the
12649 * gl texture is a bit unfortunate. If the whole texture is interpreted as
12650 * luminance data it looks approximately like this:
12652 * +----------------------------------+----
12664 * +----------------+-----------------+----
12666 * | V even rows | V odd rows |
12668 * +----------------+------------------ -
12670 * | U even rows | U odd rows |
12672 * +----------------+-----------------+----
12676 * So it appears as if there are 4 chroma images, but in fact the odd rows
12677 * in the chroma images are in the same row as the even ones. So it is
12678 * kinda tricky to read. */
12680 /* First sample the chroma values. */
12681 shader_addline(buffer
, " texcoord.xy = out_texcoord.xy;\n");
12682 /* The chroma planes have only half the width. */
12683 shader_addline(buffer
, " texcoord.x *= 0.5;\n");
12685 /* The first value is between 2/3 and 5/6 of the texture's height, so
12686 * scale+bias the coordinate. Also read the right side of the image when
12687 * reading odd lines.
12689 * Don't forget to clamp the y values in into the range, otherwise we'll
12690 * get filtering bleeding. */
12692 /* Read odd lines from the right side (add 0.5 to the x coordinate). Keep
12693 * in mind that each line of the chroma plane corresponds to 2 lines of the
12694 * resulting image. */
12695 shader_addline(buffer
, " if (fract(texcoord.y * size.y * 0.25) >= 0.5)\n");
12696 shader_addline(buffer
, " texcoord.x += 0.5;\n");
12698 /* Clamp, keep the half pixel origin in mind. */
12699 shader_addline(buffer
, " texcoord.y = clamp(2.0 / 3.0 + texcoord.y / 6.0, "
12700 "2.0 / 3.0 + 0.5 / size.y, 5.0 / 6.0 - 0.5 / size.y);\n");
12702 shader_addline(buffer
, " chroma.x = texture%s(sampler, texcoord.xy).%c;\n", tex
, component
);
12704 /* The other chroma value is 1/6th of the texture lower, from 5/6th to
12705 * 6/6th No need to clamp because we're just reusing the already clamped
12706 * value from above. */
12707 shader_addline(buffer
, " texcoord.y += 1.0 / 6.0;\n");
12708 shader_addline(buffer
, " chroma.y = texture%s(sampler, texcoord.xy).%c;\n", tex
, component
);
12710 /* Sample the luminance value. It is in the top 2/3rd of the texture, so
12711 * scale the y coordinate. Clamp the y coordinate to prevent the chroma
12712 * values from bleeding into the sampled luminance values due to
12714 shader_addline(buffer
, " texcoord.xy = out_texcoord.xy;\n");
12715 /* Multiply the y coordinate by 2/3 and clamp it. */
12716 shader_addline(buffer
, " texcoord.y = min(texcoord.y * 2.0 / 3.0, 2.0 / 3.0 - 0.5 / size.y);\n");
12717 shader_addline(buffer
, " luminance = texture%s(sampler, texcoord.xy).%c;\n", tex
, component
);
12720 static void gen_nv12_read(struct wined3d_string_buffer
*buffer
,
12721 const struct wined3d_gl_info
*gl_info
, const char *tex_type
)
12723 char component
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? 'w' : 'x';
12724 const char *tex
= needs_legacy_glsl_syntax(gl_info
) ? tex_type
: "";
12726 /* NV12 surfaces contain a WxH sized luminance plane, followed by a
12727 * (W/2)x(H/2) sized plane where each component is an UV pair. So the
12728 * effective bitdepth is 12 bits per pixel. If the whole texture is
12729 * interpreted as luminance data it looks approximately like this:
12731 * +----------------------------------+----
12743 * +----------------------------------+----
12744 * |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV|
12745 * |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV|
12751 * +----------------------------------+---- */
12753 /* First sample the chroma values. */
12754 shader_addline(buffer
, " texcoord.xy = out_texcoord.xy;\n");
12755 /* We only have half the number of chroma pixels. */
12756 shader_addline(buffer
, " texcoord.x *= 0.5;\n");
12757 shader_addline(buffer
, " texcoord.y = (texcoord.y + 2.0) / 3.0;\n");
12759 /* We must not allow filtering horizontally, this would mix U and V.
