2 * GLSL pixel and vertex shader implementation
4 * Copyright 2006 Jason Green
5 * Copyright 2006-2007 Henri Verbeet
6 * Copyright 2007-2009, 2013 Stefan Dösinger for CodeWeavers
7 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 * D3D shader asm has swizzles on source parameters, and write masks for
26 * destination parameters. GLSL uses swizzles for both. The result of this is
27 * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
28 * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
29 * mask for the destination parameter into account.
33 #include "wine/port.h"
41 #include "wined3d_private.h"
43 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
44 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
45 WINE_DECLARE_DEBUG_CHANNEL(winediag
);
47 #define WINED3D_GLSL_SAMPLE_PROJECTED 0x01
48 #define WINED3D_GLSL_SAMPLE_NPOT 0x02
49 #define WINED3D_GLSL_SAMPLE_LOD 0x04
50 #define WINED3D_GLSL_SAMPLE_GRAD 0x08
51 #define WINED3D_GLSL_SAMPLE_LOAD 0x10
52 #define WINED3D_GLSL_SAMPLE_OFFSET 0x20
66 struct glsl_sample_function
68 struct wined3d_string_buffer
*name
;
70 enum wined3d_data_type data_type
;
71 BOOL output_single_component
;
72 unsigned int offset_size
;
77 HEAP_NODE_TRAVERSE_LEFT
,
78 HEAP_NODE_TRAVERSE_RIGHT
,
90 struct constant_entry
*entries
;
92 unsigned int *positions
;
96 /* GLSL shader private data */
97 struct shader_glsl_priv
{
98 struct wined3d_string_buffer shader_buffer
;
99 struct wined3d_string_buffer_list string_buffers
;
100 struct wine_rb_tree program_lookup
;
101 struct constant_heap vconst_heap
;
102 struct constant_heap pconst_heap
;
103 unsigned char *stack
;
104 GLuint depth_blt_program_full
[WINED3D_GL_RES_TYPE_COUNT
];
105 GLuint depth_blt_program_masked
[WINED3D_GL_RES_TYPE_COUNT
];
106 UINT next_constant_version
;
108 const struct wined3d_vertex_pipe_ops
*vertex_pipe
;
109 const struct fragment_pipeline
*fragment_pipe
;
110 struct wine_rb_tree ffp_vertex_shaders
;
111 struct wine_rb_tree ffp_fragment_shaders
;
112 BOOL ffp_proj_control
;
113 BOOL legacy_lighting
;
116 struct glsl_vs_program
118 struct list shader_entry
;
120 GLenum vertex_color_clamp
;
121 GLint
*uniform_f_locations
;
122 GLint uniform_i_locations
[MAX_CONST_I
];
123 GLint uniform_b_locations
[MAX_CONST_B
];
124 GLint pos_fixup_location
;
126 GLint modelview_matrix_location
[MAX_VERTEX_BLENDS
];
127 GLint projection_matrix_location
;
128 GLint normal_matrix_location
;
129 GLint texture_matrix_location
[MAX_TEXTURES
];
130 GLint material_ambient_location
;
131 GLint material_diffuse_location
;
132 GLint material_specular_location
;
133 GLint material_emissive_location
;
134 GLint material_shininess_location
;
135 GLint light_ambient_location
;
150 } light_location
[MAX_ACTIVE_LIGHTS
];
151 GLint pointsize_location
;
152 GLint pointsize_min_location
;
153 GLint pointsize_max_location
;
154 GLint pointsize_c_att_location
;
155 GLint pointsize_l_att_location
;
156 GLint pointsize_q_att_location
;
159 struct glsl_gs_program
161 struct list shader_entry
;
165 struct glsl_ps_program
167 struct list shader_entry
;
169 GLint
*uniform_f_locations
;
170 GLint uniform_i_locations
[MAX_CONST_I
];
171 GLint uniform_b_locations
[MAX_CONST_B
];
172 GLint bumpenv_mat_location
[MAX_TEXTURES
];
173 GLint bumpenv_lum_scale_location
[MAX_TEXTURES
];
174 GLint bumpenv_lum_offset_location
[MAX_TEXTURES
];
175 GLint tss_constant_location
[MAX_TEXTURES
];
176 GLint tex_factor_location
;
177 GLint specular_enable_location
;
178 GLint fog_color_location
;
179 GLint fog_density_location
;
180 GLint fog_end_location
;
181 GLint fog_scale_location
;
182 GLint ycorrection_location
;
183 GLint np2_fixup_location
;
184 GLint color_key_location
;
185 const struct ps_np2fixup_info
*np2_fixup_info
;
188 /* Struct to maintain data about a linked GLSL program */
189 struct glsl_shader_prog_link
191 struct wine_rb_entry program_lookup_entry
;
192 struct glsl_vs_program vs
;
193 struct glsl_gs_program gs
;
194 struct glsl_ps_program ps
;
196 DWORD constant_update_mask
;
197 UINT constant_version
;
200 struct glsl_program_key
207 struct shader_glsl_ctx_priv
{
208 const struct vs_compile_args
*cur_vs_args
;
209 const struct ps_compile_args
*cur_ps_args
;
210 struct ps_np2fixup_info
*cur_np2fixup_info
;
211 struct wined3d_string_buffer_list
*string_buffers
;
214 struct glsl_context_data
216 struct glsl_shader_prog_link
*glsl_program
;
219 struct glsl_ps_compiled_shader
221 struct ps_compile_args args
;
222 struct ps_np2fixup_info np2fixup
;
226 struct glsl_vs_compiled_shader
228 struct vs_compile_args args
;
232 struct glsl_gs_compiled_shader
237 struct glsl_shader_private
241 struct glsl_vs_compiled_shader
*vs
;
242 struct glsl_gs_compiled_shader
*gs
;
243 struct glsl_ps_compiled_shader
*ps
;
245 UINT num_gl_shaders
, shader_array_size
;
248 struct glsl_ffp_vertex_shader
250 struct wined3d_ffp_vs_desc desc
;
252 struct list linked_programs
;
255 struct glsl_ffp_fragment_shader
257 struct ffp_frag_desc entry
;
259 struct list linked_programs
;
262 struct glsl_ffp_destroy_ctx
264 struct shader_glsl_priv
*priv
;
265 const struct wined3d_gl_info
*gl_info
;
268 static const char *debug_gl_shader_type(GLenum type
)
272 #define WINED3D_TO_STR(u) case u: return #u
273 WINED3D_TO_STR(GL_VERTEX_SHADER
);
274 WINED3D_TO_STR(GL_GEOMETRY_SHADER
);
275 WINED3D_TO_STR(GL_FRAGMENT_SHADER
);
276 #undef WINED3D_TO_STR
278 return wine_dbg_sprintf("UNKNOWN(%#x)", type
);
282 static const char *shader_glsl_get_prefix(enum wined3d_shader_type type
)
286 case WINED3D_SHADER_TYPE_VERTEX
:
289 case WINED3D_SHADER_TYPE_GEOMETRY
:
292 case WINED3D_SHADER_TYPE_PIXEL
:
296 FIXME("Unhandled shader type %#x.\n", type
);
301 static const char *shader_glsl_get_version(const struct wined3d_gl_info
*gl_info
,
302 const struct wined3d_shader_version
*version
)
304 if (!gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
305 return "#version 150";
306 else if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 30) && version
&& version
->major
>= 4)
307 return "#version 130";
309 return "#version 120";
312 static void shader_glsl_append_imm_vec4(struct wined3d_string_buffer
*buffer
, const float *values
)
316 wined3d_ftoa(values
[0], str
[0]);
317 wined3d_ftoa(values
[1], str
[1]);
318 wined3d_ftoa(values
[2], str
[2]);
319 wined3d_ftoa(values
[3], str
[3]);
320 shader_addline(buffer
, "vec4(%s, %s, %s, %s)", str
[0], str
[1], str
[2], str
[3]);
323 static void shader_glsl_append_imm_ivec(struct wined3d_string_buffer
*buffer
,
324 const int *values
, unsigned int size
)
326 const char *fmt
= "%#x";
327 char str
[4][17] = {{0}};
330 if (1 > size
|| size
> 4)
332 ERR("Invalid vector size %u.\n", size
);
336 for (i
= size
- 1; i
>= 0; --i
)
338 sprintf(str
[i
], fmt
, values
[i
]);
343 shader_addline(buffer
, "ivec%u(%s%s%s%s)", size
, str
[0], str
[1], str
[2], str
[3]);
345 shader_addline(buffer
, str
[0]);
348 static const char *get_info_log_line(const char **ptr
)
353 if (!(q
= strstr(p
, "\n")))
355 if (!*p
) return NULL
;
364 /* Context activation is done by the caller. */
365 void print_glsl_info_log(const struct wined3d_gl_info
*gl_info
, GLuint id
, BOOL program
)
370 if (!WARN_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
374 GL_EXTCALL(glGetProgramiv(id
, GL_INFO_LOG_LENGTH
, &length
));
376 GL_EXTCALL(glGetShaderiv(id
, GL_INFO_LOG_LENGTH
, &length
));
378 /* A size of 1 is just a null-terminated string, so the log should be bigger than
379 * that if there are errors. */
382 const char *ptr
, *line
;
384 log
= HeapAlloc(GetProcessHeap(), 0, length
);
385 /* The info log is supposed to be zero-terminated, but at least some
386 * versions of fglrx don't terminate the string properly. The reported
387 * length does include the terminator, so explicitly set it to zero
391 GL_EXTCALL(glGetProgramInfoLog(id
, length
, NULL
, log
));
393 GL_EXTCALL(glGetShaderInfoLog(id
, length
, NULL
, log
));
396 if (gl_info
->quirks
& WINED3D_QUIRK_INFO_LOG_SPAM
)
398 WARN("Info log received from GLSL shader #%u:\n", id
);
399 while ((line
= get_info_log_line(&ptr
))) WARN(" %.*s", (int)(ptr
- line
), line
);
403 FIXME("Info log received from GLSL shader #%u:\n", id
);
404 while ((line
= get_info_log_line(&ptr
))) FIXME(" %.*s", (int)(ptr
- line
), line
);
406 HeapFree(GetProcessHeap(), 0, log
);
410 /* Context activation is done by the caller. */
411 static void shader_glsl_compile(const struct wined3d_gl_info
*gl_info
, GLuint shader
, const char *src
)
413 const char *ptr
, *line
;
415 TRACE("Compiling shader object %u.\n", shader
);
417 if (TRACE_ON(d3d_shader
))
420 while ((line
= get_info_log_line(&ptr
))) TRACE_(d3d_shader
)(" %.*s", (int)(ptr
- line
), line
);
423 GL_EXTCALL(glShaderSource(shader
, 1, &src
, NULL
));
424 checkGLcall("glShaderSource");
425 GL_EXTCALL(glCompileShader(shader
));
426 checkGLcall("glCompileShader");
427 print_glsl_info_log(gl_info
, shader
, FALSE
);
430 /* Context activation is done by the caller. */
431 static void shader_glsl_dump_program_source(const struct wined3d_gl_info
*gl_info
, GLuint program
)
433 GLint i
, shader_count
, source_size
= -1;
437 GL_EXTCALL(glGetProgramiv(program
, GL_ATTACHED_SHADERS
, &shader_count
));
438 shaders
= HeapAlloc(GetProcessHeap(), 0, shader_count
* sizeof(*shaders
));
441 ERR("Failed to allocate shader array memory.\n");
445 GL_EXTCALL(glGetAttachedShaders(program
, shader_count
, NULL
, shaders
));
446 for (i
= 0; i
< shader_count
; ++i
)
448 const char *ptr
, *line
;
451 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_SHADER_SOURCE_LENGTH
, &tmp
));
453 if (source_size
< tmp
)
455 HeapFree(GetProcessHeap(), 0, source
);
457 source
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, tmp
);
460 ERR("Failed to allocate %d bytes for shader source.\n", tmp
);
461 HeapFree(GetProcessHeap(), 0, shaders
);
467 FIXME("Shader %u:\n", shaders
[i
]);
468 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_SHADER_TYPE
, &tmp
));
469 FIXME(" GL_SHADER_TYPE: %s.\n", debug_gl_shader_type(tmp
));
470 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_COMPILE_STATUS
, &tmp
));
471 FIXME(" GL_COMPILE_STATUS: %d.\n", tmp
);
475 GL_EXTCALL(glGetShaderSource(shaders
[i
], source_size
, NULL
, source
));
476 while ((line
= get_info_log_line(&ptr
))) FIXME(" %.*s", (int)(ptr
- line
), line
);
480 HeapFree(GetProcessHeap(), 0, source
);
481 HeapFree(GetProcessHeap(), 0, shaders
);
484 /* Context activation is done by the caller. */
485 void shader_glsl_validate_link(const struct wined3d_gl_info
*gl_info
, GLuint program
)
489 if (!TRACE_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
492 GL_EXTCALL(glGetProgramiv(program
, GL_LINK_STATUS
, &tmp
));
495 FIXME("Program %u link status invalid.\n", program
);
496 shader_glsl_dump_program_source(gl_info
, program
);
499 print_glsl_info_log(gl_info
, program
, TRUE
);
502 /* Context activation is done by the caller. */
503 static void shader_glsl_load_samplers(const struct wined3d_gl_info
*gl_info
,
504 struct shader_glsl_priv
*priv
, const DWORD
*tex_unit_map
, GLuint program_id
)
506 unsigned int mapped_unit
;
507 struct wined3d_string_buffer
*sampler_name
= string_buffer_get(&priv
->string_buffers
);
514 enum wined3d_shader_type type
;
515 unsigned int base_idx
;
520 {WINED3D_SHADER_TYPE_PIXEL
, 0, MAX_FRAGMENT_SAMPLERS
},
521 {WINED3D_SHADER_TYPE_VERTEX
, MAX_FRAGMENT_SAMPLERS
, MAX_VERTEX_SAMPLERS
},
524 for (i
= 0; i
< ARRAY_SIZE(sampler_info
); ++i
)
526 prefix
= shader_glsl_get_prefix(sampler_info
[i
].type
);
528 for (j
= 0; j
< sampler_info
[i
].count
; ++j
)
530 string_buffer_sprintf(sampler_name
, "%s_sampler%u", prefix
, j
);
531 name_loc
= GL_EXTCALL(glGetUniformLocation(program_id
, sampler_name
->buffer
));
535 mapped_unit
= tex_unit_map
[sampler_info
[i
].base_idx
+ j
];
536 if (mapped_unit
== WINED3D_UNMAPPED_STAGE
|| mapped_unit
>= gl_info
->limits
.combined_samplers
)
538 ERR("Trying to load sampler %s on unsupported unit %u.\n", sampler_name
->buffer
, mapped_unit
);
542 TRACE("Loading sampler %s on unit %u.\n", sampler_name
->buffer
, mapped_unit
);
543 GL_EXTCALL(glUniform1i(name_loc
, mapped_unit
));
546 checkGLcall("glUniform1i");
547 string_buffer_release(&priv
->string_buffers
, sampler_name
);
550 /* Context activation is done by the caller. */
551 static inline void walk_constant_heap(const struct wined3d_gl_info
*gl_info
, const float *constants
,
552 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
554 unsigned int start
= ~0U, end
= 0;
556 unsigned int heap_idx
= 1;
559 if (heap
->entries
[heap_idx
].version
<= version
) return;
561 idx
= heap
->entries
[heap_idx
].idx
;
562 if (constant_locations
[idx
] != -1)
564 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
566 while (stack_idx
>= 0)
568 /* Note that we fall through to the next case statement. */
569 switch(stack
[stack_idx
])
571 case HEAP_NODE_TRAVERSE_LEFT
:
573 unsigned int left_idx
= heap_idx
<< 1;
574 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
577 idx
= heap
->entries
[heap_idx
].idx
;
578 if (constant_locations
[idx
] != -1)
586 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
587 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
592 case HEAP_NODE_TRAVERSE_RIGHT
:
594 unsigned int right_idx
= (heap_idx
<< 1) + 1;
595 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
597 heap_idx
= right_idx
;
598 idx
= heap
->entries
[heap_idx
].idx
;
599 if (constant_locations
[idx
] != -1)
607 stack
[stack_idx
++] = HEAP_NODE_POP
;
608 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
620 GL_EXTCALL(glUniform4fv(constant_locations
[start
], end
- start
+ 1, &constants
[start
* 4]));
621 checkGLcall("walk_constant_heap()");
624 /* Context activation is done by the caller. */
625 static inline void apply_clamped_constant(const struct wined3d_gl_info
*gl_info
, GLint location
, const GLfloat
*data
)
627 GLfloat clamped_constant
[4];
629 if (location
== -1) return;
631 clamped_constant
[0] = data
[0] < -1.0f
? -1.0f
: data
[0] > 1.0f
? 1.0f
: data
[0];
632 clamped_constant
[1] = data
[1] < -1.0f
? -1.0f
: data
[1] > 1.0f
? 1.0f
: data
[1];
633 clamped_constant
[2] = data
[2] < -1.0f
? -1.0f
: data
[2] > 1.0f
? 1.0f
: data
[2];
634 clamped_constant
[3] = data
[3] < -1.0f
? -1.0f
: data
[3] > 1.0f
? 1.0f
: data
[3];
636 GL_EXTCALL(glUniform4fv(location
, 1, clamped_constant
));
639 /* Context activation is done by the caller. */
640 static inline void walk_constant_heap_clamped(const struct wined3d_gl_info
*gl_info
, const float *constants
,
641 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
644 unsigned int heap_idx
= 1;
647 if (heap
->entries
[heap_idx
].version
<= version
) return;
649 idx
= heap
->entries
[heap_idx
].idx
;
650 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
651 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
653 while (stack_idx
>= 0)
655 /* Note that we fall through to the next case statement. */
656 switch(stack
[stack_idx
])
658 case HEAP_NODE_TRAVERSE_LEFT
:
660 unsigned int left_idx
= heap_idx
<< 1;
661 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
664 idx
= heap
->entries
[heap_idx
].idx
;
665 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
667 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
668 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
673 case HEAP_NODE_TRAVERSE_RIGHT
:
675 unsigned int right_idx
= (heap_idx
<< 1) + 1;
676 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
678 heap_idx
= right_idx
;
679 idx
= heap
->entries
[heap_idx
].idx
;
680 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
682 stack
[stack_idx
++] = HEAP_NODE_POP
;
683 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
694 checkGLcall("walk_constant_heap_clamped()");
697 /* Context activation is done by the caller. */
698 static void shader_glsl_load_constantsF(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
699 const float *constants
, const GLint
*constant_locations
, const struct constant_heap
*heap
,
700 unsigned char *stack
, UINT version
)
702 const struct wined3d_shader_lconst
*lconst
;
704 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
705 if (shader
->reg_maps
.shader_version
.major
== 1
706 && shader
->reg_maps
.shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
707 walk_constant_heap_clamped(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
709 walk_constant_heap(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
711 if (!shader
->load_local_constsF
)
713 TRACE("No need to load local float constants for this shader\n");
717 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
718 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
720 GL_EXTCALL(glUniform4fv(constant_locations
[lconst
->idx
], 1, (const GLfloat
*)lconst
->value
));
722 checkGLcall("glUniform4fv()");
725 /* Context activation is done by the caller. */
726 static void shader_glsl_load_constantsI(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
727 const GLint locations
[MAX_CONST_I
], const int *constants
, WORD constants_set
)
732 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
734 if (!(constants_set
& 1)) continue;
736 /* We found this uniform name in the program - go ahead and send the data */
737 GL_EXTCALL(glUniform4iv(locations
[i
], 1, &constants
[i
* 4]));
740 /* Load immediate constants */
741 ptr
= list_head(&shader
->constantsI
);
744 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
745 unsigned int idx
= lconst
->idx
;
746 const GLint
*values
= (const GLint
*)lconst
->value
;
748 /* We found this uniform name in the program - go ahead and send the data */
749 GL_EXTCALL(glUniform4iv(locations
[idx
], 1, values
));
750 ptr
= list_next(&shader
->constantsI
, ptr
);
752 checkGLcall("glUniform4iv()");
755 /* Context activation is done by the caller. */
756 static void shader_glsl_load_constantsB(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
757 const GLint locations
[MAX_CONST_B
], const BOOL
*constants
, WORD constants_set
)
762 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
764 if (!(constants_set
& 1)) continue;
766 GL_EXTCALL(glUniform1iv(locations
[i
], 1, &constants
[i
]));
769 /* Load immediate constants */
770 ptr
= list_head(&shader
->constantsB
);
773 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
774 unsigned int idx
= lconst
->idx
;
775 const GLint
*values
= (const GLint
*)lconst
->value
;
777 GL_EXTCALL(glUniform1iv(locations
[idx
], 1, values
));
778 ptr
= list_next(&shader
->constantsB
, ptr
);
780 checkGLcall("glUniform1iv()");
783 static void reset_program_constant_version(struct wine_rb_entry
*entry
, void *context
)
785 WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
)->constant_version
= 0;
788 /* Context activation is done by the caller (state handler). */
789 static void shader_glsl_load_np2fixup_constants(const struct glsl_ps_program
*ps
,
790 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
792 GLfloat np2fixup_constants
[4 * MAX_FRAGMENT_SAMPLERS
];
793 UINT fixup
= ps
->np2_fixup_info
->active
;
796 for (i
= 0; fixup
; fixup
>>= 1, ++i
)
798 const struct wined3d_texture
*tex
= state
->textures
[i
];
799 unsigned char idx
= ps
->np2_fixup_info
->idx
[i
];
800 GLfloat
*tex_dim
= &np2fixup_constants
[(idx
>> 1) * 4];
804 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
810 tex_dim
[2] = tex
->pow2_matrix
[0];
811 tex_dim
[3] = tex
->pow2_matrix
[5];
815 tex_dim
[0] = tex
->pow2_matrix
[0];
816 tex_dim
[1] = tex
->pow2_matrix
[5];
820 GL_EXTCALL(glUniform4fv(ps
->np2_fixup_location
, ps
->np2_fixup_info
->num_consts
, np2fixup_constants
));
823 /* Taken and adapted from Mesa. */
824 static BOOL
invert_matrix_3d(struct wined3d_matrix
*out
, const struct wined3d_matrix
*in
)
826 float pos
, neg
, t
, det
;
827 struct wined3d_matrix temp
;
829 /* Calculate the determinant of upper left 3x3 submatrix and
830 * determine if the matrix is singular. */
832 t
= in
->_11
* in
->_22
* in
->_33
;
838 t
= in
->_21
* in
->_32
* in
->_13
;
843 t
= in
->_31
* in
->_12
* in
->_23
;
849 t
= -in
->_31
* in
->_22
* in
->_13
;
854 t
= -in
->_21
* in
->_12
* in
->_33
;
860 t
= -in
->_11
* in
->_32
* in
->_23
;
868 if (fabsf(det
) < 1e-25f
)
872 temp
._11
= (in
->_22
* in
->_33
- in
->_32
* in
->_23
) * det
;
873 temp
._12
= -(in
->_12
* in
->_33
- in
->_32
* in
->_13
) * det
;
874 temp
._13
= (in
->_12
* in
->_23
- in
->_22
* in
->_13
) * det
;
875 temp
._21
= -(in
->_21
* in
->_33
- in
->_31
* in
->_23
) * det
;
876 temp
._22
= (in
->_11
* in
->_33
- in
->_31
* in
->_13
) * det
;
877 temp
._23
= -(in
->_11
* in
->_23
- in
->_21
* in
->_13
) * det
;
878 temp
._31
= (in
->_21
* in
->_32
- in
->_31
* in
->_22
) * det
;
879 temp
._32
= -(in
->_11
* in
->_32
- in
->_31
* in
->_12
) * det
;
880 temp
._33
= (in
->_11
* in
->_22
- in
->_21
* in
->_12
) * det
;
886 static void swap_rows(float **a
, float **b
)
894 static BOOL
invert_matrix(struct wined3d_matrix
*out
, struct wined3d_matrix
*m
)
897 float m0
, m1
, m2
, m3
, s
;
898 float *r0
, *r1
, *r2
, *r3
;
910 r0
[5] = r0
[6] = r0
[7] = 0.0f
;
917 r1
[4] = r1
[6] = r1
[7] = 0.0f
;
924 r2
[4] = r2
[5] = r2
[7] = 0.0f
;
931 r3
[4] = r3
[5] = r3
[6] = 0.0f
;
933 /* Choose pivot - or die. */
934 if (fabsf(r3
[0]) > fabsf(r2
[0]))
936 if (fabsf(r2
[0]) > fabsf(r1
[0]))
938 if (fabsf(r1
[0]) > fabsf(r0
[0]))
943 /* Eliminate first variable. */
944 m1
= r1
[0] / r0
[0]; m2
= r2
[0] / r0
[0]; m3
= r3
[0] / r0
[0];
945 s
= r0
[1]; r1
[1] -= m1
* s
; r2
[1] -= m2
* s
; r3
[1] -= m3
* s
;
946 s
= r0
[2]; r1
[2] -= m1
* s
; r2
[2] -= m2
* s
; r3
[2] -= m3
* s
;
947 s
= r0
[3]; r1
[3] -= m1
* s
; r2
[3] -= m2
* s
; r3
[3] -= m3
* s
;
977 /* Choose pivot - or die. */
978 if (fabsf(r3
[1]) > fabsf(r2
[1]))
980 if (fabsf(r2
[1]) > fabsf(r1
[1]))
985 /* Eliminate second variable. */
986 m2
= r2
[1] / r1
[1]; m3
= r3
[1] / r1
[1];
987 r2
[2] -= m2
* r1
[2]; r3
[2] -= m3
* r1
[2];
988 r2
[3] -= m2
* r1
[3]; r3
[3] -= m3
* r1
[3];
1014 /* Choose pivot - or die. */
1015 if (fabsf(r3
[2]) > fabsf(r2
[2]))
1016 swap_rows(&r3
, &r2
);
1020 /* Eliminate third variable. */
1022 r3
[3] -= m3
* r2
[3];
1023 r3
[4] -= m3
* r2
[4];
1024 r3
[5] -= m3
* r2
[5];
1025 r3
[6] -= m3
* r2
[6];
1026 r3
[7] -= m3
* r2
[7];
1032 /* Back substitute row 3. */
1039 /* Back substitute row 2. */
1042 r2
[4] = s
* (r2
[4] - r3
[4] * m2
);
1043 r2
[5] = s
* (r2
[5] - r3
[5] * m2
);
1044 r2
[6] = s
* (r2
[6] - r3
[6] * m2
);
1045 r2
[7] = s
* (r2
[7] - r3
[7] * m2
);
1047 r1
[4] -= r3
[4] * m1
;
1048 r1
[5] -= r3
[5] * m1
;
1049 r1
[6] -= r3
[6] * m1
;
1050 r1
[7] -= r3
[7] * m1
;
1052 r0
[4] -= r3
[4] * m0
;
1053 r0
[5] -= r3
[5] * m0
;
1054 r0
[6] -= r3
[6] * m0
;
1055 r0
[7] -= r3
[7] * m0
;
1057 /* Back substitute row 1. */
1060 r1
[4] = s
* (r1
[4] - r2
[4] * m1
);
1061 r1
[5] = s
* (r1
[5] - r2
[5] * m1
);
1062 r1
[6] = s
* (r1
[6] - r2
[6] * m1
);
1063 r1
[7] = s
* (r1
[7] - r2
[7] * m1
);
1065 r0
[4] -= r2
[4] * m0
;
1066 r0
[5] -= r2
[5] * m0
;
1067 r0
[6] -= r2
[6] * m0
;
1068 r0
[7] -= r2
[7] * m0
;
1070 /* Back substitute row 0. */
1073 r0
[4] = s
* (r0
[4] - r1
[4] * m0
);
1074 r0
[5] = s
* (r0
[5] - r1
[5] * m0
);
1075 r0
[6] = s
* (r0
[6] - r1
[6] * m0
);
1076 r0
[7] = s
* (r0
[7] - r1
[7] * m0
);
1098 static void shader_glsl_ffp_vertex_normalmatrix_uniform(const struct wined3d_context
*context
,
1099 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1101 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1103 struct wined3d_matrix mv
;
1106 if (prog
->vs
.normal_matrix_location
== -1)
1109 get_modelview_matrix(context
, state
, 0, &mv
);
1110 if (context
->swapchain
->device
->wined3d
->flags
& WINED3D_LEGACY_FFP_LIGHTING
)
1111 invert_matrix_3d(&mv
, &mv
);
1113 invert_matrix(&mv
, &mv
);
1114 /* Tests show that singular modelview matrices are used unchanged as normal
1115 * matrices on D3D3 and older. There seems to be no clearly consistent
1116 * behavior on newer D3D versions so always follow older ddraw behavior. */
1117 for (i
= 0; i
< 3; ++i
)
1118 for (j
= 0; j
< 3; ++j
)
1119 mat
[i
* 3 + j
] = (&mv
._11
)[j
* 4 + i
];
1121 GL_EXTCALL(glUniformMatrix3fv(prog
->vs
.normal_matrix_location
, 1, FALSE
, mat
));
1122 checkGLcall("glUniformMatrix3fv");
1125 static void shader_glsl_ffp_vertex_texmatrix_uniform(const struct wined3d_context
*context
,
1126 const struct wined3d_state
*state
, unsigned int tex
, struct glsl_shader_prog_link
*prog
)
1128 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1129 struct wined3d_matrix mat
;
1131 if (tex
>= MAX_TEXTURES
)
1133 if (prog
->vs
.texture_matrix_location
[tex
] == -1)
1136 get_texture_matrix(context
, state
, tex
, &mat
);
1137 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.texture_matrix_location
[tex
], 1, FALSE
, &mat
._11
));
1138 checkGLcall("glUniformMatrix4fv");
1141 static void shader_glsl_ffp_vertex_material_uniform(const struct wined3d_context
*context
,
1142 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1144 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1146 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
1148 GL_EXTCALL(glUniform4fv(prog
->vs
.material_specular_location
, 1, &state
->material
.specular
.r
));
1149 GL_EXTCALL(glUniform1f(prog
->vs
.material_shininess_location
, state
->material
.power
));
1153 static const float black
[] = {0.0f
, 0.0f
, 0.0f
, 0.0f
};
1155 GL_EXTCALL(glUniform4fv(prog
->vs
.material_specular_location
, 1, black
));
1157 GL_EXTCALL(glUniform4fv(prog
->vs
.material_ambient_location
, 1, &state
->material
.ambient
.r
));
1158 GL_EXTCALL(glUniform4fv(prog
->vs
.material_diffuse_location
, 1, &state
->material
.diffuse
.r
));
1159 GL_EXTCALL(glUniform4fv(prog
->vs
.material_emissive_location
, 1, &state
->material
.emissive
.r
));
1160 checkGLcall("setting FFP material uniforms");
1163 static void shader_glsl_ffp_vertex_lightambient_uniform(const struct wined3d_context
*context
,
1164 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1166 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1167 struct wined3d_color color
;
1169 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_AMBIENT
]);
1170 GL_EXTCALL(glUniform3fv(prog
->vs
.light_ambient_location
, 1, &color
.r
));
1171 checkGLcall("glUniform3fv");
1174 static void multiply_vector_matrix(struct wined3d_vec4
*dest
, const struct wined3d_vec4
*src1
,
1175 const struct wined3d_matrix
*src2
)
1177 struct wined3d_vec4 temp
;
1179 temp
.x
= (src1
->x
* src2
->_11
) + (src1
->y
* src2
->_21
) + (src1
->z
* src2
->_31
) + (src1
->w
* src2
->_41
);
1180 temp
.y
= (src1
->x
* src2
->_12
) + (src1
->y
* src2
->_22
) + (src1
->z
* src2
->_32
) + (src1
->w
* src2
->_42
);
1181 temp
.z
= (src1
->x
* src2
->_13
) + (src1
->y
* src2
->_23
) + (src1
->z
* src2
->_33
) + (src1
->w
* src2
->_43
);
1182 temp
.w
= (src1
->x
* src2
->_14
) + (src1
->y
* src2
->_24
) + (src1
->z
* src2
->_34
) + (src1
->w
* src2
->_44
);
1187 static void shader_glsl_ffp_vertex_light_uniform(const struct wined3d_context
*context
,
1188 const struct wined3d_state
*state
, unsigned int light
, struct glsl_shader_prog_link
*prog
)
1190 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1191 const struct wined3d_light_info
*light_info
= state
->lights
[light
];
1192 struct wined3d_vec4 vec4
;
1193 const struct wined3d_matrix
*view
= &state
->transforms
[WINED3D_TS_VIEW
];
1198 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].diffuse
, 1, &light_info
->OriginalParms
.diffuse
.r
));
1199 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].specular
, 1, &light_info
->OriginalParms
.specular
.r
));
1200 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].ambient
, 1, &light_info
->OriginalParms
.ambient
.r
));
1202 switch (light_info
->OriginalParms
.type
)
1204 case WINED3D_LIGHT_POINT
:
1205 multiply_vector_matrix(&vec4
, &light_info
->position
, view
);
1206 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1207 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].range
, light_info
->OriginalParms
.range
));
1208 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].c_att
, light_info
->OriginalParms
.attenuation0
));
1209 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].l_att
, light_info
->OriginalParms
.attenuation1
));
1210 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].q_att
, light_info
->OriginalParms
.attenuation2
));
1213 case WINED3D_LIGHT_SPOT
:
1214 multiply_vector_matrix(&vec4
, &light_info
->position
, view
);
1215 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1217 multiply_vector_matrix(&vec4
, &light_info
->direction
, view
);
1218 GL_EXTCALL(glUniform3fv(prog
->vs
.light_location
[light
].direction
, 1, &vec4
.x
));
1220 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].range
, light_info
->OriginalParms
.range
));
1221 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].falloff
, light_info
->OriginalParms
.falloff
));
1222 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].c_att
, light_info
->OriginalParms
.attenuation0
));
1223 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].l_att
, light_info
->OriginalParms
.attenuation1
));
1224 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].q_att
, light_info
->OriginalParms
.attenuation2
));
1225 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].cos_htheta
, cosf(light_info
->OriginalParms
.theta
/ 2.0f
)));
1226 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].cos_hphi
, cosf(light_info
->OriginalParms
.phi
/ 2.0f
)));
1229 case WINED3D_LIGHT_DIRECTIONAL
:
1230 multiply_vector_matrix(&vec4
, &light_info
->direction
, view
);
1231 GL_EXTCALL(glUniform3fv(prog
->vs
.light_location
[light
].direction
, 1, &vec4
.x
));
1234 case WINED3D_LIGHT_PARALLELPOINT
:
1235 multiply_vector_matrix(&vec4
, &light_info
->position
, view
);
1236 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1240 FIXME("Unrecognized light type %#x.\n", light_info
->OriginalParms
.type
);
1242 checkGLcall("setting FFP lights uniforms");
1245 static void shader_glsl_pointsize_uniform(const struct wined3d_context
*context
,
1246 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1248 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1252 get_pointsize_minmax(context
, state
, &min
, &max
);
1254 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_min_location
, min
));
1255 checkGLcall("glUniform1f");
1256 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_max_location
, max
));
1257 checkGLcall("glUniform1f");
1259 get_pointsize(context
, state
, &size
, att
);
1261 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_location
, size
));
1262 checkGLcall("glUniform1f");
1263 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_c_att_location
, att
[0]));
1264 checkGLcall("glUniform1f");
1265 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_l_att_location
, att
[1]));
1266 checkGLcall("glUniform1f");
1267 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_q_att_location
, att
[2]));
1268 checkGLcall("glUniform1f");
1271 static void shader_glsl_load_fog_uniform(const struct wined3d_context
*context
,
1272 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1274 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1275 struct wined3d_color color
;
1276 float start
, end
, scale
;
1283 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_FOGCOLOR
]);
1284 GL_EXTCALL(glUniform4fv(prog
->ps
.fog_color_location
, 1, &color
.r
));
1285 tmpvalue
.d
= state
->render_states
[WINED3D_RS_FOGDENSITY
];
1286 GL_EXTCALL(glUniform1f(prog
->ps
.fog_density_location
, tmpvalue
.f
));
1287 get_fog_start_end(context
, state
, &start
, &end
);
1288 scale
= 1.0f
/ (end
- start
);
1289 GL_EXTCALL(glUniform1f(prog
->ps
.fog_end_location
, end
));
1290 GL_EXTCALL(glUniform1f(prog
->ps
.fog_scale_location
, scale
));
1291 checkGLcall("fog emulation uniforms");
1294 /* Context activation is done by the caller (state handler). */
1295 static void shader_glsl_load_color_key_constant(const struct glsl_ps_program
*ps
,
1296 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
1298 struct wined3d_color float_key
[2];
1299 const struct wined3d_texture
*texture
= state
->textures
[0];
1301 wined3d_format_get_float_color_key(texture
->resource
.format
, &texture
->async
.src_blt_color_key
, float_key
);
1302 GL_EXTCALL(glUniform4fv(ps
->color_key_location
, 2, &float_key
[0].r
));
1305 /* Context activation is done by the caller (state handler). */
1306 static void shader_glsl_load_constants(void *shader_priv
, struct wined3d_context
*context
,
1307 const struct wined3d_state
*state
)
1309 const struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
1310 const struct wined3d_shader
*vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
1311 const struct wined3d_shader
*pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
1312 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1313 struct shader_glsl_priv
*priv
= shader_priv
;
1314 float position_fixup
[4];
1317 struct glsl_shader_prog_link
*prog
= ctx_data
->glsl_program
;
1318 UINT constant_version
;
1322 /* No GLSL program set - nothing to do. */
1325 constant_version
= prog
->constant_version
;
1326 update_mask
= context
->constant_update_mask
& prog
->constant_update_mask
;
1328 if (update_mask
& WINED3D_SHADER_CONST_VS_F
)
1329 shader_glsl_load_constantsF(vshader
, gl_info
, state
->vs_consts_f
,
1330 prog
->vs
.uniform_f_locations
, &priv
->vconst_heap
, priv
->stack
, constant_version
);
1332 if (update_mask
& WINED3D_SHADER_CONST_VS_I
)
1333 shader_glsl_load_constantsI(vshader
, gl_info
, prog
->vs
.uniform_i_locations
, state
->vs_consts_i
,
1334 vshader
->reg_maps
.integer_constants
);
1336 if (update_mask
& WINED3D_SHADER_CONST_VS_B
)
1337 shader_glsl_load_constantsB(vshader
, gl_info
, prog
->vs
.uniform_b_locations
, state
->vs_consts_b
,
1338 vshader
->reg_maps
.boolean_constants
);
1340 if (update_mask
& WINED3D_SHADER_CONST_VS_POINTSIZE
)
1341 shader_glsl_pointsize_uniform(context
, state
, prog
);
1343 if (update_mask
& WINED3D_SHADER_CONST_VS_POS_FIXUP
)
1345 shader_get_position_fixup(context
, state
, position_fixup
);
1346 GL_EXTCALL(glUniform4fv(prog
->vs
.pos_fixup_location
, 1, position_fixup
));
1347 checkGLcall("glUniform4fv");
1350 if (update_mask
& WINED3D_SHADER_CONST_FFP_MODELVIEW
)
1352 struct wined3d_matrix mat
;
1354 get_modelview_matrix(context
, state
, 0, &mat
);
1355 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.modelview_matrix_location
[0], 1, FALSE
, &mat
._11
));
1356 checkGLcall("glUniformMatrix4fv");
1358 shader_glsl_ffp_vertex_normalmatrix_uniform(context
, state
, prog
);
1361 if (update_mask
& WINED3D_SHADER_CONST_FFP_VERTEXBLEND
)
1363 struct wined3d_matrix mat
;
1365 for (i
= 1; i
< MAX_VERTEX_BLENDS
; ++i
)
1367 if (prog
->vs
.modelview_matrix_location
[i
] == -1)
1370 get_modelview_matrix(context
, state
, i
, &mat
);
1371 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.modelview_matrix_location
[i
], 1, FALSE
, &mat
._11
));
1372 checkGLcall("glUniformMatrix4fv");
1376 if (update_mask
& WINED3D_SHADER_CONST_FFP_PROJ
)
1378 struct wined3d_matrix projection
;
1380 get_projection_matrix(context
, state
, &projection
);
1381 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.projection_matrix_location
, 1, FALSE
, &projection
._11
));
1382 checkGLcall("glUniformMatrix4fv");
1385 if (update_mask
& WINED3D_SHADER_CONST_FFP_TEXMATRIX
)
1387 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1388 shader_glsl_ffp_vertex_texmatrix_uniform(context
, state
, i
, prog
);
1391 if (update_mask
& WINED3D_SHADER_CONST_FFP_MATERIAL
)
1392 shader_glsl_ffp_vertex_material_uniform(context
, state
, prog
);
1394 if (update_mask
& WINED3D_SHADER_CONST_FFP_LIGHTS
)
1396 shader_glsl_ffp_vertex_lightambient_uniform(context
, state
, prog
);
1397 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
1398 shader_glsl_ffp_vertex_light_uniform(context
, state
, i
, prog
);
1401 if (update_mask
& WINED3D_SHADER_CONST_PS_F
)
1402 shader_glsl_load_constantsF(pshader
, gl_info
, state
->ps_consts_f
,
1403 prog
->ps
.uniform_f_locations
, &priv
->pconst_heap
, priv
->stack
, constant_version
);
1405 if (update_mask
& WINED3D_SHADER_CONST_PS_I
)
1406 shader_glsl_load_constantsI(pshader
, gl_info
, prog
->ps
.uniform_i_locations
, state
->ps_consts_i
,
1407 pshader
->reg_maps
.integer_constants
);
1409 if (update_mask
& WINED3D_SHADER_CONST_PS_B
)
1410 shader_glsl_load_constantsB(pshader
, gl_info
, prog
->ps
.uniform_b_locations
, state
->ps_consts_b
,
1411 pshader
->reg_maps
.boolean_constants
);
1413 if (update_mask
& WINED3D_SHADER_CONST_PS_BUMP_ENV
)
1415 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1417 if (prog
->ps
.bumpenv_mat_location
[i
] == -1)
1420 GL_EXTCALL(glUniformMatrix2fv(prog
->ps
.bumpenv_mat_location
[i
], 1, 0,
1421 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_MAT00
]));
1423 if (prog
->ps
.bumpenv_lum_scale_location
[i
] != -1)
1425 GL_EXTCALL(glUniform1fv(prog
->ps
.bumpenv_lum_scale_location
[i
], 1,
1426 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LSCALE
]));
1427 GL_EXTCALL(glUniform1fv(prog
->ps
.bumpenv_lum_offset_location
[i
], 1,
1428 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LOFFSET
]));
1432 checkGLcall("bump env uniforms");
1435 if (update_mask
& WINED3D_SHADER_CONST_PS_Y_CORR
)
1437 float correction_params
[] =
1439 /* position is window relative, not viewport relative */
1440 context
->render_offscreen
? 0.0f
: (float)context
->current_rt
->resource
.height
,
1441 context
->render_offscreen
? 1.0f
: -1.0f
,
1446 GL_EXTCALL(glUniform4fv(prog
->ps
.ycorrection_location
, 1, correction_params
));
1449 if (update_mask
& WINED3D_SHADER_CONST_PS_NP2_FIXUP
)
1450 shader_glsl_load_np2fixup_constants(&prog
->ps
, gl_info
, state
);
1451 if (update_mask
& WINED3D_SHADER_CONST_FFP_COLOR_KEY
)
1452 shader_glsl_load_color_key_constant(&prog
->ps
, gl_info
, state
);
1454 if (update_mask
& WINED3D_SHADER_CONST_FFP_PS
)
1456 struct wined3d_color color
;
1458 if (prog
->ps
.tex_factor_location
!= -1)
1460 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_TEXTUREFACTOR
]);
1461 GL_EXTCALL(glUniform4fv(prog
->ps
.tex_factor_location
, 1, &color
.r
));
1464 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
1465 GL_EXTCALL(glUniform4f(prog
->ps
.specular_enable_location
, 1.0f
, 1.0f
, 1.0f
, 0.0f
));
1467 GL_EXTCALL(glUniform4f(prog
->ps
.specular_enable_location
, 0.0f
, 0.0f
, 0.0f
, 0.0f
));
1469 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1471 if (prog
->ps
.tss_constant_location
[i
] == -1)
1474 wined3d_color_from_d3dcolor(&color
, state
->texture_states
[i
][WINED3D_TSS_CONSTANT
]);
1475 GL_EXTCALL(glUniform4fv(prog
->ps
.tss_constant_location
[i
], 1, &color
.r
));
1478 checkGLcall("fixed function uniforms");
1481 if (update_mask
& WINED3D_SHADER_CONST_PS_FOG
)
1482 shader_glsl_load_fog_uniform(context
, state
, prog
);
1484 if (priv
->next_constant_version
== UINT_MAX
)
1486 TRACE("Max constant version reached, resetting to 0.\n");
1487 wine_rb_for_each_entry(&priv
->program_lookup
, reset_program_constant_version
, NULL
);
1488 priv
->next_constant_version
= 1;
1492 prog
->constant_version
= priv
->next_constant_version
++;
1496 static void update_heap_entry(struct constant_heap
*heap
, unsigned int idx
, DWORD new_version
)
1498 struct constant_entry
*entries
= heap
->entries
;
1499 unsigned int *positions
= heap
->positions
;
1500 unsigned int heap_idx
, parent_idx
;
1502 if (!heap
->contained
[idx
])
1504 heap_idx
= heap
->size
++;
1505 heap
->contained
[idx
] = TRUE
;
1509 heap_idx
= positions
[idx
];
1512 while (heap_idx
> 1)
1514 parent_idx
= heap_idx
>> 1;
1516 if (new_version
<= entries
[parent_idx
].version
) break;
1518 entries
[heap_idx
] = entries
[parent_idx
];
1519 positions
[entries
[parent_idx
].idx
] = heap_idx
;
1520 heap_idx
= parent_idx
;
1523 entries
[heap_idx
].version
= new_version
;
1524 entries
[heap_idx
].idx
= idx
;
1525 positions
[idx
] = heap_idx
;
1528 static void shader_glsl_update_float_vertex_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
1530 struct shader_glsl_priv
*priv
= device
->shader_priv
;
1531 struct constant_heap
*heap
= &priv
->vconst_heap
;
1534 for (i
= start
; i
< count
+ start
; ++i
)
1536 update_heap_entry(heap
, i
, priv
->next_constant_version
);
1539 for (i
= 0; i
< device
->context_count
; ++i
)
1541 device
->contexts
[i
]->constant_update_mask
|= WINED3D_SHADER_CONST_VS_F
;
1545 static void shader_glsl_update_float_pixel_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
1547 struct shader_glsl_priv
*priv
= device
->shader_priv
;
1548 struct constant_heap
*heap
= &priv
->pconst_heap
;
1551 for (i
= start
; i
< count
+ start
; ++i
)
1553 update_heap_entry(heap
, i
, priv
->next_constant_version
);
1556 for (i
= 0; i
< device
->context_count
; ++i
)
1558 device
->contexts
[i
]->constant_update_mask
|= WINED3D_SHADER_CONST_PS_F
;
1562 static unsigned int vec4_varyings(DWORD shader_major
, const struct wined3d_gl_info
*gl_info
)
1564 unsigned int ret
= gl_info
->limits
.glsl_varyings
/ 4;
1565 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
1566 if(shader_major
> 3) return ret
;
1568 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
1569 if (gl_info
->quirks
& WINED3D_QUIRK_GLSL_CLIP_VARYING
) ret
-= 1;
1573 static BOOL
needs_legacy_glsl_syntax(const struct wined3d_gl_info
*gl_info
)
1575 return gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
1578 static void PRINTF_ATTR(4, 5) declare_in_varying(const struct wined3d_gl_info
*gl_info
,
1579 struct wined3d_string_buffer
*buffer
, BOOL flat
, const char *format
, ...)
