2 * GLSL pixel and vertex shader implementation
4 * Copyright 2006 Jason Green
5 * Copyright 2006-2007 Henri Verbeet
6 * Copyright 2007-2009, 2013 Stefan Dösinger for CodeWeavers
7 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 * D3D shader asm has swizzles on source parameters, and write masks for
26 * destination parameters. GLSL uses swizzles for both. The result of this is
27 * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
28 * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
29 * mask for the destination parameter into account.
33 #include "wine/port.h"
41 #include "wined3d_private.h"
43 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
44 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
45 WINE_DECLARE_DEBUG_CHANNEL(winediag
);
47 #define WINED3D_GLSL_SAMPLE_PROJECTED 0x1
48 #define WINED3D_GLSL_SAMPLE_NPOT 0x2
49 #define WINED3D_GLSL_SAMPLE_LOD 0x4
50 #define WINED3D_GLSL_SAMPLE_GRAD 0x8
64 struct glsl_sample_function
68 enum wined3d_data_type data_type
;
73 HEAP_NODE_TRAVERSE_LEFT
,
74 HEAP_NODE_TRAVERSE_RIGHT
,
86 struct constant_entry
*entries
;
88 unsigned int *positions
;
92 /* GLSL shader private data */
93 struct shader_glsl_priv
{
94 struct wined3d_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 uniform_b_locations
[MAX_CONST_B
];
118 GLint pos_fixup_location
;
121 struct glsl_gs_program
123 struct list shader_entry
;
127 struct glsl_ps_program
129 struct list shader_entry
;
131 GLint
*uniform_f_locations
;
132 GLint uniform_i_locations
[MAX_CONST_I
];
133 GLint uniform_b_locations
[MAX_CONST_B
];
134 GLint bumpenv_mat_location
[MAX_TEXTURES
];
135 GLint bumpenv_lum_scale_location
[MAX_TEXTURES
];
136 GLint bumpenv_lum_offset_location
[MAX_TEXTURES
];
137 GLint tss_constant_location
[MAX_TEXTURES
];
138 GLint tex_factor_location
;
139 GLint specular_enable_location
;
140 GLint ycorrection_location
;
141 GLint np2_fixup_location
;
142 const struct ps_np2fixup_info
*np2_fixup_info
;
145 /* Struct to maintain data about a linked GLSL program */
146 struct glsl_shader_prog_link
148 struct wine_rb_entry program_lookup_entry
;
149 struct glsl_vs_program vs
;
150 struct glsl_gs_program gs
;
151 struct glsl_ps_program ps
;
152 GLhandleARB programId
;
153 DWORD constant_update_mask
;
154 UINT constant_version
;
157 struct glsl_program_key
164 struct shader_glsl_ctx_priv
{
165 const struct vs_compile_args
*cur_vs_args
;
166 const struct ps_compile_args
*cur_ps_args
;
167 struct ps_np2fixup_info
*cur_np2fixup_info
;
170 struct glsl_context_data
172 struct glsl_shader_prog_link
*glsl_program
;
175 struct glsl_ps_compiled_shader
177 struct ps_compile_args args
;
178 struct ps_np2fixup_info np2fixup
;
182 struct glsl_vs_compiled_shader
184 struct vs_compile_args args
;
188 struct glsl_gs_compiled_shader
193 struct glsl_shader_private
197 struct glsl_vs_compiled_shader
*vs
;
198 struct glsl_gs_compiled_shader
*gs
;
199 struct glsl_ps_compiled_shader
*ps
;
201 UINT num_gl_shaders
, shader_array_size
;
204 struct glsl_ffp_vertex_shader
206 struct wined3d_ffp_vs_desc desc
;
208 struct list linked_programs
;
211 struct glsl_ffp_fragment_shader
213 struct ffp_frag_desc entry
;
215 struct list linked_programs
;
218 struct glsl_ffp_destroy_ctx
220 struct shader_glsl_priv
*priv
;
221 const struct wined3d_gl_info
*gl_info
;
224 static const char *debug_gl_shader_type(GLenum type
)
228 #define WINED3D_TO_STR(u) case u: return #u
229 WINED3D_TO_STR(GL_VERTEX_SHADER_ARB
);
230 WINED3D_TO_STR(GL_GEOMETRY_SHADER_ARB
);
231 WINED3D_TO_STR(GL_FRAGMENT_SHADER_ARB
);
232 #undef WINED3D_TO_STR
234 return wine_dbg_sprintf("UNKNOWN(%#x)", type
);
238 static const char *shader_glsl_get_prefix(enum wined3d_shader_type type
)
242 case WINED3D_SHADER_TYPE_VERTEX
:
245 case WINED3D_SHADER_TYPE_GEOMETRY
:
248 case WINED3D_SHADER_TYPE_PIXEL
:
252 FIXME("Unhandled shader type %#x.\n", type
);
257 static void shader_glsl_append_imm_vec4(struct wined3d_shader_buffer
*buffer
, const float *values
)
261 wined3d_ftoa(values
[0], str
[0]);
262 wined3d_ftoa(values
[1], str
[1]);
263 wined3d_ftoa(values
[2], str
[2]);
264 wined3d_ftoa(values
[3], str
[3]);
265 shader_addline(buffer
, "vec4(%s, %s, %s, %s)", str
[0], str
[1], str
[2], str
[3]);
268 /* Extract a line from the info log.
269 * Note that this modifies the source string. */
270 static char *get_info_log_line(char **ptr
)
275 if (!(q
= strstr(p
, "\n")))
277 if (!*p
) return NULL
;
287 /* Context activation is done by the caller. */
288 static void print_glsl_info_log(const struct wined3d_gl_info
*gl_info
, GLhandleARB obj
)
290 int infologLength
= 0;
293 if (!WARN_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
296 GL_EXTCALL(glGetObjectParameterivARB(obj
,
297 GL_OBJECT_INFO_LOG_LENGTH_ARB
,
300 /* A size of 1 is just a null-terminated string, so the log should be bigger than
301 * that if there are errors. */
302 if (infologLength
> 1)
306 infoLog
= HeapAlloc(GetProcessHeap(), 0, infologLength
);
307 /* The info log is supposed to be zero-terminated, but at least some
308 * versions of fglrx don't terminate the string properly. The reported
309 * length does include the terminator, so explicitly set it to zero
311 infoLog
[infologLength
- 1] = 0;
312 GL_EXTCALL(glGetInfoLogARB(obj
, infologLength
, NULL
, infoLog
));
315 if (gl_info
->quirks
& WINED3D_QUIRK_INFO_LOG_SPAM
)
317 WARN("Info log received from GLSL shader #%u:\n", obj
);
318 while ((line
= get_info_log_line(&ptr
))) WARN(" %s\n", line
);
322 FIXME("Info log received from GLSL shader #%u:\n", obj
);
323 while ((line
= get_info_log_line(&ptr
))) FIXME(" %s\n", line
);
325 HeapFree(GetProcessHeap(), 0, infoLog
);
329 /* Context activation is done by the caller. */
330 static void shader_glsl_compile(const struct wined3d_gl_info
*gl_info
, GLhandleARB shader
, const char *src
)
332 TRACE("Compiling shader object %u.\n", shader
);
333 GL_EXTCALL(glShaderSourceARB(shader
, 1, &src
, NULL
));
334 checkGLcall("glShaderSourceARB");
335 GL_EXTCALL(glCompileShaderARB(shader
));
336 checkGLcall("glCompileShaderARB");
337 print_glsl_info_log(gl_info
, shader
);
340 /* Context activation is done by the caller. */
341 static void shader_glsl_dump_program_source(const struct wined3d_gl_info
*gl_info
, GLhandleARB program
)
343 GLint i
, object_count
, source_size
= -1;
344 GLhandleARB
*objects
;
347 GL_EXTCALL(glGetObjectParameterivARB(program
, GL_OBJECT_ATTACHED_OBJECTS_ARB
, &object_count
));
348 objects
= HeapAlloc(GetProcessHeap(), 0, object_count
* sizeof(*objects
));
351 ERR("Failed to allocate object array memory.\n");
355 GL_EXTCALL(glGetAttachedObjectsARB(program
, object_count
, NULL
, objects
));
356 for (i
= 0; i
< object_count
; ++i
)
361 GL_EXTCALL(glGetObjectParameterivARB(objects
[i
], GL_OBJECT_SHADER_SOURCE_LENGTH_ARB
, &tmp
));
363 if (source_size
< tmp
)
365 HeapFree(GetProcessHeap(), 0, source
);
367 source
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, tmp
);
370 ERR("Failed to allocate %d bytes for shader source.\n", tmp
);
371 HeapFree(GetProcessHeap(), 0, objects
);
377 FIXME("Object %u:\n", objects
[i
]);
378 GL_EXTCALL(glGetObjectParameterivARB(objects
[i
], GL_OBJECT_SUBTYPE_ARB
, &tmp
));
379 FIXME(" GL_OBJECT_SUBTYPE_ARB: %s.\n", debug_gl_shader_type(tmp
));
380 GL_EXTCALL(glGetObjectParameterivARB(objects
[i
], GL_OBJECT_COMPILE_STATUS_ARB
, &tmp
));
381 FIXME(" GL_OBJECT_COMPILE_STATUS_ARB: %d.\n", tmp
);
385 GL_EXTCALL(glGetShaderSourceARB(objects
[i
], source_size
, NULL
, source
));
386 while ((line
= get_info_log_line(&ptr
))) FIXME(" %s\n", line
);
390 HeapFree(GetProcessHeap(), 0, source
);
391 HeapFree(GetProcessHeap(), 0, objects
);
394 /* Context activation is done by the caller. */
395 static void shader_glsl_validate_link(const struct wined3d_gl_info
*gl_info
, GLhandleARB program
)
399 if (!TRACE_ON(d3d_shader
) && !FIXME_ON(d3d_shader
)) return;
401 GL_EXTCALL(glGetObjectParameterivARB(program
, GL_OBJECT_TYPE_ARB
, &tmp
));
402 if (tmp
== GL_PROGRAM_OBJECT_ARB
)
404 GL_EXTCALL(glGetObjectParameterivARB(program
, GL_OBJECT_LINK_STATUS_ARB
, &tmp
));
407 FIXME("Program %u link status invalid.\n", program
);
408 shader_glsl_dump_program_source(gl_info
, program
);
412 print_glsl_info_log(gl_info
, program
);
415 /* Context activation is done by the caller. */
416 static void shader_glsl_load_psamplers(const struct wined3d_gl_info
*gl_info
,
417 const DWORD
*tex_unit_map
, GLhandleARB programId
)
420 char sampler_name
[20];
423 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
425 snprintf(sampler_name
, sizeof(sampler_name
), "ps_sampler%u", i
);
426 name_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, sampler_name
));
427 if (name_loc
!= -1) {
428 DWORD mapped_unit
= tex_unit_map
[i
];
429 if (mapped_unit
!= WINED3D_UNMAPPED_STAGE
&& mapped_unit
< gl_info
->limits
.fragment_samplers
)
431 TRACE("Loading %s for texture %d\n", sampler_name
, mapped_unit
);
432 GL_EXTCALL(glUniform1iARB(name_loc
, mapped_unit
));
433 checkGLcall("glUniform1iARB");
435 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name
, mapped_unit
);
441 /* Context activation is done by the caller. */
442 static void shader_glsl_load_vsamplers(const struct wined3d_gl_info
*gl_info
,
443 const DWORD
*tex_unit_map
, GLhandleARB programId
)
446 char sampler_name
[20];
449 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
)
451 snprintf(sampler_name
, sizeof(sampler_name
), "vs_sampler%u", i
);
452 name_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, sampler_name
));
453 if (name_loc
!= -1) {
454 DWORD mapped_unit
= tex_unit_map
[MAX_FRAGMENT_SAMPLERS
+ i
];
455 if (mapped_unit
!= WINED3D_UNMAPPED_STAGE
&& mapped_unit
< gl_info
->limits
.combined_samplers
)
457 TRACE("Loading %s for texture %d\n", sampler_name
, mapped_unit
);
458 GL_EXTCALL(glUniform1iARB(name_loc
, mapped_unit
));
459 checkGLcall("glUniform1iARB");
461 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name
, mapped_unit
);
467 /* Context activation is done by the caller. */
468 static inline void walk_constant_heap(const struct wined3d_gl_info
*gl_info
, const float *constants
,
469 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
471 unsigned int start
= ~0U, end
= 0;
473 unsigned int heap_idx
= 1;
476 if (heap
->entries
[heap_idx
].version
<= version
) return;
478 idx
= heap
->entries
[heap_idx
].idx
;
479 if (constant_locations
[idx
] != -1)
481 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
483 while (stack_idx
>= 0)
485 /* Note that we fall through to the next case statement. */
486 switch(stack
[stack_idx
])
488 case HEAP_NODE_TRAVERSE_LEFT
:
490 unsigned int left_idx
= heap_idx
<< 1;
491 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
494 idx
= heap
->entries
[heap_idx
].idx
;
495 if (constant_locations
[idx
] != -1)
503 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
504 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
509 case HEAP_NODE_TRAVERSE_RIGHT
:
511 unsigned int right_idx
= (heap_idx
<< 1) + 1;
512 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
514 heap_idx
= right_idx
;
515 idx
= heap
->entries
[heap_idx
].idx
;
516 if (constant_locations
[idx
] != -1)
524 stack
[stack_idx
++] = HEAP_NODE_POP
;
525 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
537 GL_EXTCALL(glUniform4fvARB(constant_locations
[start
], end
- start
+ 1, &constants
[start
* 4]));
538 checkGLcall("walk_constant_heap()");
541 /* Context activation is done by the caller. */
542 static inline void apply_clamped_constant(const struct wined3d_gl_info
*gl_info
, GLint location
, const GLfloat
*data
)
544 GLfloat clamped_constant
[4];
546 if (location
== -1) return;
548 clamped_constant
[0] = data
[0] < -1.0f
? -1.0f
: data
[0] > 1.0f
? 1.0f
: data
[0];
549 clamped_constant
[1] = data
[1] < -1.0f
? -1.0f
: data
[1] > 1.0f
? 1.0f
: data
[1];
550 clamped_constant
[2] = data
[2] < -1.0f
? -1.0f
: data
[2] > 1.0f
? 1.0f
: data
[2];
551 clamped_constant
[3] = data
[3] < -1.0f
? -1.0f
: data
[3] > 1.0f
? 1.0f
: data
[3];
553 GL_EXTCALL(glUniform4fvARB(location
, 1, clamped_constant
));
556 /* Context activation is done by the caller. */
557 static inline void walk_constant_heap_clamped(const struct wined3d_gl_info
*gl_info
, const float *constants
,
558 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
561 unsigned int heap_idx
= 1;
564 if (heap
->entries
[heap_idx
].version
<= version
) return;
566 idx
= heap
->entries
[heap_idx
].idx
;
567 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
568 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
570 while (stack_idx
>= 0)
572 /* Note that we fall through to the next case statement. */
573 switch(stack
[stack_idx
])
575 case HEAP_NODE_TRAVERSE_LEFT
:
577 unsigned int left_idx
= heap_idx
<< 1;
578 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
581 idx
= heap
->entries
[heap_idx
].idx
;
582 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
584 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
585 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
590 case HEAP_NODE_TRAVERSE_RIGHT
:
592 unsigned int right_idx
= (heap_idx
<< 1) + 1;
593 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
595 heap_idx
= right_idx
;
596 idx
= heap
->entries
[heap_idx
].idx
;
597 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
599 stack
[stack_idx
++] = HEAP_NODE_POP
;
600 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
611 checkGLcall("walk_constant_heap_clamped()");
614 /* Context activation is done by the caller. */
615 static void shader_glsl_load_constantsF(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
616 const float *constants
, const GLint
*constant_locations
, const struct constant_heap
*heap
,
617 unsigned char *stack
, UINT version
)
619 const struct wined3d_shader_lconst
*lconst
;
621 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
622 if (shader
->reg_maps
.shader_version
.major
== 1
623 && shader
->reg_maps
.shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
624 walk_constant_heap_clamped(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
626 walk_constant_heap(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
628 if (!shader
->load_local_constsF
)
630 TRACE("No need to load local float constants for this shader\n");
634 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
635 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
637 GL_EXTCALL(glUniform4fvARB(constant_locations
[lconst
->idx
], 1, (const GLfloat
*)lconst
->value
));
639 checkGLcall("glUniform4fvARB()");
642 /* Context activation is done by the caller. */
643 static void shader_glsl_load_constantsI(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
644 const GLint locations
[MAX_CONST_I
], const int *constants
, WORD constants_set
)
649 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
651 if (!(constants_set
& 1)) continue;
653 /* We found this uniform name in the program - go ahead and send the data */
654 GL_EXTCALL(glUniform4ivARB(locations
[i
], 1, &constants
[i
*4]));
657 /* Load immediate constants */
658 ptr
= list_head(&shader
->constantsI
);
661 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
662 unsigned int idx
= lconst
->idx
;
663 const GLint
*values
= (const GLint
*)lconst
->value
;
665 /* We found this uniform name in the program - go ahead and send the data */
666 GL_EXTCALL(glUniform4ivARB(locations
[idx
], 1, values
));
667 ptr
= list_next(&shader
->constantsI
, ptr
);
669 checkGLcall("glUniform4ivARB()");
672 /* Context activation is done by the caller. */
673 static void shader_glsl_load_constantsB(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
674 const GLint locations
[MAX_CONST_B
], const BOOL
*constants
, WORD constants_set
)
679 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
681 if (!(constants_set
& 1)) continue;
683 GL_EXTCALL(glUniform1ivARB(locations
[i
], 1, &constants
[i
]));
686 /* Load immediate constants */
687 ptr
= list_head(&shader
->constantsB
);
690 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
691 unsigned int idx
= lconst
->idx
;
692 const GLint
*values
= (const GLint
*)lconst
->value
;
694 GL_EXTCALL(glUniform1ivARB(locations
[idx
], 1, values
));
695 ptr
= list_next(&shader
->constantsB
, ptr
);
697 checkGLcall("glUniform1ivARB()");
700 static void reset_program_constant_version(struct wine_rb_entry
*entry
, void *context
)
702 WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
)->constant_version
= 0;
705 /* Context activation is done by the caller (state handler). */
706 static void shader_glsl_load_np2fixup_constants(const struct glsl_ps_program
*ps
,
707 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
709 GLfloat np2fixup_constants
[4 * MAX_FRAGMENT_SAMPLERS
];
710 UINT fixup
= ps
->np2_fixup_info
->active
;
713 for (i
= 0; fixup
; fixup
>>= 1, ++i
)
715 const struct wined3d_texture
*tex
= state
->textures
[i
];
716 unsigned char idx
= ps
->np2_fixup_info
->idx
[i
];
717 GLfloat
*tex_dim
= &np2fixup_constants
[(idx
>> 1) * 4];
721 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
727 tex_dim
[2] = tex
->pow2_matrix
[0];
728 tex_dim
[3] = tex
->pow2_matrix
[5];
732 tex_dim
[0] = tex
->pow2_matrix
[0];
733 tex_dim
[1] = tex
->pow2_matrix
[5];
737 GL_EXTCALL(glUniform4fvARB(ps
->np2_fixup_location
, ps
->np2_fixup_info
->num_consts
, np2fixup_constants
));
740 /* Context activation is done by the caller (state handler). */
741 static void shader_glsl_load_constants(void *shader_priv
, struct wined3d_context
*context
,
742 const struct wined3d_state
*state
)
744 const struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
745 const struct wined3d_shader
*vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
746 const struct wined3d_shader
*pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
747 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
748 struct shader_glsl_priv
*priv
= shader_priv
;
749 float position_fixup
[4];
750 DWORD update_mask
= 0;
752 struct glsl_shader_prog_link
*prog
= ctx_data
->glsl_program
;
753 UINT constant_version
;
757 /* No GLSL program set - nothing to do. */
760 constant_version
= prog
->constant_version
;
761 update_mask
= context
->constant_update_mask
& prog
->constant_update_mask
;
763 if (update_mask
& WINED3D_SHADER_CONST_VS_F
)
764 shader_glsl_load_constantsF(vshader
, gl_info
, state
->vs_consts_f
,
765 prog
->vs
.uniform_f_locations
, &priv
->vconst_heap
, priv
->stack
, constant_version
);
767 if (update_mask
& WINED3D_SHADER_CONST_VS_I
)
768 shader_glsl_load_constantsI(vshader
, gl_info
, prog
->vs
.uniform_i_locations
, state
->vs_consts_i
,
769 vshader
->reg_maps
.integer_constants
);
771 if (update_mask
& WINED3D_SHADER_CONST_VS_B
)
772 shader_glsl_load_constantsB(vshader
, gl_info
, prog
->vs
.uniform_b_locations
, state
->vs_consts_b
,
773 vshader
->reg_maps
.boolean_constants
);
775 if (update_mask
& WINED3D_SHADER_CONST_VS_POS_FIXUP
)
777 shader_get_position_fixup(context
, state
, position_fixup
);
778 GL_EXTCALL(glUniform4fvARB(prog
->vs
.pos_fixup_location
, 1, position_fixup
));
779 checkGLcall("glUniform4fvARB");
782 if (update_mask
& WINED3D_SHADER_CONST_PS_F
)
783 shader_glsl_load_constantsF(pshader
, gl_info
, state
->ps_consts_f
,
784 prog
->ps
.uniform_f_locations
, &priv
->pconst_heap
, priv
->stack
, constant_version
);
786 if (update_mask
& WINED3D_SHADER_CONST_PS_I
)
787 shader_glsl_load_constantsI(pshader
, gl_info
, prog
->ps
.uniform_i_locations
, state
->ps_consts_i
,
788 pshader
->reg_maps
.integer_constants
);
790 if (update_mask
& WINED3D_SHADER_CONST_PS_B
)
791 shader_glsl_load_constantsB(pshader
, gl_info
, prog
->ps
.uniform_b_locations
, state
->ps_consts_b
,
792 pshader
->reg_maps
.boolean_constants
);
794 if (update_mask
& WINED3D_SHADER_CONST_PS_BUMP_ENV
)
796 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
798 if (prog
->ps
.bumpenv_mat_location
[i
] == -1)
801 GL_EXTCALL(glUniformMatrix2fvARB(prog
->ps
.bumpenv_mat_location
[i
], 1, 0,
802 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_MAT00
]));
804 if (prog
->ps
.bumpenv_lum_scale_location
[i
] != -1)
806 GL_EXTCALL(glUniform1fvARB(prog
->ps
.bumpenv_lum_scale_location
[i
], 1,
807 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LSCALE
]));
808 GL_EXTCALL(glUniform1fvARB(prog
->ps
.bumpenv_lum_offset_location
[i
], 1,
809 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LOFFSET
]));
813 checkGLcall("bump env uniforms");
816 if (update_mask
& WINED3D_SHADER_CONST_PS_Y_CORR
)
818 float correction_params
[4];
820 if (context
->render_offscreen
)
822 correction_params
[0] = 0.0f
;
823 correction_params
[1] = 1.0f
;
825 /* position is window relative, not viewport relative */
826 correction_params
[0] = (float) context
->current_rt
->resource
.height
;
827 correction_params
[1] = -1.0f
;
829 GL_EXTCALL(glUniform4fvARB(prog
->ps
.ycorrection_location
, 1, correction_params
));
832 if (update_mask
& WINED3D_SHADER_CONST_PS_NP2_FIXUP
)
833 shader_glsl_load_np2fixup_constants(&prog
->ps
, gl_info
, state
);
835 if (update_mask
& WINED3D_SHADER_CONST_FFP_PS
)
839 if (prog
->ps
.tex_factor_location
!= -1)
841 D3DCOLORTOGLFLOAT4(state
->render_states
[WINED3D_RS_TEXTUREFACTOR
], col
);
842 GL_EXTCALL(glUniform4fvARB(prog
->ps
.tex_factor_location
, 1, col
));
845 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
846 GL_EXTCALL(glUniform4fARB(prog
->ps
.specular_enable_location
, 1.0f
, 1.0f
, 1.0f
, 0.0f
));
848 GL_EXTCALL(glUniform4fARB(prog
->ps
.specular_enable_location
, 0.0f
, 0.0f
, 0.0f
, 0.0f
));
850 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
852 if (prog
->ps
.tss_constant_location
[i
] == -1)
855 D3DCOLORTOGLFLOAT4(state
->texture_states
[i
][WINED3D_TSS_CONSTANT
], col
);
856 GL_EXTCALL(glUniform4fvARB(prog
->ps
.tss_constant_location
[i
], 1, col
));
859 checkGLcall("fixed function uniforms");
862 if (priv
->next_constant_version
== UINT_MAX
)
864 TRACE("Max constant version reached, resetting to 0.\n");
865 wine_rb_for_each_entry(&priv
->program_lookup
, reset_program_constant_version
, NULL
);
866 priv
->next_constant_version
= 1;
870 prog
->constant_version
= priv
->next_constant_version
++;
874 static void update_heap_entry(struct constant_heap
*heap
, unsigned int idx
, DWORD new_version
)
876 struct constant_entry
*entries
= heap
->entries
;
877 unsigned int *positions
= heap
->positions
;
878 unsigned int heap_idx
, parent_idx
;
880 if (!heap
->contained
[idx
])
882 heap_idx
= heap
->size
++;
883 heap
->contained
[idx
] = TRUE
;
887 heap_idx
= positions
[idx
];
892 parent_idx
= heap_idx
>> 1;
894 if (new_version
<= entries
[parent_idx
].version
) break;
896 entries
[heap_idx
] = entries
[parent_idx
];
897 positions
[entries
[parent_idx
].idx
] = heap_idx
;
898 heap_idx
= parent_idx
;
901 entries
[heap_idx
].version
= new_version
;
902 entries
[heap_idx
].idx
= idx
;
903 positions
[idx
] = heap_idx
;
906 static void shader_glsl_update_float_vertex_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
908 struct shader_glsl_priv
*priv
= device
->shader_priv
;
909 struct constant_heap
*heap
= &priv
->vconst_heap
;
912 for (i
= start
; i
< count
+ start
; ++i
)
914 update_heap_entry(heap
, i
, priv
->next_constant_version
);
917 for (i
= 0; i
< device
->context_count
; ++i
)
919 device
->contexts
[i
]->constant_update_mask
|= WINED3D_SHADER_CONST_VS_F
;
923 static void shader_glsl_update_float_pixel_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
925 struct shader_glsl_priv
*priv
= device
->shader_priv
;
926 struct constant_heap
*heap
= &priv
->pconst_heap
;
929 for (i
= start
; i
< count
+ start
; ++i
)
931 update_heap_entry(heap
, i
, priv
->next_constant_version
);
934 for (i
= 0; i
< device
->context_count
; ++i
)
936 device
->contexts
[i
]->constant_update_mask
|= WINED3D_SHADER_CONST_PS_F
;
940 static unsigned int vec4_varyings(DWORD shader_major
, const struct wined3d_gl_info
*gl_info
)
942 unsigned int ret
= gl_info
->limits
.glsl_varyings
/ 4;
943 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
944 if(shader_major
> 3) return ret
;
946 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
947 if (gl_info
->quirks
& WINED3D_QUIRK_GLSL_CLIP_VARYING
) ret
-= 1;
951 /** Generate the variable & register declarations for the GLSL output target */
952 static void shader_generate_glsl_declarations(const struct wined3d_context
*context
,
953 struct wined3d_shader_buffer
*buffer
, const struct wined3d_shader
*shader
,
954 const struct wined3d_shader_reg_maps
*reg_maps
, const struct shader_glsl_ctx_priv
*ctx_priv
)
956 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
957 const struct wined3d_state
*state
= &shader
->device
->state
;
958 const struct ps_compile_args
*ps_args
= ctx_priv
->cur_ps_args
;
959 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
960 const struct wined3d_fb_state
*fb
= &shader
->device
->fb
;
961 unsigned int i
, extra_constants_needed
= 0;
962 const struct wined3d_shader_lconst
*lconst
;
966 prefix
= shader_glsl_get_prefix(version
->type
);
968 /* Prototype the subroutines */
969 for (i
= 0, map
= reg_maps
->labels
; map
; map
>>= 1, ++i
)
971 if (map
& 1) shader_addline(buffer
, "void subroutine%u();\n", i
);
974 /* Declare the constants (aka uniforms) */
975 if (shader
->limits
->constant_float
> 0)
977 unsigned max_constantsF
;
979 /* Unless the shader uses indirect addressing, always declare the
980 * maximum array size and ignore that we need some uniforms privately.
981 * E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup
982 * and immediate values, still declare VC[256]. If the shader needs
983 * more uniforms than we have it won't work in any case. If it uses
984 * less, the compiler will figure out which uniforms are really used
985 * and strip them out. This allows a shader to use c255 on a dx9 card,
986 * as long as it doesn't also use all the other constants.
988 * If the shader uses indirect addressing the compiler must assume
989 * that all declared uniforms are used. In this case, declare only the
990 * amount that we're assured to have.
992 * Thus we run into problems in these two cases:
993 * 1) The shader really uses more uniforms than supported.
994 * 2) The shader uses indirect addressing, less constants than
995 * supported, but uses a constant index > #supported consts. */
996 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
998 /* No indirect addressing here. */
999 max_constantsF
= gl_info
->limits
.glsl_ps_float_constants
;
1003 if (reg_maps
->usesrelconstF
)
1005 /* Subtract the other potential uniforms from the max
1006 * available (bools, ints, and 1 row of projection matrix).
1007 * Subtract another uniform for immediate values, which have
1008 * to be loaded via uniform by the driver as well. The shader
1009 * code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex
1010 * shader code, so one vec4 should be enough. (Unfortunately
1011 * the Nvidia driver doesn't store 128 and -128 in one float).