12760 * Vertical filtering is ok. However, bear in mind that the pixel center
12761 * is at 0.5, so add 0.5. */
12763 /* Convert to non-normalised coordinates so we can find the individual
12765 shader_addline(buffer
, " texcoord.x = floor(texcoord.x * size.x);\n");
12766 /* Multiply by 2 since chroma components are stored in UV pixel pairs, add
12767 * 0.5 to hit the center of the pixel. Then convert back to normalised
12769 shader_addline(buffer
, " texcoord.x = (texcoord.x * 2.0 + 0.5) / size.x;\n");
12770 /* Clamp, keep the half pixel origin in mind. */
12771 shader_addline(buffer
, " texcoord.y = max(texcoord.y, 2.0 / 3.0 + 0.5 / size.y);\n");
12773 shader_addline(buffer
, " chroma.y = texture%s(sampler, texcoord.xy).%c;\n", tex
, component
);
12774 /* Add 1.0 / size.x to sample the adjacent texel. */
12775 shader_addline(buffer
, " texcoord.x += 1.0 / size.x;\n");
12776 shader_addline(buffer
, " chroma.x = texture%s(sampler, texcoord.xy).%c;\n", tex
, component
);
12778 /* Sample the luminance value. It is in the top 2/3rd of the texture, so
12779 * scale the y coordinate. Clamp the y coordinate to prevent the chroma
12780 * values from bleeding into the sampled luminance values due to
12782 shader_addline(buffer
, " texcoord.xy = out_texcoord.xy;\n");
12783 /* Multiply the y coordinate by 2/3 and clamp it. */
12784 shader_addline(buffer
, " texcoord.y = min(texcoord.y * 2.0 / 3.0, 2.0 / 3.0 - 0.5 / size.y);\n");
12785 shader_addline(buffer
, " luminance = texture%s(sampler, texcoord.xy).%c;\n", tex
, component
);
12788 static void glsl_blitter_generate_yuv_shader(struct wined3d_string_buffer
*buffer
,
12789 const struct wined3d_gl_info
*gl_info
, const struct glsl_blitter_args
*args
,
12790 const char *output
, const char *tex_type
, const char *swizzle
)
12792 enum complex_fixup complex_fixup
= get_complex_fixup(args
->fixup
);
12794 shader_addline(buffer
, "const vec4 yuv_coef = vec4(1.403, -0.344, -0.714, 1.770);\n");
12795 shader_addline(buffer
, "float luminance;\n");
12796 shader_addline(buffer
, "vec2 texcoord;\n");
12797 shader_addline(buffer
, "vec2 chroma;\n");
12798 shader_addline(buffer
, "uniform vec2 size;\n");
12800 shader_addline(buffer
, "\nvoid main()\n{\n");
12802 switch (complex_fixup
)
12804 case COMPLEX_FIXUP_UYVY
:
12805 case COMPLEX_FIXUP_YUY2
:
12806 gen_packed_yuv_read(buffer
, gl_info
, args
, tex_type
);
12809 case COMPLEX_FIXUP_YV12
:
12810 gen_yv12_read(buffer
, gl_info
, tex_type
);
12813 case COMPLEX_FIXUP_NV12
:
12814 gen_nv12_read(buffer
, gl_info
, tex_type
);
12817 case COMPLEX_FIXUP_YUV
:
12818 /* With APPLE_rgb_422, things are much simpler. The only thing we
12819 * have to do here is Y'CbCr to RGB conversion. */
12820 shader_addline(buffer
, " vec3 yuv = vec3(texture%s(sampler, out_texcoord.xy));\n",
12821 needs_legacy_glsl_syntax(gl_info
) ? tex_type
: "");
12822 shader_addline(buffer
, " luminance = yuv.y;\n");
12823 shader_addline(buffer
, " chroma = yuv.xz;\n");
12827 FIXME("Unsupported fixup %#x.\n", complex_fixup
);
12828 string_buffer_free(buffer
);
12832 /* Calculate the final result. Formula is taken from
12833 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
12834 * ranges from -0.5 to 0.5. */