1584 shader_addline(buffer
, "%s%s ", flat
? "flat " : "",
1585 needs_legacy_glsl_syntax(gl_info
) ? "varying" : "in");
1588 va_start(args
, format
);
1589 ret
= shader_vaddline(buffer
, format
, args
);
1593 if (!string_buffer_resize(buffer
, ret
))
1598 static void PRINTF_ATTR(4, 5) declare_out_varying(const struct wined3d_gl_info
*gl_info
,
1599 struct wined3d_string_buffer
*buffer
, BOOL flat
, const char *format
, ...)
1604 shader_addline(buffer
, "%s%s ", flat
? "flat " : "",
1605 needs_legacy_glsl_syntax(gl_info
) ? "varying" : "out");
1608 va_start(args
, format
);
1609 ret
= shader_vaddline(buffer
, format
, args
);
1613 if (!string_buffer_resize(buffer
, ret
))
1618 static BOOL
glsl_is_color_reg_read(const struct wined3d_shader
*shader
, unsigned int idx
)
1620 const struct wined3d_shader_signature
*input_signature
= &shader
->input_signature
;
1621 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
1622 const BOOL
*input_reg_used
= shader
->u
.ps
.input_reg_used
;
1625 if (reg_maps
->shader_version
.major
< 3)
1626 return input_reg_used
[idx
];
1628 for (i
= 0; i
< input_signature
->element_count
; ++i
)
1630 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
1632 if (!(reg_maps
->input_registers
& (1u << input
->register_idx
)))
1635 if (shader_match_semantic(input
->semantic_name
, WINED3D_DECL_USAGE_COLOR
)
1636 && input
->semantic_idx
== idx
)
1638 if (input_reg_used
[input
->register_idx
])
1647 /** Generate the variable & register declarations for the GLSL output target */
1648 static void shader_generate_glsl_declarations(const struct wined3d_context
*context
,
1649 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
1650 const struct wined3d_shader_reg_maps
*reg_maps
, const struct shader_glsl_ctx_priv
*ctx_priv
)
1652 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
1653 const struct wined3d_state
*state
= &shader
->device
->state
;
1654 const struct vs_compile_args
*vs_args
= ctx_priv
->cur_vs_args
;
1655 const struct ps_compile_args
*ps_args
= ctx_priv
->cur_ps_args
;
1656 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1657 const struct wined3d_fb_state
*fb
= &shader
->device
->fb
;
1658 unsigned int i
, extra_constants_needed
= 0;
1659 const struct wined3d_shader_lconst
*lconst
;
1663 prefix
= shader_glsl_get_prefix(version
->type
);
1665 /* Prototype the subroutines */
1666 for (i
= 0, map
= reg_maps
->labels
; map
; map
>>= 1, ++i
)
1668 if (map
& 1) shader_addline(buffer
, "void subroutine%u();\n", i
);
1671 /* Declare the constants (aka uniforms) */
1672 if (shader
->limits
->constant_float
> 0)
1674 unsigned max_constantsF
;
1676 /* Unless the shader uses indirect addressing, always declare the
1677 * maximum array size and ignore that we need some uniforms privately.
1678 * E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup
1679 * and immediate values, still declare VC[256]. If the shader needs
1680 * more uniforms than we have it won't work in any case. If it uses
1681 * less, the compiler will figure out which uniforms are really used
1682 * and strip them out. This allows a shader to use c255 on a dx9 card,
1683 * as long as it doesn't also use all the other constants.
1685 * If the shader uses indirect addressing the compiler must assume
1686 * that all declared uniforms are used. In this case, declare only the
1687 * amount that we're assured to have.
1689 * Thus we run into problems in these two cases:
1690 * 1) The shader really uses more uniforms than supported.
1691 * 2) The shader uses indirect addressing, less constants than
1692 * supported, but uses a constant index > #supported consts. */
1693 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
1695 /* No indirect addressing here. */
1696 max_constantsF
= gl_info
->limits
.glsl_ps_float_constants
;
1700 if (reg_maps
->usesrelconstF
)
1702 /* Subtract the other potential uniforms from the max
1703 * available (bools, ints, and 1 row of projection matrix).
1704 * Subtract another uniform for immediate values, which have
1705 * to be loaded via uniform by the driver as well. The shader
1706 * code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex
1707 * shader code, so one vec4 should be enough. (Unfortunately
1708 * the Nvidia driver doesn't store 128 and -128 in one float).
1710 * Writing gl_ClipVertex requires one uniform for each
1711 * clipplane as well. */
1712 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
- 3;
1713 if (vs_args
->clip_enabled
)
1714 max_constantsF
-= gl_info
->limits
.clipplanes
;
1715 max_constantsF
-= wined3d_popcount(reg_maps
->integer_constants
);
1716 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
1717 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
1718 * for now take this into account when calculating the number of available constants
1720 max_constantsF
-= wined3d_popcount(reg_maps
->boolean_constants
);
1721 /* Set by driver quirks in directx.c */
1722 max_constantsF
-= gl_info
->reserved_glsl_constants
;
1724 if (max_constantsF
< shader
->limits
->constant_float
)
1726 static unsigned int once
;
1729 ERR_(winediag
)("The hardware does not support enough uniform components to run this shader,"
1730 " it may not render correctly.\n");
1732 WARN("The hardware does not support enough uniform components to run this shader.\n");
1737 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
;
1740 max_constantsF
= min(shader
->limits
->constant_float
, max_constantsF
);
1741 shader_addline(buffer
, "uniform vec4 %s_c[%u];\n", prefix
, max_constantsF
);
1744 /* Always declare the full set of constants, the compiler can remove the
1745 * unused ones because d3d doesn't (yet) support indirect int and bool
1746 * constant addressing. This avoids problems if the app uses e.g. i0 and i9. */
1747 if (shader
->limits
->constant_int
> 0 && reg_maps
->integer_constants
)
1748 shader_addline(buffer
, "uniform ivec4 %s_i[%u];\n", prefix
, shader
->limits
->constant_int
);
1750 if (shader
->limits
->constant_bool
> 0 && reg_maps
->boolean_constants
)
1751 shader_addline(buffer
, "uniform bool %s_b[%u];\n", prefix
, shader
->limits
->constant_bool
);
1753 for (i
= 0; i
< WINED3D_MAX_CBS
; ++i
)
1755 if (reg_maps
->cb_sizes
[i
])
1756 shader_addline(buffer
, "layout(std140) uniform block_%s_cb%u { vec4 %s_cb%u[%u]; };\n",
1757 prefix
, i
, prefix
, i
, reg_maps
->cb_sizes
[i
]);
1760 /* Declare texture samplers */
1761 for (i
= 0; i
< reg_maps
->sampler_map
.count
; ++i
)
1763 struct wined3d_shader_sampler_map_entry
*entry
;
1764 const char *sampler_type_prefix
, *sampler_type
;
1765 BOOL shadow_sampler
, tex_rect
;
1767 entry
= ®_maps
->sampler_map
.entries
[i
];
1769 if (entry
->resource_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
1771 ERR("Invalid resource index %u.\n", entry
->resource_idx
);
1775 switch (reg_maps
->resource_info
[entry
->resource_idx
].data_type
)
1777 case WINED3D_DATA_FLOAT
:
1778 case WINED3D_DATA_UNORM
:
1779 case WINED3D_DATA_SNORM
:
1780 sampler_type_prefix
= "";
1783 case WINED3D_DATA_INT
:
1784 sampler_type_prefix
= "i";
1787 case WINED3D_DATA_UINT
:
1788 sampler_type_prefix
= "u";
1792 sampler_type_prefix
= "";
1793 ERR("Unhandled resource data type %#x.\n", reg_maps
->resource_info
[i
].data_type
);
1797 shadow_sampler
= version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& (ps_args
->shadow
& (1u << entry
->sampler_idx
));
1798 switch (reg_maps
->resource_info
[entry
->resource_idx
].type
)
1800 case WINED3D_SHADER_RESOURCE_TEXTURE_1D
:
1802 sampler_type
= "sampler1DShadow";
1804 sampler_type
= "sampler1D";
1807 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
1808 tex_rect
= version
->type
== WINED3D_SHADER_TYPE_PIXEL
1809 && (ps_args
->np2_fixup
& (1u << entry
->resource_idx
))
1810 && gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
1814 sampler_type
= "sampler2DRectShadow";
1816 sampler_type
= "sampler2DShadow";
1821 sampler_type
= "sampler2DRect";
1823 sampler_type
= "sampler2D";
1827 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
1829 FIXME("Unsupported 3D shadow sampler.\n");
1830 sampler_type
= "sampler3D";
1833 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
1835 FIXME("Unsupported Cube shadow sampler.\n");
1836 sampler_type
= "samplerCube";
1840 sampler_type
= "unsupported_sampler";
1841 FIXME("Unhandled resource type %#x.\n", reg_maps
->resource_info
[i
].type
);
1844 shader_addline(buffer
, "uniform %s%s %s_sampler%u;\n",
1845 sampler_type_prefix
, sampler_type
, prefix
, entry
->bind_idx
);
1848 /* Declare uniforms for NP2 texcoord fixup:
1849 * This is NOT done inside the loop that declares the texture samplers
1850 * since the NP2 fixup code is currently only used for the GeforceFX
1851 * series and when forcing the ARB_npot extension off. Modern cards just
1852 * skip the code anyway, so put it inside a separate loop. */
1853 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& ps_args
->np2_fixup
)
1855 struct ps_np2fixup_info
*fixup
= ctx_priv
->cur_np2fixup_info
;
1858 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
1859 * while D3D has them in the (normalized) [0,1]x[0,1] range.
1860 * samplerNP2Fixup stores texture dimensions and is updated through
1861 * shader_glsl_load_np2fixup_constants when the sampler changes. */
1863 for (i
= 0; i
< shader
->limits
->sampler
; ++i
)
1865 if (!reg_maps
->resource_info
[i
].type
|| !(ps_args
->np2_fixup
& (1u << i
)))
1868 if (reg_maps
->resource_info
[i
].type
!= WINED3D_SHADER_RESOURCE_TEXTURE_2D
)
1870 FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
1874 fixup
->idx
[i
] = cur
++;
1877 fixup
->num_consts
= (cur
+ 1) >> 1;
1878 fixup
->active
= ps_args
->np2_fixup
;
1879 shader_addline(buffer
, "uniform vec4 %s_samplerNP2Fixup[%u];\n", prefix
, fixup
->num_consts
);
1882 /* Declare address variables */
1883 for (i
= 0, map
= reg_maps
->address
; map
; map
>>= 1, ++i
)
1885 if (map
& 1) shader_addline(buffer
, "ivec4 A%u;\n", i
);
1888 if (version
->type
== WINED3D_SHADER_TYPE_VERTEX
)
1890 for (i
= 0; i
< shader
->input_signature
.element_count
; ++i
)
1892 const struct wined3d_shader_signature_element
*e
= &shader
->input_signature
.elements
[i
];
1893 if (e
->sysval_semantic
== WINED3D_SV_INSTANCEID
)
1894 shader_addline(buffer
, "vec4 %s_in%u = vec4(intBitsToFloat(gl_InstanceID), 0.0, 0.0, 0.0);\n",
1895 prefix
, e
->register_idx
);
1897 shader_addline(buffer
, "attribute vec4 %s_in%u;\n", prefix
, e
->register_idx
);
1900 if (vs_args
->point_size
&& !vs_args
->per_vertex_point_size
)
1902 shader_addline(buffer
, "uniform struct\n{\n");
1903 shader_addline(buffer
, " float size;\n");
1904 shader_addline(buffer
, " float size_min;\n");
1905 shader_addline(buffer
, " float size_max;\n");
1906 shader_addline(buffer
, "} ffp_point;\n");
1909 if (!gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] && version
->major
< 3)
1911 declare_out_varying(gl_info
, buffer
, vs_args
->flatshading
, "vec4 ffp_varying_diffuse;\n");
1912 declare_out_varying(gl_info
, buffer
, vs_args
->flatshading
, "vec4 ffp_varying_specular;\n");
1913 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
1914 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
1917 shader_addline(buffer
, "uniform vec4 posFixup;\n");
1918 shader_addline(buffer
, "void order_ps_input(in vec4[%u]);\n", shader
->limits
->packed_output
);
1920 else if (version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
1922 shader_addline(buffer
, "varying in vec4 gs_in[][%u];\n", shader
->limits
->packed_input
);
1924 else if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
1926 if (version
->major
< 3 || ps_args
->vp_mode
!= vertexshader
)
1928 shader_addline(buffer
, "uniform struct\n{\n");
1929 shader_addline(buffer
, " vec4 color;\n");
1930 shader_addline(buffer
, " float density;\n");
1931 shader_addline(buffer
, " float end;\n");
1932 shader_addline(buffer
, " float scale;\n");
1933 shader_addline(buffer
, "} ffp_fog;\n");
1935 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
1937 if (glsl_is_color_reg_read(shader
, 0))
1938 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
1939 if (glsl_is_color_reg_read(shader
, 1))
1940 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
1941 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
1942 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
1946 if (glsl_is_color_reg_read(shader
, 0))
1947 declare_in_varying(gl_info
, buffer
, ps_args
->flatshading
, "vec4 ffp_varying_diffuse;\n");
1948 if (glsl_is_color_reg_read(shader
, 1))
1949 declare_in_varying(gl_info
, buffer
, ps_args
->flatshading
, "vec4 ffp_varying_specular;\n");
1950 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
1951 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
1952 declare_in_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
1956 if (version
->major
>= 3)
1958 UINT in_count
= min(vec4_varyings(version
->major
, gl_info
), shader
->limits
->packed_input
);
1961 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 %s_link[%u];\n", prefix
, in_count
);
1962 shader_addline(buffer
, "vec4 %s_in[%u];\n", prefix
, in_count
);
1965 for (i
= 0, map
= reg_maps
->bumpmat
; map
; map
>>= 1, ++i
)
1970 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", i
);
1972 if (reg_maps
->luminanceparams
& (1u << i
))
1974 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", i
);
1975 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", i
);
1976 extra_constants_needed
++;
1979 extra_constants_needed
++;
1982 if (ps_args
->srgb_correction
)
1984 shader_addline(buffer
, "const vec4 srgb_const0 = ");
1985 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const0
);
1986 shader_addline(buffer
, ";\n");
1987 shader_addline(buffer
, "const vec4 srgb_const1 = ");
1988 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const1
);
1989 shader_addline(buffer
, ";\n");
1991 if (reg_maps
->vpos
|| reg_maps
->usesdsy
)
1993 if (shader
->limits
->constant_float
+ extra_constants_needed
1994 + 1 < gl_info
->limits
.glsl_ps_float_constants
)
1996 shader_addline(buffer
, "uniform vec4 ycorrection;\n");
1997 extra_constants_needed
++;
2001 float ycorrection
[] =
2003 context
->render_offscreen
? 0.0f
: fb
->render_targets
[0]->height
,
2004 context
->render_offscreen
? 1.0f
: -1.0f
,
2009 /* This happens because we do not have proper tracking of the
2010 * constant registers that are actually used, only the max
2011 * limit of the shader version. */
2012 FIXME("Cannot find a free uniform for vpos correction params\n");
2013 shader_addline(buffer
, "const vec4 ycorrection = ");
2014 shader_glsl_append_imm_vec4(buffer
, ycorrection
);
2015 shader_addline(buffer
, ";\n");
2017 shader_addline(buffer
, "vec4 vpos;\n");
2021 /* Declare output register temporaries */
2022 if (shader
->limits
->packed_output
)
2023 shader_addline(buffer
, "vec4 %s_out[%u];\n", prefix
, shader
->limits
->packed_output
);
2025 /* Declare temporary variables */
2026 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
2028 if (map
& 1) shader_addline(buffer
, "vec4 R%u;\n", i
);
2031 /* Declare loop registers aLx */
2032 if (version
->major
< 4)
2034 for (i
= 0; i
< reg_maps
->loop_depth
; ++i
)
2036 shader_addline(buffer
, "int aL%u;\n", i
);
2037 shader_addline(buffer
, "int tmpInt%u;\n", i
);
2041 /* Temporary variables for matrix operations */
2042 shader_addline(buffer
, "vec4 tmp0;\n");
2043 shader_addline(buffer
, "vec4 tmp1;\n");
2045 if (!shader
->load_local_constsF
)
2047 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
2049 shader_addline(buffer
, "const vec4 %s_lc%u = ", prefix
, lconst
->idx
);
2050 shader_glsl_append_imm_vec4(buffer
, (const float *)lconst
->value
);
2051 shader_addline(buffer
, ";\n");
2055 /* Start the main program. */
2056 shader_addline(buffer
, "void main()\n{\n");
2058 /* Direct3D applications expect integer vPos values, while OpenGL drivers
2059 * add approximately 0.5. This causes off-by-one problems as spotted by
2060 * the vPos d3d9 visual test. Unfortunately ATI cards do not add exactly
2061 * 0.5, but rather something like 0.49999999 or 0.50000001, which still
2062 * causes precision troubles when we just subtract 0.5.
2064 * To deal with that, just floor() the position. This will eliminate the
2065 * fraction on all cards.
2067 * TODO: Test how this behaves with multisampling.
2069 * An advantage of floor is that it works even if the driver doesn't add
2070 * 0.5. It is somewhat questionable if 1.5, 2.5, ... are the proper values
2071 * to return in gl_FragCoord, even though coordinates specify the pixel
2072 * centers instead of the pixel corners. This code will behave correctly
2073 * on drivers that returns integer values. */
2074 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& reg_maps
->vpos
)
2076 if (shader
->device
->wined3d
->flags
& WINED3D_PIXEL_CENTER_INTEGER
)
2077 shader_addline(buffer
,
2078 "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
2080 shader_addline(buffer
,
2081 "vpos = vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1);\n");
2085 /*****************************************************************************
2086 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
2088 * For more information, see http://wiki.winehq.org/DirectX-Shaders
2089 ****************************************************************************/
2092 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
2093 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
);
2095 /** Used for opcode modifiers - They multiply the result by the specified amount */
2096 static const char * const shift_glsl_tab
[] = {
2098 "2.0 * ", /* 1 (x2) */
2099 "4.0 * ", /* 2 (x4) */
2100 "8.0 * ", /* 3 (x8) */
2101 "16.0 * ", /* 4 (x16) */
2102 "32.0 * ", /* 5 (x32) */
2109 "0.0625 * ", /* 12 (d16) */
2110 "0.125 * ", /* 13 (d8) */
2111 "0.25 * ", /* 14 (d4) */
2112 "0.5 * " /* 15 (d2) */
2115 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
2116 static void shader_glsl_gen_modifier(enum wined3d_shader_src_modifier src_modifier
,
2117 const char *in_reg
, const char *in_regswizzle
, char *out_str
)
2119 switch (src_modifier
)
2121 case WINED3DSPSM_DZ
: /* Need to handle this in the instructions itself (texld & texcrd). */
2122 case WINED3DSPSM_DW
:
2123 case WINED3DSPSM_NONE
:
2124 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
2126 case WINED3DSPSM_NEG
:
2127 sprintf(out_str
, "-%s%s", in_reg
, in_regswizzle
);
2129 case WINED3DSPSM_NOT
:
2130 sprintf(out_str
, "!%s%s", in_reg
, in_regswizzle
);
2132 case WINED3DSPSM_BIAS
:
2133 sprintf(out_str
, "(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
2135 case WINED3DSPSM_BIASNEG
:
2136 sprintf(out_str
, "-(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
2138 case WINED3DSPSM_SIGN
:
2139 sprintf(out_str
, "(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
2141 case WINED3DSPSM_SIGNNEG
:
2142 sprintf(out_str
, "-(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
2144 case WINED3DSPSM_COMP
:
2145 sprintf(out_str
, "(1.0 - %s%s)", in_reg
, in_regswizzle
);
2147 case WINED3DSPSM_X2
:
2148 sprintf(out_str
, "(2.0 * %s%s)", in_reg
, in_regswizzle
);
2150 case WINED3DSPSM_X2NEG
:
2151 sprintf(out_str
, "-(2.0 * %s%s)", in_reg
, in_regswizzle
);
2153 case WINED3DSPSM_ABS
:
2154 sprintf(out_str
, "abs(%s%s)", in_reg
, in_regswizzle
);
2156 case WINED3DSPSM_ABSNEG
:
2157 sprintf(out_str
, "-abs(%s%s)", in_reg
, in_regswizzle
);
2160 FIXME("Unhandled modifier %u\n", src_modifier
);
2161 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
2165 /** Writes the GLSL variable name that corresponds to the register that the
2166 * DX opcode parameter is trying to access */
2167 static void shader_glsl_get_register_name(const struct wined3d_shader_register
*reg
,
2168 char *register_name
, BOOL
*is_color
, const struct wined3d_shader_instruction
*ins
)
2170 /* oPos, oFog and oPts in D3D */
2171 static const char * const hwrastout_reg_names
[] = {"vs_out[10]", "vs_out[11].x", "vs_out[11].y"};
2173 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
2174 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
2175 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
2176 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
2177 const char *prefix
= shader_glsl_get_prefix(version
->type
);
2178 struct glsl_src_param rel_param0
, rel_param1
;
2179 char imm_str
[4][17];
2181 if (reg
->idx
[0].offset
!= ~0U && reg
->idx
[0].rel_addr
)
2182 shader_glsl_add_src_param(ins
, reg
->idx
[0].rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param0
);
2183 if (reg
->idx
[1].offset
!= ~0U && reg
->idx
[1].rel_addr
)
2184 shader_glsl_add_src_param(ins
, reg
->idx
[1].rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param1
);
2189 case WINED3DSPR_TEMP
:
2190 sprintf(register_name
, "R%u", reg
->idx
[0].offset
);
2193 case WINED3DSPR_INPUT
:
2194 if (version
->type
== WINED3D_SHADER_TYPE_VERTEX
)
2196 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2198 if (reg
->idx
[0].rel_addr
)
2199 FIXME("VS3+ input registers relative addressing.\n");
2200 if (priv
->cur_vs_args
->swizzle_map
& (1u << reg
->idx
[0].offset
))
2202 sprintf(register_name
, "%s_in%u", prefix
, reg
->idx
[0].offset
);
2206 if (version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
2208 if (reg
->idx
[0].rel_addr
)
2210 if (reg
->idx
[1].rel_addr
)
2211 sprintf(register_name
, "gs_in[%s + %u][%s + %u]",
2212 rel_param0
.param_str
, reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
2214 sprintf(register_name
, "gs_in[%s + %u][%u]",
2215 rel_param0
.param_str
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
2217 else if (reg
->idx
[1].rel_addr
)
2218 sprintf(register_name
, "gs_in[%u][%s + %u]",
2219 reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
2221 sprintf(register_name
, "gs_in[%u][%u]", reg
->idx
[0].offset
, reg
->idx
[1].offset
);
2225 /* pixel shaders >= 3.0 */
2226 if (version
->major
>= 3)
2228 DWORD idx
= shader
->u
.ps
.input_reg_map
[reg
->idx
[0].offset
];
2229 unsigned int in_count
= vec4_varyings(version
->major
, gl_info
);
2231 if (reg
->idx
[0].rel_addr
)
2233 /* Removing a + 0 would be an obvious optimization, but
2234 * OS X doesn't see the NOP operation there. */
2237 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
]
2238 && shader
->u
.ps
.declared_in_count
> in_count
)
2240 sprintf(register_name
,
2241 "((%s + %u) > %u ? (%s + %u) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s + %u])",
2242 rel_param0
.param_str
, idx
, in_count
- 1, rel_param0
.param_str
, idx
, in_count
,
2243 prefix
, rel_param0
.param_str
, idx
);
2247 sprintf(register_name
, "%s_in[%s + %u]", prefix
, rel_param0
.param_str
, idx
);
2252 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
]
2253 && shader
->u
.ps
.declared_in_count
> in_count
)
2255 sprintf(register_name
, "((%s) > %u ? (%s) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s])",
2256 rel_param0
.param_str
, in_count
- 1, rel_param0
.param_str
, in_count
,
2257 prefix
, rel_param0
.param_str
);
2261 sprintf(register_name
, "%s_in[%s]", prefix
, rel_param0
.param_str
);
2267 if (idx
== in_count
) sprintf(register_name
, "gl_Color");
2268 else if (idx
== in_count
+ 1) sprintf(register_name
, "gl_SecondaryColor");
2269 else sprintf(register_name
, "%s_in[%u]", prefix
, idx
);
2274 if (!reg
->idx
[0].offset
)
2275 strcpy(register_name
, "ffp_varying_diffuse");
2277 strcpy(register_name
, "ffp_varying_specular");
2282 case WINED3DSPR_CONST
:
2284 /* Relative addressing */
2285 if (reg
->idx
[0].rel_addr
)
2287 if (wined3d_settings
.check_float_constants
)
2288 sprintf(register_name
, "(%s + %u >= 0 && %s + %u < %u ? %s_c[%s + %u] : vec4(0.0))",
2289 rel_param0
.param_str
, reg
->idx
[0].offset
,
2290 rel_param0
.param_str
, reg
->idx
[0].offset
, shader
->limits
->constant_float
,
2291 prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2292 else if (reg
->idx
[0].offset
)
2293 sprintf(register_name
, "%s_c[%s + %u]", prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2295 sprintf(register_name
, "%s_c[%s]", prefix
, rel_param0
.param_str
);
2299 if (shader_constant_is_local(shader
, reg
->idx
[0].offset
))
2300 sprintf(register_name
, "%s_lc%u", prefix
, reg
->idx
[0].offset
);
2302 sprintf(register_name
, "%s_c[%u]", prefix
, reg
->idx
[0].offset
);
2307 case WINED3DSPR_CONSTINT
:
2308 sprintf(register_name
, "%s_i[%u]", prefix
, reg
->idx
[0].offset
);
2311 case WINED3DSPR_CONSTBOOL
:
2312 sprintf(register_name
, "%s_b[%u]", prefix
, reg
->idx
[0].offset
);
2315 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
2316 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
2317 sprintf(register_name
, "T%u", reg
->idx
[0].offset
);
2319 sprintf(register_name
, "A%u", reg
->idx
[0].offset
);
2322 case WINED3DSPR_LOOP
:
2323 sprintf(register_name
, "aL%u", ins
->ctx
->loop_state
->current_reg
- 1);
2326 case WINED3DSPR_SAMPLER
:
2327 sprintf(register_name
, "%s_sampler%u", prefix
, reg
->idx
[0].offset
);
2330 case WINED3DSPR_COLOROUT
:
2331 if (reg
->idx
[0].offset
>= gl_info
->limits
.buffers
)
2332 WARN("Write to render target %u, only %d supported.\n",
2333 reg
->idx
[0].offset
, gl_info
->limits
.buffers
);
2335 sprintf(register_name
, "gl_FragData[%u]", reg
->idx
[0].offset
);
2338 case WINED3DSPR_RASTOUT
:
2339 sprintf(register_name
, "%s", hwrastout_reg_names
[reg
->idx
[0].offset
]);
2342 case WINED3DSPR_DEPTHOUT
:
2343 sprintf(register_name
, "gl_FragDepth");
2346 case WINED3DSPR_ATTROUT
:
2347 if (!reg
->idx
[0].offset
)
2348 sprintf(register_name
, "%s_out[8]", prefix
);
2350 sprintf(register_name
, "%s_out[9]", prefix
);
2353 case WINED3DSPR_TEXCRDOUT
:
2354 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
2355 if (reg
->idx
[0].rel_addr
)
2356 FIXME("VS3 output registers relative addressing.\n");
2357 sprintf(register_name
, "%s_out[%u]", prefix
, reg
->idx
[0].offset
);
2360 case WINED3DSPR_MISCTYPE
:
2361 if (!reg
->idx
[0].offset
)
2364 sprintf(register_name
, "vpos");
2366 else if (reg
->idx
[0].offset
== 1)
2368 /* Note that gl_FrontFacing is a bool, while vFace is
2369 * a float for which the sign determines front/back */
2370 sprintf(register_name
, "(gl_FrontFacing ? 1.0 : -1.0)");
2374 FIXME("Unhandled misctype register %u.\n", reg
->idx
[0].offset
);
2375 sprintf(register_name
, "unrecognized_register");
2379 case WINED3DSPR_IMMCONST
:
2380 switch (reg
->immconst_type
)
2382 case WINED3D_IMMCONST_SCALAR
:
2383 switch (reg
->data_type
)
2385 case WINED3D_DATA_FLOAT
:
2386 wined3d_ftoa(*(const float *)reg
->immconst_data
, register_name
);
2388 case WINED3D_DATA_INT
:
2389 sprintf(register_name
, "%#x", reg
->immconst_data
[0]);
2391 case WINED3D_DATA_RESOURCE
:
2392 case WINED3D_DATA_SAMPLER
:
2393 case WINED3D_DATA_UINT
:
2394 sprintf(register_name
, "%#xu", reg
->immconst_data
[0]);
2397 sprintf(register_name
, "<unhandled data type %#x>", reg
->data_type
);
2402 case WINED3D_IMMCONST_VEC4
:
2403 switch (reg
->data_type
)
2405 case WINED3D_DATA_FLOAT
:
2406 wined3d_ftoa(*(const float *)®
->immconst_data
[0], imm_str
[0]);
2407 wined3d_ftoa(*(const float *)®
->immconst_data
[1], imm_str
[1]);
2408 wined3d_ftoa(*(const float *)®
->immconst_data
[2], imm_str
[2]);
2409 wined3d_ftoa(*(const float *)®
->immconst_data
[3], imm_str
[3]);
2410 sprintf(register_name
, "vec4(%s, %s, %s, %s)",
2411 imm_str
[0], imm_str
[1], imm_str
[2], imm_str
[3]);
2413 case WINED3D_DATA_INT
:
2414 sprintf(register_name
, "ivec4(%#x, %#x, %#x, %#x)",
2415 reg
->immconst_data
[0], reg
->immconst_data
[1],
2416 reg
->immconst_data
[2], reg
->immconst_data
[3]);
2418 case WINED3D_DATA_RESOURCE
:
2419 case WINED3D_DATA_SAMPLER
:
2420 case WINED3D_DATA_UINT
:
2421 sprintf(register_name
, "uvec4(%#xu, %#xu, %#xu, %#xu)",
2422 reg
->immconst_data
[0], reg
->immconst_data
[1],
2423 reg
->immconst_data
[2], reg
->immconst_data
[3]);
2426 sprintf(register_name
, "<unhandled data type %#x>", reg
->data_type
);
2432 FIXME("Unhandled immconst type %#x\n", reg
->immconst_type
);
2433 sprintf(register_name
, "<unhandled_immconst_type %#x>", reg
->immconst_type
);
2437 case WINED3DSPR_CONSTBUFFER
:
2438 if (reg
->idx
[1].rel_addr
)
2439 sprintf(register_name
, "%s_cb%u[%s + %u]",
2440 prefix
, reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
2442 sprintf(register_name
, "%s_cb%u[%u]", prefix
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
2445 case WINED3DSPR_IMMCONSTBUFFER
:
2446 if (reg
->idx
[0].rel_addr
)
2447 sprintf(register_name
, "%s_icb[%s + %u]", prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2449 sprintf(register_name
, "%s_icb[%u]", prefix
, reg
->idx
[0].offset
);
2452 case WINED3DSPR_PRIMID
:
2453 sprintf(register_name
, "uint(gl_PrimitiveIDIn)");
2457 FIXME("Unhandled register type %#x.\n", reg
->type
);
2458 sprintf(register_name
, "unrecognized_register");
2463 static void shader_glsl_write_mask_to_str(DWORD write_mask
, char *str
)
2466 if (write_mask
& WINED3DSP_WRITEMASK_0
) *str
++ = 'x';
2467 if (write_mask
& WINED3DSP_WRITEMASK_1
) *str
++ = 'y';
2468 if (write_mask
& WINED3DSP_WRITEMASK_2
) *str
++ = 'z';
2469 if (write_mask
& WINED3DSP_WRITEMASK_3
) *str
++ = 'w';
2473 /* Get the GLSL write mask for the destination register */
2474 static DWORD
shader_glsl_get_write_mask(const struct wined3d_shader_dst_param
*param
, char *write_mask
)
2476 DWORD mask
= param
->write_mask
;
2478 if (shader_is_scalar(¶m
->reg
))
2480 mask
= WINED3DSP_WRITEMASK_0
;
2485 shader_glsl_write_mask_to_str(mask
, write_mask
);
2491 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask
) {
2492 unsigned int size
= 0;
2494 if (write_mask
& WINED3DSP_WRITEMASK_0
) ++size
;
2495 if (write_mask
& WINED3DSP_WRITEMASK_1
) ++size
;
2496 if (write_mask
& WINED3DSP_WRITEMASK_2
) ++size
;
2497 if (write_mask
& WINED3DSP_WRITEMASK_3
) ++size
;
2502 static void shader_glsl_swizzle_to_str(const DWORD swizzle
, BOOL fixup
, DWORD mask
, char *str
)
2504 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
2505 * but addressed as "rgba". To fix this we need to swap the register's x
2506 * and z components. */
2507 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
2510 /* swizzle bits fields: wwzzyyxx */
2511 if (mask
& WINED3DSP_WRITEMASK_0
) *str
++ = swizzle_chars
[swizzle
& 0x03];
2512 if (mask
& WINED3DSP_WRITEMASK_1
) *str
++ = swizzle_chars
[(swizzle
>> 2) & 0x03];
2513 if (mask
& WINED3DSP_WRITEMASK_2
) *str
++ = swizzle_chars
[(swizzle
>> 4) & 0x03];
2514 if (mask
& WINED3DSP_WRITEMASK_3
) *str
++ = swizzle_chars
[(swizzle
>> 6) & 0x03];
2518 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param
*param
,
2519 BOOL fixup
, DWORD mask
, char *swizzle_str
)
2521 if (shader_is_scalar(¶m
->reg
))
2522 *swizzle_str
= '\0';
2524 shader_glsl_swizzle_to_str(param
->swizzle
, fixup
, mask
, swizzle_str
);
2527 /* From a given parameter token, generate the corresponding GLSL string.
