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_constants
);
45 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
46 WINE_DECLARE_DEBUG_CHANNEL(winediag
);
48 #define WINED3D_GLSL_SAMPLE_PROJECTED 0x1
49 #define WINED3D_GLSL_SAMPLE_NPOT 0x2
50 #define WINED3D_GLSL_SAMPLE_LOD 0x4
51 #define WINED3D_GLSL_SAMPLE_GRAD 0x8
65 struct glsl_sample_function
73 HEAP_NODE_TRAVERSE_LEFT
,
74 HEAP_NODE_TRAVERSE_RIGHT
,
86 struct constant_entry
*entries
;
88 unsigned int *positions
;
92 /* GLSL shader private data */
93 struct shader_glsl_priv
{
94 struct wined3d_shader_buffer shader_buffer
;
95 struct wine_rb_tree program_lookup
;
96 struct constant_heap vconst_heap
;
97 struct constant_heap pconst_heap
;
99 GLhandleARB depth_blt_program_full
[tex_type_count
];
100 GLhandleARB depth_blt_program_masked
[tex_type_count
];
101 UINT next_constant_version
;
103 const struct wined3d_vertex_pipe_ops
*vertex_pipe
;
104 const struct fragment_pipeline
*fragment_pipe
;
105 struct wine_rb_tree ffp_vertex_shaders
;
106 struct wine_rb_tree ffp_fragment_shaders
;
107 BOOL ffp_proj_control
;
110 struct glsl_vs_program
112 struct list shader_entry
;
114 GLenum vertex_color_clamp
;
115 GLint
*uniform_f_locations
;
116 GLint uniform_i_locations
[MAX_CONST_I
];
117 GLint pos_fixup_location
;
120 struct glsl_gs_program
122 struct list shader_entry
;
126 struct glsl_ps_program
128 struct list shader_entry
;
130 GLint
*uniform_f_locations
;
131 GLint uniform_i_locations
[MAX_CONST_I
];
132 GLint bumpenv_mat_location
[MAX_TEXTURES
];
133 GLint bumpenv_lum_scale_location
[MAX_TEXTURES
];
134 GLint bumpenv_lum_offset_location
[MAX_TEXTURES
];
135 GLint tss_constant_location
[MAX_TEXTURES
];
136 GLint tex_factor_location
;
137 GLint specular_enable_location
;
138 GLint ycorrection_location
;
139 GLint np2_fixup_location
;
140 const struct ps_np2fixup_info
*np2_fixup_info
;
143 /* Struct to maintain data about a linked GLSL program */
144 struct glsl_shader_prog_link
146 struct wine_rb_entry program_lookup_entry
;
147 struct glsl_vs_program vs
;
148 struct glsl_gs_program gs
;
149 struct glsl_ps_program ps
;
150 GLhandleARB programId
;
151 DWORD constant_update_mask
;
152 UINT constant_version
;
155 struct glsl_program_key
162 struct shader_glsl_ctx_priv
{
163 const struct vs_compile_args
*cur_vs_args
;
164 const struct ps_compile_args
*cur_ps_args
;
165 struct ps_np2fixup_info
*cur_np2fixup_info
;
168 struct glsl_context_data
170 struct glsl_shader_prog_link
*glsl_program
;
173 struct glsl_ps_compiled_shader
175 struct ps_compile_args args
;
176 struct ps_np2fixup_info np2fixup
;
180 struct glsl_vs_compiled_shader
182 struct vs_compile_args args
;
186 struct glsl_gs_compiled_shader
191 struct glsl_shader_private
195 struct glsl_vs_compiled_shader
*vs
;
196 struct glsl_gs_compiled_shader
*gs
;
197 struct glsl_ps_compiled_shader
*ps
;
199 UINT num_gl_shaders
, shader_array_size
;
202 struct glsl_ffp_vertex_shader
204 struct wined3d_ffp_vs_desc desc
;
206 struct list linked_programs
;
209 struct glsl_ffp_fragment_shader
211 struct ffp_frag_desc entry
;
213 struct list linked_programs
;
216 struct glsl_ffp_destroy_ctx
218 struct shader_glsl_priv
*priv
;
219 const struct wined3d_gl_info
*gl_info
;
222 static const char *debug_gl_shader_type(GLenum type
)
226 #define WINED3D_TO_STR(u) case u: return #u
227 WINED3D_TO_STR(GL_VERTEX_SHADER_ARB
);
228 WINED3D_TO_STR(GL_GEOMETRY_SHADER_ARB
);
229 WINED3D_TO_STR(GL_FRAGMENT_SHADER_ARB
);
230 #undef WINED3D_TO_STR
232 return wine_dbg_sprintf("UNKNOWN(%#x)", type
);
236 static const char *shader_glsl_get_prefix(enum wined3d_shader_type type
)
240 case WINED3D_SHADER_TYPE_VERTEX
:
243 case WINED3D_SHADER_TYPE_GEOMETRY
:
246 case WINED3D_SHADER_TYPE_PIXEL
:
250 FIXME("Unhandled shader type %#x.\n", type
);
255 static void shader_glsl_append_imm_vec4(struct wined3d_shader_buffer
*buffer
, const float *values
)
259 wined3d_ftoa(values
[0], str
[0]);
260 wined3d_ftoa(values
[1], str
[1]);
261 wined3d_ftoa(values
[2], str
[2]);
262 wined3d_ftoa(values
[3], str
[3]);
263 shader_addline(buffer
, "vec4(%s, %s, %s, %s)", str
[0], str
[1], str
[2], str
[3]);
266 /* Extract a line from the info log.
267 * Note that this modifies the source string. */
268 static char *get_info_log_line(char **ptr
)
273 if (!(q
= strstr(p
, "\n")))
275 if (!*p
) return NULL
;
285 /* Context activation is done by the caller. */
286 static void print_glsl_info_log(const struct wined3d_gl_info
*gl_info
, GLhandleARB obj
)
288 int infologLength
= 0;
291 if (!WARN_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
294 GL_EXTCALL(glGetObjectParameterivARB(obj
,
295 GL_OBJECT_INFO_LOG_LENGTH_ARB
,
298 /* A size of 1 is just a null-terminated string, so the log should be bigger than
299 * that if there are errors. */
300 if (infologLength
> 1)
304 infoLog
= HeapAlloc(GetProcessHeap(), 0, infologLength
);
305 /* The info log is supposed to be zero-terminated, but at least some
306 * versions of fglrx don't terminate the string properly. The reported
307 * length does include the terminator, so explicitly set it to zero
309 infoLog
[infologLength
- 1] = 0;
310 GL_EXTCALL(glGetInfoLogARB(obj
, infologLength
, NULL
, infoLog
));
313 if (gl_info
->quirks
& WINED3D_QUIRK_INFO_LOG_SPAM
)
315 WARN("Info log received from GLSL shader #%u:\n", obj
);
316 while ((line
= get_info_log_line(&ptr
))) WARN(" %s\n", line
);
320 FIXME("Info log received from GLSL shader #%u:\n", obj
);
321 while ((line
= get_info_log_line(&ptr
))) FIXME(" %s\n", line
);
323 HeapFree(GetProcessHeap(), 0, infoLog
);
327 /* Context activation is done by the caller. */
328 static void shader_glsl_compile(const struct wined3d_gl_info
*gl_info
, GLhandleARB shader
, const char *src
)
330 TRACE("Compiling shader object %u.\n", shader
);
331 GL_EXTCALL(glShaderSourceARB(shader
, 1, &src
, NULL
));
332 checkGLcall("glShaderSourceARB");
333 GL_EXTCALL(glCompileShaderARB(shader
));
334 checkGLcall("glCompileShaderARB");
335 print_glsl_info_log(gl_info
, shader
);
338 /* Context activation is done by the caller. */
339 static void shader_glsl_dump_program_source(const struct wined3d_gl_info
*gl_info
, GLhandleARB program
)
341 GLint i
, object_count
, source_size
= -1;
342 GLhandleARB
*objects
;
345 GL_EXTCALL(glGetObjectParameterivARB(program
, GL_OBJECT_ATTACHED_OBJECTS_ARB
, &object_count
));
346 objects
= HeapAlloc(GetProcessHeap(), 0, object_count
* sizeof(*objects
));
349 ERR("Failed to allocate object array memory.\n");
353 GL_EXTCALL(glGetAttachedObjectsARB(program
, object_count
, NULL
, objects
));
354 for (i
= 0; i
< object_count
; ++i
)
359 GL_EXTCALL(glGetObjectParameterivARB(objects
[i
], GL_OBJECT_SHADER_SOURCE_LENGTH_ARB
, &tmp
));
361 if (source_size
< tmp
)
363 HeapFree(GetProcessHeap(), 0, source
);
365 source
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, tmp
);
368 ERR("Failed to allocate %d bytes for shader source.\n", tmp
);
369 HeapFree(GetProcessHeap(), 0, objects
);
375 FIXME("Object %u:\n", objects
[i
]);
376 GL_EXTCALL(glGetObjectParameterivARB(objects
[i
], GL_OBJECT_SUBTYPE_ARB
, &tmp
));
377 FIXME(" GL_OBJECT_SUBTYPE_ARB: %s.\n", debug_gl_shader_type(tmp
));
378 GL_EXTCALL(glGetObjectParameterivARB(objects
[i
], GL_OBJECT_COMPILE_STATUS_ARB
, &tmp
));
379 FIXME(" GL_OBJECT_COMPILE_STATUS_ARB: %d.\n", tmp
);
383 GL_EXTCALL(glGetShaderSourceARB(objects
[i
], source_size
, NULL
, source
));
384 while ((line
= get_info_log_line(&ptr
))) FIXME(" %s\n", line
);
388 HeapFree(GetProcessHeap(), 0, source
);
389 HeapFree(GetProcessHeap(), 0, objects
);
392 /* Context activation is done by the caller. */
393 static void shader_glsl_validate_link(const struct wined3d_gl_info
*gl_info
, GLhandleARB program
)
397 if (!TRACE_ON(d3d_shader
) && !FIXME_ON(d3d_shader
)) return;
399 GL_EXTCALL(glGetObjectParameterivARB(program
, GL_OBJECT_TYPE_ARB
, &tmp
));
400 if (tmp
== GL_PROGRAM_OBJECT_ARB
)
402 GL_EXTCALL(glGetObjectParameterivARB(program
, GL_OBJECT_LINK_STATUS_ARB
, &tmp
));
405 FIXME("Program %u link status invalid.\n", program
);
406 shader_glsl_dump_program_source(gl_info
, program
);
410 print_glsl_info_log(gl_info
, program
);
413 /* Context activation is done by the caller. */
414 static void shader_glsl_load_psamplers(const struct wined3d_gl_info
*gl_info
,
415 const DWORD
*tex_unit_map
, GLhandleARB programId
)
418 char sampler_name
[20];
421 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
423 snprintf(sampler_name
, sizeof(sampler_name
), "ps_sampler%u", i
);
424 name_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, sampler_name
));
425 if (name_loc
!= -1) {
426 DWORD mapped_unit
= tex_unit_map
[i
];
427 if (mapped_unit
!= WINED3D_UNMAPPED_STAGE
&& mapped_unit
< gl_info
->limits
.fragment_samplers
)
429 TRACE("Loading %s for texture %d\n", sampler_name
, mapped_unit
);
430 GL_EXTCALL(glUniform1iARB(name_loc
, mapped_unit
));
431 checkGLcall("glUniform1iARB");
433 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name
, mapped_unit
);
439 /* Context activation is done by the caller. */
440 static void shader_glsl_load_vsamplers(const struct wined3d_gl_info
*gl_info
,
441 const DWORD
*tex_unit_map
, GLhandleARB programId
)
444 char sampler_name
[20];
447 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
)
449 snprintf(sampler_name
, sizeof(sampler_name
), "vs_sampler%u", i
);
450 name_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, sampler_name
));
451 if (name_loc
!= -1) {
452 DWORD mapped_unit
= tex_unit_map
[MAX_FRAGMENT_SAMPLERS
+ i
];
453 if (mapped_unit
!= WINED3D_UNMAPPED_STAGE
&& mapped_unit
< gl_info
->limits
.combined_samplers
)
455 TRACE("Loading %s for texture %d\n", sampler_name
, mapped_unit
);
456 GL_EXTCALL(glUniform1iARB(name_loc
, mapped_unit
));
457 checkGLcall("glUniform1iARB");
459 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name
, mapped_unit
);
465 /* Context activation is done by the caller. */
466 static inline void walk_constant_heap(const struct wined3d_gl_info
*gl_info
, const float *constants
,
467 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
469 unsigned int start
= ~0U, end
= 0;
471 unsigned int heap_idx
= 1;
474 if (heap
->entries
[heap_idx
].version
<= version
) return;
476 idx
= heap
->entries
[heap_idx
].idx
;
477 if (constant_locations
[idx
] != -1)
479 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
481 while (stack_idx
>= 0)
483 /* Note that we fall through to the next case statement. */
484 switch(stack
[stack_idx
])
486 case HEAP_NODE_TRAVERSE_LEFT
:
488 unsigned int left_idx
= heap_idx
<< 1;
489 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
492 idx
= heap
->entries
[heap_idx
].idx
;
493 if (constant_locations
[idx
] != -1)
501 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
502 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
507 case HEAP_NODE_TRAVERSE_RIGHT
:
509 unsigned int right_idx
= (heap_idx
<< 1) + 1;
510 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
512 heap_idx
= right_idx
;
513 idx
= heap
->entries
[heap_idx
].idx
;
514 if (constant_locations
[idx
] != -1)
522 stack
[stack_idx
++] = HEAP_NODE_POP
;
523 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
535 GL_EXTCALL(glUniform4fvARB(constant_locations
[start
], end
- start
+ 1, &constants
[start
* 4]));
536 checkGLcall("walk_constant_heap()");
539 /* Context activation is done by the caller. */
540 static inline void apply_clamped_constant(const struct wined3d_gl_info
*gl_info
, GLint location
, const GLfloat
*data
)
542 GLfloat clamped_constant
[4];
544 if (location
== -1) return;
546 clamped_constant
[0] = data
[0] < -1.0f
? -1.0f
: data
[0] > 1.0f
? 1.0f
: data
[0];
547 clamped_constant
[1] = data
[1] < -1.0f
? -1.0f
: data
[1] > 1.0f
? 1.0f
: data
[1];
548 clamped_constant
[2] = data
[2] < -1.0f
? -1.0f
: data
[2] > 1.0f
? 1.0f
: data
[2];
549 clamped_constant
[3] = data
[3] < -1.0f
? -1.0f
: data
[3] > 1.0f
? 1.0f
: data
[3];
551 GL_EXTCALL(glUniform4fvARB(location
, 1, clamped_constant
));
554 /* Context activation is done by the caller. */
555 static inline void walk_constant_heap_clamped(const struct wined3d_gl_info
*gl_info
, const float *constants
,
556 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
559 unsigned int heap_idx
= 1;
562 if (heap
->entries
[heap_idx
].version
<= version
) return;
564 idx
= heap
->entries
[heap_idx
].idx
;
565 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
566 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
568 while (stack_idx
>= 0)
570 /* Note that we fall through to the next case statement. */
571 switch(stack
[stack_idx
])
573 case HEAP_NODE_TRAVERSE_LEFT
:
575 unsigned int left_idx
= heap_idx
<< 1;
576 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
579 idx
= heap
->entries
[heap_idx
].idx
;
580 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
582 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
583 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
588 case HEAP_NODE_TRAVERSE_RIGHT
:
590 unsigned int right_idx
= (heap_idx
<< 1) + 1;
591 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
593 heap_idx
= right_idx
;
594 idx
= heap
->entries
[heap_idx
].idx
;
595 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
597 stack
[stack_idx
++] = HEAP_NODE_POP
;
598 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
609 checkGLcall("walk_constant_heap_clamped()");
612 /* Context activation is done by the caller. */
613 static void shader_glsl_load_constantsF(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
614 const float *constants
, const GLint
*constant_locations
, const struct constant_heap
*heap
,
615 unsigned char *stack
, UINT version
)
617 const struct wined3d_shader_lconst
*lconst
;
619 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
620 if (shader
->reg_maps
.shader_version
.major
== 1
621 && shader
->reg_maps
.shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
622 walk_constant_heap_clamped(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
624 walk_constant_heap(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
626 if (!shader
->load_local_constsF
)
628 TRACE("No need to load local float constants for this shader\n");
632 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
633 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
635 GL_EXTCALL(glUniform4fvARB(constant_locations
[lconst
->idx
], 1, (const GLfloat
*)lconst
->value
));
637 checkGLcall("glUniform4fvARB()");
640 /* Context activation is done by the caller. */
641 static void shader_glsl_load_constantsI(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
642 const GLint locations
[MAX_CONST_I
], const int *constants
, WORD constants_set
)
647 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
649 if (!(constants_set
& 1)) continue;
651 TRACE_(d3d_constants
)("Loading constants %u: %i, %i, %i, %i\n",
652 i
, constants
[i
*4], constants
[i
*4+1], constants
[i
*4+2], constants
[i
*4+3]);
654 /* We found this uniform name in the program - go ahead and send the data */
655 GL_EXTCALL(glUniform4ivARB(locations
[i
], 1, &constants
[i
*4]));
656 checkGLcall("glUniform4ivARB");
659 /* Load immediate constants */
660 ptr
= list_head(&shader
->constantsI
);
663 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
664 unsigned int idx
= lconst
->idx
;
665 const GLint
*values
= (const GLint
*)lconst
->value
;
667 TRACE_(d3d_constants
)("Loading local constants %i: %i, %i, %i, %i\n", idx
,
668 values
[0], values
[1], values
[2], values
[3]);
670 /* We found this uniform name in the program - go ahead and send the data */
671 GL_EXTCALL(glUniform4ivARB(locations
[idx
], 1, values
));
672 checkGLcall("glUniform4ivARB");
673 ptr
= list_next(&shader
->constantsI
, ptr
);
677 /* Context activation is done by the caller. */
678 static void shader_glsl_load_constantsB(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
679 GLhandleARB programId
, const BOOL
*constants
, WORD constants_set
)
687 prefix
= shader_glsl_get_prefix(shader
->reg_maps
.shader_version
.type
);
689 /* TODO: Benchmark and see if it would be beneficial to store the
690 * locations of the constants to avoid looking up each time */
691 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
693 if (!(constants_set
& 1)) continue;
695 TRACE_(d3d_constants
)("Loading constants %i: %i;\n", i
, constants
[i
]);
697 /* TODO: Benchmark and see if it would be beneficial to store the
698 * locations of the constants to avoid looking up each time */
699 snprintf(tmp_name
, sizeof(tmp_name
), "%s_b[%i]", prefix
, i
);
700 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
701 GL_EXTCALL(glUniform1ivARB(tmp_loc
, 1, &constants
[i
]));
704 /* Load immediate constants */
705 ptr
= list_head(&shader
->constantsB
);
708 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
709 unsigned int idx
= lconst
->idx
;
710 const GLint
*values
= (const GLint
*)lconst
->value
;
712 TRACE_(d3d_constants
)("Loading local constants %i: %i\n", idx
, values
[0]);
714 snprintf(tmp_name
, sizeof(tmp_name
), "%s_b[%i]", prefix
, idx
);
715 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
716 GL_EXTCALL(glUniform1ivARB(tmp_loc
, 1, values
));
717 ptr
= list_next(&shader
->constantsB
, ptr
);
720 checkGLcall("shader_glsl_load_constantsB()");
723 static void reset_program_constant_version(struct wine_rb_entry
*entry
, void *context
)
725 WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
)->constant_version
= 0;
728 /* Context activation is done by the caller (state handler). */
729 static void shader_glsl_load_np2fixup_constants(const struct glsl_ps_program
*ps
,
730 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
732 GLfloat np2fixup_constants
[4 * MAX_FRAGMENT_SAMPLERS
];
733 UINT fixup
= ps
->np2_fixup_info
->active
;
736 for (i
= 0; fixup
; fixup
>>= 1, ++i
)
738 const struct wined3d_texture
*tex
= state
->textures
[i
];
739 unsigned char idx
= ps
->np2_fixup_info
->idx
[i
];
740 GLfloat
*tex_dim
= &np2fixup_constants
[(idx
>> 1) * 4];
744 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
750 tex_dim
[2] = tex
->pow2_matrix
[0];
751 tex_dim
[3] = tex
->pow2_matrix
[5];
755 tex_dim
[0] = tex
->pow2_matrix
[0];
756 tex_dim
[1] = tex
->pow2_matrix
[5];
760 GL_EXTCALL(glUniform4fvARB(ps
->np2_fixup_location
, ps
->np2_fixup_info
->num_consts
, np2fixup_constants
));
763 /* Context activation is done by the caller (state handler). */
764 static void shader_glsl_load_constants(void *shader_priv
, struct wined3d_context
*context
,
765 const struct wined3d_state
*state
)
767 const struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
768 const struct wined3d_shader
*vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
769 const struct wined3d_shader
*pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
770 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
771 struct shader_glsl_priv
*priv
= shader_priv
;
772 float position_fixup
[4];
773 DWORD update_mask
= 0;
775 GLhandleARB programId
;
776 struct glsl_shader_prog_link
*prog
= ctx_data
->glsl_program
;
777 UINT constant_version
;
781 /* No GLSL program set - nothing to do. */
784 programId
= prog
->programId
;
785 constant_version
= prog
->constant_version
;
786 update_mask
= context
->constant_update_mask
& prog
->constant_update_mask
;
788 if (update_mask
& WINED3D_SHADER_CONST_VS_F
)
789 shader_glsl_load_constantsF(vshader
, gl_info
, state
->vs_consts_f
,
790 prog
->vs
.uniform_f_locations
, &priv
->vconst_heap
, priv
->stack
, constant_version
);
792 if (update_mask
& WINED3D_SHADER_CONST_VS_I
)
793 shader_glsl_load_constantsI(vshader
, gl_info
, prog
->vs
.uniform_i_locations
, state
->vs_consts_i
,
794 vshader
->reg_maps
.integer_constants
);
796 if (update_mask
& WINED3D_SHADER_CONST_VS_B
)
797 shader_glsl_load_constantsB(vshader
, gl_info
, programId
, state
->vs_consts_b
,
798 vshader
->reg_maps
.boolean_constants
);
800 if (update_mask
& WINED3D_SHADER_CONST_VS_POS_FIXUP
)
802 shader_get_position_fixup(context
, state
, position_fixup
);
803 GL_EXTCALL(glUniform4fvARB(prog
->vs
.pos_fixup_location
, 1, position_fixup
));
804 checkGLcall("glUniform4fvARB");
807 if (update_mask
& WINED3D_SHADER_CONST_PS_F
)
808 shader_glsl_load_constantsF(pshader
, gl_info
, state
->ps_consts_f
,
809 prog
->ps
.uniform_f_locations
, &priv
->pconst_heap
, priv
->stack
, constant_version
);
811 if (update_mask
& WINED3D_SHADER_CONST_PS_I
)
812 shader_glsl_load_constantsI(pshader
, gl_info
, prog
->ps
.uniform_i_locations
, state
->ps_consts_i
,
813 pshader
->reg_maps
.integer_constants
);
815 if (update_mask
& WINED3D_SHADER_CONST_PS_B
)
816 shader_glsl_load_constantsB(pshader
, gl_info
, programId
, state
->ps_consts_b
,
817 pshader
->reg_maps
.boolean_constants
);
819 if (update_mask
& WINED3D_SHADER_CONST_PS_BUMP_ENV
)
821 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
823 if (prog
->ps
.bumpenv_mat_location
[i
] == -1)
826 GL_EXTCALL(glUniformMatrix2fvARB(prog
->ps
.bumpenv_mat_location
[i
], 1, 0,
827 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_MAT00
]));
829 if (prog
->ps
.bumpenv_lum_scale_location
[i
] != -1)
831 GL_EXTCALL(glUniform1fvARB(prog
->ps
.bumpenv_lum_scale_location
[i
], 1,
832 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LSCALE
]));
833 GL_EXTCALL(glUniform1fvARB(prog
->ps
.bumpenv_lum_offset_location
[i
], 1,
834 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LOFFSET
]));
838 checkGLcall("bump env uniforms");
841 if (update_mask
& WINED3D_SHADER_CONST_PS_Y_CORR
)
843 float correction_params
[4];
845 if (context
->render_offscreen
)
847 correction_params
[0] = 0.0f
;
848 correction_params
[1] = 1.0f
;
850 /* position is window relative, not viewport relative */
851 correction_params
[0] = (float) context
->current_rt
->resource
.height
;
852 correction_params
[1] = -1.0f
;
854 GL_EXTCALL(glUniform4fvARB(prog
->ps
.ycorrection_location
, 1, correction_params
));
857 if (update_mask
& WINED3D_SHADER_CONST_PS_NP2_FIXUP
)
858 shader_glsl_load_np2fixup_constants(&prog
->ps
, gl_info
, state
);
860 if (update_mask
& WINED3D_SHADER_CONST_FFP_PS
)
864 if (prog
->ps
.tex_factor_location
!= -1)
866 D3DCOLORTOGLFLOAT4(state
->render_states
[WINED3D_RS_TEXTUREFACTOR
], col
);
867 GL_EXTCALL(glUniform4fvARB(prog
->ps
.tex_factor_location
, 1, col
));
870 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
871 GL_EXTCALL(glUniform4fARB(prog
->ps
.specular_enable_location
, 1.0f
, 1.0f
, 1.0f
, 0.0f
));
873 GL_EXTCALL(glUniform4fARB(prog
->ps
.specular_enable_location
, 0.0f
, 0.0f
, 0.0f
, 0.0f
));
875 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
877 if (prog
->ps
.tss_constant_location
[i
] == -1)
880 D3DCOLORTOGLFLOAT4(state
->texture_states
[i
][WINED3D_TSS_CONSTANT
], col
);
881 GL_EXTCALL(glUniform4fvARB(prog
->ps
.tss_constant_location
[i
], 1, col
));
884 checkGLcall("fixed function uniforms");
887 if (priv
->next_constant_version
== UINT_MAX
)
889 TRACE("Max constant version reached, resetting to 0.\n");
890 wine_rb_for_each_entry(&priv
->program_lookup
, reset_program_constant_version
, NULL
);
891 priv
->next_constant_version
= 1;
895 prog
->constant_version
= priv
->next_constant_version
++;
899 static void update_heap_entry(struct constant_heap
*heap
, unsigned int idx
, DWORD new_version
)
901 struct constant_entry
*entries
= heap
->entries
;
902 unsigned int *positions
= heap
->positions
;
903 unsigned int heap_idx
, parent_idx
;
905 if (!heap
->contained
[idx
])
907 heap_idx
= heap
->size
++;
908 heap
->contained
[idx
] = TRUE
;
912 heap_idx
= positions
[idx
];
917 parent_idx
= heap_idx
>> 1;
919 if (new_version
<= entries
[parent_idx
].version
) break;
921 entries
[heap_idx
] = entries
[parent_idx
];
922 positions
[entries
[parent_idx
].idx
] = heap_idx
;
923 heap_idx
= parent_idx
;
926 entries
[heap_idx
].version
= new_version
;
927 entries
[heap_idx
].idx
= idx
;
928 positions
[idx
] = heap_idx
;
931 static void shader_glsl_update_float_vertex_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
933 struct shader_glsl_priv
*priv
= device
->shader_priv
;
934 struct constant_heap
*heap
= &priv
->vconst_heap
;
937 for (i
= start
; i
< count
+ start
; ++i
)
939 update_heap_entry(heap
, i
, priv
->next_constant_version
);
942 for (i
= 0; i
< device
->context_count
; ++i
)
944 device
->contexts
[i
]->constant_update_mask
|= WINED3D_SHADER_CONST_VS_F
;
948 static void shader_glsl_update_float_pixel_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
950 struct shader_glsl_priv
*priv
= device
->shader_priv
;
951 struct constant_heap
*heap
= &priv
->pconst_heap
;
954 for (i
= start
; i
< count
+ start
; ++i
)
956 update_heap_entry(heap
, i
, priv
->next_constant_version
);
959 for (i
= 0; i
< device
->context_count
; ++i
)
961 device
->contexts
[i
]->constant_update_mask
|= WINED3D_SHADER_CONST_PS_F
;
965 static unsigned int vec4_varyings(DWORD shader_major
, const struct wined3d_gl_info
*gl_info
)
967 unsigned int ret
= gl_info
->limits
.glsl_varyings
/ 4;
968 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
969 if(shader_major
> 3) return ret
;
971 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
972 if (gl_info
->quirks
& WINED3D_QUIRK_GLSL_CLIP_VARYING
) ret
-= 1;
976 /** Generate the variable & register declarations for the GLSL output target */
977 static void shader_generate_glsl_declarations(const struct wined3d_context
*context
,
978 struct wined3d_shader_buffer
*buffer
, const struct wined3d_shader
*shader
,
979 const struct wined3d_shader_reg_maps
*reg_maps
, const struct shader_glsl_ctx_priv
*ctx_priv
)
981 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
982 const struct wined3d_state
*state
= &shader
->device
->state
;
983 const struct ps_compile_args
*ps_args
= ctx_priv
->cur_ps_args
;
984 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
985 const struct wined3d_fb_state
*fb
= &shader
->device
->fb
;
986 unsigned int i
, extra_constants_needed
= 0;
987 const struct wined3d_shader_lconst
*lconst
;
991 prefix
= shader_glsl_get_prefix(version
->type
);
993 /* Prototype the subroutines */
994 for (i
= 0, map
= reg_maps
->labels
; map
; map
>>= 1, ++i
)
996 if (map
& 1) shader_addline(buffer
, "void subroutine%u();\n", i
);
999 /* Declare the constants (aka uniforms) */
1000 if (shader
->limits
.constant_float
> 0)
1002 unsigned max_constantsF
;
1004 /* Unless the shader uses indirect addressing, always declare the
1005 * maximum array size and ignore that we need some uniforms privately.
1006 * E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup
1007 * and immediate values, still declare VC[256]. If the shader needs
1008 * more uniforms than we have it won't work in any case. If it uses
1009 * less, the compiler will figure out which uniforms are really used
1010 * and strip them out. This allows a shader to use c255 on a dx9 card,
1011 * as long as it doesn't also use all the other constants.
1013 * If the shader uses indirect addressing the compiler must assume
1014 * that all declared uniforms are used. In this case, declare only the
1015 * amount that we're assured to have.
1017 * Thus we run into problems in these two cases:
1018 * 1) The shader really uses more uniforms than supported.