12835 shader_addline(buffer
, "\n chroma.xy -= 0.5;\n");
12837 shader_addline(buffer
, " %s.x = luminance + chroma.x * yuv_coef.x;\n", output
);
12838 shader_addline(buffer
, " %s.y = luminance + chroma.y * yuv_coef.y + chroma.x * yuv_coef.z;\n", output
);
12839 shader_addline(buffer
, " %s.z = luminance + chroma.y * yuv_coef.w;\n", output
);
12840 if (args
->use_colour_key
)
12841 shader_glsl_generate_colour_key_test(buffer
, output
, "colour_key.low", "colour_key.high");
12843 shader_addline(buffer
, "}\n");
12846 static void glsl_blitter_generate_plain_shader(struct wined3d_string_buffer
*buffer
,
12847 const struct wined3d_gl_info
*gl_info
, const struct glsl_blitter_args
*args
,
12848 const char *output
, const char *tex_type
, const char *swizzle
)
12850 shader_addline(buffer
, "\nvoid main()\n{\n");
12851 shader_addline(buffer
, " %s = texture%s(sampler, out_texcoord.%s);\n",
12852 output
, needs_legacy_glsl_syntax(gl_info
) ? tex_type
: "", swizzle
);
12853 shader_glsl_color_correction_ext(buffer
, output
, WINED3DSP_WRITEMASK_ALL
, args
->fixup
);
12854 if (args
->use_colour_key
)
12855 shader_glsl_generate_colour_key_test(buffer
, output
, "colour_key.low", "colour_key.high");
12856 shader_addline(buffer
, "}\n");
12859 /* Context activation is done by the caller. */
12860 static GLuint
glsl_blitter_generate_program(struct wined3d_glsl_blitter
*blitter
,
12861 const struct wined3d_gl_info
*gl_info
, const struct glsl_blitter_args
*args
)
12863 static const struct
12865 GLenum texture_target
;
12866 const char texture_type
[7];
12867 const char texcoord_swizzle
[4];
12871 {GL_TEXTURE_2D
, "2D", "xy"},
12872 {GL_TEXTURE_CUBE_MAP
, "Cube", "xyz"},
12874 static const char vshader_main
[] =
12878 " gl_Position = vec4(pos, 0.0, 1.0);\n"
12879 " out_texcoord = texcoord;\n"
12881 enum complex_fixup complex_fixup
= get_complex_fixup(args
->fixup
);
12882 struct wined3d_string_buffer
*buffer
, *output
;
12883 GLuint program
, vshader_id
, fshader_id
;
12884 const char *tex_type
= NULL
, *swizzle
= NULL
, *ptr
;
12888 for (i
= 0; i
< ARRAY_SIZE(texture_data
); ++i
)
12890 if (args
->texture_type
== texture_data
[i
].texture_target
)
12892 tex_type
= texture_data
[i
].texture_type
;
12893 swizzle
= texture_data
[i
].texcoord_swizzle
;
12897 if (i
== ARRAY_SIZE(texture_data
))
12899 FIXME("Unsupported texture type %#x.\n", args
->texture_type
);
12903 program
= GL_EXTCALL(glCreateProgram());
12905 vshader_id
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
12907 buffer
= string_buffer_get(&blitter
->string_buffers
);
12908 shader_glsl_add_version_declaration(buffer
, gl_info
);
12909 shader_addline(buffer
, "%s vec2 pos;\n", get_attribute_keyword(gl_info
));
12910 shader_addline(buffer
, "%s vec3 texcoord;\n", get_attribute_keyword(gl_info
));
12911 declare_out_varying(gl_info
, buffer
, FALSE
, "vec3 out_texcoord;\n");
12912 shader_addline(buffer
, vshader_main
);
12914 ptr
= buffer
->buffer
;
12915 GL_EXTCALL(glShaderSource(vshader_id
, 1, &ptr
, NULL
));
12916 GL_EXTCALL(glAttachShader(program
, vshader_id
));
12917 GL_EXTCALL(glDeleteShader(vshader_id
));
12919 fshader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