2528 * Also, return the actual register name and swizzle in case the
2529 * caller needs this information as well. */
2530 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
2531 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
)
2533 BOOL is_color
= FALSE
;
2534 char swizzle_str
[6];
2536 glsl_src
->reg_name
[0] = '\0';
2537 glsl_src
->param_str
[0] = '\0';
2538 swizzle_str
[0] = '\0';
2540 shader_glsl_get_register_name(&wined3d_src
->reg
, glsl_src
->reg_name
, &is_color
, ins
);
2541 shader_glsl_get_swizzle(wined3d_src
, is_color
, mask
, swizzle_str
);
2543 if (wined3d_src
->reg
.type
== WINED3DSPR_IMMCONST
|| wined3d_src
->reg
.type
== WINED3DSPR_PRIMID
)
2545 shader_glsl_gen_modifier(wined3d_src
->modifiers
, glsl_src
->reg_name
, swizzle_str
, glsl_src
->param_str
);
2551 switch (wined3d_src
->reg
.data_type
)
2553 case WINED3D_DATA_FLOAT
:
2554 sprintf(reg_name
, "%s", glsl_src
->reg_name
);
2556 case WINED3D_DATA_INT
:
2557 sprintf(reg_name
, "floatBitsToInt(%s)", glsl_src
->reg_name
);
2559 case WINED3D_DATA_RESOURCE
:
2560 case WINED3D_DATA_SAMPLER
:
2561 case WINED3D_DATA_UINT
:
2562 sprintf(reg_name
, "floatBitsToUint(%s)", glsl_src
->reg_name
);
2565 FIXME("Unhandled data type %#x.\n", wined3d_src
->reg
.data_type
);
2566 sprintf(reg_name
, "%s", glsl_src
->reg_name
);
2570 shader_glsl_gen_modifier(wined3d_src
->modifiers
, reg_name
, swizzle_str
, glsl_src
->param_str
);
2574 /* From a given parameter token, generate the corresponding GLSL string.
2575 * Also, return the actual register name and swizzle in case the
2576 * caller needs this information as well. */
2577 static DWORD
shader_glsl_add_dst_param(const struct wined3d_shader_instruction
*ins
,
2578 const struct wined3d_shader_dst_param
*wined3d_dst
, struct glsl_dst_param
*glsl_dst
)
2580 BOOL is_color
= FALSE
;
2582 glsl_dst
->mask_str
[0] = '\0';
2583 glsl_dst
->reg_name
[0] = '\0';
2585 shader_glsl_get_register_name(&wined3d_dst
->reg
, glsl_dst
->reg_name
, &is_color
, ins
);
2586 return shader_glsl_get_write_mask(wined3d_dst
, glsl_dst
->mask_str
);
2589 /* Append the destination part of the instruction to the buffer, return the effective write mask */
2590 static DWORD
shader_glsl_append_dst_ext(struct wined3d_string_buffer
*buffer
,
2591 const struct wined3d_shader_instruction
*ins
, const struct wined3d_shader_dst_param
*dst
,
2592 enum wined3d_data_type data_type
)
2594 struct glsl_dst_param glsl_dst
;
2597 if ((mask
= shader_glsl_add_dst_param(ins
, dst
, &glsl_dst
)))
2601 case WINED3D_DATA_FLOAT
:
2602 shader_addline(buffer
, "%s%s = %s(",
2603 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
2605 case WINED3D_DATA_INT
:
2606 shader_addline(buffer
, "%s%s = %sintBitsToFloat(",
2607 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
2609 case WINED3D_DATA_RESOURCE
:
2610 case WINED3D_DATA_SAMPLER
:
2611 case WINED3D_DATA_UINT
:
2612 shader_addline(buffer
, "%s%s = %suintBitsToFloat(",
2613 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
2616 FIXME("Unhandled data type %#x.\n", data_type
);
2617 shader_addline(buffer
, "%s%s = %s(",
2618 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
2626 /* Append the destination part of the instruction to the buffer, return the effective write mask */
2627 static DWORD
shader_glsl_append_dst(struct wined3d_string_buffer
*buffer
, const struct wined3d_shader_instruction
*ins
)
2629 return shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
2632 /** Process GLSL instruction modifiers */
2633 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
)
2635 struct glsl_dst_param dst_param
;
2638 if (!ins
->dst_count
) return;
2640 modifiers
= ins
->dst
[0].modifiers
;
2641 if (!modifiers
) return;
2643 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
2645 if (modifiers
& WINED3DSPDM_SATURATE
)
2647 /* _SAT means to clamp the value of the register to between 0 and 1 */
2648 shader_addline(ins
->ctx
->buffer
, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param
.reg_name
,
2649 dst_param
.mask_str
, dst_param
.reg_name
, dst_param
.mask_str
);
2652 if (modifiers
& WINED3DSPDM_MSAMPCENTROID
)
2654 FIXME("_centroid modifier not handled\n");
2657 if (modifiers
& WINED3DSPDM_PARTIALPRECISION
)
2659 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
2663 static const char *shader_glsl_get_rel_op(enum wined3d_shader_rel_op op
)
2667 case WINED3D_SHADER_REL_OP_GT
: return ">";
2668 case WINED3D_SHADER_REL_OP_EQ
: return "==";
2669 case WINED3D_SHADER_REL_OP_GE
: return ">=";
2670 case WINED3D_SHADER_REL_OP_LT
: return "<";
2671 case WINED3D_SHADER_REL_OP_NE
: return "!=";
2672 case WINED3D_SHADER_REL_OP_LE
: return "<=";
2674 FIXME("Unrecognized operator %#x.\n", op
);
2679 static void shader_glsl_get_sample_function(const struct wined3d_shader_context
*ctx
,
2680 DWORD resource_idx
, DWORD flags
, struct glsl_sample_function
*sample_function
)
2684 unsigned int coord_size
;
2685 unsigned int offset_size
;
2686 const char *type_part
;
2690 {0, 0, ""}, /* WINED3D_SHADER_RESOURCE_NONE */
2691 {1, 0, ""}, /* WINED3D_SHADER_RESOURCE_BUFFER */
2692 {1, 1, "1D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1D */
2693 {2, 2, "2D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2D */
2694 {2, 0, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMS */
2695 {3, 3, "3D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_3D */
2696 {3, 0, "Cube"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBE */
2697 {2, 1, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY */
2698 {3, 2, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY */
2699 {3, 0, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY */
2701 struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
2702 enum wined3d_shader_resource_type resource_type
= ctx
->reg_maps
->resource_info
[resource_idx
].type
;
2703 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
2704 BOOL shadow
= ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
2705 && (priv
->cur_ps_args
->shadow
& (1u << resource_idx
));
2706 BOOL projected
= flags
& WINED3D_GLSL_SAMPLE_PROJECTED
;
2707 BOOL texrect
= flags
& WINED3D_GLSL_SAMPLE_NPOT
&& gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
2708 BOOL lod
= flags
& WINED3D_GLSL_SAMPLE_LOD
;
2709 BOOL grad
= flags
& WINED3D_GLSL_SAMPLE_GRAD
;
2710 BOOL offset
= flags
& WINED3D_GLSL_SAMPLE_OFFSET
;
2711 const char *base
= "texture", *type_part
= "", *suffix
= "";
2712 unsigned int coord_size
;
2714 sample_function
->data_type
= ctx
->reg_maps
->resource_info
[resource_idx
].data_type
;
2716 if (resource_type
>= ARRAY_SIZE(resource_types
))
2718 ERR("Unexpected resource type %#x.\n", resource_type
);
2719 resource_type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
2722 /* Note that there's no such thing as a projected cube texture. */
2723 if (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
2726 if (needs_legacy_glsl_syntax(gl_info
))
2731 type_part
= resource_types
[resource_type
].type_part
;
2732 if (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2D
&& texrect
)
2733 type_part
= "2DRect";
2735 FIXME("Unhandled resource type %#x.\n", resource_type
);
2737 if (!lod
&& grad
&& !gl_info
->supported
[EXT_GPU_SHADER4
])
2739 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2742 FIXME("Unsupported grad function.\n");
2746 if (flags
& WINED3D_GLSL_SAMPLE_LOAD
)
2748 static const DWORD texel_fetch_flags
= WINED3D_GLSL_SAMPLE_LOAD
| WINED3D_GLSL_SAMPLE_OFFSET
;
2749 if (flags
& ~texel_fetch_flags
)
2750 ERR("Unexpected flags for texelFetch %#x.\n", flags
& ~texel_fetch_flags
);
2752 base
= "texelFetch";
2756 sample_function
->offset_size
= offset
? resource_types
[resource_type
].offset_size
: 0;
2757 if (offset
&& !sample_function
->offset_size
)
2759 FIXME("Offset not supported for resource type %#x.\n", resource_type
);
2763 sample_function
->name
= string_buffer_get(priv
->string_buffers
);
2764 string_buffer_sprintf(sample_function
->name
, "%s%s%s%s%s%s", base
, type_part
, projected
? "Proj" : "",
2765 lod
? "Lod" : grad
? "Grad" : "", offset
? "Offset" : "", suffix
);
2767 coord_size
= resource_types
[resource_type
].coord_size
;
2770 sample_function
->coord_mask
= (1u << coord_size
) - 1;
2771 sample_function
->output_single_component
= shadow
&& !needs_legacy_glsl_syntax(gl_info
);
2774 static void shader_glsl_release_sample_function(const struct wined3d_shader_context
*ctx
,
2775 struct glsl_sample_function
*sample_function
)
2777 const struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
2779 string_buffer_release(priv
->string_buffers
, sample_function
->name
);
2782 static void shader_glsl_append_fixup_arg(char *arguments
, const char *reg_name
,
2783 BOOL sign_fixup
, enum fixup_channel_source channel_source
)
2785 switch(channel_source
)
2787 case CHANNEL_SOURCE_ZERO
:
2788 strcat(arguments
, "0.0");
2791 case CHANNEL_SOURCE_ONE
:
2792 strcat(arguments
, "1.0");
2795 case CHANNEL_SOURCE_X
:
2796 strcat(arguments
, reg_name
);
2797 strcat(arguments
, ".x");
2800 case CHANNEL_SOURCE_Y
:
2801 strcat(arguments
, reg_name
);
2802 strcat(arguments
, ".y");
2805 case CHANNEL_SOURCE_Z
:
2806 strcat(arguments
, reg_name
);
2807 strcat(arguments
, ".z");
2810 case CHANNEL_SOURCE_W
:
2811 strcat(arguments
, reg_name
);
2812 strcat(arguments
, ".w");
2816 FIXME("Unhandled channel source %#x\n", channel_source
);
2817 strcat(arguments
, "undefined");
2821 if (sign_fixup
) strcat(arguments
, " * 2.0 - 1.0");
2824 static void shader_glsl_color_correction_ext(struct wined3d_string_buffer
*buffer
,
2825 const char *reg_name
, DWORD mask
, struct color_fixup_desc fixup
)
2827 unsigned int mask_size
, remaining
;
2828 DWORD fixup_mask
= 0;
2829 char arguments
[256];
2832 if (fixup
.x_sign_fixup
|| fixup
.x_source
!= CHANNEL_SOURCE_X
) fixup_mask
|= WINED3DSP_WRITEMASK_0
;
2833 if (fixup
.y_sign_fixup
|| fixup
.y_source
!= CHANNEL_SOURCE_Y
) fixup_mask
|= WINED3DSP_WRITEMASK_1
;
2834 if (fixup
.z_sign_fixup
|| fixup
.z_source
!= CHANNEL_SOURCE_Z
) fixup_mask
|= WINED3DSP_WRITEMASK_2
;
2835 if (fixup
.w_sign_fixup
|| fixup
.w_source
!= CHANNEL_SOURCE_W
) fixup_mask
|= WINED3DSP_WRITEMASK_3
;
2836 if (!(mask
&= fixup_mask
))
2839 if (is_complex_fixup(fixup
))
2841 enum complex_fixup complex_fixup
= get_complex_fixup(fixup
);
2842 FIXME("Complex fixup (%#x) not supported\n",complex_fixup
);
2846 shader_glsl_write_mask_to_str(mask
, mask_str
);
2847 mask_size
= shader_glsl_get_write_mask_size(mask
);
2849 arguments
[0] = '\0';
2850 remaining
= mask_size
;
2851 if (mask
& WINED3DSP_WRITEMASK_0
)
2853 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.x_sign_fixup
, fixup
.x_source
);
2854 if (--remaining
) strcat(arguments
, ", ");
2856 if (mask
& WINED3DSP_WRITEMASK_1
)
2858 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.y_sign_fixup
, fixup
.y_source
);
2859 if (--remaining
) strcat(arguments
, ", ");
2861 if (mask
& WINED3DSP_WRITEMASK_2
)
2863 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.z_sign_fixup
, fixup
.z_source
);
2864 if (--remaining
) strcat(arguments
, ", ");
2866 if (mask
& WINED3DSP_WRITEMASK_3
)
2868 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.w_sign_fixup
, fixup
.w_source
);
2869 if (--remaining
) strcat(arguments
, ", ");
2873 shader_addline(buffer
, "%s%s = vec%u(%s);\n", reg_name
, mask_str
, mask_size
, arguments
);
2875 shader_addline(buffer
, "%s%s = %s;\n", reg_name
, mask_str
, arguments
);
2878 static void shader_glsl_color_correction(const struct wined3d_shader_instruction
*ins
, struct color_fixup_desc fixup
)
2883 shader_glsl_get_register_name(&ins
->dst
[0].reg
, reg_name
, &is_color
, ins
);
2884 shader_glsl_color_correction_ext(ins
->ctx
->buffer
, reg_name
, ins
->dst
[0].write_mask
, fixup
);
2887 static void PRINTF_ATTR(9, 10) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction
*ins
,
2888 unsigned int sampler_bind_idx
, const struct glsl_sample_function
*sample_function
, DWORD swizzle
,
2889 const char *dx
, const char *dy
, const char *bias
, const struct wined3d_shader_texel_offset
*offset
,
2890 const char *coord_reg_fmt
, ...)
2892 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
2893 char dst_swizzle
[6];
2894 struct color_fixup_desc fixup
;
2895 BOOL np2_fixup
= FALSE
;
2899 shader_glsl_swizzle_to_str(swizzle
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
2901 /* FIXME: We currently don't support fixups for vertex shaders or anything
2902 * above SM3. Note that for SM4+ the sampler index doesn't have to match
2903 * the resource index. */
2904 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& version
->major
< 4)
2906 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2907 fixup
= priv
->cur_ps_args
->color_fixup
[sampler_bind_idx
];
2909 if (priv
->cur_ps_args
->np2_fixup
& (1u << sampler_bind_idx
))
2914 fixup
= COLOR_FIXUP_IDENTITY
;
2917 shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], sample_function
->data_type
);
2919 if (sample_function
->output_single_component
)
2920 shader_addline(ins
->ctx
->buffer
, "vec4(");
2922 shader_addline(ins
->ctx
->buffer
, "%s(%s_sampler%u, ",
2923 sample_function
->name
->buffer
, shader_glsl_get_prefix(version
->type
), sampler_bind_idx
);
2927 va_start(args
, coord_reg_fmt
);
2928 ret
= shader_vaddline(ins
->ctx
->buffer
, coord_reg_fmt
, args
);
2932 if (!string_buffer_resize(ins
->ctx
->buffer
, ret
))
2938 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2939 const unsigned char idx
= priv
->cur_np2fixup_info
->idx
[sampler_bind_idx
];
2941 switch (shader_glsl_get_write_mask_size(sample_function
->coord_mask
))
2944 shader_addline(ins
->ctx
->buffer
, " * ps_samplerNP2Fixup[%u].%s",
2945 idx
>> 1, (idx
% 2) ? "z" : "x");
2948 shader_addline(ins
->ctx
->buffer
, " * ps_samplerNP2Fixup[%u].%s",
2949 idx
>> 1, (idx
% 2) ? "zw" : "xy");
2952 shader_addline(ins
->ctx
->buffer
, " * vec3(ps_samplerNP2Fixup[%u].%s, 1.0)",
2953 idx
>> 1, (idx
% 2) ? "zw" : "xy");
2956 shader_addline(ins
->ctx
->buffer
, " * vec4(ps_samplerNP2Fixup[%u].%s, 1.0, 1.0)",
2957 idx
>> 1, (idx
% 2) ? "zw" : "xy");
2962 shader_addline(ins
->ctx
->buffer
, ", %s, %s", dx
, dy
);
2964 shader_addline(ins
->ctx
->buffer
, ", %s", bias
);
2965 if (sample_function
->offset_size
)
2967 int offset_immdata
[4] = {offset
->u
, offset
->v
, offset
->w
};
2968 shader_addline(ins
->ctx
->buffer
, ", ");
2969 shader_glsl_append_imm_ivec(ins
->ctx
->buffer
, offset_immdata
, sample_function
->offset_size
);
2971 shader_addline(ins
->ctx
->buffer
, ")");
2973 if (sample_function
->output_single_component
)
2974 shader_addline(ins
->ctx
->buffer
, ")");
2976 shader_addline(ins
->ctx
->buffer
, "%s);\n", dst_swizzle
);
2978 if (!is_identity_fixup(fixup
))
2979 shader_glsl_color_correction(ins
, fixup
);
2982 /*****************************************************************************
2983 * Begin processing individual instruction opcodes
2984 ****************************************************************************/
2986 static void shader_glsl_binop(const struct wined3d_shader_instruction
*ins
)
2988 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
2989 struct glsl_src_param src0_param
;
2990 struct glsl_src_param src1_param
;
2994 /* Determine the GLSL operator to use based on the opcode */
2995 switch (ins
->handler_idx
)
2997 case WINED3DSIH_ADD
: op
= "+"; break;
2998 case WINED3DSIH_AND
: op
= "&"; break;
2999 case WINED3DSIH_DIV
: op
= "/"; break;
3000 case WINED3DSIH_IADD
: op
= "+"; break;
3001 case WINED3DSIH_ISHL
: op
= "<<"; break;
3002 case WINED3DSIH_MUL
: op
= "*"; break;
3003 case WINED3DSIH_OR
: op
= "|"; break;
3004 case WINED3DSIH_SUB
: op
= "-"; break;
3005 case WINED3DSIH_USHR
: op
= ">>"; break;
3006 case WINED3DSIH_XOR
: op
= "^"; break;
3008 op
= "<unhandled operator>";
3009 FIXME("Opcode %s not yet handled in GLSL.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3013 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3014 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3015 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3016 shader_addline(buffer
, "%s %s %s);\n", src0_param
.param_str
, op
, src1_param
.param_str
);
3019 static void shader_glsl_relop(const struct wined3d_shader_instruction
*ins
)
3021 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3022 struct glsl_src_param src0_param
;
3023 struct glsl_src_param src1_param
;
3024 unsigned int mask_size
;
3028 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3029 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3030 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3031 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3035 switch (ins
->handler_idx
)
3037 case WINED3DSIH_EQ
: op
= "equal"; break;
3038 case WINED3DSIH_IEQ
: op
= "equal"; break;
3039 case WINED3DSIH_GE
: op
= "greaterThanEqual"; break;
3040 case WINED3DSIH_IGE
: op
= "greaterThanEqual"; break;
3041 case WINED3DSIH_UGE
: op
= "greaterThanEqual"; break;
3042 case WINED3DSIH_LT
: op
= "lessThan"; break;
3043 case WINED3DSIH_ILT
: op
= "lessThan"; break;
3044 case WINED3DSIH_NE
: op
= "notEqual"; break;
3045 case WINED3DSIH_INE
: op
= "notEqual"; break;
3047 op
= "<unhandled operator>";
3048 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
3052 shader_addline(buffer
, "uvec%u(%s(%s, %s)) * 0xffffffffu);\n",
3053 mask_size
, op
, src0_param
.param_str
, src1_param
.param_str
);
3057 switch (ins
->handler_idx
)
3059 case WINED3DSIH_EQ
: op
= "=="; break;
3060 case WINED3DSIH_IEQ
: op
= "=="; break;
3061 case WINED3DSIH_GE
: op
= ">="; break;
3062 case WINED3DSIH_IGE
: op
= ">="; break;
3063 case WINED3DSIH_UGE
: op
= ">="; break;
3064 case WINED3DSIH_LT
: op
= "<"; break;
3065 case WINED3DSIH_ILT
: op
= "<"; break;
3066 case WINED3DSIH_NE
: op
= "!="; break;
3067 case WINED3DSIH_INE
: op
= "!="; break;
3069 op
= "<unhandled operator>";
3070 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
3074 shader_addline(buffer
, "%s %s %s ? 0xffffffffu : 0u);\n",
3075 src0_param
.param_str
, op
, src1_param
.param_str
);
3079 static void shader_glsl_unary_op(const struct wined3d_shader_instruction
*ins
)
3081 struct glsl_src_param src_param
;
3085 switch (ins
->handler_idx
)
3087 case WINED3DSIH_INEG
: op
= "-"; break;
3088 case WINED3DSIH_NOT
: op
= "~"; break;
3090 op
= "<unhandled operator>";
3091 ERR("Unhandled opcode %s.\n",
3092 debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3096 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3097 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3098 shader_addline(ins
->ctx
->buffer
, "%s%s);\n", op
, src_param
.param_str
);
3101 static void shader_glsl_imul(const struct wined3d_shader_instruction
*ins
)
3103 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3104 struct glsl_src_param src0_param
;
3105 struct glsl_src_param src1_param
;
3108 /* If we have ARB_gpu_shader5 or GLSL 4.0, we can use imulExtended(). If
3109 * not, we can emulate it. */
3110 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
3111 FIXME("64-bit integer multiplies not implemented.\n");
3113 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3115 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3116 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3117 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3119 shader_addline(ins
->ctx
->buffer
, "%s * %s);\n",
3120 src0_param
.param_str
, src1_param
.param_str
);
3124 static void shader_glsl_udiv(const struct wined3d_shader_instruction
*ins
)
3126 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3127 struct glsl_src_param src0_param
, src1_param
;
3130 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
3132 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3136 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3137 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3138 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3139 shader_addline(buffer
, "tmp0%s = uintBitsToFloat(%s / %s);\n",
3140 dst_mask
, src0_param
.param_str
, src1_param
.param_str
);
3142 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3143 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3144 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3145 shader_addline(buffer
, "%s %% %s);\n", src0_param
.param_str
, src1_param
.param_str
);
3147 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], WINED3D_DATA_FLOAT
);
3148 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
3152 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
3153 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3154 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3155 shader_addline(buffer
, "%s / %s);\n", src0_param
.param_str
, src1_param
.param_str
);
3158 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3160 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3161 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3162 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3163 shader_addline(buffer
, "%s %% %s);\n", src0_param
.param_str
, src1_param
.param_str
);
3167 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
3168 static void shader_glsl_mov(const struct wined3d_shader_instruction
*ins
)
3170 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
3171 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3172 struct glsl_src_param src0_param
;
3175 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3176 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3178 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
3179 * shader versions WINED3DSIO_MOVA is used for this. */
3180 if (ins
->ctx
->reg_maps
->shader_version
.major
== 1
3181 && ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_VERTEX
3182 && ins
->dst
[0].reg
.type
== WINED3DSPR_ADDR
)
3184 /* This is a simple floor() */
3185 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3186 if (mask_size
> 1) {
3187 shader_addline(buffer
, "ivec%d(floor(%s)));\n", mask_size
, src0_param
.param_str
);
3189 shader_addline(buffer
, "int(floor(%s)));\n", src0_param
.param_str
);
3192 else if(ins
->handler_idx
== WINED3DSIH_MOVA
)
3194 /* We need to *round* to the nearest int here. */
3195 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3197 if (gl_info
->supported
[EXT_GPU_SHADER4
])
3200 shader_addline(buffer
, "ivec%d(round(%s)));\n", mask_size
, src0_param
.param_str
);
3202 shader_addline(buffer
, "int(round(%s)));\n", src0_param
.param_str
);
3207 shader_addline(buffer
, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
3208 mask_size
, src0_param
.param_str
, mask_size
, src0_param
.param_str
);
3210 shader_addline(buffer
, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
3211 src0_param
.param_str
, src0_param
.param_str
);
3216 shader_addline(buffer
, "%s);\n", src0_param
.param_str
);
3220 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
3221 static void shader_glsl_dot(const struct wined3d_shader_instruction
*ins
)
3223 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3224 struct glsl_src_param src0_param
;
3225 struct glsl_src_param src1_param
;
3226 DWORD dst_write_mask
, src_write_mask
;
3227 unsigned int dst_size
;
3229 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
3230 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
3232 /* dp4 works on vec4, dp3 on vec3, etc. */
3233 if (ins
->handler_idx
== WINED3DSIH_DP4
)
3234 src_write_mask
= WINED3DSP_WRITEMASK_ALL
;
3235 else if (ins
->handler_idx
== WINED3DSIH_DP3
)
3236 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3238 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
3240 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_write_mask
, &src0_param
);
3241 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_write_mask
, &src1_param
);
3244 shader_addline(buffer
, "vec%d(dot(%s, %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
3246 shader_addline(buffer
, "dot(%s, %s));\n", src0_param
.param_str
, src1_param
.param_str
);
3250 /* Note that this instruction has some restrictions. The destination write mask
3251 * can't contain the w component, and the source swizzles have to be .xyzw */
3252 static void shader_glsl_cross(const struct wined3d_shader_instruction
*ins
)
3254 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3255 struct glsl_src_param src0_param
;
3256 struct glsl_src_param src1_param
;
3259 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3260 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3261 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3262 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
3263 shader_addline(ins
->ctx
->buffer
, "cross(%s, %s)%s);\n", src0_param
.param_str
, src1_param
.param_str
, dst_mask
);
3266 static void shader_glsl_cut(const struct wined3d_shader_instruction
*ins
)
3268 shader_addline(ins
->ctx
->buffer
, "EndPrimitive();\n");
3271 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
3272 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
3273 * GLSL uses the value as-is. */
3274 static void shader_glsl_pow(const struct wined3d_shader_instruction
*ins
)
3276 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3277 struct glsl_src_param src0_param
;
3278 struct glsl_src_param src1_param
;
3279 DWORD dst_write_mask
;
3280 unsigned int dst_size
;
3282 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
3283 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
3285 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3286 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
3290 shader_addline(buffer
, "vec%u(%s == 0.0 ? 1.0 : pow(abs(%s), %s)));\n",
3291 dst_size
, src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
3295 shader_addline(buffer
, "%s == 0.0 ? 1.0 : pow(abs(%s), %s));\n",
3296 src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
3300 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
3301 static void shader_glsl_map2gl(const struct wined3d_shader_instruction
*ins
)
3303 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3304 struct glsl_src_param src_param
;
3305 const char *instruction
;
3309 /* Determine the GLSL function to use based on the opcode */
3310 /* TODO: Possibly make this a table for faster lookups */
3311 switch (ins
->handler_idx
)
3313 case WINED3DSIH_ABS
: instruction
= "abs"; break;
3314 case WINED3DSIH_DSX
: instruction
= "dFdx"; break;
3315 case WINED3DSIH_DSY
: instruction
= "ycorrection.y * dFdy"; break;
3316 case WINED3DSIH_FRC
: instruction
= "fract"; break;
3317 case WINED3DSIH_IMAX
: instruction
= "max"; break;
3318 case WINED3DSIH_IMIN
: instruction
= "min"; break;
3319 case WINED3DSIH_MAX
: instruction
= "max"; break;
3320 case WINED3DSIH_MIN
: instruction
= "min"; break;
3321 case WINED3DSIH_ROUND_NI
: instruction
= "floor"; break;
3322 case WINED3DSIH_ROUND_PI
: instruction
= "ceil"; break;
3323 case WINED3DSIH_ROUND_Z
: instruction
= "trunc"; break;
3324 case WINED3DSIH_SQRT
: instruction
= "sqrt"; break;
3325 default: instruction
= "";
3326 FIXME("Opcode %s not yet handled in GLSL.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3330 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3332 shader_addline(buffer
, "%s(", instruction
);
3336 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3337 shader_addline(buffer
, "%s", src_param
.param_str
);
3338 for (i
= 1; i
< ins
->src_count
; ++i
)
3340 shader_glsl_add_src_param(ins
, &ins
->src
[i
], write_mask
, &src_param
);
3341 shader_addline(buffer
, ", %s", src_param
.param_str
);
3345 shader_addline(buffer
, "));\n");
3348 static void shader_glsl_nop(const struct wined3d_shader_instruction
*ins
) {}
3350 static void shader_glsl_nrm(const struct wined3d_shader_instruction
*ins
)
3352 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3353 struct glsl_src_param src_param
;
3354 unsigned int mask_size
;
3358 write_mask
= shader_glsl_get_write_mask(ins
->dst
, dst_mask
);
3359 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3360 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3362 shader_addline(buffer
, "tmp0.x = dot(%s, %s);\n",
3363 src_param
.param_str
, src_param
.param_str
);
3364 shader_glsl_append_dst(buffer
, ins
);
3368 shader_addline(buffer
, "tmp0.x == 0.0 ? vec%u(0.0) : (%s * inversesqrt(tmp0.x)));\n",
3369 mask_size
, src_param
.param_str
);
3373 shader_addline(buffer
, "tmp0.x == 0.0 ? 0.0 : (%s * inversesqrt(tmp0.x)));\n",
3374 src_param
.param_str
);
3378 static void shader_glsl_scalar_op(const struct wined3d_shader_instruction
*ins
)
3380 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
3381 ins
->ctx
->reg_maps
->shader_version
.minor
);
3382 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3383 struct glsl_src_param src0_param
;
3384 const char *prefix
, *suffix
;
3385 unsigned int dst_size
;
3386 DWORD dst_write_mask
;
3388 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
3389 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
3391 if (shader_version
< WINED3D_SHADER_VERSION(4, 0))
3392 dst_write_mask
= WINED3DSP_WRITEMASK_3
;
3394 shader_glsl_add_src_param(ins
, &ins
->src
[0], dst_write_mask
, &src0_param
);
3396 switch (ins
->handler_idx
)
3398 case WINED3DSIH_EXP
:
3399 case WINED3DSIH_EXPP
:
3404 case WINED3DSIH_LOG
:
3405 case WINED3DSIH_LOGP
:
3406 prefix
= "log2(abs(";
3410 case WINED3DSIH_RCP
:
3415 case WINED3DSIH_RSQ
:
3416 prefix
= "inversesqrt(abs(";
3423 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
3427 if (dst_size
> 1 && shader_version
< WINED3D_SHADER_VERSION(4, 0))
3428 shader_addline(buffer
, "vec%u(%s%s%s));\n", dst_size
, prefix
, src0_param
.param_str
, suffix
);
3430 shader_addline(buffer
, "%s%s%s);\n", prefix
, src0_param
.param_str
, suffix
);
3433 /** Process the WINED3DSIO_EXPP instruction in GLSL:
3434 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
3435 * dst.x = 2^(floor(src))
3436 * dst.y = src - floor(src)
3437 * dst.z = 2^src (partial precision is allowed, but optional)
3439 * For 2.0 shaders, just do this (honoring writemask and swizzle):
3440 * dst = 2^src; (partial precision is allowed, but optional)
3442 static void shader_glsl_expp(const struct wined3d_shader_instruction
*ins
)
3444 if (ins
->ctx
->reg_maps
->shader_version
.major
< 2)
3446 struct glsl_src_param src_param
;
3449 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
3451 shader_addline(ins
->ctx
->buffer
, "tmp0.x = exp2(floor(%s));\n", src_param
.param_str
);
3452 shader_addline(ins
->ctx
->buffer
, "tmp0.y = %s - floor(%s);\n", src_param
.param_str
, src_param
.param_str
);
3453 shader_addline(ins
->ctx
->buffer
, "tmp0.z = exp2(%s);\n", src_param
.param_str
);
3454 shader_addline(ins
->ctx
->buffer
, "tmp0.w = 1.0;\n");
3456 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3457 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3458 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", dst_mask
);
3462 shader_glsl_scalar_op(ins
);
3465 static void shader_glsl_cast(const struct wined3d_shader_instruction
*ins
,
3466 const char *vector_constructor
, const char *scalar_constructor
)
3468 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3469 struct glsl_src_param src_param
;
3470 unsigned int mask_size
;
3473 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3474 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3475 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3478 shader_addline(buffer
, "%s%u(%s));\n", vector_constructor
, mask_size
, src_param
.param_str
);
3480 shader_addline(buffer
, "%s(%s));\n", scalar_constructor
, src_param
.param_str
);
3483 static void shader_glsl_to_int(const struct wined3d_shader_instruction
*ins
)
3485 shader_glsl_cast(ins
, "ivec", "int");
3488 static void shader_glsl_to_uint(const struct wined3d_shader_instruction
*ins
)
3490 shader_glsl_cast(ins
, "uvec", "uint");
3493 static void shader_glsl_to_float(const struct wined3d_shader_instruction
*ins
)
3495 shader_glsl_cast(ins
, "vec", "float");
3498 /** Process signed comparison opcodes in GLSL. */
3499 static void shader_glsl_compare(const struct wined3d_shader_instruction
*ins
)
3501 struct glsl_src_param src0_param
;
3502 struct glsl_src_param src1_param
;
3504 unsigned int mask_size
;
3506 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3507 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3508 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3509 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3511 if (mask_size
> 1) {
3512 const char *compare
;
3514 switch(ins
->handler_idx
)
3516 case WINED3DSIH_SLT
: compare
= "lessThan"; break;
3517 case WINED3DSIH_SGE
: compare
= "greaterThanEqual"; break;
3518 default: compare
= "";
3519 FIXME("Can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3522 shader_addline(ins
->ctx
->buffer
, "vec%d(%s(%s, %s)));\n", mask_size
, compare
,
3523 src0_param
.param_str
, src1_param
.param_str
);
3525 switch(ins
->handler_idx
)
3527 case WINED3DSIH_SLT
:
3528 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
3529 * to return 0.0 but step returns 1.0 because step is not < x
3530 * An alternative is a bvec compare padded with an unused second component.