1019 * 2) The shader uses indirect addressing, less constants than
1020 * supported, but uses a constant index > #supported consts. */
1021 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
1023 /* No indirect addressing here. */
1024 max_constantsF
= gl_info
->limits
.glsl_ps_float_constants
;
1028 if (reg_maps
->usesrelconstF
)
1030 /* Subtract the other potential uniforms from the max
1031 * available (bools, ints, and 1 row of projection matrix).
1032 * Subtract another uniform for immediate values, which have
1033 * to be loaded via uniform by the driver as well. The shader
1034 * code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex
1035 * shader code, so one vec4 should be enough. (Unfortunately
1036 * the Nvidia driver doesn't store 128 and -128 in one float).
1038 * Writing gl_ClipVertex requires one uniform for each
1039 * clipplane as well. */
1040 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
- 3;
1041 if(ctx_priv
->cur_vs_args
->clip_enabled
)
1043 max_constantsF
-= gl_info
->limits
.clipplanes
;
1045 max_constantsF
-= count_bits(reg_maps
->integer_constants
);
1046 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
1047 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
1048 * for now take this into account when calculating the number of available constants
1050 max_constantsF
-= count_bits(reg_maps
->boolean_constants
);
1051 /* Set by driver quirks in directx.c */
1052 max_constantsF
-= gl_info
->reserved_glsl_constants
;
1054 if (max_constantsF
< shader
->limits
.constant_float
)
1056 static unsigned int once
;
1059 ERR_(winediag
)("The hardware does not support enough uniform components to run this shader,"
1060 " it may not render correctly.\n");
1062 WARN("The hardware does not support enough uniform components to run this shader.\n");
1067 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
;
1070 max_constantsF
= min(shader
->limits
.constant_float
, max_constantsF
);
1071 shader_addline(buffer
, "uniform vec4 %s_c[%u];\n", prefix
, max_constantsF
);
1074 /* Always declare the full set of constants, the compiler can remove the
1075 * unused ones because d3d doesn't (yet) support indirect int and bool
1076 * constant addressing. This avoids problems if the app uses e.g. i0 and i9. */
1077 if (shader
->limits
.constant_int
> 0 && reg_maps
->integer_constants
)
1078 shader_addline(buffer
, "uniform ivec4 %s_i[%u];\n", prefix
, shader
->limits
.constant_int
);
1080 if (shader
->limits
.constant_bool
> 0 && reg_maps
->boolean_constants
)
1081 shader_addline(buffer
, "uniform bool %s_b[%u];\n", prefix
, shader
->limits
.constant_bool
);
1083 for (i
= 0; i
< WINED3D_MAX_CBS
; ++i
)
1085 if (reg_maps
->cb_sizes
[i
])
1086 shader_addline(buffer
, "layout(std140) uniform block_%s_cb%u { vec4 %s_cb%u[%u]; };\n",
1087 prefix
, i
, prefix
, i
, reg_maps
->cb_sizes
[i
]);
1090 /* Declare texture samplers */
1091 for (i
= 0; i
< shader
->limits
.sampler
; ++i
)
1093 if (reg_maps
->sampler_type
[i
])
1095 BOOL shadow_sampler
= version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& (ps_args
->shadow
& (1 << i
));
1098 switch (reg_maps
->sampler_type
[i
])
1102 shader_addline(buffer
, "uniform sampler1DShadow %s_sampler%u;\n", prefix
, i
);
1104 shader_addline(buffer
, "uniform sampler1D %s_sampler%u;\n", prefix
, i
);
1107 tex_rect
= version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& (ps_args
->np2_fixup
& (1 << i
));
1108 tex_rect
= tex_rect
&& gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
1112 shader_addline(buffer
, "uniform sampler2DRectShadow %s_sampler%u;\n", prefix
, i
);
1114 shader_addline(buffer
, "uniform sampler2DShadow %s_sampler%u;\n", prefix
, i
);
1119 shader_addline(buffer
, "uniform sampler2DRect %s_sampler%u;\n", prefix
, i
);
1121 shader_addline(buffer
, "uniform sampler2D %s_sampler%u;\n", prefix
, i
);
1124 case WINED3DSTT_CUBE
:
1126 FIXME("Unsupported Cube shadow sampler.\n");
1127 shader_addline(buffer
, "uniform samplerCube %s_sampler%u;\n", prefix
, i
);
1129 case WINED3DSTT_VOLUME
:
1131 FIXME("Unsupported 3D shadow sampler.\n");
1132 shader_addline(buffer
, "uniform sampler3D %s_sampler%u;\n", prefix
, i
);
1135 shader_addline(buffer
, "uniform unsupported_sampler %s_sampler%u;\n", prefix
, i
);
1136 FIXME("Unrecognized sampler type: %#x\n", reg_maps
->sampler_type
[i
]);
1142 /* Declare uniforms for NP2 texcoord fixup:
1143 * This is NOT done inside the loop that declares the texture samplers
1144 * since the NP2 fixup code is currently only used for the GeforceFX
1145 * series and when forcing the ARB_npot extension off. Modern cards just
1146 * skip the code anyway, so put it inside a separate loop. */
1147 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& ps_args
->np2_fixup
)
1149 struct ps_np2fixup_info
*fixup
= ctx_priv
->cur_np2fixup_info
;
1152 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
1153 * while D3D has them in the (normalized) [0,1]x[0,1] range.
1154 * samplerNP2Fixup stores texture dimensions and is updated through
1155 * shader_glsl_load_np2fixup_constants when the sampler changes. */
1157 for (i
= 0; i
< shader
->limits
.sampler
; ++i
)
1159 if (reg_maps
->sampler_type
[i
])
1161 if (!(ps_args
->np2_fixup
& (1 << i
))) continue;
1163 if (WINED3DSTT_2D
!= reg_maps
->sampler_type
[i
]) {
1164 FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
1168 fixup
->idx
[i
] = cur
++;
1172 fixup
->num_consts
= (cur
+ 1) >> 1;
1173 fixup
->active
= ps_args
->np2_fixup
;
1174 shader_addline(buffer
, "uniform vec4 %s_samplerNP2Fixup[%u];\n", prefix
, fixup
->num_consts
);
1177 /* Declare address variables */
1178 for (i
= 0, map
= reg_maps
->address
; map
; map
>>= 1, ++i
)
1180 if (map
& 1) shader_addline(buffer
, "ivec4 A%u;\n", i
);
1183 /* Declare texture coordinate temporaries and initialize them */
1184 for (i
= 0, map
= reg_maps
->texcoord
; map
; map
>>= 1, ++i
)
1186 if (map
& 1) shader_addline(buffer
, "vec4 T%u = gl_TexCoord[%u];\n", i
, i
);
1189 if (version
->type
== WINED3D_SHADER_TYPE_VERTEX
)
1191 /* Declare attributes. */
1192 for (i
= 0, map
= reg_maps
->input_registers
; map
; map
>>= 1, ++i
)
1195 shader_addline(buffer
, "attribute vec4 %s_in%u;\n", prefix
, i
);
1198 shader_addline(buffer
, "uniform vec4 posFixup;\n");
1199 shader_addline(buffer
, "void order_ps_input(in vec4[%u]);\n", shader
->limits
.packed_output
);
1201 else if (version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
1203 shader_addline(buffer
, "varying in vec4 gs_in[][%u];\n", shader
->limits
.packed_input
);
1205 else if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
1207 if (version
->major
>= 3)
1209 UINT in_count
= min(vec4_varyings(version
->major
, gl_info
), shader
->limits
.packed_input
);
1212 shader_addline(buffer
, "varying vec4 %s_in[%u];\n", prefix
, in_count
);
1214 /* TODO: Write a replacement shader for the fixed function
1215 * vertex pipeline, so this isn't needed. For fixed function
1216 * vertex processing + 3.0 pixel shader we need a separate
1217 * function in the pixel shader that reads the fixed function
1218 * color into the packed input registers. */
1219 shader_addline(buffer
, "vec4 %s_in[%u];\n", prefix
, in_count
);
1222 for (i
= 0, map
= reg_maps
->bumpmat
; map
; map
>>= 1, ++i
)
1227 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", i
);
1229 if (reg_maps
->luminanceparams
& (1 << i
))
1231 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", i
);
1232 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", i
);
1233 extra_constants_needed
++;
1236 extra_constants_needed
++;
1239 if (ps_args
->srgb_correction
)
1241 shader_addline(buffer
, "const vec4 srgb_const0 = ");
1242 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const0
);
1243 shader_addline(buffer
, ";\n");
1244 shader_addline(buffer
, "const vec4 srgb_const1 = ");
1245 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const1
);
1246 shader_addline(buffer
, ";\n");
1248 if (reg_maps
->vpos
|| reg_maps
->usesdsy
)
1250 if (shader
->limits
.constant_float
+ extra_constants_needed
1251 + 1 < gl_info
->limits
.glsl_ps_float_constants
)
1253 shader_addline(buffer
, "uniform vec4 ycorrection;\n");
1254 extra_constants_needed
++;
1258 float ycorrection
[] =
1260 context
->render_offscreen
? 0.0f
: fb
->render_targets
[0]->height
,
1261 context
->render_offscreen
? 1.0f
: -1.0f
,
1266 /* This happens because we do not have proper tracking of the
1267 * constant registers that are actually used, only the max
1268 * limit of the shader version. */
1269 FIXME("Cannot find a free uniform for vpos correction params\n");
1270 shader_addline(buffer
, "const vec4 ycorrection = ");
1271 shader_glsl_append_imm_vec4(buffer
, ycorrection
);
1272 shader_addline(buffer
, ";\n");
1274 shader_addline(buffer
, "vec4 vpos;\n");
1278 /* Declare output register temporaries */
1279 if (shader
->limits
.packed_output
)
1280 shader_addline(buffer
, "vec4 %s_out[%u];\n", prefix
, shader
->limits
.packed_output
);
1282 /* Declare temporary variables */
1283 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
1285 if (map
& 1) shader_addline(buffer
, "vec4 R%u;\n", i
);
1288 /* Declare loop registers aLx */
1289 if (version
->major
< 4)
1291 for (i
= 0; i
< reg_maps
->loop_depth
; ++i
)
1293 shader_addline(buffer
, "int aL%u;\n", i
);
1294 shader_addline(buffer
, "int tmpInt%u;\n", i
);
1298 /* Temporary variables for matrix operations */
1299 shader_addline(buffer
, "vec4 tmp0;\n");
1300 shader_addline(buffer
, "vec4 tmp1;\n");
1302 if (!shader
->load_local_constsF
)
1304 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
1306 shader_addline(buffer
, "const vec4 %s_lc%u = ", prefix
, lconst
->idx
);
1307 shader_glsl_append_imm_vec4(buffer
, (const float *)lconst
->value
);
1308 shader_addline(buffer
, ";\n");
1312 /* Start the main program. */
1313 shader_addline(buffer
, "void main()\n{\n");
1315 /* Direct3D applications expect integer vPos values, while OpenGL drivers
1316 * add approximately 0.5. This causes off-by-one problems as spotted by
1317 * the vPos d3d9 visual test. Unfortunately ATI cards do not add exactly
1318 * 0.5, but rather something like 0.49999999 or 0.50000001, which still
1319 * causes precision troubles when we just subtract 0.5.
1321 * To deal with that, just floor() the position. This will eliminate the
1322 * fraction on all cards.
1324 * TODO: Test how this behaves with multisampling.
1326 * An advantage of floor is that it works even if the driver doesn't add
1327 * 0.5. It is somewhat questionable if 1.5, 2.5, ... are the proper values
1328 * to return in gl_FragCoord, even though coordinates specify the pixel
1329 * centers instead of the pixel corners. This code will behave correctly
1330 * on drivers that returns integer values. */
1331 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& reg_maps
->vpos
)
1332 shader_addline(buffer
,
1333 "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
1336 /*****************************************************************************
1337 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
1339 * For more information, see http://wiki.winehq.org/DirectX-Shaders
1340 ****************************************************************************/
1343 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
1344 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
);
1346 /** Used for opcode modifiers - They multiply the result by the specified amount */
1347 static const char * const shift_glsl_tab
[] = {
1349 "2.0 * ", /* 1 (x2) */
1350 "4.0 * ", /* 2 (x4) */
1351 "8.0 * ", /* 3 (x8) */
1352 "16.0 * ", /* 4 (x16) */
1353 "32.0 * ", /* 5 (x32) */
1360 "0.0625 * ", /* 12 (d16) */
1361 "0.125 * ", /* 13 (d8) */
1362 "0.25 * ", /* 14 (d4) */
1363 "0.5 * " /* 15 (d2) */
1366 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
1367 static void shader_glsl_gen_modifier(enum wined3d_shader_src_modifier src_modifier
,
1368 const char *in_reg
, const char *in_regswizzle
, char *out_str
)
1372 switch (src_modifier
)
1374 case WINED3DSPSM_DZ
: /* Need to handle this in the instructions itself (texld & texcrd). */
1375 case WINED3DSPSM_DW
:
1376 case WINED3DSPSM_NONE
:
1377 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
1379 case WINED3DSPSM_NEG
:
1380 sprintf(out_str
, "-%s%s", in_reg
, in_regswizzle
);
1382 case WINED3DSPSM_NOT
:
1383 sprintf(out_str
, "!%s%s", in_reg
, in_regswizzle
);
1385 case WINED3DSPSM_BIAS
:
1386 sprintf(out_str
, "(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
1388 case WINED3DSPSM_BIASNEG
:
1389 sprintf(out_str
, "-(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
1391 case WINED3DSPSM_SIGN
:
1392 sprintf(out_str
, "(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
1394 case WINED3DSPSM_SIGNNEG
:
1395 sprintf(out_str
, "-(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
1397 case WINED3DSPSM_COMP
:
1398 sprintf(out_str
, "(1.0 - %s%s)", in_reg
, in_regswizzle
);
1400 case WINED3DSPSM_X2
:
1401 sprintf(out_str
, "(2.0 * %s%s)", in_reg
, in_regswizzle
);
1403 case WINED3DSPSM_X2NEG
:
1404 sprintf(out_str
, "-(2.0 * %s%s)", in_reg
, in_regswizzle
);
1406 case WINED3DSPSM_ABS
:
1407 sprintf(out_str
, "abs(%s%s)", in_reg
, in_regswizzle
);
1409 case WINED3DSPSM_ABSNEG
:
1410 sprintf(out_str
, "-abs(%s%s)", in_reg
, in_regswizzle
);
1413 FIXME("Unhandled modifier %u\n", src_modifier
);
1414 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
1418 /** Writes the GLSL variable name that corresponds to the register that the
1419 * DX opcode parameter is trying to access */
1420 static void shader_glsl_get_register_name(const struct wined3d_shader_register
*reg
,
1421 char *register_name
, BOOL
*is_color
, const struct wined3d_shader_instruction
*ins
)
1423 /* oPos, oFog and oPts in D3D */
1424 static const char * const hwrastout_reg_names
[] = {"vs_out[10]", "vs_out[11].x", "vs_out[11].y"};
1426 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
1427 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
1428 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
1429 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
1430 const char *prefix
= shader_glsl_get_prefix(version
->type
);
1431 struct glsl_src_param rel_param0
, rel_param1
;
1432 char imm_str
[4][17];
1434 if (reg
->idx
[0].offset
!= ~0U && reg
->idx
[0].rel_addr
)
1435 shader_glsl_add_src_param(ins
, reg
->idx
[0].rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param0
);
1436 if (reg
->idx
[1].offset
!= ~0U && reg
->idx
[1].rel_addr
)
1437 shader_glsl_add_src_param(ins
, reg
->idx
[1].rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param1
);
1442 case WINED3DSPR_TEMP
:
1443 sprintf(register_name
, "R%u", reg
->idx
[0].offset
);
1446 case WINED3DSPR_INPUT
:
1447 /* vertex shaders */
1448 if (version
->type
== WINED3D_SHADER_TYPE_VERTEX
)
1450 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
1451 if (priv
->cur_vs_args
->swizzle_map
& (1 << reg
->idx
[0].offset
))
1453 sprintf(register_name
, "%s_in%u", prefix
, reg
->idx
[0].offset
);
1457 if (version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
1459 if (reg
->idx
[0].rel_addr
)
1461 if (reg
->idx
[1].rel_addr
)
1462 sprintf(register_name
, "gs_in[%s + %u][%s + %u]",
1463 rel_param0
.param_str
, reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
1465 sprintf(register_name
, "gs_in[%s + %u][%u]",
1466 rel_param0
.param_str
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
1468 else if (reg
->idx
[1].rel_addr
)
1469 sprintf(register_name
, "gs_in[%u][%s + %u]",
1470 reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
1472 sprintf(register_name
, "gs_in[%u][%u]", reg
->idx
[0].offset
, reg
->idx
[1].offset
);
1476 /* pixel shaders >= 3.0 */
1477 if (version
->major
>= 3)
1479 DWORD idx
= shader
->u
.ps
.input_reg_map
[reg
->idx
[0].offset
];
1480 unsigned int in_count
= vec4_varyings(version
->major
, gl_info
);
1482 if (reg
->idx
[0].rel_addr
)
1484 /* Removing a + 0 would be an obvious optimization, but
1485 * OS X doesn't see the NOP operation there. */
1488 if (shader
->u
.ps
.declared_in_count
> in_count
)
1490 sprintf(register_name
,
1491 "((%s + %u) > %u ? (%s + %u) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s + %u])",
1492 rel_param0
.param_str
, idx
, in_count
- 1, rel_param0
.param_str
, idx
, in_count
,
1493 prefix
, rel_param0
.param_str
, idx
);
1497 sprintf(register_name
, "%s_in[%s + %u]", prefix
, rel_param0
.param_str
, idx
);
1502 if (shader
->u
.ps
.declared_in_count
> in_count
)
1504 sprintf(register_name
, "((%s) > %u ? (%s) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s])",
1505 rel_param0
.param_str
, in_count
- 1, rel_param0
.param_str
, in_count
,
1506 prefix
, rel_param0
.param_str
);
1510 sprintf(register_name
, "%s_in[%s]", prefix
, rel_param0
.param_str
);
1516 if (idx
== in_count
) sprintf(register_name
, "gl_Color");
1517 else if (idx
== in_count
+ 1) sprintf(register_name
, "gl_SecondaryColor");
1518 else sprintf(register_name
, "%s_in[%u]", prefix
, idx
);
1523 if (!reg
->idx
[0].offset
)
1524 strcpy(register_name
, "gl_Color");
1526 strcpy(register_name
, "gl_SecondaryColor");
1531 case WINED3DSPR_CONST
:
1533 /* Relative addressing */
1534 if (reg
->idx
[0].rel_addr
)
1536 if (reg
->idx
[0].offset
)
1537 sprintf(register_name
, "%s_c[%s + %u]", prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
1539 sprintf(register_name
, "%s_c[%s]", prefix
, rel_param0
.param_str
);
1543 if (shader_constant_is_local(shader
, reg
->idx
[0].offset
))
1544 sprintf(register_name
, "%s_lc%u", prefix
, reg
->idx
[0].offset
);
1546 sprintf(register_name
, "%s_c[%u]", prefix
, reg
->idx
[0].offset
);
1551 case WINED3DSPR_CONSTINT
:
1552 sprintf(register_name
, "%s_i[%u]", prefix
, reg
->idx
[0].offset
);
1555 case WINED3DSPR_CONSTBOOL
:
1556 sprintf(register_name
, "%s_b[%u]", prefix
, reg
->idx
[0].offset
);
1559 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
1560 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
1561 sprintf(register_name
, "T%u", reg
->idx
[0].offset
);
1563 sprintf(register_name
, "A%u", reg
->idx
[0].offset
);
1566 case WINED3DSPR_LOOP
:
1567 sprintf(register_name
, "aL%u", ins
->ctx
->loop_state
->current_reg
- 1);
1570 case WINED3DSPR_SAMPLER
:
1571 sprintf(register_name
, "%s_sampler%u", prefix
, reg
->idx
[0].offset
);
1574 case WINED3DSPR_COLOROUT
:
1575 if (reg
->idx
[0].offset
>= gl_info
->limits
.buffers
)
1576 WARN("Write to render target %u, only %d supported.\n",
1577 reg
->idx
[0].offset
, gl_info
->limits
.buffers
);
1579 sprintf(register_name
, "gl_FragData[%u]", reg
->idx
[0].offset
);
1582 case WINED3DSPR_RASTOUT
:
1583 sprintf(register_name
, "%s", hwrastout_reg_names
[reg
->idx
[0].offset
]);
1586 case WINED3DSPR_DEPTHOUT
:
1587 sprintf(register_name
, "gl_FragDepth");
1590 case WINED3DSPR_ATTROUT
:
1591 if (!reg
->idx
[0].offset
)
1592 sprintf(register_name
, "%s_out[8]", prefix
);
1594 sprintf(register_name
, "%s_out[9]", prefix
);
1597 case WINED3DSPR_TEXCRDOUT
:
1598 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
1599 sprintf(register_name
, "%s_out[%u]", prefix
, reg
->idx
[0].offset
);
1602 case WINED3DSPR_MISCTYPE
:
1603 if (!reg
->idx
[0].offset
)
1606 sprintf(register_name
, "vpos");
1608 else if (reg
->idx
[0].offset
== 1)
1610 /* Note that gl_FrontFacing is a bool, while vFace is
1611 * a float for which the sign determines front/back */
1612 sprintf(register_name
, "(gl_FrontFacing ? 1.0 : -1.0)");
1616 FIXME("Unhandled misctype register %u.\n", reg
->idx
[0].offset
);
1617 sprintf(register_name
, "unrecognized_register");
1621 case WINED3DSPR_IMMCONST
:
1622 switch (reg
->immconst_type
)
1624 case WINED3D_IMMCONST_SCALAR
:
1625 switch (reg
->data_type
)
1627 case WINED3D_DATA_FLOAT
:
1628 wined3d_ftoa(*(const float *)reg
->immconst_data
, register_name
);
1630 case WINED3D_DATA_INT
:
1631 sprintf(register_name
, "%#x", reg
->immconst_data
[0]);
1633 case WINED3D_DATA_RESOURCE
:
1634 case WINED3D_DATA_SAMPLER
:
1635 case WINED3D_DATA_UINT
:
1636 sprintf(register_name
, "%#xu", reg
->immconst_data
[0]);
1639 sprintf(register_name
, "<unhandled data type %#x>", reg
->data_type
);
1644 case WINED3D_IMMCONST_VEC4
:
1645 switch (reg
->data_type
)
1647 case WINED3D_DATA_FLOAT
:
1648 wined3d_ftoa(*(const float *)®
->immconst_data
[0], imm_str
[0]);
1649 wined3d_ftoa(*(const float *)®
->immconst_data
[1], imm_str
[1]);
1650 wined3d_ftoa(*(const float *)®
->immconst_data
[2], imm_str
[2]);
1651 wined3d_ftoa(*(const float *)®
->immconst_data
[3], imm_str
[3]);
1652 sprintf(register_name
, "vec4(%s, %s, %s, %s)",
1653 imm_str
[0], imm_str
[1], imm_str
[2], imm_str
[3]);
1655 case WINED3D_DATA_INT
:
1656 sprintf(register_name
, "ivec4(%#x, %#x, %#x, %#x)",
1657 reg
->immconst_data
[0], reg
->immconst_data
[1],
1658 reg
->immconst_data
[2], reg
->immconst_data
[3]);
1660 case WINED3D_DATA_RESOURCE
:
1661 case WINED3D_DATA_SAMPLER
:
1662 case WINED3D_DATA_UINT
:
1663 sprintf(register_name
, "uvec4(%#xu, %#xu, %#xu, %#xu)",
1664 reg
->immconst_data
[0], reg
->immconst_data
[1],
1665 reg
->immconst_data
[2], reg
->immconst_data
[3]);
1668 sprintf(register_name
, "<unhandled data type %#x>", reg
->data_type
);
1674 FIXME("Unhandled immconst type %#x\n", reg
->immconst_type
);
1675 sprintf(register_name
, "<unhandled_immconst_type %#x>", reg
->immconst_type
);
1679 case WINED3DSPR_CONSTBUFFER
:
1680 if (reg
->idx
[1].rel_addr
)
1681 sprintf(register_name
, "%s_cb%u[%s + %u]",
1682 prefix
, reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
1684 sprintf(register_name
, "%s_cb%u[%u]", prefix
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
1687 case WINED3DSPR_PRIMID
:
1688 sprintf(register_name
, "uint(gl_PrimitiveIDIn)");
1692 FIXME("Unhandled register type %#x.\n", reg
->type
);
1693 sprintf(register_name
, "unrecognized_register");
1698 static void shader_glsl_write_mask_to_str(DWORD write_mask
, char *str
)
1701 if (write_mask
& WINED3DSP_WRITEMASK_0
) *str
++ = 'x';
1702 if (write_mask
& WINED3DSP_WRITEMASK_1
) *str
++ = 'y';
1703 if (write_mask
& WINED3DSP_WRITEMASK_2
) *str
++ = 'z';
1704 if (write_mask
& WINED3DSP_WRITEMASK_3
) *str
++ = 'w';
1708 /* Get the GLSL write mask for the destination register */
1709 static DWORD
shader_glsl_get_write_mask(const struct wined3d_shader_dst_param
*param
, char *write_mask
)
1711 DWORD mask
= param
->write_mask
;
1713 if (shader_is_scalar(¶m
->reg
))
1715 mask
= WINED3DSP_WRITEMASK_0
;
1720 shader_glsl_write_mask_to_str(mask
, write_mask
);
1726 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask
) {
1727 unsigned int size
= 0;
1729 if (write_mask
& WINED3DSP_WRITEMASK_0
) ++size
;
1730 if (write_mask
& WINED3DSP_WRITEMASK_1
) ++size
;
1731 if (write_mask
& WINED3DSP_WRITEMASK_2
) ++size
;
1732 if (write_mask
& WINED3DSP_WRITEMASK_3
) ++size
;
1737 static void shader_glsl_swizzle_to_str(const DWORD swizzle
, BOOL fixup
, DWORD mask
, char *str
)
1739 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1740 * but addressed as "rgba". To fix this we need to swap the register's x
1741 * and z components. */
1742 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
1745 /* swizzle bits fields: wwzzyyxx */
1746 if (mask
& WINED3DSP_WRITEMASK_0
) *str
++ = swizzle_chars
[swizzle
& 0x03];
1747 if (mask
& WINED3DSP_WRITEMASK_1
) *str
++ = swizzle_chars
[(swizzle
>> 2) & 0x03];
1748 if (mask
& WINED3DSP_WRITEMASK_2
) *str
++ = swizzle_chars
[(swizzle
>> 4) & 0x03];
1749 if (mask
& WINED3DSP_WRITEMASK_3
) *str
++ = swizzle_chars
[(swizzle
>> 6) & 0x03];
1753 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param
*param
,
1754 BOOL fixup
, DWORD mask
, char *swizzle_str
)
1756 if (shader_is_scalar(¶m
->reg
))
1757 *swizzle_str
= '\0';
1759 shader_glsl_swizzle_to_str(param
->swizzle
, fixup
, mask
, swizzle_str
);
1762 /* From a given parameter token, generate the corresponding GLSL string.
1763 * Also, return the actual register name and swizzle in case the
1764 * caller needs this information as well. */
1765 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
1766 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
)
1768 BOOL is_color
= FALSE
;
1769 char swizzle_str
[6];
1771 glsl_src
->reg_name
[0] = '\0';
1772 glsl_src
->param_str
[0] = '\0';
1773 swizzle_str
[0] = '\0';
1775 shader_glsl_get_register_name(&wined3d_src
->reg
, glsl_src
->reg_name
, &is_color
, ins
);
1776 shader_glsl_get_swizzle(wined3d_src
, is_color
, mask
, swizzle_str
);
1778 if (wined3d_src
->reg
.type
== WINED3DSPR_IMMCONST
|| wined3d_src
->reg
.type
== WINED3DSPR_PRIMID
)
1780 shader_glsl_gen_modifier(wined3d_src
->modifiers
, glsl_src
->reg_name
, swizzle_str
, glsl_src
->param_str
);
1784 char param_str
[200];
1786 shader_glsl_gen_modifier(wined3d_src
->modifiers
, glsl_src
->reg_name
, swizzle_str
, param_str
);
1788 switch (wined3d_src
->reg
.data_type
)
1790 case WINED3D_DATA_FLOAT
:
1791 sprintf(glsl_src
->param_str
, "%s", param_str
);
1793 case WINED3D_DATA_INT
:
1794 sprintf(glsl_src
->param_str
, "floatBitsToInt(%s)", param_str
);
1796 case WINED3D_DATA_RESOURCE
:
1797 case WINED3D_DATA_SAMPLER
:
1798 case WINED3D_DATA_UINT
:
1799 sprintf(glsl_src
->param_str
, "floatBitsToUint(%s)", param_str
);
1802 FIXME("Unhandled data type %#x.\n", wined3d_src
->reg
.data_type
);
1803 sprintf(glsl_src
->param_str
, "%s", param_str
);
1809 /* From a given parameter token, generate the corresponding GLSL string.