1013 * Writing gl_ClipVertex requires one uniform for each
1014 * clipplane as well. */
1015 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
- 3;
1016 if(ctx_priv
->cur_vs_args
->clip_enabled
)
1018 max_constantsF
-= gl_info
->limits
.clipplanes
;
1020 max_constantsF
-= count_bits(reg_maps
->integer_constants
);
1021 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
1022 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
1023 * for now take this into account when calculating the number of available constants
1025 max_constantsF
-= count_bits(reg_maps
->boolean_constants
);
1026 /* Set by driver quirks in directx.c */
1027 max_constantsF
-= gl_info
->reserved_glsl_constants
;
1029 if (max_constantsF
< shader
->limits
->constant_float
)
1031 static unsigned int once
;
1034 ERR_(winediag
)("The hardware does not support enough uniform components to run this shader,"
1035 " it may not render correctly.\n");
1037 WARN("The hardware does not support enough uniform components to run this shader.\n");
1042 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
;
1045 max_constantsF
= min(shader
->limits
->constant_float
, max_constantsF
);
1046 shader_addline(buffer
, "uniform vec4 %s_c[%u];\n", prefix
, max_constantsF
);
1049 /* Always declare the full set of constants, the compiler can remove the
1050 * unused ones because d3d doesn't (yet) support indirect int and bool
1051 * constant addressing. This avoids problems if the app uses e.g. i0 and i9. */
1052 if (shader
->limits
->constant_int
> 0 && reg_maps
->integer_constants
)
1053 shader_addline(buffer
, "uniform ivec4 %s_i[%u];\n", prefix
, shader
->limits
->constant_int
);
1055 if (shader
->limits
->constant_bool
> 0 && reg_maps
->boolean_constants
)
1056 shader_addline(buffer
, "uniform bool %s_b[%u];\n", prefix
, shader
->limits
->constant_bool
);
1058 for (i
= 0; i
< WINED3D_MAX_CBS
; ++i
)
1060 if (reg_maps
->cb_sizes
[i
])
1061 shader_addline(buffer
, "layout(std140) uniform block_%s_cb%u { vec4 %s_cb%u[%u]; };\n",
1062 prefix
, i
, prefix
, i
, reg_maps
->cb_sizes
[i
]);
1065 /* Declare texture samplers */
1066 for (i
= 0; i
< shader
->limits
->sampler
; ++i
)
1068 BOOL shadow_sampler
, tex_rect
;
1070 if (!reg_maps
->resource_info
[i
].type
)
1073 shadow_sampler
= version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& (ps_args
->shadow
& (1 << i
));
1074 switch (reg_maps
->resource_info
[i
].type
)
1076 case WINED3D_SHADER_RESOURCE_TEXTURE_1D
:
1078 shader_addline(buffer
, "uniform sampler1DShadow %s_sampler%u;\n", prefix
, i
);
1080 shader_addline(buffer
, "uniform sampler1D %s_sampler%u;\n", prefix
, i
);
1083 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
1084 tex_rect
= version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& (ps_args
->np2_fixup
& (1 << i
));
1085 tex_rect
= tex_rect
&& gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
1089 shader_addline(buffer
, "uniform sampler2DRectShadow %s_sampler%u;\n", prefix
, i
);
1091 shader_addline(buffer
, "uniform sampler2DShadow %s_sampler%u;\n", prefix
, i
);
1096 shader_addline(buffer
, "uniform sampler2DRect %s_sampler%u;\n", prefix
, i
);
1098 shader_addline(buffer
, "uniform sampler2D %s_sampler%u;\n", prefix
, i
);
1102 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
1104 FIXME("Unsupported 3D shadow sampler.\n");
1105 shader_addline(buffer
, "uniform sampler3D %s_sampler%u;\n", prefix
, i
);
1108 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
1110 FIXME("Unsupported Cube shadow sampler.\n");
1111 shader_addline(buffer
, "uniform samplerCube %s_sampler%u;\n", prefix
, i
);
1115 shader_addline(buffer
, "uniform unsupported_sampler %s_sampler%u;\n", prefix
, i
);
1116 FIXME("Unhandled resource type %#x.\n", reg_maps
->resource_info
[i
].type
);
1121 /* Declare uniforms for NP2 texcoord fixup:
1122 * This is NOT done inside the loop that declares the texture samplers
1123 * since the NP2 fixup code is currently only used for the GeforceFX
1124 * series and when forcing the ARB_npot extension off. Modern cards just
1125 * skip the code anyway, so put it inside a separate loop. */
1126 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& ps_args
->np2_fixup
)
1128 struct ps_np2fixup_info
*fixup
= ctx_priv
->cur_np2fixup_info
;
1131 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
1132 * while D3D has them in the (normalized) [0,1]x[0,1] range.
1133 * samplerNP2Fixup stores texture dimensions and is updated through
1134 * shader_glsl_load_np2fixup_constants when the sampler changes. */
1136 for (i
= 0; i
< shader
->limits
->sampler
; ++i
)
1138 if (!reg_maps
->resource_info
[i
].type
|| !(ps_args
->np2_fixup
& (1 << i
)))
1141 if (reg_maps
->resource_info
[i
].type
!= WINED3D_SHADER_RESOURCE_TEXTURE_2D
)
1143 FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
1147 fixup
->idx
[i
] = cur
++;
1150 fixup
->num_consts
= (cur
+ 1) >> 1;
1151 fixup
->active
= ps_args
->np2_fixup
;
1152 shader_addline(buffer
, "uniform vec4 %s_samplerNP2Fixup[%u];\n", prefix
, fixup
->num_consts
);
1155 /* Declare address variables */
1156 for (i
= 0, map
= reg_maps
->address
; map
; map
>>= 1, ++i
)
1158 if (map
& 1) shader_addline(buffer
, "ivec4 A%u;\n", i
);
1161 /* Declare texture coordinate temporaries and initialize them */
1162 for (i
= 0, map
= reg_maps
->texcoord
; map
; map
>>= 1, ++i
)
1164 if (map
& 1) shader_addline(buffer
, "vec4 T%u = gl_TexCoord[%u];\n", i
, i
);
1167 if (version
->type
== WINED3D_SHADER_TYPE_VERTEX
)
1169 /* Declare attributes. */
1170 for (i
= 0, map
= reg_maps
->input_registers
; map
; map
>>= 1, ++i
)
1173 shader_addline(buffer
, "attribute vec4 %s_in%u;\n", prefix
, i
);
1176 shader_addline(buffer
, "uniform vec4 posFixup;\n");
1177 shader_addline(buffer
, "void order_ps_input(in vec4[%u]);\n", shader
->limits
->packed_output
);
1179 else if (version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
1181 shader_addline(buffer
, "varying in vec4 gs_in[][%u];\n", shader
->limits
->packed_input
);
1183 else if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
1185 if (version
->major
>= 3)
1187 UINT in_count
= min(vec4_varyings(version
->major
, gl_info
), shader
->limits
->packed_input
);
1190 shader_addline(buffer
, "varying vec4 %s_in[%u];\n", prefix
, in_count
);
1192 /* TODO: Write a replacement shader for the fixed function
1193 * vertex pipeline, so this isn't needed. For fixed function
1194 * vertex processing + 3.0 pixel shader we need a separate
1195 * function in the pixel shader that reads the fixed function
1196 * color into the packed input registers. */
1197 shader_addline(buffer
, "vec4 %s_in[%u];\n", prefix
, in_count
);
1200 for (i
= 0, map
= reg_maps
->bumpmat
; map
; map
>>= 1, ++i
)
1205 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", i
);
1207 if (reg_maps
->luminanceparams
& (1 << i
))
1209 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", i
);
1210 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", i
);
1211 extra_constants_needed
++;
1214 extra_constants_needed
++;
1217 if (ps_args
->srgb_correction
)
1219 shader_addline(buffer
, "const vec4 srgb_const0 = ");
1220 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const0
);
1221 shader_addline(buffer
, ";\n");
1222 shader_addline(buffer
, "const vec4 srgb_const1 = ");
1223 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const1
);
1224 shader_addline(buffer
, ";\n");
1226 if (reg_maps
->vpos
|| reg_maps
->usesdsy
)
1228 if (shader
->limits
->constant_float
+ extra_constants_needed
1229 + 1 < gl_info
->limits
.glsl_ps_float_constants
)
1231 shader_addline(buffer
, "uniform vec4 ycorrection;\n");
1232 extra_constants_needed
++;
1236 float ycorrection
[] =
1238 context
->render_offscreen
? 0.0f
: fb
->render_targets
[0]->height
,
1239 context
->render_offscreen
? 1.0f
: -1.0f
,
1244 /* This happens because we do not have proper tracking of the
1245 * constant registers that are actually used, only the max
1246 * limit of the shader version. */
1247 FIXME("Cannot find a free uniform for vpos correction params\n");
1248 shader_addline(buffer
, "const vec4 ycorrection = ");
1249 shader_glsl_append_imm_vec4(buffer
, ycorrection
);
1250 shader_addline(buffer
, ";\n");
1252 shader_addline(buffer
, "vec4 vpos;\n");
1256 /* Declare output register temporaries */
1257 if (shader
->limits
->packed_output
)
1258 shader_addline(buffer
, "vec4 %s_out[%u];\n", prefix
, shader
->limits
->packed_output
);
1260 /* Declare temporary variables */
1261 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
1263 if (map
& 1) shader_addline(buffer
, "vec4 R%u;\n", i
);
1266 /* Declare loop registers aLx */
1267 if (version
->major
< 4)
1269 for (i
= 0; i
< reg_maps
->loop_depth
; ++i
)
1271 shader_addline(buffer
, "int aL%u;\n", i
);
1272 shader_addline(buffer
, "int tmpInt%u;\n", i
);
1276 /* Temporary variables for matrix operations */
1277 shader_addline(buffer
, "vec4 tmp0;\n");
1278 shader_addline(buffer
, "vec4 tmp1;\n");
1280 if (!shader
->load_local_constsF
)
1282 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
1284 shader_addline(buffer
, "const vec4 %s_lc%u = ", prefix
, lconst
->idx
);
1285 shader_glsl_append_imm_vec4(buffer
, (const float *)lconst
->value
);
1286 shader_addline(buffer
, ";\n");
1290 /* Start the main program. */
1291 shader_addline(buffer
, "void main()\n{\n");
1293 /* Direct3D applications expect integer vPos values, while OpenGL drivers
1294 * add approximately 0.5. This causes off-by-one problems as spotted by
1295 * the vPos d3d9 visual test. Unfortunately ATI cards do not add exactly
1296 * 0.5, but rather something like 0.49999999 or 0.50000001, which still
1297 * causes precision troubles when we just subtract 0.5.
1299 * To deal with that, just floor() the position. This will eliminate the
1300 * fraction on all cards.
1302 * TODO: Test how this behaves with multisampling.
1304 * An advantage of floor is that it works even if the driver doesn't add
1305 * 0.5. It is somewhat questionable if 1.5, 2.5, ... are the proper values
1306 * to return in gl_FragCoord, even though coordinates specify the pixel
1307 * centers instead of the pixel corners. This code will behave correctly
1308 * on drivers that returns integer values. */
1309 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& reg_maps
->vpos
)
1310 shader_addline(buffer
,
1311 "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
1314 /*****************************************************************************
1315 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
1317 * For more information, see http://wiki.winehq.org/DirectX-Shaders
1318 ****************************************************************************/
1321 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
1322 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
);
1324 /** Used for opcode modifiers - They multiply the result by the specified amount */
1325 static const char * const shift_glsl_tab
[] = {
1327 "2.0 * ", /* 1 (x2) */
1328 "4.0 * ", /* 2 (x4) */
1329 "8.0 * ", /* 3 (x8) */
1330 "16.0 * ", /* 4 (x16) */
1331 "32.0 * ", /* 5 (x32) */
1338 "0.0625 * ", /* 12 (d16) */
1339 "0.125 * ", /* 13 (d8) */
1340 "0.25 * ", /* 14 (d4) */
1341 "0.5 * " /* 15 (d2) */
1344 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
1345 static void shader_glsl_gen_modifier(enum wined3d_shader_src_modifier src_modifier
,
1346 const char *in_reg
, const char *in_regswizzle
, char *out_str
)
1350 switch (src_modifier
)
1352 case WINED3DSPSM_DZ
: /* Need to handle this in the instructions itself (texld & texcrd). */
1353 case WINED3DSPSM_DW
:
1354 case WINED3DSPSM_NONE
:
1355 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
1357 case WINED3DSPSM_NEG
:
1358 sprintf(out_str
, "-%s%s", in_reg
, in_regswizzle
);
1360 case WINED3DSPSM_NOT
:
1361 sprintf(out_str
, "!%s%s", in_reg
, in_regswizzle
);
1363 case WINED3DSPSM_BIAS
:
1364 sprintf(out_str
, "(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
1366 case WINED3DSPSM_BIASNEG
:
1367 sprintf(out_str
, "-(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
1369 case WINED3DSPSM_SIGN
:
1370 sprintf(out_str
, "(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
1372 case WINED3DSPSM_SIGNNEG
:
1373 sprintf(out_str
, "-(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
1375 case WINED3DSPSM_COMP
:
1376 sprintf(out_str
, "(1.0 - %s%s)", in_reg
, in_regswizzle
);
1378 case WINED3DSPSM_X2
:
1379 sprintf(out_str
, "(2.0 * %s%s)", in_reg
, in_regswizzle
);
1381 case WINED3DSPSM_X2NEG
:
1382 sprintf(out_str
, "-(2.0 * %s%s)", in_reg
, in_regswizzle
);
1384 case WINED3DSPSM_ABS
:
1385 sprintf(out_str
, "abs(%s%s)", in_reg
, in_regswizzle
);
1387 case WINED3DSPSM_ABSNEG
:
1388 sprintf(out_str
, "-abs(%s%s)", in_reg
, in_regswizzle
);
1391 FIXME("Unhandled modifier %u\n", src_modifier
);
1392 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
1396 /** Writes the GLSL variable name that corresponds to the register that the
1397 * DX opcode parameter is trying to access */
1398 static void shader_glsl_get_register_name(const struct wined3d_shader_register
*reg
,
1399 char *register_name
, BOOL
*is_color
, const struct wined3d_shader_instruction
*ins
)
1401 /* oPos, oFog and oPts in D3D */
1402 static const char * const hwrastout_reg_names
[] = {"vs_out[10]", "vs_out[11].x", "vs_out[11].y"};
1404 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
1405 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
1406 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
1407 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
1408 const char *prefix
= shader_glsl_get_prefix(version
->type
);
1409 struct glsl_src_param rel_param0
, rel_param1
;
1410 char imm_str
[4][17];
1412 if (reg
->idx
[0].offset
!= ~0U && reg
->idx
[0].rel_addr
)
1413 shader_glsl_add_src_param(ins
, reg
->idx
[0].rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param0
);
1414 if (reg
->idx
[1].offset
!= ~0U && reg
->idx
[1].rel_addr
)
1415 shader_glsl_add_src_param(ins
, reg
->idx
[1].rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param1
);
1420 case WINED3DSPR_TEMP
:
1421 sprintf(register_name
, "R%u", reg
->idx
[0].offset
);
1424 case WINED3DSPR_INPUT
:
1425 /* vertex shaders */
1426 if (version
->type
== WINED3D_SHADER_TYPE_VERTEX
)
1428 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
1429 if (priv
->cur_vs_args
->swizzle_map
& (1 << reg
->idx
[0].offset
))
1431 sprintf(register_name
, "%s_in%u", prefix
, reg
->idx
[0].offset
);
1435 if (version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
1437 if (reg
->idx
[0].rel_addr
)
1439 if (reg
->idx
[1].rel_addr
)
1440 sprintf(register_name
, "gs_in[%s + %u][%s + %u]",
1441 rel_param0
.param_str
, reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
1443 sprintf(register_name
, "gs_in[%s + %u][%u]",
1444 rel_param0
.param_str
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
1446 else if (reg
->idx
[1].rel_addr
)
1447 sprintf(register_name
, "gs_in[%u][%s + %u]",
1448 reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
1450 sprintf(register_name
, "gs_in[%u][%u]", reg
->idx
[0].offset
, reg
->idx
[1].offset
);
1454 /* pixel shaders >= 3.0 */
1455 if (version
->major
>= 3)
1457 DWORD idx
= shader
->u
.ps
.input_reg_map
[reg
->idx
[0].offset
];
1458 unsigned int in_count
= vec4_varyings(version
->major
, gl_info
);
1460 if (reg
->idx
[0].rel_addr
)
1462 /* Removing a + 0 would be an obvious optimization, but
1463 * OS X doesn't see the NOP operation there. */
1466 if (shader
->u
.ps
.declared_in_count
> in_count
)
1468 sprintf(register_name
,
1469 "((%s + %u) > %u ? (%s + %u) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s + %u])",
1470 rel_param0
.param_str
, idx
, in_count
- 1, rel_param0
.param_str
, idx
, in_count
,
1471 prefix
, rel_param0
.param_str
, idx
);
1475 sprintf(register_name
, "%s_in[%s + %u]", prefix
, rel_param0
.param_str
, idx
);
1480 if (shader
->u
.ps
.declared_in_count
> in_count
)
1482 sprintf(register_name
, "((%s) > %u ? (%s) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s])",
1483 rel_param0
.param_str
, in_count
- 1, rel_param0
.param_str
, in_count
,
1484 prefix
, rel_param0
.param_str
);
1488 sprintf(register_name
, "%s_in[%s]", prefix
, rel_param0
.param_str
);
1494 if (idx
== in_count
) sprintf(register_name
, "gl_Color");
1495 else if (idx
== in_count
+ 1) sprintf(register_name
, "gl_SecondaryColor");
1496 else sprintf(register_name
, "%s_in[%u]", prefix
, idx
);
1501 if (!reg
->idx
[0].offset
)
1502 strcpy(register_name
, "gl_Color");
1504 strcpy(register_name
, "gl_SecondaryColor");
1509 case WINED3DSPR_CONST
:
1511 /* Relative addressing */
1512 if (reg
->idx
[0].rel_addr
)
1514 if (reg
->idx
[0].offset
)
1515 sprintf(register_name
, "%s_c[%s + %u]", prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
1517 sprintf(register_name
, "%s_c[%s]", prefix
, rel_param0
.param_str
);
1521 if (shader_constant_is_local(shader
, reg
->idx
[0].offset
))
1522 sprintf(register_name
, "%s_lc%u", prefix
, reg
->idx
[0].offset
);
1524 sprintf(register_name
, "%s_c[%u]", prefix
, reg
->idx
[0].offset
);
1529 case WINED3DSPR_CONSTINT
:
1530 sprintf(register_name
, "%s_i[%u]", prefix
, reg
->idx
[0].offset
);
1533 case WINED3DSPR_CONSTBOOL
:
1534 sprintf(register_name
, "%s_b[%u]", prefix
, reg
->idx
[0].offset
);
1537 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
1538 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
1539 sprintf(register_name
, "T%u", reg
->idx
[0].offset
);
1541 sprintf(register_name
, "A%u", reg
->idx
[0].offset
);
1544 case WINED3DSPR_LOOP
:
1545 sprintf(register_name
, "aL%u", ins
->ctx
->loop_state
->current_reg
- 1);
1548 case WINED3DSPR_SAMPLER
:
1549 sprintf(register_name
, "%s_sampler%u", prefix
, reg
->idx
[0].offset
);
1552 case WINED3DSPR_COLOROUT
:
1553 if (reg
->idx
[0].offset
>= gl_info
->limits
.buffers
)
1554 WARN("Write to render target %u, only %d supported.\n",
1555 reg
->idx
[0].offset
, gl_info
->limits
.buffers
);
1557 sprintf(register_name
, "gl_FragData[%u]", reg
->idx
[0].offset
);
1560 case WINED3DSPR_RASTOUT
:
1561 sprintf(register_name
, "%s", hwrastout_reg_names
[reg
->idx
[0].offset
]);
1564 case WINED3DSPR_DEPTHOUT
:
1565 sprintf(register_name
, "gl_FragDepth");
1568 case WINED3DSPR_ATTROUT
:
1569 if (!reg
->idx
[0].offset
)
1570 sprintf(register_name
, "%s_out[8]", prefix
);
1572 sprintf(register_name
, "%s_out[9]", prefix
);
1575 case WINED3DSPR_TEXCRDOUT
:
1576 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
1577 sprintf(register_name
, "%s_out[%u]", prefix
, reg
->idx
[0].offset
);
1580 case WINED3DSPR_MISCTYPE
:
1581 if (!reg
->idx
[0].offset
)
1584 sprintf(register_name
, "vpos");
1586 else if (reg
->idx
[0].offset
== 1)
1588 /* Note that gl_FrontFacing is a bool, while vFace is
1589 * a float for which the sign determines front/back */
1590 sprintf(register_name
, "(gl_FrontFacing ? 1.0 : -1.0)");
1594 FIXME("Unhandled misctype register %u.\n", reg
->idx
[0].offset
);
1595 sprintf(register_name
, "unrecognized_register");
1599 case WINED3DSPR_IMMCONST
:
1600 switch (reg
->immconst_type
)
1602 case WINED3D_IMMCONST_SCALAR
:
1603 switch (reg
->data_type
)
1605 case WINED3D_DATA_FLOAT
:
1606 wined3d_ftoa(*(const float *)reg
->immconst_data
, register_name
);
1608 case WINED3D_DATA_INT
:
1609 sprintf(register_name
, "%#x", reg
->immconst_data
[0]);
1611 case WINED3D_DATA_RESOURCE
:
1612 case WINED3D_DATA_SAMPLER
:
1613 case WINED3D_DATA_UINT
:
1614 sprintf(register_name
, "%#xu", reg
->immconst_data
[0]);
1617 sprintf(register_name
, "<unhandled data type %#x>", reg
->data_type
);
1622 case WINED3D_IMMCONST_VEC4
:
1623 switch (reg
->data_type
)
1625 case WINED3D_DATA_FLOAT
:
1626 wined3d_ftoa(*(const float *)®
->immconst_data
[0], imm_str
[0]);
1627 wined3d_ftoa(*(const float *)®
->immconst_data
[1], imm_str
[1]);
1628 wined3d_ftoa(*(const float *)®
->immconst_data
[2], imm_str
[2]);
1629 wined3d_ftoa(*(const float *)®
->immconst_data
[3], imm_str
[3]);
1630 sprintf(register_name
, "vec4(%s, %s, %s, %s)",
1631 imm_str
[0], imm_str
[1], imm_str
[2], imm_str
[3]);
1633 case WINED3D_DATA_INT
:
1634 sprintf(register_name
, "ivec4(%#x, %#x, %#x, %#x)",
1635 reg
->immconst_data
[0], reg
->immconst_data
[1],
1636 reg
->immconst_data
[2], reg
->immconst_data
[3]);
1638 case WINED3D_DATA_RESOURCE
:
1639 case WINED3D_DATA_SAMPLER
:
1640 case WINED3D_DATA_UINT
:
1641 sprintf(register_name
, "uvec4(%#xu, %#xu, %#xu, %#xu)",
1642 reg
->immconst_data
[0], reg
->immconst_data
[1],
1643 reg
->immconst_data
[2], reg
->immconst_data
[3]);
1646 sprintf(register_name
, "<unhandled data type %#x>", reg
->data_type
);
1652 FIXME("Unhandled immconst type %#x\n", reg
->immconst_type
);
1653 sprintf(register_name
, "<unhandled_immconst_type %#x>", reg
->immconst_type
);
1657 case WINED3DSPR_CONSTBUFFER
:
1658 if (reg
->idx
[1].rel_addr
)
1659 sprintf(register_name
, "%s_cb%u[%s + %u]",
1660 prefix
, reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
1662 sprintf(register_name
, "%s_cb%u[%u]", prefix
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
1665 case WINED3DSPR_PRIMID
:
1666 sprintf(register_name
, "uint(gl_PrimitiveIDIn)");
1670 FIXME("Unhandled register type %#x.\n", reg
->type
);
1671 sprintf(register_name
, "unrecognized_register");
1676 static void shader_glsl_write_mask_to_str(DWORD write_mask
, char *str
)
1679 if (write_mask
& WINED3DSP_WRITEMASK_0
) *str
++ = 'x';
1680 if (write_mask
& WINED3DSP_WRITEMASK_1
) *str
++ = 'y';
1681 if (write_mask
& WINED3DSP_WRITEMASK_2
) *str
++ = 'z';
1682 if (write_mask
& WINED3DSP_WRITEMASK_3
) *str
++ = 'w';
1686 /* Get the GLSL write mask for the destination register */
1687 static DWORD
shader_glsl_get_write_mask(const struct wined3d_shader_dst_param
*param
, char *write_mask
)
1689 DWORD mask
= param
->write_mask
;
1691 if (shader_is_scalar(¶m
->reg
))
1693 mask
= WINED3DSP_WRITEMASK_0
;
1698 shader_glsl_write_mask_to_str(mask
, write_mask
);
1704 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask
) {
1705 unsigned int size
= 0;
1707 if (write_mask
& WINED3DSP_WRITEMASK_0
) ++size
;
1708 if (write_mask
& WINED3DSP_WRITEMASK_1
) ++size
;
1709 if (write_mask
& WINED3DSP_WRITEMASK_2
) ++size
;
1710 if (write_mask
& WINED3DSP_WRITEMASK_3
) ++size
;
1715 static void shader_glsl_swizzle_to_str(const DWORD swizzle
, BOOL fixup
, DWORD mask
, char *str
)
1717 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1718 * but addressed as "rgba". To fix this we need to swap the register's x
1719 * and z components. */
1720 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
1723 /* swizzle bits fields: wwzzyyxx */
1724 if (mask
& WINED3DSP_WRITEMASK_0
) *str
++ = swizzle_chars
[swizzle
& 0x03];
1725 if (mask
& WINED3DSP_WRITEMASK_1
) *str
++ = swizzle_chars
[(swizzle
>> 2) & 0x03];
1726 if (mask
& WINED3DSP_WRITEMASK_2
) *str
++ = swizzle_chars
[(swizzle
>> 4) & 0x03];
1727 if (mask
& WINED3DSP_WRITEMASK_3
) *str
++ = swizzle_chars
[(swizzle
>> 6) & 0x03];
1731 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param
*param
,
1732 BOOL fixup
, DWORD mask
, char *swizzle_str
)
1734 if (shader_is_scalar(¶m
->reg
))
1735 *swizzle_str
= '\0';
1737 shader_glsl_swizzle_to_str(param
->swizzle
, fixup
, mask
, swizzle_str
);
1740 /* From a given parameter token, generate the corresponding GLSL string.
1741 * Also, return the actual register name and swizzle in case the
1742 * caller needs this information as well. */
1743 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
1744 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
)
1746 BOOL is_color
= FALSE
;
1747 char swizzle_str
[6];
1749 glsl_src
->reg_name
[0] = '\0';
1750 glsl_src
->param_str
[0] = '\0';
1751 swizzle_str
[0] = '\0';
1753 shader_glsl_get_register_name(&wined3d_src
->reg
, glsl_src
->reg_name
, &is_color
, ins
);
1754 shader_glsl_get_swizzle(wined3d_src
, is_color
, mask
, swizzle_str
);
1756 if (wined3d_src
->reg
.type
== WINED3DSPR_IMMCONST
|| wined3d_src
->reg
.type
== WINED3DSPR_PRIMID
)
1758 shader_glsl_gen_modifier(wined3d_src
->modifiers
, glsl_src
->reg_name
, swizzle_str
, glsl_src
->param_str
);
1762 char param_str
[200];
1764 shader_glsl_gen_modifier(wined3d_src
->modifiers
, glsl_src
->reg_name
, swizzle_str
, param_str
);
1766 switch (wined3d_src
->reg
.data_type
)
1768 case WINED3D_DATA_FLOAT
:
1769 sprintf(glsl_src
->param_str
, "%s", param_str
);
1771 case WINED3D_DATA_INT
:
1772 sprintf(glsl_src
->param_str
, "floatBitsToInt(%s)", param_str
);
1774 case WINED3D_DATA_RESOURCE
:
1775 case WINED3D_DATA_SAMPLER
:
1776 case WINED3D_DATA_UINT
:
1777 sprintf(glsl_src
->param_str
, "floatBitsToUint(%s)", param_str
);
1780 FIXME("Unhandled data type %#x.\n", wined3d_src
->reg
.data_type
);
1781 sprintf(glsl_src
->param_str
, "%s", param_str
);
1787 /* From a given parameter token, generate the corresponding GLSL string.