3531 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
3532 * issue. Playing with not() is not possible either because not() does not accept
3535 shader_addline(ins
->ctx
->buffer
, "(%s < %s) ? 1.0 : 0.0);\n",
3536 src0_param
.param_str
, src1_param
.param_str
);
3538 case WINED3DSIH_SGE
:
3539 /* Here we can use the step() function and safe a conditional */
3540 shader_addline(ins
->ctx
->buffer
, "step(%s, %s));\n", src1_param
.param_str
, src0_param
.param_str
);
3543 FIXME("Can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3549 static void shader_glsl_conditional_move(const struct wined3d_shader_instruction
*ins
)
3551 const char *condition_prefix
, *condition_suffix
;
3552 struct wined3d_shader_dst_param dst
;
3553 struct glsl_src_param src0_param
;
3554 struct glsl_src_param src1_param
;
3555 struct glsl_src_param src2_param
;
3556 BOOL temp_destination
= FALSE
;
3557 DWORD cmp_channel
= 0;
3562 switch (ins
->handler_idx
)
3564 case WINED3DSIH_CMP
:
3565 condition_prefix
= "";
3566 condition_suffix
= " >= 0.0";
3569 case WINED3DSIH_CND
:
3570 condition_prefix
= "";
3571 condition_suffix
= " > 0.5";
3574 case WINED3DSIH_MOVC
:
3575 condition_prefix
= "bool(";
3576 condition_suffix
= ")";
3580 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
3581 condition_prefix
= "<unhandled prefix>";
3582 condition_suffix
= "<unhandled suffix>";
3586 if (shader_is_scalar(&ins
->dst
[0].reg
) || shader_is_scalar(&ins
->src
[0].reg
))
3588 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3589 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3590 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3591 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3593 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
3594 condition_prefix
, src0_param
.param_str
, condition_suffix
,
3595 src1_param
.param_str
, src2_param
.param_str
);
3601 /* Splitting the instruction up in multiple lines imposes a problem:
3602 * The first lines may overwrite source parameters of the following lines.
3603 * Deal with that by using a temporary destination register if needed. */
3604 if ((ins
->src
[0].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
3605 && ins
->src
[0].reg
.type
== dst
.reg
.type
)
3606 || (ins
->src
[1].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
3607 && ins
->src
[1].reg
.type
== dst
.reg
.type
)
3608 || (ins
->src
[2].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
3609 && ins
->src
[2].reg
.type
== dst
.reg
.type
))
3610 temp_destination
= TRUE
;
3612 /* Cycle through all source0 channels. */
3613 for (i
= 0; i
< 4; ++i
)
3616 /* Find the destination channels which use the current source0 channel. */
3617 for (j
= 0; j
< 4; ++j
)
3619 if (((ins
->src
[0].swizzle
>> (2 * j
)) & 0x3) == i
)
3621 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
3622 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
3625 dst
.write_mask
= ins
->dst
[0].write_mask
& write_mask
;
3627 if (temp_destination
)
3629 if (!(write_mask
= shader_glsl_get_write_mask(&dst
, mask_char
)))
3631 shader_addline(ins
->ctx
->buffer
, "tmp0%s = (", mask_char
);
3633 else if (!(write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
, dst
.reg
.data_type
)))
3636 shader_glsl_add_src_param(ins
, &ins
->src
[0], cmp_channel
, &src0_param
);
3637 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3638 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3640 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
3641 condition_prefix
, src0_param
.param_str
, condition_suffix
,
3642 src1_param
.param_str
, src2_param
.param_str
);
3645 if (temp_destination
)
3647 shader_glsl_get_write_mask(&ins
->dst
[0], mask_char
);
3648 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3649 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", mask_char
);
3653 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
3654 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
3655 * the compare is done per component of src0. */
3656 static void shader_glsl_cnd(const struct wined3d_shader_instruction
*ins
)
3658 struct glsl_src_param src0_param
;
3659 struct glsl_src_param src1_param
;
3660 struct glsl_src_param src2_param
;
3662 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
3663 ins
->ctx
->reg_maps
->shader_version
.minor
);
3665 if (shader_version
< WINED3D_SHADER_VERSION(1, 4))
3667 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3668 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3669 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3670 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3672 if (ins
->coissue
&& ins
->dst
->write_mask
!= WINED3DSP_WRITEMASK_3
)
3673 shader_addline(ins
->ctx
->buffer
, "%s /* COISSUE! */);\n", src1_param
.param_str
);
3675 shader_addline(ins
->ctx
->buffer
, "%s > 0.5 ? %s : %s);\n",
3676 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
3680 shader_glsl_conditional_move(ins
);
3683 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
3684 static void shader_glsl_mad(const struct wined3d_shader_instruction
*ins
)
3686 struct glsl_src_param src0_param
;
3687 struct glsl_src_param src1_param
;
3688 struct glsl_src_param src2_param
;
3691 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3692 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3693 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3694 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3695 shader_addline(ins
->ctx
->buffer
, "(%s * %s) + %s);\n",
3696 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
3699 /* Handles transforming all WINED3DSIO_M?x? opcodes for
3700 Vertex shaders to GLSL codes */
3701 static void shader_glsl_mnxn(const struct wined3d_shader_instruction
*ins
)
3704 int nComponents
= 0;
3705 struct wined3d_shader_dst_param tmp_dst
= {{0}};
3706 struct wined3d_shader_src_param tmp_src
[2] = {{{0}}};
3707 struct wined3d_shader_instruction tmp_ins
;
3709 memset(&tmp_ins
, 0, sizeof(tmp_ins
));
3711 /* Set constants for the temporary argument */
3712 tmp_ins
.ctx
= ins
->ctx
;
3713 tmp_ins
.dst_count
= 1;
3714 tmp_ins
.dst
= &tmp_dst
;
3715 tmp_ins
.src_count
= 2;
3716 tmp_ins
.src
= tmp_src
;
3718 switch(ins
->handler_idx
)
3720 case WINED3DSIH_M4x4
:
3722 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
3724 case WINED3DSIH_M4x3
:
3726 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
3728 case WINED3DSIH_M3x4
:
3730 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
3732 case WINED3DSIH_M3x3
:
3734 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
3736 case WINED3DSIH_M3x2
:
3738 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
3744 tmp_dst
= ins
->dst
[0];
3745 tmp_src
[0] = ins
->src
[0];
3746 tmp_src
[1] = ins
->src
[1];
3747 for (i
= 0; i
< nComponents
; ++i
)
3749 tmp_dst
.write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
3750 shader_glsl_dot(&tmp_ins
);
3751 ++tmp_src
[1].reg
.idx
[0].offset
;
3756 The LRP instruction performs a component-wise linear interpolation
3757 between the second and third operands using the first operand as the
3758 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
3759 This is equivalent to mix(src2, src1, src0);
3761 static void shader_glsl_lrp(const struct wined3d_shader_instruction
*ins
)
3763 struct glsl_src_param src0_param
;
3764 struct glsl_src_param src1_param
;
3765 struct glsl_src_param src2_param
;
3768 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3770 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3771 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3772 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3774 shader_addline(ins
->ctx
->buffer
, "mix(%s, %s, %s));\n",
3775 src2_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
);
3778 /** Process the WINED3DSIO_LIT instruction in GLSL:
3779 * dst.x = dst.w = 1.0
3780 * dst.y = (src0.x > 0) ? src0.x
3781 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
3782 * where src.w is clamped at +- 128
3784 static void shader_glsl_lit(const struct wined3d_shader_instruction
*ins
)
3786 struct glsl_src_param src0_param
;
3787 struct glsl_src_param src1_param
;
3788 struct glsl_src_param src3_param
;
3791 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3792 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3794 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3795 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src1_param
);
3796 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src3_param
);
3798 /* The sdk specifies the instruction like this
3800 * if(src.x > 0.0) dst.y = src.x
3802 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
3805 * (where power = src.w clamped between -128 and 128)
3807 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
3808 * dst.x = 1.0 ... No further explanation needed
3809 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
3810 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
3811 * dst.w = 1.0. ... Nothing fancy.
3813 * So we still have one conditional in there. So do this:
3814 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
3816 * 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),
3817 * 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.
3818 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to.
3820 * Unfortunately pow(0.0 ^ 0.0) returns NaN on most GPUs, but lit with src.y = 0 and src.w = 0 returns
3821 * a non-NaN value in dst.z. What we return doesn't matter, as long as it is not NaN. Return 0, which is
3822 * what all Windows HW drivers and GL_ARB_vertex_program's LIT do.
3824 shader_addline(ins
->ctx
->buffer
,
3825 "vec4(1.0, max(%s, 0.0), %s == 0.0 ? 0.0 : "
3826 "pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
3827 src0_param
.param_str
, src3_param
.param_str
, src1_param
.param_str
,
3828 src0_param
.param_str
, src3_param
.param_str
, dst_mask
);
3831 /** Process the WINED3DSIO_DST instruction in GLSL:
3833 * dst.y = src0.x * src0.y
3837 static void shader_glsl_dst(const struct wined3d_shader_instruction
*ins
)
3839 struct glsl_src_param src0y_param
;
3840 struct glsl_src_param src0z_param
;
3841 struct glsl_src_param src1y_param
;
3842 struct glsl_src_param src1w_param
;
3845 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3846 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3848 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src0y_param
);
3849 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &src0z_param
);
3850 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_1
, &src1y_param
);
3851 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_3
, &src1w_param
);
3853 shader_addline(ins
->ctx
->buffer
, "vec4(1.0, %s * %s, %s, %s))%s;\n",
3854 src0y_param
.param_str
, src1y_param
.param_str
, src0z_param
.param_str
, src1w_param
.param_str
, dst_mask
);
3857 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
3858 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
3859 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
3861 * dst.x = cos(src0.?)
3862 * dst.y = sin(src0.?)
3866 static void shader_glsl_sincos(const struct wined3d_shader_instruction
*ins
)
3868 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3869 struct glsl_src_param src0_param
;
3872 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
3874 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3876 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3879 case WINED3DSP_WRITEMASK_0
:
3880 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
3883 case WINED3DSP_WRITEMASK_1
:
3884 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
3887 case (WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
):
3888 shader_addline(buffer
, "vec2(cos(%s), sin(%s)));\n",
3889 src0_param
.param_str
, src0_param
.param_str
);
3893 ERR("Write mask should be .x, .y or .xy\n");
3900 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
3903 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3907 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3908 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3909 shader_addline(buffer
, "tmp0%s = sin(%s);\n", dst_mask
, src0_param
.param_str
);
3911 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3912 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3913 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
3915 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
3916 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
3920 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
3921 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3922 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
3925 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3927 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3928 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3929 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
3933 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
3934 * here. But those extra parameters require a dedicated function for sgn, since map2gl would
3935 * generate invalid code
3937 static void shader_glsl_sgn(const struct wined3d_shader_instruction
*ins
)
3939 struct glsl_src_param src0_param
;
3942 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3943 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3945 shader_addline(ins
->ctx
->buffer
, "sign(%s));\n", src0_param
.param_str
);
3948 /** Process the WINED3DSIO_LOOP instruction in GLSL:
3949 * Start a for() loop where src1.y is the initial value of aL,
3950 * increment aL by src1.z for a total of src1.x iterations.
3951 * Need to use a temporary variable for this operation.
3953 /* FIXME: I don't think nested loops will work correctly this way. */
3954 static void shader_glsl_loop(const struct wined3d_shader_instruction
*ins
)
3956 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
3957 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3958 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
3959 const struct wined3d_shader_lconst
*constant
;
3960 struct glsl_src_param src1_param
;
3961 const DWORD
*control_values
= NULL
;
3963 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
3965 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_ALL
, &src1_param
);
3967 /* Try to hardcode the loop control parameters if possible. Direct3D 9
3968 * class hardware doesn't support real varying indexing, but Microsoft
3969 * designed this feature for Shader model 2.x+. If the loop control is
3970 * known at compile time, the GLSL compiler can unroll the loop, and
3971 * replace indirect addressing with direct addressing. */
3972 if (ins
->src
[1].reg
.type
== WINED3DSPR_CONSTINT
)
3974 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
3976 if (constant
->idx
== ins
->src
[1].reg
.idx
[0].offset
)
3978 control_values
= constant
->value
;
3986 struct wined3d_shader_loop_control loop_control
;
3987 loop_control
.count
= control_values
[0];
3988 loop_control
.start
= control_values
[1];
3989 loop_control
.step
= (int)control_values
[2];
3991 if (loop_control
.step
> 0)
3993 shader_addline(buffer
, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d)\n{\n",
3994 loop_state
->current_depth
, loop_control
.start
,
3995 loop_state
->current_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
3996 loop_state
->current_depth
, loop_control
.step
);
3998 else if (loop_control
.step
< 0)
4000 shader_addline(buffer
, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d)\n{\n",
4001 loop_state
->current_depth
, loop_control
.start
,
4002 loop_state
->current_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
4003 loop_state
->current_depth
, loop_control
.step
);
4007 shader_addline(buffer
, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++)\n{\n",
4008 loop_state
->current_depth
, loop_control
.start
, loop_state
->current_depth
,
4009 loop_state
->current_depth
, loop_control
.count
,
4010 loop_state
->current_depth
);
4015 shader_addline(buffer
, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z)\n{\n",
4016 loop_state
->current_depth
, loop_state
->current_reg
,
4017 src1_param
.reg_name
, loop_state
->current_depth
, src1_param
.reg_name
,
4018 loop_state
->current_depth
, loop_state
->current_reg
, src1_param
.reg_name
);
4021 ++loop_state
->current_reg
;
4025 shader_addline(buffer
, "for (;;)\n{\n");
4028 ++loop_state
->current_depth
;
4031 static void shader_glsl_end(const struct wined3d_shader_instruction
*ins
)
4033 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
4035 shader_addline(ins
->ctx
->buffer
, "}\n");
4037 if (ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
4039 --loop_state
->current_depth
;
4040 --loop_state
->current_reg
;
4043 if (ins
->handler_idx
== WINED3DSIH_ENDREP
)
4045 --loop_state
->current_depth
;
4049 static void shader_glsl_rep(const struct wined3d_shader_instruction
*ins
)
4051 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
4052 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
4053 const struct wined3d_shader_lconst
*constant
;
4054 struct glsl_src_param src0_param
;
4055 const DWORD
*control_values
= NULL
;
4057 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
4058 if (ins
->src
[0].reg
.type
== WINED3DSPR_CONSTINT
)
4060 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
4062 if (constant
->idx
== ins
->src
[0].reg
.idx
[0].offset
)
4064 control_values
= constant
->value
;
4072 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
4073 loop_state
->current_depth
, loop_state
->current_depth
,
4074 control_values
[0], loop_state
->current_depth
);
4078 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4079 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
4080 loop_state
->current_depth
, loop_state
->current_depth
,
4081 src0_param
.param_str
, loop_state
->current_depth
);
4084 ++loop_state
->current_depth
;
4087 static void shader_glsl_if(const struct wined3d_shader_instruction
*ins
)
4089 struct glsl_src_param src0_param
;
4091 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4092 shader_addline(ins
->ctx
->buffer
, "if (bool(%s)) {\n", src0_param
.param_str
);
4095 static void shader_glsl_ifc(const struct wined3d_shader_instruction
*ins
)
4097 struct glsl_src_param src0_param
;
4098 struct glsl_src_param src1_param
;
4100 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4101 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
4103 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) {\n",
4104 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
4107 static void shader_glsl_else(const struct wined3d_shader_instruction
*ins
)
4109 shader_addline(ins
->ctx
->buffer
, "} else {\n");
4112 static void shader_glsl_emit(const struct wined3d_shader_instruction
*ins
)
4114 shader_addline(ins
->ctx
->buffer
, "EmitVertex();\n");
4117 static void shader_glsl_break(const struct wined3d_shader_instruction
*ins
)
4119 shader_addline(ins
->ctx
->buffer
, "break;\n");
4122 /* FIXME: According to MSDN the compare is done per component. */
4123 static void shader_glsl_breakc(const struct wined3d_shader_instruction
*ins
)
4125 struct glsl_src_param src0_param
;
4126 struct glsl_src_param src1_param
;
4128 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4129 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
4131 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) break;\n",
4132 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
4135 static void shader_glsl_breakp(const struct wined3d_shader_instruction
*ins
)
4137 struct glsl_src_param src_param
;
4139 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
4140 shader_addline(ins
->ctx
->buffer
, "if (bool(%s)) break;\n", src_param
.param_str
);
4143 static void shader_glsl_label(const struct wined3d_shader_instruction
*ins
)
4145 shader_addline(ins
->ctx
->buffer
, "}\n");
4146 shader_addline(ins
->ctx
->buffer
, "void subroutine%u()\n{\n", ins
->src
[0].reg
.idx
[0].offset
);
4149 static void shader_glsl_call(const struct wined3d_shader_instruction
*ins
)
4151 shader_addline(ins
->ctx
->buffer
, "subroutine%u();\n", ins
->src
[0].reg
.idx
[0].offset
);
4154 static void shader_glsl_callnz(const struct wined3d_shader_instruction
*ins
)
4156 struct glsl_src_param src1_param
;
4158 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
4159 shader_addline(ins
->ctx
->buffer
, "if (%s) subroutine%u();\n",
4160 src1_param
.param_str
, ins
->src
[0].reg
.idx
[0].offset
);
4163 static void shader_glsl_ret(const struct wined3d_shader_instruction
*ins
)
4165 /* No-op. The closing } is written when a new function is started, and at the end of the shader. This
4166 * function only suppresses the unhandled instruction warning
4170 /*********************************************
4171 * Pixel Shader Specific Code begins here
4172 ********************************************/
4173 static void shader_glsl_tex(const struct wined3d_shader_instruction
*ins
)
4175 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
4176 ins
->ctx
->reg_maps
->shader_version
.minor
);
4177 struct glsl_sample_function sample_function
;
4178 DWORD sample_flags
= 0;
4180 DWORD mask
= 0, swizzle
;
4181 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
4183 /* 1.0-1.4: Use destination register as sampler source.
4184 * 2.0+: Use provided sampler source. */
4185 if (shader_version
< WINED3D_SHADER_VERSION(2,0))
4186 resource_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4188 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4190 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
4192 DWORD flags
= (priv
->cur_ps_args
->tex_transform
>> resource_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
4193 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
4194 enum wined3d_shader_resource_type resource_type
= ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
;
4196 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
4197 if (flags
& WINED3D_PSARGS_PROJECTED
&& resource_type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
4199 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
4200 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
4202 case WINED3D_TTFF_COUNT1
:
4203 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
4205 case WINED3D_TTFF_COUNT2
:
4206 mask
= WINED3DSP_WRITEMASK_1
;
4208 case WINED3D_TTFF_COUNT3
:
4209 mask
= WINED3DSP_WRITEMASK_2
;
4211 case WINED3D_TTFF_COUNT4
:
4212 case WINED3D_TTFF_DISABLE
:
4213 mask
= WINED3DSP_WRITEMASK_3
;
4218 else if (shader_version
< WINED3D_SHADER_VERSION(2,0))
4220 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
4222 if (src_mod
== WINED3DSPSM_DZ
) {
4223 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
4224 mask
= WINED3DSP_WRITEMASK_2
;
4225 } else if (src_mod
== WINED3DSPSM_DW
) {
4226 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
4227 mask
= WINED3DSP_WRITEMASK_3
;
4232 if ((ins
->flags
& WINED3DSI_TEXLD_PROJECT
)
4233 && ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
4235 /* ps 2.0 texldp instruction always divides by the fourth component. */
4236 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
4237 mask
= WINED3DSP_WRITEMASK_3
;
4241 if (priv
->cur_ps_args
->np2_fixup
& (1u << resource_idx
))
4242 sample_flags
|= WINED3D_GLSL_SAMPLE_NPOT
;
4244 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sample_flags
, &sample_function
);
4245 mask
|= sample_function
.coord_mask
;
4246 sample_function
.coord_mask
= mask
;
4248 if (shader_version
< WINED3D_SHADER_VERSION(2,0)) swizzle
= WINED3DSP_NOSWIZZLE
;
4249 else swizzle
= ins
->src
[1].swizzle
;
4251 /* 1.0-1.3: Use destination register as coordinate source.
4252 1.4+: Use provided coordinate source register. */
4253 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
4256 shader_glsl_write_mask_to_str(mask
, coord_mask
);
4257 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
, NULL
,
4258 "T%u%s", resource_idx
, coord_mask
);
4262 struct glsl_src_param coord_param
;
4263 shader_glsl_add_src_param(ins
, &ins
->src
[0], mask
, &coord_param
);
4264 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
)
4266 struct glsl_src_param bias
;
4267 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &bias
);
4268 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, bias
.param_str
,
4269 NULL
, "%s", coord_param
.param_str
);
4271 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
, NULL
,
4272 "%s", coord_param
.param_str
);
4275 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4278 static void shader_glsl_texldd(const struct wined3d_shader_instruction
*ins
)
4280 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
4281 struct glsl_src_param coord_param
, dx_param
, dy_param
;
4282 DWORD sample_flags
= WINED3D_GLSL_SAMPLE_GRAD
;
4283 struct glsl_sample_function sample_function
;
4285 DWORD swizzle
= ins
->src
[1].swizzle
;
4286 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
4288 if (!gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] && !gl_info
->supported
[EXT_GPU_SHADER4
])
4290 FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
4291 shader_glsl_tex(ins
);
4295 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4296 if (priv
->cur_ps_args
->np2_fixup
& (1u << sampler_idx
))
4297 sample_flags
|= WINED3D_GLSL_SAMPLE_NPOT
;
4299 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sample_flags
, &sample_function
);
4300 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
4301 shader_glsl_add_src_param(ins
, &ins
->src
[2], sample_function
.coord_mask
, &dx_param
);
4302 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.coord_mask
, &dy_param
);
4304 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, dx_param
.param_str
, dy_param
.param_str
,
4305 NULL
, NULL
, "%s", coord_param
.param_str
);
4306 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4309 static void shader_glsl_texldl(const struct wined3d_shader_instruction
*ins
)
4311 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
4312 struct glsl_src_param coord_param
, lod_param
;
4313 DWORD sample_flags
= WINED3D_GLSL_SAMPLE_LOD
;
4314 struct glsl_sample_function sample_function
;
4316 DWORD swizzle
= ins
->src
[1].swizzle
;
4317 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
4319 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4320 if (ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
4321 && priv
->cur_ps_args
->np2_fixup
& (1u << sampler_idx
))
4322 sample_flags
|= WINED3D_GLSL_SAMPLE_NPOT
;
4324 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sample_flags
, &sample_function
);
4325 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
4327 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
4329 if (!gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] && !gl_info
->supported
[EXT_GPU_SHADER4
]
4330 && ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
4332 /* Plain GLSL only supports Lod sampling functions in vertex shaders.
4333 * However, the NVIDIA drivers allow them in fragment shaders as well,
4334 * even without the appropriate extension. */
4335 WARN("Using %s in fragment shader.\n", sample_function
.name
->buffer
);
4337 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, lod_param
.param_str
, NULL
,
4338 "%s", coord_param
.param_str
);
4339 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4342 static unsigned int shader_glsl_find_sampler(const struct wined3d_shader_sampler_map
*sampler_map
,
4343 unsigned int resource_idx
, unsigned int sampler_idx
)
4345 struct wined3d_shader_sampler_map_entry
*entries
= sampler_map
->entries
;
4348 for (i
= 0; i
< sampler_map
->count
; ++i
)
4350 if (entries
[i
].resource_idx
== resource_idx
&& entries
[i
].sampler_idx
== sampler_idx
)
4351 return entries
[i
].bind_idx
;
4354 ERR("No GLSL sampler found for resource %u / sampler %u.\n", resource_idx
, sampler_idx
);
4359 static void shader_glsl_resinfo(const struct wined3d_shader_instruction
*ins
)
4361 static const unsigned int texture_size_component_count
[] =
4363 0, /* WINED3D_SHADER_RESOURCE_NONE */
4364 1, /* WINED3D_SHADER_RESOURCE_BUFFER */
4365 1, /* WINED3D_SHADER_RESOURCE_TEXTURE_1D */
4366 2, /* WINED3D_SHADER_RESOURCE_TEXTURE_2D */
4367 2, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMS */
4368 3, /* WINED3D_SHADER_RESOURCE_TEXTURE_3D */
4369 2, /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBE */
4370 2, /* WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY */
4371 3, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY */
4372 3, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY */
4375 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
4376 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
4377 enum wined3d_shader_resource_type resource_type
;
4378 unsigned int resource_idx
, sampler_bind_idx
, i
;
4379 enum wined3d_data_type dst_data_type
;
4380 struct glsl_src_param lod_param
;
4381 char dst_swizzle
[6];
4384 dst_data_type
= ins
->dst
[0].reg
.data_type
;
4385 if (ins
->flags
== WINED3DSI_RESINFO_UINT
)
4386 dst_data_type
= WINED3D_DATA_UINT
;
4387 else if (ins
->flags
)
4388 FIXME("Unhandled flags %#x.\n", ins
->flags
);
4390 write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], dst_data_type
);
4391 shader_glsl_get_swizzle(&ins
->src
[1], FALSE
, write_mask
, dst_swizzle
);
4393 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4394 resource_type
= ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
;
4395 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &lod_param
);
4396 sampler_bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
,
4397 resource_idx
, WINED3D_SAMPLER_DEFAULT
);
4399 if (resource_type
>= ARRAY_SIZE(texture_size_component_count
))
4401 ERR("Unexpected resource type %#x.\n", resource_type
);
4402 resource_type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
4405 if (dst_data_type
== WINED3D_DATA_UINT
)
4406 shader_addline(ins
->ctx
->buffer
, "uvec4(");
4408 shader_addline(ins
->ctx
->buffer
, "vec4(");
4410 shader_addline(ins
->ctx
->buffer
, "textureSize(%s_sampler%u, %s), ",
4411 shader_glsl_get_prefix(version
->type
), sampler_bind_idx
, lod_param
.param_str
);
4413 for (i
= 0; i
< 3 - texture_size_component_count
[resource_type
]; ++i
)
4414 shader_addline(ins
->ctx
->buffer
, "0, ");
4416 if (gl_info
->supported
[ARB_TEXTURE_QUERY_LEVELS
])
4418 shader_addline(ins
->ctx
->buffer
, "textureQueryLevels(%s_sampler%u)",
4419 shader_glsl_get_prefix(version
->type
), sampler_bind_idx
);
4423 FIXME("textureQueryLevels is not supported, returning 1 mipmap level.\n");
4424 shader_addline(ins
->ctx
->buffer
, "1");
4427 shader_addline(ins
->ctx
->buffer
, ")%s);\n", dst_swizzle
);
4430 /* FIXME: The current implementation does not handle multisample textures correctly. */
4431 static void shader_glsl_ld(const struct wined3d_shader_instruction
*ins
)
4433 struct glsl_src_param coord_param
, lod_param
;
4434 struct glsl_sample_function sample_function
;
4435 unsigned int sampler_bind_idx
;
4436 DWORD flags
= WINED3D_GLSL_SAMPLE_LOAD
;
4438 if (wined3d_shader_instruction_has_texel_offset(ins
))
4439 flags
|= WINED3D_GLSL_SAMPLE_OFFSET
;
4441 shader_glsl_get_sample_function(ins
->ctx
, ins
->src
[1].reg
.idx
[0].offset
, flags
, &sample_function
);
4442 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
4443 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
4444 sampler_bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
,
4445 ins
->src
[1].reg
.idx
[0].offset
, WINED3D_SAMPLER_DEFAULT
);
4446 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, ins
->src
[1].swizzle
,
4447 NULL
, NULL
, lod_param
.param_str
, &ins
->texel_offset
, "%s", coord_param
.param_str
);
4448 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4451 static void shader_glsl_sample(const struct wined3d_shader_instruction
*ins
)
4453 const char *lod_param_str
= NULL
, *dx_param_str
= NULL
, *dy_param_str
= NULL
;
4454 struct glsl_src_param coord_param
, lod_param
, dx_param
, dy_param
;
4455 unsigned int resource_idx
, sampler_idx
, sampler_bind_idx
;
4456 struct glsl_sample_function sample_function
;
4459 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_GRAD
)
4460 flags
|= WINED3D_GLSL_SAMPLE_GRAD
;
4461 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_LOD
)
4462 flags
|= WINED3D_GLSL_SAMPLE_LOD
;
4463 if (wined3d_shader_instruction_has_texel_offset(ins
))
4464 flags
|= WINED3D_GLSL_SAMPLE_OFFSET
;
4466 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4467 sampler_idx
= ins
->src
[2].reg
.idx
[0].offset
;
4469 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, flags
, &sample_function
);
4470 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
4472 switch (ins
->handler_idx
)
4474 case WINED3DSIH_SAMPLE
:
4476 case WINED3DSIH_SAMPLE_B
:
4477 shader_glsl_add_src_param(ins
, &ins
->src
[3], WINED3DSP_WRITEMASK_0
, &lod_param
);
4478 lod_param_str
= lod_param
.param_str
;
4480 case WINED3DSIH_SAMPLE_GRAD
:
4481 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.coord_mask
, &dx_param
);
4482 shader_glsl_add_src_param(ins
, &ins
->src
[4], sample_function
.coord_mask
, &dy_param
);
4483 dx_param_str
= dx_param
.param_str
;
4484 dy_param_str
= dy_param
.param_str
;
4486 case WINED3DSIH_SAMPLE_LOD
:
4487 shader_glsl_add_src_param(ins
, &ins
->src
[3], WINED3DSP_WRITEMASK_0
, &lod_param
);
4488 lod_param_str
= lod_param
.param_str
;
4491 ERR("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
4495 sampler_bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
, resource_idx
, sampler_idx
);
4496 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, ins
->src
[1].swizzle
,
4497 dx_param_str
, dy_param_str
, lod_param_str
, &ins
->texel_offset
, "%s", coord_param
.param_str
);
4498 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4501 static void shader_glsl_texcoord(const struct wined3d_shader_instruction
*ins
)
4503 /* FIXME: Make this work for more than just 2D textures */
4504 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4505 DWORD write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4507 if (!(ins
->ctx
->reg_maps
->shader_version
.major
== 1 && ins
->ctx
->reg_maps
->shader_version
.minor
== 4))
4511 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4512 shader_addline(buffer
, "clamp(ffp_texcoord[%u], 0.0, 1.0)%s);\n",
4513 ins
->dst
[0].reg
.idx
[0].offset
, dst_mask
);
4517 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
4518 DWORD reg
= ins
->src
[0].reg
.idx
[0].offset
;
4519 char dst_swizzle
[6];
4521 shader_glsl_get_swizzle(&ins
->src
[0], FALSE
, write_mask
, dst_swizzle
);
4523 if (src_mod
== WINED3DSPSM_DZ
|| src_mod
== WINED3DSPSM_DW
)
4525 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4526 struct glsl_src_param div_param
;
4527 DWORD src_writemask
= src_mod
== WINED3DSPSM_DZ
? WINED3DSP_WRITEMASK_2
: WINED3DSP_WRITEMASK_3
;
4529 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_writemask
, &div_param
);
4532 shader_addline(buffer
, "ffp_texcoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
4534 shader_addline(buffer
, "ffp_texcoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
4538 shader_addline(buffer
, "ffp_texcoord[%u]%s);\n", reg
, dst_swizzle
);
4543 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
4544 * Take a 3-component dot product of the TexCoord[dstreg] and src,
4545 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
4546 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction
*ins
)
4548 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4549 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4550 struct glsl_sample_function sample_function
;
4551 struct glsl_src_param src0_param
;
4554 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4556 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
4557 * scalar, and projected sampling would require 4.
4559 * It is a dependent read - not valid with conditional NP2 textures
4561 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
4562 mask_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
4567 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4568 NULL
, "dot(ffp_texcoord[%u].xyz, %s)", sampler_idx
, src0_param
.param_str
);
4572 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4573 NULL
, "vec2(dot(ffp_texcoord[%u].xyz, %s), 0.0)", sampler_idx
, src0_param
.param_str
);
4577 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4578 NULL
, "vec3(dot(ffp_texcoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx
, src0_param
.param_str
);
4582 FIXME("Unexpected mask size %u\n", mask_size
);
4585 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4588 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
4589 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
4590 static void shader_glsl_texdp3(const struct wined3d_shader_instruction
*ins
)
4592 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4593 DWORD dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
4594 struct glsl_src_param src0_param
;
4596 unsigned int mask_size
;
4598 dst_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4599 mask_size
= shader_glsl_get_write_mask_size(dst_mask
);
4600 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4602 if (mask_size
> 1) {
4603 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(T%u.xyz, %s)));\n", mask_size
, dstreg
, src0_param
.param_str
);
4605 shader_addline(ins
->ctx
->buffer
, "dot(T%u.xyz, %s));\n", dstreg
, src0_param
.param_str
);
4609 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
4610 * Calculate the depth as dst.x / dst.y */
4611 static void shader_glsl_texdepth(const struct wined3d_shader_instruction
*ins
)
4613 struct glsl_dst_param dst_param
;
4615 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
4617 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
4618 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
4619 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
4620 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
4623 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
4624 dst_param
.reg_name
, dst_param
.reg_name
);
4627 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
4628 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
4629 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
4630 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
4632 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction
*ins
)
4634 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4635 DWORD dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
4636 struct glsl_src_param src0_param
;
4638 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4640 shader_addline(ins
->ctx
->buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg
, src0_param
.param_str
);
4641 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
4644 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
4645 * Calculate the 1st of a 2-row matrix multiplication. */
4646 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction
*ins
)
4648 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4649 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4650 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4651 struct glsl_src_param src0_param
;
4653 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4654 shader_addline(buffer
, "tmp0.x = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
4657 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
4658 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
4659 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction
*ins
)
4661 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4662 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4663 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
4664 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4665 struct glsl_src_param src0_param
;
4667 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4668 shader_addline(buffer
, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + tex_mx
->current_row
, reg
, src0_param
.param_str
);
4669 tex_mx
->texcoord_w
[tex_mx
->current_row
++] = reg
;
4672 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction
*ins
)
4674 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4675 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4676 struct glsl_sample_function sample_function
;
4677 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4678 struct glsl_src_param src0_param
;
4680 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4681 shader_addline(buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
4683 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
4685 /* Sample the texture using the calculated coordinates */
4686 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
, "tmp0.xy");
4687 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4690 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
4691 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
4692 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction
*ins
)
4694 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4695 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
4696 struct glsl_sample_function sample_function
;
4697 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4698 struct glsl_src_param src0_param
;
4700 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4701 shader_addline(ins
->ctx
->buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
4703 /* Dependent read, not valid with conditional NP2 */
4704 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
4706 /* Sample the texture using the calculated coordinates */
4707 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
, "tmp0.xyz");
4708 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4710 tex_mx
->current_row
= 0;
4713 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
4714 * Perform the 3rd row of a 3x3 matrix multiply */
4715 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction
*ins
)
4717 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4718 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
4719 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4720 struct glsl_src_param src0_param
;
4723 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4725 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4726 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4727 shader_addline(ins
->ctx
->buffer
, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg
, src0_param
.param_str
, dst_mask
);
4729 tex_mx
->current_row
= 0;
4732 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
4733 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
4734 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction
*ins
)
4736 struct glsl_src_param src0_param
;
4737 struct glsl_src_param src1_param
;
4738 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4739 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
4740 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4741 struct glsl_sample_function sample_function
;
4742 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4745 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4746 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
4748 /* Perform the last matrix multiply operation */
4749 shader_addline(buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
4750 /* Reflection calculation */
4751 shader_addline(buffer
, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param
.param_str
);
4753 /* Dependent read, not valid with conditional NP2 */
4754 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
4755 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
4757 /* Sample the texture */
4758 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
4759 NULL
, NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
4760 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4762 tex_mx
->current_row
= 0;
4765 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
4766 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
4767 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction
*ins
)
4769 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4770 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
4771 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4772 struct glsl_sample_function sample_function
;
4773 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
4774 struct glsl_src_param src0_param
;
4777 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4779 /* Perform the last matrix multiply operation */
4780 shader_addline(buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_param
.param_str
);
4782 /* Construct the eye-ray vector from w coordinates */
4783 shader_addline(buffer
, "tmp1.xyz = normalize(vec3(ffp_texcoord[%u].w, ffp_texcoord[%u].w, ffp_texcoord[%u].w));\n",
4784 tex_mx
->texcoord_w
[0], tex_mx
->texcoord_w
[1], reg
);
4785 shader_addline(buffer
, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
4787 /* Dependent read, not valid with conditional NP2 */
4788 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
4789 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
4791 /* Sample the texture using the calculated coordinates */
4792 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
4793 NULL
, NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
4794 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4796 tex_mx
->current_row
= 0;
4799 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
4800 * Apply a fake bump map transform.