1810 * Also, return the actual register name and swizzle in case the
1811 * caller needs this information as well. */
1812 static DWORD
shader_glsl_add_dst_param(const struct wined3d_shader_instruction
*ins
,
1813 const struct wined3d_shader_dst_param
*wined3d_dst
, struct glsl_dst_param
*glsl_dst
)
1815 BOOL is_color
= FALSE
;
1817 glsl_dst
->mask_str
[0] = '\0';
1818 glsl_dst
->reg_name
[0] = '\0';
1820 shader_glsl_get_register_name(&wined3d_dst
->reg
, glsl_dst
->reg_name
, &is_color
, ins
);
1821 return shader_glsl_get_write_mask(wined3d_dst
, glsl_dst
->mask_str
);
1824 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1825 static DWORD
shader_glsl_append_dst_ext(struct wined3d_shader_buffer
*buffer
,
1826 const struct wined3d_shader_instruction
*ins
, const struct wined3d_shader_dst_param
*dst
)
1828 struct glsl_dst_param glsl_dst
;
1831 if ((mask
= shader_glsl_add_dst_param(ins
, dst
, &glsl_dst
)))
1833 switch (dst
->reg
.data_type
)
1835 case WINED3D_DATA_FLOAT
:
1836 shader_addline(buffer
, "%s%s = %s(",
1837 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
1839 case WINED3D_DATA_INT
:
1840 shader_addline(buffer
, "%s%s = %sintBitsToFloat(",
1841 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
1843 case WINED3D_DATA_RESOURCE
:
1844 case WINED3D_DATA_SAMPLER
:
1845 case WINED3D_DATA_UINT
:
1846 shader_addline(buffer
, "%s%s = %suintBitsToFloat(",
1847 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
1850 FIXME("Unhandled data type %#x.\n", dst
->reg
.data_type
);
1851 shader_addline(buffer
, "%s%s = %s(",
1852 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
1860 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1861 static DWORD
shader_glsl_append_dst(struct wined3d_shader_buffer
*buffer
, const struct wined3d_shader_instruction
*ins
)
1863 return shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0]);
1866 /** Process GLSL instruction modifiers */
1867 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
)
1869 struct glsl_dst_param dst_param
;
1872 if (!ins
->dst_count
) return;
1874 modifiers
= ins
->dst
[0].modifiers
;
1875 if (!modifiers
) return;
1877 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
1879 if (modifiers
& WINED3DSPDM_SATURATE
)
1881 /* _SAT means to clamp the value of the register to between 0 and 1 */
1882 shader_addline(ins
->ctx
->buffer
, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param
.reg_name
,
1883 dst_param
.mask_str
, dst_param
.reg_name
, dst_param
.mask_str
);
1886 if (modifiers
& WINED3DSPDM_MSAMPCENTROID
)
1888 FIXME("_centroid modifier not handled\n");
1891 if (modifiers
& WINED3DSPDM_PARTIALPRECISION
)
1893 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1897 static const char *shader_glsl_get_rel_op(enum wined3d_shader_rel_op op
)
1901 case WINED3D_SHADER_REL_OP_GT
: return ">";
1902 case WINED3D_SHADER_REL_OP_EQ
: return "==";
1903 case WINED3D_SHADER_REL_OP_GE
: return ">=";
1904 case WINED3D_SHADER_REL_OP_LT
: return "<";
1905 case WINED3D_SHADER_REL_OP_NE
: return "!=";
1906 case WINED3D_SHADER_REL_OP_LE
: return "<=";
1908 FIXME("Unrecognized operator %#x.\n", op
);
1913 static void shader_glsl_get_sample_function(const struct wined3d_shader_context
*ctx
,
1914 DWORD sampler_idx
, DWORD flags
, struct glsl_sample_function
*sample_function
)
1916 enum wined3d_sampler_texture_type sampler_type
= ctx
->reg_maps
->sampler_type
[sampler_idx
];
1917 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
1918 BOOL shadow
= ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
1919 && (((const struct shader_glsl_ctx_priv
*)ctx
->backend_data
)->cur_ps_args
->shadow
& (1 << sampler_idx
));
1920 BOOL projected
= flags
& WINED3D_GLSL_SAMPLE_PROJECTED
;
1921 BOOL texrect
= flags
& WINED3D_GLSL_SAMPLE_NPOT
&& gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
1922 BOOL lod
= flags
& WINED3D_GLSL_SAMPLE_LOD
;
1923 BOOL grad
= flags
& WINED3D_GLSL_SAMPLE_GRAD
;
1925 /* Note that there's no such thing as a projected cube texture. */
1926 switch(sampler_type
) {
1932 sample_function
->name
= projected
? "shadow1DProjLod" : "shadow1DLod";
1936 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1937 sample_function
->name
= projected
? "shadow1DProjGrad" : "shadow1DGrad";
1938 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1939 sample_function
->name
= projected
? "shadow1DProjGradARB" : "shadow1DGradARB";
1942 FIXME("Unsupported 1D shadow grad function.\n");
1943 sample_function
->name
= "unsupported1DGrad";
1948 sample_function
->name
= projected
? "shadow1DProj" : "shadow1D";
1950 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
1956 sample_function
->name
= projected
? "texture1DProjLod" : "texture1DLod";
1960 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1961 sample_function
->name
= projected
? "texture1DProjGrad" : "texture1DGrad";
1962 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1963 sample_function
->name
= projected
? "texture1DProjGradARB" : "texture1DGradARB";
1966 FIXME("Unsupported 1D grad function.\n");
1967 sample_function
->name
= "unsupported1DGrad";
1972 sample_function
->name
= projected
? "texture1DProj" : "texture1D";
1974 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
;
1985 sample_function
->name
= projected
? "shadow2DRectProjLod" : "shadow2DRectLod";
1989 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1990 sample_function
->name
= projected
? "shadow2DRectProjGrad" : "shadow2DRectGrad";
1991 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1992 sample_function
->name
= projected
? "shadow2DRectProjGradARB" : "shadow2DRectGradARB";
1995 FIXME("Unsupported RECT shadow grad function.\n");
1996 sample_function
->name
= "unsupported2DRectGrad";
2001 sample_function
->name
= projected
? "shadow2DRectProj" : "shadow2DRect";
2008 sample_function
->name
= projected
? "shadow2DProjLod" : "shadow2DLod";
2012 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2013 sample_function
->name
= projected
? "shadow2DProjGrad" : "shadow2DGrad";
2014 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2015 sample_function
->name
= projected
? "shadow2DProjGradARB" : "shadow2DGradARB";
2018 FIXME("Unsupported 2D shadow grad function.\n");
2019 sample_function
->name
= "unsupported2DGrad";
2024 sample_function
->name
= projected
? "shadow2DProj" : "shadow2D";
2027 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2035 sample_function
->name
= projected
? "texture2DRectProjLod" : "texture2DRectLod";
2039 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2040 sample_function
->name
= projected
? "texture2DRectProjGrad" : "texture2DRectGrad";
2041 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2042 sample_function
->name
= projected
? "texture2DRectProjGradARB" : "texture2DRectGradARB";
2045 FIXME("Unsupported RECT grad function.\n");
2046 sample_function
->name
= "unsupported2DRectGrad";
2051 sample_function
->name
= projected
? "texture2DRectProj" : "texture2DRect";
2058 sample_function
->name
= projected
? "texture2DProjLod" : "texture2DLod";
2062 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2063 sample_function
->name
= projected
? "texture2DProjGrad" : "texture2DGrad";
2064 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2065 sample_function
->name
= projected
? "texture2DProjGradARB" : "texture2DGradARB";
2068 FIXME("Unsupported 2D grad function.\n");
2069 sample_function
->name
= "unsupported2DGrad";
2074 sample_function
->name
= projected
? "texture2DProj" : "texture2D";
2077 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
2081 case WINED3DSTT_CUBE
:
2084 FIXME("Unsupported Cube shadow function.\n");
2085 sample_function
->name
= "unsupportedCubeShadow";
2086 sample_function
->coord_mask
= 0;
2092 sample_function
->name
= "textureCubeLod";
2096 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2097 sample_function
->name
= "textureCubeGrad";
2098 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2099 sample_function
->name
= "textureCubeGradARB";
2102 FIXME("Unsupported Cube grad function.\n");
2103 sample_function
->name
= "unsupportedCubeGrad";
2108 sample_function
->name
= "textureCube";
2110 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2114 case WINED3DSTT_VOLUME
:
2117 FIXME("Unsupported 3D shadow function.\n");
2118 sample_function
->name
= "unsupported3DShadow";
2119 sample_function
->coord_mask
= 0;
2125 sample_function
->name
= projected
? "texture3DProjLod" : "texture3DLod";
2129 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2130 sample_function
->name
= projected
? "texture3DProjGrad" : "texture3DGrad";
2131 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2132 sample_function
->name
= projected
? "texture3DProjGradARB" : "texture3DGradARB";
2135 FIXME("Unsupported 3D grad function.\n");
2136 sample_function
->name
= "unsupported3DGrad";
2141 sample_function
->name
= projected
? "texture3DProj" : "texture3D";
2143 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2148 sample_function
->name
= "";
2149 sample_function
->coord_mask
= 0;
2150 FIXME("Unrecognized sampler type: %#x;\n", sampler_type
);
2155 static void shader_glsl_append_fixup_arg(char *arguments
, const char *reg_name
,
2156 BOOL sign_fixup
, enum fixup_channel_source channel_source
)
2158 switch(channel_source
)
2160 case CHANNEL_SOURCE_ZERO
:
2161 strcat(arguments
, "0.0");
2164 case CHANNEL_SOURCE_ONE
:
2165 strcat(arguments
, "1.0");
2168 case CHANNEL_SOURCE_X
:
2169 strcat(arguments
, reg_name
);
2170 strcat(arguments
, ".x");
2173 case CHANNEL_SOURCE_Y
:
2174 strcat(arguments
, reg_name
);
2175 strcat(arguments
, ".y");
2178 case CHANNEL_SOURCE_Z
:
2179 strcat(arguments
, reg_name
);
2180 strcat(arguments
, ".z");
2183 case CHANNEL_SOURCE_W
:
2184 strcat(arguments
, reg_name
);
2185 strcat(arguments
, ".w");
2189 FIXME("Unhandled channel source %#x\n", channel_source
);
2190 strcat(arguments
, "undefined");
2194 if (sign_fixup
) strcat(arguments
, " * 2.0 - 1.0");
2197 static void shader_glsl_color_correction_ext(struct wined3d_shader_buffer
*buffer
,
2198 const char *reg_name
, DWORD mask
, struct color_fixup_desc fixup
)
2200 unsigned int mask_size
, remaining
;
2201 DWORD fixup_mask
= 0;
2202 char arguments
[256];
2205 if (fixup
.x_sign_fixup
|| fixup
.x_source
!= CHANNEL_SOURCE_X
) fixup_mask
|= WINED3DSP_WRITEMASK_0
;
2206 if (fixup
.y_sign_fixup
|| fixup
.y_source
!= CHANNEL_SOURCE_Y
) fixup_mask
|= WINED3DSP_WRITEMASK_1
;
2207 if (fixup
.z_sign_fixup
|| fixup
.z_source
!= CHANNEL_SOURCE_Z
) fixup_mask
|= WINED3DSP_WRITEMASK_2
;
2208 if (fixup
.w_sign_fixup
|| fixup
.w_source
!= CHANNEL_SOURCE_W
) fixup_mask
|= WINED3DSP_WRITEMASK_3
;
2209 if (!(mask
&= fixup_mask
))
2212 if (is_complex_fixup(fixup
))
2214 enum complex_fixup complex_fixup
= get_complex_fixup(fixup
);
2215 FIXME("Complex fixup (%#x) not supported\n",complex_fixup
);
2219 shader_glsl_write_mask_to_str(mask
, mask_str
);
2220 mask_size
= shader_glsl_get_write_mask_size(mask
);
2222 arguments
[0] = '\0';
2223 remaining
= mask_size
;
2224 if (mask
& WINED3DSP_WRITEMASK_0
)
2226 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.x_sign_fixup
, fixup
.x_source
);
2227 if (--remaining
) strcat(arguments
, ", ");
2229 if (mask
& WINED3DSP_WRITEMASK_1
)
2231 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.y_sign_fixup
, fixup
.y_source
);
2232 if (--remaining
) strcat(arguments
, ", ");
2234 if (mask
& WINED3DSP_WRITEMASK_2
)
2236 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.z_sign_fixup
, fixup
.z_source
);
2237 if (--remaining
) strcat(arguments
, ", ");
2239 if (mask
& WINED3DSP_WRITEMASK_3
)
2241 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.w_sign_fixup
, fixup
.w_source
);
2242 if (--remaining
) strcat(arguments
, ", ");
2246 shader_addline(buffer
, "%s%s = vec%u(%s);\n", reg_name
, mask_str
, mask_size
, arguments
);
2248 shader_addline(buffer
, "%s%s = %s;\n", reg_name
, mask_str
, arguments
);
2251 static void shader_glsl_color_correction(const struct wined3d_shader_instruction
*ins
, struct color_fixup_desc fixup
)
2256 shader_glsl_get_register_name(&ins
->dst
[0].reg
, reg_name
, &is_color
, ins
);
2257 shader_glsl_color_correction_ext(ins
->ctx
->buffer
, reg_name
, ins
->dst
[0].write_mask
, fixup
);
2260 static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction
*ins
,
2261 DWORD sampler
, const struct glsl_sample_function
*sample_function
, DWORD swizzle
,
2262 const char *dx
, const char *dy
, const char *bias
, const char *coord_reg_fmt
, ...)
2264 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
2265 char dst_swizzle
[6];
2266 struct color_fixup_desc fixup
;
2267 BOOL np2_fixup
= FALSE
;
2270 shader_glsl_swizzle_to_str(swizzle
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
2272 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
2274 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2275 fixup
= priv
->cur_ps_args
->color_fixup
[sampler
];
2277 if(priv
->cur_ps_args
->np2_fixup
& (1 << sampler
)) {
2279 FIXME("Biased sampling from NP2 textures is unsupported\n");
2287 fixup
= COLOR_FIXUP_IDENTITY
; /* FIXME: Vshader color fixup */
2290 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2292 shader_addline(ins
->ctx
->buffer
, "%s(%s_sampler%u, ",
2293 sample_function
->name
, shader_glsl_get_prefix(version
->type
), sampler
);
2295 va_start(args
, coord_reg_fmt
);
2296 shader_vaddline(ins
->ctx
->buffer
, coord_reg_fmt
, args
);
2300 shader_addline(ins
->ctx
->buffer
, ", %s)%s);\n", bias
, dst_swizzle
);
2303 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2304 const unsigned char idx
= priv
->cur_np2fixup_info
->idx
[sampler
];
2306 shader_addline(ins
->ctx
->buffer
, " * ps_samplerNP2Fixup[%u].%s)%s);\n", idx
>> 1,
2307 (idx
% 2) ? "zw" : "xy", dst_swizzle
);
2308 } else if(dx
&& dy
) {
2309 shader_addline(ins
->ctx
->buffer
, ", %s, %s)%s);\n", dx
, dy
, dst_swizzle
);
2311 shader_addline(ins
->ctx
->buffer
, ")%s);\n", dst_swizzle
);
2315 if(!is_identity_fixup(fixup
)) {
2316 shader_glsl_color_correction(ins
, fixup
);
2320 /*****************************************************************************
2321 * Begin processing individual instruction opcodes
2322 ****************************************************************************/
2324 static void shader_glsl_binop(const struct wined3d_shader_instruction
*ins
)
2326 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2327 struct glsl_src_param src0_param
;
2328 struct glsl_src_param src1_param
;
2332 /* Determine the GLSL operator to use based on the opcode */
2333 switch (ins
->handler_idx
)
2335 case WINED3DSIH_ADD
: op
= "+"; break;
2336 case WINED3DSIH_AND
: op
= "&"; break;
2337 case WINED3DSIH_DIV
: op
= "/"; break;
2338 case WINED3DSIH_IADD
: op
= "+"; break;
2339 case WINED3DSIH_ISHL
: op
= "<<"; break;
2340 case WINED3DSIH_MUL
: op
= "*"; break;
2341 case WINED3DSIH_SUB
: op
= "-"; break;
2342 case WINED3DSIH_USHR
: op
= ">>"; break;
2343 case WINED3DSIH_XOR
: op
= "^"; break;
2345 op
= "<unhandled operator>";
2346 FIXME("Opcode %#x not yet handled in GLSL\n", ins
->handler_idx
);
2350 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2351 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2352 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2353 shader_addline(buffer
, "%s %s %s);\n", src0_param
.param_str
, op
, src1_param
.param_str
);
2356 static void shader_glsl_relop(const struct wined3d_shader_instruction
*ins
)
2358 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2359 struct glsl_src_param src0_param
;
2360 struct glsl_src_param src1_param
;
2361 unsigned int mask_size
;
2365 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2366 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2367 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2368 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2372 switch (ins
->handler_idx
)
2374 case WINED3DSIH_EQ
: op
= "equal"; break;
2375 case WINED3DSIH_GE
: op
= "greaterThanEqual"; break;
2376 case WINED3DSIH_IGE
: op
= "greaterThanEqual"; break;
2377 case WINED3DSIH_LT
: op
= "lessThan"; break;
2379 op
= "<unhandled operator>";
2380 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
2384 shader_addline(buffer
, "uvec%u(%s(%s, %s)) * 0xffffffffu);\n",
2385 mask_size
, op
, src0_param
.param_str
, src1_param
.param_str
);
2389 switch (ins
->handler_idx
)
2391 case WINED3DSIH_EQ
: op
= "=="; break;
2392 case WINED3DSIH_GE
: op
= ">="; break;
2393 case WINED3DSIH_IGE
: op
= ">="; break;
2394 case WINED3DSIH_LT
: op
= "<"; break;
2396 op
= "<unhandled operator>";
2397 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
2401 shader_addline(buffer
, "%s %s %s ? 0xffffffffu : 0u);\n",
2402 src0_param
.param_str
, op
, src1_param
.param_str
);
2406 static void shader_glsl_imul(const struct wined3d_shader_instruction
*ins
)
2408 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2409 struct glsl_src_param src0_param
;
2410 struct glsl_src_param src1_param
;
2413 /* If we have ARB_gpu_shader5 or GLSL 4.0, we can use imulExtended(). If
2414 * not, we can emulate it. */
2415 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
2416 FIXME("64-bit integer multiplies not implemented.\n");
2418 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
2420 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1]);
2421 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2422 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2424 shader_addline(ins
->ctx
->buffer
, "%s * %s);\n",
2425 src0_param
.param_str
, src1_param
.param_str
);
2429 static void shader_glsl_udiv(const struct wined3d_shader_instruction
*ins
)
2431 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2432 struct glsl_src_param src0_param
, src1_param
;
2435 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
2438 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
2442 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2443 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2444 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2445 shader_addline(buffer
, "tmp0%s = %s / %s;\n",
2446 dst_mask
, src0_param
.param_str
, src1_param
.param_str
);
2448 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1]);
2449 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2450 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2451 shader_addline(buffer
, "%s %% %s));\n", src0_param
.param_str
, src1_param
.param_str
);
2453 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0]);
2454 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
2458 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0]);
2459 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2460 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2461 shader_addline(buffer
, "%s / %s);\n", src0_param
.param_str
, src1_param
.param_str
);
2464 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
2466 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1]);
2467 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2468 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2469 shader_addline(buffer
, "%s %% %s);\n", src0_param
.param_str
, src1_param
.param_str
);
2473 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
2474 static void shader_glsl_mov(const struct wined3d_shader_instruction
*ins
)
2476 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
2477 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2478 struct glsl_src_param src0_param
;
2481 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2482 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2484 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
2485 * shader versions WINED3DSIO_MOVA is used for this. */
2486 if (ins
->ctx
->reg_maps
->shader_version
.major
== 1
2487 && ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_VERTEX
2488 && ins
->dst
[0].reg
.type
== WINED3DSPR_ADDR
)
2490 /* This is a simple floor() */
2491 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2492 if (mask_size
> 1) {
2493 shader_addline(buffer
, "ivec%d(floor(%s)));\n", mask_size
, src0_param
.param_str
);
2495 shader_addline(buffer
, "int(floor(%s)));\n", src0_param
.param_str
);
2498 else if(ins
->handler_idx
== WINED3DSIH_MOVA
)
2500 /* We need to *round* to the nearest int here. */
2501 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2503 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2506 shader_addline(buffer
, "ivec%d(round(%s)));\n", mask_size
, src0_param
.param_str
);
2508 shader_addline(buffer
, "int(round(%s)));\n", src0_param
.param_str
);
2513 shader_addline(buffer
, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
2514 mask_size
, src0_param
.param_str
, mask_size
, src0_param
.param_str
);
2516 shader_addline(buffer
, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
2517 src0_param
.param_str
, src0_param
.param_str
);
2522 shader_addline(buffer
, "%s);\n", src0_param
.param_str
);
2526 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
2527 static void shader_glsl_dot(const struct wined3d_shader_instruction
*ins
)
2529 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2530 struct glsl_src_param src0_param
;
2531 struct glsl_src_param src1_param
;
2532 DWORD dst_write_mask
, src_write_mask
;
2533 unsigned int dst_size
= 0;
2535 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
2536 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
2538 /* dp3 works on vec3, dp4 on vec4 */
2539 if (ins
->handler_idx
== WINED3DSIH_DP4
)
2541 src_write_mask
= WINED3DSP_WRITEMASK_ALL
;
2543 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2546 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_write_mask
, &src0_param
);
2547 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_write_mask
, &src1_param
);
2550 shader_addline(buffer
, "vec%d(dot(%s, %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
2552 shader_addline(buffer
, "dot(%s, %s));\n", src0_param
.param_str
, src1_param
.param_str
);
2556 /* Note that this instruction has some restrictions. The destination write mask
2557 * can't contain the w component, and the source swizzles have to be .xyzw */
2558 static void shader_glsl_cross(const struct wined3d_shader_instruction
*ins
)
2560 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2561 struct glsl_src_param src0_param
;
2562 struct glsl_src_param src1_param
;
2565 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2566 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2567 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
2568 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
2569 shader_addline(ins
->ctx
->buffer
, "cross(%s, %s)%s);\n", src0_param
.param_str
, src1_param
.param_str
, dst_mask
);
2572 static void shader_glsl_cut(const struct wined3d_shader_instruction
*ins
)
2574 shader_addline(ins
->ctx
->buffer
, "EndPrimitive();\n");
2577 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
2578 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
2579 * GLSL uses the value as-is. */
2580 static void shader_glsl_pow(const struct wined3d_shader_instruction
*ins
)
2582 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2583 struct glsl_src_param src0_param
;
2584 struct glsl_src_param src1_param
;
2585 DWORD dst_write_mask
;
2586 unsigned int dst_size
;
2588 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
2589 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
2591 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2592 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
2596 shader_addline(buffer
, "vec%u(%s == 0.0 ? 1.0 : pow(abs(%s), %s)));\n",
2597 dst_size
, src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
2601 shader_addline(buffer
, "%s == 0.0 ? 1.0 : pow(abs(%s), %s));\n",
2602 src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
2606 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
2607 static void shader_glsl_map2gl(const struct wined3d_shader_instruction
*ins
)
2609 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2610 struct glsl_src_param src_param
;
2611 const char *instruction
;
2615 /* Determine the GLSL function to use based on the opcode */
2616 /* TODO: Possibly make this a table for faster lookups */
2617 switch (ins
->handler_idx
)
2619 case WINED3DSIH_MIN
: instruction
= "min"; break;
2620 case WINED3DSIH_MAX
: instruction
= "max"; break;
2621 case WINED3DSIH_ABS
: instruction
= "abs"; break;
2622 case WINED3DSIH_FRC
: instruction
= "fract"; break;
2623 case WINED3DSIH_DSX
: instruction
= "dFdx"; break;
2624 case WINED3DSIH_DSY
: instruction
= "ycorrection.y * dFdy"; break;
2625 case WINED3DSIH_ROUND_NI
: instruction
= "floor"; break;
2626 default: instruction
= "";
2627 FIXME("Opcode %#x not yet handled in GLSL\n", ins
->handler_idx
);
2631 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2633 shader_addline(buffer
, "%s(", instruction
);
2637 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
2638 shader_addline(buffer
, "%s", src_param
.param_str
);
2639 for (i
= 1; i
< ins
->src_count
; ++i
)
2641 shader_glsl_add_src_param(ins
, &ins
->src
[i
], write_mask
, &src_param
);
2642 shader_addline(buffer
, ", %s", src_param
.param_str
);
2646 shader_addline(buffer
, "));\n");
2649 static void shader_glsl_nop(const struct wined3d_shader_instruction
*ins
) {}
2651 static void shader_glsl_nrm(const struct wined3d_shader_instruction
*ins
)
2653 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2654 struct glsl_src_param src_param
;
2655 unsigned int mask_size
;
2659 write_mask
= shader_glsl_get_write_mask(ins
->dst
, dst_mask
);
2660 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2661 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
2663 shader_addline(buffer
, "tmp0.x = dot(%s, %s);\n",
2664 src_param
.param_str
, src_param
.param_str
);
2665 shader_glsl_append_dst(buffer
, ins
);
2669 shader_addline(buffer
, "tmp0.x == 0.0 ? vec%u(0.0) : (%s * inversesqrt(tmp0.x)));\n",
2670 mask_size
, src_param
.param_str
);
2674 shader_addline(buffer
, "tmp0.x == 0.0 ? 0.0 : (%s * inversesqrt(tmp0.x)));\n",
2675 src_param
.param_str
);
2679 static void shader_glsl_scalar_op(const struct wined3d_shader_instruction
*ins
)
2681 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2682 struct glsl_src_param src0_param
;
2683 const char *prefix
, *suffix
;
2684 unsigned int dst_size
;
2685 DWORD dst_write_mask
;
2687 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
2688 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
2690 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src0_param
);
2692 switch (ins
->handler_idx
)
2694 case WINED3DSIH_EXP
:
2695 case WINED3DSIH_EXPP
:
2700 case WINED3DSIH_LOG
:
2701 case WINED3DSIH_LOGP
:
2702 prefix
= "log2(abs(";
2706 case WINED3DSIH_RCP
:
2711 case WINED3DSIH_RSQ
:
2712 prefix
= "inversesqrt(abs(";
2719 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
2724 shader_addline(buffer
, "vec%u(%s%s%s));\n", dst_size
, prefix
, src0_param
.param_str
, suffix
);
2726 shader_addline(buffer
, "%s%s%s);\n", prefix
, src0_param
.param_str
, suffix
);
2729 /** Process the WINED3DSIO_EXPP instruction in GLSL:
2730 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
2731 * dst.x = 2^(floor(src))
2732 * dst.y = src - floor(src)
2733 * dst.z = 2^src (partial precision is allowed, but optional)
2735 * For 2.0 shaders, just do this (honoring writemask and swizzle):
2736 * dst = 2^src; (partial precision is allowed, but optional)
2738 static void shader_glsl_expp(const struct wined3d_shader_instruction
*ins
)
2740 if (ins
->ctx
->reg_maps
->shader_version
.major
< 2)
2742 struct glsl_src_param src_param
;
2745 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
2747 shader_addline(ins
->ctx
->buffer
, "tmp0.x = exp2(floor(%s));\n", src_param
.param_str
);
2748 shader_addline(ins
->ctx
->buffer
, "tmp0.y = %s - floor(%s);\n", src_param
.param_str
, src_param
.param_str
);
2749 shader_addline(ins
->ctx
->buffer
, "tmp0.z = exp2(%s);\n", src_param
.param_str
);
2750 shader_addline(ins
->ctx
->buffer
, "tmp0.w = 1.0;\n");
2752 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2753 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2754 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", dst_mask
);
2758 shader_glsl_scalar_op(ins
);
2761 static void shader_glsl_to_int(const struct wined3d_shader_instruction
*ins
)
2763 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2764 struct glsl_src_param src_param
;
2765 unsigned int mask_size
;
2768 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2769 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2770 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
2773 shader_addline(buffer
, "ivec%u(%s));\n", mask_size
, src_param
.param_str
);
2775 shader_addline(buffer
, "int(%s));\n", src_param
.param_str
);
2778 static void shader_glsl_to_float(const struct wined3d_shader_instruction
*ins
)
2780 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2781 struct glsl_src_param src_param
;
2782 unsigned int mask_size
;
2785 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2786 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2787 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
2790 shader_addline(buffer
, "vec%u(%s));\n", mask_size
, src_param
.param_str
);
2792 shader_addline(buffer
, "float(%s));\n", src_param
.param_str
);
2795 /** Process signed comparison opcodes in GLSL. */
2796 static void shader_glsl_compare(const struct wined3d_shader_instruction
*ins
)
2798 struct glsl_src_param src0_param
;
2799 struct glsl_src_param src1_param
;
2801 unsigned int mask_size
;
2803 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2804 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2805 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2806 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2808 if (mask_size
> 1) {
2809 const char *compare
;
2811 switch(ins
->handler_idx
)
2813 case WINED3DSIH_SLT
: compare
= "lessThan"; break;
2814 case WINED3DSIH_SGE
: compare
= "greaterThanEqual"; break;
2815 default: compare
= "";
2816 FIXME("Can't handle opcode %#x\n", ins
->handler_idx
);
2819 shader_addline(ins
->ctx
->buffer
, "vec%d(%s(%s, %s)));\n", mask_size
, compare
,
2820 src0_param
.param_str
, src1_param
.param_str
);
2822 switch(ins
->handler_idx
)
2824 case WINED3DSIH_SLT
:
2825 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
2826 * to return 0.0 but step returns 1.0 because step is not < x
2827 * An alternative is a bvec compare padded with an unused second component.
2828 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
2829 * issue. Playing with not() is not possible either because not() does not accept
2832 shader_addline(ins
->ctx
->buffer
, "(%s < %s) ? 1.0 : 0.0);\n",
2833 src0_param
.param_str
, src1_param
.param_str
);
2835 case WINED3DSIH_SGE
:
2836 /* Here we can use the step() function and safe a conditional */
2837 shader_addline(ins
->ctx
->buffer
, "step(%s, %s));\n", src1_param
.param_str
, src0_param
.param_str
);
2840 FIXME("Can't handle opcode %#x\n", ins
->handler_idx
);
2846 static void shader_glsl_conditional_move(const struct wined3d_shader_instruction
*ins
)
2848 const char *condition_prefix
, *condition_suffix
;
2849 struct wined3d_shader_dst_param dst
;
2850 struct glsl_src_param src0_param
;
2851 struct glsl_src_param src1_param
;
2852 struct glsl_src_param src2_param
;
2853 BOOL temp_destination
= FALSE
;
2854 DWORD cmp_channel
= 0;
2859 switch (ins
->handler_idx
)
2861 case WINED3DSIH_CMP
:
2862 condition_prefix
= "";
2863 condition_suffix
= " >= 0.0";
2866 case WINED3DSIH_CND
:
2867 condition_prefix
= "";
2868 condition_suffix
= " > 0.5";
2871 case WINED3DSIH_MOVC
:
2872 condition_prefix
= "bool(";
2873 condition_suffix
= ")";
2877 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
2878 condition_prefix
= "<unhandled prefix>";
2879 condition_suffix
= "<unhandled suffix>";
2883 if (shader_is_scalar(&ins
->dst
[0].reg
) || shader_is_scalar(&ins
->src
[0].reg
))
2885 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2886 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2887 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2888 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2890 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
2891 condition_prefix
, src0_param
.param_str
, condition_suffix
,
2892 src1_param
.param_str
, src2_param
.param_str
);
2898 /* Splitting the instruction up in multiple lines imposes a problem:
2899 * The first lines may overwrite source parameters of the following lines.