12921 string_buffer_clear(buffer
);
12922 shader_glsl_add_version_declaration(buffer
, gl_info
);
12923 shader_addline(buffer
, "uniform sampler%s sampler;\n", tex_type
);
12924 if (args
->use_colour_key
)
12926 shader_addline(buffer
, "uniform struct\n{\n");
12927 shader_addline(buffer
, " vec4 low, high;\n");
12928 shader_addline(buffer
, "} colour_key;\n");
12930 declare_in_varying(gl_info
, buffer
, FALSE
, "vec3 out_texcoord;\n");
12931 /* TODO: Declare the out variable with the correct type (and put it in the
12932 * blitter args). */
12933 if (!use_legacy_fragment_output(gl_info
))
12934 shader_addline(buffer
, "out vec4 ps_out[1];\n");
12936 output
= string_buffer_get(&blitter
->string_buffers
);
12937 string_buffer_sprintf(output
, "%s[0]", get_fragment_output(gl_info
));
12939 switch (complex_fixup
)
12941 case COMPLEX_FIXUP_P8
:
12942 glsl_blitter_generate_p8_shader(buffer
, gl_info
, args
, output
->buffer
, tex_type
, swizzle
);
12944 case COMPLEX_FIXUP_YUY2
:
12945 case COMPLEX_FIXUP_UYVY
:
12946 case COMPLEX_FIXUP_YV12
:
12947 case COMPLEX_FIXUP_NV12
:
12948 case COMPLEX_FIXUP_YUV
:
12949 glsl_blitter_generate_yuv_shader(buffer
, gl_info
, args
, output
->buffer
, tex_type
, swizzle
);
12951 case COMPLEX_FIXUP_NONE
:
12952 glsl_blitter_generate_plain_shader(buffer
, gl_info
, args
, output
->buffer
, tex_type
, swizzle
);
12955 string_buffer_release(&blitter
->string_buffers
, output
);
12957 ptr
= buffer
->buffer
;
12958 GL_EXTCALL(glShaderSource(fshader_id
, 1, &ptr
, NULL
));
12959 string_buffer_release(&blitter
->string_buffers
, buffer
);
12960 GL_EXTCALL(glAttachShader(program
, fshader_id
));
12961 GL_EXTCALL(glDeleteShader(fshader_id
));
12963 GL_EXTCALL(glBindAttribLocation(program
, 0, "pos"));
12964 GL_EXTCALL(glBindAttribLocation(program
, 1, "texcoord"));
12966 if (!use_legacy_fragment_output(gl_info
))
12967 GL_EXTCALL(glBindFragDataLocation(program
, 0, "ps_out"));
12969 GL_EXTCALL(glCompileShader(vshader_id
));
12970 print_glsl_info_log(gl_info
, vshader_id
, FALSE
);
12971 GL_EXTCALL(glCompileShader(fshader_id
));
12972 print_glsl_info_log(gl_info
, fshader_id
, FALSE
);
12973 GL_EXTCALL(glLinkProgram(program
));
12974 shader_glsl_validate_link(gl_info
, program
);
12976 GL_EXTCALL(glUseProgram(program
));
12977 loc
= GL_EXTCALL(glGetUniformLocation(program
, "sampler"));
12978 GL_EXTCALL(glUniform1i(loc
, 0));
12979 if (complex_fixup
== COMPLEX_FIXUP_P8
)
12981 loc
= GL_EXTCALL(glGetUniformLocation(program
, "sampler_palette"));
12982 GL_EXTCALL(glUniform1i(loc
, 1));
12988 /* Context activation is done by the caller. */
12989 static void glsl_blitter_upload_palette(struct wined3d_glsl_blitter
*blitter
,
12990 struct wined3d_context_gl
*context_gl
, const struct wined3d_texture_gl
*texture_gl
)
12992 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
12993 const struct wined3d_palette
*palette
;
12995 palette
= texture_gl
->t
.swapchain
? texture_gl
->t
.swapchain
->palette
: NULL
;
12997 if (!blitter
->palette_texture
)
12998 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &blitter
->palette_texture
);
13000 wined3d_context_gl_active_texture(context_gl
, gl_info
, 1);