4801 * texbem is pshader <= 1.3 only, this saves a few version checks
4803 static void shader_glsl_texbem(const struct wined3d_shader_instruction
*ins
)
4805 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
4806 struct glsl_sample_function sample_function
;
4807 struct glsl_src_param coord_param
;
4813 sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4814 flags
= (priv
->cur_ps_args
->tex_transform
>> sampler_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
4815 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
4817 /* Dependent read, not valid with conditional NP2 */
4818 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
4819 mask
= sample_function
.coord_mask
;
4821 shader_glsl_write_mask_to_str(mask
, coord_mask
);
4823 /* With projected textures, texbem only divides the static texture coord,
4824 * not the displacement, so we can't let GL handle this. */
4825 if (flags
& WINED3D_PSARGS_PROJECTED
)
4828 char coord_div_mask
[3];
4829 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
4831 case WINED3D_TTFF_COUNT1
:
4832 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
4834 case WINED3D_TTFF_COUNT2
:
4835 div_mask
= WINED3DSP_WRITEMASK_1
;
4837 case WINED3D_TTFF_COUNT3
:
4838 div_mask
= WINED3DSP_WRITEMASK_2
;
4840 case WINED3D_TTFF_COUNT4
:
4841 case WINED3D_TTFF_DISABLE
:
4842 div_mask
= WINED3DSP_WRITEMASK_3
;
4845 shader_glsl_write_mask_to_str(div_mask
, coord_div_mask
);
4846 shader_addline(ins
->ctx
->buffer
, "T%u%s /= T%u%s;\n", sampler_idx
, coord_mask
, sampler_idx
, coord_div_mask
);
4849 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &coord_param
);
4851 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
4852 "T%u%s + vec4(bumpenv_mat%u * %s, 0.0, 0.0)%s", sampler_idx
, coord_mask
, sampler_idx
,
4853 coord_param
.param_str
, coord_mask
);
4855 if (ins
->handler_idx
== WINED3DSIH_TEXBEML
)
4857 struct glsl_src_param luminance_param
;
4858 struct glsl_dst_param dst_param
;
4860 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &luminance_param
);
4861 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
4863 shader_addline(ins
->ctx
->buffer
, "%s%s *= (%s * bumpenv_lum_scale%u + bumpenv_lum_offset%u);\n",
4864 dst_param
.reg_name
, dst_param
.mask_str
,
4865 luminance_param
.param_str
, sampler_idx
, sampler_idx
);
4867 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4870 static void shader_glsl_bem(const struct wined3d_shader_instruction
*ins
)
4872 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4873 struct glsl_src_param src0_param
, src1_param
;
4875 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
4876 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
4878 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4879 shader_addline(ins
->ctx
->buffer
, "%s + bumpenv_mat%u * %s);\n",
4880 src0_param
.param_str
, sampler_idx
, src1_param
.param_str
);
4883 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
4884 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
4885 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction
*ins
)
4887 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4888 struct glsl_sample_function sample_function
;
4889 struct glsl_src_param src0_param
;
4891 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
4893 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
4894 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
4895 "%s.wx", src0_param
.reg_name
);
4896 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4899 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
4900 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
4901 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction
*ins
)
4903 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4904 struct glsl_sample_function sample_function
;
4905 struct glsl_src_param src0_param
;
4907 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
4909 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
4910 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
4911 "%s.yz", src0_param
.reg_name
);
4912 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4915 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
4916 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
4917 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction
*ins
)
4919 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4920 struct glsl_sample_function sample_function
;
4921 struct glsl_src_param src0_param
;
4923 /* Dependent read, not valid with conditional NP2 */
4924 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
4925 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &src0_param
);
4927 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
4928 "%s", src0_param
.param_str
);
4929 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4932 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
4933 * If any of the first 3 components are < 0, discard this pixel */
4934 static void shader_glsl_texkill(const struct wined3d_shader_instruction
*ins
)
4936 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 4)
4938 struct glsl_src_param src_param
;
4940 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
4941 shader_addline(ins
->ctx
->buffer
, "if (bool(floatBitsToUint(%s))) discard;\n", src_param
.param_str
);
4945 struct glsl_dst_param dst_param
;
4947 /* The argument is a destination parameter, and no writemasks are allowed */
4948 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
4950 /* 2.0 shaders compare all 4 components in texkill. */
4951 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 2)
4952 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param
.reg_name
);
4953 /* 1.x shaders only compare the first 3 components, probably due to
4954 * the nature of the texkill instruction as a tex* instruction, and
4955 * phase, which kills all .w components. Even if all 4 components are
4956 * defined, only the first 3 are used. */
4958 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param
.reg_name
);
4962 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
4963 * dst = dot2(src0, src1) + src2 */
4964 static void shader_glsl_dp2add(const struct wined3d_shader_instruction
*ins
)
4966 struct glsl_src_param src0_param
;
4967 struct glsl_src_param src1_param
;
4968 struct glsl_src_param src2_param
;
4970 unsigned int mask_size
;
4972 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4973 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4975 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
4976 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
4977 shader_glsl_add_src_param(ins
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &src2_param
);
4979 if (mask_size
> 1) {
4980 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(%s, %s) + %s));\n",
4981 mask_size
, src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
4983 shader_addline(ins
->ctx
->buffer
, "dot(%s, %s) + %s);\n",
4984 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
4988 static void shader_glsl_input_pack(const struct wined3d_shader
*shader
, struct wined3d_string_buffer
*buffer
,
4989 const struct wined3d_shader_signature
*input_signature
,
4990 const struct wined3d_shader_reg_maps
*reg_maps
,
4991 const struct ps_compile_args
*args
, const struct wined3d_gl_info
*gl_info
)
4995 for (i
= 0; i
< input_signature
->element_count
; ++i
)
4997 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
4998 const char *semantic_name
;
5003 if (!(reg_maps
->input_registers
& (1u << input
->register_idx
)))
5006 semantic_name
= input
->semantic_name
;
5007 semantic_idx
= input
->semantic_idx
;
5008 shader_glsl_write_mask_to_str(input
->mask
, reg_mask
);
5010 if (args
->vp_mode
== vertexshader
)
5012 if (input
->sysval_semantic
== WINED3D_SV_POSITION
)
5013 shader_addline(buffer
, "ps_in[%u]%s = vpos%s;\n",
5014 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
5015 else if (args
->pointsprite
&& shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
5016 shader_addline(buffer
, "ps_in[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", input
->register_idx
);
5018 shader_addline(buffer
, "ps_in[%u]%s = ps_link[%u]%s;\n",
5019 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
,
5020 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
);
5022 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
5024 if (args
->pointsprite
)
5025 shader_addline(buffer
, "ps_in[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n",
5026 shader
->u
.ps
.input_reg_map
[input
->register_idx
]);
5027 else if (args
->vp_mode
== pretransformed
&& args
->texcoords_initialized
& (1u << semantic_idx
))
5028 shader_addline(buffer
, "ps_in[%u]%s = %s[%u]%s;\n",
5029 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
,
5030 gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
]
5031 ? "gl_TexCoord" : "ffp_varying_texcoord", semantic_idx
, reg_mask
);
5033 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
5034 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
5036 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
))
5039 shader_addline(buffer
, "ps_in[%u]%s = vec4(ffp_varying_diffuse)%s;\n",
5040 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
5041 else if (semantic_idx
== 1)
5042 shader_addline(buffer
, "ps_in[%u]%s = vec4(ffp_varying_specular)%s;\n",
5043 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
5045 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
5046 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
5050 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
5051 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
5056 /*********************************************
5057 * Vertex Shader Specific Code begins here
5058 ********************************************/
5060 static void add_glsl_program_entry(struct shader_glsl_priv
*priv
, struct glsl_shader_prog_link
*entry
)
5062 struct glsl_program_key key
;
5064 key
.vs_id
= entry
->vs
.id
;
5065 key
.gs_id
= entry
->gs
.id
;
5066 key
.ps_id
= entry
->ps
.id
;
5068 if (wine_rb_put(&priv
->program_lookup
, &key
, &entry
->program_lookup_entry
) == -1)
5070 ERR("Failed to insert program entry.\n");
5074 static struct glsl_shader_prog_link
*get_glsl_program_entry(const struct shader_glsl_priv
*priv
,
5075 GLuint vs_id
, GLuint gs_id
, GLuint ps_id
)
5077 struct wine_rb_entry
*entry
;
5078 struct glsl_program_key key
;
5084 entry
= wine_rb_get(&priv
->program_lookup
, &key
);
5085 return entry
? WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
) : NULL
;
5088 /* Context activation is done by the caller. */
5089 static void delete_glsl_program_entry(struct shader_glsl_priv
*priv
, const struct wined3d_gl_info
*gl_info
,
5090 struct glsl_shader_prog_link
*entry
)
5092 struct glsl_program_key key
;
5094 key
.vs_id
= entry
->vs
.id
;
5095 key
.gs_id
= entry
->gs
.id
;
5096 key
.ps_id
= entry
->ps
.id
;
5097 wine_rb_remove(&priv
->program_lookup
, &key
);
5099 GL_EXTCALL(glDeleteProgram(entry
->id
));
5101 list_remove(&entry
->vs
.shader_entry
);
5103 list_remove(&entry
->gs
.shader_entry
);
5105 list_remove(&entry
->ps
.shader_entry
);
5106 HeapFree(GetProcessHeap(), 0, entry
->vs
.uniform_f_locations
);
5107 HeapFree(GetProcessHeap(), 0, entry
->ps
.uniform_f_locations
);
5108 HeapFree(GetProcessHeap(), 0, entry
);
5111 static void handle_ps3_input(struct shader_glsl_priv
*priv
,
5112 const struct wined3d_gl_info
*gl_info
, const DWORD
*map
,
5113 const struct wined3d_shader_signature
*input_signature
,
5114 const struct wined3d_shader_reg_maps
*reg_maps_in
,
5115 const struct wined3d_shader_signature
*output_signature
,
5116 const struct wined3d_shader_reg_maps
*reg_maps_out
)
5118 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
5119 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
5123 unsigned int in_count
= vec4_varyings(3, gl_info
);
5124 unsigned int max_varyings
= legacy_context
? in_count
+ 2 : in_count
;
5126 struct wined3d_string_buffer
*destination
= string_buffer_get(&priv
->string_buffers
);
5128 set
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*set
) * max_varyings
);
5130 for (i
= 0; i
< input_signature
->element_count
; ++i
)
5132 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
5134 if (!(reg_maps_in
->input_registers
& (1u << input
->register_idx
)))
5137 in_idx
= map
[input
->register_idx
];
5138 /* Declared, but not read register */
5141 if (in_idx
>= max_varyings
)
5143 FIXME("More input varyings declared than supported, expect issues.\n");
5147 if (in_idx
== in_count
)
5148 string_buffer_sprintf(destination
, "gl_FrontColor");
5149 else if (in_idx
== in_count
+ 1)
5150 string_buffer_sprintf(destination
, "gl_FrontSecondaryColor");
5152 string_buffer_sprintf(destination
, "ps_link[%u]", in_idx
);
5157 for (j
= 0; j
< output_signature
->element_count
; ++j
)
5159 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[j
];
5162 if (!(reg_maps_out
->output_registers
& (1u << output
->register_idx
))
5163 || input
->semantic_idx
!= output
->semantic_idx
5164 || strcmp(input
->semantic_name
, output
->semantic_name
)
5165 || !(mask
= input
->mask
& output
->mask
))
5168 if (set
[in_idx
] == ~0u)
5170 set
[in_idx
] |= mask
& reg_maps_out
->u
.output_registers_mask
[output
->register_idx
];
5171 shader_glsl_write_mask_to_str(mask
, reg_mask
);
5173 shader_addline(buffer
, "%s%s = vs_out[%u]%s;\n",
5174 destination
->buffer
, reg_mask
, output
->register_idx
, reg_mask
);
5178 for (i
= 0; i
< max_varyings
; ++i
)
5182 if (!set
[i
] || set
[i
] == WINED3DSP_WRITEMASK_ALL
)
5185 if (set
[i
] == ~0U) set
[i
] = 0;
5188 if (!(set
[i
] & WINED3DSP_WRITEMASK_0
)) reg_mask
[size
++] = 'x';
5189 if (!(set
[i
] & WINED3DSP_WRITEMASK_1
)) reg_mask
[size
++] = 'y';
5190 if (!(set
[i
] & WINED3DSP_WRITEMASK_2
)) reg_mask
[size
++] = 'z';
5191 if (!(set
[i
] & WINED3DSP_WRITEMASK_3
)) reg_mask
[size
++] = 'w';
5192 reg_mask
[size
] = '\0';
5195 string_buffer_sprintf(destination
, "gl_FrontColor");
5196 else if (i
== in_count
+ 1)
5197 string_buffer_sprintf(destination
, "gl_FrontSecondaryColor");
5199 string_buffer_sprintf(destination
, "ps_link[%u]", i
);
5201 if (size
== 1) shader_addline(buffer
, "%s.%s = 0.0;\n", destination
->buffer
, reg_mask
);
5202 else shader_addline(buffer
, "%s.%s = vec%u(0.0);\n", destination
->buffer
, reg_mask
, size
);
5205 HeapFree(GetProcessHeap(), 0, set
);
5206 string_buffer_release(&priv
->string_buffers
, destination
);
5209 /* Context activation is done by the caller. */
5210 static GLuint
generate_param_reorder_function(struct shader_glsl_priv
*priv
,
5211 const struct wined3d_shader
*vs
, const struct wined3d_shader
*ps
,
5212 BOOL per_vertex_point_size
, BOOL flatshading
, const struct wined3d_gl_info
*gl_info
)
5214 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
5216 DWORD ps_major
= ps
? ps
->reg_maps
.shader_version
.major
: 0;
5218 const char *semantic_name
;
5221 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
5223 string_buffer_clear(buffer
);
5225 shader_addline(buffer
, "%s\n", shader_glsl_get_version(gl_info
, &vs
->reg_maps
.shader_version
));
5227 if (per_vertex_point_size
)
5229 shader_addline(buffer
, "uniform struct\n{\n");
5230 shader_addline(buffer
, " float size_min;\n");
5231 shader_addline(buffer
, " float size_max;\n");
5232 shader_addline(buffer
, "} ffp_point;\n");
5237 DWORD colors_written_mask
[2] = {0};
5238 DWORD texcoords_written_mask
[MAX_TEXTURES
] = {0};
5240 if (!legacy_context
)
5242 declare_out_varying(gl_info
, buffer
, flatshading
, "vec4 ffp_varying_diffuse;\n");
5243 declare_out_varying(gl_info
, buffer
, flatshading
, "vec4 ffp_varying_specular;\n");
5244 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
5245 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
5248 shader_addline(buffer
, "void order_ps_input(in vec4 vs_out[%u])\n{\n", vs
->limits
->packed_output
);
5250 for (i
= 0; i
< vs
->output_signature
.element_count
; ++i
)
5252 const struct wined3d_shader_signature_element
*output
= &vs
->output_signature
.elements
[i
];
5255 if (!(vs
->reg_maps
.output_registers
& (1u << output
->register_idx
)))
5258 semantic_name
= output
->semantic_name
;
5259 semantic_idx
= output
->semantic_idx
;
5260 write_mask
= output
->mask
;
5261 shader_glsl_write_mask_to_str(write_mask
, reg_mask
);
5263 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
) && semantic_idx
< 2)
5266 shader_addline(buffer
, "gl_Front%sColor%s = vs_out[%u]%s;\n",
5267 semantic_idx
? "Secondary" : "", reg_mask
, output
->register_idx
, reg_mask
);
5269 shader_addline(buffer
, "ffp_varying_%s%s = clamp(vs_out[%u]%s, 0.0, 1.0);\n",
5270 semantic_idx
? "specular" : "diffuse", reg_mask
, output
->register_idx
, reg_mask
);
5272 colors_written_mask
[semantic_idx
] = write_mask
;
5274 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_POSITION
) && !semantic_idx
)
5276 shader_addline(buffer
, "gl_Position%s = vs_out[%u]%s;\n",
5277 reg_mask
, output
->register_idx
, reg_mask
);
5279 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
5281 if (semantic_idx
< MAX_TEXTURES
)
5283 shader_addline(buffer
, "%s[%u]%s = vs_out[%u]%s;\n",
5284 legacy_context
? "gl_TexCoord" : "ffp_varying_texcoord",
5285 semantic_idx
, reg_mask
, output
->register_idx
, reg_mask
);
5286 texcoords_written_mask
[semantic_idx
] = write_mask
;
5289 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
) && per_vertex_point_size
)
5291 shader_addline(buffer
, "gl_PointSize = clamp(vs_out[%u].%c, ffp_point.size_min, ffp_point.size_max);\n",
5292 output
->register_idx
, reg_mask
[1]);
5294 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_FOG
))
5296 shader_addline(buffer
, "%s = clamp(vs_out[%u].%c, 0.0, 1.0);\n",
5297 legacy_context
? "gl_FogFragCoord" : "ffp_varying_fogcoord",
5298 output
->register_idx
, reg_mask
[1]);
5302 for (i
= 0; i
< 2; ++i
)
5304 if (colors_written_mask
[i
] != WINED3DSP_WRITEMASK_ALL
)
5306 shader_glsl_write_mask_to_str(~colors_written_mask
[i
] & WINED3DSP_WRITEMASK_ALL
, reg_mask
);
5308 shader_addline(buffer
, "%s%s = vec4(1.0)%s;\n",
5309 legacy_context
? "gl_FrontColor" : "ffp_varying_diffuse",
5310 reg_mask
, reg_mask
);
5312 shader_addline(buffer
, "%s%s = vec4(0.0)%s;\n",
5313 legacy_context
? "gl_FrontSecondaryColor" : "ffp_varying_specular",
5314 reg_mask
, reg_mask
);
5317 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
5319 if (ps
&& !(ps
->reg_maps
.texcoord
& (1u << i
)))
5322 if (texcoords_written_mask
[i
] != WINED3DSP_WRITEMASK_ALL
)
5324 if (gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(gl_info
)
5325 && !texcoords_written_mask
[i
])
5328 shader_glsl_write_mask_to_str(~texcoords_written_mask
[i
] & WINED3DSP_WRITEMASK_ALL
, reg_mask
);
5329 shader_addline(buffer
, "%s[%u]%s = vec4(0.0)%s;\n",
5330 legacy_context
? "gl_TexCoord" : "ffp_varying_texcoord", i
, reg_mask
, reg_mask
);
5336 UINT in_count
= min(vec4_varyings(ps_major
, gl_info
), ps
->limits
->packed_input
);
5338 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ps_link[%u];\n", in_count
);
5339 shader_addline(buffer
, "void order_ps_input(in vec4 vs_out[%u])\n{\n", vs
->limits
->packed_output
);
5341 /* First, sort out position and point size. Those are not passed to the pixel shader */
5342 for (i
= 0; i
< vs
->output_signature
.element_count
; ++i
)
5344 const struct wined3d_shader_signature_element
*output
= &vs
->output_signature
.elements
[i
];
5346 if (!(vs
->reg_maps
.output_registers
& (1u << output
->register_idx
)))
5349 semantic_name
= output
->semantic_name
;
5350 semantic_idx
= output
->semantic_idx
;
5351 shader_glsl_write_mask_to_str(output
->mask
, reg_mask
);
5353 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_POSITION
) && !semantic_idx
)
5355 shader_addline(buffer
, "gl_Position%s = vs_out[%u]%s;\n",
5356 reg_mask
, output
->register_idx
, reg_mask
);
5358 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
) && per_vertex_point_size
)
5360 shader_addline(buffer
, "gl_PointSize = clamp(vs_out[%u].%c, ffp_point.size_min, ffp_point.size_max);\n",
5361 output
->register_idx
, reg_mask
[1]);
5365 /* Then, fix the pixel shader input */
5366 handle_ps3_input(priv
, gl_info
, ps
->u
.ps
.input_reg_map
, &ps
->input_signature
,
5367 &ps
->reg_maps
, &vs
->output_signature
, &vs
->reg_maps
);
5370 shader_addline(buffer
, "}\n");
5372 ret
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
5373 checkGLcall("glCreateShader(GL_VERTEX_SHADER)");
5374 shader_glsl_compile(gl_info
, ret
, buffer
->buffer
);
5379 static void shader_glsl_generate_srgb_write_correction(struct wined3d_string_buffer
*buffer
)
5381 shader_addline(buffer
, "tmp0.xyz = pow(gl_FragData[0].xyz, vec3(srgb_const0.x));\n");
5382 shader_addline(buffer
, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
5383 shader_addline(buffer
, "tmp1.xyz = gl_FragData[0].xyz * vec3(srgb_const0.w);\n");
5384 shader_addline(buffer
, "bvec3 srgb_compare = lessThan(gl_FragData[0].xyz, vec3(srgb_const1.x));\n");
5385 shader_addline(buffer
, "gl_FragData[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n");
5386 shader_addline(buffer
, "gl_FragData[0] = clamp(gl_FragData[0], 0.0, 1.0);\n");
5389 static void shader_glsl_generate_fog_code(struct wined3d_string_buffer
*buffer
, enum wined3d_ffp_ps_fog_mode mode
)
5393 case WINED3D_FFP_PS_FOG_OFF
:
5396 case WINED3D_FFP_PS_FOG_LINEAR
:
5397 shader_addline(buffer
, "float fog = (ffp_fog.end - ffp_varying_fogcoord) * ffp_fog.scale;\n");
5400 case WINED3D_FFP_PS_FOG_EXP
:
5401 shader_addline(buffer
, "float fog = exp(-ffp_fog.density * ffp_varying_fogcoord);\n");
5404 case WINED3D_FFP_PS_FOG_EXP2
:
5405 shader_addline(buffer
, "float fog = exp(-ffp_fog.density * ffp_fog.density"
5406 " * ffp_varying_fogcoord * ffp_varying_fogcoord);\n");
5410 ERR("Invalid fog mode %#x.\n", mode
);
5414 shader_addline(buffer
, "gl_FragData[0].xyz = mix(ffp_fog.color.xyz, gl_FragData[0].xyz,"
5415 " clamp(fog, 0.0, 1.0));\n");
5418 /* Context activation is done by the caller. */
5419 static GLuint
shader_glsl_generate_pshader(const struct wined3d_context
*context
,
5420 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
5421 const struct wined3d_shader
*shader
,
5422 const struct ps_compile_args
*args
, struct ps_np2fixup_info
*np2fixup_info
)
5424 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
5425 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5426 const DWORD
*function
= shader
->function
;
5427 struct shader_glsl_ctx_priv priv_ctx
;
5428 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
5430 /* Create the hw GLSL shader object and assign it as the shader->prgId */
5431 GLuint shader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
5433 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
5434 priv_ctx
.cur_ps_args
= args
;
5435 priv_ctx
.cur_np2fixup_info
= np2fixup_info
;
5436 priv_ctx
.string_buffers
= string_buffers
;
5438 shader_addline(buffer
, "%s\n", shader_glsl_get_version(gl_info
, ®_maps
->shader_version
));
5440 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
5441 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
5442 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
5443 shader_addline(buffer
, "#extension GL_ARB_shader_texture_lod : enable\n");
5444 if (gl_info
->supported
[ARB_TEXTURE_QUERY_LEVELS
])
5445 shader_addline(buffer
, "#extension GL_ARB_texture_query_levels : enable\n");
5446 /* The spec says that it doesn't have to be explicitly enabled, but the
5447 * nvidia drivers write a warning if we don't do so. */
5448 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
5449 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
5450 if (gl_info
->supported
[ARB_UNIFORM_BUFFER_OBJECT
])
5451 shader_addline(buffer
, "#extension GL_ARB_uniform_buffer_object : enable\n");
5452 if (gl_info
->supported
[EXT_GPU_SHADER4
])
5453 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
5455 /* Base Declarations */
5456 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
5458 if (reg_maps
->shader_version
.major
< 3 || args
->vp_mode
!= vertexshader
)
5461 WORD map
= reg_maps
->texcoord
;
5465 if (glsl_is_color_reg_read(shader
, 0))
5466 shader_addline(buffer
, "ffp_varying_diffuse = gl_Color;\n");
5467 if (glsl_is_color_reg_read(shader
, 1))
5468 shader_addline(buffer
, "ffp_varying_specular = gl_SecondaryColor;\n");
5471 for (i
= 0; map
; map
>>= 1, ++i
)
5475 if (args
->pointsprite
)
5476 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", i
);
5477 else if (args
->texcoords_initialized
& (1u << i
))
5478 shader_addline(buffer
, "ffp_texcoord[%u] = %s[%u];\n", i
,
5479 legacy_context
? "gl_TexCoord" : "ffp_varying_texcoord", i
);
5481 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(0.0);\n", i
);
5482 shader_addline(buffer
, "vec4 T%u = ffp_texcoord[%u];\n", i
, i
);
5487 shader_addline(buffer
, "ffp_varying_fogcoord = gl_FogFragCoord;\n");
5490 /* Pack 3.0 inputs */
5491 if (reg_maps
->shader_version
.major
>= 3)
5492 shader_glsl_input_pack(shader
, buffer
, &shader
->input_signature
, reg_maps
, args
, gl_info
);
5494 /* Base Shader Body */
5495 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
5497 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
5498 if (reg_maps
->shader_version
.major
< 2)
5500 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
5501 shader_addline(buffer
, "gl_FragData[0] = R0;\n");
5504 if (args
->srgb_correction
)
5505 shader_glsl_generate_srgb_write_correction(buffer
);
5507 /* SM < 3 does not replace the fog stage. */
5508 if (reg_maps
->shader_version
.major
< 3)
5509 shader_glsl_generate_fog_code(buffer
, args
->fog
);
5511 shader_addline(buffer
, "}\n");
5513 TRACE("Compiling shader object %u.\n", shader_id
);
5514 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
5519 /* Context activation is done by the caller. */
5520 static GLuint
shader_glsl_generate_vshader(const struct wined3d_context
*context
,
5521 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
5522 const struct wined3d_shader
*shader
,
5523 const struct vs_compile_args
*args
)
5525 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
5526 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5527 const DWORD
*function
= shader
->function
;
5528 struct shader_glsl_ctx_priv priv_ctx
;
5529 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
5531 /* Create the hw GLSL shader program and assign it as the shader->prgId */
5532 GLuint shader_id
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
5534 shader_addline(buffer
, "%s\n", shader_glsl_get_version(gl_info
, ®_maps
->shader_version
));
5536 if (gl_info
->supported
[ARB_DRAW_INSTANCED
])
5537 shader_addline(buffer
, "#extension GL_ARB_draw_instanced : enable\n");
5538 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
5539 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
5540 if (gl_info
->supported
[ARB_TEXTURE_QUERY_LEVELS
])
5541 shader_addline(buffer
, "#extension GL_ARB_texture_query_levels : enable\n");
5542 if (gl_info
->supported
[ARB_UNIFORM_BUFFER_OBJECT
])
5543 shader_addline(buffer
, "#extension GL_ARB_uniform_buffer_object : enable\n");
5544 if (gl_info
->supported
[EXT_GPU_SHADER4
])
5545 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
5547 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
5548 priv_ctx
.cur_vs_args
= args
;
5549 priv_ctx
.string_buffers
= string_buffers
;
5551 /* Base Declarations */
5552 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
5554 /* Base Shader Body */
5555 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
5557 /* Unpack outputs */
5558 shader_addline(buffer
, "order_ps_input(vs_out);\n");
5560 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
5561 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
5562 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
5563 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
5565 if (reg_maps
->shader_version
.major
< 3)
5567 if (args
->fog_src
== VS_FOG_Z
)
5568 shader_addline(buffer
, "%s = gl_Position.z;\n",
5569 legacy_context
? "gl_FogFragCoord" : "ffp_varying_fogcoord");
5570 else if (!reg_maps
->fog
)
5571 shader_addline(buffer
, "%s = 0.0;\n",
5572 legacy_context
? "gl_FogFragCoord" : "ffp_varying_fogcoord");
5575 /* We always store the clipplanes without y inversion */
5576 if (args
->clip_enabled
)
5577 shader_addline(buffer
, "gl_ClipVertex = gl_Position;\n");
5579 if (args
->point_size
&& !args
->per_vertex_point_size
)
5580 shader_addline(buffer
, "gl_PointSize = clamp(ffp_point.size, ffp_point.size_min, ffp_point.size_max);\n");
5582 /* Write the final position.
5584 * OpenGL coordinates specify the center of the pixel while d3d coords specify
5585 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
5586 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
5587 * contains 1.0 to allow a mad.
5589 shader_addline(buffer
, "gl_Position.y = gl_Position.y * posFixup.y;\n");
5590 shader_addline(buffer
, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
5592 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
5594 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
5595 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
5596 * which is the same as z = z * 2 - w.
5598 shader_addline(buffer
, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
5600 shader_addline(buffer
, "}\n");
5602 TRACE("Compiling shader object %u.\n", shader_id
);
5603 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
5608 /* Context activation is done by the caller. */
5609 static GLuint
shader_glsl_generate_geometry_shader(const struct wined3d_context
*context
,
5610 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
5611 const struct wined3d_shader
*shader
)
5613 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
5614 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5615 const DWORD
*function
= shader
->function
;
5616 struct shader_glsl_ctx_priv priv_ctx
;
5619 shader_id
= GL_EXTCALL(glCreateShader(GL_GEOMETRY_SHADER
));
5621 shader_addline(buffer
, "%s\n", shader_glsl_get_version(gl_info
, ®_maps
->shader_version
));
5623 if (gl_info
->supported
[ARB_GEOMETRY_SHADER4
])
5624 shader_addline(buffer
, "#extension GL_ARB_geometry_shader4 : enable\n");
5625 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
5626 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
5627 if (gl_info
->supported
[ARB_TEXTURE_QUERY_LEVELS
])
5628 shader_addline(buffer
, "#extension GL_ARB_texture_query_levels : enable\n");
5629 if (gl_info
->supported
[ARB_UNIFORM_BUFFER_OBJECT
])
5630 shader_addline(buffer
, "#extension GL_ARB_uniform_buffer_object : enable\n");
5631 if (gl_info
->supported
[EXT_GPU_SHADER4
])
5632 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
5634 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
5635 priv_ctx
.string_buffers
= string_buffers
;
5636 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
5637 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
5638 shader_addline(buffer
, "}\n");
5640 TRACE("Compiling shader object %u.\n", shader_id
);
5641 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
5646 static GLuint
find_glsl_pshader(const struct wined3d_context
*context
,
5647 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
5648 struct wined3d_shader
*shader
,
5649 const struct ps_compile_args
*args
, const struct ps_np2fixup_info
**np2fixup_info
)
5651 struct glsl_ps_compiled_shader
*gl_shaders
, *new_array
;
5652 struct glsl_shader_private
*shader_data
;
5653 struct ps_np2fixup_info
*np2fixup
;
5658 if (!shader
->backend_data
)
5660 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
5661 if (!shader
->backend_data
)
5663 ERR("Failed to allocate backend data.\n");
5667 shader_data
= shader
->backend_data
;
5668 gl_shaders
= shader_data
->gl_shaders
.ps
;
5670 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
5671 * so a linear search is more performant than a hashmap or a binary search
5672 * (cache coherency etc)
5674 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
5676 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
5678 if (args
->np2_fixup
)
5679 *np2fixup_info
= &gl_shaders
[i
].np2fixup
;
5680 return gl_shaders
[i
].id
;
5684 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
5685 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
5686 if (shader_data
->num_gl_shaders
)
5688 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
5689 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.ps
,
5690 new_size
* sizeof(*gl_shaders
));
5694 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
));
5699 ERR("Out of memory\n");
5702 shader_data
->gl_shaders
.ps
= new_array
;
5703 shader_data
->shader_array_size
= new_size
;
5704 gl_shaders
= new_array
;
5707 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
5709 np2fixup
= &gl_shaders
[shader_data
->num_gl_shaders
].np2fixup
;
5710 memset(np2fixup
, 0, sizeof(*np2fixup
));
5711 *np2fixup_info
= args
->np2_fixup
? np2fixup
: NULL
;
5713 pixelshader_update_resource_types(shader
, args
->tex_types
);
5715 string_buffer_clear(buffer
);
5716 ret
= shader_glsl_generate_pshader(context
, buffer
, string_buffers
, shader
, args
, np2fixup
);
5717 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
5722 static inline BOOL
vs_args_equal(const struct vs_compile_args
*stored
, const struct vs_compile_args
*new,
5723 const DWORD use_map
)
5725 if((stored
->swizzle_map
& use_map
) != new->swizzle_map
) return FALSE
;
5726 if((stored
->clip_enabled
) != new->clip_enabled
) return FALSE
;
5727 if (stored
->point_size
!= new->point_size
)
5729 if (stored
->per_vertex_point_size
!= new->per_vertex_point_size
)
5731 if (stored
->flatshading
!= new->flatshading
)
5733 return stored
->fog_src
== new->fog_src
;
5736 static GLuint
find_glsl_vshader(const struct wined3d_context
*context
,
5737 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
5738 struct wined3d_shader
*shader
,
5739 const struct vs_compile_args
*args
)
5743 DWORD use_map
= context
->stream_info
.use_map
;
5744 struct glsl_vs_compiled_shader
*gl_shaders
, *new_array
;
5745 struct glsl_shader_private
*shader_data
;
5748 if (!shader
->backend_data
)
5750 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
5751 if (!shader
->backend_data
)
5753 ERR("Failed to allocate backend data.\n");
5757 shader_data
= shader
->backend_data
;
5758 gl_shaders
= shader_data
->gl_shaders
.vs
;
5760 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
5761 * so a linear search is more performant than a hashmap or a binary search
5762 * (cache coherency etc)
5764 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
5766 if (vs_args_equal(&gl_shaders
[i
].args
, args
, use_map
))
5767 return gl_shaders
[i
].id
;
5770 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
5772 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
5773 if (shader_data
->num_gl_shaders
)
5775 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
5776 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.vs
,
5777 new_size
* sizeof(*gl_shaders
));
5781 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
));
5786 ERR("Out of memory\n");
5789 shader_data
->gl_shaders
.vs
= new_array
;
5790 shader_data
->shader_array_size
= new_size
;
5791 gl_shaders
= new_array
;
5794 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
5796 string_buffer_clear(buffer
);
5797 ret
= shader_glsl_generate_vshader(context
, buffer
, string_buffers
, shader
, args
);
5798 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
5803 static GLuint
find_glsl_geometry_shader(const struct wined3d_context
*context
,
5804 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
5805 struct wined3d_shader
*shader
)
5807 struct glsl_gs_compiled_shader
*gl_shaders
;
5808 struct glsl_shader_private
*shader_data
;
5811 if (!shader
->backend_data
)
5813 if (!(shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
))))
5815 ERR("Failed to allocate backend data.\n");
5819 shader_data
= shader
->backend_data
;
5820 gl_shaders
= shader_data
->gl_shaders
.gs
;
5822 if (shader_data
->num_gl_shaders
)
5823 return gl_shaders
[0].id
;
5825 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
5827 if (!(shader_data
->gl_shaders
.gs
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
))))
5829 ERR("Failed to allocate GL shader array.\n");
5832 shader_data
->shader_array_size
= 1;
5833 gl_shaders
= shader_data
->gl_shaders
.gs
;
5835 string_buffer_clear(buffer
);
5836 ret
= shader_glsl_generate_geometry_shader(context
, buffer
, string_buffers
, shader
);
5837 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
5842 static const char *shader_glsl_ffp_mcs(enum wined3d_material_color_source mcs
, const char *material
)
5846 case WINED3D_MCS_MATERIAL
:
5848 case WINED3D_MCS_COLOR1
:
5849 return "ffp_attrib_diffuse";
5850 case WINED3D_MCS_COLOR2
:
5851 return "ffp_attrib_specular";
5853 ERR("Invalid material color source %#x.\n", mcs
);
5858 static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer
*buffer
,
5859 const struct wined3d_ffp_vs_settings
*settings