2900 * Deal with that by using a temporary destination register if needed. */
2901 if ((ins
->src
[0].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
2902 && ins
->src
[0].reg
.type
== dst
.reg
.type
)
2903 || (ins
->src
[1].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
2904 && ins
->src
[1].reg
.type
== dst
.reg
.type
)
2905 || (ins
->src
[2].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
2906 && ins
->src
[2].reg
.type
== dst
.reg
.type
))
2907 temp_destination
= TRUE
;
2909 /* Cycle through all source0 channels. */
2910 for (i
= 0; i
< 4; ++i
)
2913 /* Find the destination channels which use the current source0 channel. */
2914 for (j
= 0; j
< 4; ++j
)
2916 if (((ins
->src
[0].swizzle
>> (2 * j
)) & 0x3) == i
)
2918 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
2919 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
2922 dst
.write_mask
= ins
->dst
[0].write_mask
& write_mask
;
2924 if (temp_destination
)
2926 if (!(write_mask
= shader_glsl_get_write_mask(&dst
, mask_char
)))
2928 shader_addline(ins
->ctx
->buffer
, "tmp0%s = (", mask_char
);
2930 else if (!(write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
)))
2933 shader_glsl_add_src_param(ins
, &ins
->src
[0], cmp_channel
, &src0_param
);
2934 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2935 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2937 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
2938 condition_prefix
, src0_param
.param_str
, condition_suffix
,
2939 src1_param
.param_str
, src2_param
.param_str
);
2942 if (temp_destination
)
2944 shader_glsl_get_write_mask(&ins
->dst
[0], mask_char
);
2945 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2946 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", mask_char
);
2950 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
2951 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
2952 * the compare is done per component of src0. */
2953 static void shader_glsl_cnd(const struct wined3d_shader_instruction
*ins
)
2955 struct glsl_src_param src0_param
;
2956 struct glsl_src_param src1_param
;
2957 struct glsl_src_param src2_param
;
2959 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
2960 ins
->ctx
->reg_maps
->shader_version
.minor
);
2962 if (shader_version
< WINED3D_SHADER_VERSION(1, 4))
2964 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2965 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2966 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2967 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2969 if (ins
->coissue
&& ins
->dst
->write_mask
!= WINED3DSP_WRITEMASK_3
)
2970 shader_addline(ins
->ctx
->buffer
, "%s /* COISSUE! */);\n", src1_param
.param_str
);
2972 shader_addline(ins
->ctx
->buffer
, "%s > 0.5 ? %s : %s);\n",
2973 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2977 shader_glsl_conditional_move(ins
);
2980 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
2981 static void shader_glsl_mad(const struct wined3d_shader_instruction
*ins
)
2983 struct glsl_src_param src0_param
;
2984 struct glsl_src_param src1_param
;
2985 struct glsl_src_param src2_param
;
2988 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2989 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2990 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2991 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2992 shader_addline(ins
->ctx
->buffer
, "(%s * %s) + %s);\n",
2993 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2996 /* Handles transforming all WINED3DSIO_M?x? opcodes for
2997 Vertex shaders to GLSL codes */
2998 static void shader_glsl_mnxn(const struct wined3d_shader_instruction
*ins
)
3001 int nComponents
= 0;
3002 struct wined3d_shader_dst_param tmp_dst
= {{0}};
3003 struct wined3d_shader_src_param tmp_src
[2] = {{{0}}};
3004 struct wined3d_shader_instruction tmp_ins
;
3006 memset(&tmp_ins
, 0, sizeof(tmp_ins
));
3008 /* Set constants for the temporary argument */
3009 tmp_ins
.ctx
= ins
->ctx
;
3010 tmp_ins
.dst_count
= 1;
3011 tmp_ins
.dst
= &tmp_dst
;
3012 tmp_ins
.src_count
= 2;
3013 tmp_ins
.src
= tmp_src
;
3015 switch(ins
->handler_idx
)
3017 case WINED3DSIH_M4x4
:
3019 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
3021 case WINED3DSIH_M4x3
:
3023 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
3025 case WINED3DSIH_M3x4
:
3027 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
3029 case WINED3DSIH_M3x3
:
3031 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
3033 case WINED3DSIH_M3x2
:
3035 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
3041 tmp_dst
= ins
->dst
[0];
3042 tmp_src
[0] = ins
->src
[0];
3043 tmp_src
[1] = ins
->src
[1];
3044 for (i
= 0; i
< nComponents
; ++i
)
3046 tmp_dst
.write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
3047 shader_glsl_dot(&tmp_ins
);
3048 ++tmp_src
[1].reg
.idx
[0].offset
;
3053 The LRP instruction performs a component-wise linear interpolation
3054 between the second and third operands using the first operand as the
3055 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
3056 This is equivalent to mix(src2, src1, src0);
3058 static void shader_glsl_lrp(const struct wined3d_shader_instruction
*ins
)
3060 struct glsl_src_param src0_param
;
3061 struct glsl_src_param src1_param
;
3062 struct glsl_src_param src2_param
;
3065 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3067 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3068 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3069 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3071 shader_addline(ins
->ctx
->buffer
, "mix(%s, %s, %s));\n",
3072 src2_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
);
3075 /** Process the WINED3DSIO_LIT instruction in GLSL:
3076 * dst.x = dst.w = 1.0
3077 * dst.y = (src0.x > 0) ? src0.x
3078 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
3079 * where src.w is clamped at +- 128
3081 static void shader_glsl_lit(const struct wined3d_shader_instruction
*ins
)
3083 struct glsl_src_param src0_param
;
3084 struct glsl_src_param src1_param
;
3085 struct glsl_src_param src3_param
;
3088 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3089 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3091 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3092 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src1_param
);
3093 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src3_param
);
3095 /* The sdk specifies the instruction like this
3097 * if(src.x > 0.0) dst.y = src.x
3099 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
3102 * (where power = src.w clamped between -128 and 128)
3104 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
3105 * dst.x = 1.0 ... No further explanation needed
3106 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
3107 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
3108 * dst.w = 1.0. ... Nothing fancy.
3110 * So we still have one conditional in there. So do this:
3111 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
3113 * 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),
3114 * 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.
3115 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to.
3117 * Unfortunately pow(0.0 ^ 0.0) returns NaN on most GPUs, but lit with src.y = 0 and src.w = 0 returns
3118 * a non-NaN value in dst.z. What we return doesn't matter, as long as it is not NaN. Return 0, which is
3119 * what all Windows HW drivers and GL_ARB_vertex_program's LIT do.
3121 shader_addline(ins
->ctx
->buffer
,
3122 "vec4(1.0, max(%s, 0.0), %s == 0.0 ? 0.0 : "
3123 "pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
3124 src0_param
.param_str
, src3_param
.param_str
, src1_param
.param_str
,
3125 src0_param
.param_str
, src3_param
.param_str
, dst_mask
);
3128 /** Process the WINED3DSIO_DST instruction in GLSL:
3130 * dst.y = src0.x * src0.y
3134 static void shader_glsl_dst(const struct wined3d_shader_instruction
*ins
)
3136 struct glsl_src_param src0y_param
;
3137 struct glsl_src_param src0z_param
;
3138 struct glsl_src_param src1y_param
;
3139 struct glsl_src_param src1w_param
;
3142 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3143 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3145 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src0y_param
);
3146 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &src0z_param
);
3147 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_1
, &src1y_param
);
3148 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_3
, &src1w_param
);
3150 shader_addline(ins
->ctx
->buffer
, "vec4(1.0, %s * %s, %s, %s))%s;\n",
3151 src0y_param
.param_str
, src1y_param
.param_str
, src0z_param
.param_str
, src1w_param
.param_str
, dst_mask
);
3154 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
3155 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
3156 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
3158 * dst.x = cos(src0.?)
3159 * dst.y = sin(src0.?)
3163 static void shader_glsl_sincos(const struct wined3d_shader_instruction
*ins
)
3165 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3166 struct glsl_src_param src0_param
;
3169 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
3171 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3173 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3176 case WINED3DSP_WRITEMASK_0
:
3177 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
3180 case WINED3DSP_WRITEMASK_1
:
3181 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
3184 case (WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
):
3185 shader_addline(buffer
, "vec2(cos(%s), sin(%s)));\n",
3186 src0_param
.param_str
, src0_param
.param_str
);
3190 ERR("Write mask should be .x, .y or .xy\n");
3197 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
3200 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3204 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3205 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3206 shader_addline(buffer
, "tmp0%s = sin(%s);\n", dst_mask
, src0_param
.param_str
);
3208 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1]);
3209 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3210 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
3212 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0]);
3213 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
3217 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0]);
3218 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3219 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
3222 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3224 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1]);
3225 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3226 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
3230 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
3231 * here. But those extra parameters require a dedicated function for sgn, since map2gl would
3232 * generate invalid code
3234 static void shader_glsl_sgn(const struct wined3d_shader_instruction
*ins
)
3236 struct glsl_src_param src0_param
;
3239 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3240 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3242 shader_addline(ins
->ctx
->buffer
, "sign(%s));\n", src0_param
.param_str
);
3245 /** Process the WINED3DSIO_LOOP instruction in GLSL:
3246 * Start a for() loop where src1.y is the initial value of aL,
3247 * increment aL by src1.z for a total of src1.x iterations.
3248 * Need to use a temporary variable for this operation.
3250 /* FIXME: I don't think nested loops will work correctly this way. */
3251 static void shader_glsl_loop(const struct wined3d_shader_instruction
*ins
)
3253 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
3254 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3255 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
3256 const struct wined3d_shader_lconst
*constant
;
3257 struct glsl_src_param src1_param
;
3258 const DWORD
*control_values
= NULL
;
3260 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
3262 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_ALL
, &src1_param
);
3264 /* Try to hardcode the loop control parameters if possible. Direct3D 9
3265 * class hardware doesn't support real varying indexing, but Microsoft
3266 * designed this feature for Shader model 2.x+. If the loop control is
3267 * known at compile time, the GLSL compiler can unroll the loop, and
3268 * replace indirect addressing with direct addressing. */
3269 if (ins
->src
[1].reg
.type
== WINED3DSPR_CONSTINT
)
3271 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
3273 if (constant
->idx
== ins
->src
[1].reg
.idx
[0].offset
)
3275 control_values
= constant
->value
;
3283 struct wined3d_shader_loop_control loop_control
;
3284 loop_control
.count
= control_values
[0];
3285 loop_control
.start
= control_values
[1];
3286 loop_control
.step
= (int)control_values
[2];
3288 if (loop_control
.step
> 0)
3290 shader_addline(buffer
, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d)\n{\n",
3291 loop_state
->current_depth
, loop_control
.start
,
3292 loop_state
->current_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
3293 loop_state
->current_depth
, loop_control
.step
);
3295 else if (loop_control
.step
< 0)
3297 shader_addline(buffer
, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d)\n{\n",
3298 loop_state
->current_depth
, loop_control
.start
,
3299 loop_state
->current_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
3300 loop_state
->current_depth
, loop_control
.step
);
3304 shader_addline(buffer
, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++)\n{\n",
3305 loop_state
->current_depth
, loop_control
.start
, loop_state
->current_depth
,
3306 loop_state
->current_depth
, loop_control
.count
,
3307 loop_state
->current_depth
);
3312 shader_addline(buffer
, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z)\n{\n",
3313 loop_state
->current_depth
, loop_state
->current_reg
,
3314 src1_param
.reg_name
, loop_state
->current_depth
, src1_param
.reg_name
,
3315 loop_state
->current_depth
, loop_state
->current_reg
, src1_param
.reg_name
);
3318 ++loop_state
->current_reg
;
3322 shader_addline(buffer
, "for (;;)\n{\n");
3325 ++loop_state
->current_depth
;
3328 static void shader_glsl_end(const struct wined3d_shader_instruction
*ins
)
3330 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
3332 shader_addline(ins
->ctx
->buffer
, "}\n");
3334 if (ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
3336 --loop_state
->current_depth
;
3337 --loop_state
->current_reg
;
3340 if (ins
->handler_idx
== WINED3DSIH_ENDREP
)
3342 --loop_state
->current_depth
;
3346 static void shader_glsl_rep(const struct wined3d_shader_instruction
*ins
)
3348 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
3349 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
3350 const struct wined3d_shader_lconst
*constant
;
3351 struct glsl_src_param src0_param
;
3352 const DWORD
*control_values
= NULL
;
3354 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
3355 if (ins
->src
[0].reg
.type
== WINED3DSPR_CONSTINT
)
3357 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
3359 if (constant
->idx
== ins
->src
[0].reg
.idx
[0].offset
)
3361 control_values
= constant
->value
;
3369 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
3370 loop_state
->current_depth
, loop_state
->current_depth
,
3371 control_values
[0], loop_state
->current_depth
);
3375 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3376 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
3377 loop_state
->current_depth
, loop_state
->current_depth
,
3378 src0_param
.param_str
, loop_state
->current_depth
);
3381 ++loop_state
->current_depth
;
3384 static void shader_glsl_if(const struct wined3d_shader_instruction
*ins
)
3386 struct glsl_src_param src0_param
;
3388 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3389 shader_addline(ins
->ctx
->buffer
, "if (%s) {\n", src0_param
.param_str
);
3392 static void shader_glsl_ifc(const struct wined3d_shader_instruction
*ins
)
3394 struct glsl_src_param src0_param
;
3395 struct glsl_src_param src1_param
;
3397 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3398 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
3400 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) {\n",
3401 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
3404 static void shader_glsl_else(const struct wined3d_shader_instruction
*ins
)
3406 shader_addline(ins
->ctx
->buffer
, "} else {\n");
3409 static void shader_glsl_emit(const struct wined3d_shader_instruction
*ins
)
3411 shader_addline(ins
->ctx
->buffer
, "EmitVertex();\n");
3414 static void shader_glsl_break(const struct wined3d_shader_instruction
*ins
)
3416 shader_addline(ins
->ctx
->buffer
, "break;\n");
3419 /* FIXME: According to MSDN the compare is done per component. */
3420 static void shader_glsl_breakc(const struct wined3d_shader_instruction
*ins
)
3422 struct glsl_src_param src0_param
;
3423 struct glsl_src_param src1_param
;
3425 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3426 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
3428 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) break;\n",
3429 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
3432 static void shader_glsl_breakp(const struct wined3d_shader_instruction
*ins
)
3434 struct glsl_src_param src_param
;
3436 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
3437 shader_addline(ins
->ctx
->buffer
, "if (bool(%s)) break;\n", src_param
.param_str
);
3440 static void shader_glsl_label(const struct wined3d_shader_instruction
*ins
)
3442 shader_addline(ins
->ctx
->buffer
, "}\n");
3443 shader_addline(ins
->ctx
->buffer
, "void subroutine%u()\n{\n", ins
->src
[0].reg
.idx
[0].offset
);
3446 static void shader_glsl_call(const struct wined3d_shader_instruction
*ins
)
3448 shader_addline(ins
->ctx
->buffer
, "subroutine%u();\n", ins
->src
[0].reg
.idx
[0].offset
);
3451 static void shader_glsl_callnz(const struct wined3d_shader_instruction
*ins
)
3453 struct glsl_src_param src1_param
;
3455 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
3456 shader_addline(ins
->ctx
->buffer
, "if (%s) subroutine%u();\n",
3457 src1_param
.param_str
, ins
->src
[0].reg
.idx
[0].offset
);
3460 static void shader_glsl_ret(const struct wined3d_shader_instruction
*ins
)
3462 /* No-op. The closing } is written when a new function is started, and at the end of the shader. This
3463 * function only suppresses the unhandled instruction warning
3467 /*********************************************
3468 * Pixel Shader Specific Code begins here
3469 ********************************************/
3470 static void shader_glsl_tex(const struct wined3d_shader_instruction
*ins
)
3472 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
3473 ins
->ctx
->reg_maps
->shader_version
.minor
);
3474 struct glsl_sample_function sample_function
;
3475 DWORD sample_flags
= 0;
3477 DWORD mask
= 0, swizzle
;
3478 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3480 /* 1.0-1.4: Use destination register as sampler source.
3481 * 2.0+: Use provided sampler source. */
3482 if (shader_version
< WINED3D_SHADER_VERSION(2,0))
3483 sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
3485 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
3487 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
3489 DWORD flags
= (priv
->cur_ps_args
->tex_transform
>> sampler_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
3490 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
3491 enum wined3d_sampler_texture_type sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
3493 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
3494 if (flags
& WINED3D_PSARGS_PROJECTED
&& sampler_type
!= WINED3DSTT_CUBE
)
3496 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
3497 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
3499 case WINED3D_TTFF_COUNT1
:
3500 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
3502 case WINED3D_TTFF_COUNT2
:
3503 mask
= WINED3DSP_WRITEMASK_1
;
3505 case WINED3D_TTFF_COUNT3
:
3506 mask
= WINED3DSP_WRITEMASK_2
;
3508 case WINED3D_TTFF_COUNT4
:
3509 case WINED3D_TTFF_DISABLE
:
3510 mask
= WINED3DSP_WRITEMASK_3
;
3515 else if (shader_version
< WINED3D_SHADER_VERSION(2,0))
3517 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
3519 if (src_mod
== WINED3DSPSM_DZ
) {
3520 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
3521 mask
= WINED3DSP_WRITEMASK_2
;
3522 } else if (src_mod
== WINED3DSPSM_DW
) {
3523 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
3524 mask
= WINED3DSP_WRITEMASK_3
;
3529 if ((ins
->flags
& WINED3DSI_TEXLD_PROJECT
)
3530 && ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
] != WINED3DSTT_CUBE
)
3532 /* ps 2.0 texldp instruction always divides by the fourth component. */
3533 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
3534 mask
= WINED3DSP_WRITEMASK_3
;
3538 if (priv
->cur_ps_args
->np2_fixup
& (1 << sampler_idx
))
3539 sample_flags
|= WINED3D_GLSL_SAMPLE_NPOT
;
3541 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sample_flags
, &sample_function
);
3542 mask
|= sample_function
.coord_mask
;
3544 if (shader_version
< WINED3D_SHADER_VERSION(2,0)) swizzle
= WINED3DSP_NOSWIZZLE
;
3545 else swizzle
= ins
->src
[1].swizzle
;
3547 /* 1.0-1.3: Use destination register as coordinate source.
3548 1.4+: Use provided coordinate source register. */
3549 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
3552 shader_glsl_write_mask_to_str(mask
, coord_mask
);
3553 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
,
3554 "T%u%s", sampler_idx
, coord_mask
);
3558 struct glsl_src_param coord_param
;
3559 shader_glsl_add_src_param(ins
, &ins
->src
[0], mask
, &coord_param
);
3560 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
)
3562 struct glsl_src_param bias
;
3563 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &bias
);
3564 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, bias
.param_str
,
3565 "%s", coord_param
.param_str
);
3567 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
,
3568 "%s", coord_param
.param_str
);
3573 static void shader_glsl_texldd(const struct wined3d_shader_instruction
*ins
)
3575 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
3576 struct glsl_src_param coord_param
, dx_param
, dy_param
;
3577 DWORD sample_flags
= WINED3D_GLSL_SAMPLE_GRAD
;
3578 struct glsl_sample_function sample_function
;
3580 DWORD swizzle
= ins
->src
[1].swizzle
;
3581 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3583 if (!gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] && !gl_info
->supported
[EXT_GPU_SHADER4
])
3585 FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
3586 shader_glsl_tex(ins
);
3590 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
3591 if (priv
->cur_ps_args
->np2_fixup
& (1 << sampler_idx
))
3592 sample_flags
|= WINED3D_GLSL_SAMPLE_NPOT
;
3594 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sample_flags
, &sample_function
);
3595 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
3596 shader_glsl_add_src_param(ins
, &ins
->src
[2], sample_function
.coord_mask
, &dx_param
);
3597 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.coord_mask
, &dy_param
);
3599 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, dx_param
.param_str
, dy_param
.param_str
, NULL
,
3600 "%s", coord_param
.param_str
);
3603 static void shader_glsl_texldl(const struct wined3d_shader_instruction
*ins
)
3605 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
3606 struct glsl_src_param coord_param
, lod_param
;
3607 DWORD sample_flags
= WINED3D_GLSL_SAMPLE_LOD
;
3608 struct glsl_sample_function sample_function
;
3610 DWORD swizzle
= ins
->src
[1].swizzle
;
3611 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3613 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
3614 if (ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
3615 && priv
->cur_ps_args
->np2_fixup
& (1 << sampler_idx
))
3616 sample_flags
|= WINED3D_GLSL_SAMPLE_NPOT
;
3618 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sample_flags
, &sample_function
);
3619 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
3621 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
3623 if (!gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] && !gl_info
->supported
[EXT_GPU_SHADER4
]
3624 && ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
3626 /* Plain GLSL only supports Lod sampling functions in vertex shaders.
3627 * However, the NVIDIA drivers allow them in fragment shaders as well,
3628 * even without the appropriate extension. */
3629 WARN("Using %s in fragment shader.\n", sample_function
.name
);
3631 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, lod_param
.param_str
,
3632 "%s", coord_param
.param_str
);
3635 static void shader_glsl_texcoord(const struct wined3d_shader_instruction
*ins
)
3637 /* FIXME: Make this work for more than just 2D textures */
3638 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3639 DWORD write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3641 if (!(ins
->ctx
->reg_maps
->shader_version
.major
== 1 && ins
->ctx
->reg_maps
->shader_version
.minor
== 4))
3645 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3646 shader_addline(buffer
, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n",
3647 ins
->dst
[0].reg
.idx
[0].offset
, dst_mask
);
3651 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
3652 DWORD reg
= ins
->src
[0].reg
.idx
[0].offset
;
3653 char dst_swizzle
[6];
3655 shader_glsl_get_swizzle(&ins
->src
[0], FALSE
, write_mask
, dst_swizzle
);
3657 if (src_mod
== WINED3DSPSM_DZ
)
3659 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3660 struct glsl_src_param div_param
;
3662 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &div_param
);
3664 if (mask_size
> 1) {
3665 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
3667 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
3670 else if (src_mod
== WINED3DSPSM_DW
)
3672 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3673 struct glsl_src_param div_param
;
3675 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &div_param
);
3677 if (mask_size
> 1) {
3678 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
3680 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
3683 shader_addline(buffer
, "gl_TexCoord[%u]%s);\n", reg
, dst_swizzle
);
3688 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
3689 * Take a 3-component dot product of the TexCoord[dstreg] and src,
3690 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
3691 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction
*ins
)
3693 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3694 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
3695 struct glsl_sample_function sample_function
;
3696 struct glsl_src_param src0_param
;
3699 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3701 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
3702 * scalar, and projected sampling would require 4.
3704 * It is a dependent read - not valid with conditional NP2 textures
3706 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
3707 mask_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
3712 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3713 "dot(gl_TexCoord[%u].xyz, %s)", sampler_idx
, src0_param
.param_str
);
3717 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3718 "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx
, src0_param
.param_str
);
3722 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3723 "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx
, src0_param
.param_str
);
3727 FIXME("Unexpected mask size %u\n", mask_size
);
3732 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
3733 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
3734 static void shader_glsl_texdp3(const struct wined3d_shader_instruction
*ins
)
3736 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3737 DWORD dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
3738 struct glsl_src_param src0_param
;
3740 unsigned int mask_size
;
3742 dst_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3743 mask_size
= shader_glsl_get_write_mask_size(dst_mask
);
3744 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3746 if (mask_size
> 1) {
3747 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(T%u.xyz, %s)));\n", mask_size
, dstreg
, src0_param
.param_str
);
3749 shader_addline(ins
->ctx
->buffer
, "dot(T%u.xyz, %s));\n", dstreg
, src0_param
.param_str
);
3753 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
3754 * Calculate the depth as dst.x / dst.y */
3755 static void shader_glsl_texdepth(const struct wined3d_shader_instruction
*ins
)
3757 struct glsl_dst_param dst_param
;
3759 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
3761 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
3762 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
3763 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
3764 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
3767 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
3768 dst_param
.reg_name
, dst_param
.reg_name
);
3771 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
3772 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
3773 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
3774 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
3776 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction
*ins
)
3778 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3779 DWORD dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
3780 struct glsl_src_param src0_param
;
3782 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3784 shader_addline(ins
->ctx
->buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg
, src0_param
.param_str
);
3785 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
3788 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
3789 * Calculate the 1st of a 2-row matrix multiplication. */
3790 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction
*ins
)
3792 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3793 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
3794 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3795 struct glsl_src_param src0_param
;
3797 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3798 shader_addline(buffer
, "tmp0.x = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
3801 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
3802 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
3803 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction
*ins
)
3805 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3806 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3807 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
3808 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
3809 struct glsl_src_param src0_param
;
3811 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3812 shader_addline(buffer
, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + tex_mx
->current_row
, reg
, src0_param
.param_str
);
3813 tex_mx
->texcoord_w
[tex_mx
->current_row
++] = reg
;
3816 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction
*ins
)
3818 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3819 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3820 struct glsl_sample_function sample_function
;
3821 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
3822 struct glsl_src_param src0_param
;
3824 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3825 shader_addline(buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
3827 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
3829 /* Sample the texture using the calculated coordinates */
3830 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xy");
3833 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
3834 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
3835 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction
*ins
)
3837 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3838 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
3839 struct glsl_sample_function sample_function
;
3840 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
3841 struct glsl_src_param src0_param
;
3843 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3844 shader_addline(ins
->ctx
->buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
3846 /* Dependent read, not valid with conditional NP2 */
3847 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
3849 /* Sample the texture using the calculated coordinates */
3850 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xyz");
3852 tex_mx
->current_row
= 0;
3855 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
3856 * Perform the 3rd row of a 3x3 matrix multiply */
3857 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction
*ins
)
3859 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3860 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
3861 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
3862 struct glsl_src_param src0_param
;
3865 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3867 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3868 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3869 shader_addline(ins
->ctx
->buffer
, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg
, src0_param
.param_str
, dst_mask
);
3871 tex_mx
->current_row
= 0;
3874 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
3875 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3876 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction
*ins
)
3878 struct glsl_src_param src0_param
;
3879 struct glsl_src_param src1_param
;
3880 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3881 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
3882 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3883 struct glsl_sample_function sample_function
;
3884 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
3887 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3888 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
3890 /* Perform the last matrix multiply operation */
3891 shader_addline(buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
3892 /* Reflection calculation */
3893 shader_addline(buffer
, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param
.param_str
);
3895 /* Dependent read, not valid with conditional NP2 */
3896 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
3897 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
3899 /* Sample the texture */
3900 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
3901 NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
3903 tex_mx
->current_row
= 0;
3906 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
3907 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3908 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction
*ins
)
3910 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3911 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
3912 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3913 struct glsl_sample_function sample_function
;
3914 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
3915 struct glsl_src_param src0_param
;
3918 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3920 /* Perform the last matrix multiply operation */
3921 shader_addline(buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_param
.param_str
);
3923 /* Construct the eye-ray vector from w coordinates */
3924 shader_addline(buffer
, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
3925 tex_mx
->texcoord_w
[0], tex_mx
->texcoord_w
[1], reg
);
3926 shader_addline(buffer
, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
3928 /* Dependent read, not valid with conditional NP2 */
3929 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
3930 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
3932 /* Sample the texture using the calculated coordinates */
3933 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
3934 NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
3936 tex_mx
->current_row
= 0;
3939 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
3940 * Apply a fake bump map transform.