13001 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_1D
, blitter
->palette_texture
);
13002 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_1D
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
13003 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_1D
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
13004 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_1D
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
13006 GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER
, 0));
13007 checkGLcall("glBindBuffer");
13011 gl_info
->gl_ops
.gl
.p_glTexImage1D(GL_TEXTURE_1D
, 0, GL_RGB
, 256, 0, GL_BGRA
,
13012 GL_UNSIGNED_INT_8_8_8_8_REV
, palette
->colors
);
13016 static const DWORD black
;
13018 FIXME("P8 texture loaded without a palette.\n");
13019 gl_info
->gl_ops
.gl
.p_glTexImage1D(GL_TEXTURE_1D
, 0, GL_RGB
, 1, 0, GL_BGRA
,
13020 GL_UNSIGNED_INT_8_8_8_8_REV
, &black
);
13023 wined3d_context_gl_active_texture(context_gl
, gl_info
, 0);
13026 /* Context activation is done by the caller. */
13027 static struct glsl_blitter_program
*glsl_blitter_get_program(struct wined3d_glsl_blitter
*blitter
,
13028 struct wined3d_context_gl
*context_gl
, const struct wined3d_texture_gl
*texture_gl
, BOOL use_colour_key
)
13030 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
13031 struct glsl_blitter_program
*program
;
13032 struct glsl_blitter_args args
;
13033 struct wine_rb_entry
*entry
;
13035 memset(&args
, 0, sizeof(args
));
13036 args
.texture_type
= texture_gl
->target
;
13037 args
.fixup
= texture_gl
->t
.resource
.format
->color_fixup
;
13038 args
.use_colour_key
= use_colour_key
;
13040 if ((entry
= wine_rb_get(&blitter
->programs
, &args
)))
13041 return WINE_RB_ENTRY_VALUE(entry
, struct glsl_blitter_program
, entry
);
13043 if (!(program
= malloc(sizeof(*program
))))
13045 ERR("Failed to allocate blitter program memory.\n");
13049 program
->args
= args
;
13050 if (!(program
->id
= glsl_blitter_generate_program(blitter
, gl_info
, &args
)))
13052 WARN("Failed to generate blitter program.\n");
13057 if (wine_rb_put(&blitter
->programs
, &program
->args
, &program
->entry
) == -1)
13059 ERR("Failed to store blitter program.\n");
13060 GL_EXTCALL(glDeleteProgram(program
->id
));
13068 static BOOL
glsl_blitter_supported(enum wined3d_blit_op blit_op
, const struct wined3d_context
*context
,
13069 const struct wined3d_texture_gl
*src_texture
, DWORD src_location
,
13070 const struct wined3d_texture_gl
*dst_texture
, DWORD dst_location
)
13072 const struct wined3d_resource
*src_resource
= &src_texture
->t
.resource
;
13073 const struct wined3d_resource
*dst_resource
= &dst_texture
->t
.resource
;
13074 const struct wined3d_format
*src_format
= src_resource
->format
;
13075 const struct wined3d_format
*dst_format
= dst_resource
->format
;
13076 bool src_ds
, dst_ds
;
13079 if (blit_op
== WINED3D_BLIT_OP_RAW_BLIT
&& dst_format
->id
== src_format
->id
)
13081 src_ds
= src_format
->depth_size
|| src_format
->stencil_size
;
13082 dst_ds
= dst_format
->depth_size
|| dst_format
->stencil_size
;
13083 /* We could in principle support raw depth/stencil <-> colour blits as
13084 * well in some cases, but note that typeless formats like e.g.