, BOOL legacy_lighting
)
5861 const char *diffuse
, *specular
, *emissive
, *ambient
;
5862 enum wined3d_light_type light_type
;
5865 if (!settings
->lighting
)
5867 shader_addline(buffer
, "ffp_varying_diffuse = ffp_attrib_diffuse;\n");
5868 shader_addline(buffer
, "ffp_varying_specular = ffp_attrib_specular;\n");
5872 shader_addline(buffer
, "vec3 ambient = ffp_light_ambient;\n");
5873 shader_addline(buffer
, "vec3 diffuse = vec3(0.0);\n");
5874 shader_addline(buffer
, "vec4 specular = vec4(0.0);\n");
5875 shader_addline(buffer
, "vec3 dir, dst;\n");
5876 shader_addline(buffer
, "float att, t;\n");
5878 ambient
= shader_glsl_ffp_mcs(settings
->ambient_source
, "ffp_material.ambient");
5879 diffuse
= shader_glsl_ffp_mcs(settings
->diffuse_source
, "ffp_material.diffuse");
5880 specular
= shader_glsl_ffp_mcs(settings
->specular_source
, "ffp_material.specular");
5881 emissive
= shader_glsl_ffp_mcs(settings
->emissive_source
, "ffp_material.emissive");
5883 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
5885 light_type
= (settings
->light_type
>> WINED3D_FFP_LIGHT_TYPE_SHIFT(i
)) & WINED3D_FFP_LIGHT_TYPE_MASK
;
5888 case WINED3D_LIGHT_POINT
:
5889 shader_addline(buffer
, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", i
);
5890 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
5891 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
5892 shader_addline(buffer
, "dst.x = 1.0;\n");
5893 if (legacy_lighting
)
5895 shader_addline(buffer
, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", i
, i
);
5896 shader_addline(buffer
, "dst.z = dst.y * dst.y;\n");
5900 shader_addline(buffer
, "if (dst.y <= ffp_light[%u].range)\n{\n", i
);
5902 shader_addline(buffer
, "att = dot(dst.xyz, vec3(ffp_light[%u].c_att,"
5903 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n", i
, i
, i
);
5904 if (!legacy_lighting
)
5905 shader_addline(buffer
, "att = 1.0 / att;\n");
5906 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz * att;\n", i
);
5907 if (!settings
->normal
)
5909 if (!legacy_lighting
)
5910 shader_addline(buffer
, "}\n");
5913 shader_addline(buffer
, "dir = normalize(dir);\n");
5914 shader_addline(buffer
, "diffuse += (clamp(dot(dir, normal), 0.0, 1.0)"
5915 " * ffp_light[%u].diffuse.xyz) * att;\n", i
);
5916 if (settings
->localviewer
)
5917 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
5919 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
5920 shader_addline(buffer
, "if (t > 0.0) specular += (pow(t, ffp_material.shininess)"
5921 " * ffp_light[%u].specular) * att;\n", i
);
5922 if (!legacy_lighting
)
5923 shader_addline(buffer
, "}\n");
5926 case WINED3D_LIGHT_SPOT
:
5927 shader_addline(buffer
, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", i
);
5928 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
5929 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
5930 shader_addline(buffer
, "dst.x = 1.0;\n");
5931 if (legacy_lighting
)
5933 shader_addline(buffer
, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", i
, i
);
5934 shader_addline(buffer
, "dst.z = dst.y * dst.y;\n");
5938 shader_addline(buffer
, "if (dst.y <= ffp_light[%u].range)\n{\n", i
);
5940 shader_addline(buffer
, "dir = normalize(dir);\n");
5941 shader_addline(buffer
, "t = dot(-dir, normalize(ffp_light[%u].direction));\n", i
);
5942 shader_addline(buffer
, "if (t > ffp_light[%u].cos_htheta) att = 1.0;\n", i
);
5943 shader_addline(buffer
, "else if (t <= ffp_light[%u].cos_hphi) att = 0.0;\n", i
);
5944 shader_addline(buffer
, "else att = pow((t - ffp_light[%u].cos_hphi)"
5945 " / (ffp_light[%u].cos_htheta - ffp_light[%u].cos_hphi), ffp_light[%u].falloff);\n",
5947 if (legacy_lighting
)
5948 shader_addline(buffer
, "att *= dot(dst.xyz, vec3(ffp_light[%u].c_att,"
5949 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n",
5952 shader_addline(buffer
, "att /= dot(dst.xyz, vec3(ffp_light[%u].c_att,"
5953 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n",
5955 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz * att;\n", i
);
5956 if (!settings
->normal
)
5958 if (!legacy_lighting
)
5959 shader_addline(buffer
, "}\n");
5962 shader_addline(buffer
, "diffuse += (clamp(dot(dir, normal), 0.0, 1.0)"
5963 " * ffp_light[%u].diffuse.xyz) * att;\n", i
);
5964 if (settings
->localviewer
)
5965 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
5967 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
5968 shader_addline(buffer
, "if (t > 0.0) specular += (pow(t, ffp_material.shininess)"
5969 " * ffp_light[%u].specular) * att;\n", i
);
5970 if (!legacy_lighting
)
5971 shader_addline(buffer
, "}\n");
5974 case WINED3D_LIGHT_DIRECTIONAL
:
5975 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz;\n", i
);
5976 if (!settings
->normal
)
5978 shader_addline(buffer
, "dir = normalize(ffp_light[%u].direction.xyz);\n", i
);
5979 shader_addline(buffer
, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)"
5980 " * ffp_light[%u].diffuse.xyz;\n", i
);
5981 /* TODO: In the non-local viewer case the halfvector is constant
5982 * and could be precomputed and stored in a uniform. */
5983 if (settings
->localviewer
)
5984 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
5986 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
5987 shader_addline(buffer
, "if (t > 0.0) specular += pow(t, ffp_material.shininess)"
5988 " * ffp_light[%u].specular;\n", i
);
5991 case WINED3D_LIGHT_PARALLELPOINT
:
5992 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz;\n", i
);
5993 if (!settings
->normal
)
5995 shader_addline(buffer
, "dir = normalize(ffp_light[%u].position.xyz);\n", i
);
5996 shader_addline(buffer
, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)"
5997 " * ffp_light[%u].diffuse.xyz;\n", i
);
5998 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
5999 shader_addline(buffer
, "if (t > 0.0) specular += pow(t, ffp_material.shininess)"
6000 " * ffp_light[%u].specular;\n", i
);
6005 FIXME("Unhandled light type %#x.\n", light_type
);
6010 shader_addline(buffer
, "ffp_varying_diffuse.xyz = %s.xyz * ambient + %s.xyz * diffuse + %s.xyz;\n",
6011 ambient
, diffuse
, emissive
);
6012 shader_addline(buffer
, "ffp_varying_diffuse.w = %s.w;\n", diffuse
);
6013 shader_addline(buffer
, "ffp_varying_specular = %s * specular;\n", specular
);
6016 /* Context activation is done by the caller. */
6017 static GLuint
shader_glsl_generate_ffp_vertex_shader(struct shader_glsl_priv
*priv
,
6018 const struct wined3d_ffp_vs_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
6020 static const struct attrib_info
6023 const char name
[24];
6027 {"vec4", "ffp_attrib_position"}, /* WINED3D_FFP_POSITION */
6028 {"vec4", "ffp_attrib_blendweight"}, /* WINED3D_FFP_BLENDWEIGHT */
6029 /* TODO: Indexed vertex blending */
6030 {"float", ""}, /* WINED3D_FFP_BLENDINDICES */
6031 {"vec3", "ffp_attrib_normal"}, /* WINED3D_FFP_NORMAL */
6032 {"float", "ffp_attrib_psize"}, /* WINED3D_FFP_PSIZE */
6033 {"vec4", "ffp_attrib_diffuse"}, /* WINED3D_FFP_DIFFUSE */
6034 {"vec4", "ffp_attrib_specular"}, /* WINED3D_FFP_SPECULAR */
6036 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6037 BOOL legacy_lighting
= priv
->legacy_lighting
;
6040 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
6041 BOOL output_legacy_fogcoord
= legacy_context
;
6043 string_buffer_clear(buffer
);
6045 shader_addline(buffer
, "%s\n", shader_glsl_get_version(gl_info
, NULL
));
6047 for (i
= 0; i
< WINED3D_FFP_ATTRIBS_COUNT
; ++i
)
6049 const char *type
= i
< ARRAY_SIZE(attrib_info
) ? attrib_info
[i
].type
: "vec4";
6051 shader_addline(buffer
, "attribute %s vs_in%u;\n", type
, i
);
6053 shader_addline(buffer
, "\n");
6055 shader_addline(buffer
, "uniform mat4 ffp_modelview_matrix[%u];\n", MAX_VERTEX_BLENDS
);
6056 shader_addline(buffer
, "uniform mat4 ffp_projection_matrix;\n");
6057 shader_addline(buffer
, "uniform mat3 ffp_normal_matrix;\n");
6058 shader_addline(buffer
, "uniform mat4 ffp_texture_matrix[%u];\n", MAX_TEXTURES
);
6060 shader_addline(buffer
, "uniform struct\n{\n");
6061 shader_addline(buffer
, " vec4 emissive;\n");
6062 shader_addline(buffer
, " vec4 ambient;\n");
6063 shader_addline(buffer
, " vec4 diffuse;\n");
6064 shader_addline(buffer
, " vec4 specular;\n");
6065 shader_addline(buffer
, " float shininess;\n");
6066 shader_addline(buffer
, "} ffp_material;\n");
6068 shader_addline(buffer
, "uniform vec3 ffp_light_ambient;\n");
6069 shader_addline(buffer
, "uniform struct\n{\n");
6070 shader_addline(buffer
, " vec4 diffuse;\n");
6071 shader_addline(buffer
, " vec4 specular;\n");
6072 shader_addline(buffer
, " vec4 ambient;\n");
6073 shader_addline(buffer
, " vec4 position;\n");
6074 shader_addline(buffer
, " vec3 direction;\n");
6075 shader_addline(buffer
, " float range;\n");
6076 shader_addline(buffer
, " float falloff;\n");
6077 shader_addline(buffer
, " float c_att;\n");
6078 shader_addline(buffer
, " float l_att;\n");
6079 shader_addline(buffer
, " float q_att;\n");
6080 shader_addline(buffer
, " float cos_htheta;\n");
6081 shader_addline(buffer
, " float cos_hphi;\n");
6082 shader_addline(buffer
, "} ffp_light[%u];\n", MAX_ACTIVE_LIGHTS
);
6084 if (settings
->point_size
)
6086 shader_addline(buffer
, "uniform struct\n{\n");
6087 shader_addline(buffer
, " float size;\n");
6088 shader_addline(buffer
, " float size_min;\n");
6089 shader_addline(buffer
, " float size_max;\n");
6090 shader_addline(buffer
, " float c_att;\n");
6091 shader_addline(buffer
, " float l_att;\n");
6092 shader_addline(buffer
, " float q_att;\n");
6093 shader_addline(buffer
, "} ffp_point;\n");
6098 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
6099 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
6100 shader_addline(buffer
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
6101 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
6105 declare_out_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_diffuse;\n");
6106 declare_out_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_specular;\n");
6107 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
6108 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
6111 shader_addline(buffer
, "\nvoid main()\n{\n");
6112 shader_addline(buffer
, "float m;\n");
6113 shader_addline(buffer
, "vec3 r;\n");
6115 for (i
= 0; i
< ARRAY_SIZE(attrib_info
); ++i
)
6117 if (attrib_info
[i
].name
[0])
6118 shader_addline(buffer
, "%s %s = vs_in%u;\n",
6119 attrib_info
[i
].type
, attrib_info
[i
].name
, i
);
6121 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
6123 unsigned int coord_idx
= settings
->texgen
[i
] & 0x0000ffff;
6124 if ((settings
->texgen
[i
] & 0xffff0000) == WINED3DTSS_TCI_PASSTHRU
)
6126 shader_addline(buffer
, "vec4 ffp_attrib_texcoord%u = vs_in%u;\n", i
, coord_idx
+ WINED3D_FFP_TEXCOORD0
);
6130 shader_addline(buffer
, "ffp_attrib_blendweight[%u] = 1.0;\n", settings
->vertexblends
);
6132 if (settings
->transformed
)
6134 shader_addline(buffer
, "vec4 ec_pos = vec4(ffp_attrib_position.xyz, 1.0);\n");
6135 shader_addline(buffer
, "gl_Position = ffp_projection_matrix * ec_pos;\n");
6136 shader_addline(buffer
, "if (ffp_attrib_position.w != 0.0) gl_Position /= ffp_attrib_position.w;\n");
6140 for (i
= 0; i
< settings
->vertexblends
; ++i
)
6141 shader_addline(buffer
, "ffp_attrib_blendweight[%u] -= ffp_attrib_blendweight[%u];\n", settings
->vertexblends
, i
);
6143 shader_addline(buffer
, "vec4 ec_pos = vec4(0.0);\n");
6144 for (i
= 0; i
< settings
->vertexblends
+ 1; ++i
)
6145 shader_addline(buffer
, "ec_pos += ffp_attrib_blendweight[%u] * (ffp_modelview_matrix[%u] * ffp_attrib_position);\n", i
, i
);
6147 shader_addline(buffer
, "gl_Position = ffp_projection_matrix * ec_pos;\n");
6148 if (settings
->clipping
)
6149 shader_addline(buffer
, "gl_ClipVertex = ec_pos;\n");
6150 shader_addline(buffer
, "ec_pos /= ec_pos.w;\n");
6153 shader_addline(buffer
, "vec3 normal = vec3(0.0);\n");
6154 if (settings
->normal
)
6156 if (!settings
->vertexblends
)
6158 shader_addline(buffer
, "normal = ffp_normal_matrix * ffp_attrib_normal;\n");
6162 for (i
= 0; i
< settings
->vertexblends
+ 1; ++i
)
6163 shader_addline(buffer
, "normal += ffp_attrib_blendweight[%u] * (mat3(ffp_modelview_matrix[%u]) * ffp_attrib_normal);\n", i
, i
);
6166 if (settings
->normalize
)
6167 shader_addline(buffer
, "normal = normalize(normal);\n");
6170 shader_glsl_ffp_vertex_lighting(buffer
, settings
, legacy_lighting
);
6173 shader_addline(buffer
, "gl_FrontColor = ffp_varying_diffuse;\n");
6174 shader_addline(buffer
, "gl_FrontSecondaryColor = ffp_varying_specular;\n");
6177 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
6179 BOOL output_legacy_texcoord
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
6181 switch (settings
->texgen
[i
] & 0xffff0000)
6183 case WINED3DTSS_TCI_PASSTHRU
:
6184 if (settings
->texcoords
& (1u << i
))
6185 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * ffp_attrib_texcoord%u;\n",
6187 else if (gl_info
->limits
.glsl_varyings
>= wined3d_max_compat_varyings(gl_info
))
6188 shader_addline(buffer
, "ffp_varying_texcoord[%u] = vec4(0.0);\n", i
);
6190 output_legacy_texcoord
= FALSE
;
6193 case WINED3DTSS_TCI_CAMERASPACENORMAL
:
6194 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * vec4(normal, 1.0);\n", i
, i
);
6197 case WINED3DTSS_TCI_CAMERASPACEPOSITION
:
6198 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * ec_pos;\n", i
, i
);
6201 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR
:
6202 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u]"
6203 " * vec4(reflect(normalize(ec_pos.xyz), normal), 1.0);\n", i
, i
);
6206 case WINED3DTSS_TCI_SPHEREMAP
:
6207 shader_addline(buffer
, "r = reflect(normalize(ec_pos.xyz), normal);\n");
6208 shader_addline(buffer
, "m = 2.0 * length(vec3(r.x, r.y, r.z + 1.0));\n");
6209 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u]"
6210 " * vec4(r.x / m + 0.5, r.y / m + 0.5, 0.0, 1.0);\n", i
, i
);
6214 ERR("Unhandled texgen %#x.\n", settings
->texgen
[i
]);
6217 if (output_legacy_texcoord
)
6218 shader_addline(buffer
, "gl_TexCoord[%u] = ffp_varying_texcoord[%u];\n", i
, i
);
6221 switch (settings
->fog_mode
)
6223 case WINED3D_FFP_VS_FOG_OFF
:
6224 output_legacy_fogcoord
= FALSE
;
6227 case WINED3D_FFP_VS_FOG_FOGCOORD
:
6228 shader_addline(buffer
, "ffp_varying_fogcoord = ffp_attrib_specular.w * 255.0;\n");
6231 case WINED3D_FFP_VS_FOG_RANGE
:
6232 shader_addline(buffer
, "ffp_varying_fogcoord = length(ec_pos.xyz);\n");
6235 case WINED3D_FFP_VS_FOG_DEPTH
:
6236 if (settings
->ortho_fog
)
6237 /* Need to undo the [0.0 - 1.0] -> [-1.0 - 1.0] transformation from D3D to GL coordinates. */
6238 shader_addline(buffer
, "ffp_varying_fogcoord = gl_Position.z * 0.5 + 0.5;\n");
6239 else if (settings
->transformed
)
6240 shader_addline(buffer
, "ffp_varying_fogcoord = ec_pos.z;\n");
6242 shader_addline(buffer
, "ffp_varying_fogcoord = abs(ec_pos.z);\n");
6246 ERR("Unhandled fog mode %#x.\n", settings
->fog_mode
);
6249 if (output_legacy_fogcoord
)
6250 shader_addline(buffer
, "gl_FogFragCoord = ffp_varying_fogcoord;\n");
6252 if (settings
->point_size
)
6254 shader_addline(buffer
, "gl_PointSize = %s / sqrt(ffp_point.c_att"
6255 " + ffp_point.l_att * length(ec_pos.xyz)"
6256 " + ffp_point.q_att * dot(ec_pos.xyz, ec_pos.xyz));\n",
6257 settings
->per_vertex_point_size
? "ffp_attrib_psize" : "ffp_point.size");
6258 shader_addline(buffer
, "gl_PointSize = clamp(gl_PointSize, ffp_point.size_min, ffp_point.size_max);\n");
6261 shader_addline(buffer
, "}\n");
6263 shader_obj
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
6264 shader_glsl_compile(gl_info
, shader_obj
, buffer
->buffer
);
6269 static const char *shader_glsl_get_ffp_fragment_op_arg(struct wined3d_string_buffer
*buffer
,
6270 DWORD argnum
, unsigned int stage
, DWORD arg
)
6274 if (arg
== ARG_UNUSED
)
6275 return "<unused arg>";
6277 switch (arg
& WINED3DTA_SELECTMASK
)
6279 case WINED3DTA_DIFFUSE
:
6280 ret
= "ffp_varying_diffuse";
6283 case WINED3DTA_CURRENT
:
6287 case WINED3DTA_TEXTURE
:
6290 case 0: ret
= "tex0"; break;
6291 case 1: ret
= "tex1"; break;
6292 case 2: ret
= "tex2"; break;
6293 case 3: ret
= "tex3"; break;
6294 case 4: ret
= "tex4"; break;
6295 case 5: ret
= "tex5"; break;
6296 case 6: ret
= "tex6"; break;
6297 case 7: ret
= "tex7"; break;
6299 ret
= "<invalid texture>";
6304 case WINED3DTA_TFACTOR
:
6308 case WINED3DTA_SPECULAR
:
6309 ret
= "ffp_varying_specular";
6312 case WINED3DTA_TEMP
:
6316 case WINED3DTA_CONSTANT
:
6319 case 0: ret
= "tss_const0"; break;
6320 case 1: ret
= "tss_const1"; break;
6321 case 2: ret
= "tss_const2"; break;
6322 case 3: ret
= "tss_const3"; break;
6323 case 4: ret
= "tss_const4"; break;
6324 case 5: ret
= "tss_const5"; break;
6325 case 6: ret
= "tss_const6"; break;
6326 case 7: ret
= "tss_const7"; break;
6328 ret
= "<invalid constant>";
6334 return "<unhandled arg>";
6337 if (arg
& WINED3DTA_COMPLEMENT
)
6339 shader_addline(buffer
, "arg%u = vec4(1.0) - %s;\n", argnum
, ret
);
6342 else if (argnum
== 1)
6344 else if (argnum
== 2)
6348 if (arg
& WINED3DTA_ALPHAREPLICATE
)
6350 shader_addline(buffer
, "arg%u = vec4(%s.w);\n", argnum
, ret
);
6353 else if (argnum
== 1)
6355 else if (argnum
== 2)
6362 static void shader_glsl_ffp_fragment_op(struct wined3d_string_buffer
*buffer
, unsigned int stage
, BOOL color
,
6363 BOOL alpha
, DWORD dst
, DWORD op
, DWORD dw_arg0
, DWORD dw_arg1
, DWORD dw_arg2
)
6365 const char *dstmask
, *dstreg
, *arg0
, *arg1
, *arg2
;
6375 dstreg
= "temp_reg";
6379 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, dw_arg0
);
6380 arg1
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 1, stage
, dw_arg1
);
6381 arg2
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 2, stage
, dw_arg2
);
6385 case WINED3D_TOP_DISABLE
:
6388 case WINED3D_TOP_SELECT_ARG1
:
6389 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
);
6392 case WINED3D_TOP_SELECT_ARG2
:
6393 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg2
, dstmask
);
6396 case WINED3D_TOP_MODULATE
:
6397 shader_addline(buffer
, "%s%s = %s%s * %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
6400 case WINED3D_TOP_MODULATE_4X
:
6401 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 4.0, 0.0, 1.0);\n",
6402 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
6405 case WINED3D_TOP_MODULATE_2X
:
6406 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 2.0, 0.0, 1.0);\n",
6407 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
6410 case WINED3D_TOP_ADD
:
6411 shader_addline(buffer
, "%s%s = clamp(%s%s + %s%s, 0.0, 1.0);\n",
6412 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
6415 case WINED3D_TOP_ADD_SIGNED
:
6416 shader_addline(buffer
, "%s%s = clamp(%s%s + (%s - vec4(0.5))%s, 0.0, 1.0);\n",
6417 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
6420 case WINED3D_TOP_ADD_SIGNED_2X
:
6421 shader_addline(buffer
, "%s%s = clamp((%s%s + (%s - vec4(0.5))%s) * 2.0, 0.0, 1.0);\n",
6422 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
6425 case WINED3D_TOP_SUBTRACT
:
6426 shader_addline(buffer
, "%s%s = clamp(%s%s - %s%s, 0.0, 1.0);\n",
6427 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
6430 case WINED3D_TOP_ADD_SMOOTH
:
6431 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s%s, 0.0, 1.0);\n",
6432 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
, dstmask
);
6435 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
6436 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_DIFFUSE
);
6437 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
6438 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
6441 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
6442 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
6443 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
6444 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
6447 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
6448 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TFACTOR
);
6449 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
6450 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
6453 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
6454 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
6455 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
6456 dstreg
, dstmask
, arg2
, dstmask
, arg0
, arg1
, dstmask
);
6459 case WINED3D_TOP_BLEND_CURRENT_ALPHA
:
6460 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_CURRENT
);
6461 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
6462 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
6465 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
6466 shader_addline(buffer
, "%s%s = clamp(%s%s * %s.w + %s%s, 0.0, 1.0);\n",
6467 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
6470 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
6471 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s.w, 0.0, 1.0);\n",
6472 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
6475 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
6476 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
6477 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
6479 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
6480 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s.w, 0.0, 1.0);\n",
6481 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
6484 case WINED3D_TOP_BUMPENVMAP
:
6485 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
6486 /* These are handled in the first pass, nothing to do. */
6489 case WINED3D_TOP_DOTPRODUCT3
:
6490 shader_addline(buffer
, "%s%s = vec4(clamp(dot(%s.xyz - 0.5, %s.xyz - 0.5) * 4.0, 0.0, 1.0))%s;\n",
6491 dstreg
, dstmask
, arg1
, arg2
, dstmask
);
6494 case WINED3D_TOP_MULTIPLY_ADD
:
6495 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s%s, 0.0, 1.0);\n",
6496 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg0
, dstmask
);
6499 case WINED3D_TOP_LERP
:
6500 /* MSDN isn't quite right here. */
6501 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s%s);\n",
6502 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
, dstmask
);
6506 FIXME("Unhandled operation %#x.\n", op
);
6511 /* Context activation is done by the caller. */
6512 static GLuint
shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv
*priv
,
6513 const struct ffp_frag_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
6515 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6516 BYTE lum_map
= 0, bump_map
= 0, tex_map
= 0, tss_const_map
= 0;
6517 BOOL tempreg_used
= FALSE
, tfactor_used
= FALSE
;
6518 UINT lowest_disabled_stage
;
6520 DWORD arg0
, arg1
, arg2
;
6522 struct wined3d_string_buffer
*tex_reg_name
= string_buffer_get(&priv
->string_buffers
);
6523 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
6525 string_buffer_clear(buffer
);
6527 /* Find out which textures are read */
6528 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
6530 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
6533 arg0
= settings
->op
[stage
].carg0
& WINED3DTA_SELECTMASK
;
6534 arg1
= settings
->op
[stage
].carg1
& WINED3DTA_SELECTMASK
;
6535 arg2
= settings
->op
[stage
].carg2
& WINED3DTA_SELECTMASK
;
6537 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
6538 || (stage
== 0 && settings
->color_key_enabled
))
6539 tex_map
|= 1u << stage
;
6540 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
6541 tfactor_used
= TRUE
;
6542 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
6543 tempreg_used
= TRUE
;
6544 if (settings
->op
[stage
].dst
== tempreg
)
6545 tempreg_used
= TRUE
;
6546 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
6547 tss_const_map
|= 1u << stage
;
6549 switch (settings
->op
[stage
].cop
)
6551 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
6552 lum_map
|= 1u << stage
;
6554 case WINED3D_TOP_BUMPENVMAP
:
6555 bump_map
|= 1u << stage
;
6557 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
6558 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
6559 tex_map
|= 1u << stage
;
6562 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
6563 tfactor_used
= TRUE
;
6570 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
6573 arg0
= settings
->op
[stage
].aarg0
& WINED3DTA_SELECTMASK
;
6574 arg1
= settings
->op
[stage
].aarg1
& WINED3DTA_SELECTMASK
;
6575 arg2
= settings
->op
[stage
].aarg2
& WINED3DTA_SELECTMASK
;
6577 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
)
6578 tex_map
|= 1u << stage
;
6579 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
6580 tfactor_used
= TRUE
;
6581 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
6582 tempreg_used
= TRUE
;
6583 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
6584 tss_const_map
|= 1u << stage
;
6586 lowest_disabled_stage
= stage
;
6588 shader_addline(buffer
, "%s\n", shader_glsl_get_version(gl_info
, NULL
));
6590 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
6591 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
6593 shader_addline(buffer
, "vec4 tmp0, tmp1;\n");
6594 shader_addline(buffer
, "vec4 ret;\n");
6595 if (tempreg_used
|| settings
->sRGB_write
)
6596 shader_addline(buffer
, "vec4 temp_reg = vec4(0.0);\n");
6597 shader_addline(buffer
, "vec4 arg0, arg1, arg2;\n");
6599 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
6601 if (tss_const_map
& (1u << stage
))
6602 shader_addline(buffer
, "uniform vec4 tss_const%u;\n", stage
);
6604 if (!(tex_map
& (1u << stage
)))
6607 switch (settings
->op
[stage
].tex_type
)
6609 case WINED3D_GL_RES_TYPE_TEX_1D
:
6610 shader_addline(buffer
, "uniform sampler1D ps_sampler%u;\n", stage
);
6612 case WINED3D_GL_RES_TYPE_TEX_2D
:
6613 shader_addline(buffer
, "uniform sampler2D ps_sampler%u;\n", stage
);
6615 case WINED3D_GL_RES_TYPE_TEX_3D
:
6616 shader_addline(buffer
, "uniform sampler3D ps_sampler%u;\n", stage
);
6618 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
6619 shader_addline(buffer
, "uniform samplerCube ps_sampler%u;\n", stage
);
6621 case WINED3D_GL_RES_TYPE_TEX_RECT
:
6622 shader_addline(buffer
, "uniform sampler2DRect ps_sampler%u;\n", stage
);
6625 FIXME("Unhandled sampler type %#x.\n", settings
->op
[stage
].tex_type
);
6629 shader_addline(buffer
, "vec4 tex%u;\n", stage
);
6631 if (!(bump_map
& (1u << stage
)))
6633 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", stage
);
6635 if (!(lum_map
& (1u << stage
)))
6637 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", stage
);
6638 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", stage
);
6641 shader_addline(buffer
, "uniform vec4 tex_factor;\n");
6642 if (settings
->color_key_enabled
)
6643 shader_addline(buffer
, "uniform vec4 color_key[2];\n");
6644 shader_addline(buffer
, "uniform vec4 specular_enable;\n");
6646 if (settings
->sRGB_write
)
6648 shader_addline(buffer
, "const vec4 srgb_const0 = ");
6649 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const0
);
6650 shader_addline(buffer
, ";\n");
6651 shader_addline(buffer
, "const vec4 srgb_const1 = ");
6652 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const1
);
6653 shader_addline(buffer
, ";\n");
6656 shader_addline(buffer
, "uniform struct\n{\n");
6657 shader_addline(buffer
, " vec4 color;\n");
6658 shader_addline(buffer
, " float density;\n");
6659 shader_addline(buffer
, " float end;\n");
6660 shader_addline(buffer
, " float scale;\n");
6661 shader_addline(buffer
, "} ffp_fog;\n");
6665 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
6666 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
6667 shader_addline(buffer
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
6668 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
6669 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
6673 declare_in_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_diffuse;\n");
6674 declare_in_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_specular;\n");
6675 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
6676 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
6677 declare_in_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
6680 shader_addline(buffer
, "void main()\n{\n");
6684 shader_addline(buffer
, "ffp_varying_diffuse = gl_Color;\n");
6685 shader_addline(buffer
, "ffp_varying_specular = gl_SecondaryColor;\n");
6688 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
6690 if (tex_map
& (1u << stage
))
6692 if (settings
->pointsprite
)
6693 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", stage
);
6694 else if (settings
->texcoords_initialized
& (1u << stage
))
6695 shader_addline(buffer
, "ffp_texcoord[%u] = %s[%u];\n",
6696 stage
, legacy_context
? "gl_TexCoord" : "ffp_varying_texcoord", stage
);
6698 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(0.0);\n", stage
);
6702 if (legacy_context
&& settings
->fog
!= WINED3D_FFP_PS_FOG_OFF
)
6703 shader_addline(buffer
, "ffp_varying_fogcoord = gl_FogFragCoord;\n");
6705 if (lowest_disabled_stage
< 7 && settings
->emul_clipplanes
)
6706 shader_addline(buffer
, "if (any(lessThan(ffp_texcoord[7], vec4(0.0)))) discard;\n");
6708 /* Generate texture sampling instructions */
6709 for (stage
= 0; stage
< MAX_TEXTURES
&& settings
->op
[stage
].cop
!= WINED3D_TOP_DISABLE
; ++stage
)
6711 const char *texture_function
, *coord_mask
;
6714 if (!(tex_map
& (1u << stage
)))
6717 if (settings
->op
[stage
].projected
== proj_none
)
6721 else if (settings
->op
[stage
].projected
== proj_count4
6722 || settings
->op
[stage
].projected
== proj_count3
)
6728 FIXME("Unexpected projection mode %d\n", settings
->op
[stage
].projected
);
6732 if (settings
->op
[stage
].tex_type
== WINED3D_GL_RES_TYPE_TEX_CUBE
)
6735 switch (settings
->op
[stage
].tex_type
)
6737 case WINED3D_GL_RES_TYPE_TEX_1D
:
6740 texture_function
= "texture1DProj";
6745 texture_function
= "texture1D";
6749 case WINED3D_GL_RES_TYPE_TEX_2D
:
6752 texture_function
= "texture2DProj";
6757 texture_function
= "texture2D";
6761 case WINED3D_GL_RES_TYPE_TEX_3D
:
6764 texture_function
= "texture3DProj";
6765 coord_mask
= "xyzw";
6769 texture_function
= "texture3D";
6773 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
6774 texture_function
= "textureCube";
6777 case WINED3D_GL_RES_TYPE_TEX_RECT
:
6780 texture_function
= "texture2DRectProj";
6785 texture_function
= "texture2DRect";
6790 FIXME("Unhandled texture type %#x.\n", settings
->op
[stage
].tex_type
);
6791 texture_function
= "";
6792 coord_mask
= "xyzw";
6795 if (!needs_legacy_glsl_syntax(gl_info
))
6796 texture_function
= proj
? "textureProj" : "texture";
6799 && (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP
6800 || settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
))
6802 shader_addline(buffer
, "ret.xy = bumpenv_mat%u * tex%u.xy;\n", stage
- 1, stage
- 1);
6804 /* With projective textures, texbem only divides the static
6805 * texture coord, not the displacement, so multiply the
6806 * displacement with the dividing parameter before passing it to
6808 if (settings
->op
[stage
].projected
!= proj_none
)
6810 if (settings
->op
[stage
].projected
== proj_count4
)
6812 shader_addline(buffer
, "ret.xy = (ret.xy * ffp_texcoord[%u].w) + ffp_texcoord[%u].xy;\n",
6814 shader_addline(buffer
, "ret.zw = ffp_texcoord[%u].ww;\n", stage
);
6818 shader_addline(buffer
, "ret.xy = (ret.xy * ffp_texcoord[%u].z) + ffp_texcoord[%u].xy;\n",
6820 shader_addline(buffer
, "ret.zw = ffp_texcoord[%u].zz;\n", stage
);
6825 shader_addline(buffer
, "ret = ffp_texcoord[%u] + ret.xyxy;\n", stage
);
6828 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ret.%s);\n",
6829 stage
, texture_function
, stage
, coord_mask
);
6831 if (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
6832 shader_addline(buffer
, "tex%u *= clamp(tex%u.z * bumpenv_lum_scale%u + bumpenv_lum_offset%u, 0.0, 1.0);\n",
6833 stage
, stage
- 1, stage
- 1, stage
- 1);
6835 else if (settings
->op
[stage
].projected
== proj_count3
)
6837 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ffp_texcoord[%u].xyz);\n",
6838 stage
, texture_function
, stage
, stage
);
6842 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ffp_texcoord[%u].%s);\n",
6843 stage
, texture_function
, stage
, stage
, coord_mask
);
6846 string_buffer_sprintf(tex_reg_name
, "tex%u", stage
);
6847 shader_glsl_color_correction_ext(buffer
, tex_reg_name
->buffer
, WINED3DSP_WRITEMASK_ALL
,
6848 settings
->op
[stage
].color_fixup
);
6851 if (settings
->color_key_enabled
)
6853 shader_addline(buffer
, "if (all(greaterThanEqual(tex0, color_key[0])) && all(lessThan(tex0, color_key[1])))\n");
6854 shader_addline(buffer
, " discard;\n");
6857 shader_addline(buffer
, "ret = ffp_varying_diffuse;\n");
6859 /* Generate the main shader */
6860 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
6864 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
6867 if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
6868 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
6869 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
;
6870 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
6871 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
6872 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg2
;
6873 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
6874 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
6875 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg1
;
6876 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
6877 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
6878 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
6880 op_equal
= settings
->op
[stage
].aop
== settings
->op
[stage
].cop
6881 && settings
->op
[stage
].carg0
== settings
->op
[stage
].aarg0
6882 && settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
6883 && settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
6885 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
6887 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
6888 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
6889 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
6893 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, TRUE
, settings
->op
[stage
].dst
,
6894 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
6895 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
6897 else if (settings
->op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP
6898 && settings
->op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
6900 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
6901 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
6902 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
6903 shader_glsl_ffp_fragment_op(buffer
, stage
, FALSE
, TRUE
, settings
->op
[stage
].dst
,
6904 settings
->op
[stage
].aop
, settings
->op
[stage
].aarg0
,
6905 settings
->op
[stage
].aarg1
, settings
->op
[stage
].aarg2
);
6909 shader_addline(buffer
, "gl_FragData[0] = ffp_varying_specular * specular_enable + ret;\n");
6911 if (settings
->sRGB_write
)
6912 shader_glsl_generate_srgb_write_correction(buffer
);
6914 shader_glsl_generate_fog_code(buffer
, settings
->fog
);
6916 shader_addline(buffer
, "}\n");
6918 shader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
6919 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
6921 string_buffer_release(&priv
->string_buffers
, tex_reg_name
);
6925 static struct glsl_ffp_vertex_shader
*shader_glsl_find_ffp_vertex_shader(struct shader_glsl_priv
*priv
,
6926 const struct wined3d_gl_info
*gl_info
, const struct wined3d_ffp_vs_settings
*settings
)
6928 struct glsl_ffp_vertex_shader
*shader
;
6929 const struct wine_rb_entry
*entry
;
6931 if ((entry
= wine_rb_get(&priv
->ffp_vertex_shaders
, settings
)))
6932 return WINE_RB_ENTRY_VALUE(entry
, struct glsl_ffp_vertex_shader
, desc
.entry
);
6934 if (!(shader
= HeapAlloc(GetProcessHeap(), 0, sizeof(*shader
))))
6937 shader
->desc
.settings
= *settings
;
6938 shader
->id
= shader_glsl_generate_ffp_vertex_shader(priv
, settings
, gl_info
);
6939 list_init(&shader
->linked_programs
);
6940 if (wine_rb_put(&priv
->ffp_vertex_shaders
, &shader
->desc
.settings
, &shader
->desc
.entry
) == -1)
6941 ERR("Failed to insert ffp vertex shader.\n");
6946 static struct glsl_ffp_fragment_shader
*shader_glsl_find_ffp_fragment_shader(struct shader_glsl_priv
*priv
,
6947 const struct wined3d_gl_info
*gl_info
, const struct ffp_frag_settings
*args
)
6949 struct glsl_ffp_fragment_shader
*glsl_desc
;
6950 const struct ffp_frag_desc
*desc
;
6952 if ((desc
= find_ffp_frag_shader(&priv
->ffp_fragment_shaders
, args
)))
6953 return CONTAINING_RECORD(desc
, struct glsl_ffp_fragment_shader
, entry
);
6955 if (!(glsl_desc
= HeapAlloc(GetProcessHeap(), 0, sizeof(*glsl_desc
))))
6958 glsl_desc
->entry
.settings
= *args
;
6959 glsl_desc
->id
= shader_glsl_generate_ffp_fragment_shader(priv
, args
, gl_info
);
6960 list_init(&glsl_desc
->linked_programs
);
6961 add_ffp_frag_shader(&priv
->ffp_fragment_shaders
, &glsl_desc
->entry
);
6967 static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info
*gl_info
,
6968 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_vs_program
*vs
, unsigned int vs_c_count
)