3941 * texbem is pshader <= 1.3 only, this saves a few version checks
3943 static void shader_glsl_texbem(const struct wined3d_shader_instruction
*ins
)
3945 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3946 struct glsl_sample_function sample_function
;
3947 struct glsl_src_param coord_param
;
3953 sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
3954 flags
= (priv
->cur_ps_args
->tex_transform
>> sampler_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
3955 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
3957 /* Dependent read, not valid with conditional NP2 */
3958 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
3959 mask
= sample_function
.coord_mask
;
3961 shader_glsl_write_mask_to_str(mask
, coord_mask
);
3963 /* With projected textures, texbem only divides the static texture coord,
3964 * not the displacement, so we can't let GL handle this. */
3965 if (flags
& WINED3D_PSARGS_PROJECTED
)
3968 char coord_div_mask
[3];
3969 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
3971 case WINED3D_TTFF_COUNT1
:
3972 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
3974 case WINED3D_TTFF_COUNT2
:
3975 div_mask
= WINED3DSP_WRITEMASK_1
;
3977 case WINED3D_TTFF_COUNT3
:
3978 div_mask
= WINED3DSP_WRITEMASK_2
;
3980 case WINED3D_TTFF_COUNT4
:
3981 case WINED3D_TTFF_DISABLE
:
3982 div_mask
= WINED3DSP_WRITEMASK_3
;
3985 shader_glsl_write_mask_to_str(div_mask
, coord_div_mask
);
3986 shader_addline(ins
->ctx
->buffer
, "T%u%s /= T%u%s;\n", sampler_idx
, coord_mask
, sampler_idx
, coord_div_mask
);
3989 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &coord_param
);
3991 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3992 "T%u%s + vec4(bumpenv_mat%u * %s, 0.0, 0.0)%s", sampler_idx
, coord_mask
, sampler_idx
,
3993 coord_param
.param_str
, coord_mask
);
3995 if (ins
->handler_idx
== WINED3DSIH_TEXBEML
)
3997 struct glsl_src_param luminance_param
;
3998 struct glsl_dst_param dst_param
;
4000 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &luminance_param
);
4001 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
4003 shader_addline(ins
->ctx
->buffer
, "%s%s *= (%s * bumpenv_lum_scale%u + bumpenv_lum_offset%u);\n",
4004 dst_param
.reg_name
, dst_param
.mask_str
,
4005 luminance_param
.param_str
, sampler_idx
, sampler_idx
);
4009 static void shader_glsl_bem(const struct wined3d_shader_instruction
*ins
)
4011 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4012 struct glsl_src_param src0_param
, src1_param
;
4014 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
4015 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
4017 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4018 shader_addline(ins
->ctx
->buffer
, "%s + bumpenv_mat%u * %s);\n",
4019 src0_param
.param_str
, sampler_idx
, src1_param
.param_str
);
4022 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
4023 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
4024 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction
*ins
)
4026 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4027 struct glsl_sample_function sample_function
;
4028 struct glsl_src_param src0_param
;
4030 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
4032 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
4033 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4034 "%s.wx", src0_param
.reg_name
);
4037 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
4038 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
4039 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction
*ins
)
4041 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4042 struct glsl_sample_function sample_function
;
4043 struct glsl_src_param src0_param
;
4045 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
4047 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
4048 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4049 "%s.yz", src0_param
.reg_name
);
4052 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
4053 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
4054 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction
*ins
)
4056 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4057 struct glsl_sample_function sample_function
;
4058 struct glsl_src_param src0_param
;
4060 /* Dependent read, not valid with conditional NP2 */
4061 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
4062 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &src0_param
);
4064 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4065 "%s", src0_param
.param_str
);
4068 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
4069 * If any of the first 3 components are < 0, discard this pixel */
4070 static void shader_glsl_texkill(const struct wined3d_shader_instruction
*ins
)
4072 struct glsl_dst_param dst_param
;
4074 /* The argument is a destination parameter, and no writemasks are allowed */
4075 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
4076 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 2)
4078 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 4)
4079 FIXME("SM4 discard not implemented.\n");
4080 /* 2.0 shaders compare all 4 components in texkill */
4081 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param
.reg_name
);
4083 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
4084 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
4085 * 4 components are defined, only the first 3 are used
4087 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param
.reg_name
);
4091 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
4092 * dst = dot2(src0, src1) + src2 */
4093 static void shader_glsl_dp2add(const struct wined3d_shader_instruction
*ins
)
4095 struct glsl_src_param src0_param
;
4096 struct glsl_src_param src1_param
;
4097 struct glsl_src_param src2_param
;
4099 unsigned int mask_size
;
4101 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4102 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4104 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
4105 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
4106 shader_glsl_add_src_param(ins
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &src2_param
);
4108 if (mask_size
> 1) {
4109 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(%s, %s) + %s));\n",
4110 mask_size
, src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
4112 shader_addline(ins
->ctx
->buffer
, "dot(%s, %s) + %s);\n",
4113 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
4117 static void shader_glsl_input_pack(const struct wined3d_shader
*shader
, struct wined3d_shader_buffer
*buffer
,
4118 const struct wined3d_shader_signature_element
*input_signature
,
4119 const struct wined3d_shader_reg_maps
*reg_maps
,
4120 enum vertexprocessing_mode vertexprocessing
)
4122 WORD map
= reg_maps
->input_registers
;
4125 for (i
= 0; map
; map
>>= 1, ++i
)
4127 const char *semantic_name
;
4132 if (!(map
& 1)) continue;
4134 semantic_name
= input_signature
[i
].semantic_name
;
4135 semantic_idx
= input_signature
[i
].semantic_idx
;
4136 shader_glsl_write_mask_to_str(input_signature
[i
].mask
, reg_mask
);
4138 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
4140 if (semantic_idx
< 8 && vertexprocessing
== pretransformed
)
4141 shader_addline(buffer
, "ps_in[%u]%s = gl_TexCoord[%u]%s;\n",
4142 shader
->u
.ps
.input_reg_map
[i
], reg_mask
, semantic_idx
, reg_mask
);
4144 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
4145 shader
->u
.ps
.input_reg_map
[i
], reg_mask
, reg_mask
);
4147 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
))
4150 shader_addline(buffer
, "ps_in[%u]%s = vec4(gl_Color)%s;\n",
4151 shader
->u
.ps
.input_reg_map
[i
], reg_mask
, reg_mask
);
4152 else if (semantic_idx
== 1)
4153 shader_addline(buffer
, "ps_in[%u]%s = vec4(gl_SecondaryColor)%s;\n",
4154 shader
->u
.ps
.input_reg_map
[i
], reg_mask
, reg_mask
);
4156 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
4157 shader
->u
.ps
.input_reg_map
[i
], reg_mask
, reg_mask
);
4161 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
4162 shader
->u
.ps
.input_reg_map
[i
], reg_mask
, reg_mask
);
4167 /*********************************************
4168 * Vertex Shader Specific Code begins here
4169 ********************************************/
4171 static void add_glsl_program_entry(struct shader_glsl_priv
*priv
, struct glsl_shader_prog_link
*entry
)
4173 struct glsl_program_key key
;
4175 key
.vs_id
= entry
->vs
.id
;
4176 key
.gs_id
= entry
->gs
.id
;
4177 key
.ps_id
= entry
->ps
.id
;
4179 if (wine_rb_put(&priv
->program_lookup
, &key
, &entry
->program_lookup_entry
) == -1)
4181 ERR("Failed to insert program entry.\n");
4185 static struct glsl_shader_prog_link
*get_glsl_program_entry(const struct shader_glsl_priv
*priv
,
4186 GLhandleARB vs_id
, GLhandleARB gs_id
, GLhandleARB ps_id
)
4188 struct wine_rb_entry
*entry
;
4189 struct glsl_program_key key
;
4195 entry
= wine_rb_get(&priv
->program_lookup
, &key
);
4196 return entry
? WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
) : NULL
;
4199 /* Context activation is done by the caller. */
4200 static void delete_glsl_program_entry(struct shader_glsl_priv
*priv
, const struct wined3d_gl_info
*gl_info
,
4201 struct glsl_shader_prog_link
*entry
)
4203 struct glsl_program_key key
;
4205 key
.vs_id
= entry
->vs
.id
;
4206 key
.gs_id
= entry
->gs
.id
;
4207 key
.ps_id
= entry
->ps
.id
;
4208 wine_rb_remove(&priv
->program_lookup
, &key
);
4210 GL_EXTCALL(glDeleteObjectARB(entry
->programId
));
4212 list_remove(&entry
->vs
.shader_entry
);
4214 list_remove(&entry
->gs
.shader_entry
);
4216 list_remove(&entry
->ps
.shader_entry
);
4217 HeapFree(GetProcessHeap(), 0, entry
->vs
.uniform_f_locations
);
4218 HeapFree(GetProcessHeap(), 0, entry
->ps
.uniform_f_locations
);
4219 HeapFree(GetProcessHeap(), 0, entry
);
4222 static void handle_ps3_input(struct wined3d_shader_buffer
*buffer
,
4223 const struct wined3d_gl_info
*gl_info
, const DWORD
*map
,
4224 const struct wined3d_shader_signature_element
*input_signature
,
4225 const struct wined3d_shader_reg_maps
*reg_maps_in
,
4226 const struct wined3d_shader_signature_element
*output_signature
,
4227 const struct wined3d_shader_reg_maps
*reg_maps_out
)
4230 const char *semantic_name_in
;
4231 UINT semantic_idx_in
;
4234 unsigned int in_count
= vec4_varyings(3, gl_info
);
4236 char destination
[50];
4237 WORD input_map
, output_map
;
4239 set
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*set
) * (in_count
+ 2));
4241 input_map
= reg_maps_in
->input_registers
;
4242 for (i
= 0; input_map
; input_map
>>= 1, ++i
)
4244 if (!(input_map
& 1)) continue;
4247 /* Declared, but not read register */
4248 if (in_idx
== ~0U) continue;
4249 if (in_idx
>= (in_count
+ 2))
4251 FIXME("More input varyings declared than supported, expect issues.\n");
4255 if (in_idx
== in_count
)
4256 sprintf(destination
, "gl_FrontColor");
4257 else if (in_idx
== in_count
+ 1)
4258 sprintf(destination
, "gl_FrontSecondaryColor");
4260 sprintf(destination
, "ps_in[%u]", in_idx
);
4262 semantic_name_in
= input_signature
[i
].semantic_name
;
4263 semantic_idx_in
= input_signature
[i
].semantic_idx
;
4266 output_map
= reg_maps_out
->output_registers
;
4267 for (j
= 0; output_map
; output_map
>>= 1, ++j
)
4271 if (!(output_map
& 1)
4272 || semantic_idx_in
!= output_signature
[j
].semantic_idx
4273 || strcmp(semantic_name_in
, output_signature
[j
].semantic_name
)
4274 || !(mask
= input_signature
[i
].mask
& output_signature
[j
].mask
))
4278 shader_glsl_write_mask_to_str(mask
, reg_mask
);
4280 shader_addline(buffer
, "%s%s = vs_out[%u]%s;\n",
4281 destination
, reg_mask
, j
, reg_mask
);
4285 for (i
= 0; i
< in_count
+ 2; ++i
)
4289 if (!set
[i
] || set
[i
] == WINED3DSP_WRITEMASK_ALL
)
4292 if (set
[i
] == ~0U) set
[i
] = 0;
4295 if (!(set
[i
] & WINED3DSP_WRITEMASK_0
)) reg_mask
[size
++] = 'x';
4296 if (!(set
[i
] & WINED3DSP_WRITEMASK_1
)) reg_mask
[size
++] = 'y';
4297 if (!(set
[i
] & WINED3DSP_WRITEMASK_2
)) reg_mask
[size
++] = 'z';
4298 if (!(set
[i
] & WINED3DSP_WRITEMASK_3
)) reg_mask
[size
++] = 'w';
4299 reg_mask
[size
] = '\0';
4302 sprintf(destination
, "gl_FrontColor");
4303 else if (i
== in_count
+ 1)
4304 sprintf(destination
, "gl_FrontSecondaryColor");
4306 sprintf(destination
, "ps_in[%u]", i
);
4308 if (size
== 1) shader_addline(buffer
, "%s.%s = 0.0;\n", destination
, reg_mask
);
4309 else shader_addline(buffer
, "%s.%s = vec%u(0.0);\n", destination
, reg_mask
, size
);
4312 HeapFree(GetProcessHeap(), 0, set
);
4315 /* Context activation is done by the caller. */
4316 static GLhandleARB
generate_param_reorder_function(struct wined3d_shader_buffer
*buffer
,
4317 const struct wined3d_shader
*vs
, const struct wined3d_shader
*ps
,
4318 const struct wined3d_gl_info
*gl_info
)
4320 GLhandleARB ret
= 0;
4321 DWORD ps_major
= ps
? ps
->reg_maps
.shader_version
.major
: 0;
4323 const char *semantic_name
;
4326 const struct wined3d_shader_signature_element
*output_signature
= vs
->output_signature
;
4327 WORD map
= vs
->reg_maps
.output_registers
;
4329 shader_buffer_clear(buffer
);
4331 shader_addline(buffer
, "#version 120\n");
4335 shader_addline(buffer
, "void order_ps_input(in vec4 vs_out[%u])\n{\n", vs
->limits
.packed_output
);
4337 for (i
= 0; map
; map
>>= 1, ++i
)
4341 if (!(map
& 1)) continue;
4343 semantic_name
= output_signature
[i
].semantic_name
;
4344 semantic_idx
= output_signature
[i
].semantic_idx
;
4345 write_mask
= output_signature
[i
].mask
;
4346 shader_glsl_write_mask_to_str(write_mask
, reg_mask
);
4348 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
))
4351 shader_addline(buffer
, "gl_FrontColor%s = vs_out[%u]%s;\n",
4352 reg_mask
, i
, reg_mask
);
4353 else if (semantic_idx
== 1)
4354 shader_addline(buffer
, "gl_FrontSecondaryColor%s = vs_out[%u]%s;\n",
4355 reg_mask
, i
, reg_mask
);
4357 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_POSITION
))
4359 shader_addline(buffer
, "gl_Position%s = vs_out[%u]%s;\n",
4360 reg_mask
, i
, reg_mask
);
4362 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
4364 if (semantic_idx
< 8)
4366 if (!(gl_info
->quirks
& WINED3D_QUIRK_SET_TEXCOORD_W
) || ps_major
> 0)
4367 write_mask
|= WINED3DSP_WRITEMASK_3
;
4369 shader_addline(buffer
, "gl_TexCoord[%u]%s = vs_out[%u]%s;\n",
4370 semantic_idx
, reg_mask
, i
, reg_mask
);
4371 if (!(write_mask
& WINED3DSP_WRITEMASK_3
))
4372 shader_addline(buffer
, "gl_TexCoord[%u].w = 1.0;\n", semantic_idx
);
4375 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
))
4377 shader_addline(buffer
, "gl_PointSize = vs_out[%u].%c;\n", i
, reg_mask
[1]);
4379 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_FOG
))
4381 shader_addline(buffer
, "gl_FogFragCoord = clamp(vs_out[%u].%c, 0.0, 1.0);\n", i
, reg_mask
[1]);
4384 shader_addline(buffer
, "}\n");
4388 UINT in_count
= min(vec4_varyings(ps_major
, gl_info
), ps
->limits
.packed_input
);
4389 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
4390 shader_addline(buffer
, "varying vec4 ps_in[%u];\n", in_count
);
4391 shader_addline(buffer
, "void order_ps_input(in vec4 vs_out[%u])\n{\n", vs
->limits
.packed_output
);
4393 /* First, sort out position and point size. Those are not passed to the pixel shader */
4394 for (i
= 0; map
; map
>>= 1, ++i
)
4396 if (!(map
& 1)) continue;
4398 semantic_name
= output_signature
[i
].semantic_name
;
4399 shader_glsl_write_mask_to_str(output_signature
[i
].mask
, reg_mask
);
4401 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_POSITION
))
4403 shader_addline(buffer
, "gl_Position%s = vs_out[%u]%s;\n",
4404 reg_mask
, i
, reg_mask
);
4406 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
))
4408 shader_addline(buffer
, "gl_PointSize = vs_out[%u].%c;\n", i
, reg_mask
[1]);
4412 /* Then, fix the pixel shader input */
4413 handle_ps3_input(buffer
, gl_info
, ps
->u
.ps
.input_reg_map
, ps
->input_signature
,
4414 &ps
->reg_maps
, output_signature
, &vs
->reg_maps
);
4416 shader_addline(buffer
, "}\n");
4419 ret
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
4420 checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
4421 shader_glsl_compile(gl_info
, ret
, buffer
->buffer
);
4426 static void shader_glsl_generate_srgb_write_correction(struct wined3d_shader_buffer
*buffer
)
4428 shader_addline(buffer
, "tmp0.xyz = pow(gl_FragData[0].xyz, vec3(srgb_const0.x));\n");
4429 shader_addline(buffer
, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
4430 shader_addline(buffer
, "tmp1.xyz = gl_FragData[0].xyz * vec3(srgb_const0.w);\n");
4431 shader_addline(buffer
, "bvec3 srgb_compare = lessThan(gl_FragData[0].xyz, vec3(srgb_const1.x));\n");
4432 shader_addline(buffer
, "gl_FragData[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n");
4433 shader_addline(buffer
, "gl_FragData[0] = clamp(gl_FragData[0], 0.0, 1.0);\n");
4436 static void shader_glsl_generate_fog_code(struct wined3d_shader_buffer
*buffer
, enum wined3d_ffp_ps_fog_mode mode
)
4440 case WINED3D_FFP_PS_FOG_OFF
:
4443 case WINED3D_FFP_PS_FOG_LINEAR
:
4444 shader_addline(buffer
, "float Fog = (gl_Fog.end - gl_FogFragCoord) * gl_Fog.scale;\n");
4447 case WINED3D_FFP_PS_FOG_EXP
:
4448 /* Fog = e^-(gl_Fog.density * gl_FogFragCoord) */
4449 shader_addline(buffer
, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
4452 case WINED3D_FFP_PS_FOG_EXP2
:
4453 /* Fog = e^-((gl_Fog.density * gl_FogFragCoord)^2) */
4454 shader_addline(buffer
, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
4458 ERR("Invalid fog mode %#x.\n", mode
);
4462 shader_addline(buffer
, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, clamp(Fog, 0.0, 1.0));\n");
4465 /* Context activation is done by the caller. */
4466 static GLuint
shader_glsl_generate_pshader(const struct wined3d_context
*context
,
4467 struct wined3d_shader_buffer
*buffer
, const struct wined3d_shader
*shader
,
4468 const struct ps_compile_args
*args
, struct ps_np2fixup_info
*np2fixup_info
)
4470 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
4471 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4472 const DWORD
*function
= shader
->function
;
4473 struct shader_glsl_ctx_priv priv_ctx
;
4475 /* Create the hw GLSL shader object and assign it as the shader->prgId */
4476 GLhandleARB shader_obj
= GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB
));
4478 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
4479 priv_ctx
.cur_ps_args
= args
;
4480 priv_ctx
.cur_np2fixup_info
= np2fixup_info
;
4482 shader_addline(buffer
, "#version 120\n");
4484 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
4485 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
4486 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
4487 shader_addline(buffer
, "#extension GL_ARB_shader_texture_lod : enable\n");
4488 /* The spec says that it doesn't have to be explicitly enabled, but the
4489 * nvidia drivers write a warning if we don't do so. */
4490 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
4491 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
4492 if (gl_info
->supported
[ARB_UNIFORM_BUFFER_OBJECT
])
4493 shader_addline(buffer
, "#extension GL_ARB_uniform_buffer_object : enable\n");
4494 if (gl_info
->supported
[EXT_GPU_SHADER4
])
4495 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
4497 /* Base Declarations */
4498 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
4500 /* Pack 3.0 inputs */
4501 if (reg_maps
->shader_version
.major
>= 3 && args
->vp_mode
!= vertexshader
)
4502 shader_glsl_input_pack(shader
, buffer
, shader
->input_signature
, reg_maps
, args
->vp_mode
);
4504 /* Base Shader Body */
4505 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
4507 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
4508 if (reg_maps
->shader_version
.major
< 2)
4510 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
4511 shader_addline(buffer
, "gl_FragData[0] = R0;\n");
4514 if (args
->srgb_correction
)
4515 shader_glsl_generate_srgb_write_correction(buffer
);
4517 /* SM < 3 does not replace the fog stage. */
4518 if (reg_maps
->shader_version
.major
< 3)
4519 shader_glsl_generate_fog_code(buffer
, args
->fog
);
4521 shader_addline(buffer
, "}\n");
4523 TRACE("Compiling shader object %u\n", shader_obj
);
4524 shader_glsl_compile(gl_info
, shader_obj
, buffer
->buffer
);
4526 /* Store the shader object */
4530 /* Context activation is done by the caller. */
4531 static GLuint
shader_glsl_generate_vshader(const struct wined3d_context
*context
,
4532 struct wined3d_shader_buffer
*buffer
, const struct wined3d_shader
*shader
,
4533 const struct vs_compile_args
*args
)
4535 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
4536 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4537 const DWORD
*function
= shader
->function
;
4538 struct shader_glsl_ctx_priv priv_ctx
;
4540 /* Create the hw GLSL shader program and assign it as the shader->prgId */
4541 GLhandleARB shader_obj
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
4543 shader_addline(buffer
, "#version 120\n");
4545 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
4546 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
4547 if (gl_info
->supported
[ARB_UNIFORM_BUFFER_OBJECT
])
4548 shader_addline(buffer
, "#extension GL_ARB_uniform_buffer_object : enable\n");
4549 if (gl_info
->supported
[EXT_GPU_SHADER4
])
4550 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
4552 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
4553 priv_ctx
.cur_vs_args
= args
;
4555 /* Base Declarations */
4556 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
4558 /* Base Shader Body */
4559 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
4561 /* Unpack outputs */
4562 shader_addline(buffer
, "order_ps_input(vs_out);\n");
4564 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
4565 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
4566 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
4567 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
4569 if (args
->fog_src
== VS_FOG_Z
)
4570 shader_addline(buffer
, "gl_FogFragCoord = gl_Position.z;\n");
4571 else if (!reg_maps
->fog
)
4572 shader_addline(buffer
, "gl_FogFragCoord = 0.0;\n");
4574 /* We always store the clipplanes without y inversion */
4575 if (args
->clip_enabled
)
4576 shader_addline(buffer
, "gl_ClipVertex = gl_Position;\n");
4578 /* Write the final position.
4580 * OpenGL coordinates specify the center of the pixel while d3d coords specify
4581 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
4582 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
4583 * contains 1.0 to allow a mad.
4585 shader_addline(buffer
, "gl_Position.y = gl_Position.y * posFixup.y;\n");
4586 shader_addline(buffer
, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
4588 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
4590 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
4591 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
4592 * which is the same as z = z * 2 - w.
4594 shader_addline(buffer
, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
4596 shader_addline(buffer
, "}\n");
4598 TRACE("Compiling shader object %u\n", shader_obj
);
4599 shader_glsl_compile(gl_info
, shader_obj
, buffer
->buffer
);
4604 /* Context activation is done by the caller. */
4605 static GLhandleARB
shader_glsl_generate_geometry_shader(const struct wined3d_context
*context
,
4606 struct wined3d_shader_buffer
*buffer
, const struct wined3d_shader
*shader
)
4608 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
4609 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4610 const DWORD
*function
= shader
->function
;
4611 struct shader_glsl_ctx_priv priv_ctx
;
4612 GLhandleARB shader_id
;
4614 shader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_GEOMETRY_SHADER_ARB
));
4616 shader_addline(buffer
, "#version 120\n");
4618 if (gl_info
->supported
[ARB_GEOMETRY_SHADER4
])
4619 shader_addline(buffer
, "#extension GL_ARB_geometry_shader4 : enable\n");
4620 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
4621 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
4622 if (gl_info
->supported
[ARB_UNIFORM_BUFFER_OBJECT
])
4623 shader_addline(buffer
, "#extension GL_ARB_uniform_buffer_object : enable\n");
4624 if (gl_info
->supported
[EXT_GPU_SHADER4
])
4625 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
4627 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
4628 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
4629 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
4630 shader_addline(buffer
, "}\n");
4632 TRACE("Compiling shader object %u.\n", shader_id
);
4633 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
4638 static GLhandleARB
find_glsl_pshader(const struct wined3d_context
*context
,
4639 struct wined3d_shader_buffer
*buffer
, struct wined3d_shader
*shader
,
4640 const struct ps_compile_args
*args
, const struct ps_np2fixup_info
**np2fixup_info
)
4642 struct glsl_ps_compiled_shader
*gl_shaders
, *new_array
;
4643 struct glsl_shader_private
*shader_data
;
4644 struct ps_np2fixup_info
*np2fixup
;
4649 if (!shader
->backend_data
)
4651 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
4652 if (!shader
->backend_data
)
4654 ERR("Failed to allocate backend data.\n");
4658 shader_data
= shader
->backend_data
;
4659 gl_shaders
= shader_data
->gl_shaders
.ps
;
4661 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4662 * so a linear search is more performant than a hashmap or a binary search
4663 * (cache coherency etc)
4665 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
4667 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
4669 if (args
->np2_fixup
)
4670 *np2fixup_info
= &gl_shaders
[i
].np2fixup
;
4671 return gl_shaders
[i
].prgId
;
4675 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
4676 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
4677 if (shader_data
->num_gl_shaders
)
4679 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
4680 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.ps
,
4681 new_size
* sizeof(*gl_shaders
));
4685 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
));
4690 ERR("Out of memory\n");
4693 shader_data
->gl_shaders
.ps
= new_array
;
4694 shader_data
->shader_array_size
= new_size
;
4695 gl_shaders
= new_array
;
4698 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
4700 np2fixup
= &gl_shaders
[shader_data
->num_gl_shaders
].np2fixup
;
4701 memset(np2fixup
, 0, sizeof(*np2fixup
));
4702 *np2fixup_info
= args
->np2_fixup
? np2fixup
: NULL
;
4704 pixelshader_update_samplers(shader
, args
->tex_types
);
4706 shader_buffer_clear(buffer
);
4707 ret
= shader_glsl_generate_pshader(context
, buffer
, shader
, args
, np2fixup
);
4708 gl_shaders
[shader_data
->num_gl_shaders
++].prgId
= ret
;
4713 static inline BOOL
vs_args_equal(const struct vs_compile_args
*stored
, const struct vs_compile_args
*new,
4714 const DWORD use_map
) {
4715 if((stored
->swizzle_map
& use_map
) != new->swizzle_map
) return FALSE
;
4716 if((stored
->clip_enabled
) != new->clip_enabled
) return FALSE
;
4717 return stored
->fog_src
== new->fog_src
;
4720 static GLhandleARB
find_glsl_vshader(const struct wined3d_context
*context
,
4721 struct wined3d_shader_buffer
*buffer
, struct wined3d_shader
*shader
,
4722 const struct vs_compile_args
*args
)
4726 DWORD use_map
= context
->stream_info
.use_map
;
4727 struct glsl_vs_compiled_shader
*gl_shaders
, *new_array
;
4728 struct glsl_shader_private
*shader_data
;
4731 if (!shader
->backend_data
)
4733 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
4734 if (!shader
->backend_data
)
4736 ERR("Failed to allocate backend data.\n");
4740 shader_data
= shader
->backend_data
;
4741 gl_shaders
= shader_data
->gl_shaders
.vs
;
4743 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4744 * so a linear search is more performant than a hashmap or a binary search
4745 * (cache coherency etc)
4747 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
4749 if (vs_args_equal(&gl_shaders
[i
].args
, args
, use_map
))
4750 return gl_shaders
[i
].prgId
;
4753 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
4755 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
4756 if (shader_data
->num_gl_shaders
)
4758 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
4759 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.vs
,
4760 new_size
* sizeof(*gl_shaders
));
4764 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
));
4769 ERR("Out of memory\n");
4772 shader_data
->gl_shaders
.vs
= new_array
;
4773 shader_data
->shader_array_size
= new_size
;
4774 gl_shaders
= new_array
;
4777 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
4779 shader_buffer_clear(buffer
);
4780 ret
= shader_glsl_generate_vshader(context
, buffer
, shader
, args
);
4781 gl_shaders
[shader_data
->num_gl_shaders
++].prgId
= ret
;
4786 static GLhandleARB
find_glsl_geometry_shader(const struct wined3d_context
*context
,
4787 struct wined3d_shader_buffer
*buffer
, struct wined3d_shader
*shader
)
4789 struct glsl_gs_compiled_shader
*gl_shaders
;
4790 struct glsl_shader_private
*shader_data
;
4793 if (!shader
->backend_data
)
4795 if (!(shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