1788 * Also, return the actual register name and swizzle in case the
1789 * caller needs this information as well. */
1790 static DWORD
shader_glsl_add_dst_param(const struct wined3d_shader_instruction
*ins
,
1791 const struct wined3d_shader_dst_param
*wined3d_dst
, struct glsl_dst_param
*glsl_dst
)
1793 BOOL is_color
= FALSE
;
1795 glsl_dst
->mask_str
[0] = '\0';
1796 glsl_dst
->reg_name
[0] = '\0';
1798 shader_glsl_get_register_name(&wined3d_dst
->reg
, glsl_dst
->reg_name
, &is_color
, ins
);
1799 return shader_glsl_get_write_mask(wined3d_dst
, glsl_dst
->mask_str
);
1802 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1803 static DWORD
shader_glsl_append_dst_ext(struct wined3d_shader_buffer
*buffer
,
1804 const struct wined3d_shader_instruction
*ins
, const struct wined3d_shader_dst_param
*dst
,
1805 enum wined3d_data_type data_type
)
1807 struct glsl_dst_param glsl_dst
;
1810 if ((mask
= shader_glsl_add_dst_param(ins
, dst
, &glsl_dst
)))
1814 case WINED3D_DATA_FLOAT
:
1815 shader_addline(buffer
, "%s%s = %s(",
1816 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
1818 case WINED3D_DATA_INT
:
1819 shader_addline(buffer
, "%s%s = %sintBitsToFloat(",
1820 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
1822 case WINED3D_DATA_RESOURCE
:
1823 case WINED3D_DATA_SAMPLER
:
1824 case WINED3D_DATA_UINT
:
1825 shader_addline(buffer
, "%s%s = %suintBitsToFloat(",
1826 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
1829 FIXME("Unhandled data type %#x.\n", data_type
);
1830 shader_addline(buffer
, "%s%s = %s(",
1831 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
1839 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1840 static DWORD
shader_glsl_append_dst(struct wined3d_shader_buffer
*buffer
, const struct wined3d_shader_instruction
*ins
)
1842 return shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
1845 /** Process GLSL instruction modifiers */
1846 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
)
1848 struct glsl_dst_param dst_param
;
1851 if (!ins
->dst_count
) return;
1853 modifiers
= ins
->dst
[0].modifiers
;
1854 if (!modifiers
) return;
1856 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
1858 if (modifiers
& WINED3DSPDM_SATURATE
)
1860 /* _SAT means to clamp the value of the register to between 0 and 1 */
1861 shader_addline(ins
->ctx
->buffer
, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param
.reg_name
,
1862 dst_param
.mask_str
, dst_param
.reg_name
, dst_param
.mask_str
);
1865 if (modifiers
& WINED3DSPDM_MSAMPCENTROID
)
1867 FIXME("_centroid modifier not handled\n");
1870 if (modifiers
& WINED3DSPDM_PARTIALPRECISION
)
1872 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1876 static const char *shader_glsl_get_rel_op(enum wined3d_shader_rel_op op
)
1880 case WINED3D_SHADER_REL_OP_GT
: return ">";
1881 case WINED3D_SHADER_REL_OP_EQ
: return "==";
1882 case WINED3D_SHADER_REL_OP_GE
: return ">=";
1883 case WINED3D_SHADER_REL_OP_LT
: return "<";
1884 case WINED3D_SHADER_REL_OP_NE
: return "!=";
1885 case WINED3D_SHADER_REL_OP_LE
: return "<=";
1887 FIXME("Unrecognized operator %#x.\n", op
);
1892 static void shader_glsl_get_sample_function(const struct wined3d_shader_context
*ctx
,
1893 DWORD resource_idx
, DWORD flags
, struct glsl_sample_function
*sample_function
)
1895 enum wined3d_shader_resource_type resource_type
= ctx
->reg_maps
->resource_info
[resource_idx
].type
;
1896 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
1897 BOOL shadow
= ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
1898 && (((const struct shader_glsl_ctx_priv
*)ctx
->backend_data
)->cur_ps_args
->shadow
& (1 << resource_idx
));
1899 BOOL projected
= flags
& WINED3D_GLSL_SAMPLE_PROJECTED
;
1900 BOOL texrect
= flags
& WINED3D_GLSL_SAMPLE_NPOT
&& gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
1901 BOOL lod
= flags
& WINED3D_GLSL_SAMPLE_LOD
;
1902 BOOL grad
= flags
& WINED3D_GLSL_SAMPLE_GRAD
;
1904 sample_function
->data_type
= ctx
->reg_maps
->resource_info
[resource_idx
].data_type
;
1906 /* Note that there's no such thing as a projected cube texture. */
1907 switch (resource_type
)
1909 case WINED3D_SHADER_RESOURCE_TEXTURE_1D
:
1914 sample_function
->name
= projected
? "shadow1DProjLod" : "shadow1DLod";
1918 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1919 sample_function
->name
= projected
? "shadow1DProjGrad" : "shadow1DGrad";
1920 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1921 sample_function
->name
= projected
? "shadow1DProjGradARB" : "shadow1DGradARB";
1924 FIXME("Unsupported 1D shadow grad function.\n");
1925 sample_function
->name
= "unsupported1DGrad";
1930 sample_function
->name
= projected
? "shadow1DProj" : "shadow1D";
1932 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
1938 sample_function
->name
= projected
? "texture1DProjLod" : "texture1DLod";
1942 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1943 sample_function
->name
= projected
? "texture1DProjGrad" : "texture1DGrad";
1944 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1945 sample_function
->name
= projected
? "texture1DProjGradARB" : "texture1DGradARB";
1948 FIXME("Unsupported 1D grad function.\n");
1949 sample_function
->name
= "unsupported1DGrad";
1954 sample_function
->name
= projected
? "texture1DProj" : "texture1D";
1956 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
;
1960 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
1967 sample_function
->name
= projected
? "shadow2DRectProjLod" : "shadow2DRectLod";
1971 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1972 sample_function
->name
= projected
? "shadow2DRectProjGrad" : "shadow2DRectGrad";
1973 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1974 sample_function
->name
= projected
? "shadow2DRectProjGradARB" : "shadow2DRectGradARB";
1977 FIXME("Unsupported RECT shadow grad function.\n");
1978 sample_function
->name
= "unsupported2DRectGrad";
1983 sample_function
->name
= projected
? "shadow2DRectProj" : "shadow2DRect";
1990 sample_function
->name
= projected
? "shadow2DProjLod" : "shadow2DLod";
1994 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1995 sample_function
->name
= projected
? "shadow2DProjGrad" : "shadow2DGrad";
1996 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1997 sample_function
->name
= projected
? "shadow2DProjGradARB" : "shadow2DGradARB";
2000 FIXME("Unsupported 2D shadow grad function.\n");
2001 sample_function
->name
= "unsupported2DGrad";
2006 sample_function
->name
= projected
? "shadow2DProj" : "shadow2D";
2009 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2017 sample_function
->name
= projected
? "texture2DRectProjLod" : "texture2DRectLod";
2021 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2022 sample_function
->name
= projected
? "texture2DRectProjGrad" : "texture2DRectGrad";
2023 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2024 sample_function
->name
= projected
? "texture2DRectProjGradARB" : "texture2DRectGradARB";
2027 FIXME("Unsupported RECT grad function.\n");
2028 sample_function
->name
= "unsupported2DRectGrad";
2033 sample_function
->name
= projected
? "texture2DRectProj" : "texture2DRect";
2040 sample_function
->name
= projected
? "texture2DProjLod" : "texture2DLod";
2044 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2045 sample_function
->name
= projected
? "texture2DProjGrad" : "texture2DGrad";
2046 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2047 sample_function
->name
= projected
? "texture2DProjGradARB" : "texture2DGradARB";
2050 FIXME("Unsupported 2D grad function.\n");
2051 sample_function
->name
= "unsupported2DGrad";
2056 sample_function
->name
= projected
? "texture2DProj" : "texture2D";
2059 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
2063 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
2066 FIXME("Unsupported 3D shadow function.\n");
2067 sample_function
->name
= "unsupported3DShadow";
2068 sample_function
->coord_mask
= 0;
2074 sample_function
->name
= projected
? "texture3DProjLod" : "texture3DLod";
2078 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2079 sample_function
->name
= projected
? "texture3DProjGrad" : "texture3DGrad";
2080 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2081 sample_function
->name
= projected
? "texture3DProjGradARB" : "texture3DGradARB";
2084 FIXME("Unsupported 3D grad function.\n");
2085 sample_function
->name
= "unsupported3DGrad";
2090 sample_function
->name
= projected
? "texture3DProj" : "texture3D";
2092 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2096 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
2099 FIXME("Unsupported Cube shadow function.\n");
2100 sample_function
->name
= "unsupportedCubeShadow";
2101 sample_function
->coord_mask
= 0;
2107 sample_function
->name
= "textureCubeLod";
2111 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2112 sample_function
->name
= "textureCubeGrad";
2113 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2114 sample_function
->name
= "textureCubeGradARB";
2117 FIXME("Unsupported Cube grad function.\n");
2118 sample_function
->name
= "unsupportedCubeGrad";
2123 sample_function
->name
= "textureCube";
2125 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2130 sample_function
->name
= "";
2131 sample_function
->coord_mask
= 0;
2132 FIXME("Unhandled resource type %#x.\n", resource_type
);
2137 static void shader_glsl_append_fixup_arg(char *arguments
, const char *reg_name
,
2138 BOOL sign_fixup
, enum fixup_channel_source channel_source
)
2140 switch(channel_source
)
2142 case CHANNEL_SOURCE_ZERO
:
2143 strcat(arguments
, "0.0");
2146 case CHANNEL_SOURCE_ONE
:
2147 strcat(arguments
, "1.0");
2150 case CHANNEL_SOURCE_X
:
2151 strcat(arguments
, reg_name
);
2152 strcat(arguments
, ".x");
2155 case CHANNEL_SOURCE_Y
:
2156 strcat(arguments
, reg_name
);
2157 strcat(arguments
, ".y");
2160 case CHANNEL_SOURCE_Z
:
2161 strcat(arguments
, reg_name
);
2162 strcat(arguments
, ".z");
2165 case CHANNEL_SOURCE_W
:
2166 strcat(arguments
, reg_name
);
2167 strcat(arguments
, ".w");
2171 FIXME("Unhandled channel source %#x\n", channel_source
);
2172 strcat(arguments
, "undefined");
2176 if (sign_fixup
) strcat(arguments
, " * 2.0 - 1.0");
2179 static void shader_glsl_color_correction_ext(struct wined3d_shader_buffer
*buffer
,
2180 const char *reg_name
, DWORD mask
, struct color_fixup_desc fixup
)
2182 unsigned int mask_size
, remaining
;
2183 DWORD fixup_mask
= 0;
2184 char arguments
[256];
2187 if (fixup
.x_sign_fixup
|| fixup
.x_source
!= CHANNEL_SOURCE_X
) fixup_mask
|= WINED3DSP_WRITEMASK_0
;
2188 if (fixup
.y_sign_fixup
|| fixup
.y_source
!= CHANNEL_SOURCE_Y
) fixup_mask
|= WINED3DSP_WRITEMASK_1
;
2189 if (fixup
.z_sign_fixup
|| fixup
.z_source
!= CHANNEL_SOURCE_Z
) fixup_mask
|= WINED3DSP_WRITEMASK_2
;
2190 if (fixup
.w_sign_fixup
|| fixup
.w_source
!= CHANNEL_SOURCE_W
) fixup_mask
|= WINED3DSP_WRITEMASK_3
;
2191 if (!(mask
&= fixup_mask
))
2194 if (is_complex_fixup(fixup
))
2196 enum complex_fixup complex_fixup
= get_complex_fixup(fixup
);
2197 FIXME("Complex fixup (%#x) not supported\n",complex_fixup
);
2201 shader_glsl_write_mask_to_str(mask
, mask_str
);
2202 mask_size
= shader_glsl_get_write_mask_size(mask
);
2204 arguments
[0] = '\0';
2205 remaining
= mask_size
;
2206 if (mask
& WINED3DSP_WRITEMASK_0
)
2208 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.x_sign_fixup
, fixup
.x_source
);
2209 if (--remaining
) strcat(arguments
, ", ");
2211 if (mask
& WINED3DSP_WRITEMASK_1
)
2213 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.y_sign_fixup
, fixup
.y_source
);
2214 if (--remaining
) strcat(arguments
, ", ");
2216 if (mask
& WINED3DSP_WRITEMASK_2
)
2218 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.z_sign_fixup
, fixup
.z_source
);
2219 if (--remaining
) strcat(arguments
, ", ");
2221 if (mask
& WINED3DSP_WRITEMASK_3
)
2223 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.w_sign_fixup
, fixup
.w_source
);
2224 if (--remaining
) strcat(arguments
, ", ");
2228 shader_addline(buffer
, "%s%s = vec%u(%s);\n", reg_name
, mask_str
, mask_size
, arguments
);
2230 shader_addline(buffer
, "%s%s = %s;\n", reg_name
, mask_str
, arguments
);
2233 static void shader_glsl_color_correction(const struct wined3d_shader_instruction
*ins
, struct color_fixup_desc fixup
)
2238 shader_glsl_get_register_name(&ins
->dst
[0].reg
, reg_name
, &is_color
, ins
);
2239 shader_glsl_color_correction_ext(ins
->ctx
->buffer
, reg_name
, ins
->dst
[0].write_mask
, fixup
);
2242 static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction
*ins
,
2243 DWORD sampler
, const struct glsl_sample_function
*sample_function
, DWORD swizzle
,
2244 const char *dx
, const char *dy
, const char *bias
, const char *coord_reg_fmt
, ...)
2246 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
2247 char dst_swizzle
[6];
2248 struct color_fixup_desc fixup
;
2249 BOOL np2_fixup
= FALSE
;
2252 shader_glsl_swizzle_to_str(swizzle
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
2254 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
2256 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2257 fixup
= priv
->cur_ps_args
->color_fixup
[sampler
];
2259 if(priv
->cur_ps_args
->np2_fixup
& (1 << sampler
)) {
2261 FIXME("Biased sampling from NP2 textures is unsupported\n");
2269 fixup
= COLOR_FIXUP_IDENTITY
; /* FIXME: Vshader color fixup */
2272 shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], sample_function
->data_type
);
2274 shader_addline(ins
->ctx
->buffer
, "%s(%s_sampler%u, ",
2275 sample_function
->name
, shader_glsl_get_prefix(version
->type
), sampler
);
2277 va_start(args
, coord_reg_fmt
);
2278 shader_vaddline(ins
->ctx
->buffer
, coord_reg_fmt
, args
);
2282 shader_addline(ins
->ctx
->buffer
, ", %s)%s);\n", bias
, dst_swizzle
);
2285 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2286 const unsigned char idx
= priv
->cur_np2fixup_info
->idx
[sampler
];
2288 shader_addline(ins
->ctx
->buffer
, " * ps_samplerNP2Fixup[%u].%s)%s);\n", idx
>> 1,
2289 (idx
% 2) ? "zw" : "xy", dst_swizzle
);
2290 } else if(dx
&& dy
) {
2291 shader_addline(ins
->ctx
->buffer
, ", %s, %s)%s);\n", dx
, dy
, dst_swizzle
);
2293 shader_addline(ins
->ctx
->buffer
, ")%s);\n", dst_swizzle
);
2297 if(!is_identity_fixup(fixup
)) {
2298 shader_glsl_color_correction(ins
, fixup
);
2302 /*****************************************************************************
2303 * Begin processing individual instruction opcodes
2304 ****************************************************************************/
2306 static void shader_glsl_binop(const struct wined3d_shader_instruction
*ins
)
2308 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2309 struct glsl_src_param src0_param
;
2310 struct glsl_src_param src1_param
;
2314 /* Determine the GLSL operator to use based on the opcode */
2315 switch (ins
->handler_idx
)
2317 case WINED3DSIH_ADD
: op
= "+"; break;
2318 case WINED3DSIH_AND
: op
= "&"; break;
2319 case WINED3DSIH_DIV
: op
= "/"; break;
2320 case WINED3DSIH_IADD
: op
= "+"; break;
2321 case WINED3DSIH_ISHL
: op
= "<<"; break;
2322 case WINED3DSIH_MUL
: op
= "*"; break;
2323 case WINED3DSIH_SUB
: op
= "-"; break;
2324 case WINED3DSIH_USHR
: op
= ">>"; break;
2325 case WINED3DSIH_XOR
: op
= "^"; break;
2327 op
= "<unhandled operator>";
2328 FIXME("Opcode %#x not yet handled in GLSL\n", ins
->handler_idx
);
2332 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2333 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2334 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2335 shader_addline(buffer
, "%s %s %s);\n", src0_param
.param_str
, op
, src1_param
.param_str
);
2338 static void shader_glsl_relop(const struct wined3d_shader_instruction
*ins
)
2340 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2341 struct glsl_src_param src0_param
;
2342 struct glsl_src_param src1_param
;
2343 unsigned int mask_size
;
2347 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2348 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2349 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2350 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2354 switch (ins
->handler_idx
)
2356 case WINED3DSIH_EQ
: op
= "equal"; break;
2357 case WINED3DSIH_GE
: op
= "greaterThanEqual"; break;
2358 case WINED3DSIH_IGE
: op
= "greaterThanEqual"; break;
2359 case WINED3DSIH_UGE
: op
= "greaterThanEqual"; break;
2360 case WINED3DSIH_LT
: op
= "lessThan"; break;
2362 op
= "<unhandled operator>";
2363 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
2367 shader_addline(buffer
, "uvec%u(%s(%s, %s)) * 0xffffffffu);\n",
2368 mask_size
, op
, src0_param
.param_str
, src1_param
.param_str
);
2372 switch (ins
->handler_idx
)
2374 case WINED3DSIH_EQ
: op
= "=="; break;
2375 case WINED3DSIH_GE
: op
= ">="; break;
2376 case WINED3DSIH_IGE
: op
= ">="; break;
2377 case WINED3DSIH_UGE
: op
= ">="; break;
2378 case WINED3DSIH_LT
: op
= "<"; break;
2380 op
= "<unhandled operator>";
2381 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
2385 shader_addline(buffer
, "%s %s %s ? 0xffffffffu : 0u);\n",
2386 src0_param
.param_str
, op
, src1_param
.param_str
);
2390 static void shader_glsl_imul(const struct wined3d_shader_instruction
*ins
)
2392 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2393 struct glsl_src_param src0_param
;
2394 struct glsl_src_param src1_param
;
2397 /* If we have ARB_gpu_shader5 or GLSL 4.0, we can use imulExtended(). If
2398 * not, we can emulate it. */
2399 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
2400 FIXME("64-bit integer multiplies not implemented.\n");
2402 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
2404 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
2405 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2406 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2408 shader_addline(ins
->ctx
->buffer
, "%s * %s);\n",
2409 src0_param
.param_str
, src1_param
.param_str
);
2413 static void shader_glsl_udiv(const struct wined3d_shader_instruction
*ins
)
2415 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2416 struct glsl_src_param src0_param
, src1_param
;
2419 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
2422 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
2426 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2427 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2428 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2429 shader_addline(buffer
, "tmp0%s = %s / %s;\n",
2430 dst_mask
, src0_param
.param_str
, src1_param
.param_str
);
2432 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
2433 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2434 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2435 shader_addline(buffer
, "%s %% %s));\n", src0_param
.param_str
, src1_param
.param_str
);
2437 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
2438 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
2442 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
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
, "%s / %s);\n", src0_param
.param_str
, src1_param
.param_str
);
2448 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
2450 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
2451 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2452 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2453 shader_addline(buffer
, "%s %% %s);\n", src0_param
.param_str
, src1_param
.param_str
);
2457 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
2458 static void shader_glsl_mov(const struct wined3d_shader_instruction
*ins
)
2460 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
2461 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2462 struct glsl_src_param src0_param
;
2465 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2466 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2468 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
2469 * shader versions WINED3DSIO_MOVA is used for this. */
2470 if (ins
->ctx
->reg_maps
->shader_version
.major
== 1
2471 && ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_VERTEX
2472 && ins
->dst
[0].reg
.type
== WINED3DSPR_ADDR
)
2474 /* This is a simple floor() */
2475 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2476 if (mask_size
> 1) {
2477 shader_addline(buffer
, "ivec%d(floor(%s)));\n", mask_size
, src0_param
.param_str
);
2479 shader_addline(buffer
, "int(floor(%s)));\n", src0_param
.param_str
);
2482 else if(ins
->handler_idx
== WINED3DSIH_MOVA
)
2484 /* We need to *round* to the nearest int here. */
2485 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2487 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2490 shader_addline(buffer
, "ivec%d(round(%s)));\n", mask_size
, src0_param
.param_str
);
2492 shader_addline(buffer
, "int(round(%s)));\n", src0_param
.param_str
);
2497 shader_addline(buffer
, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
2498 mask_size
, src0_param
.param_str
, mask_size
, src0_param
.param_str
);
2500 shader_addline(buffer
, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
2501 src0_param
.param_str
, src0_param
.param_str
);
2506 shader_addline(buffer
, "%s);\n", src0_param
.param_str
);
2510 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
2511 static void shader_glsl_dot(const struct wined3d_shader_instruction
*ins
)
2513 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2514 struct glsl_src_param src0_param
;
2515 struct glsl_src_param src1_param
;
2516 DWORD dst_write_mask
, src_write_mask
;
2517 unsigned int dst_size
= 0;
2519 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
2520 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
2522 /* dp3 works on vec3, dp4 on vec4 */
2523 if (ins
->handler_idx
== WINED3DSIH_DP4
)
2525 src_write_mask
= WINED3DSP_WRITEMASK_ALL
;
2527 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2530 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_write_mask
, &src0_param
);
2531 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_write_mask
, &src1_param
);
2534 shader_addline(buffer
, "vec%d(dot(%s, %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
2536 shader_addline(buffer
, "dot(%s, %s));\n", src0_param
.param_str
, src1_param
.param_str
);
2540 /* Note that this instruction has some restrictions. The destination write mask
2541 * can't contain the w component, and the source swizzles have to be .xyzw */
2542 static void shader_glsl_cross(const struct wined3d_shader_instruction
*ins
)
2544 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2545 struct glsl_src_param src0_param
;
2546 struct glsl_src_param src1_param
;
2549 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2550 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2551 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
2552 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
2553 shader_addline(ins
->ctx
->buffer
, "cross(%s, %s)%s);\n", src0_param
.param_str
, src1_param
.param_str
, dst_mask
);
2556 static void shader_glsl_cut(const struct wined3d_shader_instruction
*ins
)
2558 shader_addline(ins
->ctx
->buffer
, "EndPrimitive();\n");
2561 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
2562 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
2563 * GLSL uses the value as-is. */
2564 static void shader_glsl_pow(const struct wined3d_shader_instruction
*ins
)
2566 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2567 struct glsl_src_param src0_param
;
2568 struct glsl_src_param src1_param
;
2569 DWORD dst_write_mask
;
2570 unsigned int dst_size
;
2572 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
2573 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
2575 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2576 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
2580 shader_addline(buffer
, "vec%u(%s == 0.0 ? 1.0 : pow(abs(%s), %s)));\n",
2581 dst_size
, src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
2585 shader_addline(buffer
, "%s == 0.0 ? 1.0 : pow(abs(%s), %s));\n",
2586 src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
2590 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
2591 static void shader_glsl_map2gl(const struct wined3d_shader_instruction
*ins
)
2593 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2594 struct glsl_src_param src_param
;
2595 const char *instruction
;
2599 /* Determine the GLSL function to use based on the opcode */
2600 /* TODO: Possibly make this a table for faster lookups */
2601 switch (ins
->handler_idx
)
2603 case WINED3DSIH_MIN
: instruction
= "min"; break;
2604 case WINED3DSIH_MAX
: instruction
= "max"; break;
2605 case WINED3DSIH_ABS
: instruction
= "abs"; break;
2606 case WINED3DSIH_FRC
: instruction
= "fract"; break;
2607 case WINED3DSIH_DSX
: instruction
= "dFdx"; break;
2608 case WINED3DSIH_DSY
: instruction
= "ycorrection.y * dFdy"; break;
2609 case WINED3DSIH_ROUND_NI
: instruction
= "floor"; break;
2610 default: instruction
= "";
2611 FIXME("Opcode %#x not yet handled in GLSL\n", ins
->handler_idx
);
2615 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2617 shader_addline(buffer
, "%s(", instruction
);
2621 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
2622 shader_addline(buffer
, "%s", src_param
.param_str
);
2623 for (i
= 1; i
< ins
->src_count
; ++i
)
2625 shader_glsl_add_src_param(ins
, &ins
->src
[i
], write_mask
, &src_param
);
2626 shader_addline(buffer
, ", %s", src_param
.param_str
);
2630 shader_addline(buffer
, "));\n");
2633 static void shader_glsl_nop(const struct wined3d_shader_instruction
*ins
) {}
2635 static void shader_glsl_nrm(const struct wined3d_shader_instruction
*ins
)
2637 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2638 struct glsl_src_param src_param
;
2639 unsigned int mask_size
;
2643 write_mask
= shader_glsl_get_write_mask(ins
->dst
, dst_mask
);
2644 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2645 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
2647 shader_addline(buffer
, "tmp0.x = dot(%s, %s);\n",
2648 src_param
.param_str
, src_param
.param_str
);
2649 shader_glsl_append_dst(buffer
, ins
);
2653 shader_addline(buffer
, "tmp0.x == 0.0 ? vec%u(0.0) : (%s * inversesqrt(tmp0.x)));\n",
2654 mask_size
, src_param
.param_str
);
2658 shader_addline(buffer
, "tmp0.x == 0.0 ? 0.0 : (%s * inversesqrt(tmp0.x)));\n",
2659 src_param
.param_str
);
2663 static void shader_glsl_scalar_op(const struct wined3d_shader_instruction
*ins
)
2665 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2666 struct glsl_src_param src0_param
;
2667 const char *prefix
, *suffix
;
2668 unsigned int dst_size
;
2669 DWORD dst_write_mask
;
2671 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
2672 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
2674 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src0_param
);
2676 switch (ins
->handler_idx
)
2678 case WINED3DSIH_EXP
:
2679 case WINED3DSIH_EXPP
:
2684 case WINED3DSIH_LOG
:
2685 case WINED3DSIH_LOGP
:
2686 prefix
= "log2(abs(";
2690 case WINED3DSIH_RCP
:
2695 case WINED3DSIH_RSQ
:
2696 prefix
= "inversesqrt(abs(";
2703 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
2708 shader_addline(buffer
, "vec%u(%s%s%s));\n", dst_size
, prefix
, src0_param
.param_str
, suffix
);
2710 shader_addline(buffer
, "%s%s%s);\n", prefix
, src0_param
.param_str
, suffix
);
2713 /** Process the WINED3DSIO_EXPP instruction in GLSL:
2714 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
2715 * dst.x = 2^(floor(src))
2716 * dst.y = src - floor(src)
2717 * dst.z = 2^src (partial precision is allowed, but optional)
2719 * For 2.0 shaders, just do this (honoring writemask and swizzle):
2720 * dst = 2^src; (partial precision is allowed, but optional)
2722 static void shader_glsl_expp(const struct wined3d_shader_instruction
*ins
)
2724 if (ins
->ctx
->reg_maps
->shader_version
.major
< 2)
2726 struct glsl_src_param src_param
;
2729 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
2731 shader_addline(ins
->ctx
->buffer
, "tmp0.x = exp2(floor(%s));\n", src_param
.param_str
);
2732 shader_addline(ins
->ctx
->buffer
, "tmp0.y = %s - floor(%s);\n", src_param
.param_str
, src_param
.param_str
);
2733 shader_addline(ins
->ctx
->buffer
, "tmp0.z = exp2(%s);\n", src_param
.param_str
);
2734 shader_addline(ins
->ctx
->buffer
, "tmp0.w = 1.0;\n");
2736 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2737 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2738 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", dst_mask
);
2742 shader_glsl_scalar_op(ins
);
2745 static void shader_glsl_to_int(const struct wined3d_shader_instruction
*ins
)
2747 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2748 struct glsl_src_param src_param
;
2749 unsigned int mask_size
;
2752 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2753 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2754 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
2757 shader_addline(buffer
, "ivec%u(%s));\n", mask_size
, src_param
.param_str
);
2759 shader_addline(buffer
, "int(%s));\n", src_param
.param_str
);
2762 static void shader_glsl_to_float(const struct wined3d_shader_instruction
*ins
)
2764 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2765 struct glsl_src_param src_param
;
2766 unsigned int mask_size
;
2769 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2770 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2771 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
2774 shader_addline(buffer
, "vec%u(%s));\n", mask_size
, src_param
.param_str
);
2776 shader_addline(buffer
, "float(%s));\n", src_param
.param_str
);
2779 /** Process signed comparison opcodes in GLSL. */
2780 static void shader_glsl_compare(const struct wined3d_shader_instruction
*ins
)
2782 struct glsl_src_param src0_param
;
2783 struct glsl_src_param src1_param
;
2785 unsigned int mask_size
;
2787 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2788 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2789 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2790 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2792 if (mask_size
> 1) {
2793 const char *compare
;
2795 switch(ins
->handler_idx
)
2797 case WINED3DSIH_SLT
: compare
= "lessThan"; break;
2798 case WINED3DSIH_SGE
: compare
= "greaterThanEqual"; break;
2799 default: compare
= "";
2800 FIXME("Can't handle opcode %#x\n", ins
->handler_idx
);
2803 shader_addline(ins
->ctx
->buffer
, "vec%d(%s(%s, %s)));\n", mask_size
, compare
,
2804 src0_param
.param_str
, src1_param
.param_str
);
2806 switch(ins
->handler_idx
)
2808 case WINED3DSIH_SLT
:
2809 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
2810 * to return 0.0 but step returns 1.0 because step is not < x
2811 * An alternative is a bvec compare padded with an unused second component.
2812 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
2813 * issue. Playing with not() is not possible either because not() does not accept
2816 shader_addline(ins
->ctx
->buffer
, "(%s < %s) ? 1.0 : 0.0);\n",
2817 src0_param
.param_str
, src1_param
.param_str
);
2819 case WINED3DSIH_SGE
:
2820 /* Here we can use the step() function and safe a conditional */
2821 shader_addline(ins
->ctx
->buffer
, "step(%s, %s));\n", src1_param
.param_str
, src0_param
.param_str
);
2824 FIXME("Can't handle opcode %#x\n", ins
->handler_idx
);
2830 static void shader_glsl_conditional_move(const struct wined3d_shader_instruction
*ins
)
2832 const char *condition_prefix
, *condition_suffix
;
2833 struct wined3d_shader_dst_param dst
;
2834 struct glsl_src_param src0_param
;
2835 struct glsl_src_param src1_param
;
2836 struct glsl_src_param src2_param
;
2837 BOOL temp_destination
= FALSE
;
2838 DWORD cmp_channel
= 0;
2843 switch (ins
->handler_idx
)
2845 case WINED3DSIH_CMP
:
2846 condition_prefix
= "";
2847 condition_suffix
= " >= 0.0";
2850 case WINED3DSIH_CND
:
2851 condition_prefix
= "";
2852 condition_suffix
= " > 0.5";
2855 case WINED3DSIH_MOVC
:
2856 condition_prefix
= "bool(";
2857 condition_suffix
= ")";
2861 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
2862 condition_prefix
= "<unhandled prefix>";
2863 condition_suffix
= "<unhandled suffix>";
2867 if (shader_is_scalar(&ins
->dst
[0].reg
) || shader_is_scalar(&ins
->src
[0].reg
))
2869 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2870 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2871 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2872 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2874 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
2875 condition_prefix
, src0_param
.param_str
, condition_suffix
,
2876 src1_param
.param_str
, src2_param
.param_str
);
2882 /* Splitting the instruction up in multiple lines imposes a problem:
2883 * The first lines may overwrite source parameters of the following lines.