6971 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
6973 vs
->uniform_f_locations
= HeapAlloc(GetProcessHeap(), 0,
6974 sizeof(GLuint
) * gl_info
->limits
.glsl_vs_float_constants
);
6975 for (i
= 0; i
< vs_c_count
; ++i
)
6977 string_buffer_sprintf(name
, "vs_c[%u]", i
);
6978 vs
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6980 memset(&vs
->uniform_f_locations
[vs_c_count
], 0xff,
6981 (gl_info
->limits
.glsl_vs_float_constants
- vs_c_count
) * sizeof(GLuint
));
6983 for (i
= 0; i
< MAX_CONST_I
; ++i
)
6985 string_buffer_sprintf(name
, "vs_i[%u]", i
);
6986 vs
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6989 for (i
= 0; i
< MAX_CONST_B
; ++i
)
6991 string_buffer_sprintf(name
, "vs_b[%u]", i
);
6992 vs
->uniform_b_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
6995 vs
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "posFixup"));
6997 for (i
= 0; i
< MAX_VERTEX_BLENDS
; ++i
)
6999 string_buffer_sprintf(name
, "ffp_modelview_matrix[%u]", i
);
7000 vs
->modelview_matrix_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7002 vs
->projection_matrix_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_projection_matrix"));
7003 vs
->normal_matrix_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_normal_matrix"));
7004 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
7006 string_buffer_sprintf(name
, "ffp_texture_matrix[%u]", i
);
7007 vs
->texture_matrix_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7009 vs
->material_ambient_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.ambient"));
7010 vs
->material_diffuse_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.diffuse"));
7011 vs
->material_specular_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.specular"));
7012 vs
->material_emissive_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.emissive"));
7013 vs
->material_shininess_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.shininess"));
7014 vs
->light_ambient_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_light_ambient"));
7015 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
7017 string_buffer_sprintf(name
, "ffp_light[%u].diffuse", i
);
7018 vs
->light_location
[i
].diffuse
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7019 string_buffer_sprintf(name
, "ffp_light[%u].specular", i
);
7020 vs
->light_location
[i
].specular
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7021 string_buffer_sprintf(name
, "ffp_light[%u].ambient", i
);
7022 vs
->light_location
[i
].ambient
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7023 string_buffer_sprintf(name
, "ffp_light[%u].position", i
);
7024 vs
->light_location
[i
].position
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7025 string_buffer_sprintf(name
, "ffp_light[%u].direction", i
);
7026 vs
->light_location
[i
].direction
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7027 string_buffer_sprintf(name
, "ffp_light[%u].range", i
);
7028 vs
->light_location
[i
].range
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7029 string_buffer_sprintf(name
, "ffp_light[%u].falloff", i
);
7030 vs
->light_location
[i
].falloff
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7031 string_buffer_sprintf(name
, "ffp_light[%u].c_att", i
);
7032 vs
->light_location
[i
].c_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7033 string_buffer_sprintf(name
, "ffp_light[%u].l_att", i
);
7034 vs
->light_location
[i
].l_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7035 string_buffer_sprintf(name
, "ffp_light[%u].q_att", i
);
7036 vs
->light_location
[i
].q_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7037 string_buffer_sprintf(name
, "ffp_light[%u].cos_htheta", i
);
7038 vs
->light_location
[i
].cos_htheta
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7039 string_buffer_sprintf(name
, "ffp_light[%u].cos_hphi", i
);
7040 vs
->light_location
[i
].cos_hphi
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7042 vs
->pointsize_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size"));
7043 vs
->pointsize_min_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size_min"));
7044 vs
->pointsize_max_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size_max"));
7045 vs
->pointsize_c_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.c_att"));
7046 vs
->pointsize_l_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.l_att"));
7047 vs
->pointsize_q_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.q_att"));
7049 string_buffer_release(&priv
->string_buffers
, name
);
7052 static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info
*gl_info
,
7053 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_ps_program
*ps
, unsigned int ps_c_count
)
7056 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
7058 ps
->uniform_f_locations
= HeapAlloc(GetProcessHeap(), 0,
7059 sizeof(GLuint
) * gl_info
->limits
.glsl_ps_float_constants
);
7060 for (i
= 0; i
< ps_c_count
; ++i
)
7062 string_buffer_sprintf(name
, "ps_c[%u]", i
);
7063 ps
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7065 memset(&ps
->uniform_f_locations
[ps_c_count
], 0xff,
7066 (gl_info
->limits
.glsl_ps_float_constants
- ps_c_count
) * sizeof(GLuint
));
7068 for (i
= 0; i
< MAX_CONST_I
; ++i
)
7070 string_buffer_sprintf(name
, "ps_i[%u]", i
);
7071 ps
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7074 for (i
= 0; i
< MAX_CONST_B
; ++i
)
7076 string_buffer_sprintf(name
, "ps_b[%u]", i
);
7077 ps
->uniform_b_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7080 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
7082 string_buffer_sprintf(name
, "bumpenv_mat%u", i
);
7083 ps
->bumpenv_mat_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7084 string_buffer_sprintf(name
, "bumpenv_lum_scale%u", i
);
7085 ps
->bumpenv_lum_scale_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7086 string_buffer_sprintf(name
, "bumpenv_lum_offset%u", i
);
7087 ps
->bumpenv_lum_offset_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7088 string_buffer_sprintf(name
, "tss_const%u", i
);
7089 ps
->tss_constant_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7092 ps
->tex_factor_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "tex_factor"));
7093 ps
->specular_enable_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "specular_enable"));
7095 ps
->fog_color_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.color"));
7096 ps
->fog_density_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.density"));
7097 ps
->fog_end_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.end"));
7098 ps
->fog_scale_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.scale"));
7100 ps
->np2_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ps_samplerNP2Fixup"));
7101 ps
->ycorrection_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ycorrection"));
7102 ps
->color_key_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "color_key"));
7104 string_buffer_release(&priv
->string_buffers
, name
);
7107 static void shader_glsl_init_uniform_block_bindings(const struct wined3d_gl_info
*gl_info
,
7108 struct shader_glsl_priv
*priv
, GLuint program_id
,
7109 const struct wined3d_shader_reg_maps
*reg_maps
, unsigned int base
, unsigned int count
)
7111 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
7114 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
7116 for (i
= 0; i
< count
; ++i
)
7118 if (!reg_maps
->cb_sizes
[i
])
7121 string_buffer_sprintf(name
, "block_%s_cb%u", prefix
, i
);
7122 block_idx
= GL_EXTCALL(glGetUniformBlockIndex(program_id
, name
->buffer
));
7123 GL_EXTCALL(glUniformBlockBinding(program_id
, block_idx
, base
+ i
));
7125 checkGLcall("glUniformBlockBinding");
7126 string_buffer_release(&priv
->string_buffers
, name
);
7129 /* Context activation is done by the caller. */
7130 static void set_glsl_shader_program(const struct wined3d_context
*context
, const struct wined3d_state
*state
,
7131 struct shader_glsl_priv
*priv
, struct glsl_context_data
*ctx_data
)
7133 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
7134 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
7135 const struct ps_np2fixup_info
*np2fixup_info
= NULL
;
7136 struct glsl_shader_prog_link
*entry
= NULL
;
7137 struct wined3d_shader
*vshader
= NULL
;
7138 struct wined3d_shader
*gshader
= NULL
;
7139 struct wined3d_shader
*pshader
= NULL
;
7141 GLuint reorder_shader_id
= 0;
7146 struct list
*ps_list
, *vs_list
;
7148 struct wined3d_string_buffer
*tmp_name
;
7150 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_VERTEX
)) && ctx_data
->glsl_program
)
7152 vs_id
= ctx_data
->glsl_program
->vs
.id
;
7153 vs_list
= &ctx_data
->glsl_program
->vs
.shader_entry
;
7157 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
7158 gshader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
7160 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_GEOMETRY
))
7161 && ctx_data
->glsl_program
->gs
.id
)
7162 gs_id
= ctx_data
->glsl_program
->gs
.id
;
7164 gs_id
= find_glsl_geometry_shader(context
, &priv
->shader_buffer
, &priv
->string_buffers
, gshader
);
7167 else if (use_vs(state
))
7169 struct vs_compile_args vs_compile_args
;
7171 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
7173 find_vs_compile_args(state
, vshader
, context
->stream_info
.swizzle_map
, &vs_compile_args
, d3d_info
);
7174 vs_id
= find_glsl_vshader(context
, &priv
->shader_buffer
, &priv
->string_buffers
, vshader
, &vs_compile_args
);
7175 vs_list
= &vshader
->linked_programs
;
7177 if ((gshader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
]))
7178 gs_id
= find_glsl_geometry_shader(context
, &priv
->shader_buffer
, &priv
->string_buffers
, gshader
);
7180 else if (priv
->vertex_pipe
== &glsl_vertex_pipe
)
7182 struct glsl_ffp_vertex_shader
*ffp_shader
;
7183 struct wined3d_ffp_vs_settings settings
;
7185 wined3d_ffp_get_vs_settings(context
, state
, &settings
);
7186 ffp_shader
= shader_glsl_find_ffp_vertex_shader(priv
, gl_info
, &settings
);
7187 vs_id
= ffp_shader
->id
;
7188 vs_list
= &ffp_shader
->linked_programs
;
7191 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_PIXEL
)) && ctx_data
->glsl_program
)
7193 ps_id
= ctx_data
->glsl_program
->ps
.id
;
7194 ps_list
= &ctx_data
->glsl_program
->ps
.shader_entry
;
7197 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
7199 else if (use_ps(state
))
7201 struct ps_compile_args ps_compile_args
;
7202 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
7203 find_ps_compile_args(state
, pshader
, context
->stream_info
.position_transformed
, &ps_compile_args
, context
);
7204 ps_id
= find_glsl_pshader(context
, &priv
->shader_buffer
, &priv
->string_buffers
,
7205 pshader
, &ps_compile_args
, &np2fixup_info
);
7206 ps_list
= &pshader
->linked_programs
;
7208 else if (priv
->fragment_pipe
== &glsl_fragment_pipe
)
7210 struct glsl_ffp_fragment_shader
*ffp_shader
;
7211 struct ffp_frag_settings settings
;
7213 gen_ffp_frag_op(context
, state
, &settings
, FALSE
);
7214 ffp_shader
= shader_glsl_find_ffp_fragment_shader(priv
, gl_info
, &settings
);
7215 ps_id
= ffp_shader
->id
;
7216 ps_list
= &ffp_shader
->linked_programs
;
7219 if ((!vs_id
&& !gs_id
&& !ps_id
) || (entry
= get_glsl_program_entry(priv
, vs_id
, gs_id
, ps_id
)))
7221 ctx_data
->glsl_program
= entry
;
7225 /* If we get to this point, then no matching program exists, so we create one */
7226 program_id
= GL_EXTCALL(glCreateProgram());
7227 TRACE("Created new GLSL shader program %u.\n", program_id
);
7229 /* Create the entry */
7230 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link
));
7231 entry
->id
= program_id
;
7232 entry
->vs
.id
= vs_id
;
7233 entry
->gs
.id
= gs_id
;
7234 entry
->ps
.id
= ps_id
;
7235 entry
->constant_version
= 0;
7236 entry
->ps
.np2_fixup_info
= np2fixup_info
;
7237 /* Add the hash table entry */
7238 add_glsl_program_entry(priv
, entry
);
7240 /* Set the current program */
7241 ctx_data
->glsl_program
= entry
;
7243 /* Attach GLSL vshader */
7246 TRACE("Attaching GLSL shader object %u to program %u.\n", vs_id
, program_id
);
7247 GL_EXTCALL(glAttachShader(program_id
, vs_id
));
7248 checkGLcall("glAttachShader");
7250 list_add_head(vs_list
, &entry
->vs
.shader_entry
);
7255 attribs_map
= vshader
->reg_maps
.input_registers
;
7256 reorder_shader_id
= generate_param_reorder_function(priv
, vshader
, pshader
,
7257 state
->gl_primitive_type
== GL_POINTS
&& vshader
->reg_maps
.point_size
,
7258 d3d_info
->emulated_flatshading
7259 && state
->render_states
[WINED3D_RS_SHADEMODE
] == WINED3D_SHADE_FLAT
, gl_info
);
7260 TRACE("Attaching GLSL shader object %u to program %u.\n", reorder_shader_id
, program_id
);
7261 GL_EXTCALL(glAttachShader(program_id
, reorder_shader_id
));
7262 checkGLcall("glAttachShader");
7263 /* Flag the reorder function for deletion, then it will be freed automatically when the program
7266 GL_EXTCALL(glDeleteShader(reorder_shader_id
));
7270 attribs_map
= (1u << WINED3D_FFP_ATTRIBS_COUNT
) - 1;
7273 /* Bind vertex attributes to a corresponding index number to match
7274 * the same index numbers as ARB_vertex_programs (makes loading
7275 * vertex attributes simpler). With this method, we can use the
7276 * exact same code to load the attributes later for both ARB and
7279 * We have to do this here because we need to know the Program ID
7280 * in order to make the bindings work, and it has to be done prior
7281 * to linking the GLSL program. */
7282 tmp_name
= string_buffer_get(&priv
->string_buffers
);
7283 for (i
= 0; attribs_map
; attribs_map
>>= 1, ++i
)
7285 if (!(attribs_map
& 1))
7288 string_buffer_sprintf(tmp_name
, "vs_in%u", i
);
7289 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
7291 checkGLcall("glBindAttribLocation");
7292 string_buffer_release(&priv
->string_buffers
, tmp_name
);
7296 TRACE("Attaching GLSL geometry shader object %u to program %u.\n", gs_id
, program_id
);
7297 GL_EXTCALL(glAttachShader(program_id
, gs_id
));
7298 checkGLcall("glAttachShader");
7300 TRACE("input type %s, output type %s, vertices out %u.\n",
7301 debug_d3dprimitivetype(gshader
->u
.gs
.input_type
),
7302 debug_d3dprimitivetype(gshader
->u
.gs
.output_type
),
7303 gshader
->u
.gs
.vertices_out
);
7304 GL_EXTCALL(glProgramParameteriARB(program_id
, GL_GEOMETRY_INPUT_TYPE_ARB
,
7305 gl_primitive_type_from_d3d(gshader
->u
.gs
.input_type
)));
7306 GL_EXTCALL(glProgramParameteriARB(program_id
, GL_GEOMETRY_OUTPUT_TYPE_ARB
,
7307 gl_primitive_type_from_d3d(gshader
->u
.gs
.output_type
)));
7308 GL_EXTCALL(glProgramParameteriARB(program_id
, GL_GEOMETRY_VERTICES_OUT_ARB
,
7309 gshader
->u
.gs
.vertices_out
));
7310 checkGLcall("glProgramParameteriARB");
7312 list_add_head(&gshader
->linked_programs
, &entry
->gs
.shader_entry
);
7315 /* Attach GLSL pshader */
7318 TRACE("Attaching GLSL shader object %u to program %u.\n", ps_id
, program_id
);
7319 GL_EXTCALL(glAttachShader(program_id
, ps_id
));
7320 checkGLcall("glAttachShader");
7322 list_add_head(ps_list
, &entry
->ps
.shader_entry
);
7325 /* Link the program */
7326 TRACE("Linking GLSL shader program %u.\n", program_id
);
7327 GL_EXTCALL(glLinkProgram(program_id
));
7328 shader_glsl_validate_link(gl_info
, program_id
);
7330 shader_glsl_init_vs_uniform_locations(gl_info
, priv
, program_id
, &entry
->vs
,
7331 vshader
? min(vshader
->limits
->constant_float
, gl_info
->limits
.glsl_vs_float_constants
) : 0);
7332 shader_glsl_init_ps_uniform_locations(gl_info
, priv
, program_id
, &entry
->ps
,
7333 pshader
? min(pshader
->limits
->constant_float
, gl_info
->limits
.glsl_ps_float_constants
) : 0);
7334 checkGLcall("Find glsl program uniform locations");
7336 if (pshader
&& pshader
->reg_maps
.shader_version
.major
>= 3
7337 && pshader
->u
.ps
.declared_in_count
> vec4_varyings(3, gl_info
))
7339 TRACE("Shader %d needs vertex color clamping disabled.\n", program_id
);
7340 entry
->vs
.vertex_color_clamp
= GL_FALSE
;
7344 entry
->vs
.vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
7347 /* Set the shader to allow uniform loading on it */
7348 GL_EXTCALL(glUseProgram(program_id
));
7349 checkGLcall("glUseProgram");
7351 /* Texture unit mapping is set up to be the same each time the shader
7352 * program is used so we can hardcode the sampler uniform values. */
7353 shader_glsl_load_samplers(gl_info
, priv
, context
->tex_unit_map
, program_id
);
7355 entry
->constant_update_mask
= 0;
7358 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_F
;
7359 if (vshader
->reg_maps
.integer_constants
)
7360 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_I
;
7361 if (vshader
->reg_maps
.boolean_constants
)
7362 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_B
;
7363 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POS_FIXUP
;
7365 shader_glsl_init_uniform_block_bindings(gl_info
, priv
, program_id
, &vshader
->reg_maps
,
7366 0, gl_info
->limits
.vertex_uniform_blocks
);
7370 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
7371 | WINED3D_SHADER_CONST_FFP_PROJ
;
7373 for (i
= 1; i
< MAX_VERTEX_BLENDS
; ++i
)
7375 if (entry
->vs
.modelview_matrix_location
[i
] != -1)
7377 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
7382 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
7384 if (entry
->vs
.texture_matrix_location
[i
] != -1)
7386 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
7390 if (entry
->vs
.material_ambient_location
!= -1 || entry
->vs
.material_diffuse_location
!= -1
7391 || entry
->vs
.material_specular_location
!= -1
7392 || entry
->vs
.material_emissive_location
!= -1
7393 || entry
->vs
.material_shininess_location
!= -1)
7394 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MATERIAL
;
7395 if (entry
->vs
.light_ambient_location
!= -1)
7396 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_LIGHTS
;
7398 if (entry
->vs
.pointsize_min_location
!= -1)
7399 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
7402 shader_glsl_init_uniform_block_bindings(gl_info
, priv
, program_id
, &gshader
->reg_maps
,
7403 gl_info
->limits
.vertex_uniform_blocks
, gl_info
->limits
.geometry_uniform_blocks
);
7409 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_F
;
7410 if (pshader
->reg_maps
.integer_constants
)
7411 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_I
;
7412 if (pshader
->reg_maps
.boolean_constants
)
7413 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_B
;
7414 if (entry
->ps
.ycorrection_location
!= -1)
7415 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_Y_CORR
;
7417 shader_glsl_init_uniform_block_bindings(gl_info
, priv
, program_id
, &pshader
->reg_maps
,
7418 gl_info
->limits
.vertex_uniform_blocks
+ gl_info
->limits
.geometry_uniform_blocks
,
7419 gl_info
->limits
.fragment_uniform_blocks
);
7423 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PS
;
7426 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
7428 if (entry
->ps
.bumpenv_mat_location
[i
] != -1)
7430 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_BUMP_ENV
;
7435 if (entry
->ps
.fog_color_location
!= -1)
7436 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
7437 if (entry
->ps
.np2_fixup_location
!= -1)
7438 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_NP2_FIXUP
;
7439 if (entry
->ps
.color_key_location
!= -1)
7440 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_COLOR_KEY
;
7444 /* Context activation is done by the caller. */
7445 static GLuint
create_glsl_blt_shader(const struct wined3d_gl_info
*gl_info
, enum wined3d_gl_resource_type tex_type
,
7449 GLuint vshader_id
, pshader_id
;
7450 const char *blt_pshader
;
7452 static const char blt_vshader
[] =
7456 " gl_Position = gl_Vertex;\n"
7457 " gl_FrontColor = vec4(1.0);\n"
7458 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
7461 static const char * const blt_pshaders_full
[WINED3D_GL_RES_TYPE_COUNT
] =
7463 /* WINED3D_GL_RES_TYPE_TEX_1D */
7465 /* WINED3D_GL_RES_TYPE_TEX_2D */
7467 "uniform sampler2D sampler;\n"
7470 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
7472 /* WINED3D_GL_RES_TYPE_TEX_3D */
7474 /* WINED3D_GL_RES_TYPE_TEX_CUBE */
7476 "uniform samplerCube sampler;\n"
7479 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
7481 /* WINED3D_GL_RES_TYPE_TEX_RECT */
7483 "#extension GL_ARB_texture_rectangle : enable\n"
7484 "uniform sampler2DRect sampler;\n"
7487 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
7489 /* WINED3D_GL_RES_TYPE_BUFFER */
7491 /* WINED3D_GL_RES_TYPE_RB */
7495 static const char * const blt_pshaders_masked
[WINED3D_GL_RES_TYPE_COUNT
] =
7497 /* WINED3D_GL_RES_TYPE_TEX_1D */
7499 /* WINED3D_GL_RES_TYPE_TEX_2D */
7501 "uniform sampler2D sampler;\n"
7502 "uniform vec4 mask;\n"
7505 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
7506 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
7508 /* WINED3D_GL_RES_TYPE_TEX_3D */
7510 /* WINED3D_GL_RES_TYPE_TEX_CUBE */
7512 "uniform samplerCube sampler;\n"
7513 "uniform vec4 mask;\n"
7516 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
7517 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
7519 /* WINED3D_GL_RES_TYPE_TEX_RECT */
7521 "#extension GL_ARB_texture_rectangle : enable\n"
7522 "uniform sampler2DRect sampler;\n"
7523 "uniform vec4 mask;\n"
7526 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
7527 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
7529 /* WINED3D_GL_RES_TYPE_BUFFER */
7531 /* WINED3D_GL_RES_TYPE_RB */
7535 blt_pshader
= masked
? blt_pshaders_masked
[tex_type
] : blt_pshaders_full
[tex_type
];
7538 FIXME("tex_type %#x not supported\n", tex_type
);
7542 vshader_id
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
7543 shader_glsl_compile(gl_info
, vshader_id
, blt_vshader
);
7545 pshader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
7546 shader_glsl_compile(gl_info
, pshader_id
, blt_pshader
);
7548 program_id
= GL_EXTCALL(glCreateProgram());
7549 GL_EXTCALL(glAttachShader(program_id
, vshader_id
));
7550 GL_EXTCALL(glAttachShader(program_id
, pshader_id
));
7551 GL_EXTCALL(glLinkProgram(program_id
));
7553 shader_glsl_validate_link(gl_info
, program_id
);
7555 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
7558 GL_EXTCALL(glDeleteShader(vshader_id
));
7559 GL_EXTCALL(glDeleteShader(pshader_id
));
7563 /* Context activation is done by the caller. */
7564 static void shader_glsl_select(void *shader_priv
, struct wined3d_context
*context
,
7565 const struct wined3d_state
*state
)
7567 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
7568 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
7569 struct shader_glsl_priv
*priv
= shader_priv
;
7570 GLuint program_id
= 0, prev_id
= 0;
7571 GLenum old_vertex_color_clamp
, current_vertex_color_clamp
;
7573 priv
->vertex_pipe
->vp_enable(gl_info
, !use_vs(state
));
7574 priv
->fragment_pipe
->enable_extension(gl_info
, !use_ps(state
));
7576 if (ctx_data
->glsl_program
)
7578 prev_id
= ctx_data
->glsl_program
->id
;
7579 old_vertex_color_clamp
= ctx_data
->glsl_program
->vs
.vertex_color_clamp
;
7584 old_vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
7587 set_glsl_shader_program(context
, state
, priv
, ctx_data
);
7589 if (ctx_data
->glsl_program
)
7591 program_id
= ctx_data
->glsl_program
->id
;
7592 current_vertex_color_clamp
= ctx_data
->glsl_program
->vs
.vertex_color_clamp
;
7597 current_vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
7600 if (old_vertex_color_clamp
!= current_vertex_color_clamp
)
7602 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
7604 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, current_vertex_color_clamp
));
7605 checkGLcall("glClampColorARB");
7609 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
7613 TRACE("Using GLSL program %u.\n", program_id
);
7615 if (prev_id
!= program_id
)
7617 GL_EXTCALL(glUseProgram(program_id
));
7618 checkGLcall("glUseProgram");
7621 context
->constant_update_mask
|= ctx_data
->glsl_program
->constant_update_mask
;
7625 /* "context" is not necessarily the currently active context. */
7626 static void shader_glsl_invalidate_current_program(struct wined3d_context
*context
)
7628 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
7630 ctx_data
->glsl_program
= NULL
;
7631 context
->shader_update_mask
= (1u << WINED3D_SHADER_TYPE_PIXEL
)
7632 | (1u << WINED3D_SHADER_TYPE_VERTEX
)
7633 | (1u << WINED3D_SHADER_TYPE_GEOMETRY
);
7636 /* Context activation is done by the caller. */
7637 static void shader_glsl_disable(void *shader_priv
, struct wined3d_context
*context
)
7639 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
7640 struct shader_glsl_priv
*priv
= shader_priv
;
7642 shader_glsl_invalidate_current_program(context
);
7643 GL_EXTCALL(glUseProgram(0));
7644 checkGLcall("glUseProgram");
7646 priv
->vertex_pipe
->vp_enable(gl_info
, FALSE
);
7647 priv
->fragment_pipe
->enable_extension(gl_info
, FALSE
);
7649 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
7651 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, GL_FIXED_ONLY_ARB
));
7652 checkGLcall("glClampColorARB");
7656 /* Context activation is done by the caller. */
7657 static void shader_glsl_select_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
,
7658 enum wined3d_gl_resource_type tex_type
, const SIZE
*ds_mask_size
)
7660 BOOL masked
= ds_mask_size
->cx
&& ds_mask_size
->cy
;
7661 struct shader_glsl_priv
*priv
= shader_priv
;
7662 GLuint
*blt_program
;
7665 blt_program
= masked
? &priv
->depth_blt_program_masked
[tex_type
] : &priv
->depth_blt_program_full
[tex_type
];
7668 *blt_program
= create_glsl_blt_shader(gl_info
, tex_type
, masked
);
7669 loc
= GL_EXTCALL(glGetUniformLocation(*blt_program
, "sampler"));
7670 GL_EXTCALL(glUseProgram(*blt_program
));
7671 GL_EXTCALL(glUniform1i(loc
, 0));
7675 GL_EXTCALL(glUseProgram(*blt_program
));
7680 loc
= GL_EXTCALL(glGetUniformLocation(*blt_program
, "mask"));
7681 GL_EXTCALL(glUniform4f(loc
, 0.0f
, 0.0f
, (float)ds_mask_size
->cx
, (float)ds_mask_size
->cy
));
7685 /* Context activation is done by the caller. */
7686 static void shader_glsl_deselect_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
)
7688 const struct glsl_context_data
*ctx_data
= context_get_current()->shader_backend_data
;
7691 program_id
= ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0;
7692 if (program_id
) TRACE("Using GLSL program %u\n", program_id
);
7694 GL_EXTCALL(glUseProgram(program_id
));
7695 checkGLcall("glUseProgram");
7698 static void shader_glsl_invalidate_contexts_program(struct wined3d_device
*device
,
7699 const struct glsl_shader_prog_link
*program
)
7701 const struct glsl_context_data
*ctx_data
;
7702 struct wined3d_context
*context
;
7705 for (i
= 0; i
< device
->context_count
; ++i
)
7707 context
= device
->contexts
[i
];
7708 ctx_data
= context
->shader_backend_data
;
7710 if (ctx_data
->glsl_program
== program
)
7711 shader_glsl_invalidate_current_program(context
);
7715 static void shader_glsl_destroy(struct wined3d_shader
*shader
)
7717 struct glsl_shader_private
*shader_data
= shader
->backend_data
;
7718 struct wined3d_device
*device
= shader
->device
;
7719 struct shader_glsl_priv
*priv
= device
->shader_priv
;
7720 const struct wined3d_gl_info
*gl_info
;
7721 const struct list
*linked_programs
;
7722 struct wined3d_context
*context
;
7724 if (!shader_data
|| !shader_data
->num_gl_shaders
)
7726 HeapFree(GetProcessHeap(), 0, shader_data
);
7727 shader
->backend_data
= NULL
;
7731 context
= context_acquire(device
, NULL
);
7732 gl_info
= context
->gl_info
;
7734 TRACE("Deleting linked programs.\n");
7735 linked_programs
= &shader
->linked_programs
;
7736 if (linked_programs
->next
)
7738 struct glsl_shader_prog_link
*entry
, *entry2
;
7741 switch (shader
->reg_maps
.shader_version
.type
)
7743 case WINED3D_SHADER_TYPE_PIXEL
:
7745 struct glsl_ps_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.ps
;
7747 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
7749 TRACE("Deleting pixel shader %u.\n", gl_shaders
[i
].id
);
7750 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
7751 checkGLcall("glDeleteShader");
7753 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.ps
);
7755 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
7756 struct glsl_shader_prog_link
, ps
.shader_entry
)
7758 shader_glsl_invalidate_contexts_program(device
, entry
);
7759 delete_glsl_program_entry(priv
, gl_info
, entry
);
7765 case WINED3D_SHADER_TYPE_VERTEX
:
7767 struct glsl_vs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.vs
;
7769 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
7771 TRACE("Deleting vertex shader %u.\n", gl_shaders
[i
].id
);
7772 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
7773 checkGLcall("glDeleteShader");
7775 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.vs
);
7777 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
7778 struct glsl_shader_prog_link
, vs
.shader_entry
)
7780 shader_glsl_invalidate_contexts_program(device
, entry
);
7781 delete_glsl_program_entry(priv
, gl_info
, entry
);
7787 case WINED3D_SHADER_TYPE_GEOMETRY
:
7789 struct glsl_gs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.gs
;
7791 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
7793 TRACE("Deleting geometry shader %u.\n", gl_shaders
[i
].id
);
7794 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
7795 checkGLcall("glDeleteShader");
7797 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.gs
);
7799 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
7800 struct glsl_shader_prog_link
, gs
.shader_entry
)
7802 shader_glsl_invalidate_contexts_program(device
, entry
);
7803 delete_glsl_program_entry(priv
, gl_info
, entry
);
7810 ERR("Unhandled shader type %#x.\n", shader
->reg_maps
.shader_version
.type
);
7815 HeapFree(GetProcessHeap(), 0, shader
->backend_data
);
7816 shader
->backend_data
= NULL
;
7818 context_release(context
);
7821 static int glsl_program_key_compare(const void *key
, const struct wine_rb_entry
*entry
)
7823 const struct glsl_program_key
*k
= key
;
7824 const struct glsl_shader_prog_link
*prog
= WINE_RB_ENTRY_VALUE(entry
,
7825 const struct glsl_shader_prog_link
, program_lookup_entry
);
7827 if (k
->vs_id
> prog
->vs
.id
) return 1;
7828 else if (k
->vs_id
< prog
->vs
.id
) return -1;
7830 if (k
->gs_id
> prog
->gs
.id
) return 1;
7831 else if (k
->gs_id
< prog
->gs
.id
) return -1;
7833 if (k
->ps_id
> prog
->ps
.id
) return 1;
7834 else if (k
->ps_id
< prog
->ps
.id
) return -1;
7839 static BOOL
constant_heap_init(struct constant_heap
*heap
, unsigned int constant_count
)
7841 SIZE_T size
= (constant_count
+ 1) * sizeof(*heap
->entries
)
7842 + constant_count
* sizeof(*heap
->contained
)
7843 + constant_count
* sizeof(*heap
->positions
);
7844 void *mem
= HeapAlloc(GetProcessHeap(), 0, size
);
7848 ERR("Failed to allocate memory\n");
7852 heap
->entries
= mem
;
7853 heap
->entries
[1].version
= 0;
7854 heap
->contained
= (BOOL
*)(heap
->entries
+ constant_count
+ 1);
7855 memset(heap
->contained
, 0, constant_count
* sizeof(*heap
->contained
));
7856 heap
->positions
= (unsigned int *)(heap
->contained
+ constant_count
);
7862 static void constant_heap_free(struct constant_heap
*heap
)
7864 HeapFree(GetProcessHeap(), 0, heap
->entries
);
7867 static const struct wine_rb_functions wined3d_glsl_program_rb_functions
=
7872 glsl_program_key_compare
,
7875 static HRESULT
shader_glsl_alloc(struct wined3d_device
*device
, const struct wined3d_vertex_pipe_ops
*vertex_pipe
,
7876 const struct fragment_pipeline
*fragment_pipe
)
7878 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
7879 struct shader_glsl_priv
*priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_glsl_priv
));
7880 SIZE_T stack_size
= wined3d_log2i(max(gl_info
->limits
.glsl_vs_float_constants
,
7881 gl_info
->limits
.glsl_ps_float_constants
)) + 1;
7882 struct fragment_caps fragment_caps
;
7883 void *vertex_priv
, *fragment_priv
;
7885 string_buffer_list_init(&priv
->string_buffers
);
7887 if (!(vertex_priv
= vertex_pipe
->vp_alloc(&glsl_shader_backend
, priv
)))
7889 ERR("Failed to initialize vertex pipe.\n");
7890 HeapFree(GetProcessHeap(), 0, priv
);
7894 if (!(fragment_priv
= fragment_pipe
->alloc_private(&glsl_shader_backend
, priv
)))
7896 ERR("Failed to initialize fragment pipe.\n");
7897 vertex_pipe
->vp_free(device
);
7898 HeapFree(GetProcessHeap(), 0, priv
);
7902 if (!string_buffer_init(&priv
->shader_buffer
))
7904 ERR("Failed to initialize shader buffer.\n");
7908 priv
->stack
= HeapAlloc(GetProcessHeap(), 0, stack_size
* sizeof(*priv
->stack
));
7911 ERR("Failed to allocate memory.\n");
7915 if (!constant_heap_init(&priv
->vconst_heap
, gl_info
->limits
.glsl_vs_float_constants
))
7917 ERR("Failed to initialize vertex shader constant heap\n");
7921 if (!constant_heap_init(&priv
->pconst_heap
, gl_info
->limits
.glsl_ps_float_constants
))
7923 ERR("Failed to initialize pixel shader constant heap\n");
7927 if (wine_rb_init(&priv
->program_lookup
, &wined3d_glsl_program_rb_functions
) == -1)
7929 ERR("Failed to initialize rbtree.\n");
7933 priv
->next_constant_version
= 1;
7934 priv
->vertex_pipe
= vertex_pipe
;
7935 priv
->fragment_pipe
= fragment_pipe
;
7936 fragment_pipe
->get_caps(gl_info
, &fragment_caps
);
7937 priv
->ffp_proj_control
= fragment_caps
.wined3d_caps
& WINED3D_FRAGMENT_CAP_PROJ_CONTROL
;
7938 priv
->legacy_lighting
= device
->wined3d
->flags
& WINED3D_LEGACY_FFP_LIGHTING
;
7940 device
->vertex_priv
= vertex_priv
;
7941 device
->fragment_priv
= fragment_priv
;
7942 device
->shader_priv
= priv
;
7947 constant_heap_free(&priv
->pconst_heap
);
7948 constant_heap_free(&priv
->vconst_heap
);
7949 HeapFree(GetProcessHeap(), 0, priv
->stack
);
7950 string_buffer_free(&priv
->shader_buffer
);
7951 fragment_pipe
->free_private(device
);
7952 vertex_pipe
->vp_free(device
);
7953 HeapFree(GetProcessHeap(), 0, priv
);
7954 return E_OUTOFMEMORY
;
7957 /* Context activation is done by the caller. */
7958 static void shader_glsl_free(struct wined3d_device
*device
)
7960 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
7961 struct shader_glsl_priv
*priv
= device
->shader_priv
;
7964 for (i
= 0; i
< WINED3D_GL_RES_TYPE_COUNT
; ++i
)
7966 if (priv
->depth_blt_program_full
[i
])
7968 GL_EXTCALL(glDeleteProgram(priv
->depth_blt_program_full
[i
]));
7970 if (priv
->depth_blt_program_masked
[i
])
7972 GL_EXTCALL(glDeleteProgram(priv
->depth_blt_program_masked
[i
]));
7976 wine_rb_destroy(&priv
->program_lookup
, NULL
, NULL
);
7977 constant_heap_free(&priv
->pconst_heap
);
7978 constant_heap_free(&priv
->vconst_heap
);
7979 HeapFree(GetProcessHeap(), 0, priv
->stack
);
7980 string_buffer_list_cleanup(&priv
->string_buffers
);
7981 string_buffer_free(&priv
->shader_buffer
);
7982 priv
->fragment_pipe
->free_private(device
);
7983 priv
->vertex_pipe
->vp_free(device
);
7985 HeapFree(GetProcessHeap(), 0, device
->shader_priv
);
7986 device
->shader_priv
= NULL
;
7989 static BOOL
shader_glsl_allocate_context_data(struct wined3d_context
*context
)
7991 return !!(context
->shader_backend_data
= HeapAlloc(GetProcessHeap(),
7992 HEAP_ZERO_MEMORY
, sizeof(struct glsl_context_data
)));
7995 static void shader_glsl_free_context_data(struct wined3d_context
*context
)
7997 HeapFree(GetProcessHeap(), 0, context
->shader_backend_data
);
8000 static void shader_glsl_init_context_state(struct wined3d_context
*context
)
8002 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8004 gl_info
->gl_ops
.gl
.p_glEnable(GL_PROGRAM_POINT_SIZE
);
8005 checkGLcall("GL_PROGRAM_POINT_SIZE");
8008 static void shader_glsl_get_caps(const struct wined3d_gl_info
*gl_info
, struct shader_caps
*caps
)
8012 if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 50) && gl_info
->supported
[WINED3D_GL_VERSION_3_2
]
8013 && gl_info
->supported
[ARB_SHADER_BIT_ENCODING
] && gl_info
->supported
[ARB_SAMPLER_OBJECTS
])
8015 /* ARB_shader_texture_lod or EXT_gpu_shader4 is required for the SM3
8016 * texldd and texldl instructions. */
8017 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] || gl_info
->supported
[EXT_GPU_SHADER4
])
8021 TRACE("Shader model %u.\n", shader_model
);
8023 caps
->vs_version
= min(wined3d_settings
.max_sm_vs
, shader_model
);
8024 caps
->gs_version
= min(wined3d_settings
.max_sm_gs
, shader_model
);
8025 caps
->ps_version
= min(wined3d_settings
.max_sm_ps
, shader_model
);
8027 caps
->vs_uniform_count
= gl_info
->limits
.glsl_vs_float_constants
;
8028 caps
->ps_uniform_count
= gl_info
->limits
.glsl_ps_float_constants
;
8029 caps
->varying_count
= gl_info
->limits
.glsl_varyings
;
8031 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
8032 * Direct3D minimum requirement.
8034 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
8035 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
8037 * The problem is that the refrast clamps temporary results in the shader to
8038 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
8039 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
8040 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
8041 * offer a way to query this.