))))
4797 ERR("Failed to allocate backend data.\n");
4801 shader_data
= shader
->backend_data
;
4802 gl_shaders
= shader_data
->gl_shaders
.gs
;
4804 if (shader_data
->num_gl_shaders
)
4805 return gl_shaders
[0].id
;
4807 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
4809 if (!(shader_data
->gl_shaders
.gs
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
))))
4811 ERR("Failed to allocate GL shader array.\n");
4814 shader_data
->shader_array_size
= 1;
4815 gl_shaders
= shader_data
->gl_shaders
.gs
;
4817 shader_buffer_clear(buffer
);
4818 ret
= shader_glsl_generate_geometry_shader(context
, buffer
, shader
);
4819 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
4824 static const char *shader_glsl_ffp_mcs(enum wined3d_material_color_source mcs
, const char *material
)
4828 case WINED3D_MCS_MATERIAL
:
4830 case WINED3D_MCS_COLOR1
:
4832 case WINED3D_MCS_COLOR2
:
4833 return "gl_SecondaryColor";
4835 ERR("Invalid material color source %#x.\n", mcs
);
4840 static void shader_glsl_ffp_vertex_lighting(struct wined3d_shader_buffer
*buffer
,
4841 const struct wined3d_ffp_vs_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
4843 const char *diffuse
, *specular
, *emission
, *ambient
;
4844 enum wined3d_light_type light_type
;
4847 if (!settings
->lighting
)
4849 shader_addline(buffer
, "gl_FrontColor = gl_Color;\n");
4850 shader_addline(buffer
, "gl_FrontSecondaryColor = gl_SecondaryColor;\n");
4854 shader_addline(buffer
, "vec3 ambient = gl_LightModel.ambient.xyz;\n");
4855 shader_addline(buffer
, "vec3 diffuse = vec3(0.0);\n");
4856 shader_addline(buffer
, "vec4 specular = vec4(0.0);\n");
4857 shader_addline(buffer
, "vec3 dir, dst;\n");
4858 shader_addline(buffer
, "float att, t;\n");
4860 ambient
= shader_glsl_ffp_mcs(settings
->ambient_source
, "gl_FrontMaterial.ambient");
4861 diffuse
= shader_glsl_ffp_mcs(settings
->diffuse_source
, "gl_FrontMaterial.diffuse");
4862 specular
= shader_glsl_ffp_mcs(settings
->specular_source
, "gl_FrontMaterial.specular");
4863 emission
= shader_glsl_ffp_mcs(settings
->emission_source
, "gl_FrontMaterial.emission");
4865 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
4867 light_type
= (settings
->light_type
>> WINED3D_FFP_LIGHT_TYPE_SHIFT(i
)) & WINED3D_FFP_LIGHT_TYPE_MASK
;
4870 case WINED3D_LIGHT_POINT
:
4871 shader_addline(buffer
, "dir = gl_LightSource[%u].position.xyz - ec_pos.xyz;\n", i
);
4872 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
4873 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
4874 shader_addline(buffer
, "dst.x = 1.0;\n");
4875 shader_addline(buffer
, "att = dot(dst.xyz, vec3(gl_LightSource[%u].constantAttenuation,"
4876 " gl_LightSource[%u].linearAttenuation, gl_LightSource[%u].quadraticAttenuation));\n", i
, i
, i
);
4877 shader_addline(buffer
, "ambient += gl_LightSource[%u].ambient.xyz / att;\n", i
);
4878 if (!settings
->normal
)
4880 shader_addline(buffer
, "dir = normalize(dir);\n");
4881 shader_addline(buffer
, "diffuse += (clamp(dot(dir, normal), 0.0, 1.0)"
4882 " * gl_LightSource[%u].diffuse.xyz) / att;\n", i
);
4883 if (settings
->localviewer
)
4884 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
4886 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, 1.0)));\n");
4887 shader_addline(buffer
, "if (t > 0.0) specular += (pow(t, gl_FrontMaterial.shininess)"
4888 " * gl_LightSource[%u].specular) / att;\n", i
);
4891 case WINED3D_LIGHT_SPOT
:
4892 shader_addline(buffer
, "dir = gl_LightSource[%u].position.xyz - ec_pos.xyz;\n", i
);
4893 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
4894 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
4895 shader_addline(buffer
, "dst.x = 1.0;\n");
4896 shader_addline(buffer
, "dir = normalize(dir);\n");
4897 shader_addline(buffer
, "t = dot(-dir, normalize(gl_LightSource[%u].spotDirection));\n", i
);
4898 shader_addline(buffer
, "if (t < gl_LightSource[%u].spotCosCutoff) att = 0.0;\n", i
);
4899 shader_addline(buffer
, "else att = pow(t, gl_LightSource[%u].spotExponent)"
4900 " / dot(dst.xyz, vec3(gl_LightSource[%u].constantAttenuation,"
4901 " gl_LightSource[%u].linearAttenuation, gl_LightSource[%u].quadraticAttenuation));\n",
4903 shader_addline(buffer
, "ambient += gl_LightSource[%u].ambient.xyz * att;\n", i
);
4904 if (!settings
->normal
)
4906 shader_addline(buffer
, "diffuse += (clamp(dot(dir, normal), 0.0, 1.0)"
4907 " * gl_LightSource[%u].diffuse.xyz) * att;\n", i
);
4908 if (settings
->localviewer
)
4909 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
4911 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, 1.0)));\n");
4912 shader_addline(buffer
, "if (t > 0.0) specular += (pow(t, gl_FrontMaterial.shininess)"
4913 " * gl_LightSource[%u].specular) * att;\n", i
);
4916 case WINED3D_LIGHT_DIRECTIONAL
:
4917 shader_addline(buffer
, "ambient += gl_LightSource[%u].ambient.xyz;\n", i
);
4918 if (!settings
->normal
)
4920 shader_addline(buffer
, "dir = normalize(gl_LightSource[%u].position.xyz);\n", i
);
4921 shader_addline(buffer
, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)"
4922 " * gl_LightSource[%u].diffuse.xyz;\n", i
);
4923 shader_addline(buffer
, "t = dot(normal, gl_LightSource[%u].halfVector.xyz);\n", i
);
4924 shader_addline(buffer
, "if (t > 0.0) specular += pow(t, gl_FrontMaterial.shininess)"
4925 " * gl_LightSource[%u].specular;\n", i
);
4930 FIXME("Unhandled light type %#x.\n", light_type
);
4935 shader_addline(buffer
, "gl_FrontColor.xyz = %s.xyz * ambient + %s.xyz * diffuse + %s.xyz;\n",
4936 ambient
, diffuse
, emission
);
4937 shader_addline(buffer
, "gl_FrontColor.w = %s.w;\n", diffuse
);
4938 shader_addline(buffer
, "gl_FrontSecondaryColor = %s * specular;\n", specular
);
4941 /* Context activation is done by the caller. */
4942 static GLhandleARB
shader_glsl_generate_ffp_vertex_shader(struct wined3d_shader_buffer
*buffer
,
4943 const struct wined3d_ffp_vs_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
4945 GLhandleARB shader_obj
;
4948 shader_buffer_clear(buffer
);
4950 shader_addline(buffer
, "#version 120\n");
4951 shader_addline(buffer
, "\n");
4952 shader_addline(buffer
, "void main()\n{\n");
4953 shader_addline(buffer
, "float m;\n");
4954 shader_addline(buffer
, "vec3 r;\n");
4956 if (settings
->transformed
)
4958 shader_addline(buffer
, "vec4 ec_pos = vec4(gl_Vertex.xyz, 1.0);\n");
4959 shader_addline(buffer
, "gl_Position = gl_ProjectionMatrix * ec_pos;\n");
4960 shader_addline(buffer
, "if (gl_Vertex.w != 0.0) gl_Position /= gl_Vertex.w;\n");
4964 shader_addline(buffer
, "vec4 ec_pos = gl_ModelViewMatrix * gl_Vertex;\n");
4965 shader_addline(buffer
, "gl_Position = gl_ProjectionMatrix * ec_pos;\n");
4966 if (settings
->clipping
)
4967 shader_addline(buffer
, "gl_ClipVertex = ec_pos;\n");
4968 shader_addline(buffer
, "ec_pos /= ec_pos.w;\n");
4971 if (!settings
->normal
)
4972 shader_addline(buffer
, "vec3 normal = vec3(0.0);\n");
4973 else if (settings
->normalize
)
4974 shader_addline(buffer
, "vec3 normal = normalize(gl_NormalMatrix * gl_Normal);\n");
4976 shader_addline(buffer
, "vec3 normal = gl_NormalMatrix * gl_Normal;\n");
4978 shader_glsl_ffp_vertex_lighting(buffer
, settings
, gl_info
);
4980 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
4982 switch (settings
->texgen
[i
] << WINED3D_FFP_TCI_SHIFT
)
4984 case WINED3DTSS_TCI_PASSTHRU
:
4985 if (settings
->texcoords
& (1 << i
))
4986 shader_addline(buffer
, "gl_TexCoord[%u] = gl_TextureMatrix[%u] * gl_MultiTexCoord%d;\n",
4990 case WINED3DTSS_TCI_CAMERASPACENORMAL
:
4991 shader_addline(buffer
, "gl_TexCoord[%u] = gl_TextureMatrix[%u] * vec4(normal, 1.0);\n", i
, i
);
4994 case WINED3DTSS_TCI_CAMERASPACEPOSITION
:
4995 shader_addline(buffer
, "gl_TexCoord[%u] = gl_TextureMatrix[%u] * ec_pos;\n", i
, i
);
4998 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR
:
4999 shader_addline(buffer
, "gl_TexCoord[%u] = gl_TextureMatrix[%u]"
5000 " * vec4(reflect(normalize(ec_pos.xyz), normal), 1.0);\n", i
, i
);
5003 case WINED3DTSS_TCI_SPHEREMAP
:
5004 shader_addline(buffer
, "r = reflect(normalize(ec_pos.xyz), normal);\n");
5005 shader_addline(buffer
, "m = 2.0 * length(vec3(r.x, r.y, r.z + 1.0));\n");
5006 shader_addline(buffer
, "gl_TexCoord[%u] = gl_TextureMatrix[%u]"
5007 " * vec4(r.x / m + 0.5, r.y / m + 0.5, 0.0, 1.0);\n", i
, i
);
5011 ERR("Unhandled texgen %#x.\n", settings
->texgen
[i
]);
5016 switch (settings
->fog_mode
)
5018 case WINED3D_FFP_VS_FOG_OFF
:
5021 case WINED3D_FFP_VS_FOG_FOGCOORD
:
5022 shader_addline(buffer
, "gl_FogFragCoord = gl_SecondaryColor.w * 255.0;\n");
5025 case WINED3D_FFP_VS_FOG_RANGE
:
5026 shader_addline(buffer
, "gl_FogFragCoord = length(ec_pos.xyz);\n");
5029 case WINED3D_FFP_VS_FOG_DEPTH
:
5030 if (settings
->ortho_fog
)
5031 /* Need to undo the [0.0 - 1.0] -> [-1.0 - 1.0] transformation from D3D to GL coordinates. */
5032 shader_addline(buffer
, "gl_FogFragCoord = gl_Position.z * 0.5 + 0.5;\n");
5034 shader_addline(buffer
, "gl_FogFragCoord = ec_pos.z;\n");
5038 ERR("Unhandled fog mode %#x.\n", settings
->fog_mode
);
5042 if (settings
->point_size
)
5044 shader_addline(buffer
, "gl_PointSize = gl_Point.size / sqrt(gl_Point.distanceConstantAttenuation"
5045 " + gl_Point.distanceLinearAttenuation * length(ec_pos.xyz)"
5046 " + gl_Point.distanceQuadraticAttenuation * dot(ec_pos.xyz, ec_pos.xyz));\n");
5047 shader_addline(buffer
, "gl_PointSize = clamp(gl_PointSize, gl_Point.sizeMin, gl_Point.sizeMax);\n");
5050 shader_addline(buffer
, "}\n");
5052 shader_obj
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
5053 shader_glsl_compile(gl_info
, shader_obj
, buffer
->buffer
);
5058 static const char *shader_glsl_get_ffp_fragment_op_arg(struct wined3d_shader_buffer
*buffer
,
5059 DWORD argnum
, unsigned int stage
, DWORD arg
)
5063 if (arg
== ARG_UNUSED
)
5064 return "<unused arg>";
5066 switch (arg
& WINED3DTA_SELECTMASK
)
5068 case WINED3DTA_DIFFUSE
:
5072 case WINED3DTA_CURRENT
:
5079 case WINED3DTA_TEXTURE
:
5082 case 0: ret
= "tex0"; break;
5083 case 1: ret
= "tex1"; break;
5084 case 2: ret
= "tex2"; break;
5085 case 3: ret
= "tex3"; break;
5086 case 4: ret
= "tex4"; break;
5087 case 5: ret
= "tex5"; break;
5088 case 6: ret
= "tex6"; break;
5089 case 7: ret
= "tex7"; break;
5091 ret
= "<invalid texture>";
5096 case WINED3DTA_TFACTOR
:
5100 case WINED3DTA_SPECULAR
:
5101 ret
= "gl_SecondaryColor";
5104 case WINED3DTA_TEMP
:
5108 case WINED3DTA_CONSTANT
:
5111 case 0: ret
= "tss_const0"; break;
5112 case 1: ret
= "tss_const1"; break;
5113 case 2: ret
= "tss_const2"; break;
5114 case 3: ret
= "tss_const3"; break;
5115 case 4: ret
= "tss_const4"; break;
5116 case 5: ret
= "tss_const5"; break;
5117 case 6: ret
= "tss_const6"; break;
5118 case 7: ret
= "tss_const7"; break;
5120 ret
= "<invalid constant>";
5126 return "<unhandled arg>";
5129 if (arg
& WINED3DTA_COMPLEMENT
)
5131 shader_addline(buffer
, "arg%u = vec4(1.0) - %s;\n", argnum
, ret
);
5134 else if (argnum
== 1)
5136 else if (argnum
== 2)
5140 if (arg
& WINED3DTA_ALPHAREPLICATE
)
5142 shader_addline(buffer
, "arg%u = vec4(%s.w);\n", argnum
, ret
);
5145 else if (argnum
== 1)
5147 else if (argnum
== 2)
5154 static void shader_glsl_ffp_fragment_op(struct wined3d_shader_buffer
*buffer
, unsigned int stage
, BOOL color
,
5155 BOOL alpha
, DWORD dst
, DWORD op
, DWORD dw_arg0
, DWORD dw_arg1
, DWORD dw_arg2
)
5157 const char *dstmask
, *dstreg
, *arg0
, *arg1
, *arg2
;
5167 dstreg
= "temp_reg";
5171 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, dw_arg0
);
5172 arg1
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 1, stage
, dw_arg1
);
5173 arg2
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 2, stage
, dw_arg2
);
5177 case WINED3D_TOP_DISABLE
:
5179 shader_addline(buffer
, "%s%s = gl_Color%s;\n", dstreg
, dstmask
, dstmask
);
5182 case WINED3D_TOP_SELECT_ARG1
:
5183 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
);
5186 case WINED3D_TOP_SELECT_ARG2
:
5187 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg2
, dstmask
);
5190 case WINED3D_TOP_MODULATE
:
5191 shader_addline(buffer
, "%s%s = %s%s * %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5194 case WINED3D_TOP_MODULATE_4X
:
5195 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 4.0, 0.0, 1.0);\n",
5196 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5199 case WINED3D_TOP_MODULATE_2X
:
5200 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 2.0, 0.0, 1.0);\n",
5201 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5204 case WINED3D_TOP_ADD
:
5205 shader_addline(buffer
, "%s%s = clamp(%s%s + %s%s, 0.0, 1.0);\n",
5206 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5209 case WINED3D_TOP_ADD_SIGNED
:
5210 shader_addline(buffer
, "%s%s = clamp(%s%s + (%s - vec4(0.5))%s, 0.0, 1.0);\n",
5211 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5214 case WINED3D_TOP_ADD_SIGNED_2X
:
5215 shader_addline(buffer
, "%s%s = clamp((%s%s + (%s - vec4(0.5))%s) * 2.0, 0.0, 1.0);\n",
5216 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5219 case WINED3D_TOP_SUBTRACT
:
5220 shader_addline(buffer
, "%s%s = clamp(%s%s - %s%s, 0.0, 1.0);\n",
5221 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5224 case WINED3D_TOP_ADD_SMOOTH
:
5225 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s%s, 0.0, 1.0);\n",
5226 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
, dstmask
);
5229 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
5230 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_DIFFUSE
);
5231 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
5232 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
5235 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
5236 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
5237 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
5238 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
5241 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
5242 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TFACTOR
);
5243 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
5244 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
5247 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
5248 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
5249 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
5250 dstreg
, dstmask
, arg2
, dstmask
, arg0
, arg1
, dstmask
);
5253 case WINED3D_TOP_BLEND_CURRENT_ALPHA
:
5254 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_CURRENT
);
5255 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
5256 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
5259 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
5260 shader_addline(buffer
, "%s%s = clamp(%s%s * %s.w + %s%s, 0.0, 1.0);\n",
5261 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
5264 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
5265 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s.w, 0.0, 1.0);\n",
5266 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
5269 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
5270 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
5271 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
5273 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
5274 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s.w, 0.0, 1.0);\n",
5275 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
5278 case WINED3D_TOP_BUMPENVMAP
:
5279 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
5280 /* These are handled in the first pass, nothing to do. */
5283 case WINED3D_TOP_DOTPRODUCT3
:
5284 shader_addline(buffer
, "%s%s = vec4(clamp(dot(%s.xyz - 0.5, %s.xyz - 0.5) * 4.0, 0.0, 1.0))%s;\n",
5285 dstreg
, dstmask
, arg1
, arg2
, dstmask
);
5288 case WINED3D_TOP_MULTIPLY_ADD
:
5289 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s%s, 0.0, 1.0);\n",
5290 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg0
, dstmask
);
5293 case WINED3D_TOP_LERP
:
5294 /* MSDN isn't quite right here. */
5295 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s%s);\n",
5296 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
, dstmask
);
5300 FIXME("Unhandled operation %#x.\n", op
);
5305 /* Context activation is done by the caller. */
5306 static GLuint
shader_glsl_generate_ffp_fragment_shader(struct wined3d_shader_buffer
*buffer
,
5307 const struct ffp_frag_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
5309 BYTE lum_map
= 0, bump_map
= 0, tex_map
= 0, tss_const_map
= 0;
5310 BOOL tempreg_used
= FALSE
, tfactor_used
= FALSE
;
5311 const char *final_combiner_src
= "ret";
5312 UINT lowest_disabled_stage
;
5313 GLhandleARB shader_obj
;
5314 DWORD arg0
, arg1
, arg2
;
5317 shader_buffer_clear(buffer
);
5319 /* Find out which textures are read */
5320 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
5322 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
5325 arg0
= settings
->op
[stage
].carg0
& WINED3DTA_SELECTMASK
;
5326 arg1
= settings
->op
[stage
].carg1
& WINED3DTA_SELECTMASK
;
5327 arg2
= settings
->op
[stage
].carg2
& WINED3DTA_SELECTMASK
;
5329 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
)
5330 tex_map
|= 1 << stage
;
5331 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
5332 tfactor_used
= TRUE
;
5333 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
5334 tempreg_used
= TRUE
;
5335 if (settings
->op
[stage
].dst
== tempreg
)
5336 tempreg_used
= TRUE
;
5337 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
5338 tss_const_map
|= 1 << stage
;
5340 switch (settings
->op
[stage
].cop
)
5342 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
5343 lum_map
|= 1 << stage
;
5345 case WINED3D_TOP_BUMPENVMAP
:
5346 bump_map
|= 1 << stage
;
5348 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
5349 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
5350 tex_map
|= 1 << stage
;
5353 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
5354 tfactor_used
= TRUE
;
5361 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
5364 arg0
= settings
->op
[stage
].aarg0
& WINED3DTA_SELECTMASK
;
5365 arg1
= settings
->op
[stage
].aarg1
& WINED3DTA_SELECTMASK
;
5366 arg2
= settings
->op
[stage
].aarg2
& WINED3DTA_SELECTMASK
;
5368 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
)
5369 tex_map
|= 1 << stage
;
5370 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
5371 tfactor_used
= TRUE
;
5372 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
5373 tempreg_used
= TRUE
;
5374 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
5375 tss_const_map
|= 1 << stage
;
5377 lowest_disabled_stage
= stage
;
5379 shader_addline(buffer
, "#version 120\n");
5381 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
5382 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
5384 shader_addline(buffer
, "vec4 tmp0, tmp1;\n");
5385 shader_addline(buffer
, "vec4 ret;\n");
5386 if (tempreg_used
|| settings
->sRGB_write
)
5387 shader_addline(buffer
, "vec4 temp_reg;\n");
5388 shader_addline(buffer
, "vec4 arg0, arg1, arg2;\n");
5390 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
5392 if (tss_const_map
& (1 << stage
))
5393 shader_addline(buffer
, "uniform vec4 tss_const%u;\n", stage
);
5395 if (!(tex_map
& (1 << stage
)))
5398 switch (settings
->op
[stage
].tex_type
)
5401 shader_addline(buffer
, "uniform sampler1D ps_sampler%u;\n", stage
);
5404 shader_addline(buffer
, "uniform sampler2D ps_sampler%u;\n", stage
);
5407 shader_addline(buffer
, "uniform sampler3D ps_sampler%u;\n", stage
);
5410 shader_addline(buffer
, "uniform samplerCube ps_sampler%u;\n", stage
);
5413 shader_addline(buffer
, "uniform sampler2DRect ps_sampler%u;\n", stage
);
5416 FIXME("Unhandled sampler type %#x.\n", settings
->op
[stage
].tex_type
);
5420 shader_addline(buffer
, "vec4 tex%u;\n", stage
);
5422 if (!(bump_map
& (1 << stage
)))
5424 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", stage
);
5426 if (!(lum_map
& (1 << stage
)))
5428 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", stage
);
5429 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", stage
);
5432 shader_addline(buffer
, "uniform vec4 tex_factor;\n");
5433 shader_addline(buffer
, "uniform vec4 specular_enable;\n");
5435 if (settings
->sRGB_write
)
5437 shader_addline(buffer
, "const vec4 srgb_const0 = ");
5438 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const0
);
5439 shader_addline(buffer
, ";\n");
5440 shader_addline(buffer
, "const vec4 srgb_const1 = ");
5441 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const1
);
5442 shader_addline(buffer
, ";\n");
5445 shader_addline(buffer
, "void main()\n{\n");
5447 if (lowest_disabled_stage
< 7 && settings
->emul_clipplanes
)
5448 shader_addline(buffer
, "if (any(lessThan(gl_TexCoord[7], vec4(0.0)))) discard;\n");
5450 /* Generate texture sampling instructions) */
5451 for (stage
= 0; stage
< MAX_TEXTURES
&& settings
->op
[stage
].cop
!= WINED3D_TOP_DISABLE
; ++stage
)
5453 const char *texture_function
, *coord_mask
;
5454 char tex_reg_name
[8];
5457 if (!(tex_map
& (1 << stage
)))
5460 if (settings
->op
[stage
].projected
== proj_none
)
5464 else if (settings
->op
[stage
].projected
== proj_count4
5465 || settings
->op
[stage
].projected
== proj_count3
)
5471 FIXME("Unexpected projection mode %d\n", settings
->op
[stage
].projected
);
5475 switch (settings
->op
[stage
].tex_type
)
5480 texture_function
= "texture1DProj";
5485 texture_function
= "texture1D";
5492 texture_function
= "texture2DProj";
5497 texture_function
= "texture2D";
5504 texture_function
= "texture3DProj";
5505 coord_mask
= "xyzw";
5509 texture_function
= "texture3D";
5514 texture_function
= "textureCube";
5520 texture_function
= "texture2DRectProj";
5525 texture_function
= "texture2DRect";
5530 FIXME("Unhandled texture type %#x.\n", settings
->op
[stage
].tex_type
);
5531 texture_function
= "";
5532 coord_mask
= "xyzw";
5537 && (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP
5538 || settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
))
5540 shader_addline(buffer
, "ret.xy = bumpenv_mat%u * tex%u.xy;\n", stage
- 1, stage
- 1);
5542 /* With projective textures, texbem only divides the static
5543 * texture coord, not the displacement, so multiply the
5544 * displacement with the dividing parameter before passing it to
5546 if (settings
->op
[stage
].projected
!= proj_none
)
5548 if (settings
->op
[stage
].projected
== proj_count4
)
5550 shader_addline(buffer
, "ret.xy = (ret.xy * gl_TexCoord[%u].w) + gl_TexCoord[%u].xy;\n",
5552 shader_addline(buffer
, "ret.zw = gl_TexCoord[%u].ww;\n", stage
);
5556 shader_addline(buffer
, "ret.xy = (ret.xy * gl_TexCoord[%u].z) + gl_TexCoord[%u].xy;\n",
5558 shader_addline(buffer
, "ret.zw = gl_TexCoord[%u].zz;\n", stage
);
5563 shader_addline(buffer
, "ret = gl_TexCoord[%u] + ret.xyxy;\n", stage
);
5566 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ret.%s);\n",
5567 stage
, texture_function
, stage
, coord_mask
);
5569 if (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
5570 shader_addline(buffer
, "tex%u *= clamp(tex%u.z * bumpenv_lum_scale%u + bumpenv_lum_offset%u, 0.0, 1.0);\n",
5571 stage
, stage
- 1, stage
- 1, stage
- 1);
5573 else if (settings
->op
[stage
].projected
== proj_count3
)
5575 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, gl_TexCoord[%u].xyz);\n",
5576 stage
, texture_function
, stage
, stage
);
5580 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, gl_TexCoord[%u].%s);\n",
5581 stage
, texture_function
, stage
, stage
, coord_mask
);
5584 sprintf(tex_reg_name
, "tex%u", stage
);
5585 shader_glsl_color_correction_ext(buffer
, tex_reg_name
, WINED3DSP_WRITEMASK_ALL
,
5586 settings
->op
[stage
].color_fixup
);
5589 /* Generate the main shader */
5590 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
5594 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
5597 final_combiner_src
= "gl_Color";
5601 if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
5602 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
5603 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
;
5604 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
5605 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
5606 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg2
;
5607 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
5608 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
5609 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg1
;
5610 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
5611 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
5612 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
5614 op_equal
= settings
->op
[stage
].aop
== settings
->op
[stage
].cop
5615 && settings
->op
[stage
].carg0
== settings
->op
[stage
].aarg0
5616 && settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
5617 && settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
5619 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
5621 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
5622 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
5623 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
5625 shader_addline(buffer
, "ret.w = gl_Color.w;\n");
5629 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, TRUE
, settings
->op
[stage
].dst
,
5630 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
5631 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
5635 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
5636 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
5637 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
5638 shader_glsl_ffp_fragment_op(buffer
, stage
, FALSE
, TRUE
, settings
->op
[stage
].dst
,
5639 settings
->op
[stage
].aop
, settings
->op
[stage
].aarg0
,
5640 settings
->op
[stage
].aarg1
, settings
->op
[stage
].aarg2
);
5644 shader_addline(buffer
, "gl_FragData[0] = gl_SecondaryColor * specular_enable + %s;\n", final_combiner_src
);
5646 if (settings
->sRGB_write
)
5647 shader_glsl_generate_srgb_write_correction(buffer
);
5649 shader_glsl_generate_fog_code(buffer
, settings
->fog
);
5651 shader_addline(buffer
, "}\n");
5653 shader_obj
= GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB
));
5654 shader_glsl_compile(gl_info
, shader_obj
, buffer
->buffer
);
5658 static struct glsl_ffp_vertex_shader
*shader_glsl_find_ffp_vertex_shader(struct shader_glsl_priv
*priv
,
5659 const struct wined3d_gl_info
*gl_info
, const struct wined3d_ffp_vs_settings
*settings
)
5661 struct glsl_ffp_vertex_shader
*shader
;
5662 const struct wine_rb_entry
*entry
;
5664 if ((entry
= wine_rb_get(&priv
->ffp_vertex_shaders
, settings
)))
5665 return WINE_RB_ENTRY_VALUE(entry
, struct glsl_ffp_vertex_shader
, desc
.entry
);
5667 if (!(shader
= HeapAlloc(GetProcessHeap(), 0, sizeof(*shader
))))
5670 shader
->desc
.settings
= *settings
;
5671 shader
->id
= shader_glsl_generate_ffp_vertex_shader(&priv
->shader_buffer
, settings
, gl_info
);
5672 list_init(&shader
->linked_programs
);
5673 if (wine_rb_put(&priv
->ffp_vertex_shaders
, &shader
->desc
.settings
, &shader
->desc
.entry
) == -1)
5674 ERR("Failed to insert ffp vertex shader.\n");
5679 static struct glsl_ffp_fragment_shader
*shader_glsl_find_ffp_fragment_shader(struct shader_glsl_priv
*priv
,
5680 const struct wined3d_gl_info
*gl_info
, const struct ffp_frag_settings
*args
)
5682 struct glsl_ffp_fragment_shader
*glsl_desc
;
5683 const struct ffp_frag_desc
*desc
;
5685 if ((desc
= find_ffp_frag_shader(&priv
->ffp_fragment_shaders
, args
)))
5686 return CONTAINING_RECORD(desc
, struct glsl_ffp_fragment_shader
, entry
);
5688 if (!(glsl_desc
= HeapAlloc(GetProcessHeap(), 0, sizeof(*glsl_desc
))))
5691 glsl_desc
->entry
.settings
= *args
;
5692 glsl_desc
->id
= shader_glsl_generate_ffp_fragment_shader(&priv
->shader_buffer
, args
, gl_info
);
5693 list_init(&glsl_desc
->linked_programs
);
5694 add_ffp_frag_shader(&priv
->ffp_fragment_shaders
, &glsl_desc
->entry
);
5700 static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info
*gl_info
,
5701 GLhandleARB program_id
, struct glsl_vs_program
*vs
, unsigned int vs_c_count
)
5706 vs
->uniform_f_locations
= HeapAlloc(GetProcessHeap(), 0,
5707 sizeof(GLhandleARB
) * gl_info
->limits
.glsl_vs_float_constants
);
5708 for (i
= 0; i
< vs_c_count
; ++i
)
5710 snprintf(name
, sizeof(name
), "vs_c[%u]", i
);
5711 vs
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(program_id
, name
));
5713 memset(&vs
->uniform_f_locations
[vs_c_count
], 0xff,
5714 (gl_info
->limits
.glsl_vs_float_constants
- vs_c_count
) * sizeof(GLhandleARB
));
5716 for (i
= 0; i
< MAX_CONST_I
; ++i
)
5718 snprintf(name
, sizeof(name
), "vs_i[%u]", i
);
5719 vs
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(program_id
, name
));
5722 vs
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocationARB(program_id
, "posFixup"));
5725 static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info
*gl_info
,
5726 GLhandleARB program_id
, struct glsl_ps_program
*ps
, unsigned int ps_c_count
)
5731 ps
->uniform_f_locations
= HeapAlloc(GetProcessHeap(), 0,
5732 sizeof(GLhandleARB
) * gl_info
->limits
.glsl_ps_float_constants
);
5733 for (i
= 0; i
< ps_c_count
; ++i
)
5735 snprintf(name
, sizeof(name
), "ps_c[%u]", i
);
5736 ps
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(program_id