2884 * Deal with that by using a temporary destination register if needed. */
2885 if ((ins
->src
[0].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
2886 && ins
->src
[0].reg
.type
== dst
.reg
.type
)
2887 || (ins
->src
[1].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
2888 && ins
->src
[1].reg
.type
== dst
.reg
.type
)
2889 || (ins
->src
[2].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
2890 && ins
->src
[2].reg
.type
== dst
.reg
.type
))
2891 temp_destination
= TRUE
;
2893 /* Cycle through all source0 channels. */
2894 for (i
= 0; i
< 4; ++i
)
2897 /* Find the destination channels which use the current source0 channel. */
2898 for (j
= 0; j
< 4; ++j
)
2900 if (((ins
->src
[0].swizzle
>> (2 * j
)) & 0x3) == i
)
2902 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
2903 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
2906 dst
.write_mask
= ins
->dst
[0].write_mask
& write_mask
;
2908 if (temp_destination
)
2910 if (!(write_mask
= shader_glsl_get_write_mask(&dst
, mask_char
)))
2912 shader_addline(ins
->ctx
->buffer
, "tmp0%s = (", mask_char
);
2914 else if (!(write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
, dst
.reg
.data_type
)))
2917 shader_glsl_add_src_param(ins
, &ins
->src
[0], cmp_channel
, &src0_param
);
2918 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2919 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2921 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
2922 condition_prefix
, src0_param
.param_str
, condition_suffix
,
2923 src1_param
.param_str
, src2_param
.param_str
);
2926 if (temp_destination
)
2928 shader_glsl_get_write_mask(&ins
->dst
[0], mask_char
);
2929 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2930 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", mask_char
);
2934 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
2935 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
2936 * the compare is done per component of src0. */
2937 static void shader_glsl_cnd(const struct wined3d_shader_instruction
*ins
)
2939 struct glsl_src_param src0_param
;
2940 struct glsl_src_param src1_param
;
2941 struct glsl_src_param src2_param
;
2943 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
2944 ins
->ctx
->reg_maps
->shader_version
.minor
);
2946 if (shader_version
< WINED3D_SHADER_VERSION(1, 4))
2948 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2949 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2950 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2951 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2953 if (ins
->coissue
&& ins
->dst
->write_mask
!= WINED3DSP_WRITEMASK_3
)
2954 shader_addline(ins
->ctx
->buffer
, "%s /* COISSUE! */);\n", src1_param
.param_str
);
2956 shader_addline(ins
->ctx
->buffer
, "%s > 0.5 ? %s : %s);\n",
2957 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2961 shader_glsl_conditional_move(ins
);
2964 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
2965 static void shader_glsl_mad(const struct wined3d_shader_instruction
*ins
)
2967 struct glsl_src_param src0_param
;
2968 struct glsl_src_param src1_param
;
2969 struct glsl_src_param src2_param
;
2972 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2973 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2974 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2975 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2976 shader_addline(ins
->ctx
->buffer
, "(%s * %s) + %s);\n",
2977 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
2980 /* Handles transforming all WINED3DSIO_M?x? opcodes for
2981 Vertex shaders to GLSL codes */
2982 static void shader_glsl_mnxn(const struct wined3d_shader_instruction
*ins
)
2985 int nComponents
= 0;
2986 struct wined3d_shader_dst_param tmp_dst
= {{0}};
2987 struct wined3d_shader_src_param tmp_src
[2] = {{{0}}};
2988 struct wined3d_shader_instruction tmp_ins
;
2990 memset(&tmp_ins
, 0, sizeof(tmp_ins
));
2992 /* Set constants for the temporary argument */
2993 tmp_ins
.ctx
= ins
->ctx
;
2994 tmp_ins
.dst_count
= 1;
2995 tmp_ins
.dst
= &tmp_dst
;
2996 tmp_ins
.src_count
= 2;
2997 tmp_ins
.src
= tmp_src
;
2999 switch(ins
->handler_idx
)
3001 case WINED3DSIH_M4x4
:
3003 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
3005 case WINED3DSIH_M4x3
:
3007 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
3009 case WINED3DSIH_M3x4
:
3011 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
3013 case WINED3DSIH_M3x3
:
3015 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
3017 case WINED3DSIH_M3x2
:
3019 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
3025 tmp_dst
= ins
->dst
[0];
3026 tmp_src
[0] = ins
->src
[0];
3027 tmp_src
[1] = ins
->src
[1];
3028 for (i
= 0; i
< nComponents
; ++i
)
3030 tmp_dst
.write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
3031 shader_glsl_dot(&tmp_ins
);
3032 ++tmp_src
[1].reg
.idx
[0].offset
;
3037 The LRP instruction performs a component-wise linear interpolation
3038 between the second and third operands using the first operand as the
3039 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
3040 This is equivalent to mix(src2, src1, src0);
3042 static void shader_glsl_lrp(const struct wined3d_shader_instruction
*ins
)
3044 struct glsl_src_param src0_param
;
3045 struct glsl_src_param src1_param
;
3046 struct glsl_src_param src2_param
;
3049 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3051 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3052 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3053 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3055 shader_addline(ins
->ctx
->buffer
, "mix(%s, %s, %s));\n",
3056 src2_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
);
3059 /** Process the WINED3DSIO_LIT instruction in GLSL:
3060 * dst.x = dst.w = 1.0
3061 * dst.y = (src0.x > 0) ? src0.x
3062 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
3063 * where src.w is clamped at +- 128
3065 static void shader_glsl_lit(const struct wined3d_shader_instruction
*ins
)
3067 struct glsl_src_param src0_param
;
3068 struct glsl_src_param src1_param
;
3069 struct glsl_src_param src3_param
;
3072 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3073 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3075 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3076 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src1_param
);
3077 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src3_param
);
3079 /* The sdk specifies the instruction like this
3081 * if(src.x > 0.0) dst.y = src.x
3083 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
3086 * (where power = src.w clamped between -128 and 128)
3088 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
3089 * dst.x = 1.0 ... No further explanation needed
3090 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
3091 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
3092 * dst.w = 1.0. ... Nothing fancy.
3094 * So we still have one conditional in there. So do this:
3095 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
3097 * 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),
3098 * 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.
3099 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to.
3101 * Unfortunately pow(0.0 ^ 0.0) returns NaN on most GPUs, but lit with src.y = 0 and src.w = 0 returns
3102 * a non-NaN value in dst.z. What we return doesn't matter, as long as it is not NaN. Return 0, which is
3103 * what all Windows HW drivers and GL_ARB_vertex_program's LIT do.
3105 shader_addline(ins
->ctx
->buffer
,
3106 "vec4(1.0, max(%s, 0.0), %s == 0.0 ? 0.0 : "
3107 "pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
3108 src0_param
.param_str
, src3_param
.param_str
, src1_param
.param_str
,
3109 src0_param
.param_str
, src3_param
.param_str
, dst_mask
);
3112 /** Process the WINED3DSIO_DST instruction in GLSL:
3114 * dst.y = src0.x * src0.y
3118 static void shader_glsl_dst(const struct wined3d_shader_instruction
*ins
)
3120 struct glsl_src_param src0y_param
;
3121 struct glsl_src_param src0z_param
;
3122 struct glsl_src_param src1y_param
;
3123 struct glsl_src_param src1w_param
;
3126 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3127 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3129 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src0y_param
);
3130 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &src0z_param
);
3131 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_1
, &src1y_param
);
3132 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_3
, &src1w_param
);
3134 shader_addline(ins
->ctx
->buffer
, "vec4(1.0, %s * %s, %s, %s))%s;\n",
3135 src0y_param
.param_str
, src1y_param
.param_str
, src0z_param
.param_str
, src1w_param
.param_str
, dst_mask
);
3138 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
3139 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
3140 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
3142 * dst.x = cos(src0.?)
3143 * dst.y = sin(src0.?)
3147 static void shader_glsl_sincos(const struct wined3d_shader_instruction
*ins
)
3149 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3150 struct glsl_src_param src0_param
;
3153 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
3155 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3157 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3160 case WINED3DSP_WRITEMASK_0
:
3161 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
3164 case WINED3DSP_WRITEMASK_1
:
3165 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
3168 case (WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
):
3169 shader_addline(buffer
, "vec2(cos(%s), sin(%s)));\n",
3170 src0_param
.param_str
, src0_param
.param_str
);
3174 ERR("Write mask should be .x, .y or .xy\n");
3181 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
3184 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3188 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3189 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3190 shader_addline(buffer
, "tmp0%s = sin(%s);\n", dst_mask
, src0_param
.param_str
);
3192 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3193 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3194 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
3196 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
3197 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
3201 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
3202 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3203 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
3206 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3208 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
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
);
3214 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
3215 * here. But those extra parameters require a dedicated function for sgn, since map2gl would
3216 * generate invalid code
3218 static void shader_glsl_sgn(const struct wined3d_shader_instruction
*ins
)
3220 struct glsl_src_param src0_param
;
3223 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3224 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3226 shader_addline(ins
->ctx
->buffer
, "sign(%s));\n", src0_param
.param_str
);
3229 /** Process the WINED3DSIO_LOOP instruction in GLSL:
3230 * Start a for() loop where src1.y is the initial value of aL,
3231 * increment aL by src1.z for a total of src1.x iterations.
3232 * Need to use a temporary variable for this operation.
3234 /* FIXME: I don't think nested loops will work correctly this way. */
3235 static void shader_glsl_loop(const struct wined3d_shader_instruction
*ins
)
3237 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
3238 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3239 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
3240 const struct wined3d_shader_lconst
*constant
;
3241 struct glsl_src_param src1_param
;
3242 const DWORD
*control_values
= NULL
;
3244 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
3246 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_ALL
, &src1_param
);
3248 /* Try to hardcode the loop control parameters if possible. Direct3D 9
3249 * class hardware doesn't support real varying indexing, but Microsoft
3250 * designed this feature for Shader model 2.x+. If the loop control is
3251 * known at compile time, the GLSL compiler can unroll the loop, and
3252 * replace indirect addressing with direct addressing. */
3253 if (ins
->src
[1].reg
.type
== WINED3DSPR_CONSTINT
)
3255 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
3257 if (constant
->idx
== ins
->src
[1].reg
.idx
[0].offset
)
3259 control_values
= constant
->value
;
3267 struct wined3d_shader_loop_control loop_control
;
3268 loop_control
.count
= control_values
[0];
3269 loop_control
.start
= control_values
[1];
3270 loop_control
.step
= (int)control_values
[2];
3272 if (loop_control
.step
> 0)
3274 shader_addline(buffer
, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d)\n{\n",
3275 loop_state
->current_depth
, loop_control
.start
,
3276 loop_state
->current_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
3277 loop_state
->current_depth
, loop_control
.step
);
3279 else if (loop_control
.step
< 0)
3281 shader_addline(buffer
, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d)\n{\n",
3282 loop_state
->current_depth
, loop_control
.start
,
3283 loop_state
->current_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
3284 loop_state
->current_depth
, loop_control
.step
);
3288 shader_addline(buffer
, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++)\n{\n",
3289 loop_state
->current_depth
, loop_control
.start
, loop_state
->current_depth
,
3290 loop_state
->current_depth
, loop_control
.count
,
3291 loop_state
->current_depth
);
3296 shader_addline(buffer
, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z)\n{\n",
3297 loop_state
->current_depth
, loop_state
->current_reg
,
3298 src1_param
.reg_name
, loop_state
->current_depth
, src1_param
.reg_name
,
3299 loop_state
->current_depth
, loop_state
->current_reg
, src1_param
.reg_name
);
3302 ++loop_state
->current_reg
;
3306 shader_addline(buffer
, "for (;;)\n{\n");
3309 ++loop_state
->current_depth
;
3312 static void shader_glsl_end(const struct wined3d_shader_instruction
*ins
)
3314 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
3316 shader_addline(ins
->ctx
->buffer
, "}\n");
3318 if (ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
3320 --loop_state
->current_depth
;
3321 --loop_state
->current_reg
;
3324 if (ins
->handler_idx
== WINED3DSIH_ENDREP
)
3326 --loop_state
->current_depth
;
3330 static void shader_glsl_rep(const struct wined3d_shader_instruction
*ins
)
3332 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
3333 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
3334 const struct wined3d_shader_lconst
*constant
;
3335 struct glsl_src_param src0_param
;
3336 const DWORD
*control_values
= NULL
;
3338 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
3339 if (ins
->src
[0].reg
.type
== WINED3DSPR_CONSTINT
)
3341 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
3343 if (constant
->idx
== ins
->src
[0].reg
.idx
[0].offset
)
3345 control_values
= constant
->value
;
3353 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
3354 loop_state
->current_depth
, loop_state
->current_depth
,
3355 control_values
[0], loop_state
->current_depth
);
3359 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3360 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
3361 loop_state
->current_depth
, loop_state
->current_depth
,
3362 src0_param
.param_str
, loop_state
->current_depth
);
3365 ++loop_state
->current_depth
;
3368 static void shader_glsl_if(const struct wined3d_shader_instruction
*ins
)
3370 struct glsl_src_param src0_param
;
3372 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3373 shader_addline(ins
->ctx
->buffer
, "if (bool(%s)) {\n", src0_param
.param_str
);
3376 static void shader_glsl_ifc(const struct wined3d_shader_instruction
*ins
)
3378 struct glsl_src_param src0_param
;
3379 struct glsl_src_param src1_param
;
3381 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3382 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
3384 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) {\n",
3385 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
3388 static void shader_glsl_else(const struct wined3d_shader_instruction
*ins
)
3390 shader_addline(ins
->ctx
->buffer
, "} else {\n");
3393 static void shader_glsl_emit(const struct wined3d_shader_instruction
*ins
)
3395 shader_addline(ins
->ctx
->buffer
, "EmitVertex();\n");
3398 static void shader_glsl_break(const struct wined3d_shader_instruction
*ins
)
3400 shader_addline(ins
->ctx
->buffer
, "break;\n");
3403 /* FIXME: According to MSDN the compare is done per component. */
3404 static void shader_glsl_breakc(const struct wined3d_shader_instruction
*ins
)
3406 struct glsl_src_param src0_param
;
3407 struct glsl_src_param src1_param
;
3409 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3410 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
3412 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) break;\n",
3413 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
3416 static void shader_glsl_breakp(const struct wined3d_shader_instruction
*ins
)
3418 struct glsl_src_param src_param
;
3420 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
3421 shader_addline(ins
->ctx
->buffer
, "if (bool(%s)) break;\n", src_param
.param_str
);
3424 static void shader_glsl_label(const struct wined3d_shader_instruction
*ins
)
3426 shader_addline(ins
->ctx
->buffer
, "}\n");
3427 shader_addline(ins
->ctx
->buffer
, "void subroutine%u()\n{\n", ins
->src
[0].reg
.idx
[0].offset
);
3430 static void shader_glsl_call(const struct wined3d_shader_instruction
*ins
)
3432 shader_addline(ins
->ctx
->buffer
, "subroutine%u();\n", ins
->src
[0].reg
.idx
[0].offset
);
3435 static void shader_glsl_callnz(const struct wined3d_shader_instruction
*ins
)
3437 struct glsl_src_param src1_param
;
3439 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
3440 shader_addline(ins
->ctx
->buffer
, "if (%s) subroutine%u();\n",
3441 src1_param
.param_str
, ins
->src
[0].reg
.idx
[0].offset
);
3444 static void shader_glsl_ret(const struct wined3d_shader_instruction
*ins
)
3446 /* No-op. The closing } is written when a new function is started, and at the end of the shader. This
3447 * function only suppresses the unhandled instruction warning
3451 /*********************************************
3452 * Pixel Shader Specific Code begins here
3453 ********************************************/
3454 static void shader_glsl_tex(const struct wined3d_shader_instruction
*ins
)
3456 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
3457 ins
->ctx
->reg_maps
->shader_version
.minor
);
3458 struct glsl_sample_function sample_function
;
3459 DWORD sample_flags
= 0;
3461 DWORD mask
= 0, swizzle
;
3462 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3464 /* 1.0-1.4: Use destination register as sampler source.
3465 * 2.0+: Use provided sampler source. */
3466 if (shader_version
< WINED3D_SHADER_VERSION(2,0))
3467 resource_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
3469 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
3471 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
3473 DWORD flags
= (priv
->cur_ps_args
->tex_transform
>> resource_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
3474 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
3475 enum wined3d_shader_resource_type resource_type
= ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
;
3477 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
3478 if (flags
& WINED3D_PSARGS_PROJECTED
&& resource_type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
3480 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
3481 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
3483 case WINED3D_TTFF_COUNT1
:
3484 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
3486 case WINED3D_TTFF_COUNT2
:
3487 mask
= WINED3DSP_WRITEMASK_1
;
3489 case WINED3D_TTFF_COUNT3
:
3490 mask
= WINED3DSP_WRITEMASK_2
;
3492 case WINED3D_TTFF_COUNT4
:
3493 case WINED3D_TTFF_DISABLE
:
3494 mask
= WINED3DSP_WRITEMASK_3
;
3499 else if (shader_version
< WINED3D_SHADER_VERSION(2,0))
3501 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
3503 if (src_mod
== WINED3DSPSM_DZ
) {
3504 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
3505 mask
= WINED3DSP_WRITEMASK_2
;
3506 } else if (src_mod
== WINED3DSPSM_DW
) {
3507 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
3508 mask
= WINED3DSP_WRITEMASK_3
;
3513 if ((ins
->flags
& WINED3DSI_TEXLD_PROJECT
)
3514 && ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
3516 /* ps 2.0 texldp instruction always divides by the fourth component. */
3517 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
3518 mask
= WINED3DSP_WRITEMASK_3
;
3522 if (priv
->cur_ps_args
->np2_fixup
& (1 << resource_idx
))
3523 sample_flags
|= WINED3D_GLSL_SAMPLE_NPOT
;
3525 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sample_flags
, &sample_function
);
3526 mask
|= sample_function
.coord_mask
;
3528 if (shader_version
< WINED3D_SHADER_VERSION(2,0)) swizzle
= WINED3DSP_NOSWIZZLE
;
3529 else swizzle
= ins
->src
[1].swizzle
;
3531 /* 1.0-1.3: Use destination register as coordinate source.
3532 1.4+: Use provided coordinate source register. */
3533 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
3536 shader_glsl_write_mask_to_str(mask
, coord_mask
);
3537 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
,
3538 "T%u%s", resource_idx
, coord_mask
);
3542 struct glsl_src_param coord_param
;
3543 shader_glsl_add_src_param(ins
, &ins
->src
[0], mask
, &coord_param
);
3544 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
)
3546 struct glsl_src_param bias
;
3547 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &bias
);
3548 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, bias
.param_str
,
3549 "%s", coord_param
.param_str
);
3551 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
,
3552 "%s", coord_param
.param_str
);
3557 static void shader_glsl_texldd(const struct wined3d_shader_instruction
*ins
)
3559 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
3560 struct glsl_src_param coord_param
, dx_param
, dy_param
;
3561 DWORD sample_flags
= WINED3D_GLSL_SAMPLE_GRAD
;
3562 struct glsl_sample_function sample_function
;
3564 DWORD swizzle
= ins
->src
[1].swizzle
;
3565 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3567 if (!gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] && !gl_info
->supported
[EXT_GPU_SHADER4
])
3569 FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
3570 shader_glsl_tex(ins
);
3574 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
3575 if (priv
->cur_ps_args
->np2_fixup
& (1 << sampler_idx
))
3576 sample_flags
|= WINED3D_GLSL_SAMPLE_NPOT
;
3578 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sample_flags
, &sample_function
);
3579 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
3580 shader_glsl_add_src_param(ins
, &ins
->src
[2], sample_function
.coord_mask
, &dx_param
);
3581 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.coord_mask
, &dy_param
);
3583 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, dx_param
.param_str
, dy_param
.param_str
, NULL
,
3584 "%s", coord_param
.param_str
);
3587 static void shader_glsl_texldl(const struct wined3d_shader_instruction
*ins
)
3589 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
3590 struct glsl_src_param coord_param
, lod_param
;
3591 DWORD sample_flags
= WINED3D_GLSL_SAMPLE_LOD
;
3592 struct glsl_sample_function sample_function
;
3594 DWORD swizzle
= ins
->src
[1].swizzle
;
3595 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3597 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
3598 if (ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
3599 && priv
->cur_ps_args
->np2_fixup
& (1 << sampler_idx
))
3600 sample_flags
|= WINED3D_GLSL_SAMPLE_NPOT
;
3602 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sample_flags
, &sample_function
);
3603 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
3605 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
3607 if (!gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] && !gl_info
->supported
[EXT_GPU_SHADER4
]
3608 && ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
3610 /* Plain GLSL only supports Lod sampling functions in vertex shaders.
3611 * However, the NVIDIA drivers allow them in fragment shaders as well,
3612 * even without the appropriate extension. */
3613 WARN("Using %s in fragment shader.\n", sample_function
.name
);
3615 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, lod_param
.param_str
,
3616 "%s", coord_param
.param_str
);
3619 static void shader_glsl_texcoord(const struct wined3d_shader_instruction
*ins
)
3621 /* FIXME: Make this work for more than just 2D textures */
3622 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3623 DWORD write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3625 if (!(ins
->ctx
->reg_maps
->shader_version
.major
== 1 && ins
->ctx
->reg_maps
->shader_version
.minor
== 4))
3629 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3630 shader_addline(buffer
, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n",
3631 ins
->dst
[0].reg
.idx
[0].offset
, dst_mask
);
3635 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
3636 DWORD reg
= ins
->src
[0].reg
.idx
[0].offset
;
3637 char dst_swizzle
[6];
3639 shader_glsl_get_swizzle(&ins
->src
[0], FALSE
, write_mask
, dst_swizzle
);
3641 if (src_mod
== WINED3DSPSM_DZ
)
3643 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3644 struct glsl_src_param div_param
;
3646 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &div_param
);
3648 if (mask_size
> 1) {
3649 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
3651 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
3654 else if (src_mod
== WINED3DSPSM_DW
)
3656 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3657 struct glsl_src_param div_param
;
3659 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &div_param
);
3661 if (mask_size
> 1) {
3662 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
3664 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
3667 shader_addline(buffer
, "gl_TexCoord[%u]%s);\n", reg
, dst_swizzle
);
3672 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
3673 * Take a 3-component dot product of the TexCoord[dstreg] and src,
3674 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
3675 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction
*ins
)
3677 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3678 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
3679 struct glsl_sample_function sample_function
;
3680 struct glsl_src_param src0_param
;
3683 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3685 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
3686 * scalar, and projected sampling would require 4.
3688 * It is a dependent read - not valid with conditional NP2 textures
3690 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
3691 mask_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
3696 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3697 "dot(gl_TexCoord[%u].xyz, %s)", sampler_idx
, src0_param
.param_str
);
3701 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3702 "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx
, src0_param
.param_str
);
3706 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3707 "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx
, src0_param
.param_str
);
3711 FIXME("Unexpected mask size %u\n", mask_size
);
3716 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
3717 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
3718 static void shader_glsl_texdp3(const struct wined3d_shader_instruction
*ins
)
3720 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3721 DWORD dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
3722 struct glsl_src_param src0_param
;
3724 unsigned int mask_size
;
3726 dst_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3727 mask_size
= shader_glsl_get_write_mask_size(dst_mask
);
3728 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3730 if (mask_size
> 1) {
3731 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(T%u.xyz, %s)));\n", mask_size
, dstreg
, src0_param
.param_str
);
3733 shader_addline(ins
->ctx
->buffer
, "dot(T%u.xyz, %s));\n", dstreg
, src0_param
.param_str
);
3737 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
3738 * Calculate the depth as dst.x / dst.y */
3739 static void shader_glsl_texdepth(const struct wined3d_shader_instruction
*ins
)
3741 struct glsl_dst_param dst_param
;
3743 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
3745 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
3746 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
3747 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
3748 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
3751 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
3752 dst_param
.reg_name
, dst_param
.reg_name
);
3755 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
3756 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
3757 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
3758 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
3760 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction
*ins
)
3762 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3763 DWORD dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
3764 struct glsl_src_param src0_param
;
3766 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3768 shader_addline(ins
->ctx
->buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg
, src0_param
.param_str
);
3769 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
3772 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
3773 * Calculate the 1st of a 2-row matrix multiplication. */
3774 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction
*ins
)
3776 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3777 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
3778 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3779 struct glsl_src_param src0_param
;
3781 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3782 shader_addline(buffer
, "tmp0.x = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
3785 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
3786 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
3787 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction
*ins
)
3789 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3790 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3791 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
3792 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
3793 struct glsl_src_param src0_param
;
3795 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3796 shader_addline(buffer
, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + tex_mx
->current_row
, reg
, src0_param
.param_str
);
3797 tex_mx
->texcoord_w
[tex_mx
->current_row
++] = reg
;
3800 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction
*ins
)
3802 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3803 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3804 struct glsl_sample_function sample_function
;
3805 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
3806 struct glsl_src_param src0_param
;
3808 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3809 shader_addline(buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
3811 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
3813 /* Sample the texture using the calculated coordinates */
3814 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xy");
3817 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
3818 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
3819 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction
*ins
)
3821 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3822 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
3823 struct glsl_sample_function sample_function
;
3824 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
3825 struct glsl_src_param src0_param
;
3827 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3828 shader_addline(ins
->ctx
->buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
3830 /* Dependent read, not valid with conditional NP2 */
3831 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
3833 /* Sample the texture using the calculated coordinates */
3834 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xyz");
3836 tex_mx
->current_row
= 0;
3839 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
3840 * Perform the 3rd row of a 3x3 matrix multiply */
3841 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction
*ins
)
3843 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3844 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
3845 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
3846 struct glsl_src_param src0_param
;
3849 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3851 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3852 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3853 shader_addline(ins
->ctx
->buffer
, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg
, src0_param
.param_str
, dst_mask
);
3855 tex_mx
->current_row
= 0;
3858 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
3859 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3860 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction
*ins
)
3862 struct glsl_src_param src0_param
;
3863 struct glsl_src_param src1_param
;
3864 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3865 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
3866 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3867 struct glsl_sample_function sample_function
;
3868 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
3871 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3872 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
3874 /* Perform the last matrix multiply operation */
3875 shader_addline(buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
3876 /* Reflection calculation */
3877 shader_addline(buffer
, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param
.param_str
);
3879 /* Dependent read, not valid with conditional NP2 */
3880 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
3881 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
3883 /* Sample the texture */
3884 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
3885 NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
3887 tex_mx
->current_row
= 0;
3890 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
3891 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3892 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction
*ins
)
3894 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3895 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
3896 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3897 struct glsl_sample_function sample_function
;
3898 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
3899 struct glsl_src_param src0_param
;
3902 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3904 /* Perform the last matrix multiply operation */
3905 shader_addline(buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_param
.param_str
);
3907 /* Construct the eye-ray vector from w coordinates */
3908 shader_addline(buffer
, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
3909 tex_mx
->texcoord_w
[0], tex_mx
->texcoord_w
[1], reg
);
3910 shader_addline(buffer
, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
3912 /* Dependent read, not valid with conditional NP2 */
3913 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
3914 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
3916 /* Sample the texture using the calculated coordinates */
3917 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
3918 NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
3920 tex_mx
->current_row
= 0;
3923 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
3924 * Apply a fake bump map transform.