8043 if (shader_model
>= 4)
8044 caps
->ps_1x_max_value
= FLT_MAX
;
8046 caps
->ps_1x_max_value
= 1024.0f
;
8048 /* Ideally we'd only set caps like sRGB writes here if supported by both
8049 * the shader backend and the fragment pipe, but we can get called before
8050 * shader_glsl_alloc(). */
8051 caps
->wined3d_caps
= WINED3D_SHADER_CAP_VS_CLIPPING
8052 | WINED3D_SHADER_CAP_SRGB_WRITE
;
8055 static BOOL
shader_glsl_color_fixup_supported(struct color_fixup_desc fixup
)
8057 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
8059 TRACE("Checking support for fixup:\n");
8060 dump_color_fixup_desc(fixup
);
8063 /* We support everything except YUV conversions. */
8064 if (!is_complex_fixup(fixup
))
8070 TRACE("[FAILED]\n");
8074 static const SHADER_HANDLER shader_glsl_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
8076 /* WINED3DSIH_ABS */ shader_glsl_map2gl
,
8077 /* WINED3DSIH_ADD */ shader_glsl_binop
,
8078 /* WINED3DSIH_AND */ shader_glsl_binop
,
8079 /* WINED3DSIH_BEM */ shader_glsl_bem
,
8080 /* WINED3DSIH_BREAK */ shader_glsl_break
,
8081 /* WINED3DSIH_BREAKC */ shader_glsl_breakc
,
8082 /* WINED3DSIH_BREAKP */ shader_glsl_breakp
,
8083 /* WINED3DSIH_CALL */ shader_glsl_call
,
8084 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz
,
8085 /* WINED3DSIH_CMP */ shader_glsl_conditional_move
,
8086 /* WINED3DSIH_CND */ shader_glsl_cnd
,
8087 /* WINED3DSIH_CRS */ shader_glsl_cross
,
8088 /* WINED3DSIH_CUT */ shader_glsl_cut
,
8089 /* WINED3DSIH_DCL */ shader_glsl_nop
,
8090 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_glsl_nop
,
8091 /* WINED3DSIH_DCL_GLOBAL_FLAGS */ shader_glsl_nop
,
8092 /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ NULL
,
8093 /* WINED3DSIH_DCL_INPUT */ shader_glsl_nop
,
8094 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_glsl_nop
,
8095 /* WINED3DSIH_DCL_INPUT_PS */ NULL
,
8096 /* WINED3DSIH_DCL_INPUT_PS_SGV */ NULL
,
8097 /* WINED3DSIH_DCL_INPUT_PS_SIV */ NULL
,
8098 /* WINED3DSIH_DCL_INPUT_SGV */ shader_glsl_nop
,
8099 /* WINED3DSIH_DCL_INPUT_SIV */ shader_glsl_nop
,
8100 /* WINED3DSIH_DCL_OUTPUT */ shader_glsl_nop
,
8101 /* WINED3DSIH_DCL_OUTPUT_SIV */ shader_glsl_nop
,
8102 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_glsl_nop
,
8103 /* WINED3DSIH_DCL_SAMPLER */ NULL
,
8104 /* WINED3DSIH_DCL_TEMPS */ shader_glsl_nop
,
8105 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_glsl_nop
,
8106 /* WINED3DSIH_DEF */ shader_glsl_nop
,
8107 /* WINED3DSIH_DEFB */ shader_glsl_nop
,
8108 /* WINED3DSIH_DEFI */ shader_glsl_nop
,
8109 /* WINED3DSIH_DIV */ shader_glsl_binop
,
8110 /* WINED3DSIH_DP2 */ shader_glsl_dot
,
8111 /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add
,
8112 /* WINED3DSIH_DP3 */ shader_glsl_dot
,
8113 /* WINED3DSIH_DP4 */ shader_glsl_dot
,
8114 /* WINED3DSIH_DST */ shader_glsl_dst
,
8115 /* WINED3DSIH_DSX */ shader_glsl_map2gl
,
8116 /* WINED3DSIH_DSY */ shader_glsl_map2gl
,
8117 /* WINED3DSIH_ELSE */ shader_glsl_else
,
8118 /* WINED3DSIH_EMIT */ shader_glsl_emit
,
8119 /* WINED3DSIH_ENDIF */ shader_glsl_end
,
8120 /* WINED3DSIH_ENDLOOP */ shader_glsl_end
,
8121 /* WINED3DSIH_ENDREP */ shader_glsl_end
,
8122 /* WINED3DSIH_EQ */ shader_glsl_relop
,
8123 /* WINED3DSIH_EXP */ shader_glsl_scalar_op
,
8124 /* WINED3DSIH_EXPP */ shader_glsl_expp
,
8125 /* WINED3DSIH_FRC */ shader_glsl_map2gl
,
8126 /* WINED3DSIH_FTOI */ shader_glsl_to_int
,
8127 /* WINED3DSIH_FTOU */ shader_glsl_to_uint
,
8128 /* WINED3DSIH_GE */ shader_glsl_relop
,
8129 /* WINED3DSIH_IADD */ shader_glsl_binop
,
8130 /* WINED3DSIH_IEQ */ shader_glsl_relop
,
8131 /* WINED3DSIH_IF */ shader_glsl_if
,
8132 /* WINED3DSIH_IFC */ shader_glsl_ifc
,
8133 /* WINED3DSIH_IGE */ shader_glsl_relop
,
8134 /* WINED3DSIH_ILT */ shader_glsl_relop
,
8135 /* WINED3DSIH_IMAD */ shader_glsl_mad
,
8136 /* WINED3DSIH_IMAX */ shader_glsl_map2gl
,
8137 /* WINED3DSIH_IMIN */ shader_glsl_map2gl
,
8138 /* WINED3DSIH_IMUL */ shader_glsl_imul
,
8139 /* WINED3DSIH_INE */ shader_glsl_relop
,
8140 /* WINED3DSIH_INEG */ shader_glsl_unary_op
,
8141 /* WINED3DSIH_ISHL */ shader_glsl_binop
,
8142 /* WINED3DSIH_ITOF */ shader_glsl_to_float
,
8143 /* WINED3DSIH_LABEL */ shader_glsl_label
,
8144 /* WINED3DSIH_LD */ shader_glsl_ld
,
8145 /* WINED3DSIH_LIT */ shader_glsl_lit
,
8146 /* WINED3DSIH_LOG */ shader_glsl_scalar_op
,
8147 /* WINED3DSIH_LOGP */ shader_glsl_scalar_op
,
8148 /* WINED3DSIH_LOOP */ shader_glsl_loop
,
8149 /* WINED3DSIH_LRP */ shader_glsl_lrp
,
8150 /* WINED3DSIH_LT */ shader_glsl_relop
,
8151 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn
,
8152 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn
,
8153 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn
,
8154 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn
,
8155 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn
,
8156 /* WINED3DSIH_MAD */ shader_glsl_mad
,
8157 /* WINED3DSIH_MAX */ shader_glsl_map2gl
,
8158 /* WINED3DSIH_MIN */ shader_glsl_map2gl
,
8159 /* WINED3DSIH_MOV */ shader_glsl_mov
,
8160 /* WINED3DSIH_MOVA */ shader_glsl_mov
,
8161 /* WINED3DSIH_MOVC */ shader_glsl_conditional_move
,
8162 /* WINED3DSIH_MUL */ shader_glsl_binop
,
8163 /* WINED3DSIH_NE */ shader_glsl_relop
,
8164 /* WINED3DSIH_NOP */ shader_glsl_nop
,
8165 /* WINED3DSIH_NOT */ shader_glsl_unary_op
,
8166 /* WINED3DSIH_NRM */ shader_glsl_nrm
,
8167 /* WINED3DSIH_OR */ shader_glsl_binop
,
8168 /* WINED3DSIH_PHASE */ shader_glsl_nop
,
8169 /* WINED3DSIH_POW */ shader_glsl_pow
,
8170 /* WINED3DSIH_RCP */ shader_glsl_scalar_op
,
8171 /* WINED3DSIH_REP */ shader_glsl_rep
,
8172 /* WINED3DSIH_RESINFO */ shader_glsl_resinfo
,
8173 /* WINED3DSIH_RET */ shader_glsl_ret
,
8174 /* WINED3DSIH_ROUND_NI */ shader_glsl_map2gl
,
8175 /* WINED3DSIH_ROUND_PI */ shader_glsl_map2gl
,
8176 /* WINED3DSIH_ROUND_Z */ shader_glsl_map2gl
,
8177 /* WINED3DSIH_RSQ */ shader_glsl_scalar_op
,
8178 /* WINED3DSIH_SAMPLE */ shader_glsl_sample
,
8179 /* WINED3DSIH_SAMPLE_B */ shader_glsl_sample
,
8180 /* WINED3DSIH_SAMPLE_C */ NULL
,
8181 /* WINED3DSIH_SAMPLE_C_LZ */ NULL
,
8182 /* WINED3DSIH_SAMPLE_GRAD */ shader_glsl_sample
,
8183 /* WINED3DSIH_SAMPLE_LOD */ shader_glsl_sample
,
8184 /* WINED3DSIH_SETP */ NULL
,
8185 /* WINED3DSIH_SGE */ shader_glsl_compare
,
8186 /* WINED3DSIH_SGN */ shader_glsl_sgn
,
8187 /* WINED3DSIH_SINCOS */ shader_glsl_sincos
,
8188 /* WINED3DSIH_SLT */ shader_glsl_compare
,
8189 /* WINED3DSIH_SQRT */ shader_glsl_map2gl
,
8190 /* WINED3DSIH_SUB */ shader_glsl_binop
,
8191 /* WINED3DSIH_TEX */ shader_glsl_tex
,
8192 /* WINED3DSIH_TEXBEM */ shader_glsl_texbem
,
8193 /* WINED3DSIH_TEXBEML */ shader_glsl_texbem
,
8194 /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord
,
8195 /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth
,
8196 /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3
,
8197 /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex
,
8198 /* WINED3DSIH_TEXKILL */ shader_glsl_texkill
,
8199 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd
,
8200 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl
,
8201 /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth
,
8202 /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad
,
8203 /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex
,
8204 /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3
,
8205 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
8206 /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad
,
8207 /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec
,
8208 /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex
,
8209 /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec
,
8210 /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar
,
8211 /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb
,
8212 /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb
,
8213 /* WINED3DSIH_UDIV */ shader_glsl_udiv
,
8214 /* WINED3DSIH_UGE */ shader_glsl_relop
,
8215 /* WINED3DSIH_USHR */ shader_glsl_binop
,
8216 /* WINED3DSIH_UTOF */ shader_glsl_to_float
,
8217 /* WINED3DSIH_XOR */ shader_glsl_binop
,
8220 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction
*ins
) {
8221 SHADER_HANDLER hw_fct
;
8223 /* Select handler */
8224 hw_fct
= shader_glsl_instruction_handler_table
[ins
->handler_idx
];
8226 /* Unhandled opcode */
8229 FIXME("Backend can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
8234 shader_glsl_add_instruction_modifiers(ins
);
8237 static BOOL
shader_glsl_has_ffp_proj_control(void *shader_priv
)
8239 struct shader_glsl_priv
*priv
= shader_priv
;
8241 return priv
->ffp_proj_control
;
8244 const struct wined3d_shader_backend_ops glsl_shader_backend
=
8246 shader_glsl_handle_instruction
,
8248 shader_glsl_disable
,
8249 shader_glsl_select_depth_blt
,
8250 shader_glsl_deselect_depth_blt
,
8251 shader_glsl_update_float_vertex_constants
,
8252 shader_glsl_update_float_pixel_constants
,
8253 shader_glsl_load_constants
,
8254 shader_glsl_destroy
,
8257 shader_glsl_allocate_context_data
,
8258 shader_glsl_free_context_data
,
8259 shader_glsl_init_context_state
,
8260 shader_glsl_get_caps
,
8261 shader_glsl_color_fixup_supported
,
8262 shader_glsl_has_ffp_proj_control
,
8265 static void glsl_vertex_pipe_vp_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
) {}
8267 static void glsl_vertex_pipe_vp_get_caps(const struct wined3d_gl_info
*gl_info
, struct wined3d_vertex_caps
*caps
)
8269 caps
->xyzrhw
= TRUE
;
8270 caps
->emulated_flatshading
= !gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
8271 caps
->ffp_generic_attributes
= TRUE
;
8272 caps
->max_active_lights
= MAX_ACTIVE_LIGHTS
;
8273 caps
->max_vertex_blend_matrices
= MAX_VERTEX_BLENDS
;
8274 caps
->max_vertex_blend_matrix_index
= 0;
8275 caps
->vertex_processing_caps
= WINED3DVTXPCAPS_TEXGEN
8276 | WINED3DVTXPCAPS_MATERIALSOURCE7
8277 | WINED3DVTXPCAPS_VERTEXFOG
8278 | WINED3DVTXPCAPS_DIRECTIONALLIGHTS
8279 | WINED3DVTXPCAPS_POSITIONALLIGHTS
8280 | WINED3DVTXPCAPS_LOCALVIEWER
8281 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP
;
8282 caps
->fvf_caps
= WINED3DFVFCAPS_PSIZE
| 8; /* 8 texture coordinates. */
8283 caps
->max_user_clip_planes
= gl_info
->limits
.clipplanes
;
8284 caps
->raster_caps
= WINED3DPRASTERCAPS_FOGRANGE
;
8287 static DWORD
glsl_vertex_pipe_vp_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
8289 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
8290 return GL_EXT_EMUL_ARB_MULTITEXTURE
;
8294 static void *glsl_vertex_pipe_vp_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
8296 struct shader_glsl_priv
*priv
;
8298 if (shader_backend
== &glsl_shader_backend
)
8302 if (wine_rb_init(&priv
->ffp_vertex_shaders
, &wined3d_ffp_vertex_program_rb_functions
) == -1)
8304 ERR("Failed to initialize rbtree.\n");
8311 FIXME("GLSL vertex pipe without GLSL shader backend not implemented.\n");
8316 static void shader_glsl_free_ffp_vertex_shader(struct wine_rb_entry
*entry
, void *context
)
8318 struct glsl_ffp_vertex_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
8319 struct glsl_ffp_vertex_shader
, desc
.entry
);
8320 struct glsl_shader_prog_link
*program
, *program2
;
8321 struct glsl_ffp_destroy_ctx
*ctx
= context
;
8323 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
8324 struct glsl_shader_prog_link
, vs
.shader_entry
)
8326 delete_glsl_program_entry(ctx
->priv
, ctx
->gl_info
, program
);
8328 ctx
->gl_info
->gl_ops
.ext
.p_glDeleteShader(shader
->id
);
8329 HeapFree(GetProcessHeap(), 0, shader
);
8332 /* Context activation is done by the caller. */
8333 static void glsl_vertex_pipe_vp_free(struct wined3d_device
*device
)
8335 struct shader_glsl_priv
*priv
= device
->vertex_priv
;
8336 struct glsl_ffp_destroy_ctx ctx
;
8339 ctx
.gl_info
= &device
->adapter
->gl_info
;
8340 wine_rb_destroy(&priv
->ffp_vertex_shaders
, shader_glsl_free_ffp_vertex_shader
, &ctx
);
8343 static void glsl_vertex_pipe_nop(struct wined3d_context
*context
,
8344 const struct wined3d_state
*state
, DWORD state_id
) {}
8346 static void glsl_vertex_pipe_shader(struct wined3d_context
*context
,
8347 const struct wined3d_state
*state
, DWORD state_id
)
8349 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
8352 static void glsl_vertex_pipe_vdecl(struct wined3d_context
*context
,
8353 const struct wined3d_state
*state
, DWORD state_id
)
8355 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8356 BOOL normal
= !!(context
->stream_info
.use_map
& (1u << WINED3D_FFP_NORMAL
));
8357 BOOL transformed
= context
->stream_info
.position_transformed
;
8358 BOOL wasrhw
= context
->last_was_rhw
;
8361 context
->last_was_rhw
= transformed
;
8363 /* If the vertex declaration contains a transformed position attribute,
8364 * the draw uses the fixed function vertex pipeline regardless of any
8365 * vertex shader set by the application. */
8366 if (transformed
!= wasrhw
)
8367 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
8371 if (context
->last_was_vshader
)
8373 for (i
= 0; i
< gl_info
->limits
.clipplanes
; ++i
)
8374 clipplane(context
, state
, STATE_CLIPPLANE(i
));
8377 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
8379 /* Because of settings->texcoords, we have to regenerate the vertex
8380 * shader on a vdecl change if there aren't enough varyings to just
8381 * always output all the texture coordinates. */
8382 if (gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(gl_info
)
8383 || normal
!= context
->last_was_normal
)
8384 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
8387 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.major
== 1
8388 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.minor
<= 3)
8389 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
8393 if (!context
->last_was_vshader
)
8395 /* Vertex shader clipping ignores the view matrix. Update all clipplanes. */
8396 for (i
= 0; i
< gl_info
->limits
.clipplanes
; ++i
)
8397 clipplane(context
, state
, STATE_CLIPPLANE(i
));
8401 context
->last_was_vshader
= use_vs(state
);
8402 context
->last_was_normal
= normal
;
8405 static void glsl_vertex_pipe_vs(struct wined3d_context
*context
,
8406 const struct wined3d_state
*state
, DWORD state_id
)
8408 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
8409 /* Different vertex shaders potentially require a different vertex attributes setup. */
8410 if (!isStateDirty(context
, STATE_VDECL
))
8411 context_apply_state(context
, state
, STATE_VDECL
);
8414 static void glsl_vertex_pipe_world(struct wined3d_context
*context
,
8415 const struct wined3d_state
*state
, DWORD state_id
)
8417 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
;
8420 static void glsl_vertex_pipe_vertexblend(struct wined3d_context
*context
,
8421 const struct wined3d_state
*state
, DWORD state_id
)
8423 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
8426 static void glsl_vertex_pipe_view(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
8428 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8431 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
8432 | WINED3D_SHADER_CONST_FFP_LIGHTS
8433 | WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
8435 for (k
= 0; k
< gl_info
->limits
.clipplanes
; ++k
)
8437 if (!isStateDirty(context
, STATE_CLIPPLANE(k
)))
8438 clipplane(context
, state
, STATE_CLIPPLANE(k
));
8442 static void glsl_vertex_pipe_projection(struct wined3d_context
*context
,
8443 const struct wined3d_state
*state
, DWORD state_id
)
8445 /* Table fog behavior depends on the projection matrix. */
8446 if (state
->render_states
[WINED3D_RS_FOGENABLE
]
8447 && state
->render_states
[WINED3D_RS_FOGTABLEMODE
] != WINED3D_FOG_NONE
)
8448 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
8449 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PROJ
;
8452 static void glsl_vertex_pipe_viewport(struct wined3d_context
*context
,
8453 const struct wined3d_state
*state
, DWORD state_id
)
8455 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
)))
8456 glsl_vertex_pipe_projection(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
8457 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
))
8458 && state
->render_states
[WINED3D_RS_POINTSCALEENABLE
])
8459 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
8460 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POS_FIXUP
;
8463 static void glsl_vertex_pipe_texmatrix(struct wined3d_context
*context
,
8464 const struct wined3d_state
*state
, DWORD state_id
)
8466 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
8469 static void glsl_vertex_pipe_texmatrix_np2(struct wined3d_context
*context
,
8470 const struct wined3d_state
*state
, DWORD state_id
)
8472 DWORD sampler
= state_id
- STATE_SAMPLER(0);
8473 const struct wined3d_texture
*texture
= state
->textures
[sampler
];
8479 if (sampler
>= MAX_TEXTURES
)
8482 if ((np2
= !(texture
->flags
& WINED3D_TEXTURE_POW2_MAT_IDENT
))
8483 || context
->lastWasPow2Texture
& (1u << sampler
))
8486 context
->lastWasPow2Texture
|= 1u << sampler
;
8488 context
->lastWasPow2Texture
&= ~(1u << sampler
);
8490 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
8494 static void glsl_vertex_pipe_material(struct wined3d_context
*context
,
8495 const struct wined3d_state
*state
, DWORD state_id
)
8497 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MATERIAL
;
8500 static void glsl_vertex_pipe_light(struct wined3d_context
*context
,
8501 const struct wined3d_state
*state
, DWORD state_id
)
8503 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_LIGHTS
;
8506 static void glsl_vertex_pipe_pointsize(struct wined3d_context
*context
,
8507 const struct wined3d_state
*state
, DWORD state_id
)
8509 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
8512 static void glsl_vertex_pipe_pointscale(struct wined3d_context
*context
,
8513 const struct wined3d_state
*state
, DWORD state_id
)
8516 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
8519 static void glsl_vertex_pipe_shademode(struct wined3d_context
*context
,
8520 const struct wined3d_state
*state
, DWORD state_id
)
8522 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_VERTEX
;
8525 static const struct StateEntryTemplate glsl_vertex_pipe_vp_states
[] =
8527 {STATE_VDECL
, {STATE_VDECL
, glsl_vertex_pipe_vdecl
}, WINED3D_GL_EXT_NONE
},
8528 {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), glsl_vertex_pipe_vs
}, WINED3D_GL_EXT_NONE
},
8529 {STATE_MATERIAL
, {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
8530 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), glsl_vertex_pipe_material
}, WINED3D_GL_EXT_NONE
},
8532 {STATE_CLIPPLANE(0), {STATE_CLIPPLANE(0), clipplane
}, WINED3D_GL_EXT_NONE
},
8533 {STATE_CLIPPLANE(1), {STATE_CLIPPLANE(1), clipplane
}, WINED3D_GL_EXT_NONE
},
8534 {STATE_CLIPPLANE(2), {STATE_CLIPPLANE(2), clipplane
}, WINED3D_GL_EXT_NONE
},
8535 {STATE_CLIPPLANE(3), {STATE_CLIPPLANE(3), clipplane
}, WINED3D_GL_EXT_NONE
},
8536 {STATE_CLIPPLANE(4), {STATE_CLIPPLANE(4), clipplane
}, WINED3D_GL_EXT_NONE
},
8537 {STATE_CLIPPLANE(5), {STATE_CLIPPLANE(5), clipplane
}, WINED3D_GL_EXT_NONE
},
8538 {STATE_CLIPPLANE(6), {STATE_CLIPPLANE(6), clipplane
}, WINED3D_GL_EXT_NONE
},
8539 {STATE_CLIPPLANE(7), {STATE_CLIPPLANE(7), clipplane
}, WINED3D_GL_EXT_NONE
},
8540 {STATE_CLIPPLANE(8), {STATE_CLIPPLANE(8), clipplane
}, WINED3D_GL_EXT_NONE
},
8541 {STATE_CLIPPLANE(9), {STATE_CLIPPLANE(9), clipplane
}, WINED3D_GL_EXT_NONE
},
8542 {STATE_CLIPPLANE(10), {STATE_CLIPPLANE(10), clipplane
}, WINED3D_GL_EXT_NONE
},
8543 {STATE_CLIPPLANE(11), {STATE_CLIPPLANE(11), clipplane
}, WINED3D_GL_EXT_NONE
},
8544 {STATE_CLIPPLANE(12), {STATE_CLIPPLANE(12), clipplane
}, WINED3D_GL_EXT_NONE
},
8545 {STATE_CLIPPLANE(13), {STATE_CLIPPLANE(13), clipplane
}, WINED3D_GL_EXT_NONE
},
8546 {STATE_CLIPPLANE(14), {STATE_CLIPPLANE(14), clipplane
}, WINED3D_GL_EXT_NONE
},
8547 {STATE_CLIPPLANE(15), {STATE_CLIPPLANE(15), clipplane
}, WINED3D_GL_EXT_NONE
},
8548 {STATE_CLIPPLANE(16), {STATE_CLIPPLANE(16), clipplane
}, WINED3D_GL_EXT_NONE
},
8549 {STATE_CLIPPLANE(17), {STATE_CLIPPLANE(17), clipplane
}, WINED3D_GL_EXT_NONE
},
8550 {STATE_CLIPPLANE(18), {STATE_CLIPPLANE(18), clipplane
}, WINED3D_GL_EXT_NONE
},
8551 {STATE_CLIPPLANE(19), {STATE_CLIPPLANE(19), clipplane
}, WINED3D_GL_EXT_NONE
},
8552 {STATE_CLIPPLANE(20), {STATE_CLIPPLANE(20), clipplane
}, WINED3D_GL_EXT_NONE
},
8553 {STATE_CLIPPLANE(21), {STATE_CLIPPLANE(21), clipplane
}, WINED3D_GL_EXT_NONE
},
8554 {STATE_CLIPPLANE(22), {STATE_CLIPPLANE(22), clipplane
}, WINED3D_GL_EXT_NONE
},
8555 {STATE_CLIPPLANE(23), {STATE_CLIPPLANE(23), clipplane
}, WINED3D_GL_EXT_NONE
},
8556 {STATE_CLIPPLANE(24), {STATE_CLIPPLANE(24), clipplane
}, WINED3D_GL_EXT_NONE
},
8557 {STATE_CLIPPLANE(25), {STATE_CLIPPLANE(25), clipplane
}, WINED3D_GL_EXT_NONE
},
8558 {STATE_CLIPPLANE(26), {STATE_CLIPPLANE(26), clipplane
}, WINED3D_GL_EXT_NONE
},
8559 {STATE_CLIPPLANE(27), {STATE_CLIPPLANE(27), clipplane
}, WINED3D_GL_EXT_NONE
},
8560 {STATE_CLIPPLANE(28), {STATE_CLIPPLANE(28), clipplane
}, WINED3D_GL_EXT_NONE
},
8561 {STATE_CLIPPLANE(29), {STATE_CLIPPLANE(29), clipplane
}, WINED3D_GL_EXT_NONE
},
8562 {STATE_CLIPPLANE(30), {STATE_CLIPPLANE(30), clipplane
}, WINED3D_GL_EXT_NONE
},
8563 {STATE_CLIPPLANE(31), {STATE_CLIPPLANE(31), clipplane
}, WINED3D_GL_EXT_NONE
},
8565 {STATE_LIGHT_TYPE
, {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
8566 {STATE_ACTIVELIGHT(0), {STATE_ACTIVELIGHT(0), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
8567 {STATE_ACTIVELIGHT(1), {STATE_ACTIVELIGHT(1), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
8568 {STATE_ACTIVELIGHT(2), {STATE_ACTIVELIGHT(2), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
8569 {STATE_ACTIVELIGHT(3), {STATE_ACTIVELIGHT(3), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
8570 {STATE_ACTIVELIGHT(4), {STATE_ACTIVELIGHT(4), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
8571 {STATE_ACTIVELIGHT(5), {STATE_ACTIVELIGHT(5), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
8572 {STATE_ACTIVELIGHT(6), {STATE_ACTIVELIGHT(6), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
8573 {STATE_ACTIVELIGHT(7), {STATE_ACTIVELIGHT(7), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
8575 {STATE_VIEWPORT
, {STATE_VIEWPORT
, glsl_vertex_pipe_viewport
}, WINED3D_GL_EXT_NONE
},
8576 /* Transform states */
8577 {STATE_TRANSFORM(WINED3D_TS_VIEW
), {STATE_TRANSFORM(WINED3D_TS_VIEW
), glsl_vertex_pipe_view
}, WINED3D_GL_EXT_NONE
},
8578 {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), glsl_vertex_pipe_projection
}, WINED3D_GL_EXT_NONE
},
8579 {STATE_TRANSFORM(WINED3D_TS_TEXTURE0
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
8580 {STATE_TRANSFORM(WINED3D_TS_TEXTURE1
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
8581 {STATE_TRANSFORM(WINED3D_TS_TEXTURE2
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
8582 {STATE_TRANSFORM(WINED3D_TS_TEXTURE3
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
8583 {STATE_TRANSFORM(WINED3D_TS_TEXTURE4
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
8584 {STATE_TRANSFORM(WINED3D_TS_TEXTURE5
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
8585 {STATE_TRANSFORM(WINED3D_TS_TEXTURE6
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
8586 {STATE_TRANSFORM(WINED3D_TS_TEXTURE7
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
8587 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), glsl_vertex_pipe_world
}, WINED3D_GL_EXT_NONE
},
8588 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
8589 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
8590 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
8591 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
8592 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
8593 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
8594 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
8595 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
8596 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
8597 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
8598 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
8599 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8600 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8601 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8602 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8603 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8604 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8605 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8606 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8608 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
8609 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
8610 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
8611 {STATE_RENDER(WINED3D_RS_RANGEFOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
8612 {STATE_RENDER(WINED3D_RS_CLIPPING
), {STATE_RENDER(WINED3D_RS_CLIPPING
), state_clipping
}, WINED3D_GL_EXT_NONE
},
8613 {STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
), {STATE_RENDER(WINED3D_RS_CLIPPING
), NULL
}, WINED3D_GL_EXT_NONE
},
8614 {STATE_RENDER(WINED3D_RS_LIGHTING
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8615 {STATE_RENDER(WINED3D_RS_AMBIENT
), {STATE_RENDER(WINED3D_RS_AMBIENT
), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
8616 {STATE_RENDER(WINED3D_RS_COLORVERTEX
), {STATE_RENDER(WINED3D_RS_COLORVERTEX
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
8617 {STATE_RENDER(WINED3D_RS_LOCALVIEWER
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8618 {STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8619 {STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8620 {STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8621 {STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8622 {STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8623 {STATE_RENDER(WINED3D_RS_VERTEXBLEND
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8624 {STATE_RENDER(WINED3D_RS_POINTSIZE
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
8625 {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), glsl_vertex_pipe_pointsize
}, WINED3D_GL_EXT_NONE
},
8626 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite
}, ARB_POINT_SPRITE
},
8627 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite_w
}, WINED3D_GL_EXT_NONE
},
8628 {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), glsl_vertex_pipe_pointscale
}, WINED3D_GL_EXT_NONE
},
8629 {STATE_RENDER(WINED3D_RS_POINTSCALE_A
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
8630 {STATE_RENDER(WINED3D_RS_POINTSCALE_B
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
8631 {STATE_RENDER(WINED3D_RS_POINTSCALE_C
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
8632 {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
8633 {STATE_RENDER(WINED3D_RS_TWEENFACTOR
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8634 {STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
8635 /* NP2 texture matrix fixups. They are not needed if
8636 * GL_ARB_texture_non_power_of_two is supported. Otherwise, register
8637 * glsl_vertex_pipe_texmatrix(), which takes care of updating the texture
8639 {STATE_SAMPLER(0), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
8640 {STATE_SAMPLER(0), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
8641 {STATE_SAMPLER(0), {STATE_SAMPLER(0), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
8642 {STATE_SAMPLER(1), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
8643 {STATE_SAMPLER(1), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
8644 {STATE_SAMPLER(1), {STATE_SAMPLER(1), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
8645 {STATE_SAMPLER(2), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
8646 {STATE_SAMPLER(2), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
8647 {STATE_SAMPLER(2), {STATE_SAMPLER(2), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
8648 {STATE_SAMPLER(3), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
8649 {STATE_SAMPLER(3), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
8650 {STATE_SAMPLER(3), {STATE_SAMPLER(3), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
8651 {STATE_SAMPLER(4), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
8652 {STATE_SAMPLER(4), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
8653 {STATE_SAMPLER(4), {STATE_SAMPLER(4), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
8654 {STATE_SAMPLER(5), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
8655 {STATE_SAMPLER(5), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
8656 {STATE_SAMPLER(5), {STATE_SAMPLER(5), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
8657 {STATE_SAMPLER(6), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
8658 {STATE_SAMPLER(6), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
8659 {STATE_SAMPLER(6), {STATE_SAMPLER(6), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
8660 {STATE_SAMPLER(7), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
8661 {STATE_SAMPLER(7), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
8662 {STATE_SAMPLER(7), {STATE_SAMPLER(7), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
8663 {STATE_POINT_ENABLE
, {STATE_POINT_ENABLE
, glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
8664 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_vertex_pipe_nop
}, WINED3D_GL_LEGACY_CONTEXT
},
8665 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_vertex_pipe_shademode
}, WINED3D_GL_EXT_NONE
},
8666 {0 /* Terminate */, {0, NULL
}, WINED3D_GL_EXT_NONE
},
8670 * - Implement vertex tweening. */
8671 const struct wined3d_vertex_pipe_ops glsl_vertex_pipe
=
8673 glsl_vertex_pipe_vp_enable
,
8674 glsl_vertex_pipe_vp_get_caps
,
8675 glsl_vertex_pipe_vp_get_emul_mask
,
8676 glsl_vertex_pipe_vp_alloc
,
8677 glsl_vertex_pipe_vp_free
,
8678 glsl_vertex_pipe_vp_states
,
8681 static void glsl_fragment_pipe_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
)
8683 /* Nothing to do. */
8686 static void glsl_fragment_pipe_get_caps(const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*caps
)
8688 caps
->wined3d_caps
= WINED3D_FRAGMENT_CAP_PROJ_CONTROL
8689 | WINED3D_FRAGMENT_CAP_SRGB_WRITE
8690 | WINED3D_FRAGMENT_CAP_COLOR_KEY
;
8691 caps
->PrimitiveMiscCaps
= WINED3DPMISCCAPS_TSSARGTEMP
8692 | WINED3DPMISCCAPS_PERSTAGECONSTANT
;
8693 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_DISABLE
8694 | WINED3DTEXOPCAPS_SELECTARG1
8695 | WINED3DTEXOPCAPS_SELECTARG2
8696 | WINED3DTEXOPCAPS_MODULATE4X
8697 | WINED3DTEXOPCAPS_MODULATE2X
8698 | WINED3DTEXOPCAPS_MODULATE
8699 | WINED3DTEXOPCAPS_ADDSIGNED2X
8700 | WINED3DTEXOPCAPS_ADDSIGNED
8701 | WINED3DTEXOPCAPS_ADD
8702 | WINED3DTEXOPCAPS_SUBTRACT
8703 | WINED3DTEXOPCAPS_ADDSMOOTH
8704 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
8705 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
8706 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
8707 | WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
8708 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
8709 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
8710 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
8711 | WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
8712 | WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
8713 | WINED3DTEXOPCAPS_DOTPRODUCT3
8714 | WINED3DTEXOPCAPS_MULTIPLYADD
8715 | WINED3DTEXOPCAPS_LERP
8716 | WINED3DTEXOPCAPS_BUMPENVMAP
8717 | WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
;
8718 caps
->MaxTextureBlendStages
= 8;
8719 caps
->MaxSimultaneousTextures
= min(gl_info
->limits
.fragment_samplers
, 8);
8722 static DWORD
glsl_fragment_pipe_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
8724 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
8725 return GL_EXT_EMUL_ARB_MULTITEXTURE
;
8729 static void *glsl_fragment_pipe_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
8731 struct shader_glsl_priv
*priv
;
8733 if (shader_backend
== &glsl_shader_backend
)
8737 if (wine_rb_init(&priv
->ffp_fragment_shaders
, &wined3d_ffp_frag_program_rb_functions
) == -1)
8739 ERR("Failed to initialize rbtree.\n");
8746 FIXME("GLSL fragment pipe without GLSL shader backend not implemented.\n");
8751 static void shader_glsl_free_ffp_fragment_shader(struct wine_rb_entry
*entry
, void *context
)
8753 struct glsl_ffp_fragment_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
8754 struct glsl_ffp_fragment_shader
, entry
.entry
);
8755 struct glsl_shader_prog_link
*program
, *program2
;
8756 struct glsl_ffp_destroy_ctx
*ctx
= context
;
8758 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
8759 struct glsl_shader_prog_link
, ps
.shader_entry
)
8761 delete_glsl_program_entry(ctx
->priv
, ctx
->gl_info
, program
);
8763 ctx
->gl_info
->gl_ops
.ext
.p_glDeleteShader(shader
->id
);
8764 HeapFree(GetProcessHeap(), 0, shader
);
8767 /* Context activation is done by the caller. */
8768 static void glsl_fragment_pipe_free(struct wined3d_device
*device
)
8770 struct shader_glsl_priv
*priv
= device
->fragment_priv
;
8771 struct glsl_ffp_destroy_ctx ctx
;
8774 ctx
.gl_info
= &device
->adapter
->gl_info
;
8775 wine_rb_destroy(&priv
->ffp_fragment_shaders
, shader_glsl_free_ffp_fragment_shader
, &ctx
);
8778 static void glsl_fragment_pipe_shader(struct wined3d_context
*context
,
8779 const struct wined3d_state
*state
, DWORD state_id
)
8781 context
->last_was_pshader
= use_ps(state
);
8783 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
8786 static void glsl_fragment_pipe_fogparams(struct wined3d_context
*context
,
8787 const struct wined3d_state
*state
, DWORD state_id
)
8789 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
8792 static void glsl_fragment_pipe_fog(struct wined3d_context
*context
,
8793 const struct wined3d_state
*state
, DWORD state_id
)
8795 BOOL use_vshader
= use_vs(state
);
8796 enum fogsource new_source
;
8797 DWORD fogstart
= state
->render_states
[WINED3D_RS_FOGSTART
];
8798 DWORD fogend
= state
->render_states
[WINED3D_RS_FOGEND
];
8800 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
8802 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
8805 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
8808 new_source
= FOGSOURCE_VS
;
8809 else if (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
|| context
->stream_info
.position_transformed
)
8810 new_source
= FOGSOURCE_COORD
;
8812 new_source
= FOGSOURCE_FFP
;
8816 new_source
= FOGSOURCE_FFP
;
8819 if (new_source
!= context
->fog_source
|| fogstart
== fogend
)
8821 context
->fog_source
= new_source
;
8822 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
8826 static void glsl_fragment_pipe_vdecl(struct wined3d_context
*context
,
8827 const struct wined3d_state
*state
, DWORD state_id
)
8829 /* Because of settings->texcoords_initialized and args->texcoords_initialized. */
8830 if (context
->gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(context
->gl_info
))
8831 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
8833 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_FOGENABLE
)))
8834 glsl_fragment_pipe_fog(context
, state
, state_id
);
8837 static void glsl_fragment_pipe_vs(struct wined3d_context
*context
,
8838 const struct wined3d_state
*state
, DWORD state_id
)
8840 /* Because of settings->texcoords_initialized and args->texcoords_initialized. */
8841 if (context
->gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(context
->gl_info
))
8842 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
8845 static void glsl_fragment_pipe_tex_transform(struct wined3d_context
*context
,
8846 const struct wined3d_state
*state
, DWORD state_id
)
8848 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
8851 static void glsl_fragment_pipe_invalidate_constants(struct wined3d_context
*context
,
8852 const struct wined3d_state
*state
, DWORD state_id
)
8854 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PS
;
8857 static void glsl_fragment_pipe_alpha_test(struct wined3d_context
*context
,
8858 const struct wined3d_state
*state
, DWORD state_id
)
8860 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8864 TRACE("context %p, state %p, state_id %#x.\n", context
, state
, state_id
);
8866 if (state
->render_states
[WINED3D_RS_ALPHATESTENABLE
])
8868 gl_info
->gl_ops
.gl
.p_glEnable(GL_ALPHA_TEST
);
8869 checkGLcall("glEnable GL_ALPHA_TEST");
8873 gl_info
->gl_ops
.gl
.p_glDisable(GL_ALPHA_TEST
);
8874 checkGLcall("glDisable GL_ALPHA_TEST");
8878 ref
= ((float)state
->render_states
[WINED3D_RS_ALPHAREF
]) / 255.0f
;
8879 glParm
= wined3d_gl_compare_func(state
->render_states
[WINED3D_RS_ALPHAFUNC
]);
8883 gl_info
->gl_ops
.gl
.p_glAlphaFunc(glParm
, ref
);
8884 checkGLcall("glAlphaFunc");
8888 static void glsl_fragment_pipe_color_key(struct wined3d_context
*context
,
8889 const struct wined3d_state
*state
, DWORD state_id
)
8891 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_COLOR_KEY
;
8894 static void glsl_fragment_pipe_shademode(struct wined3d_context
*context
,
8895 const struct wined3d_state
*state
, DWORD state_id
)
8897 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_PIXEL
;
8900 static const struct StateEntryTemplate glsl_fragment_pipe_state_template
[] =
8902 {STATE_VDECL
, {STATE_VDECL
, glsl_fragment_pipe_vdecl
}, WINED3D_GL_EXT_NONE
},
8903 {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), glsl_fragment_pipe_vs
}, WINED3D_GL_EXT_NONE
},
8904 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
8905 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8906 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8907 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8908 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8909 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8910 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8911 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8912 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8913 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8914 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8915 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8916 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8917 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8918 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8919 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8920 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8921 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8922 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8923 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8924 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8925 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8926 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8927 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8928 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8929 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8930 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8931 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8932 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8933 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8934 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8935 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8936 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8937 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8938 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8939 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8940 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8941 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8942 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8943 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8944 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8945 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8946 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8947 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8948 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8949 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8950 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8951 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8952 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8953 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8954 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8955 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8956 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8957 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8958 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8959 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8960 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8961 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8962 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8963 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8964 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8965 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8966 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8967 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8968 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8969 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8970 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8971 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8972 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8973 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8974 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8975 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8976 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8977 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), glsl_fragment_pipe_shader
}, WINED3D_GL_EXT_NONE
},
8978 {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
8979 {STATE_RENDER(WINED3D_RS_ALPHAREF
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
8980 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), glsl_fragment_pipe_alpha_test
}, WINED3D_GL_EXT_NONE
},
8981 {STATE_RENDER(WINED3D_RS_COLORKEYENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8982 {STATE_COLOR_KEY
, { STATE_COLOR_KEY
, glsl_fragment_pipe_color_key
}, WINED3D_GL_EXT_NONE
},
8983 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_fragment_pipe_fog
}, WINED3D_GL_EXT_NONE
},
8984 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
8985 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
8986 {STATE_RENDER(WINED3D_RS_FOGSTART
), {STATE_RENDER(WINED3D_RS_FOGSTART
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
8987 {STATE_RENDER(WINED3D_RS_FOGEND
), {STATE_RENDER(WINED3D_RS_FOGSTART
), NULL
}, WINED3D_GL_EXT_NONE
},
8988 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), state_srgbwrite
}, ARB_FRAMEBUFFER_SRGB
},
8989 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
8990 {STATE_RENDER(WINED3D_RS_FOGCOLOR
), {STATE_RENDER(WINED3D_RS_FOGCOLOR
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
8991 {STATE_RENDER(WINED3D_RS_FOGDENSITY
), {STATE_RENDER(WINED3D_RS_FOGDENSITY
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
8992 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), glsl_fragment_pipe_shader
}, ARB_POINT_SPRITE
},
8993 {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
},
8994 {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
},
8995 {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
},
8996 {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
},
8997 {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
},
8998 {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
},
8999 {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
},
9000 {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
},
9001 {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9002 {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9003 {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9004 {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9005 {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9006 {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9007 {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9008 {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9009 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9010 {STATE_POINT_ENABLE
, {STATE_POINT_ENABLE
, glsl_fragment_pipe_shader
}, WINED3D_GL_EXT_NONE
},
9011 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), state_shademode
}, WINED3D_GL_LEGACY_CONTEXT
},
9012 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_fragment_pipe_shademode
}, WINED3D_GL_EXT_NONE
},
9013 {0 /* Terminate */, {0, 0 }, WINED3D_GL_EXT_NONE
},
9016 static BOOL
glsl_fragment_pipe_alloc_context_data(struct wined3d_context
*context
)
9021 static void glsl_fragment_pipe_free_context_data(struct wined3d_context
*context
)
9025 const struct fragment_pipeline glsl_fragment_pipe
=
9027 glsl_fragment_pipe_enable
,
9028 glsl_fragment_pipe_get_caps
,
9029 glsl_fragment_pipe_get_emul_mask
,
9030 glsl_fragment_pipe_alloc
,
9031 glsl_fragment_pipe_free
,
9032 glsl_fragment_pipe_alloc_context_data
,
9033 glsl_fragment_pipe_free_context_data
,
9034 shader_glsl_color_fixup_supported
,
9035 glsl_fragment_pipe_state_template
,