, name
));
5738 memset(&ps
->uniform_f_locations
[ps_c_count
], 0xff,
5739 (gl_info
->limits
.glsl_ps_float_constants
- ps_c_count
) * sizeof(GLhandleARB
));
5741 for (i
= 0; i
< MAX_CONST_I
; ++i
)
5743 snprintf(name
, sizeof(name
), "ps_i[%u]", i
);
5744 ps
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(program_id
, name
));
5747 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
5749 snprintf(name
, sizeof(name
), "bumpenv_mat%u", i
);
5750 ps
->bumpenv_mat_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(program_id
, name
));
5751 snprintf(name
, sizeof(name
), "bumpenv_lum_scale%u", i
);
5752 ps
->bumpenv_lum_scale_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(program_id
, name
));
5753 snprintf(name
, sizeof(name
), "bumpenv_lum_offset%u", i
);
5754 ps
->bumpenv_lum_offset_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(program_id
, name
));
5755 snprintf(name
, sizeof(name
), "tss_const%u", i
);
5756 ps
->tss_constant_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(program_id
, name
));
5759 ps
->tex_factor_location
= GL_EXTCALL(glGetUniformLocationARB(program_id
, "tex_factor"));
5760 ps
->specular_enable_location
= GL_EXTCALL(glGetUniformLocationARB(program_id
, "specular_enable"));
5761 ps
->np2_fixup_location
= GL_EXTCALL(glGetUniformLocationARB(program_id
, "ps_samplerNP2Fixup"));
5762 ps
->ycorrection_location
= GL_EXTCALL(glGetUniformLocationARB(program_id
, "ycorrection"));
5765 static void shader_glsl_init_uniform_block_bindings(const struct wined3d_gl_info
*gl_info
, GLhandleARB program_id
,
5766 const struct wined3d_shader_reg_maps
*reg_maps
, unsigned int base
, unsigned int count
)
5768 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
5773 for (i
= 0; i
< count
; ++i
)
5775 if (!reg_maps
->cb_sizes
[i
])
5778 snprintf(name
, sizeof(name
), "block_%s_cb%u", prefix
, i
);
5779 block_idx
= GL_EXTCALL(glGetUniformBlockIndex(program_id
, name
));
5780 GL_EXTCALL(glUniformBlockBinding(program_id
, block_idx
, base
+ i
));
5782 checkGLcall("glUniformBlockBinding");
5785 /* Context activation is done by the caller. */
5786 static void set_glsl_shader_program(const struct wined3d_context
*context
, const struct wined3d_state
*state
,
5787 struct shader_glsl_priv
*priv
, struct glsl_context_data
*ctx_data
)
5789 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5790 const struct ps_np2fixup_info
*np2fixup_info
= NULL
;
5791 struct glsl_shader_prog_link
*entry
= NULL
;
5792 struct wined3d_shader
*vshader
= NULL
;
5793 struct wined3d_shader
*gshader
= NULL
;
5794 struct wined3d_shader
*pshader
= NULL
;
5795 GLhandleARB programId
= 0;
5796 GLhandleARB reorder_shader_id
= 0;
5798 GLhandleARB vs_id
= 0;
5799 GLhandleARB gs_id
= 0;
5800 GLhandleARB ps_id
= 0;
5801 struct list
*ps_list
, *vs_list
;
5803 if (!(context
->shader_update_mask
& (1 << WINED3D_SHADER_TYPE_VERTEX
)))
5805 vs_id
= ctx_data
->glsl_program
->vs
.id
;
5806 vs_list
= &ctx_data
->glsl_program
->vs
.shader_entry
;
5810 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
5811 gshader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
5813 if (!(context
->shader_update_mask
& (1 << WINED3D_SHADER_TYPE_GEOMETRY
))
5814 && ctx_data
->glsl_program
->gs
.id
)
5815 gs_id
= ctx_data
->glsl_program
->gs
.id
;
5817 gs_id
= find_glsl_geometry_shader(context
, &priv
->shader_buffer
, gshader
);
5820 else if (use_vs(state
))
5822 struct vs_compile_args vs_compile_args
;
5823 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
5825 find_vs_compile_args(state
, vshader
, context
->stream_info
.swizzle_map
, &vs_compile_args
);
5826 vs_id
= find_glsl_vshader(context
, &priv
->shader_buffer
, vshader
, &vs_compile_args
);
5827 vs_list
= &vshader
->linked_programs
;
5829 if ((gshader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
]))
5830 gs_id
= find_glsl_geometry_shader(context
, &priv
->shader_buffer
, gshader
);
5832 else if (priv
->vertex_pipe
== &glsl_vertex_pipe
)
5834 struct glsl_ffp_vertex_shader
*ffp_shader
;
5835 struct wined3d_ffp_vs_settings settings
;
5837 wined3d_ffp_get_vs_settings(state
, &context
->stream_info
, &settings
);
5838 ffp_shader
= shader_glsl_find_ffp_vertex_shader(priv
, gl_info
, &settings
);
5839 vs_id
= ffp_shader
->id
;
5840 vs_list
= &ffp_shader
->linked_programs
;
5843 if (!(context
->shader_update_mask
& (1 << WINED3D_SHADER_TYPE_PIXEL
)))
5845 ps_id
= ctx_data
->glsl_program
->ps
.id
;
5846 ps_list
= &ctx_data
->glsl_program
->ps
.shader_entry
;
5849 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
5851 else if (use_ps(state
))
5853 struct ps_compile_args ps_compile_args
;
5854 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
5855 find_ps_compile_args(state
, pshader
, context
->stream_info
.position_transformed
, &ps_compile_args
, gl_info
);
5856 ps_id
= find_glsl_pshader(context
, &priv
->shader_buffer
,
5857 pshader
, &ps_compile_args
, &np2fixup_info
);
5858 ps_list
= &pshader
->linked_programs
;
5860 else if (priv
->fragment_pipe
== &glsl_fragment_pipe
)
5862 struct glsl_ffp_fragment_shader
*ffp_shader
;
5863 struct ffp_frag_settings settings
;
5865 gen_ffp_frag_op(context
, state
, &settings
, FALSE
);
5866 ffp_shader
= shader_glsl_find_ffp_fragment_shader(priv
, gl_info
, &settings
);
5867 ps_id
= ffp_shader
->id
;
5868 ps_list
= &ffp_shader
->linked_programs
;
5871 if ((!vs_id
&& !gs_id
&& !ps_id
) || (entry
= get_glsl_program_entry(priv
, vs_id
, gs_id
, ps_id
)))
5873 ctx_data
->glsl_program
= entry
;
5877 /* If we get to this point, then no matching program exists, so we create one */
5878 programId
= GL_EXTCALL(glCreateProgramObjectARB());
5879 TRACE("Created new GLSL shader program %u\n", programId
);
5881 /* Create the entry */
5882 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link
));
5883 entry
->programId
= programId
;
5884 entry
->vs
.id
= vs_id
;
5885 entry
->gs
.id
= gs_id
;
5886 entry
->ps
.id
= ps_id
;
5887 entry
->constant_version
= 0;
5888 entry
->ps
.np2_fixup_info
= np2fixup_info
;
5889 /* Add the hash table entry */
5890 add_glsl_program_entry(priv
, entry
);
5892 /* Set the current program */
5893 ctx_data
->glsl_program
= entry
;
5895 /* Attach GLSL vshader */
5898 TRACE("Attaching GLSL shader object %u to program %u.\n", vs_id
, programId
);
5899 GL_EXTCALL(glAttachObjectARB(programId
, vs_id
));
5900 checkGLcall("glAttachObjectARB");
5902 list_add_head(vs_list
, &entry
->vs
.shader_entry
);
5907 WORD map
= vshader
->reg_maps
.input_registers
;
5910 reorder_shader_id
= generate_param_reorder_function(&priv
->shader_buffer
, vshader
, pshader
, gl_info
);
5911 TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id
, programId
);
5912 GL_EXTCALL(glAttachObjectARB(programId
, reorder_shader_id
));
5913 checkGLcall("glAttachObjectARB");
5914 /* Flag the reorder function for deletion, then it will be freed automatically when the program
5917 GL_EXTCALL(glDeleteObjectARB(reorder_shader_id
));
5919 /* Bind vertex attributes to a corresponding index number to match
5920 * the same index numbers as ARB_vertex_programs (makes loading
5921 * vertex attributes simpler). With this method, we can use the
5922 * exact same code to load the attributes later for both ARB and
5925 * We have to do this here because we need to know the Program ID
5926 * in order to make the bindings work, and it has to be done prior
5927 * to linking the GLSL program. */
5928 for (i
= 0; map
; map
>>= 1, ++i
)
5930 if (!(map
& 1)) continue;
5932 snprintf(tmp_name
, sizeof(tmp_name
), "vs_in%u", i
);
5933 GL_EXTCALL(glBindAttribLocationARB(programId
, i
, tmp_name
));
5935 checkGLcall("glBindAttribLocationARB");
5940 TRACE("Attaching GLSL geometry shader object %u to program %u.\n", gs_id
, programId
);
5941 GL_EXTCALL(glAttachObjectARB(programId
, gs_id
));
5942 checkGLcall("glAttachObjectARB");
5944 TRACE("input type %s, output type %s, vertices out %u.\n",
5945 debug_d3dprimitivetype(gshader
->u
.gs
.input_type
),
5946 debug_d3dprimitivetype(gshader
->u
.gs
.output_type
),
5947 gshader
->u
.gs
.vertices_out
);
5948 GL_EXTCALL(glProgramParameteriARB(programId
, GL_GEOMETRY_INPUT_TYPE_ARB
,
5949 gl_primitive_type_from_d3d(gshader
->u
.gs
.input_type
)));
5950 GL_EXTCALL(glProgramParameteriARB(programId
, GL_GEOMETRY_OUTPUT_TYPE_ARB
,
5951 gl_primitive_type_from_d3d(gshader
->u
.gs
.output_type
)));
5952 GL_EXTCALL(glProgramParameteriARB(programId
, GL_GEOMETRY_VERTICES_OUT_ARB
,
5953 gshader
->u
.gs
.vertices_out
));
5954 checkGLcall("glProgramParameteriARB");
5956 list_add_head(&gshader
->linked_programs
, &entry
->gs
.shader_entry
);
5959 /* Attach GLSL pshader */
5962 TRACE("Attaching GLSL shader object %u to program %u.\n", ps_id
, programId
);
5963 GL_EXTCALL(glAttachObjectARB(programId
, ps_id
));
5964 checkGLcall("glAttachObjectARB");
5966 list_add_head(ps_list
, &entry
->ps
.shader_entry
);
5969 /* Link the program */
5970 TRACE("Linking GLSL shader program %u\n", programId
);
5971 GL_EXTCALL(glLinkProgramARB(programId
));
5972 shader_glsl_validate_link(gl_info
, programId
);
5974 shader_glsl_init_vs_uniform_locations(gl_info
, programId
, &entry
->vs
,
5975 vshader
? vshader
->limits
.constant_float
: 0);
5976 shader_glsl_init_ps_uniform_locations(gl_info
, programId
, &entry
->ps
,
5977 pshader
? pshader
->limits
.constant_float
: 0);
5978 checkGLcall("Find glsl program uniform locations");
5980 if (pshader
&& pshader
->reg_maps
.shader_version
.major
>= 3
5981 && pshader
->u
.ps
.declared_in_count
> vec4_varyings(3, gl_info
))
5983 TRACE("Shader %d needs vertex color clamping disabled\n", programId
);
5984 entry
->vs
.vertex_color_clamp
= GL_FALSE
;
5988 entry
->vs
.vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
5991 /* Set the shader to allow uniform loading on it */
5992 GL_EXTCALL(glUseProgramObjectARB(programId
));
5993 checkGLcall("glUseProgramObjectARB(programId)");
5995 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
5996 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
5997 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
5998 * vertex shader with fixed function pixel processing is used we make sure that the card
5999 * supports enough samplers to allow the max number of vertex samplers with all possible
6000 * fixed function fragment processing setups. So once the program is linked these samplers
6003 shader_glsl_load_vsamplers(gl_info
, context
->tex_unit_map
, programId
);
6004 shader_glsl_load_psamplers(gl_info
, context
->tex_unit_map
, programId
);
6006 entry
->constant_update_mask
= 0;
6009 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_F
;
6010 if (vshader
->reg_maps
.integer_constants
)
6011 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_I
;
6012 if (vshader
->reg_maps
.boolean_constants
)
6013 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_B
;
6014 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POS_FIXUP
;
6016 shader_glsl_init_uniform_block_bindings(gl_info
, programId
, &vshader
->reg_maps
,
6017 0, gl_info
->limits
.vertex_uniform_blocks
);
6021 shader_glsl_init_uniform_block_bindings(gl_info
, programId
, &gshader
->reg_maps
,
6022 gl_info
->limits
.vertex_uniform_blocks
, gl_info
->limits
.geometry_uniform_blocks
);
6028 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_F
;
6029 if (pshader
->reg_maps
.integer_constants
)
6030 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_I
;
6031 if (pshader
->reg_maps
.boolean_constants
)
6032 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_B
;
6033 if (entry
->ps
.ycorrection_location
!= -1)
6034 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_Y_CORR
;
6036 shader_glsl_init_uniform_block_bindings(gl_info
, programId
, &pshader
->reg_maps
,
6037 gl_info
->limits
.vertex_uniform_blocks
+ gl_info
->limits
.geometry_uniform_blocks
,
6038 gl_info
->limits
.fragment_uniform_blocks
);
6042 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PS
;
6045 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
6047 if (entry
->ps
.bumpenv_mat_location
[i
] != -1)
6049 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_BUMP_ENV
;
6054 if (entry
->ps
.np2_fixup_location
!= -1)
6055 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_NP2_FIXUP
;
6059 /* Context activation is done by the caller. */
6060 static GLhandleARB
create_glsl_blt_shader(const struct wined3d_gl_info
*gl_info
, enum tex_types tex_type
, BOOL masked
)
6062 GLhandleARB program_id
;
6063 GLhandleARB vshader_id
, pshader_id
;
6064 const char *blt_pshader
;
6066 static const char blt_vshader
[] =
6070 " gl_Position = gl_Vertex;\n"
6071 " gl_FrontColor = vec4(1.0);\n"
6072 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
6075 static const char * const blt_pshaders_full
[tex_type_count
] =
6081 "uniform sampler2D sampler;\n"
6084 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
6090 "uniform samplerCube sampler;\n"
6093 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
6097 "#extension GL_ARB_texture_rectangle : enable\n"
6098 "uniform sampler2DRect sampler;\n"
6101 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
6105 static const char * const blt_pshaders_masked
[tex_type_count
] =
6111 "uniform sampler2D sampler;\n"
6112 "uniform vec4 mask;\n"
6115 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
6116 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
6122 "uniform samplerCube sampler;\n"
6123 "uniform vec4 mask;\n"
6126 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
6127 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
6131 "#extension GL_ARB_texture_rectangle : enable\n"
6132 "uniform sampler2DRect sampler;\n"
6133 "uniform vec4 mask;\n"
6136 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
6137 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
6141 blt_pshader
= masked
? blt_pshaders_masked
[tex_type
] : blt_pshaders_full
[tex_type
];
6144 FIXME("tex_type %#x not supported\n", tex_type
);
6148 vshader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
6149 shader_glsl_compile(gl_info
, vshader_id
, blt_vshader
);
6151 pshader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB
));
6152 shader_glsl_compile(gl_info
, pshader_id
, blt_pshader
);
6154 program_id
= GL_EXTCALL(glCreateProgramObjectARB());
6155 GL_EXTCALL(glAttachObjectARB(program_id
, vshader_id
));
6156 GL_EXTCALL(glAttachObjectARB(program_id
, pshader_id
));
6157 GL_EXTCALL(glLinkProgramARB(program_id
));
6159 shader_glsl_validate_link(gl_info
, program_id
);
6161 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
6164 GL_EXTCALL(glDeleteObjectARB(vshader_id
));
6165 GL_EXTCALL(glDeleteObjectARB(pshader_id
));
6169 /* Context activation is done by the caller. */
6170 static void shader_glsl_select(void *shader_priv
, struct wined3d_context
*context
,
6171 const struct wined3d_state
*state
)
6173 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
6174 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
6175 struct shader_glsl_priv
*priv
= shader_priv
;
6176 GLhandleARB program_id
= 0, prev_id
= 0;
6177 GLenum old_vertex_color_clamp
, current_vertex_color_clamp
;
6179 priv
->vertex_pipe
->vp_enable(gl_info
, !use_vs(state
));
6180 priv
->fragment_pipe
->enable_extension(gl_info
, !use_ps(state
));
6182 if (ctx_data
->glsl_program
)
6184 prev_id
= ctx_data
->glsl_program
->programId
;
6185 old_vertex_color_clamp
= ctx_data
->glsl_program
->vs
.vertex_color_clamp
;
6190 old_vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
6193 set_glsl_shader_program(context
, state
, priv
, ctx_data
);
6195 if (ctx_data
->glsl_program
)
6197 program_id
= ctx_data
->glsl_program
->programId
;
6198 current_vertex_color_clamp
= ctx_data
->glsl_program
->vs
.vertex_color_clamp
;
6203 current_vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
6206 if (old_vertex_color_clamp
!= current_vertex_color_clamp
)
6208 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
6210 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, current_vertex_color_clamp
));
6211 checkGLcall("glClampColorARB");
6215 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
6219 TRACE("Using GLSL program %u.\n", program_id
);
6221 if (prev_id
!= program_id
)
6223 GL_EXTCALL(glUseProgramObjectARB(program_id
));
6224 checkGLcall("glUseProgramObjectARB");
6227 context
->constant_update_mask
|= ctx_data
->glsl_program
->constant_update_mask
;
6231 /* "context" is not necessarily the currently active context. */
6232 static void shader_glsl_invalidate_current_program(struct wined3d_context
*context
)
6234 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
6236 ctx_data
->glsl_program
= NULL
;
6237 context
->shader_update_mask
= (1 << WINED3D_SHADER_TYPE_PIXEL
)
6238 | (1 << WINED3D_SHADER_TYPE_VERTEX
)
6239 | (1 << WINED3D_SHADER_TYPE_GEOMETRY
);
6242 /* Context activation is done by the caller. */
6243 static void shader_glsl_disable(void *shader_priv
, struct wined3d_context
*context
)
6245 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
6246 struct shader_glsl_priv
*priv
= shader_priv
;
6248 shader_glsl_invalidate_current_program(context
);
6249 GL_EXTCALL(glUseProgramObjectARB(0));
6250 checkGLcall("glUseProgramObjectARB");
6252 priv
->vertex_pipe
->vp_enable(gl_info
, FALSE
);
6253 priv
->fragment_pipe
->enable_extension(gl_info
, FALSE
);
6255 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
6257 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, GL_FIXED_ONLY_ARB
));
6258 checkGLcall("glClampColorARB");
6262 /* Context activation is done by the caller. */
6263 static void shader_glsl_select_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
,
6264 enum tex_types tex_type
, const SIZE
*ds_mask_size
)
6266 BOOL masked
= ds_mask_size
->cx
&& ds_mask_size
->cy
;
6267 struct shader_glsl_priv
*priv
= shader_priv
;
6268 GLhandleARB
*blt_program
;
6271 blt_program
= masked
? &priv
->depth_blt_program_masked
[tex_type
] : &priv
->depth_blt_program_full
[tex_type
];
6274 *blt_program
= create_glsl_blt_shader(gl_info
, tex_type
, masked
);
6275 loc
= GL_EXTCALL(glGetUniformLocationARB(*blt_program
, "sampler"));
6276 GL_EXTCALL(glUseProgramObjectARB(*blt_program
));
6277 GL_EXTCALL(glUniform1iARB(loc
, 0));
6281 GL_EXTCALL(glUseProgramObjectARB(*blt_program
));
6286 loc
= GL_EXTCALL(glGetUniformLocationARB(*blt_program
, "mask"));
6287 GL_EXTCALL(glUniform4fARB(loc
, 0.0f
, 0.0f
, (float)ds_mask_size
->cx
, (float)ds_mask_size
->cy
));
6291 /* Context activation is done by the caller. */
6292 static void shader_glsl_deselect_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
)
6294 const struct glsl_context_data
*ctx_data
= context_get_current()->shader_backend_data
;
6295 GLhandleARB program_id
;
6297 program_id
= ctx_data
->glsl_program
? ctx_data
->glsl_program
->programId
: 0;
6298 if (program_id
) TRACE("Using GLSL program %u\n", program_id
);
6300 GL_EXTCALL(glUseProgramObjectARB(program_id
));
6301 checkGLcall("glUseProgramObjectARB");
6304 static void shader_glsl_invalidate_contexts_program(struct wined3d_device
*device
,
6305 const struct glsl_shader_prog_link
*program
)
6307 const struct glsl_context_data
*ctx_data
;
6308 struct wined3d_context
*context
;
6311 for (i
= 0; i
< device
->context_count
; ++i
)
6313 context
= device
->contexts
[i
];
6314 ctx_data
= context
->shader_backend_data
;
6316 if (ctx_data
->glsl_program
== program
)
6317 shader_glsl_invalidate_current_program(context
);
6321 static void shader_glsl_destroy(struct wined3d_shader
*shader
)
6323 struct glsl_shader_private
*shader_data
= shader
->backend_data
;
6324 struct wined3d_device
*device
= shader
->device
;
6325 struct shader_glsl_priv
*priv
= device
->shader_priv
;
6326 const struct wined3d_gl_info
*gl_info
;
6327 const struct list
*linked_programs
;
6328 struct wined3d_context
*context
;
6330 if (!shader_data
|| !shader_data
->num_gl_shaders
)
6332 HeapFree(GetProcessHeap(), 0, shader_data
);
6333 shader
->backend_data
= NULL
;
6337 context
= context_acquire(device
, NULL
);
6338 gl_info
= context
->gl_info
;
6340 TRACE("Deleting linked programs.\n");
6341 linked_programs
= &shader
->linked_programs
;
6342 if (linked_programs
->next
)
6344 struct glsl_shader_prog_link
*entry
, *entry2
;
6347 switch (shader
->reg_maps
.shader_version
.type
)
6349 case WINED3D_SHADER_TYPE_PIXEL
:
6351 struct glsl_ps_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.ps
;
6353 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
6355 TRACE("Deleting pixel shader %u.\n", gl_shaders
[i
].prgId
);
6356 GL_EXTCALL(glDeleteObjectARB(gl_shaders
[i
].prgId
));
6357 checkGLcall("glDeleteObjectARB");
6359 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.ps
);
6361 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
6362 struct glsl_shader_prog_link
, ps
.shader_entry
)
6364 shader_glsl_invalidate_contexts_program(device
, entry
);
6365 delete_glsl_program_entry(priv
, gl_info
, entry
);
6371 case WINED3D_SHADER_TYPE_VERTEX
:
6373 struct glsl_vs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.vs
;
6375 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
6377 TRACE("Deleting vertex shader %u.\n", gl_shaders
[i
].prgId
);
6378 GL_EXTCALL(glDeleteObjectARB(gl_shaders
[i
].prgId
));
6379 checkGLcall("glDeleteObjectARB");
6381 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.vs
);
6383 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
6384 struct glsl_shader_prog_link
, vs
.shader_entry
)
6386 shader_glsl_invalidate_contexts_program(device
, entry
);
6387 delete_glsl_program_entry(priv
, gl_info
, entry
);
6393 case WINED3D_SHADER_TYPE_GEOMETRY
:
6395 struct glsl_gs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.gs
;
6397 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
6399 TRACE("Deleting geometry shader %u.\n", gl_shaders
[i
].id
);
6400 GL_EXTCALL(glDeleteObjectARB(gl_shaders
[i
].id
));
6401 checkGLcall("glDeleteObjectARB");
6403 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.gs
);
6405 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
6406 struct glsl_shader_prog_link
, gs
.shader_entry
)
6408 shader_glsl_invalidate_contexts_program(device
, entry
);
6409 delete_glsl_program_entry(priv
, gl_info
, entry
);
6416 ERR("Unhandled shader type %#x.\n", shader
->reg_maps
.shader_version
.type
);
6421 HeapFree(GetProcessHeap(), 0, shader
->backend_data
);
6422 shader
->backend_data
= NULL
;
6424 context_release(context
);
6427 static int glsl_program_key_compare(const void *key
, const struct wine_rb_entry
*entry
)
6429 const struct glsl_program_key
*k
= key
;
6430 const struct glsl_shader_prog_link
*prog
= WINE_RB_ENTRY_VALUE(entry
,
6431 const struct glsl_shader_prog_link
, program_lookup_entry
);
6433 if (k
->vs_id
> prog
->vs
.id
) return 1;
6434 else if (k
->vs_id
< prog
->vs
.id
) return -1;
6436 if (k
->gs_id
> prog
->gs
.id
) return 1;
6437 else if (k
->gs_id
< prog
->gs
.id
) return -1;
6439 if (k
->ps_id
> prog
->ps
.id
) return 1;
6440 else if (k
->ps_id
< prog
->ps
.id
) return -1;
6445 static BOOL
constant_heap_init(struct constant_heap
*heap
, unsigned int constant_count
)
6447 SIZE_T size
= (constant_count
+ 1) * sizeof(*heap
->entries
)
6448 + constant_count
* sizeof(*heap
->contained
)
6449 + constant_count
* sizeof(*heap
->positions
);
6450 void *mem
= HeapAlloc(GetProcessHeap(), 0, size
);
6454 ERR("Failed to allocate memory\n");
6458 heap
->entries
= mem
;
6459 heap
->entries
[1].version
= 0;
6460 heap
->contained
= (BOOL
*)(heap
->entries
+ constant_count
+ 1);
6461 memset(heap
->contained
, 0, constant_count
* sizeof(*heap
->contained
));
6462 heap
->positions
= (unsigned int *)(heap
->contained
+ constant_count
);
6468 static void constant_heap_free(struct constant_heap
*heap
)
6470 HeapFree(GetProcessHeap(), 0, heap
->entries
);
6473 static const struct wine_rb_functions wined3d_glsl_program_rb_functions
=
6478 glsl_program_key_compare
,
6481 static HRESULT
shader_glsl_alloc(struct wined3d_device
*device
, const struct wined3d_vertex_pipe_ops
*vertex_pipe
,
6482 const struct fragment_pipeline
*fragment_pipe
)
6484 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
6485 struct shader_glsl_priv
*priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_glsl_priv
));
6486 SIZE_T stack_size
= wined3d_log2i(max(gl_info
->limits
.glsl_vs_float_constants
,
6487 gl_info
->limits
.glsl_ps_float_constants
)) + 1;
6488 struct fragment_caps fragment_caps
;
6489 void *vertex_priv
, *fragment_priv
;
6491 if (!(vertex_priv
= vertex_pipe
->vp_alloc(&glsl_shader_backend
, priv
)))
6493 ERR("Failed to initialize vertex pipe.\n");
6494 HeapFree(GetProcessHeap(), 0, priv
);
6498 if (!(fragment_priv
= fragment_pipe
->alloc_private(&glsl_shader_backend
, priv
)))
6500 ERR("Failed to initialize fragment pipe.\n");
6501 vertex_pipe
->vp_free(device
);
6502 HeapFree(GetProcessHeap(), 0, priv
);
6506 if (!shader_buffer_init(&priv
->shader_buffer
))
6508 ERR("Failed to initialize shader buffer.\n");
6512 priv
->stack
= HeapAlloc(GetProcessHeap(), 0, stack_size
* sizeof(*priv
->stack
));
6515 ERR("Failed to allocate memory.\n");
6519 if (!constant_heap_init(&priv
->vconst_heap
, gl_info
->limits
.glsl_vs_float_constants
))
6521 ERR("Failed to initialize vertex shader constant heap\n");
6525 if (!constant_heap_init(&priv
->pconst_heap
, gl_info
->limits
.glsl_ps_float_constants
))
6527 ERR("Failed to initialize pixel shader constant heap\n");
6531 if (wine_rb_init(&priv
->program_lookup
, &wined3d_glsl_program_rb_functions
) == -1)
6533 ERR("Failed to initialize rbtree.\n");
6537 priv
->next_constant_version
= 1;
6538 priv
->vertex_pipe
= vertex_pipe
;
6539 priv
->fragment_pipe
= fragment_pipe
;
6540 fragment_pipe
->get_caps(gl_info
, &fragment_caps
);
6541 priv
->ffp_proj_control
= fragment_caps
.wined3d_caps
& WINED3D_FRAGMENT_CAP_PROJ_CONTROL
;
6543 device
->vertex_priv
= vertex_priv
;
6544 device
->fragment_priv
= fragment_priv
;
6545 device
->shader_priv
= priv
;
6550 constant_heap_free(&priv
->pconst_heap
);
6551 constant_heap_free(&priv
->vconst_heap
);
6552 HeapFree(GetProcessHeap(), 0, priv
->stack
);
6553 shader_buffer_free(&priv
->shader_buffer
);
6554 fragment_pipe
->free_private(device
);
6555 vertex_pipe
->vp_free(device
);
6556 HeapFree(GetProcessHeap(), 0, priv
);
6557 return E_OUTOFMEMORY
;
6560 /* Context activation is done by the caller. */
6561 static void shader_glsl_free(struct wined3d_device
*device
)
6563 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
6564 struct shader_glsl_priv
*priv
= device
->shader_priv
;
6567 for (i
= 0; i
< tex_type_count
; ++i
)
6569 if (priv
->depth_blt_program_full
[i
])
6571 GL_EXTCALL(glDeleteObjectARB(priv
->depth_blt_program_full
[i
]));
6573 if (priv
->depth_blt_program_masked
[i
])
6575 GL_EXTCALL(glDeleteObjectARB(priv
->depth_blt_program_masked
[i
]));
6579 wine_rb_destroy(&priv
->program_lookup
, NULL
, NULL
);
6580 constant_heap_free(&priv
->pconst_heap
);
6581 constant_heap_free(&priv
->vconst_heap
);
6582 HeapFree(GetProcessHeap(), 0, priv
->stack
);
6583 shader_buffer_free(&priv
->shader_buffer
);
6584 priv
->fragment_pipe
->free_private(device
);
6585 priv
->vertex_pipe
->vp_free(device
);
6587 HeapFree(GetProcessHeap(), 0, device
->shader_priv
);
6588 device
->shader_priv
= NULL
;
6591 static BOOL
shader_glsl_allocate_context_data(struct wined3d_context
*context
)
6593 return !!(context
->shader_backend_data
= HeapAlloc(GetProcessHeap(),
6594 HEAP_ZERO_MEMORY
, sizeof(struct glsl_context_data
)));
6597 static void shader_glsl_free_context_data(struct wined3d_context
*context
)
6599 HeapFree(GetProcessHeap(), 0, context
->shader_backend_data
);
6602 static void shader_glsl_get_caps(const struct wined3d_gl_info
*gl_info
, struct shader_caps
*caps
)
6606 if (gl_info
->supported
[EXT_GPU_SHADER4
] && gl_info
->supported
[ARB_SHADER_BIT_ENCODING
]
6607 && gl_info
->supported
[ARB_GEOMETRY_SHADER4
] && gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 50)
6608 && gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
] && gl_info
->supported
[ARB_DRAW_INSTANCED
]
6609 && gl_info
->supported
[ARB_TEXTURE_RG
])
6611 /* ARB_shader_texture_lod or EXT_gpu_shader4 is required for the SM3
6612 * texldd and texldl instructions. */
6613 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] || gl_info
->supported
[EXT_GPU_SHADER4
])
6617 TRACE("Shader model %u.\n", shader_model
);
6619 caps
->vs_version
= min(wined3d_settings
.max_sm_vs
, shader_model
);
6620 caps
->gs_version
= min(wined3d_settings
.max_sm_gs
, shader_model
);
6621 caps
->ps_version
= min(wined3d_settings
.max_sm_ps
, shader_model
);
6623 caps
->vs_uniform_count
= gl_info
->limits
.glsl_vs_float_constants
;
6624 caps
->ps_uniform_count
= gl_info
->limits
.glsl_ps_float_constants
;
6626 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
6627 * Direct3D minimum requirement.
6629 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
6630 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
6632 * The problem is that the refrast clamps temporary results in the shader to
6633 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
6634 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
6635 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
6636 * offer a way to query this.