3925 * texbem is pshader <= 1.3 only, this saves a few version checks
3927 static void shader_glsl_texbem(const struct wined3d_shader_instruction
*ins
)
3929 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3930 struct glsl_sample_function sample_function
;
3931 struct glsl_src_param coord_param
;
3937 sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
3938 flags
= (priv
->cur_ps_args
->tex_transform
>> sampler_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
3939 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
3941 /* Dependent read, not valid with conditional NP2 */
3942 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
3943 mask
= sample_function
.coord_mask
;
3945 shader_glsl_write_mask_to_str(mask
, coord_mask
);
3947 /* With projected textures, texbem only divides the static texture coord,
3948 * not the displacement, so we can't let GL handle this. */
3949 if (flags
& WINED3D_PSARGS_PROJECTED
)
3952 char coord_div_mask
[3];
3953 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
3955 case WINED3D_TTFF_COUNT1
:
3956 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
3958 case WINED3D_TTFF_COUNT2
:
3959 div_mask
= WINED3DSP_WRITEMASK_1
;
3961 case WINED3D_TTFF_COUNT3
:
3962 div_mask
= WINED3DSP_WRITEMASK_2
;
3964 case WINED3D_TTFF_COUNT4
:
3965 case WINED3D_TTFF_DISABLE
:
3966 div_mask
= WINED3DSP_WRITEMASK_3
;
3969 shader_glsl_write_mask_to_str(div_mask
, coord_div_mask
);
3970 shader_addline(ins
->ctx
->buffer
, "T%u%s /= T%u%s;\n", sampler_idx
, coord_mask
, sampler_idx
, coord_div_mask
);
3973 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &coord_param
);
3975 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3976 "T%u%s + vec4(bumpenv_mat%u * %s, 0.0, 0.0)%s", sampler_idx
, coord_mask
, sampler_idx
,
3977 coord_param
.param_str
, coord_mask
);
3979 if (ins
->handler_idx
== WINED3DSIH_TEXBEML
)
3981 struct glsl_src_param luminance_param
;
3982 struct glsl_dst_param dst_param
;
3984 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &luminance_param
);
3985 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
3987 shader_addline(ins
->ctx
->buffer
, "%s%s *= (%s * bumpenv_lum_scale%u + bumpenv_lum_offset%u);\n",
3988 dst_param
.reg_name
, dst_param
.mask_str
,
3989 luminance_param
.param_str
, sampler_idx
, sampler_idx
);
3993 static void shader_glsl_bem(const struct wined3d_shader_instruction
*ins
)
3995 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
3996 struct glsl_src_param src0_param
, src1_param
;
3998 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
3999 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
4001 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4002 shader_addline(ins
->ctx
->buffer
, "%s + bumpenv_mat%u * %s);\n",
4003 src0_param
.param_str
, sampler_idx
, src1_param
.param_str
);
4006 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
4007 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
4008 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction
*ins
)
4010 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4011 struct glsl_sample_function sample_function
;
4012 struct glsl_src_param src0_param
;
4014 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
4016 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
4017 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4018 "%s.wx", src0_param
.reg_name
);
4021 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
4022 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
4023 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction
*ins
)
4025 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4026 struct glsl_sample_function sample_function
;
4027 struct glsl_src_param src0_param
;
4029 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
4031 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
4032 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4033 "%s.yz", src0_param
.reg_name
);
4036 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
4037 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
4038 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction
*ins
)
4040 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4041 struct glsl_sample_function sample_function
;
4042 struct glsl_src_param src0_param
;
4044 /* Dependent read, not valid with conditional NP2 */
4045 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
4046 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &src0_param
);
4048 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4049 "%s", src0_param
.param_str
);
4052 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
4053 * If any of the first 3 components are < 0, discard this pixel */
4054 static void shader_glsl_texkill(const struct wined3d_shader_instruction
*ins
)
4056 struct glsl_dst_param dst_param
;
4058 /* The argument is a destination parameter, and no writemasks are allowed */
4059 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
4060 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 2)
4062 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 4)
4063 FIXME("SM4 discard not implemented.\n");
4064 /* 2.0 shaders compare all 4 components in texkill */
4065 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param
.reg_name
);
4067 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
4068 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
4069 * 4 components are defined, only the first 3 are used
4071 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param
.reg_name
);
4075 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
4076 * dst = dot2(src0, src1) + src2 */
4077 static void shader_glsl_dp2add(const struct wined3d_shader_instruction
*ins
)
4079 struct glsl_src_param src0_param
;
4080 struct glsl_src_param src1_param
;
4081 struct glsl_src_param src2_param
;
4083 unsigned int mask_size
;
4085 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4086 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4088 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
4089 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
4090 shader_glsl_add_src_param(ins
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &src2_param
);
4092 if (mask_size
> 1) {
4093 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(%s, %s) + %s));\n",
4094 mask_size
, src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
4096 shader_addline(ins
->ctx
->buffer
, "dot(%s, %s) + %s);\n",
4097 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
4101 static void shader_glsl_input_pack(const struct wined3d_shader
*shader
, struct wined3d_shader_buffer
*buffer
,
4102 const struct wined3d_shader_signature_element
*input_signature
,
4103 const struct wined3d_shader_reg_maps
*reg_maps
,
4104 enum vertexprocessing_mode vertexprocessing
)
4106 WORD map
= reg_maps
->input_registers
;
4109 for (i
= 0; map
; map
>>= 1, ++i
)
4111 const char *semantic_name
;
4116 if (!(map
& 1)) continue;
4118 semantic_name
= input_signature
[i
].semantic_name
;
4119 semantic_idx
= input_signature
[i
].semantic_idx
;
4120 shader_glsl_write_mask_to_str(input_signature
[i
].mask
, reg_mask
);
4122 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
4124 if (semantic_idx
< 8 && vertexprocessing
== pretransformed
)
4125 shader_addline(buffer
, "ps_in[%u]%s = gl_TexCoord[%u]%s;\n",
4126 shader
->u
.ps
.input_reg_map
[i
], reg_mask
, semantic_idx
, reg_mask
);
4128 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
4129 shader
->u
.ps
.input_reg_map
[i
], reg_mask
, reg_mask
);
4131 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
))
4134 shader_addline(buffer
, "ps_in[%u]%s = vec4(gl_Color)%s;\n",
4135 shader
->u
.ps
.input_reg_map
[i
], reg_mask
, reg_mask
);
4136 else if (semantic_idx
== 1)
4137 shader_addline(buffer
, "ps_in[%u]%s = vec4(gl_SecondaryColor)%s;\n",
4138 shader
->u
.ps
.input_reg_map
[i
], reg_mask
, reg_mask
);
4140 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
4141 shader
->u
.ps
.input_reg_map
[i
], reg_mask
, reg_mask
);
4145 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
4146 shader
->u
.ps
.input_reg_map
[i
], reg_mask
, reg_mask
);
4151 /*********************************************
4152 * Vertex Shader Specific Code begins here
4153 ********************************************/
4155 static void add_glsl_program_entry(struct shader_glsl_priv
*priv
, struct glsl_shader_prog_link
*entry
)
4157 struct glsl_program_key key
;
4159 key
.vs_id
= entry
->vs
.id
;
4160 key
.gs_id
= entry
->gs
.id
;
4161 key
.ps_id
= entry
->ps
.id
;
4163 if (wine_rb_put(&priv
->program_lookup
, &key
, &entry
->program_lookup_entry
) == -1)
4165 ERR("Failed to insert program entry.\n");
4169 static struct glsl_shader_prog_link
*get_glsl_program_entry(const struct shader_glsl_priv
*priv
,
4170 GLhandleARB vs_id
, GLhandleARB gs_id
, GLhandleARB ps_id
)
4172 struct wine_rb_entry
*entry
;
4173 struct glsl_program_key key
;
4179 entry
= wine_rb_get(&priv
->program_lookup
, &key
);
4180 return entry
? WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
) : NULL
;
4183 /* Context activation is done by the caller. */
4184 static void delete_glsl_program_entry(struct shader_glsl_priv
*priv
, const struct wined3d_gl_info
*gl_info
,
4185 struct glsl_shader_prog_link
*entry
)
4187 struct glsl_program_key key
;
4189 key
.vs_id
= entry
->vs
.id
;
4190 key
.gs_id
= entry
->gs
.id
;
4191 key
.ps_id
= entry
->ps
.id
;
4192 wine_rb_remove(&priv
->program_lookup
, &key
);
4194 GL_EXTCALL(glDeleteObjectARB(entry
->programId
));
4196 list_remove(&entry
->vs
.shader_entry
);
4198 list_remove(&entry
->gs
.shader_entry
);
4200 list_remove(&entry
->ps
.shader_entry
);
4201 HeapFree(GetProcessHeap(), 0, entry
->vs
.uniform_f_locations
);
4202 HeapFree(GetProcessHeap(), 0, entry
->ps
.uniform_f_locations
);
4203 HeapFree(GetProcessHeap(), 0, entry
);
4206 static void handle_ps3_input(struct wined3d_shader_buffer
*buffer
,
4207 const struct wined3d_gl_info
*gl_info
, const DWORD
*map
,
4208 const struct wined3d_shader_signature_element
*input_signature
,
4209 const struct wined3d_shader_reg_maps
*reg_maps_in
,
4210 const struct wined3d_shader_signature_element
*output_signature
,
4211 const struct wined3d_shader_reg_maps
*reg_maps_out
)
4214 const char *semantic_name_in
;
4215 UINT semantic_idx_in
;
4218 unsigned int in_count
= vec4_varyings(3, gl_info
);
4220 char destination
[50];
4221 WORD input_map
, output_map
;
4223 set
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*set
) * (in_count
+ 2));
4225 input_map
= reg_maps_in
->input_registers
;
4226 for (i
= 0; input_map
; input_map
>>= 1, ++i
)
4228 if (!(input_map
& 1)) continue;
4231 /* Declared, but not read register */
4232 if (in_idx
== ~0U) continue;
4233 if (in_idx
>= (in_count
+ 2))
4235 FIXME("More input varyings declared than supported, expect issues.\n");
4239 if (in_idx
== in_count
)
4240 sprintf(destination
, "gl_FrontColor");
4241 else if (in_idx
== in_count
+ 1)
4242 sprintf(destination
, "gl_FrontSecondaryColor");
4244 sprintf(destination
, "ps_in[%u]", in_idx
);
4246 semantic_name_in
= input_signature
[i
].semantic_name
;
4247 semantic_idx_in
= input_signature
[i
].semantic_idx
;
4250 output_map
= reg_maps_out
->output_registers
;
4251 for (j
= 0; output_map
; output_map
>>= 1, ++j
)
4255 if (!(output_map
& 1)
4256 || semantic_idx_in
!= output_signature
[j
].semantic_idx
4257 || strcmp(semantic_name_in
, output_signature
[j
].semantic_name
)
4258 || !(mask
= input_signature
[i
].mask
& output_signature
[j
].mask
))
4262 shader_glsl_write_mask_to_str(mask
, reg_mask
);
4264 shader_addline(buffer
, "%s%s = vs_out[%u]%s;\n",
4265 destination
, reg_mask
, j
, reg_mask
);
4269 for (i
= 0; i
< in_count
+ 2; ++i
)
4273 if (!set
[i
] || set
[i
] == WINED3DSP_WRITEMASK_ALL
)
4276 if (set
[i
] == ~0U) set
[i
] = 0;
4279 if (!(set
[i
] & WINED3DSP_WRITEMASK_0
)) reg_mask
[size
++] = 'x';
4280 if (!(set
[i
] & WINED3DSP_WRITEMASK_1
)) reg_mask
[size
++] = 'y';
4281 if (!(set
[i
] & WINED3DSP_WRITEMASK_2
)) reg_mask
[size
++] = 'z';
4282 if (!(set
[i
] & WINED3DSP_WRITEMASK_3
)) reg_mask
[size
++] = 'w';
4283 reg_mask
[size
] = '\0';
4286 sprintf(destination
, "gl_FrontColor");
4287 else if (i
== in_count
+ 1)
4288 sprintf(destination
, "gl_FrontSecondaryColor");
4290 sprintf(destination
, "ps_in[%u]", i
);
4292 if (size
== 1) shader_addline(buffer
, "%s.%s = 0.0;\n", destination
, reg_mask
);
4293 else shader_addline(buffer
, "%s.%s = vec%u(0.0);\n", destination
, reg_mask
, size
);
4296 HeapFree(GetProcessHeap(), 0, set
);
4299 /* Context activation is done by the caller. */
4300 static GLhandleARB
generate_param_reorder_function(struct wined3d_shader_buffer
*buffer
,
4301 const struct wined3d_shader
*vs
, const struct wined3d_shader
*ps
,
4302 const struct wined3d_gl_info
*gl_info
)
4304 GLhandleARB ret
= 0;
4305 DWORD ps_major
= ps
? ps
->reg_maps
.shader_version
.major
: 0;
4307 const char *semantic_name
;
4310 const struct wined3d_shader_signature_element
*output_signature
= vs
->output_signature
;
4311 WORD map
= vs
->reg_maps
.output_registers
;
4313 shader_buffer_clear(buffer
);
4315 shader_addline(buffer
, "#version 120\n");
4319 shader_addline(buffer
, "void order_ps_input(in vec4 vs_out[%u])\n{\n", vs
->limits
->packed_output
);
4321 for (i
= 0; map
; map
>>= 1, ++i
)
4325 if (!(map
& 1)) continue;
4327 semantic_name
= output_signature
[i
].semantic_name
;
4328 semantic_idx
= output_signature
[i
].semantic_idx
;
4329 write_mask
= output_signature
[i
].mask
;
4330 shader_glsl_write_mask_to_str(write_mask
, reg_mask
);
4332 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
))
4335 shader_addline(buffer
, "gl_FrontColor%s = vs_out[%u]%s;\n",
4336 reg_mask
, i
, reg_mask
);
4337 else if (semantic_idx
== 1)
4338 shader_addline(buffer
, "gl_FrontSecondaryColor%s = vs_out[%u]%s;\n",
4339 reg_mask
, i
, reg_mask
);
4341 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_POSITION
))
4343 shader_addline(buffer
, "gl_Position%s = vs_out[%u]%s;\n",
4344 reg_mask
, i
, reg_mask
);
4346 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
4348 if (semantic_idx
< 8)
4350 if (!(gl_info
->quirks
& WINED3D_QUIRK_SET_TEXCOORD_W
) || ps_major
> 0)
4351 write_mask
|= WINED3DSP_WRITEMASK_3
;
4353 shader_addline(buffer
, "gl_TexCoord[%u]%s = vs_out[%u]%s;\n",
4354 semantic_idx
, reg_mask
, i
, reg_mask
);
4355 if (!(write_mask
& WINED3DSP_WRITEMASK_3
))
4356 shader_addline(buffer
, "gl_TexCoord[%u].w = 1.0;\n", semantic_idx
);
4359 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
))
4361 shader_addline(buffer
, "gl_PointSize = vs_out[%u].%c;\n", i
, reg_mask
[1]);
4363 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_FOG
))
4365 shader_addline(buffer
, "gl_FogFragCoord = clamp(vs_out[%u].%c, 0.0, 1.0);\n", i
, reg_mask
[1]);
4368 shader_addline(buffer
, "}\n");
4372 UINT in_count
= min(vec4_varyings(ps_major
, gl_info
), ps
->limits
->packed_input
);
4373 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
4374 shader_addline(buffer
, "varying vec4 ps_in[%u];\n", in_count
);
4375 shader_addline(buffer
, "void order_ps_input(in vec4 vs_out[%u])\n{\n", vs
->limits
->packed_output
);
4377 /* First, sort out position and point size. Those are not passed to the pixel shader */
4378 for (i
= 0; map
; map
>>= 1, ++i
)
4380 if (!(map
& 1)) continue;
4382 semantic_name
= output_signature
[i
].semantic_name
;
4383 shader_glsl_write_mask_to_str(output_signature
[i
].mask
, reg_mask
);
4385 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_POSITION
))
4387 shader_addline(buffer
, "gl_Position%s = vs_out[%u]%s;\n",
4388 reg_mask
, i
, reg_mask
);
4390 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
))
4392 shader_addline(buffer
, "gl_PointSize = vs_out[%u].%c;\n", i
, reg_mask
[1]);
4396 /* Then, fix the pixel shader input */
4397 handle_ps3_input(buffer
, gl_info
, ps
->u
.ps
.input_reg_map
, ps
->input_signature
,
4398 &ps
->reg_maps
, output_signature
, &vs
->reg_maps
);
4400 shader_addline(buffer
, "}\n");
4403 ret
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
4404 checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
4405 shader_glsl_compile(gl_info
, ret
, buffer
->buffer
);
4410 static void shader_glsl_generate_srgb_write_correction(struct wined3d_shader_buffer
*buffer
)
4412 shader_addline(buffer
, "tmp0.xyz = pow(gl_FragData[0].xyz, vec3(srgb_const0.x));\n");
4413 shader_addline(buffer
, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
4414 shader_addline(buffer
, "tmp1.xyz = gl_FragData[0].xyz * vec3(srgb_const0.w);\n");
4415 shader_addline(buffer
, "bvec3 srgb_compare = lessThan(gl_FragData[0].xyz, vec3(srgb_const1.x));\n");
4416 shader_addline(buffer
, "gl_FragData[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n");
4417 shader_addline(buffer
, "gl_FragData[0] = clamp(gl_FragData[0], 0.0, 1.0);\n");
4420 static void shader_glsl_generate_fog_code(struct wined3d_shader_buffer
*buffer
, enum wined3d_ffp_ps_fog_mode mode
)
4424 case WINED3D_FFP_PS_FOG_OFF
:
4427 case WINED3D_FFP_PS_FOG_LINEAR
:
4428 shader_addline(buffer
, "float Fog = (gl_Fog.end - gl_FogFragCoord) * gl_Fog.scale;\n");
4431 case WINED3D_FFP_PS_FOG_EXP
:
4432 /* Fog = e^-(gl_Fog.density * gl_FogFragCoord) */
4433 shader_addline(buffer
, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
4436 case WINED3D_FFP_PS_FOG_EXP2
:
4437 /* Fog = e^-((gl_Fog.density * gl_FogFragCoord)^2) */
4438 shader_addline(buffer
, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
4442 ERR("Invalid fog mode %#x.\n", mode
);
4446 shader_addline(buffer
, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, clamp(Fog, 0.0, 1.0));\n");
4449 /* Context activation is done by the caller. */
4450 static GLuint
shader_glsl_generate_pshader(const struct wined3d_context
*context
,
4451 struct wined3d_shader_buffer
*buffer
, const struct wined3d_shader
*shader
,
4452 const struct ps_compile_args
*args
, struct ps_np2fixup_info
*np2fixup_info
)
4454 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
4455 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4456 const DWORD
*function
= shader
->function
;
4457 struct shader_glsl_ctx_priv priv_ctx
;
4459 /* Create the hw GLSL shader object and assign it as the shader->prgId */
4460 GLhandleARB shader_obj
= GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB
));
4462 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
4463 priv_ctx
.cur_ps_args
= args
;
4464 priv_ctx
.cur_np2fixup_info
= np2fixup_info
;
4466 shader_addline(buffer
, "#version 120\n");
4468 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
4469 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
4470 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
4471 shader_addline(buffer
, "#extension GL_ARB_shader_texture_lod : enable\n");
4472 /* The spec says that it doesn't have to be explicitly enabled, but the
4473 * nvidia drivers write a warning if we don't do so. */
4474 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
4475 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
4476 if (gl_info
->supported
[ARB_UNIFORM_BUFFER_OBJECT
])
4477 shader_addline(buffer
, "#extension GL_ARB_uniform_buffer_object : enable\n");
4478 if (gl_info
->supported
[EXT_GPU_SHADER4
])
4479 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
4481 /* Base Declarations */
4482 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
4484 /* Pack 3.0 inputs */
4485 if (reg_maps
->shader_version
.major
>= 3 && args
->vp_mode
!= vertexshader
)
4486 shader_glsl_input_pack(shader
, buffer
, shader
->input_signature
, reg_maps
, args
->vp_mode
);
4488 /* Base Shader Body */
4489 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
4491 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
4492 if (reg_maps
->shader_version
.major
< 2)
4494 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
4495 shader_addline(buffer
, "gl_FragData[0] = R0;\n");
4498 if (args
->srgb_correction
)
4499 shader_glsl_generate_srgb_write_correction(buffer
);
4501 /* SM < 3 does not replace the fog stage. */
4502 if (reg_maps
->shader_version
.major
< 3)
4503 shader_glsl_generate_fog_code(buffer
, args
->fog
);
4505 shader_addline(buffer
, "}\n");
4507 TRACE("Compiling shader object %u\n", shader_obj
);
4508 shader_glsl_compile(gl_info
, shader_obj
, buffer
->buffer
);
4510 /* Store the shader object */
4514 /* Context activation is done by the caller. */
4515 static GLuint
shader_glsl_generate_vshader(const struct wined3d_context
*context
,
4516 struct wined3d_shader_buffer
*buffer
, const struct wined3d_shader
*shader
,
4517 const struct vs_compile_args
*args
)
4519 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
4520 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4521 const DWORD
*function
= shader
->function
;
4522 struct shader_glsl_ctx_priv priv_ctx
;
4524 /* Create the hw GLSL shader program and assign it as the shader->prgId */
4525 GLhandleARB shader_obj
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
4527 shader_addline(buffer
, "#version 120\n");
4529 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
4530 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
4531 if (gl_info
->supported
[ARB_UNIFORM_BUFFER_OBJECT
])
4532 shader_addline(buffer
, "#extension GL_ARB_uniform_buffer_object : enable\n");
4533 if (gl_info
->supported
[EXT_GPU_SHADER4
])
4534 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
4536 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
4537 priv_ctx
.cur_vs_args
= args
;
4539 /* Base Declarations */
4540 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
4542 /* Base Shader Body */
4543 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
4545 /* Unpack outputs */
4546 shader_addline(buffer
, "order_ps_input(vs_out);\n");
4548 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
4549 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
4550 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
4551 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
4553 if (args
->fog_src
== VS_FOG_Z
)
4554 shader_addline(buffer
, "gl_FogFragCoord = gl_Position.z;\n");
4555 else if (!reg_maps
->fog
)
4556 shader_addline(buffer
, "gl_FogFragCoord = 0.0;\n");
4558 /* We always store the clipplanes without y inversion */
4559 if (args
->clip_enabled
)
4560 shader_addline(buffer
, "gl_ClipVertex = gl_Position;\n");
4562 /* Write the final position.
4564 * OpenGL coordinates specify the center of the pixel while d3d coords specify
4565 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
4566 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
4567 * contains 1.0 to allow a mad.
4569 shader_addline(buffer
, "gl_Position.y = gl_Position.y * posFixup.y;\n");
4570 shader_addline(buffer
, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
4572 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
4574 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
4575 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
4576 * which is the same as z = z * 2 - w.
4578 shader_addline(buffer
, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
4580 shader_addline(buffer
, "}\n");
4582 TRACE("Compiling shader object %u\n", shader_obj
);
4583 shader_glsl_compile(gl_info
, shader_obj
, buffer
->buffer
);
4588 /* Context activation is done by the caller. */
4589 static GLhandleARB
shader_glsl_generate_geometry_shader(const struct wined3d_context
*context
,
4590 struct wined3d_shader_buffer
*buffer
, const struct wined3d_shader
*shader
)
4592 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
4593 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4594 const DWORD
*function
= shader
->function
;
4595 struct shader_glsl_ctx_priv priv_ctx
;
4596 GLhandleARB shader_id
;
4598 shader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_GEOMETRY_SHADER_ARB
));
4600 shader_addline(buffer
, "#version 120\n");
4602 if (gl_info
->supported
[ARB_GEOMETRY_SHADER4
])
4603 shader_addline(buffer
, "#extension GL_ARB_geometry_shader4 : enable\n");
4604 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
4605 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
4606 if (gl_info
->supported
[ARB_UNIFORM_BUFFER_OBJECT
])
4607 shader_addline(buffer
, "#extension GL_ARB_uniform_buffer_object : enable\n");
4608 if (gl_info
->supported
[EXT_GPU_SHADER4
])
4609 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
4611 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
4612 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
4613 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
4614 shader_addline(buffer
, "}\n");
4616 TRACE("Compiling shader object %u.\n", shader_id
);
4617 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
4622 static GLhandleARB
find_glsl_pshader(const struct wined3d_context
*context
,
4623 struct wined3d_shader_buffer
*buffer
, struct wined3d_shader
*shader
,
4624 const struct ps_compile_args
*args
, const struct ps_np2fixup_info
**np2fixup_info
)
4626 struct glsl_ps_compiled_shader
*gl_shaders
, *new_array
;
4627 struct glsl_shader_private
*shader_data
;
4628 struct ps_np2fixup_info
*np2fixup
;
4633 if (!shader
->backend_data
)
4635 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
4636 if (!shader
->backend_data
)
4638 ERR("Failed to allocate backend data.\n");
4642 shader_data
= shader
->backend_data
;
4643 gl_shaders
= shader_data
->gl_shaders
.ps
;
4645 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4646 * so a linear search is more performant than a hashmap or a binary search
4647 * (cache coherency etc)
4649 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
4651 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
4653 if (args
->np2_fixup
)
4654 *np2fixup_info
= &gl_shaders
[i
].np2fixup
;
4655 return gl_shaders
[i
].prgId
;
4659 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
4660 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
4661 if (shader_data
->num_gl_shaders
)
4663 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
4664 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.ps
,
4665 new_size
* sizeof(*gl_shaders
));
4669 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
));
4674 ERR("Out of memory\n");
4677 shader_data
->gl_shaders
.ps
= new_array
;
4678 shader_data
->shader_array_size
= new_size
;
4679 gl_shaders
= new_array
;
4682 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
4684 np2fixup
= &gl_shaders
[shader_data
->num_gl_shaders
].np2fixup
;
4685 memset(np2fixup
, 0, sizeof(*np2fixup
));
4686 *np2fixup_info
= args
->np2_fixup
? np2fixup
: NULL
;
4688 pixelshader_update_resource_types(shader
, args
->tex_types
);
4690 shader_buffer_clear(buffer
);
4691 ret
= shader_glsl_generate_pshader(context
, buffer
, shader
, args
, np2fixup
);
4692 gl_shaders
[shader_data
->num_gl_shaders
++].prgId
= ret
;
4697 static inline BOOL
vs_args_equal(const struct vs_compile_args
*stored
, const struct vs_compile_args
*new,
4698 const DWORD use_map
) {
4699 if((stored
->swizzle_map
& use_map
) != new->swizzle_map
) return FALSE
;
4700 if((stored
->clip_enabled
) != new->clip_enabled
) return FALSE
;
4701 return stored
->fog_src
== new->fog_src
;
4704 static GLhandleARB
find_glsl_vshader(const struct wined3d_context
*context
,
4705 struct wined3d_shader_buffer
*buffer
, struct wined3d_shader
*shader
,
4706 const struct vs_compile_args
*args
)
4710 DWORD use_map
= context
->stream_info
.use_map
;
4711 struct glsl_vs_compiled_shader
*gl_shaders
, *new_array
;
4712 struct glsl_shader_private
*shader_data
;
4715 if (!shader
->backend_data
)
4717 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
4718 if (!shader
->backend_data
)
4720 ERR("Failed to allocate backend data.\n");
4724 shader_data
= shader
->backend_data
;
4725 gl_shaders
= shader_data
->gl_shaders
.vs
;
4727 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4728 * so a linear search is more performant than a hashmap or a binary search
4729 * (cache coherency etc)
4731 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
4733 if (vs_args_equal(&gl_shaders
[i
].args
, args
, use_map
))
4734 return gl_shaders
[i
].prgId
;
4737 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
4739 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
4740 if (shader_data
->num_gl_shaders
)
4742 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
4743 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.vs
,
4744 new_size
* sizeof(*gl_shaders
));
4748 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
));
4753 ERR("Out of memory\n");
4756 shader_data
->gl_shaders
.vs
= new_array
;
4757 shader_data
->shader_array_size
= new_size
;
4758 gl_shaders
= new_array
;
4761 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
4763 shader_buffer_clear(buffer
);
4764 ret
= shader_glsl_generate_vshader(context
, buffer
, shader
, args
);
4765 gl_shaders
[shader_data
->num_gl_shaders
++].prgId
= ret
;
4770 static GLhandleARB
find_glsl_geometry_shader(const struct wined3d_context
*context
,
4771 struct wined3d_shader_buffer
*buffer
, struct wined3d_shader
*shader
)
4773 struct glsl_gs_compiled_shader
*gl_shaders
;
4774 struct glsl_shader_private
*shader_data
;
4777 if (!shader
->backend_data
)
4779 if (!(shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
))))
4781 ERR("Failed to allocate backend data.\n");
4785 shader_data
= shader
->backend_data
;
4786 gl_shaders
= shader_data
->gl_shaders