13085 * R16_TYPELESS may use a normalised GL format for depth/stencil
13086 * resources, and a floating-point format for colour resources, */
13087 if (src_ds
&& dst_ds
)
13088 blit_op
= WINED3D_BLIT_OP_DEPTH_BLIT
;
13089 else if (!src_ds
&& !dst_ds
)
13090 blit_op
= WINED3D_BLIT_OP_COLOR_BLIT
;
13093 if (blit_op
!= WINED3D_BLIT_OP_COLOR_BLIT
&& blit_op
!= WINED3D_BLIT_OP_COLOR_BLIT_CKEY
13094 && blit_op
!= WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST
)
13096 TRACE("Unsupported blit_op %#x.\n", blit_op
);
13100 if (src_resource
->type
!= WINED3D_RTYPE_TEXTURE_2D
)
13103 if (src_texture
->target
== GL_TEXTURE_2D_MULTISAMPLE
13104 || src_texture
->target
== GL_TEXTURE_2D_MULTISAMPLE_ARRAY
)
13106 TRACE("Multi-sample source textures not supported.\n");
13110 if (!(dst_resource
->access
& WINED3D_RESOURCE_ACCESS_GPU
))
13112 TRACE("Destination resource does not have GPU access.\n");
13116 /* We don't necessarily want to blit from resources without
13117 * WINED3D_RESOURCE_ACCESS_GPU, but that may be the only way to decompress
13118 * compressed textures. */
13119 decompress
= (src_format
->attrs
& WINED3D_FORMAT_ATTR_COMPRESSED
)
13120 && !(dst_format
->attrs
& WINED3D_FORMAT_ATTR_COMPRESSED
);
13121 if (!decompress
&& !(src_resource
->access
& WINED3D_RESOURCE_ACCESS_GPU
))
13123 TRACE("Source resource does not have GPU access.\n");
13127 if (!is_identity_fixup(dst_format
->color_fixup
)
13128 && (dst_format
->id
!= src_format
->id
|| dst_location
!= WINED3D_LOCATION_DRAWABLE
))
13130 TRACE("Destination fixups are not supported.\n");
13134 if (!((dst_format
->caps
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3D_FORMAT_CAP_FBO_ATTACHABLE
)
13135 || (dst_resource
->bind_flags
& WINED3D_BIND_RENDER_TARGET
)))
13137 TRACE("Destination texture is not FBO attachable.\n");
13141 TRACE("Returning supported.\n");
13145 static DWORD
glsl_blitter_blit(struct wined3d_blitter
*blitter
, enum wined3d_blit_op op
,
13146 struct wined3d_context
*context
, struct wined3d_texture
*src_texture
, unsigned int src_sub_resource_idx
,
13147 DWORD src_location
, const RECT
*src_rect
, struct wined3d_texture
*dst_texture
,
13148 unsigned int dst_sub_resource_idx
, DWORD dst_location
, const RECT
*dst_rect
,
13149 const struct wined3d_color_key
*colour_key
, enum wined3d_texture_filter_type filter
,
13150 const struct wined3d_format
*resolve_format
)
13152 struct wined3d_texture_gl
*src_texture_gl
= wined3d_texture_gl(src_texture
);
13153 struct wined3d_texture_gl
*dst_texture_gl
= wined3d_texture_gl(dst_texture
);
13154 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
13155 struct wined3d_device
*device
= dst_texture
->resource
.device
;
13156 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
13157 struct wined3d_texture
*staging_texture
= NULL
;
13158 struct wined3d_glsl_blitter
*glsl_blitter
;
13159 struct wined3d_color_key alpha_test_key
;
13160 struct glsl_blitter_program
*program
;
13161 struct wined3d_blitter
*next
;
13162 unsigned int src_level
;
13166 TRACE("blitter %p, op %#x, context %p, src_texture %p, src_sub_resource_idx %u, src_location %s, "
13167 "src_rect %s, dst_texture %p, dst_sub_resource_idx %u, dst_location %s, dst_rect %s, "
13168 "colour_key %p, filter %s, resolve format %p.\n",
13169 blitter
, op
, context
, src_texture
, src_sub_resource_idx