6638 if (shader_model
>= 4)
6639 caps
->ps_1x_max_value
= FLT_MAX
;
6641 caps
->ps_1x_max_value
= 1024.0f
;
6643 /* Ideally we'd only set caps like sRGB writes here if supported by both
6644 * the shader backend and the fragment pipe, but we can get called before
6645 * shader_glsl_alloc(). */
6646 caps
->wined3d_caps
= WINED3D_SHADER_CAP_VS_CLIPPING
6647 | WINED3D_SHADER_CAP_SRGB_WRITE
;
6650 static BOOL
shader_glsl_color_fixup_supported(struct color_fixup_desc fixup
)
6652 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
6654 TRACE("Checking support for fixup:\n");
6655 dump_color_fixup_desc(fixup
);
6658 /* We support everything except YUV conversions. */
6659 if (!is_complex_fixup(fixup
))
6665 TRACE("[FAILED]\n");
6669 static const SHADER_HANDLER shader_glsl_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
6671 /* WINED3DSIH_ABS */ shader_glsl_map2gl
,
6672 /* WINED3DSIH_ADD */ shader_glsl_binop
,
6673 /* WINED3DSIH_AND */ shader_glsl_binop
,
6674 /* WINED3DSIH_BEM */ shader_glsl_bem
,
6675 /* WINED3DSIH_BREAK */ shader_glsl_break
,
6676 /* WINED3DSIH_BREAKC */ shader_glsl_breakc
,
6677 /* WINED3DSIH_BREAKP */ shader_glsl_breakp
,
6678 /* WINED3DSIH_CALL */ shader_glsl_call
,
6679 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz
,
6680 /* WINED3DSIH_CMP */ shader_glsl_conditional_move
,
6681 /* WINED3DSIH_CND */ shader_glsl_cnd
,
6682 /* WINED3DSIH_CRS */ shader_glsl_cross
,
6683 /* WINED3DSIH_CUT */ shader_glsl_cut
,
6684 /* WINED3DSIH_DCL */ shader_glsl_nop
,
6685 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_glsl_nop
,
6686 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_glsl_nop
,
6687 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_glsl_nop
,
6688 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_glsl_nop
,
6689 /* WINED3DSIH_DEF */ shader_glsl_nop
,
6690 /* WINED3DSIH_DEFB */ shader_glsl_nop
,
6691 /* WINED3DSIH_DEFI */ shader_glsl_nop
,
6692 /* WINED3DSIH_DIV */ shader_glsl_binop
,
6693 /* WINED3DSIH_DP2 */ shader_glsl_dot
,
6694 /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add
,
6695 /* WINED3DSIH_DP3 */ shader_glsl_dot
,
6696 /* WINED3DSIH_DP4 */ shader_glsl_dot
,
6697 /* WINED3DSIH_DST */ shader_glsl_dst
,
6698 /* WINED3DSIH_DSX */ shader_glsl_map2gl
,
6699 /* WINED3DSIH_DSY */ shader_glsl_map2gl
,
6700 /* WINED3DSIH_ELSE */ shader_glsl_else
,
6701 /* WINED3DSIH_EMIT */ shader_glsl_emit
,
6702 /* WINED3DSIH_ENDIF */ shader_glsl_end
,
6703 /* WINED3DSIH_ENDLOOP */ shader_glsl_end
,
6704 /* WINED3DSIH_ENDREP */ shader_glsl_end
,
6705 /* WINED3DSIH_EQ */ shader_glsl_relop
,
6706 /* WINED3DSIH_EXP */ shader_glsl_scalar_op
,
6707 /* WINED3DSIH_EXPP */ shader_glsl_expp
,
6708 /* WINED3DSIH_FRC */ shader_glsl_map2gl
,
6709 /* WINED3DSIH_FTOI */ shader_glsl_to_int
,
6710 /* WINED3DSIH_GE */ shader_glsl_relop
,
6711 /* WINED3DSIH_IADD */ shader_glsl_binop
,
6712 /* WINED3DSIH_IEQ */ NULL
,
6713 /* WINED3DSIH_IF */ shader_glsl_if
,
6714 /* WINED3DSIH_IFC */ shader_glsl_ifc
,
6715 /* WINED3DSIH_IGE */ shader_glsl_relop
,
6716 /* WINED3DSIH_IMUL */ shader_glsl_imul
,
6717 /* WINED3DSIH_ISHL */ shader_glsl_binop
,
6718 /* WINED3DSIH_ITOF */ shader_glsl_to_float
,
6719 /* WINED3DSIH_LABEL */ shader_glsl_label
,
6720 /* WINED3DSIH_LD */ NULL
,
6721 /* WINED3DSIH_LIT */ shader_glsl_lit
,
6722 /* WINED3DSIH_LOG */ shader_glsl_scalar_op
,
6723 /* WINED3DSIH_LOGP */ shader_glsl_scalar_op
,
6724 /* WINED3DSIH_LOOP */ shader_glsl_loop
,
6725 /* WINED3DSIH_LRP */ shader_glsl_lrp
,
6726 /* WINED3DSIH_LT */ shader_glsl_relop
,
6727 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn
,
6728 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn
,
6729 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn
,
6730 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn
,
6731 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn
,
6732 /* WINED3DSIH_MAD */ shader_glsl_mad
,
6733 /* WINED3DSIH_MAX */ shader_glsl_map2gl
,
6734 /* WINED3DSIH_MIN */ shader_glsl_map2gl
,
6735 /* WINED3DSIH_MOV */ shader_glsl_mov
,
6736 /* WINED3DSIH_MOVA */ shader_glsl_mov
,
6737 /* WINED3DSIH_MOVC */ shader_glsl_conditional_move
,
6738 /* WINED3DSIH_MUL */ shader_glsl_binop
,
6739 /* WINED3DSIH_NOP */ shader_glsl_nop
,
6740 /* WINED3DSIH_NRM */ shader_glsl_nrm
,
6741 /* WINED3DSIH_PHASE */ shader_glsl_nop
,
6742 /* WINED3DSIH_POW */ shader_glsl_pow
,
6743 /* WINED3DSIH_RCP */ shader_glsl_scalar_op
,
6744 /* WINED3DSIH_REP */ shader_glsl_rep
,
6745 /* WINED3DSIH_RET */ shader_glsl_ret
,
6746 /* WINED3DSIH_ROUND_NI */ shader_glsl_map2gl
,
6747 /* WINED3DSIH_RSQ */ shader_glsl_scalar_op
,
6748 /* WINED3DSIH_SAMPLE */ NULL
,
6749 /* WINED3DSIH_SAMPLE_GRAD */ NULL
,
6750 /* WINED3DSIH_SAMPLE_LOD */ NULL
,
6751 /* WINED3DSIH_SETP */ NULL
,
6752 /* WINED3DSIH_SGE */ shader_glsl_compare
,
6753 /* WINED3DSIH_SGN */ shader_glsl_sgn
,
6754 /* WINED3DSIH_SINCOS */ shader_glsl_sincos
,
6755 /* WINED3DSIH_SLT */ shader_glsl_compare
,
6756 /* WINED3DSIH_SQRT */ NULL
,
6757 /* WINED3DSIH_SUB */ shader_glsl_binop
,
6758 /* WINED3DSIH_TEX */ shader_glsl_tex
,
6759 /* WINED3DSIH_TEXBEM */ shader_glsl_texbem
,
6760 /* WINED3DSIH_TEXBEML */ shader_glsl_texbem
,
6761 /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord
,
6762 /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth
,
6763 /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3
,
6764 /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex
,
6765 /* WINED3DSIH_TEXKILL */ shader_glsl_texkill
,
6766 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd
,
6767 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl
,
6768 /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth
,
6769 /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad
,
6770 /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex
,
6771 /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3
,
6772 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
6773 /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad
,
6774 /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec
,
6775 /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex
,
6776 /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec
,
6777 /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar
,
6778 /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb
,
6779 /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb
,
6780 /* WINED3DSIH_UDIV */ shader_glsl_udiv
,
6781 /* WINED3DSIH_USHR */ shader_glsl_binop
,
6782 /* WINED3DSIH_UTOF */ shader_glsl_to_float
,
6783 /* WINED3DSIH_XOR */ shader_glsl_binop
,
6786 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction
*ins
) {
6787 SHADER_HANDLER hw_fct
;
6789 /* Select handler */
6790 hw_fct
= shader_glsl_instruction_handler_table
[ins
->handler_idx
];
6792 /* Unhandled opcode */
6795 FIXME("Backend can't handle opcode %#x\n", ins
->handler_idx
);
6800 shader_glsl_add_instruction_modifiers(ins
);
6803 static BOOL
shader_glsl_has_ffp_proj_control(void *shader_priv
)
6805 struct shader_glsl_priv
*priv
= shader_priv
;
6807 return priv
->ffp_proj_control
;
6810 const struct wined3d_shader_backend_ops glsl_shader_backend
=
6812 shader_glsl_handle_instruction
,
6814 shader_glsl_disable
,
6815 shader_glsl_select_depth_blt
,
6816 shader_glsl_deselect_depth_blt
,
6817 shader_glsl_update_float_vertex_constants
,
6818 shader_glsl_update_float_pixel_constants
,
6819 shader_glsl_load_constants
,
6820 shader_glsl_destroy
,
6823 shader_glsl_allocate_context_data
,
6824 shader_glsl_free_context_data
,
6825 shader_glsl_get_caps
,
6826 shader_glsl_color_fixup_supported
,
6827 shader_glsl_has_ffp_proj_control
,
6830 static void glsl_vertex_pipe_vp_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
)
6833 gl_info
->gl_ops
.gl
.p_glEnable(GL_VERTEX_PROGRAM_POINT_SIZE_ARB
);
6835 gl_info
->gl_ops
.gl
.p_glDisable(GL_VERTEX_PROGRAM_POINT_SIZE_ARB
);
6836 checkGLcall("GL_VERTEX_PROGRAM_POINT_SIZE_ARB");
6839 static void glsl_vertex_pipe_vp_get_caps(const struct wined3d_gl_info
*gl_info
, struct wined3d_vertex_caps
*caps
)
6841 caps
->xyzrhw
= TRUE
;
6842 caps
->max_active_lights
= gl_info
->limits
.lights
;
6843 caps
->max_vertex_blend_matrices
= 1;
6844 caps
->max_vertex_blend_matrix_index
= 0;
6845 caps
->vertex_processing_caps
= WINED3DVTXPCAPS_TEXGEN
6846 | WINED3DVTXPCAPS_MATERIALSOURCE7
6847 | WINED3DVTXPCAPS_VERTEXFOG
6848 | WINED3DVTXPCAPS_DIRECTIONALLIGHTS
6849 | WINED3DVTXPCAPS_POSITIONALLIGHTS
6850 | WINED3DVTXPCAPS_LOCALVIEWER
6851 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP
;
6852 caps
->fvf_caps
= WINED3DFVFCAPS_PSIZE
| 8; /* 8 texture coordinates. */
6853 caps
->max_user_clip_planes
= gl_info
->limits
.clipplanes
;
6854 caps
->raster_caps
= WINED3DPRASTERCAPS_FOGRANGE
;
6857 static void *glsl_vertex_pipe_vp_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
6859 struct shader_glsl_priv
*priv
;
6861 if (shader_backend
== &glsl_shader_backend
)
6865 if (wine_rb_init(&priv
->ffp_vertex_shaders
, &wined3d_ffp_vertex_program_rb_functions
) == -1)
6867 ERR("Failed to initialize rbtree.\n");
6874 FIXME("GLSL vertex pipe without GLSL shader backend not implemented.\n");
6879 static void shader_glsl_free_ffp_vertex_shader(struct wine_rb_entry
*entry
, void *context
)
6881 struct glsl_ffp_vertex_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
6882 struct glsl_ffp_vertex_shader
, desc
.entry
);
6883 struct glsl_shader_prog_link
*program
, *program2
;
6884 struct glsl_ffp_destroy_ctx
*ctx
= context
;
6886 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
6887 struct glsl_shader_prog_link
, vs
.shader_entry
)
6889 delete_glsl_program_entry(ctx
->priv
, ctx
->gl_info
, program
);
6891 ctx
->gl_info
->gl_ops
.ext
.p_glDeleteObjectARB(shader
->id
);
6892 HeapFree(GetProcessHeap(), 0, shader
);
6895 /* Context activation is done by the caller. */
6896 static void glsl_vertex_pipe_vp_free(struct wined3d_device
*device
)
6898 struct shader_glsl_priv
*priv
= device
->vertex_priv
;
6899 struct glsl_ffp_destroy_ctx ctx
;
6902 ctx
.gl_info
= &device
->adapter
->gl_info
;
6903 wine_rb_destroy(&priv
->ffp_vertex_shaders
, shader_glsl_free_ffp_vertex_shader
, &ctx
);
6906 static void glsl_vertex_pipe_shader(struct wined3d_context
*context
,
6907 const struct wined3d_state
*state
, DWORD state_id
)
6909 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_VERTEX
;
6912 static void glsl_vertex_pipe_projection(struct wined3d_context
*context
,
6913 const struct wined3d_state
*state
, DWORD state_id
)
6915 /* Table fog behavior depends on the projection matrix. */
6916 if (state
->render_states
[WINED3D_RS_FOGENABLE
]
6917 && state
->render_states
[WINED3D_RS_FOGTABLEMODE
] != WINED3D_FOG_NONE
)
6918 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_VERTEX
;
6919 transform_projection(context
, state
, state_id
);
6922 static const struct StateEntryTemplate glsl_vertex_pipe_vp_states
[] =
6924 {STATE_VDECL
, {STATE_VDECL
, vertexdeclaration
}, WINED3D_GL_EXT_NONE
},
6925 {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6926 {STATE_MATERIAL
, {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
6927 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), state_specularenable
}, WINED3D_GL_EXT_NONE
},
6929 {STATE_CLIPPLANE(0), {STATE_CLIPPLANE(0), clipplane
}, WINED3D_GL_EXT_NONE
},
6930 {STATE_CLIPPLANE(1), {STATE_CLIPPLANE(1), clipplane
}, WINED3D_GL_EXT_NONE
},
6931 {STATE_CLIPPLANE(2), {STATE_CLIPPLANE(2), clipplane
}, WINED3D_GL_EXT_NONE
},
6932 {STATE_CLIPPLANE(3), {STATE_CLIPPLANE(3), clipplane
}, WINED3D_GL_EXT_NONE
},
6933 {STATE_CLIPPLANE(4), {STATE_CLIPPLANE(4), clipplane
}, WINED3D_GL_EXT_NONE
},
6934 {STATE_CLIPPLANE(5), {STATE_CLIPPLANE(5), clipplane
}, WINED3D_GL_EXT_NONE
},
6935 {STATE_CLIPPLANE(6), {STATE_CLIPPLANE(6), clipplane
}, WINED3D_GL_EXT_NONE
},
6936 {STATE_CLIPPLANE(7), {STATE_CLIPPLANE(7), clipplane
}, WINED3D_GL_EXT_NONE
},
6937 {STATE_CLIPPLANE(8), {STATE_CLIPPLANE(8), clipplane
}, WINED3D_GL_EXT_NONE
},
6938 {STATE_CLIPPLANE(9), {STATE_CLIPPLANE(9), clipplane
}, WINED3D_GL_EXT_NONE
},
6939 {STATE_CLIPPLANE(10), {STATE_CLIPPLANE(10), clipplane
}, WINED3D_GL_EXT_NONE
},
6940 {STATE_CLIPPLANE(11), {STATE_CLIPPLANE(11), clipplane
}, WINED3D_GL_EXT_NONE
},
6941 {STATE_CLIPPLANE(12), {STATE_CLIPPLANE(12), clipplane
}, WINED3D_GL_EXT_NONE
},
6942 {STATE_CLIPPLANE(13), {STATE_CLIPPLANE(13), clipplane
}, WINED3D_GL_EXT_NONE
},
6943 {STATE_CLIPPLANE(14), {STATE_CLIPPLANE(14), clipplane
}, WINED3D_GL_EXT_NONE
},
6944 {STATE_CLIPPLANE(15), {STATE_CLIPPLANE(15), clipplane
}, WINED3D_GL_EXT_NONE
},
6945 {STATE_CLIPPLANE(16), {STATE_CLIPPLANE(16), clipplane
}, WINED3D_GL_EXT_NONE
},
6946 {STATE_CLIPPLANE(17), {STATE_CLIPPLANE(17), clipplane
}, WINED3D_GL_EXT_NONE
},
6947 {STATE_CLIPPLANE(18), {STATE_CLIPPLANE(18), clipplane
}, WINED3D_GL_EXT_NONE
},
6948 {STATE_CLIPPLANE(19), {STATE_CLIPPLANE(19), clipplane
}, WINED3D_GL_EXT_NONE
},
6949 {STATE_CLIPPLANE(20), {STATE_CLIPPLANE(20), clipplane
}, WINED3D_GL_EXT_NONE
},
6950 {STATE_CLIPPLANE(21), {STATE_CLIPPLANE(21), clipplane
}, WINED3D_GL_EXT_NONE
},
6951 {STATE_CLIPPLANE(22), {STATE_CLIPPLANE(22), clipplane
}, WINED3D_GL_EXT_NONE
},
6952 {STATE_CLIPPLANE(23), {STATE_CLIPPLANE(23), clipplane
}, WINED3D_GL_EXT_NONE
},
6953 {STATE_CLIPPLANE(24), {STATE_CLIPPLANE(24), clipplane
}, WINED3D_GL_EXT_NONE
},
6954 {STATE_CLIPPLANE(25), {STATE_CLIPPLANE(25), clipplane
}, WINED3D_GL_EXT_NONE
},
6955 {STATE_CLIPPLANE(26), {STATE_CLIPPLANE(26), clipplane
}, WINED3D_GL_EXT_NONE
},
6956 {STATE_CLIPPLANE(27), {STATE_CLIPPLANE(27), clipplane
}, WINED3D_GL_EXT_NONE
},
6957 {STATE_CLIPPLANE(28), {STATE_CLIPPLANE(28), clipplane
}, WINED3D_GL_EXT_NONE
},
6958 {STATE_CLIPPLANE(29), {STATE_CLIPPLANE(29), clipplane
}, WINED3D_GL_EXT_NONE
},
6959 {STATE_CLIPPLANE(30), {STATE_CLIPPLANE(30), clipplane
}, WINED3D_GL_EXT_NONE
},
6960 {STATE_CLIPPLANE(31), {STATE_CLIPPLANE(31), clipplane
}, WINED3D_GL_EXT_NONE
},
6962 {STATE_LIGHT_TYPE
, {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
6963 {STATE_ACTIVELIGHT(0), {STATE_ACTIVELIGHT(0), light
}, WINED3D_GL_EXT_NONE
},
6964 {STATE_ACTIVELIGHT(1), {STATE_ACTIVELIGHT(1), light
}, WINED3D_GL_EXT_NONE
},
6965 {STATE_ACTIVELIGHT(2), {STATE_ACTIVELIGHT(2), light
}, WINED3D_GL_EXT_NONE
},
6966 {STATE_ACTIVELIGHT(3), {STATE_ACTIVELIGHT(3), light
}, WINED3D_GL_EXT_NONE
},
6967 {STATE_ACTIVELIGHT(4), {STATE_ACTIVELIGHT(4), light
}, WINED3D_GL_EXT_NONE
},
6968 {STATE_ACTIVELIGHT(5), {STATE_ACTIVELIGHT(5), light
}, WINED3D_GL_EXT_NONE
},
6969 {STATE_ACTIVELIGHT(6), {STATE_ACTIVELIGHT(6), light
}, WINED3D_GL_EXT_NONE
},
6970 {STATE_ACTIVELIGHT(7), {STATE_ACTIVELIGHT(7), light
}, WINED3D_GL_EXT_NONE
},
6972 {STATE_VIEWPORT
, {STATE_VIEWPORT
, viewport_vertexpart
}, WINED3D_GL_EXT_NONE
},
6973 /* Transform states */
6974 {STATE_TRANSFORM(WINED3D_TS_VIEW
), {STATE_TRANSFORM(WINED3D_TS_VIEW
), transform_view
}, WINED3D_GL_EXT_NONE
},
6975 {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), glsl_vertex_pipe_projection
}, WINED3D_GL_EXT_NONE
},
6976 {STATE_TRANSFORM(WINED3D_TS_TEXTURE0
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
6977 {STATE_TRANSFORM(WINED3D_TS_TEXTURE1
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
6978 {STATE_TRANSFORM(WINED3D_TS_TEXTURE2
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
6979 {STATE_TRANSFORM(WINED3D_TS_TEXTURE3
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
6980 {STATE_TRANSFORM(WINED3D_TS_TEXTURE4
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
6981 {STATE_TRANSFORM(WINED3D_TS_TEXTURE5
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
6982 {STATE_TRANSFORM(WINED3D_TS_TEXTURE6
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
6983 {STATE_TRANSFORM(WINED3D_TS_TEXTURE7
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
6984 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), transform_world
}, WINED3D_GL_EXT_NONE
},
6985 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
6986 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
6987 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
6988 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
6989 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
6990 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
6991 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
6992 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
6993 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6994 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6995 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6996 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6997 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6998 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6999 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
7000 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
7002 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
7003 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7004 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7005 {STATE_RENDER(WINED3D_RS_RANGEFOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7006 {STATE_RENDER(WINED3D_RS_CLIPPING
), {STATE_RENDER(WINED3D_RS_CLIPPING
), state_clipping
}, WINED3D_GL_EXT_NONE
},
7007 {STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
), {STATE_RENDER(WINED3D_RS_CLIPPING
), NULL
}, WINED3D_GL_EXT_NONE
},
7008 {STATE_RENDER(WINED3D_RS_LIGHTING
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
7009 {STATE_RENDER(WINED3D_RS_AMBIENT
), {STATE_RENDER(WINED3D_RS_AMBIENT
), state_ambient
}, WINED3D_GL_EXT_NONE
},
7010 {STATE_RENDER(WINED3D_RS_COLORVERTEX
), {STATE_RENDER(WINED3D_RS_COLORVERTEX
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
7011 {STATE_RENDER(WINED3D_RS_LOCALVIEWER
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
7012 {STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
7013 {STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
7014 {STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
7015 {STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
7016 {STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
7017 {STATE_RENDER(WINED3D_RS_VERTEXBLEND
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
7018 {STATE_RENDER(WINED3D_RS_POINTSIZE
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7019 {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), state_psizemin_arb
}, ARB_POINT_PARAMETERS
},
7020 {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), state_psizemin_ext
}, EXT_POINT_PARAMETERS
},
7021 {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), state_psizemin_w
}, WINED3D_GL_EXT_NONE
},
7022 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite
}, ARB_POINT_SPRITE
},
7023 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite_w
}, WINED3D_GL_EXT_NONE
},
7024 {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), state_pscale
}, WINED3D_GL_EXT_NONE
},
7025 {STATE_RENDER(WINED3D_RS_POINTSCALE_A
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7026 {STATE_RENDER(WINED3D_RS_POINTSCALE_B
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7027 {STATE_RENDER(WINED3D_RS_POINTSCALE_C
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7028 {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, ARB_POINT_PARAMETERS
},
7029 {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, EXT_POINT_PARAMETERS
},
7030 {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
7031 {STATE_RENDER(WINED3D_RS_TWEENFACTOR
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
7032 {STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
7033 /* Samplers for NP2 texture matrix adjustions. They are not needed if
7034 * GL_ARB_texture_non_power_of_two is supported, so register a NULL state
7035 * handler in that case to get the vertex part of sampler() skipped (VTF
7036 * is handled in the misc states). Otherwise, register
7037 * sampler_texmatrix(), which takes care of updating the texture matrix. */
7038 {STATE_SAMPLER(0), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7039 {STATE_SAMPLER(0), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7040 {STATE_SAMPLER(0), {STATE_SAMPLER(0), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
7041 {STATE_SAMPLER(1), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7042 {STATE_SAMPLER(1), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7043 {STATE_SAMPLER(1), {STATE_SAMPLER(1), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
7044 {STATE_SAMPLER(2), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7045 {STATE_SAMPLER(2), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7046 {STATE_SAMPLER(2), {STATE_SAMPLER(2), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
7047 {STATE_SAMPLER(3), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7048 {STATE_SAMPLER(3), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7049 {STATE_SAMPLER(3), {STATE_SAMPLER(3), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
7050 {STATE_SAMPLER(4), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7051 {STATE_SAMPLER(4), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7052 {STATE_SAMPLER(4), {STATE_SAMPLER(4), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
7053 {STATE_SAMPLER(5), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7054 {STATE_SAMPLER(5), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7055 {STATE_SAMPLER(5), {STATE_SAMPLER(5), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
7056 {STATE_SAMPLER(6), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7057 {STATE_SAMPLER(6), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7058 {STATE_SAMPLER(6), {STATE_SAMPLER(6), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
7059 {STATE_SAMPLER(7), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7060 {STATE_SAMPLER(7), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7061 {STATE_SAMPLER(7), {STATE_SAMPLER(7), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
7062 {STATE_POINT_SIZE_ENABLE
, {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7063 {0 /* Terminate */, {0, NULL
}, WINED3D_GL_EXT_NONE
},
7067 * - This currently depends on GL fixed function functions to set things
7068 * like light parameters. Ideally we'd use regular uniforms for that.
7069 * - In part because of the previous point, much of this is modelled after
7070 * GL fixed function, and has much of the same limitations. For example,
7071 * D3D spot lights are slightly different from GL spot lights.
7072 * - We can now implement drawing transformed vertices using the GLSL pipe,
7073 * instead of using the immediate mode fallback.
7074 * - Similarly, we don't need the fallback for certain combinations of
7075 * material sources anymore.
7076 * - Implement vertex blending and vertex tweening.
7077 * - Handle WINED3D_TSS_TEXCOORD_INDEX in the shader, instead of duplicating
7078 * attribute arrays in load_tex_coords().
7079 * - Per-vertex point sizes. */
7080 const struct wined3d_vertex_pipe_ops glsl_vertex_pipe
=
7082 glsl_vertex_pipe_vp_enable
,
7083 glsl_vertex_pipe_vp_get_caps
,
7084 glsl_vertex_pipe_vp_alloc
,
7085 glsl_vertex_pipe_vp_free
,
7086 glsl_vertex_pipe_vp_states
,
7089 static void glsl_fragment_pipe_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
)
7091 /* Nothing to do. */
7094 static void glsl_fragment_pipe_get_caps(const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*caps
)
7096 caps
->wined3d_caps
= WINED3D_FRAGMENT_CAP_PROJ_CONTROL
7097 | WINED3D_FRAGMENT_CAP_SRGB_WRITE
;
7098 caps
->PrimitiveMiscCaps
= WINED3DPMISCCAPS_TSSARGTEMP
7099 | WINED3DPMISCCAPS_PERSTAGECONSTANT
;
7100 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_DISABLE
7101 | WINED3DTEXOPCAPS_SELECTARG1
7102 | WINED3DTEXOPCAPS_SELECTARG2
7103 | WINED3DTEXOPCAPS_MODULATE4X
7104 | WINED3DTEXOPCAPS_MODULATE2X
7105 | WINED3DTEXOPCAPS_MODULATE
7106 | WINED3DTEXOPCAPS_ADDSIGNED2X
7107 | WINED3DTEXOPCAPS_ADDSIGNED
7108 | WINED3DTEXOPCAPS_ADD
7109 | WINED3DTEXOPCAPS_SUBTRACT
7110 | WINED3DTEXOPCAPS_ADDSMOOTH
7111 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
7112 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
7113 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
7114 | WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
7115 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
7116 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
7117 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
7118 | WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
7119 | WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
7120 | WINED3DTEXOPCAPS_DOTPRODUCT3
7121 | WINED3DTEXOPCAPS_MULTIPLYADD
7122 | WINED3DTEXOPCAPS_LERP
7123 | WINED3DTEXOPCAPS_BUMPENVMAP
7124 | WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
;
7125 caps
->MaxTextureBlendStages
= 8;
7126 caps
->MaxSimultaneousTextures
= min(gl_info
->limits
.fragment_samplers
, 8);
7129 static void *glsl_fragment_pipe_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
7131 struct shader_glsl_priv
*priv
;
7133 if (shader_backend
== &glsl_shader_backend
)
7137 if (wine_rb_init(&priv
->ffp_fragment_shaders
, &wined3d_ffp_frag_program_rb_functions
) == -1)
7139 ERR("Failed to initialize rbtree.\n");
7146 FIXME("GLSL fragment pipe without GLSL shader backend not implemented.\n");
7151 static void shader_glsl_free_ffp_fragment_shader(struct wine_rb_entry
*entry
, void *context
)
7153 struct glsl_ffp_fragment_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
7154 struct glsl_ffp_fragment_shader
, entry
.entry
);
7155 struct glsl_shader_prog_link
*program
, *program2
;
7156 struct glsl_ffp_destroy_ctx
*ctx
= context
;
7158 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
7159 struct glsl_shader_prog_link
, ps
.shader_entry
)
7161 delete_glsl_program_entry(ctx
->priv
, ctx
->gl_info
, program
);
7163 ctx
->gl_info
->gl_ops
.ext
.p_glDeleteObjectARB(shader
->id
);
7164 HeapFree(GetProcessHeap(), 0, shader
);
7167 /* Context activation is done by the caller. */
7168 static void glsl_fragment_pipe_free(struct wined3d_device
*device
)
7170 struct shader_glsl_priv
*priv
= device
->fragment_priv
;
7171 struct glsl_ffp_destroy_ctx ctx
;
7174 ctx
.gl_info
= &device
->adapter
->gl_info
;
7175 wine_rb_destroy(&priv
->ffp_fragment_shaders
, shader_glsl_free_ffp_fragment_shader
, &ctx
);
7178 static void glsl_fragment_pipe_shader(struct wined3d_context
*context
,
7179 const struct wined3d_state
*state
, DWORD state_id
)
7181 context
->last_was_pshader
= use_ps(state
);
7183 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_PIXEL
;
7186 static void glsl_fragment_pipe_fog(struct wined3d_context
*context
,
7187 const struct wined3d_state
*state
, DWORD state_id
)
7189 BOOL use_vshader
= use_vs(state
);
7190 enum fogsource new_source
;
7191 DWORD fogstart
= state
->render_states
[WINED3D_RS_FOGSTART
];
7192 DWORD fogend
= state
->render_states
[WINED3D_RS_FOGEND
];
7194 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_PIXEL
;
7196 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
7199 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
7202 new_source
= FOGSOURCE_VS
;
7203 else if (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
|| context
->last_was_rhw
)
7204 new_source
= FOGSOURCE_COORD
;
7206 new_source
= FOGSOURCE_FFP
;
7210 new_source
= FOGSOURCE_FFP
;
7213 if (new_source
!= context
->fog_source
|| fogstart
== fogend
)
7215 context
->fog_source
= new_source
;
7216 state_fogstartend(context
, state
, STATE_RENDER(WINED3D_RS_FOGSTART
));
7220 static void glsl_fragment_pipe_tex_transform(struct wined3d_context
*context
,
7221 const struct wined3d_state
*state
, DWORD state_id
)
7223 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_PIXEL
;
7226 static void glsl_fragment_pipe_invalidate_constants(struct wined3d_context
*context
,
7227 const struct wined3d_state
*state
, DWORD state_id
)
7229 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PS
;
7232 static const struct StateEntryTemplate glsl_fragment_pipe_state_template
[] =
7234 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7235 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7236 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7237 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7238 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7239 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7240 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7241 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7242 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7243 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7244 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7245 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7246 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7247 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7248 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7249 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7250 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7251 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7252 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7253 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7254 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7255 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7256 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7257 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7258 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7259 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7260 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7261 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7262 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7263 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7264 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7265 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7266 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7267 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7268 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7269 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7270 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7271 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7272 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7273 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7274 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7275 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7276 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7277 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7278 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7279 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7280 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7281 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7282 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7283 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7284 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7285 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7286 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7287 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7288 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7289 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7290 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7291 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7292 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7293 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7294 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7295 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7296 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7297 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7298 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7299 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7300 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7301 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7302 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7303 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7304 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7305 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7306 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7307 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), glsl_fragment_pipe_shader
}, WINED3D_GL_EXT_NONE
},
7308 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_fragment_pipe_fog
}, WINED3D_GL_EXT_NONE
},
7309 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7310 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7311 {STATE_RENDER(WINED3D_RS_FOGSTART
), {STATE_RENDER(WINED3D_RS_FOGSTART
), state_fogstartend
}, WINED3D_GL_EXT_NONE
},
7312 {STATE_RENDER(WINED3D_RS_FOGEND
), {STATE_RENDER(WINED3D_RS_FOGSTART
), NULL
}, WINED3D_GL_EXT_NONE
},
7313 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), state_srgbwrite
}, ARB_FRAMEBUFFER_SRGB
},
7314 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7315 {STATE_RENDER(WINED3D_RS_FOGCOLOR
), {STATE_RENDER(WINED3D_RS_FOGCOLOR
), state_fogcolor
}, WINED3D_GL_EXT_NONE
},
7316 {STATE_RENDER(WINED3D_RS_FOGDENSITY
), {STATE_RENDER(WINED3D_RS_FOGDENSITY
), state_fogdensity
}, WINED3D_GL_EXT_NONE
},
7317 {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
},
7318 {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
},
7319 {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
},
7320 {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
},
7321 {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
},
7322 {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
},
7323 {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
},
7324 {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
},
7325 {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7326 {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7327 {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7328 {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7329 {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7330 {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7331 {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7332 {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7333 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7334 {0 /* Terminate */, {0, 0 }, WINED3D_GL_EXT_NONE
},
7337 const struct fragment_pipeline glsl_fragment_pipe
=
7339 glsl_fragment_pipe_enable
,
7340 glsl_fragment_pipe_get_caps
,
7341 glsl_fragment_pipe_alloc
,
7342 glsl_fragment_pipe_free
,
7343 shader_glsl_color_fixup_supported
,
7344 glsl_fragment_pipe_state_template
,