.gs
;
4788 if (shader_data
->num_gl_shaders
)
4789 return gl_shaders
[0].id
;
4791 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
4793 if (!(shader_data
->gl_shaders
.gs
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
))))
4795 ERR("Failed to allocate GL shader array.\n");
4798 shader_data
->shader_array_size
= 1;
4799 gl_shaders
= shader_data
->gl_shaders
.gs
;
4801 shader_buffer_clear(buffer
);
4802 ret
= shader_glsl_generate_geometry_shader(context
, buffer
, shader
);
4803 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
4808 static const char *shader_glsl_ffp_mcs(enum wined3d_material_color_source mcs
, const char *material
)
4812 case WINED3D_MCS_MATERIAL
:
4814 case WINED3D_MCS_COLOR1
:
4816 case WINED3D_MCS_COLOR2
:
4817 return "gl_SecondaryColor";
4819 ERR("Invalid material color source %#x.\n", mcs
);
4824 static void shader_glsl_ffp_vertex_lighting(struct wined3d_shader_buffer
*buffer
,
4825 const struct wined3d_ffp_vs_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
4827 const char *diffuse
, *specular
, *emission
, *ambient
;
4828 enum wined3d_light_type light_type
;
4831 if (!settings
->lighting
)
4833 shader_addline(buffer
, "gl_FrontColor = gl_Color;\n");
4834 shader_addline(buffer
, "gl_FrontSecondaryColor = gl_SecondaryColor;\n");
4838 shader_addline(buffer
, "vec3 ambient = gl_LightModel.ambient.xyz;\n");
4839 shader_addline(buffer
, "vec3 diffuse = vec3(0.0);\n");
4840 shader_addline(buffer
, "vec4 specular = vec4(0.0);\n");
4841 shader_addline(buffer
, "vec3 dir, dst;\n");
4842 shader_addline(buffer
, "float att, t;\n");
4844 ambient
= shader_glsl_ffp_mcs(settings
->ambient_source
, "gl_FrontMaterial.ambient");
4845 diffuse
= shader_glsl_ffp_mcs(settings
->diffuse_source
, "gl_FrontMaterial.diffuse");
4846 specular
= shader_glsl_ffp_mcs(settings
->specular_source
, "gl_FrontMaterial.specular");
4847 emission
= shader_glsl_ffp_mcs(settings
->emission_source
, "gl_FrontMaterial.emission");
4849 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
4851 light_type
= (settings
->light_type
>> WINED3D_FFP_LIGHT_TYPE_SHIFT(i
)) & WINED3D_FFP_LIGHT_TYPE_MASK
;
4854 case WINED3D_LIGHT_POINT
:
4855 shader_addline(buffer
, "dir = gl_LightSource[%u].position.xyz - ec_pos.xyz;\n", i
);
4856 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
4857 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
4858 shader_addline(buffer
, "dst.x = 1.0;\n");
4859 shader_addline(buffer
, "att = dot(dst.xyz, vec3(gl_LightSource[%u].constantAttenuation,"
4860 " gl_LightSource[%u].linearAttenuation, gl_LightSource[%u].quadraticAttenuation));\n", i
, i
, i
);
4861 shader_addline(buffer
, "ambient += gl_LightSource[%u].ambient.xyz / att;\n", i
);
4862 if (!settings
->normal
)
4864 shader_addline(buffer
, "dir = normalize(dir);\n");
4865 shader_addline(buffer
, "diffuse += (clamp(dot(dir, normal), 0.0, 1.0)"
4866 " * gl_LightSource[%u].diffuse.xyz) / att;\n", i
);
4867 if (settings
->localviewer
)
4868 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
4870 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, 1.0)));\n");
4871 shader_addline(buffer
, "if (t > 0.0) specular += (pow(t, gl_FrontMaterial.shininess)"
4872 " * gl_LightSource[%u].specular) / att;\n", i
);
4875 case WINED3D_LIGHT_SPOT
:
4876 shader_addline(buffer
, "dir = gl_LightSource[%u].position.xyz - ec_pos.xyz;\n", i
);
4877 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
4878 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
4879 shader_addline(buffer
, "dst.x = 1.0;\n");
4880 shader_addline(buffer
, "dir = normalize(dir);\n");
4881 shader_addline(buffer
, "t = dot(-dir, normalize(gl_LightSource[%u].spotDirection));\n", i
);
4882 shader_addline(buffer
, "if (t < gl_LightSource[%u].spotCosCutoff) att = 0.0;\n", i
);
4883 shader_addline(buffer
, "else att = pow(t, gl_LightSource[%u].spotExponent)"
4884 " / dot(dst.xyz, vec3(gl_LightSource[%u].constantAttenuation,"
4885 " gl_LightSource[%u].linearAttenuation, gl_LightSource[%u].quadraticAttenuation));\n",
4887 shader_addline(buffer
, "ambient += gl_LightSource[%u].ambient.xyz * att;\n", i
);
4888 if (!settings
->normal
)
4890 shader_addline(buffer
, "diffuse += (clamp(dot(dir, normal), 0.0, 1.0)"
4891 " * gl_LightSource[%u].diffuse.xyz) * att;\n", i
);
4892 if (settings
->localviewer
)
4893 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
4895 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, 1.0)));\n");
4896 shader_addline(buffer
, "if (t > 0.0) specular += (pow(t, gl_FrontMaterial.shininess)"
4897 " * gl_LightSource[%u].specular) * att;\n", i
);
4900 case WINED3D_LIGHT_DIRECTIONAL
:
4901 shader_addline(buffer
, "ambient += gl_LightSource[%u].ambient.xyz;\n", i
);
4902 if (!settings
->normal
)
4904 shader_addline(buffer
, "dir = normalize(gl_LightSource[%u].position.xyz);\n", i
);
4905 shader_addline(buffer
, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)"
4906 " * gl_LightSource[%u].diffuse.xyz;\n", i
);
4907 shader_addline(buffer
, "t = dot(normal, gl_LightSource[%u].halfVector.xyz);\n", i
);
4908 shader_addline(buffer
, "if (t > 0.0) specular += pow(t, gl_FrontMaterial.shininess)"
4909 " * gl_LightSource[%u].specular;\n", i
);
4914 FIXME("Unhandled light type %#x.\n", light_type
);
4919 shader_addline(buffer
, "gl_FrontColor.xyz = %s.xyz * ambient + %s.xyz * diffuse + %s.xyz;\n",
4920 ambient
, diffuse
, emission
);
4921 shader_addline(buffer
, "gl_FrontColor.w = %s.w;\n", diffuse
);
4922 shader_addline(buffer
, "gl_FrontSecondaryColor = %s * specular;\n", specular
);
4925 /* Context activation is done by the caller. */
4926 static GLhandleARB
shader_glsl_generate_ffp_vertex_shader(struct wined3d_shader_buffer
*buffer
,
4927 const struct wined3d_ffp_vs_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
4929 GLhandleARB shader_obj
;
4932 shader_buffer_clear(buffer
);
4934 shader_addline(buffer
, "#version 120\n");
4935 shader_addline(buffer
, "\n");
4936 shader_addline(buffer
, "void main()\n{\n");
4937 shader_addline(buffer
, "float m;\n");
4938 shader_addline(buffer
, "vec3 r;\n");
4940 if (settings
->transformed
)
4942 shader_addline(buffer
, "vec4 ec_pos = vec4(gl_Vertex.xyz, 1.0);\n");
4943 shader_addline(buffer
, "gl_Position = gl_ProjectionMatrix * ec_pos;\n");
4944 shader_addline(buffer
, "if (gl_Vertex.w != 0.0) gl_Position /= gl_Vertex.w;\n");
4948 shader_addline(buffer
, "vec4 ec_pos = gl_ModelViewMatrix * gl_Vertex;\n");
4949 shader_addline(buffer
, "gl_Position = gl_ProjectionMatrix * ec_pos;\n");
4950 if (settings
->clipping
)
4951 shader_addline(buffer
, "gl_ClipVertex = ec_pos;\n");
4952 shader_addline(buffer
, "ec_pos /= ec_pos.w;\n");
4955 if (!settings
->normal
)
4956 shader_addline(buffer
, "vec3 normal = vec3(0.0);\n");
4957 else if (settings
->normalize
)
4958 shader_addline(buffer
, "vec3 normal = normalize(gl_NormalMatrix * gl_Normal);\n");
4960 shader_addline(buffer
, "vec3 normal = gl_NormalMatrix * gl_Normal;\n");
4962 shader_glsl_ffp_vertex_lighting(buffer
, settings
, gl_info
);
4964 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
4966 switch (settings
->texgen
[i
] << WINED3D_FFP_TCI_SHIFT
)
4968 case WINED3DTSS_TCI_PASSTHRU
:
4969 if (settings
->texcoords
& (1 << i
))
4970 shader_addline(buffer
, "gl_TexCoord[%u] = gl_TextureMatrix[%u] * gl_MultiTexCoord%d;\n",
4974 case WINED3DTSS_TCI_CAMERASPACENORMAL
:
4975 shader_addline(buffer
, "gl_TexCoord[%u] = gl_TextureMatrix[%u] * vec4(normal, 1.0);\n", i
, i
);
4978 case WINED3DTSS_TCI_CAMERASPACEPOSITION
:
4979 shader_addline(buffer
, "gl_TexCoord[%u] = gl_TextureMatrix[%u] * ec_pos;\n", i
, i
);
4982 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR
:
4983 shader_addline(buffer
, "gl_TexCoord[%u] = gl_TextureMatrix[%u]"
4984 " * vec4(reflect(normalize(ec_pos.xyz), normal), 1.0);\n", i
, i
);
4987 case WINED3DTSS_TCI_SPHEREMAP
:
4988 shader_addline(buffer
, "r = reflect(normalize(ec_pos.xyz), normal);\n");
4989 shader_addline(buffer
, "m = 2.0 * length(vec3(r.x, r.y, r.z + 1.0));\n");
4990 shader_addline(buffer
, "gl_TexCoord[%u] = gl_TextureMatrix[%u]"
4991 " * vec4(r.x / m + 0.5, r.y / m + 0.5, 0.0, 1.0);\n", i
, i
);
4995 ERR("Unhandled texgen %#x.\n", settings
->texgen
[i
]);
5000 switch (settings
->fog_mode
)
5002 case WINED3D_FFP_VS_FOG_OFF
:
5005 case WINED3D_FFP_VS_FOG_FOGCOORD
:
5006 shader_addline(buffer
, "gl_FogFragCoord = gl_SecondaryColor.w * 255.0;\n");
5009 case WINED3D_FFP_VS_FOG_RANGE
:
5010 shader_addline(buffer
, "gl_FogFragCoord = length(ec_pos.xyz);\n");
5013 case WINED3D_FFP_VS_FOG_DEPTH
:
5014 if (settings
->ortho_fog
)
5015 /* Need to undo the [0.0 - 1.0] -> [-1.0 - 1.0] transformation from D3D to GL coordinates. */
5016 shader_addline(buffer
, "gl_FogFragCoord = gl_Position.z * 0.5 + 0.5;\n");
5017 else if (settings
->transformed
)
5018 shader_addline(buffer
, "gl_FogFragCoord = ec_pos.z;\n");
5020 shader_addline(buffer
, "gl_FogFragCoord = abs(ec_pos.z);\n");
5024 ERR("Unhandled fog mode %#x.\n", settings
->fog_mode
);
5028 if (settings
->point_size
)
5030 shader_addline(buffer
, "gl_PointSize = gl_Point.size / sqrt(gl_Point.distanceConstantAttenuation"
5031 " + gl_Point.distanceLinearAttenuation * length(ec_pos.xyz)"
5032 " + gl_Point.distanceQuadraticAttenuation * dot(ec_pos.xyz, ec_pos.xyz));\n");
5033 shader_addline(buffer
, "gl_PointSize = clamp(gl_PointSize, gl_Point.sizeMin, gl_Point.sizeMax);\n");
5036 shader_addline(buffer
, "}\n");
5038 shader_obj
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
5039 shader_glsl_compile(gl_info
, shader_obj
, buffer
->buffer
);
5044 static const char *shader_glsl_get_ffp_fragment_op_arg(struct wined3d_shader_buffer
*buffer
,
5045 DWORD argnum
, unsigned int stage
, DWORD arg
)
5049 if (arg
== ARG_UNUSED
)
5050 return "<unused arg>";
5052 switch (arg
& WINED3DTA_SELECTMASK
)
5054 case WINED3DTA_DIFFUSE
:
5058 case WINED3DTA_CURRENT
:
5065 case WINED3DTA_TEXTURE
:
5068 case 0: ret
= "tex0"; break;
5069 case 1: ret
= "tex1"; break;
5070 case 2: ret
= "tex2"; break;
5071 case 3: ret
= "tex3"; break;
5072 case 4: ret
= "tex4"; break;
5073 case 5: ret
= "tex5"; break;
5074 case 6: ret
= "tex6"; break;
5075 case 7: ret
= "tex7"; break;
5077 ret
= "<invalid texture>";
5082 case WINED3DTA_TFACTOR
:
5086 case WINED3DTA_SPECULAR
:
5087 ret
= "gl_SecondaryColor";
5090 case WINED3DTA_TEMP
:
5094 case WINED3DTA_CONSTANT
:
5097 case 0: ret
= "tss_const0"; break;
5098 case 1: ret
= "tss_const1"; break;
5099 case 2: ret
= "tss_const2"; break;
5100 case 3: ret
= "tss_const3"; break;
5101 case 4: ret
= "tss_const4"; break;
5102 case 5: ret
= "tss_const5"; break;
5103 case 6: ret
= "tss_const6"; break;
5104 case 7: ret
= "tss_const7"; break;
5106 ret
= "<invalid constant>";
5112 return "<unhandled arg>";
5115 if (arg
& WINED3DTA_COMPLEMENT
)
5117 shader_addline(buffer
, "arg%u = vec4(1.0) - %s;\n", argnum
, ret
);
5120 else if (argnum
== 1)
5122 else if (argnum
== 2)
5126 if (arg
& WINED3DTA_ALPHAREPLICATE
)
5128 shader_addline(buffer
, "arg%u = vec4(%s.w);\n", argnum
, ret
);
5131 else if (argnum
== 1)
5133 else if (argnum
== 2)
5140 static void shader_glsl_ffp_fragment_op(struct wined3d_shader_buffer
*buffer
, unsigned int stage
, BOOL color
,
5141 BOOL alpha
, DWORD dst
, DWORD op
, DWORD dw_arg0
, DWORD dw_arg1
, DWORD dw_arg2
)
5143 const char *dstmask
, *dstreg
, *arg0
, *arg1
, *arg2
;
5153 dstreg
= "temp_reg";
5157 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, dw_arg0
);
5158 arg1
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 1, stage
, dw_arg1
);
5159 arg2
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 2, stage
, dw_arg2
);
5163 case WINED3D_TOP_DISABLE
:
5165 shader_addline(buffer
, "%s%s = gl_Color%s;\n", dstreg
, dstmask
, dstmask
);
5168 case WINED3D_TOP_SELECT_ARG1
:
5169 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
);
5172 case WINED3D_TOP_SELECT_ARG2
:
5173 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg2
, dstmask
);
5176 case WINED3D_TOP_MODULATE
:
5177 shader_addline(buffer
, "%s%s = %s%s * %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5180 case WINED3D_TOP_MODULATE_4X
:
5181 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 4.0, 0.0, 1.0);\n",
5182 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5185 case WINED3D_TOP_MODULATE_2X
:
5186 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 2.0, 0.0, 1.0);\n",
5187 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5190 case WINED3D_TOP_ADD
:
5191 shader_addline(buffer
, "%s%s = clamp(%s%s + %s%s, 0.0, 1.0);\n",
5192 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5195 case WINED3D_TOP_ADD_SIGNED
:
5196 shader_addline(buffer
, "%s%s = clamp(%s%s + (%s - vec4(0.5))%s, 0.0, 1.0);\n",
5197 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5200 case WINED3D_TOP_ADD_SIGNED_2X
:
5201 shader_addline(buffer
, "%s%s = clamp((%s%s + (%s - vec4(0.5))%s) * 2.0, 0.0, 1.0);\n",
5202 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5205 case WINED3D_TOP_SUBTRACT
:
5206 shader_addline(buffer
, "%s%s = clamp(%s%s - %s%s, 0.0, 1.0);\n",
5207 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5210 case WINED3D_TOP_ADD_SMOOTH
:
5211 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s%s, 0.0, 1.0);\n",
5212 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
, dstmask
);
5215 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
5216 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_DIFFUSE
);
5217 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
5218 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
5221 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
5222 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
5223 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
5224 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
5227 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
5228 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TFACTOR
);
5229 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
5230 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
5233 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
5234 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
5235 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
5236 dstreg
, dstmask
, arg2
, dstmask
, arg0
, arg1
, dstmask
);
5239 case WINED3D_TOP_BLEND_CURRENT_ALPHA
:
5240 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_CURRENT
);
5241 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
5242 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
5245 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
5246 shader_addline(buffer
, "%s%s = clamp(%s%s * %s.w + %s%s, 0.0, 1.0);\n",
5247 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
5250 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
5251 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s.w, 0.0, 1.0);\n",
5252 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
5255 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
5256 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
5257 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
5259 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
5260 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s.w, 0.0, 1.0);\n",
5261 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
5264 case WINED3D_TOP_BUMPENVMAP
:
5265 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
5266 /* These are handled in the first pass, nothing to do. */
5269 case WINED3D_TOP_DOTPRODUCT3
:
5270 shader_addline(buffer
, "%s%s = vec4(clamp(dot(%s.xyz - 0.5, %s.xyz - 0.5) * 4.0, 0.0, 1.0))%s;\n",
5271 dstreg
, dstmask
, arg1
, arg2
, dstmask
);
5274 case WINED3D_TOP_MULTIPLY_ADD
:
5275 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s%s, 0.0, 1.0);\n",
5276 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg0
, dstmask
);
5279 case WINED3D_TOP_LERP
:
5280 /* MSDN isn't quite right here. */
5281 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s%s);\n",
5282 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
, dstmask
);
5286 FIXME("Unhandled operation %#x.\n", op
);
5291 /* Context activation is done by the caller. */
5292 static GLuint
shader_glsl_generate_ffp_fragment_shader(struct wined3d_shader_buffer
*buffer
,
5293 const struct ffp_frag_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
5295 BYTE lum_map
= 0, bump_map
= 0, tex_map
= 0, tss_const_map
= 0;
5296 BOOL tempreg_used
= FALSE
, tfactor_used
= FALSE
;
5297 const char *final_combiner_src
= "ret";
5298 UINT lowest_disabled_stage
;
5299 GLhandleARB shader_obj
;
5300 DWORD arg0
, arg1
, arg2
;
5303 shader_buffer_clear(buffer
);
5305 /* Find out which textures are read */
5306 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
5308 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
5311 arg0
= settings
->op
[stage
].carg0
& WINED3DTA_SELECTMASK
;
5312 arg1
= settings
->op
[stage
].carg1
& WINED3DTA_SELECTMASK
;
5313 arg2
= settings
->op
[stage
].carg2
& WINED3DTA_SELECTMASK
;
5315 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
)
5316 tex_map
|= 1 << stage
;
5317 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
5318 tfactor_used
= TRUE
;
5319 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
5320 tempreg_used
= TRUE
;
5321 if (settings
->op
[stage
].dst
== tempreg
)
5322 tempreg_used
= TRUE
;
5323 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
5324 tss_const_map
|= 1 << stage
;
5326 switch (settings
->op
[stage
].cop
)
5328 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
5329 lum_map
|= 1 << stage
;
5331 case WINED3D_TOP_BUMPENVMAP
:
5332 bump_map
|= 1 << stage
;
5334 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
5335 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
5336 tex_map
|= 1 << stage
;
5339 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
5340 tfactor_used
= TRUE
;
5347 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
5350 arg0
= settings
->op
[stage
].aarg0
& WINED3DTA_SELECTMASK
;
5351 arg1
= settings
->op
[stage
].aarg1
& WINED3DTA_SELECTMASK
;
5352 arg2
= settings
->op
[stage
].aarg2
& WINED3DTA_SELECTMASK
;
5354 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
)
5355 tex_map
|= 1 << stage
;
5356 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
5357 tfactor_used
= TRUE
;
5358 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
5359 tempreg_used
= TRUE
;
5360 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
5361 tss_const_map
|= 1 << stage
;
5363 lowest_disabled_stage
= stage
;
5365 shader_addline(buffer
, "#version 120\n");
5367 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
5368 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
5370 shader_addline(buffer
, "vec4 tmp0, tmp1;\n");
5371 shader_addline(buffer
, "vec4 ret;\n");
5372 if (tempreg_used
|| settings
->sRGB_write
)
5373 shader_addline(buffer
, "vec4 temp_reg;\n");
5374 shader_addline(buffer
, "vec4 arg0, arg1, arg2;\n");
5376 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
5378 if (tss_const_map
& (1 << stage
))
5379 shader_addline(buffer
, "uniform vec4 tss_const%u;\n", stage
);
5381 if (!(tex_map
& (1 << stage
)))
5384 switch (settings
->op
[stage
].tex_type
)
5387 shader_addline(buffer
, "uniform sampler1D ps_sampler%u;\n", stage
);
5390 shader_addline(buffer
, "uniform sampler2D ps_sampler%u;\n", stage
);
5393 shader_addline(buffer
, "uniform sampler3D ps_sampler%u;\n", stage
);
5396 shader_addline(buffer
, "uniform samplerCube ps_sampler%u;\n", stage
);
5399 shader_addline(buffer
, "uniform sampler2DRect ps_sampler%u;\n", stage
);
5402 FIXME("Unhandled sampler type %#x.\n", settings
->op
[stage
].tex_type
);
5406 shader_addline(buffer
, "vec4 tex%u;\n", stage
);
5408 if (!(bump_map
& (1 << stage
)))
5410 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", stage
);
5412 if (!(lum_map
& (1 << stage
)))
5414 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", stage
);
5415 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", stage
);
5418 shader_addline(buffer
, "uniform vec4 tex_factor;\n");
5419 shader_addline(buffer
, "uniform vec4 specular_enable;\n");
5421 if (settings
->sRGB_write
)
5423 shader_addline(buffer
, "const vec4 srgb_const0 = ");
5424 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const0
);
5425 shader_addline(buffer
, ";\n");
5426 shader_addline(buffer
, "const vec4 srgb_const1 = ");
5427 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const1
);
5428 shader_addline(buffer
, ";\n");
5431 shader_addline(buffer
, "void main()\n{\n");
5433 if (lowest_disabled_stage
< 7 && settings
->emul_clipplanes
)
5434 shader_addline(buffer
, "if (any(lessThan(gl_TexCoord[7], vec4(0.0)))) discard;\n");
5436 /* Generate texture sampling instructions) */
5437 for (stage
= 0; stage
< MAX_TEXTURES
&& settings
->op
[stage
].cop
!= WINED3D_TOP_DISABLE
; ++stage
)
5439 const char *texture_function
, *coord_mask
;
5440 char tex_reg_name
[8];
5443 if (!(tex_map
& (1 << stage
)))
5446 if (settings
->op
[stage
].projected
== proj_none
)
5450 else if (settings
->op
[stage
].projected
== proj_count4
5451 || settings
->op
[stage
].projected
== proj_count3
)
5457 FIXME("Unexpected projection mode %d\n", settings
->op
[stage
].projected
);
5461 switch (settings
->op
[stage
].tex_type
)
5466 texture_function
= "texture1DProj";
5471 texture_function
= "texture1D";
5478 texture_function
= "texture2DProj";
5483 texture_function
= "texture2D";
5490 texture_function
= "texture3DProj";
5491 coord_mask
= "xyzw";
5495 texture_function
= "texture3D";
5500 texture_function
= "textureCube";
5506 texture_function
= "texture2DRectProj";
5511 texture_function
= "texture2DRect";
5516 FIXME("Unhandled texture type %#x.\n", settings
->op
[stage
].tex_type
);
5517 texture_function
= "";
5518 coord_mask
= "xyzw";
5523 && (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP
5524 || settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
))
5526 shader_addline(buffer
, "ret.xy = bumpenv_mat%u * tex%u.xy;\n", stage
- 1, stage
- 1);
5528 /* With projective textures, texbem only divides the static
5529 * texture coord, not the displacement, so multiply the
5530 * displacement with the dividing parameter before passing it to
5532 if (settings
->op
[stage
].projected
!= proj_none
)
5534 if (settings
->op
[stage
].projected
== proj_count4
)
5536 shader_addline(buffer
, "ret.xy = (ret.xy * gl_TexCoord[%u].w) + gl_TexCoord[%u].xy;\n",
5538 shader_addline(buffer
, "ret.zw = gl_TexCoord[%u].ww;\n", stage
);
5542 shader_addline(buffer
, "ret.xy = (ret.xy * gl_TexCoord[%u].z) + gl_TexCoord[%u].xy;\n",
5544 shader_addline(buffer
, "ret.zw = gl_TexCoord[%u].zz;\n", stage
);
5549 shader_addline(buffer
, "ret = gl_TexCoord[%u] + ret.xyxy;\n", stage
);
5552 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ret.%s);\n",
5553 stage
, texture_function
, stage
, coord_mask
);
5555 if (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
5556 shader_addline(buffer
, "tex%u *= clamp(tex%u.z * bumpenv_lum_scale%u + bumpenv_lum_offset%u, 0.0, 1.0);\n",
5557 stage
, stage
- 1, stage
- 1, stage
- 1);
5559 else if (settings
->op
[stage
].projected
== proj_count3
)
5561 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, gl_TexCoord[%u].xyz);\n",
5562 stage
, texture_function
, stage
, stage
);
5566 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, gl_TexCoord[%u].%s);\n",
5567 stage
, texture_function
, stage
, stage
, coord_mask
);
5570 sprintf(tex_reg_name
, "tex%u", stage
);
5571 shader_glsl_color_correction_ext(buffer
, tex_reg_name
, WINED3DSP_WRITEMASK_ALL
,
5572 settings
->op
[stage
].color_fixup
);
5575 /* Generate the main shader */
5576 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
5580 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
5583 final_combiner_src
= "gl_Color";
5587 if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
5588 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
5589 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
;
5590 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
5591 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
5592 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg2
;
5593 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
5594 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
5595 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg1
;
5596 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
5597 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
5598 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
5600 op_equal
= settings
->op
[stage
].aop
== settings
->op
[stage
].cop
5601 && settings
->op
[stage
].carg0
== settings
->op
[stage
].aarg0
5602 && settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
5603 && settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
5605 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
5607 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
5608 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
5609 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
5611 shader_addline(buffer
, "ret.w = gl_Color.w;\n");
5615 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, TRUE
, settings
->op
[stage
].dst
,
5616 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
5617 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
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
);
5624 shader_glsl_ffp_fragment_op(buffer
, stage
, FALSE
, TRUE
, settings
->op
[stage
].dst
,
5625 settings
->op
[stage
].aop
, settings
->op
[stage
].aarg0
,
5626 settings
->op
[stage
].aarg1
, settings
->op
[stage
].aarg2
);
5630 shader_addline(buffer
, "gl_FragData[0] = gl_SecondaryColor * specular_enable + %s;\n", final_combiner_src
);
5632 if (settings
->sRGB_write
)
5633 shader_glsl_generate_srgb_write_correction(buffer
);
5635 shader_glsl_generate_fog_code(buffer
, settings
->fog
);
5637 shader_addline(buffer
, "}\n");
5639 shader_obj
= GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB
));
5640 shader_glsl_compile(gl_info
, shader_obj
, buffer
->buffer
);
5644 static struct glsl_ffp_vertex_shader
*shader_glsl_find_ffp_vertex_shader(struct shader_glsl_priv
*priv
,
5645 const struct wined3d_gl_info
*gl_info
, const struct wined3d_ffp_vs_settings
*settings
)
5647 struct glsl_ffp_vertex_shader
*shader
;
5648 const struct wine_rb_entry
*entry
;
5650 if ((entry
= wine_rb_get(&priv
->ffp_vertex_shaders
, settings
)))
5651 return WINE_RB_ENTRY_VALUE(entry
, struct glsl_ffp_vertex_shader
, desc
.entry
);
5653 if (!(shader
= HeapAlloc(GetProcessHeap(), 0, sizeof(*shader
))))
5656 shader
->desc
.settings
= *settings
;
5657 shader
->id
= shader_glsl_generate_ffp_vertex_shader(&priv
->shader_buffer
, settings
, gl_info
);
5658 list_init(&shader
->linked_programs
);
5659 if (wine_rb_put(&priv
->ffp_vertex_shaders
, &shader
->desc
.settings
, &shader
->desc
.entry
) == -1)
5660 ERR("Failed to insert ffp vertex shader.\n");
5665 static struct glsl_ffp_fragment_shader
*shader_glsl_find_ffp_fragment_shader(struct shader_glsl_priv
*priv
,
5666 const struct wined3d_gl_info
*gl_info
, const struct ffp_frag_settings
*args
)
5668 struct glsl_ffp_fragment_shader
*glsl_desc
;
5669 const struct ffp_frag_desc
*desc
;
5671 if ((desc
= find_ffp_frag_shader(&priv
->ffp_fragment_shaders
, args
)))
5672 return CONTAINING_RECORD(desc
, struct glsl_ffp_fragment_shader
, entry
);
5674 if (!(glsl_desc
= HeapAlloc(GetProcessHeap(), 0, sizeof(*glsl_desc
))))
5677 glsl_desc
->entry
.settings
= *args
;
5678 glsl_desc
->id
= shader_glsl_generate_ffp_fragment_shader(&priv
->shader_buffer
, args
, gl_info
);
5679 list_init(&glsl_desc
->linked_programs
);
5680 add_ffp_frag_shader(&priv
->ffp_fragment_shaders
, &glsl_desc
->entry
);
5686 static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info
*gl_info
,
5687 GLhandleARB program_id
, struct glsl_vs_program
*vs
, unsigned int vs_c_count
)
5692 vs
->uniform_f_locations
= HeapAlloc(GetProcessHeap(), 0,
5693 sizeof(GLhandleARB
) * gl_info
->limits
.glsl_vs_float_constants
);
5694 for (i
= 0; i
< vs_c_count
; ++i
)
5696 snprintf(name
, sizeof(name
), "vs_c[%u]", i
);
5697 vs
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(program_id
, name
));
5699 memset(&vs
->uniform_f_locations
[vs_c_count
], 0xff,
5700 (gl_info
->limits
.glsl_vs_float_constants
- vs_c_count
) * sizeof(GLhandleARB
));
5702 for (i
= 0; i
< MAX_CONST_I
; ++i
)
5704 snprintf(name
, sizeof(name
), "vs_i[%u]", i
);
5705 vs
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(program_id
, name
));
5708 for (i
= 0; i
< MAX_CONST_B
; ++i
)
5710 snprintf(name
, sizeof(name
), "vs_b[%u]", i
);
5711 vs
->uniform_b_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(program_id
, name
));
5714 vs
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocationARB(program_id
, "posFixup"));
5717 static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info
*gl_info
,
5718 GLhandleARB program_id
, struct glsl_ps_program
*ps
, unsigned int ps_c_count
)
5723 ps
->uniform_f_locations
= HeapAlloc(GetProcessHeap(), 0,
5724 sizeof(GLhandleARB
) * gl_info
->limits
.glsl_ps_float_constants
);
5725 for (i
= 0; i
< ps_c_count
; ++i
)
5727 snprintf(name
, sizeof(name
), "ps_c[%u]", i
);
5728 ps
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(program_id
, name
));
5730 memset(&ps
->uniform_f_locations
[ps_c_count
], 0xff,
5731 (gl_info
->limits
.glsl_ps_float_constants
- ps_c_count