, wined3d_debug_location(src_location
),
13170 wine_dbgstr_rect(src_rect
), dst_texture
, dst_sub_resource_idx
, wined3d_debug_location(dst_location
),
13171 wine_dbgstr_rect(dst_rect
), colour_key
, debug_d3dtexturefiltertype(filter
), resolve_format
);
13173 if (!glsl_blitter_supported(op
, context
, src_texture_gl
, src_location
, dst_texture_gl
, dst_location
))
13175 if (!(next
= blitter
->next
))
13177 ERR("No blitter to handle blit op %#x.\n", op
);
13178 return dst_location
;
13181 TRACE("Forwarding to blitter %p.\n", next
);
13182 return next
->ops
->blitter_blit(next
, op
, context
, src_texture
, src_sub_resource_idx
, src_location
,
13183 src_rect
, dst_texture
, dst_sub_resource_idx
, dst_location
, dst_rect
, colour_key
, filter
,
13187 glsl_blitter
= CONTAINING_RECORD(blitter
, struct wined3d_glsl_blitter
, blitter
);
13189 if (!(src_texture
->resource
.access
& WINED3D_RESOURCE_ACCESS_GPU
))
13191 struct wined3d_resource_desc desc
;
13192 struct wined3d_box upload_box
;
13195 TRACE("Source texture is not GPU accessible, creating a staging texture.\n");
13197 src_level
= src_sub_resource_idx
% src_texture
->level_count
;
13198 desc
.resource_type
= WINED3D_RTYPE_TEXTURE_2D
;
13199 desc
.format
= src_texture
->resource
.format
->id
;
13200 desc
.multisample_type
= src_texture
->resource
.multisample_type
;
13201 desc
.multisample_quality
= src_texture
->resource
.multisample_quality
;
13202 desc
.usage
= WINED3DUSAGE_CS
;
13203 desc
.bind_flags
= 0;
13204 desc
.access
= WINED3D_RESOURCE_ACCESS_GPU
;
13205 desc
.width
= wined3d_texture_get_level_width(src_texture
, src_level
);
13206 desc
.height
= wined3d_texture_get_level_height(src_texture
, src_level
);
13210 if (FAILED(hr
= wined3d_texture_create(device
, &desc
, 1, 1, 0,
13211 NULL
, NULL
, &wined3d_null_parent_ops
, &staging_texture
)))
13213 ERR("Failed to create staging texture, hr %#lx.\n", hr
);
13214 return dst_location
;
13217 wined3d_box_set(&upload_box
, 0, 0, desc
.width
, desc
.height
, 0, desc
.depth
);
13218 wined3d_texture_upload_from_texture(staging_texture
, 0, 0, 0, 0,
13219 src_texture
, src_sub_resource_idx
, &upload_box
);
13221 src_texture
= staging_texture
;
13222 src_texture_gl
= wined3d_texture_gl(src_texture
);
13223 src_sub_resource_idx
= 0;
13227 wined3d_texture_load(src_texture
, context
, FALSE
);
13230 if (wined3d_texture_is_full_rect(dst_texture
, dst_sub_resource_idx
% dst_texture
->level_count
, dst_rect
))
13231 wined3d_texture_prepare_location(dst_texture
, dst_sub_resource_idx
, context
, dst_location
);
13233 wined3d_texture_load_location(dst_texture
, dst_sub_resource_idx
, context
, dst_location
);
13235 context_gl_apply_texture_draw_state(context_gl
, dst_texture
, dst_sub_resource_idx
, dst_location
);
13236 wined3d_context_gl_apply_blit_state(context_gl
, device
);
13238 if (dst_location
== WINED3D_LOCATION_DRAWABLE
)
13241 wined3d_texture_translate_drawable_coords(dst_texture
, context_gl
->window
, &d
);
13245 if (op
== WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST
)
13247 const struct wined3d_format
*f
= src_texture
->resource
.format
;
13249 alpha_test_key
.color_space_low_value
= 0;
13250 alpha_test_key
.color_space_high_value
= ~(wined3d_mask_from_size(f
->alpha_size
) << f
->alpha_offset
);
13251 colour_key
= &alpha_test_key
;
13253 else if (op
!= WINED3D_BLIT_OP_COLOR_BLIT_CKEY
)
13258 if (!(program
= glsl_blitter_get_program(glsl_blitter
, context_gl
, src_texture_gl
, !!colour_key
)))
13260 ERR("Failed to get blitter program.\n");
13261 return dst_location
;
13263 GL_EXTCALL(glUseProgram(program
->id
));
13264 switch (get_complex_fixup(program
->args
.fixup
))
13266 case COMPLEX_FIXUP_P8
:
13267 glsl_blitter_upload_palette(glsl_blitter
, context_gl
, src_texture_gl
);
13270 case COMPLEX_FIXUP_YUY2
:
13271 case COMPLEX_FIXUP_UYVY
:
13272 case COMPLEX_FIXUP_YV12
:
13273 case COMPLEX_FIXUP_NV12
:
13274 case COMPLEX_FIXUP_YUV
:
13275 src_level
= src_sub_resource_idx
% src_texture
->level_count
;
13276 location
= GL_EXTCALL(glGetUniformLocation(program
->id
, "size"));
13277 GL_EXTCALL(glUniform2f(location
, wined3d_texture_get_level_width(src_texture
, src_level
),
13278 wined3d_texture_get_level_height(src_texture
, src_level
)));
13286 struct wined3d_color float_key
[2];
13288 wined3d_format_get_float_color_key(src_texture
->resource
.format
, colour_key
, float_key
);
13289 location
= GL_EXTCALL(glGetUniformLocation(program
->id
, "colour_key.low"));
13290 GL_EXTCALL(glUniform4fv(location
, 1, &float_key
[0].r
));
13291 location
= GL_EXTCALL(glGetUniformLocation(program
->id
, "colour_key.high"));
13292 GL_EXTCALL(glUniform4fv(location
, 1, &float_key
[1].r
));
13294 wined3d_context_gl_draw_shaded_quad(context_gl
, src_texture_gl
, src_sub_resource_idx
, src_rect
, dst_rect
, filter
);
13295 GL_EXTCALL(glUseProgram(0));
13297 if (dst_texture
->swapchain
&& (dst_texture
->swapchain
->front_buffer
== dst_texture
))
13298 gl_info
->gl_ops
.gl
.p_glFlush();
13300 if (staging_texture
)
13301 wined3d_texture_decref(staging_texture
);
13303 return dst_location
;
13306 static void glsl_blitter_clear(struct wined3d_blitter
*blitter
, struct wined3d_device
*device
,
13307 unsigned int rt_count
, const struct wined3d_fb_state
*fb
, unsigned int rect_count
, const RECT
*clear_rects
,
13308 const RECT
*draw_rect
, uint32_t flags
, const struct wined3d_color
*color
, float depth
, unsigned int stencil
)
13310 struct wined3d_blitter
*next
;
13312 if ((next
= blitter
->next
))
13313 next
->ops
->blitter_clear(next
, device
, rt_count
, fb
, rect_count
,
13314 clear_rects
, draw_rect
, flags
, color
, depth
, stencil
);
13317 static const struct wined3d_blitter_ops glsl_blitter_ops
=
13319 glsl_blitter_destroy
,
13320 glsl_blitter_clear
,
13324 struct wined3d_blitter
*wined3d_glsl_blitter_create(struct wined3d_blitter
**next
,
13325 const struct wined3d_device
*device
)
13327 const struct wined3d_gl_info
*gl_info
= &wined3d_adapter_gl(device
->adapter
)->gl_info
;
13328 struct wined3d_glsl_blitter
*blitter
;
13330 if (device
->shader_backend
!= &glsl_shader_backend
)
13333 if (!gl_info
->supported
[ARB_VERTEX_SHADER
] || !gl_info
->supported
[ARB_FRAGMENT_SHADER
])
13336 if (!(blitter
= malloc(sizeof(*blitter
))))
13338 ERR("Failed to allocate blitter.\n");
13342 TRACE("Created blitter %p.\n", blitter
);
13344 blitter
->blitter
.ops
= &glsl_blitter_ops
;
13345 blitter
->blitter
.next
= *next
;
13346 string_buffer_list_init(&blitter
->string_buffers
);
13347 wine_rb_init(&blitter
->programs
, glsl_blitter_args_compare
);
13348 blitter
->palette_texture
= 0;
13349 *next
= &blitter
->blitter
;