) * sizeof(GLhandleARB
));
5733 for (i
= 0; i
< MAX_CONST_I
; ++i
)
5735 snprintf(name
, sizeof(name
), "ps_i[%u]", i
);
5736 ps
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(program_id
, name
));
5739 for (i
= 0; i
< MAX_CONST_B
; ++i
)
5741 snprintf(name
, sizeof(name
), "ps_b[%u]", i
);
5742 ps
->uniform_b_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(program_id
, name
));
5745 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
5747 snprintf(name
, sizeof(name
), "bumpenv_mat%u", i
);
5748 ps
->bumpenv_mat_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(program_id
, name
));
5749 snprintf(name
, sizeof(name
), "bumpenv_lum_scale%u", i
);
5750 ps
->bumpenv_lum_scale_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(program_id
, name
));
5751 snprintf(name
, sizeof(name
), "bumpenv_lum_offset%u", i
);
5752 ps
->bumpenv_lum_offset_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(program_id
, name
));
5753 snprintf(name
, sizeof(name
), "tss_const%u", i
);
5754 ps
->tss_constant_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(program_id
, name
));
5757 ps
->tex_factor_location
= GL_EXTCALL(glGetUniformLocationARB(program_id
, "tex_factor"));
5758 ps
->specular_enable_location
= GL_EXTCALL(glGetUniformLocationARB(program_id
, "specular_enable"));
5759 ps
->np2_fixup_location
= GL_EXTCALL(glGetUniformLocationARB(program_id
, "ps_samplerNP2Fixup"));
5760 ps
->ycorrection_location
= GL_EXTCALL(glGetUniformLocationARB(program_id
, "ycorrection"));
5763 static void shader_glsl_init_uniform_block_bindings(const struct wined3d_gl_info
*gl_info
, GLhandleARB program_id
,
5764 const struct wined3d_shader_reg_maps
*reg_maps
, unsigned int base
, unsigned int count
)
5766 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
5771 for (i
= 0; i
< count
; ++i
)
5773 if (!reg_maps
->cb_sizes
[i
])
5776 snprintf(name
, sizeof(name
), "block_%s_cb%u", prefix
, i
);
5777 block_idx
= GL_EXTCALL(glGetUniformBlockIndex(program_id
, name
));
5778 GL_EXTCALL(glUniformBlockBinding(program_id
, block_idx
, base
+ i
));
5780 checkGLcall("glUniformBlockBinding");
5783 /* Context activation is done by the caller. */
5784 static void set_glsl_shader_program(const struct wined3d_context
*context
, const struct wined3d_state
*state
,
5785 struct shader_glsl_priv
*priv
, struct glsl_context_data
*ctx_data
)
5787 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5788 const struct ps_np2fixup_info
*np2fixup_info
= NULL
;
5789 struct glsl_shader_prog_link
*entry
= NULL
;
5790 struct wined3d_shader
*vshader
= NULL
;
5791 struct wined3d_shader
*gshader
= NULL
;
5792 struct wined3d_shader
*pshader
= NULL
;
5793 GLhandleARB programId
= 0;
5794 GLhandleARB reorder_shader_id
= 0;
5796 GLhandleARB vs_id
= 0;
5797 GLhandleARB gs_id
= 0;
5798 GLhandleARB ps_id
= 0;
5799 struct list
*ps_list
, *vs_list
;
5801 if (!(context
->shader_update_mask
& (1 << WINED3D_SHADER_TYPE_VERTEX
)))
5803 vs_id
= ctx_data
->glsl_program
->vs
.id
;
5804 vs_list
= &ctx_data
->glsl_program
->vs
.shader_entry
;
5808 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
5809 gshader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
5811 if (!(context
->shader_update_mask
& (1 << WINED3D_SHADER_TYPE_GEOMETRY
))
5812 && ctx_data
->glsl_program
->gs
.id
)
5813 gs_id
= ctx_data
->glsl_program
->gs
.id
;
5815 gs_id
= find_glsl_geometry_shader(context
, &priv
->shader_buffer
, gshader
);
5818 else if (use_vs(state
))
5820 struct vs_compile_args vs_compile_args
;
5821 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
5823 find_vs_compile_args(state
, vshader
, context
->stream_info
.swizzle_map
, &vs_compile_args
);
5824 vs_id
= find_glsl_vshader(context
, &priv
->shader_buffer
, vshader
, &vs_compile_args
);
5825 vs_list
= &vshader
->linked_programs
;
5827 if ((gshader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
]))
5828 gs_id
= find_glsl_geometry_shader(context
, &priv
->shader_buffer
, gshader
);
5830 else if (priv
->vertex_pipe
== &glsl_vertex_pipe
)
5832 struct glsl_ffp_vertex_shader
*ffp_shader
;
5833 struct wined3d_ffp_vs_settings settings
;
5835 wined3d_ffp_get_vs_settings(state
, &context
->stream_info
, &settings
);
5836 ffp_shader
= shader_glsl_find_ffp_vertex_shader(priv
, gl_info
, &settings
);
5837 vs_id
= ffp_shader
->id
;
5838 vs_list
= &ffp_shader
->linked_programs
;
5841 if (!(context
->shader_update_mask
& (1 << WINED3D_SHADER_TYPE_PIXEL
)))
5843 ps_id
= ctx_data
->glsl_program
->ps
.id
;
5844 ps_list
= &ctx_data
->glsl_program
->ps
.shader_entry
;
5847 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
5849 else if (use_ps(state
))
5851 struct ps_compile_args ps_compile_args
;
5852 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
5853 find_ps_compile_args(state
, pshader
, context
->stream_info
.position_transformed
, &ps_compile_args
, gl_info
);
5854 ps_id
= find_glsl_pshader(context
, &priv
->shader_buffer
,
5855 pshader
, &ps_compile_args
, &np2fixup_info
);
5856 ps_list
= &pshader
->linked_programs
;
5858 else if (priv
->fragment_pipe
== &glsl_fragment_pipe
)
5860 struct glsl_ffp_fragment_shader
*ffp_shader
;
5861 struct ffp_frag_settings settings
;
5863 gen_ffp_frag_op(context
, state
, &settings
, FALSE
);
5864 ffp_shader
= shader_glsl_find_ffp_fragment_shader(priv
, gl_info
, &settings
);
5865 ps_id
= ffp_shader
->id
;
5866 ps_list
= &ffp_shader
->linked_programs
;
5869 if ((!vs_id
&& !gs_id
&& !ps_id
) || (entry
= get_glsl_program_entry(priv
, vs_id
, gs_id
, ps_id
)))
5871 ctx_data
->glsl_program
= entry
;
5875 /* If we get to this point, then no matching program exists, so we create one */
5876 programId
= GL_EXTCALL(glCreateProgramObjectARB());
5877 TRACE("Created new GLSL shader program %u\n", programId
);
5879 /* Create the entry */
5880 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link
));
5881 entry
->programId
= programId
;
5882 entry
->vs
.id
= vs_id
;
5883 entry
->gs
.id
= gs_id
;
5884 entry
->ps
.id
= ps_id
;
5885 entry
->constant_version
= 0;
5886 entry
->ps
.np2_fixup_info
= np2fixup_info
;
5887 /* Add the hash table entry */
5888 add_glsl_program_entry(priv
, entry
);
5890 /* Set the current program */
5891 ctx_data
->glsl_program
= entry
;
5893 /* Attach GLSL vshader */
5896 TRACE("Attaching GLSL shader object %u to program %u.\n", vs_id
, programId
);
5897 GL_EXTCALL(glAttachObjectARB(programId
, vs_id
));
5898 checkGLcall("glAttachObjectARB");
5900 list_add_head(vs_list
, &entry
->vs
.shader_entry
);
5905 WORD map
= vshader
->reg_maps
.input_registers
;
5908 reorder_shader_id
= generate_param_reorder_function(&priv
->shader_buffer
, vshader
, pshader
, gl_info
);
5909 TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id
, programId
);
5910 GL_EXTCALL(glAttachObjectARB(programId
, reorder_shader_id
));
5911 checkGLcall("glAttachObjectARB");
5912 /* Flag the reorder function for deletion, then it will be freed automatically when the program
5915 GL_EXTCALL(glDeleteObjectARB(reorder_shader_id
));
5917 /* Bind vertex attributes to a corresponding index number to match
5918 * the same index numbers as ARB_vertex_programs (makes loading
5919 * vertex attributes simpler). With this method, we can use the
5920 * exact same code to load the attributes later for both ARB and
5923 * We have to do this here because we need to know the Program ID
5924 * in order to make the bindings work, and it has to be done prior
5925 * to linking the GLSL program. */
5926 for (i
= 0; map
; map
>>= 1, ++i
)
5928 if (!(map
& 1)) continue;
5930 snprintf(tmp_name
, sizeof(tmp_name
), "vs_in%u", i
);
5931 GL_EXTCALL(glBindAttribLocationARB(programId
, i
, tmp_name
));
5933 checkGLcall("glBindAttribLocationARB");
5938 TRACE("Attaching GLSL geometry shader object %u to program %u.\n", gs_id
, programId
);
5939 GL_EXTCALL(glAttachObjectARB(programId
, gs_id
));
5940 checkGLcall("glAttachObjectARB");
5942 TRACE("input type %s, output type %s, vertices out %u.\n",
5943 debug_d3dprimitivetype(gshader
->u
.gs
.input_type
),
5944 debug_d3dprimitivetype(gshader
->u
.gs
.output_type
),
5945 gshader
->u
.gs
.vertices_out
);
5946 GL_EXTCALL(glProgramParameteriARB(programId
, GL_GEOMETRY_INPUT_TYPE_ARB
,
5947 gl_primitive_type_from_d3d(gshader
->u
.gs
.input_type
)));
5948 GL_EXTCALL(glProgramParameteriARB(programId
, GL_GEOMETRY_OUTPUT_TYPE_ARB
,
5949 gl_primitive_type_from_d3d(gshader
->u
.gs
.output_type
)));
5950 GL_EXTCALL(glProgramParameteriARB(programId
, GL_GEOMETRY_VERTICES_OUT_ARB
,
5951 gshader
->u
.gs
.vertices_out
));
5952 checkGLcall("glProgramParameteriARB");
5954 list_add_head(&gshader
->linked_programs
, &entry
->gs
.shader_entry
);
5957 /* Attach GLSL pshader */
5960 TRACE("Attaching GLSL shader object %u to program %u.\n", ps_id
, programId
);
5961 GL_EXTCALL(glAttachObjectARB(programId
, ps_id
));
5962 checkGLcall("glAttachObjectARB");
5964 list_add_head(ps_list
, &entry
->ps
.shader_entry
);
5967 /* Link the program */
5968 TRACE("Linking GLSL shader program %u\n", programId
);
5969 GL_EXTCALL(glLinkProgramARB(programId
));
5970 shader_glsl_validate_link(gl_info
, programId
);
5972 shader_glsl_init_vs_uniform_locations(gl_info
, programId
, &entry
->vs
,
5973 vshader
? min(vshader
->limits
->constant_float
, gl_info
->limits
.glsl_vs_float_constants
) : 0);
5974 shader_glsl_init_ps_uniform_locations(gl_info
, programId
, &entry
->ps
,
5975 pshader
? min(pshader
->limits
->constant_float
, gl_info
->limits
.glsl_ps_float_constants
) : 0);
5976 checkGLcall("Find glsl program uniform locations");
5978 if (pshader
&& pshader
->reg_maps
.shader_version
.major
>= 3
5979 && pshader
->u
.ps
.declared_in_count
> vec4_varyings(3, gl_info
))
5981 TRACE("Shader %d needs vertex color clamping disabled\n", programId
);
5982 entry
->vs
.vertex_color_clamp
= GL_FALSE
;
5986 entry
->vs
.vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
5989 /* Set the shader to allow uniform loading on it */
5990 GL_EXTCALL(glUseProgramObjectARB(programId
));
5991 checkGLcall("glUseProgramObjectARB(programId)");
5993 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
5994 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
5995 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
5996 * vertex shader with fixed function pixel processing is used we make sure that the card
5997 * supports enough samplers to allow the max number of vertex samplers with all possible
5998 * fixed function fragment processing setups. So once the program is linked these samplers
6001 shader_glsl_load_vsamplers(gl_info
, context
->tex_unit_map
, programId
);
6002 shader_glsl_load_psamplers(gl_info
, context
->tex_unit_map
, programId
);
6004 entry
->constant_update_mask
= 0;
6007 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_F
;
6008 if (vshader
->reg_maps
.integer_constants
)
6009 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_I
;
6010 if (vshader
->reg_maps
.boolean_constants
)
6011 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_B
;
6012 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POS_FIXUP
;
6014 shader_glsl_init_uniform_block_bindings(gl_info
, programId
, &vshader
->reg_maps
,
6015 0, gl_info
->limits
.vertex_uniform_blocks
);
6019 shader_glsl_init_uniform_block_bindings(gl_info
, programId
, &gshader
->reg_maps
,
6020 gl_info
->limits
.vertex_uniform_blocks
, gl_info
->limits
.geometry_uniform_blocks
);
6026 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_F
;
6027 if (pshader
->reg_maps
.integer_constants
)
6028 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_I
;
6029 if (pshader
->reg_maps
.boolean_constants
)
6030 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_B
;
6031 if (entry
->ps
.ycorrection_location
!= -1)
6032 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_Y_CORR
;
6034 shader_glsl_init_uniform_block_bindings(gl_info
, programId
, &pshader
->reg_maps
,
6035 gl_info
->limits
.vertex_uniform_blocks
+ gl_info
->limits
.geometry_uniform_blocks
,
6036 gl_info
->limits
.fragment_uniform_blocks
);
6040 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PS
;
6043 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
6045 if (entry
->ps
.bumpenv_mat_location
[i
] != -1)
6047 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_BUMP_ENV
;
6052 if (entry
->ps
.np2_fixup_location
!= -1)
6053 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_NP2_FIXUP
;
6057 /* Context activation is done by the caller. */
6058 static GLhandleARB
create_glsl_blt_shader(const struct wined3d_gl_info
*gl_info
, enum tex_types tex_type
, BOOL masked
)
6060 GLhandleARB program_id
;
6061 GLhandleARB vshader_id
, pshader_id
;
6062 const char *blt_pshader
;
6064 static const char blt_vshader
[] =
6068 " gl_Position = gl_Vertex;\n"
6069 " gl_FrontColor = vec4(1.0);\n"
6070 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
6073 static const char * const blt_pshaders_full
[tex_type_count
] =
6079 "uniform sampler2D sampler;\n"
6082 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
6088 "uniform samplerCube sampler;\n"
6091 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
6095 "#extension GL_ARB_texture_rectangle : enable\n"
6096 "uniform sampler2DRect sampler;\n"
6099 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
6103 static const char * const blt_pshaders_masked
[tex_type_count
] =
6109 "uniform sampler2D sampler;\n"
6110 "uniform vec4 mask;\n"
6113 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
6114 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
6120 "uniform samplerCube sampler;\n"
6121 "uniform vec4 mask;\n"
6124 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
6125 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
6129 "#extension GL_ARB_texture_rectangle : enable\n"
6130 "uniform sampler2DRect sampler;\n"
6131 "uniform vec4 mask;\n"
6134 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
6135 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
6139 blt_pshader
= masked
? blt_pshaders_masked
[tex_type
] : blt_pshaders_full
[tex_type
];
6142 FIXME("tex_type %#x not supported\n", tex_type
);
6146 vshader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
6147 shader_glsl_compile(gl_info
, vshader_id
, blt_vshader
);
6149 pshader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB
));
6150 shader_glsl_compile(gl_info
, pshader_id
, blt_pshader
);
6152 program_id
= GL_EXTCALL(glCreateProgramObjectARB());
6153 GL_EXTCALL(glAttachObjectARB(program_id
, vshader_id
));
6154 GL_EXTCALL(glAttachObjectARB(program_id
, pshader_id
));
6155 GL_EXTCALL(glLinkProgramARB(program_id
));
6157 shader_glsl_validate_link(gl_info
, program_id
);
6159 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
6162 GL_EXTCALL(glDeleteObjectARB(vshader_id
));
6163 GL_EXTCALL(glDeleteObjectARB(pshader_id
));
6167 /* Context activation is done by the caller. */
6168 static void shader_glsl_select(void *shader_priv
, struct wined3d_context
*context
,
6169 const struct wined3d_state
*state
)
6171 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
6172 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
6173 struct shader_glsl_priv
*priv
= shader_priv
;
6174 GLhandleARB program_id
= 0, prev_id
= 0;
6175 GLenum old_vertex_color_clamp
, current_vertex_color_clamp
;
6177 priv
->vertex_pipe
->vp_enable(gl_info
, !use_vs(state
));
6178 priv
->fragment_pipe
->enable_extension(gl_info
, !use_ps(state
));
6180 if (ctx_data
->glsl_program
)
6182 prev_id
= ctx_data
->glsl_program
->programId
;
6183 old_vertex_color_clamp
= ctx_data
->glsl_program
->vs
.vertex_color_clamp
;
6188 old_vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
6191 set_glsl_shader_program(context
, state
, priv
, ctx_data
);
6193 if (ctx_data
->glsl_program
)
6195 program_id
= ctx_data
->glsl_program
->programId
;
6196 current_vertex_color_clamp
= ctx_data
->glsl_program
->vs
.vertex_color_clamp
;
6201 current_vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
6204 if (old_vertex_color_clamp
!= current_vertex_color_clamp
)
6206 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
6208 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, current_vertex_color_clamp
));
6209 checkGLcall("glClampColorARB");
6213 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
6217 TRACE("Using GLSL program %u.\n", program_id
);
6219 if (prev_id
!= program_id
)
6221 GL_EXTCALL(glUseProgramObjectARB(program_id
));
6222 checkGLcall("glUseProgramObjectARB");
6225 context
->constant_update_mask
|= ctx_data
->glsl_program
->constant_update_mask
;
6229 /* "context" is not necessarily the currently active context. */
6230 static void shader_glsl_invalidate_current_program(struct wined3d_context
*context
)
6232 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
6234 ctx_data
->glsl_program
= NULL
;
6235 context
->shader_update_mask
= (1 << WINED3D_SHADER_TYPE_PIXEL
)
6236 | (1 << WINED3D_SHADER_TYPE_VERTEX
)
6237 | (1 << WINED3D_SHADER_TYPE_GEOMETRY
);
6240 /* Context activation is done by the caller. */
6241 static void shader_glsl_disable(void *shader_priv
, struct wined3d_context
*context
)
6243 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
6244 struct shader_glsl_priv
*priv
= shader_priv
;
6246 shader_glsl_invalidate_current_program(context
);
6247 GL_EXTCALL(glUseProgramObjectARB(0));
6248 checkGLcall("glUseProgramObjectARB");
6250 priv
->vertex_pipe
->vp_enable(gl_info
, FALSE
);
6251 priv
->fragment_pipe
->enable_extension(gl_info
, FALSE
);
6253 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
6255 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, GL_FIXED_ONLY_ARB
));
6256 checkGLcall("glClampColorARB");
6260 /* Context activation is done by the caller. */
6261 static void shader_glsl_select_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
,
6262 enum tex_types tex_type
, const SIZE
*ds_mask_size
)
6264 BOOL masked
= ds_mask_size
->cx
&& ds_mask_size
->cy
;
6265 struct shader_glsl_priv
*priv
= shader_priv
;
6266 GLhandleARB
*blt_program
;
6269 blt_program
= masked
? &priv
->depth_blt_program_masked
[tex_type
] : &priv
->depth_blt_program_full
[tex_type
];
6272 *blt_program
= create_glsl_blt_shader(gl_info
, tex_type
, masked
);
6273 loc
= GL_EXTCALL(glGetUniformLocationARB(*blt_program
, "sampler"));
6274 GL_EXTCALL(glUseProgramObjectARB(*blt_program
));
6275 GL_EXTCALL(glUniform1iARB(loc
, 0));
6279 GL_EXTCALL(glUseProgramObjectARB(*blt_program
));
6284 loc
= GL_EXTCALL(glGetUniformLocationARB(*blt_program
, "mask"));
6285 GL_EXTCALL(glUniform4fARB(loc
, 0.0f
, 0.0f
, (float)ds_mask_size
->cx
, (float)ds_mask_size
->cy
));
6289 /* Context activation is done by the caller. */
6290 static void shader_glsl_deselect_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
)
6292 const struct glsl_context_data
*ctx_data
= context_get_current()->shader_backend_data
;
6293 GLhandleARB program_id
;
6295 program_id
= ctx_data
->glsl_program
? ctx_data
->glsl_program
->programId
: 0;
6296 if (program_id
) TRACE("Using GLSL program %u\n", program_id
);
6298 GL_EXTCALL(glUseProgramObjectARB(program_id
));
6299 checkGLcall("glUseProgramObjectARB");
6302 static void shader_glsl_invalidate_contexts_program(struct wined3d_device
*device
,
6303 const struct glsl_shader_prog_link
*program
)
6305 const struct glsl_context_data
*ctx_data
;
6306 struct wined3d_context
*context
;
6309 for (i
= 0; i
< device
->context_count
; ++i
)
6311 context
= device
->contexts
[i
];
6312 ctx_data
= context
->shader_backend_data
;
6314 if (ctx_data
->glsl_program
== program
)
6315 shader_glsl_invalidate_current_program(context
);
6319 static void shader_glsl_destroy(struct wined3d_shader
*shader
)
6321 struct glsl_shader_private
*shader_data
= shader
->backend_data
;
6322 struct wined3d_device
*device
= shader
->device
;
6323 struct shader_glsl_priv
*priv
= device
->shader_priv
;
6324 const struct wined3d_gl_info
*gl_info
;
6325 const struct list
*linked_programs
;
6326 struct wined3d_context
*context
;
6328 if (!shader_data
|| !shader_data
->num_gl_shaders
)
6330 HeapFree(GetProcessHeap(), 0, shader_data
);
6331 shader
->backend_data
= NULL
;
6335 context
= context_acquire(device
, NULL
);
6336 gl_info
= context
->gl_info
;
6338 TRACE("Deleting linked programs.\n");
6339 linked_programs
= &shader
->linked_programs
;
6340 if (linked_programs
->next
)
6342 struct glsl_shader_prog_link
*entry
, *entry2
;
6345 switch (shader
->reg_maps
.shader_version
.type
)
6347 case WINED3D_SHADER_TYPE_PIXEL
:
6349 struct glsl_ps_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.ps
;
6351 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
6353 TRACE("Deleting pixel shader %u.\n", gl_shaders
[i
].prgId
);
6354 GL_EXTCALL(glDeleteObjectARB(gl_shaders
[i
].prgId
));
6355 checkGLcall("glDeleteObjectARB");
6357 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.ps
);
6359 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
6360 struct glsl_shader_prog_link
, ps
.shader_entry
)
6362 shader_glsl_invalidate_contexts_program(device
, entry
);
6363 delete_glsl_program_entry(priv
, gl_info
, entry
);
6369 case WINED3D_SHADER_TYPE_VERTEX
:
6371 struct glsl_vs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.vs
;
6373 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
6375 TRACE("Deleting vertex shader %u.\n", gl_shaders
[i
].prgId
);
6376 GL_EXTCALL(glDeleteObjectARB(gl_shaders
[i
].prgId
));
6377 checkGLcall("glDeleteObjectARB");
6379 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.vs
);
6381 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
6382 struct glsl_shader_prog_link
, vs
.shader_entry
)
6384 shader_glsl_invalidate_contexts_program(device
, entry
);
6385 delete_glsl_program_entry(priv
, gl_info
, entry
);
6391 case WINED3D_SHADER_TYPE_GEOMETRY
:
6393 struct glsl_gs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.gs
;
6395 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
6397 TRACE("Deleting geometry shader %u.\n", gl_shaders
[i
].id
);
6398 GL_EXTCALL(glDeleteObjectARB(gl_shaders
[i
].id
));
6399 checkGLcall("glDeleteObjectARB");
6401 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.gs
);
6403 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
6404 struct glsl_shader_prog_link
, gs
.shader_entry
)
6406 shader_glsl_invalidate_contexts_program(device
, entry
);
6407 delete_glsl_program_entry(priv
, gl_info
, entry
);
6414 ERR("Unhandled shader type %#x.\n", shader
->reg_maps
.shader_version
.type
);
6419 HeapFree(GetProcessHeap(), 0, shader
->backend_data
);
6420 shader
->backend_data
= NULL
;
6422 context_release(context
);
6425 static int glsl_program_key_compare(const void *key
, const struct wine_rb_entry
*entry
)
6427 const struct glsl_program_key
*k
= key
;
6428 const struct glsl_shader_prog_link
*prog
= WINE_RB_ENTRY_VALUE(entry
,
6429 const struct glsl_shader_prog_link
, program_lookup_entry
);
6431 if (k
->vs_id
> prog
->vs
.id
) return 1;
6432 else if (k
->vs_id
< prog
->vs
.id
) return -1;
6434 if (k
->gs_id
> prog
->gs
.id
) return 1;
6435 else if (k
->gs_id
< prog
->gs
.id
) return -1;
6437 if (k
->ps_id
> prog
->ps
.id
) return 1;
6438 else if (k
->ps_id
< prog
->ps
.id
) return -1;
6443 static BOOL
constant_heap_init(struct constant_heap
*heap
, unsigned int constant_count
)
6445 SIZE_T size
= (constant_count
+ 1) * sizeof(*heap
->entries
)
6446 + constant_count
* sizeof(*heap
->contained
)
6447 + constant_count
* sizeof(*heap
->positions
);
6448 void *mem
= HeapAlloc(GetProcessHeap(), 0, size
);
6452 ERR("Failed to allocate memory\n");
6456 heap
->entries
= mem
;
6457 heap
->entries
[1].version
= 0;
6458 heap
->contained
= (BOOL
*)(heap
->entries
+ constant_count
+ 1);
6459 memset(heap
->contained
, 0, constant_count
* sizeof(*heap
->contained
));
6460 heap
->positions
= (unsigned int *)(heap
->contained
+ constant_count
);
6466 static void constant_heap_free(struct constant_heap
*heap
)
6468 HeapFree(GetProcessHeap(), 0, heap
->entries
);
6471 static const struct wine_rb_functions wined3d_glsl_program_rb_functions
=
6476 glsl_program_key_compare
,
6479 static HRESULT
shader_glsl_alloc(struct wined3d_device
*device
, const struct wined3d_vertex_pipe_ops
*vertex_pipe
,
6480 const struct fragment_pipeline
*fragment_pipe
)
6482 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
6483 struct shader_glsl_priv
*priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_glsl_priv
));
6484 SIZE_T stack_size
= wined3d_log2i(max(gl_info
->limits
.glsl_vs_float_constants
,
6485 gl_info
->limits
.glsl_ps_float_constants
)) + 1;
6486 struct fragment_caps fragment_caps
;
6487 void *vertex_priv
, *fragment_priv
;
6489 if (!(vertex_priv
= vertex_pipe
->vp_alloc(&glsl_shader_backend
, priv
)))
6491 ERR("Failed to initialize vertex pipe.\n");
6492 HeapFree(GetProcessHeap(), 0, priv
);
6496 if (!(fragment_priv
= fragment_pipe
->alloc_private(&glsl_shader_backend
, priv
)))
6498 ERR("Failed to initialize fragment pipe.\n");
6499 vertex_pipe
->vp_free(device
);
6500 HeapFree(GetProcessHeap(), 0, priv
);
6504 if (!shader_buffer_init(&priv
->shader_buffer
))
6506 ERR("Failed to initialize shader buffer.\n");
6510 priv
->stack
= HeapAlloc(GetProcessHeap(), 0, stack_size
* sizeof(*priv
->stack
));
6513 ERR("Failed to allocate memory.\n");
6517 if (!constant_heap_init(&priv
->vconst_heap
, gl_info
->limits
.glsl_vs_float_constants
))
6519 ERR("Failed to initialize vertex shader constant heap\n");
6523 if (!constant_heap_init(&priv
->pconst_heap
, gl_info
->limits
.glsl_ps_float_constants
))
6525 ERR("Failed to initialize pixel shader constant heap\n");
6529 if (wine_rb_init(&priv
->program_lookup
, &wined3d_glsl_program_rb_functions
) == -1)
6531 ERR("Failed to initialize rbtree.\n");
6535 priv
->next_constant_version
= 1;
6536 priv
->vertex_pipe
= vertex_pipe
;
6537 priv
->fragment_pipe
= fragment_pipe
;
6538 fragment_pipe
->get_caps(gl_info
, &fragment_caps
);
6539 priv
->ffp_proj_control
= fragment_caps
.wined3d_caps
& WINED3D_FRAGMENT_CAP_PROJ_CONTROL
;
6541 device
->vertex_priv
= vertex_priv
;
6542 device
->fragment_priv
= fragment_priv
;
6543 device
->shader_priv
= priv
;
6548 constant_heap_free(&priv
->pconst_heap
);
6549 constant_heap_free(&priv
->vconst_heap
);
6550 HeapFree(GetProcessHeap(), 0, priv
->stack
);
6551 shader_buffer_free(&priv
->shader_buffer
);
6552 fragment_pipe
->free_private(device
);
6553 vertex_pipe
->vp_free(device
);
6554 HeapFree(GetProcessHeap(), 0, priv
);
6555 return E_OUTOFMEMORY
;
6558 /* Context activation is done by the caller. */
6559 static void shader_glsl_free(struct wined3d_device
*device
)
6561 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
6562 struct shader_glsl_priv
*priv
= device
->shader_priv
;
6565 for (i
= 0; i
< tex_type_count
; ++i
)
6567 if (priv
->depth_blt_program_full
[i
])
6569 GL_EXTCALL(glDeleteObjectARB(priv
->depth_blt_program_full
[i
]));
6571 if (priv
->depth_blt_program_masked
[i
])
6573 GL_EXTCALL(glDeleteObjectARB(priv
->depth_blt_program_masked
[i
]));
6577 wine_rb_destroy(&priv
->program_lookup
, NULL
, NULL
);
6578 constant_heap_free(&priv
->pconst_heap
);
6579 constant_heap_free(&priv
->vconst_heap
);
6580 HeapFree(GetProcessHeap(), 0, priv
->stack
);
6581 shader_buffer_free(&priv
->shader_buffer
);
6582 priv
->fragment_pipe
->free_private(device
);
6583 priv
->vertex_pipe
->vp_free(device
);
6585 HeapFree(GetProcessHeap(), 0, device
->shader_priv
);
6586 device
->shader_priv
= NULL
;
6589 static BOOL
shader_glsl_allocate_context_data(struct wined3d_context
*context
)
6591 return !!(context
->shader_backend_data
= HeapAlloc(GetProcessHeap(),
6592 HEAP_ZERO_MEMORY
, sizeof(struct glsl_context_data
)));
6595 static void shader_glsl_free_context_data(struct wined3d_context
*context
)
6597 HeapFree(GetProcessHeap(), 0, context
->shader_backend_data
);
6600 static void shader_glsl_get_caps(const struct wined3d_gl_info
*gl_info
, struct shader_caps
*caps
)
6604 if (gl_info
->supported
[EXT_GPU_SHADER4
] && gl_info
->supported
[ARB_SHADER_BIT_ENCODING
]
6605 && gl_info
->supported
[ARB_GEOMETRY_SHADER4
] && gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 50)
6606 && gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
] && gl_info
->supported
[ARB_DRAW_INSTANCED
]
6607 && gl_info
->supported
[ARB_TEXTURE_RG
])
6609 /* ARB_shader_texture_lod or EXT_gpu_shader4 is required for the SM3
6610 * texldd and texldl instructions. */
6611 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] || gl_info
->supported
[EXT_GPU_SHADER4
])
6615 TRACE("Shader model %u.\n", shader_model
);
6617 caps
->vs_version
= min(wined3d_settings
.max_sm_vs
, shader_model
);
6618 caps
->gs_version
= min(wined3d_settings
.max_sm_gs
, shader_model
);
6619 caps
->ps_version
= min(wined3d_settings
.max_sm_ps
, shader_model
);
6621 caps
->vs_uniform_count
= gl_info
->limits
.glsl_vs_float_constants
;
6622 caps
->ps_uniform_count
= gl_info
->limits
.glsl_ps_float_constants
;
6624 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
6625 * Direct3D minimum requirement.
6627 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
6628 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
6630 * The problem is that the refrast clamps temporary results in the shader to
6631 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
6632 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
6633 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
6634 * offer a way to query this.
6636 if (shader_model
>= 4)
6637 caps
->ps_1x_max_value
= FLT_MAX
;
6639 caps
->ps_1x_max_value
= 1024.0f
;
6641 /* Ideally we'd only set caps like sRGB writes here if supported by both
6642 * the shader backend and the fragment pipe, but we can get called before
6643 * shader_glsl_alloc(). */
6644 caps
->wined3d_caps
= WINED3D_SHADER_CAP_VS_CLIPPING
6645 | WINED3D_SHADER_CAP_SRGB_WRITE
;
6648 static BOOL
shader_glsl_color_fixup_supported(struct color_fixup_desc fixup
)
6650 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
6652 TRACE("Checking support for fixup:\n");
6653 dump_color_fixup_desc(fixup
);
6656 /* We support everything except YUV conversions. */
6657 if (!is_complex_fixup(fixup
))
6663 TRACE("[FAILED]\n");
6667 static const SHADER_HANDLER shader_glsl_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
6669 /* WINED3DSIH_ABS */ shader_glsl_map2gl
,
6670 /* WINED3DSIH_ADD */ shader_glsl_binop
,
6671 /* WINED3DSIH_AND */ shader_glsl_binop
,
6672 /* WINED3DSIH_BEM */ shader_glsl_bem
,
6673 /* WINED3DSIH_BREAK */ shader_glsl_break
,
6674 /* WINED3DSIH_BREAKC */ shader_glsl_breakc
,
6675 /* WINED3DSIH_BREAKP */ shader_glsl_breakp
,
6676 /* WINED3DSIH_CALL */ shader_glsl_call
,
6677 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz
,
6678 /* WINED3DSIH_CMP */ shader_glsl_conditional_move
,
6679 /* WINED3DSIH_CND */ shader_glsl_cnd
,
6680 /* WINED3DSIH_CRS */ shader_glsl_cross
,
6681 /* WINED3DSIH_CUT */ shader_glsl_cut
,
6682 /* WINED3DSIH_DCL */ shader_glsl_nop
,
6683 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_glsl_nop
,
6684 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_glsl_nop
,
6685 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_glsl_nop
,
6686 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_glsl_nop
,
6687 /* WINED3DSIH_DEF */ shader_glsl_nop
,
6688 /* WINED3DSIH_DEFB */ shader_glsl_nop
,
6689 /* WINED3DSIH_DEFI */ shader_glsl_nop
,
6690 /* WINED3DSIH_DIV */ shader_glsl_binop
,
6691 /* WINED3DSIH_DP2 */ shader_glsl_dot
,
6692 /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add
,
6693 /* WINED3DSIH_DP3 */ shader_glsl_dot
,
6694 /* WINED3DSIH_DP4 */ shader_glsl_dot
,
6695 /* WINED3DSIH_DST */ shader_glsl_dst
,
6696 /* WINED3DSIH_DSX */ shader_glsl_map2gl
,
6697 /* WINED3DSIH_DSY */ shader_glsl_map2gl
,
6698 /* WINED3DSIH_ELSE */ shader_glsl_else
,
6699 /* WINED3DSIH_EMIT */ shader_glsl_emit
,
6700 /* WINED3DSIH_ENDIF */ shader_glsl_end
,
6701 /* WINED3DSIH_ENDLOOP */ shader_glsl_end
,
6702 /* WINED3DSIH_ENDREP */ shader_glsl_end
,
6703 /* WINED3DSIH_EQ */ shader_glsl_relop
,
6704 /* WINED3DSIH_EXP */ shader_glsl_scalar_op
,
6705 /* WINED3DSIH_EXPP */ shader_glsl_expp
,
6706 /* WINED3DSIH_FRC */ shader_glsl_map2gl
,
6707 /* WINED3DSIH_FTOI */ shader_glsl_to_int
,
6708 /* WINED3DSIH_GE */ shader_glsl_relop
,
6709 /* WINED3DSIH_IADD */ shader_glsl_binop
,
6710 /* WINED3DSIH_IEQ */ NULL
,
6711 /* WINED3DSIH_IF */ shader_glsl_if
,
6712 /* WINED3DSIH_IFC */ shader_glsl_ifc
,
6713 /* WINED3DSIH_IGE */ shader_glsl_relop
,
6714 /* WINED3DSIH_IMUL */ shader_glsl_imul
,
6715 /* WINED3DSIH_ISHL */ shader_glsl_binop
,
6716 /* WINED3DSIH_ITOF */ shader_glsl_to_float
,
6717 /* WINED3DSIH_LABEL */ shader_glsl_label
,
6718 /* WINED3DSIH_LD */ NULL
,
6719 /* WINED3DSIH_LIT */ shader_glsl_lit
,
6720 /* WINED3DSIH_LOG */ shader_glsl_scalar_op
,
6721 /* WINED3DSIH_LOGP */ shader_glsl_scalar_op
,
6722 /* WINED3DSIH_LOOP */ shader_glsl_loop
,
6723 /* WINED3DSIH_LRP */ shader_glsl_lrp
,
6724 /* WINED3DSIH_LT */ shader_glsl_relop
,
6725 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn
,
6726 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn
,
6727 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn
,
6728 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn
,
6729 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn
,
6730 /* WINED3DSIH_MAD */ shader_glsl_mad
,
6731 /* WINED3DSIH_MAX */ shader_glsl_map2gl
,
6732 /* WINED3DSIH_MIN */ shader_glsl_map2gl
,
6733 /* WINED3DSIH_MOV */ shader_glsl_mov
,
6734 /* WINED3DSIH_MOVA */ shader_glsl_mov
,
6735 /* WINED3DSIH_MOVC */ shader_glsl_conditional_move
,
6736 /* WINED3DSIH_MUL */ shader_glsl_binop
,
6737 /* WINED3DSIH_NOP */ shader_glsl_nop
,
6738 /* WINED3DSIH_NRM */ shader_glsl_nrm
,
6739 /* WINED3DSIH_PHASE */ shader_glsl_nop
,
6740 /* WINED3DSIH_POW */ shader_glsl_pow
,
6741 /* WINED3DSIH_RCP */ shader_glsl_scalar_op
,
6742 /* WINED3DSIH_REP */ shader_glsl_rep
,
6743 /* WINED3DSIH_RET */ shader_glsl_ret
,
6744 /* WINED3DSIH_ROUND_NI */ shader_glsl_map2gl
,
6745 /* WINED3DSIH_RSQ */ shader_glsl_scalar_op
,
6746 /* WINED3DSIH_SAMPLE */ NULL
,
6747 /* WINED3DSIH_SAMPLE_GRAD */ NULL
,
6748 /* WINED3DSIH_SAMPLE_LOD */ NULL
,
6749 /* WINED3DSIH_SETP */ NULL
,
6750 /* WINED3DSIH_SGE */ shader_glsl_compare
,
6751 /* WINED3DSIH_SGN */ shader_glsl_sgn
,
6752 /* WINED3DSIH_SINCOS */ shader_glsl_sincos
,
6753 /* WINED3DSIH_SLT */ shader_glsl_compare
,
6754 /* WINED3DSIH_SQRT */ NULL
,
6755 /* WINED3DSIH_SUB */ shader_glsl_binop
,
6756 /* WINED3DSIH_TEX */ shader_glsl_tex
,
6757 /* WINED3DSIH_TEXBEM */ shader_glsl_texbem
,
6758 /* WINED3DSIH_TEXBEML */ shader_glsl_texbem
,
6759 /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord
,
6760 /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth
,
6761 /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3
,
6762 /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex
,
6763 /* WINED3DSIH_TEXKILL */ shader_glsl_texkill
,
6764 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd
,
6765 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl
,
6766 /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth
,
6767 /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad
,
6768 /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex
,
6769 /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3
,
6770 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
6771 /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad
,
6772 /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec
,
6773 /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex
,
6774 /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec
,
6775 /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar
,
6776 /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb
,
6777 /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb
,
6778 /* WINED3DSIH_UDIV */ shader_glsl_udiv
,
6779 /* WINED3DSIH_UGE */ shader_glsl_relop
,
6780 /* WINED3DSIH_USHR */ shader_glsl_binop
,
6781 /* WINED3DSIH_UTOF */ shader_glsl_to_float
,
6782 /* WINED3DSIH_XOR */ shader_glsl_binop
,
6785 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction
*ins
) {
6786 SHADER_HANDLER hw_fct
;
6788 /* Select handler */
6789 hw_fct
= shader_glsl_instruction_handler_table
[ins
->handler_idx
];
6791 /* Unhandled opcode */
6794 FIXME("Backend can't handle opcode %#x\n", ins
->handler_idx
);
6799 shader_glsl_add_instruction_modifiers(ins
);
6802 static BOOL
shader_glsl_has_ffp_proj_control(void *shader_priv
)
6804 struct shader_glsl_priv
*priv
= shader_priv
;
6806 return priv
->ffp_proj_control
;
6809 const struct wined3d_shader_backend_ops glsl_shader_backend
=
6811 shader_glsl_handle_instruction
,
6813 shader_glsl_disable
,
6814 shader_glsl_select_depth_blt
,
6815 shader_glsl_deselect_depth_blt
,
6816 shader_glsl_update_float_vertex_constants
,
6817 shader_glsl_update_float_pixel_constants
,
6818 shader_glsl_load_constants
,
6819 shader_glsl_destroy
,
6822 shader_glsl_allocate_context_data
,
6823 shader_glsl_free_context_data
,
6824 shader_glsl_get_caps
,
6825 shader_glsl_color_fixup_supported
,
6826 shader_glsl_has_ffp_proj_control
,
6829 static void glsl_vertex_pipe_vp_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
)
6832 gl_info
->gl_ops
.gl
.p_glEnable(GL_VERTEX_PROGRAM_POINT_SIZE_ARB
);
6834 gl_info
->gl_ops
.gl
.p_glDisable(GL_VERTEX_PROGRAM_POINT_SIZE_ARB
);
6835 checkGLcall("GL_VERTEX_PROGRAM_POINT_SIZE_ARB");
6838 static void glsl_vertex_pipe_vp_get_caps(const struct wined3d_gl_info
*gl_info
, struct wined3d_vertex_caps
*caps
)
6840 caps
->xyzrhw
= TRUE
;
6841 caps
->max_active_lights
= gl_info
->limits
.lights
;
6842 caps
->max_vertex_blend_matrices
= 1;
6843 caps
->max_vertex_blend_matrix_index
= 0;
6844 caps
->vertex_processing_caps
= WINED3DVTXPCAPS_TEXGEN
6845 | WINED3DVTXPCAPS_MATERIALSOURCE7
6846 | WINED3DVTXPCAPS_VERTEXFOG
6847 | WINED3DVTXPCAPS_DIRECTIONALLIGHTS
6848 | WINED3DVTXPCAPS_POSITIONALLIGHTS
6849 | WINED3DVTXPCAPS_LOCALVIEWER
6850 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP
;
6851 caps
->fvf_caps
= WINED3DFVFCAPS_PSIZE
| 8; /* 8 texture coordinates. */
6852 caps
->max_user_clip_planes
= gl_info
->limits
.clipplanes
;
6853 caps
->raster_caps
= WINED3DPRASTERCAPS_FOGRANGE
;
6856 static void *glsl_vertex_pipe_vp_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
6858 struct shader_glsl_priv
*priv
;
6860 if (shader_backend
== &glsl_shader_backend
)
6864 if (wine_rb_init(&priv
->ffp_vertex_shaders
, &wined3d_ffp_vertex_program_rb_functions
) == -1)
6866 ERR("Failed to initialize rbtree.\n");
6873 FIXME("GLSL vertex pipe without GLSL shader backend not implemented.\n");
6878 static void shader_glsl_free_ffp_vertex_shader(struct wine_rb_entry
*entry
, void *context
)
6880 struct glsl_ffp_vertex_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
6881 struct glsl_ffp_vertex_shader
, desc
.entry
);
6882 struct glsl_shader_prog_link
*program
, *program2
;
6883 struct glsl_ffp_destroy_ctx
*ctx
= context
;
6885 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
6886 struct glsl_shader_prog_link
, vs
.shader_entry
)
6888 delete_glsl_program_entry(ctx
->priv
, ctx
->gl_info
, program
);
6890 ctx
->gl_info
->gl_ops
.ext
.p_glDeleteObjectARB(shader
->id
);
6891 HeapFree(GetProcessHeap(), 0, shader
);
6894 /* Context activation is done by the caller. */
6895 static void glsl_vertex_pipe_vp_free(struct wined3d_device
*device
)
6897 struct shader_glsl_priv
*priv
= device
->vertex_priv
;
6898 struct glsl_ffp_destroy_ctx ctx
;
6901 ctx
.gl_info
= &device
->adapter
->gl_info
;
6902 wine_rb_destroy(&priv
->ffp_vertex_shaders
, shader_glsl_free_ffp_vertex_shader
, &ctx
);
6905 static void glsl_vertex_pipe_shader(struct wined3d_context
*context
,
6906 const struct wined3d_state
*state
, DWORD state_id
)
6908 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_VERTEX
;
6911 static void glsl_vertex_pipe_projection(struct wined3d_context
*context
,
6912 const struct wined3d_state
*state
, DWORD state_id
)
6914 /* Table fog behavior depends on the projection matrix. */
6915 if (state
->render_states
[WINED3D_RS_FOGENABLE
]
6916 && state
->render_states
[WINED3D_RS_FOGTABLEMODE
] != WINED3D_FOG_NONE
)
6917 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_VERTEX
;
6918 transform_projection(context
, state
, state_id
);
6921 static const struct StateEntryTemplate glsl_vertex_pipe_vp_states
[] =
6923 {STATE_VDECL
, {STATE_VDECL
, vertexdeclaration
}, WINED3D_GL_EXT_NONE
},
6924 {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6925 {STATE_MATERIAL
, {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
6926 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), state_specularenable
}, WINED3D_GL_EXT_NONE
},
6928 {STATE_CLIPPLANE(0), {STATE_CLIPPLANE(0), clipplane
}, WINED3D_GL_EXT_NONE
},
6929 {STATE_CLIPPLANE(1), {STATE_CLIPPLANE(1), clipplane
}, WINED3D_GL_EXT_NONE
},
6930 {STATE_CLIPPLANE(2), {STATE_CLIPPLANE(2), clipplane
}, WINED3D_GL_EXT_NONE
},
6931 {STATE_CLIPPLANE(3), {STATE_CLIPPLANE(3), clipplane
}, WINED3D_GL_EXT_NONE
},
6932 {STATE_CLIPPLANE(4), {STATE_CLIPPLANE(4), clipplane
}, WINED3D_GL_EXT_NONE
},
6933 {STATE_CLIPPLANE(5), {STATE_CLIPPLANE(5), clipplane
}, WINED3D_GL_EXT_NONE
},
6934 {STATE_CLIPPLANE(6), {STATE_CLIPPLANE(6), clipplane
}, WINED3D_GL_EXT_NONE
},
6935 {STATE_CLIPPLANE(7), {STATE_CLIPPLANE(7), clipplane
}, WINED3D_GL_EXT_NONE
},
6936 {STATE_CLIPPLANE(8), {STATE_CLIPPLANE(8), clipplane
}, WINED3D_GL_EXT_NONE
},
6937 {STATE_CLIPPLANE(9), {STATE_CLIPPLANE(9), clipplane
}, WINED3D_GL_EXT_NONE
},
6938 {STATE_CLIPPLANE(10), {STATE_CLIPPLANE(10), clipplane
}, WINED3D_GL_EXT_NONE
},
6939 {STATE_CLIPPLANE(11), {STATE_CLIPPLANE(11), clipplane
}, WINED3D_GL_EXT_NONE
},
6940 {STATE_CLIPPLANE(12), {STATE_CLIPPLANE(12), clipplane
}, WINED3D_GL_EXT_NONE
},
6941 {STATE_CLIPPLANE(13), {STATE_CLIPPLANE(13), clipplane
}, WINED3D_GL_EXT_NONE
},
6942 {STATE_CLIPPLANE(14), {STATE_CLIPPLANE(14), clipplane
}, WINED3D_GL_EXT_NONE
},
6943 {STATE_CLIPPLANE(15), {STATE_CLIPPLANE(15), clipplane
}, WINED3D_GL_EXT_NONE
},
6944 {STATE_CLIPPLANE(16), {STATE_CLIPPLANE(16), clipplane
}, WINED3D_GL_EXT_NONE
},
6945 {STATE_CLIPPLANE(17), {STATE_CLIPPLANE(17), clipplane
}, WINED3D_GL_EXT_NONE
},
6946 {STATE_CLIPPLANE(18), {STATE_CLIPPLANE(18), clipplane
}, WINED3D_GL_EXT_NONE
},
6947 {STATE_CLIPPLANE(19), {STATE_CLIPPLANE(19), clipplane
}, WINED3D_GL_EXT_NONE
},
6948 {STATE_CLIPPLANE(20), {STATE_CLIPPLANE(20), clipplane
}, WINED3D_GL_EXT_NONE
},
6949 {STATE_CLIPPLANE(21), {STATE_CLIPPLANE(21), clipplane
}, WINED3D_GL_EXT_NONE
},
6950 {STATE_CLIPPLANE(22), {STATE_CLIPPLANE(22), clipplane
}, WINED3D_GL_EXT_NONE
},
6951 {STATE_CLIPPLANE(23), {STATE_CLIPPLANE(23), clipplane
}, WINED3D_GL_EXT_NONE
},
6952 {STATE_CLIPPLANE(24), {STATE_CLIPPLANE(24), clipplane
}, WINED3D_GL_EXT_NONE
},
6953 {STATE_CLIPPLANE(25), {STATE_CLIPPLANE(25), clipplane
}, WINED3D_GL_EXT_NONE
},
6954 {STATE_CLIPPLANE(26), {STATE_CLIPPLANE(26), clipplane
}, WINED3D_GL_EXT_NONE
},
6955 {STATE_CLIPPLANE(27), {STATE_CLIPPLANE(27), clipplane
}, WINED3D_GL_EXT_NONE
},
6956 {STATE_CLIPPLANE(28), {STATE_CLIPPLANE(28), clipplane
}, WINED3D_GL_EXT_NONE
},
6957 {STATE_CLIPPLANE(29), {STATE_CLIPPLANE(29), clipplane
}, WINED3D_GL_EXT_NONE
},
6958 {STATE_CLIPPLANE(30), {STATE_CLIPPLANE(30), clipplane
}, WINED3D_GL_EXT_NONE
},
6959 {STATE_CLIPPLANE(31), {STATE_CLIPPLANE(31), clipplane
}, WINED3D_GL_EXT_NONE
},
6961 {STATE_LIGHT_TYPE
, {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
6962 {STATE_ACTIVELIGHT(0), {STATE_ACTIVELIGHT(0), light
}, WINED3D_GL_EXT_NONE
},
6963 {STATE_ACTIVELIGHT(1), {STATE_ACTIVELIGHT(1), light
}, WINED3D_GL_EXT_NONE
},
6964 {STATE_ACTIVELIGHT(2), {STATE_ACTIVELIGHT(2), light
}, WINED3D_GL_EXT_NONE
},
6965 {STATE_ACTIVELIGHT(3), {STATE_ACTIVELIGHT(3), light
}, WINED3D_GL_EXT_NONE
},
6966 {STATE_ACTIVELIGHT(4), {STATE_ACTIVELIGHT(4), light
}, WINED3D_GL_EXT_NONE
},
6967 {STATE_ACTIVELIGHT(5), {STATE_ACTIVELIGHT(5), light
}, WINED3D_GL_EXT_NONE
},
6968 {STATE_ACTIVELIGHT(6), {STATE_ACTIVELIGHT(6), light
}, WINED3D_GL_EXT_NONE
},
6969 {STATE_ACTIVELIGHT(7), {STATE_ACTIVELIGHT(7), light
}, WINED3D_GL_EXT_NONE
},
6971 {STATE_VIEWPORT
, {STATE_VIEWPORT
, viewport_vertexpart
}, WINED3D_GL_EXT_NONE
},
6972 /* Transform states */
6973 {STATE_TRANSFORM(WINED3D_TS_VIEW
), {STATE_TRANSFORM(WINED3D_TS_VIEW
), transform_view
}, WINED3D_GL_EXT_NONE
},
6974 {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), glsl_vertex_pipe_projection
}, WINED3D_GL_EXT_NONE
},
6975 {STATE_TRANSFORM(WINED3D_TS_TEXTURE0
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
6976 {STATE_TRANSFORM(WINED3D_TS_TEXTURE1
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
6977 {STATE_TRANSFORM(WINED3D_TS_TEXTURE2
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
6978 {STATE_TRANSFORM(WINED3D_TS_TEXTURE3
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
6979 {STATE_TRANSFORM(WINED3D_TS_TEXTURE4
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
6980 {STATE_TRANSFORM(WINED3D_TS_TEXTURE5
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
6981 {STATE_TRANSFORM(WINED3D_TS_TEXTURE6
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
6982 {STATE_TRANSFORM(WINED3D_TS_TEXTURE7
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
6983 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), transform_world
}, WINED3D_GL_EXT_NONE
},
6984 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
6985 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
6986 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
6987 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
6988 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
6989 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
6990 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
6991 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
6992 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6993 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6994 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6995 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6996 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6997 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6998 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6999 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
7001 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
7002 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7003 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7004 {STATE_RENDER(WINED3D_RS_RANGEFOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7005 {STATE_RENDER(WINED3D_RS_CLIPPING
), {STATE_RENDER(WINED3D_RS_CLIPPING
), state_clipping
}, WINED3D_GL_EXT_NONE
},
7006 {STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
), {STATE_RENDER(WINED3D_RS_CLIPPING
), NULL
}, WINED3D_GL_EXT_NONE
},
7007 {STATE_RENDER(WINED3D_RS_LIGHTING
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
7008 {STATE_RENDER(WINED3D_RS_AMBIENT
), {STATE_RENDER(WINED3D_RS_AMBIENT
), state_ambient
}, WINED3D_GL_EXT_NONE
},
7009 {STATE_RENDER(WINED3D_RS_COLORVERTEX
), {STATE_RENDER(WINED3D_RS_COLORVERTEX
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
7010 {STATE_RENDER(WINED3D_RS_LOCALVIEWER
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
7011 {STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
7012 {STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
7013 {STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
7014 {STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
7015 {STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
7016 {STATE_RENDER(WINED3D_RS_VERTEXBLEND
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
7017 {STATE_RENDER(WINED3D_RS_POINTSIZE
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7018 {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), state_psizemin_arb
}, ARB_POINT_PARAMETERS
},
7019 {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), state_psizemin_ext
}, EXT_POINT_PARAMETERS
},
7020 {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), state_psizemin_w
}, WINED3D_GL_EXT_NONE
},
7021 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite
}, ARB_POINT_SPRITE
},
7022 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite_w
}, WINED3D_GL_EXT_NONE
},
7023 {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), state_pscale
}, WINED3D_GL_EXT_NONE
},
7024 {STATE_RENDER(WINED3D_RS_POINTSCALE_A
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7025 {STATE_RENDER(WINED3D_RS_POINTSCALE_B
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7026 {STATE_RENDER(WINED3D_RS_POINTSCALE_C
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7027 {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, ARB_POINT_PARAMETERS
},
7028 {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, EXT_POINT_PARAMETERS
},
7029 {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
7030 {STATE_RENDER(WINED3D_RS_TWEENFACTOR
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
7031 {STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
7032 /* Samplers for NP2 texture matrix adjustions. They are not needed if
7033 * GL_ARB_texture_non_power_of_two is supported, so register a NULL state
7034 * handler in that case to get the vertex part of sampler() skipped (VTF
7035 * is handled in the misc states). Otherwise, register
7036 * sampler_texmatrix(), which takes care of updating the texture matrix. */
7037 {STATE_SAMPLER(0), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7038 {STATE_SAMPLER(0), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7039 {STATE_SAMPLER(0), {STATE_SAMPLER(0), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
7040 {STATE_SAMPLER(1), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7041 {STATE_SAMPLER(1), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7042 {STATE_SAMPLER(1), {STATE_SAMPLER(1), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
7043 {STATE_SAMPLER(2), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7044 {STATE_SAMPLER(2), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7045 {STATE_SAMPLER(2), {STATE_SAMPLER(2), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
7046 {STATE_SAMPLER(3), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7047 {STATE_SAMPLER(3), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7048 {STATE_SAMPLER(3), {STATE_SAMPLER(3), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
7049 {STATE_SAMPLER(4), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7050 {STATE_SAMPLER(4), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7051 {STATE_SAMPLER(4), {STATE_SAMPLER(4), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
7052 {STATE_SAMPLER(5), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7053 {STATE_SAMPLER(5), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7054 {STATE_SAMPLER(5), {STATE_SAMPLER(5), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
7055 {STATE_SAMPLER(6), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7056 {STATE_SAMPLER(6), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7057 {STATE_SAMPLER(6), {STATE_SAMPLER(6), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
7058 {STATE_SAMPLER(7), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
7059 {STATE_SAMPLER(7), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
7060 {STATE_SAMPLER(7), {STATE_SAMPLER(7), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
7061 {STATE_POINT_SIZE_ENABLE
, {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7062 {0 /* Terminate */, {0, NULL
}, WINED3D_GL_EXT_NONE
},
7066 * - This currently depends on GL fixed function functions to set things
7067 * like light parameters. Ideally we'd use regular uniforms for that.
7068 * - In part because of the previous point, much of this is modelled after
7069 * GL fixed function, and has much of the same limitations. For example,
7070 * D3D spot lights are slightly different from GL spot lights.
7071 * - We can now implement drawing transformed vertices using the GLSL pipe,
7072 * instead of using the immediate mode fallback.
7073 * - Similarly, we don't need the fallback for certain combinations of
7074 * material sources anymore.
7075 * - Implement vertex blending and vertex tweening.
7076 * - Handle WINED3D_TSS_TEXCOORD_INDEX in the shader, instead of duplicating
7077 * attribute arrays in load_tex_coords().
7078 * - Per-vertex point sizes. */
7079 const struct wined3d_vertex_pipe_ops glsl_vertex_pipe
=
7081 glsl_vertex_pipe_vp_enable
,
7082 glsl_vertex_pipe_vp_get_caps
,
7083 glsl_vertex_pipe_vp_alloc
,
7084 glsl_vertex_pipe_vp_free
,
7085 glsl_vertex_pipe_vp_states
,
7088 static void glsl_fragment_pipe_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
)
7090 /* Nothing to do. */
7093 static void glsl_fragment_pipe_get_caps(const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*caps
)
7095 caps
->wined3d_caps
= WINED3D_FRAGMENT_CAP_PROJ_CONTROL
7096 | WINED3D_FRAGMENT_CAP_SRGB_WRITE
;
7097 caps
->PrimitiveMiscCaps
= WINED3DPMISCCAPS_TSSARGTEMP
7098 | WINED3DPMISCCAPS_PERSTAGECONSTANT
;
7099 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_DISABLE
7100 | WINED3DTEXOPCAPS_SELECTARG1
7101 | WINED3DTEXOPCAPS_SELECTARG2
7102 | WINED3DTEXOPCAPS_MODULATE4X
7103 | WINED3DTEXOPCAPS_MODULATE2X
7104 | WINED3DTEXOPCAPS_MODULATE
7105 | WINED3DTEXOPCAPS_ADDSIGNED2X
7106 | WINED3DTEXOPCAPS_ADDSIGNED
7107 | WINED3DTEXOPCAPS_ADD
7108 | WINED3DTEXOPCAPS_SUBTRACT
7109 | WINED3DTEXOPCAPS_ADDSMOOTH
7110 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
7111 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
7112 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
7113 | WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
7114 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
7115 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
7116 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
7117 | WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
7118 | WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
7119 | WINED3DTEXOPCAPS_DOTPRODUCT3
7120 | WINED3DTEXOPCAPS_MULTIPLYADD
7121 | WINED3DTEXOPCAPS_LERP
7122 | WINED3DTEXOPCAPS_BUMPENVMAP
7123 | WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
;
7124 caps
->MaxTextureBlendStages
= 8;
7125 caps
->MaxSimultaneousTextures
= min(gl_info
->limits
.fragment_samplers
, 8);
7128 static void *glsl_fragment_pipe_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
7130 struct shader_glsl_priv
*priv
;
7132 if (shader_backend
== &glsl_shader_backend
)
7136 if (wine_rb_init(&priv
->ffp_fragment_shaders
, &wined3d_ffp_frag_program_rb_functions
) == -1)
7138 ERR("Failed to initialize rbtree.\n");
7145 FIXME("GLSL fragment pipe without GLSL shader backend not implemented.\n");
7150 static void shader_glsl_free_ffp_fragment_shader(struct wine_rb_entry
*entry
, void *context
)
7152 struct glsl_ffp_fragment_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
7153 struct glsl_ffp_fragment_shader
, entry
.entry
);
7154 struct glsl_shader_prog_link
*program
, *program2
;
7155 struct glsl_ffp_destroy_ctx
*ctx
= context
;
7157 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
7158 struct glsl_shader_prog_link
, ps
.shader_entry
)
7160 delete_glsl_program_entry(ctx
->priv
, ctx
->gl_info
, program
);
7162 ctx
->gl_info
->gl_ops
.ext
.p_glDeleteObjectARB(shader
->id
);
7163 HeapFree(GetProcessHeap(), 0, shader
);
7166 /* Context activation is done by the caller. */
7167 static void glsl_fragment_pipe_free(struct wined3d_device
*device
)
7169 struct shader_glsl_priv
*priv
= device
->fragment_priv
;
7170 struct glsl_ffp_destroy_ctx ctx
;
7173 ctx
.gl_info
= &device
->adapter
->gl_info
;
7174 wine_rb_destroy(&priv
->ffp_fragment_shaders
, shader_glsl_free_ffp_fragment_shader
, &ctx
);
7177 static void glsl_fragment_pipe_shader(struct wined3d_context
*context
,
7178 const struct wined3d_state
*state
, DWORD state_id
)
7180 context
->last_was_pshader
= use_ps(state
);
7182 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_PIXEL
;
7185 static void glsl_fragment_pipe_fog(struct wined3d_context
*context
,
7186 const struct wined3d_state
*state
, DWORD state_id
)
7188 BOOL use_vshader
= use_vs(state
);
7189 enum fogsource new_source
;
7190 DWORD fogstart
= state
->render_states
[WINED3D_RS_FOGSTART
];
7191 DWORD fogend
= state
->render_states
[WINED3D_RS_FOGEND
];
7193 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_PIXEL
;
7195 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
7198 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
7201 new_source
= FOGSOURCE_VS
;
7202 else if (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
|| context
->last_was_rhw
)
7203 new_source
= FOGSOURCE_COORD
;
7205 new_source
= FOGSOURCE_FFP
;
7209 new_source
= FOGSOURCE_FFP
;
7212 if (new_source
!= context
->fog_source
|| fogstart
== fogend
)
7214 context
->fog_source
= new_source
;
7215 state_fogstartend(context
, state
, STATE_RENDER(WINED3D_RS_FOGSTART
));
7219 static void glsl_fragment_pipe_tex_transform(struct wined3d_context
*context
,
7220 const struct wined3d_state
*state
, DWORD state_id
)
7222 context
->shader_update_mask
|= 1 << WINED3D_SHADER_TYPE_PIXEL
;
7225 static void glsl_fragment_pipe_invalidate_constants(struct wined3d_context
*context
,
7226 const struct wined3d_state
*state
, DWORD state_id
)
7228 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PS
;
7231 static const struct StateEntryTemplate glsl_fragment_pipe_state_template
[] =
7233 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7234 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7235 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7236 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7237 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7238 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7239 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7240 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7241 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7242 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7243 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7244 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7245 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7246 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7247 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7248 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7249 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7250 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7251 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7252 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7253 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7254 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7255 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7256 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7257 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7258 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7259 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7260 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7261 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7262 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7263 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7264 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7265 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7266 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7267 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7268 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7269 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7270 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7271 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7272 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7273 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7274 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7275 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7276 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7277 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7278 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7279 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7280 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7281 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7282 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7283 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7284 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7285 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7286 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7287 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7288 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7289 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7290 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7291 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7292 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7293 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7294 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7295 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7296 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7297 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7298 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7299 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7300 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7301 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7302 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7303 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7304 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7305 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7306 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), glsl_fragment_pipe_shader
}, WINED3D_GL_EXT_NONE
},
7307 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_fragment_pipe_fog
}, WINED3D_GL_EXT_NONE
},
7308 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7309 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7310 {STATE_RENDER(WINED3D_RS_FOGSTART
), {STATE_RENDER(WINED3D_RS_FOGSTART
), state_fogstartend
}, WINED3D_GL_EXT_NONE
},
7311 {STATE_RENDER(WINED3D_RS_FOGEND
), {STATE_RENDER(WINED3D_RS_FOGSTART
), NULL
}, WINED3D_GL_EXT_NONE
},
7312 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), state_srgbwrite
}, ARB_FRAMEBUFFER_SRGB
},
7313 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
7314 {STATE_RENDER(WINED3D_RS_FOGCOLOR
), {STATE_RENDER(WINED3D_RS_FOGCOLOR
), state_fogcolor
}, WINED3D_GL_EXT_NONE
},
7315 {STATE_RENDER(WINED3D_RS_FOGDENSITY
), {STATE_RENDER(WINED3D_RS_FOGDENSITY
), state_fogdensity
}, WINED3D_GL_EXT_NONE
},
7316 {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
},
7317 {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
},
7318 {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
},
7319 {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
},
7320 {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
},
7321 {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
},
7322 {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
},
7323 {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
},
7324 {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7325 {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7326 {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7327 {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7328 {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7329 {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7330 {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7331 {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7332 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7333 {0 /* Terminate */, {0, 0 }, WINED3D_GL_EXT_NONE
},
7336 const struct fragment_pipeline glsl_fragment_pipe
=
7338 glsl_fragment_pipe_enable
,
7339 glsl_fragment_pipe_get_caps
,
7340 glsl_fragment_pipe_alloc
,
7341 glsl_fragment_pipe_free
,
7342 shader_glsl_color_fixup_supported
,
7343 glsl_fragment_pipe_state_template
,