2 * GLSL pixel and vertex shader implementation
4 * Copyright 2006 Jason Green
5 * Copyright 2006-2007 Henri Verbeet
6 * Copyright 2007-2009, 2013 Stefan Dösinger for CodeWeavers
7 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 * D3D shader asm has swizzles on source parameters, and write masks for
26 * destination parameters. GLSL uses swizzles for both. The result of this is
27 * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
28 * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
29 * mask for the destination parameter into account.
35 #include "wined3d_private.h"
36 #include "wined3d_gl.h"
38 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
39 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
40 WINE_DECLARE_DEBUG_CHANNEL(winediag
);
42 #define WINED3D_GLSL_SAMPLE_PROJECTED 0x01
43 #define WINED3D_GLSL_SAMPLE_LOD 0x02
44 #define WINED3D_GLSL_SAMPLE_GRAD 0x04
45 #define WINED3D_GLSL_SAMPLE_LOAD 0x08
46 #define WINED3D_GLSL_SAMPLE_OFFSET 0x10
50 unsigned int coord_size
;
51 unsigned int resinfo_size
;
52 const char *type_part
;
54 resource_type_info
[] =
56 {0, 0, ""}, /* WINED3D_SHADER_RESOURCE_NONE */
57 {1, 1, "Buffer"}, /* WINED3D_SHADER_RESOURCE_BUFFER */
58 {1, 1, "1D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1D */
59 {2, 2, "2D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2D */
60 {2, 2, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMS */
61 {3, 3, "3D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_3D */
62 {3, 2, "Cube"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBE */
63 {2, 2, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY */
64 {3, 3, "2DArray"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY */
65 {3, 3, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY */
66 {4, 3, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY */
71 enum wined3d_data_type data_type
;
72 const char *glsl_scalar_type
;
73 const char *glsl_vector_type
;
75 component_type_info
[] =
77 {WINED3D_DATA_FLOAT
, "float", "vec"}, /* WINED3D_TYPE_UNKNOWN */
78 {WINED3D_DATA_UINT
, "uint", "uvec"}, /* WINED3D_TYPE_UINT */
79 {WINED3D_DATA_INT
, "int", "ivec"}, /* WINED3D_TYPE_INT */
80 {WINED3D_DATA_FLOAT
, "float", "vec"}, /* WINED3D_TYPE_FLOAT */
94 struct glsl_sample_function
96 struct wined3d_string_buffer
*name
;
97 unsigned int coord_mask
;
98 unsigned int deriv_mask
;
99 enum wined3d_data_type data_type
;
100 BOOL output_single_component
;
101 unsigned int offset_size
;
106 HEAP_NODE_TRAVERSE_LEFT
,
107 HEAP_NODE_TRAVERSE_RIGHT
,
111 struct constant_entry
114 unsigned int version
;
119 struct constant_entry
*entries
;
121 unsigned int *positions
;
125 /* GLSL shader private data */
126 struct shader_glsl_priv
128 struct wined3d_string_buffer shader_buffer
;
129 struct wined3d_string_buffer_list string_buffers
;
130 struct wine_rb_tree program_lookup
;
131 struct constant_heap vconst_heap
;
132 struct constant_heap pconst_heap
;
133 unsigned char *stack
;
134 UINT next_constant_version
;
136 const struct wined3d_vertex_pipe_ops
*vertex_pipe
;
137 const struct wined3d_fragment_pipe_ops
*fragment_pipe
;
138 struct wine_rb_tree ffp_vertex_shaders
;
139 struct wine_rb_tree ffp_fragment_shaders
;
140 BOOL ffp_proj_control
;
141 BOOL legacy_lighting
;
144 struct glsl_vs_program
146 struct list shader_entry
;
148 GLenum vertex_color_clamp
;
149 GLint uniform_f_locations
[WINED3D_MAX_VS_CONSTS_F
];
150 GLint uniform_i_locations
[WINED3D_MAX_CONSTS_I
];
151 GLint uniform_b_locations
[WINED3D_MAX_CONSTS_B
];
152 GLint pos_fixup_location
;
153 GLint base_vertex_id_location
;
155 GLint modelview_matrix_location
[MAX_VERTEX_BLENDS
];
156 GLint projection_matrix_location
;
157 GLint normal_matrix_location
;
158 GLint texture_matrix_location
[WINED3D_MAX_FFP_TEXTURES
];
159 GLint material_ambient_location
;
160 GLint material_diffuse_location
;
161 GLint material_specular_location
;
162 GLint material_emissive_location
;
163 GLint material_shininess_location
;
164 GLint light_ambient_location
;
179 } light_location
[WINED3D_MAX_ACTIVE_LIGHTS
];
180 GLint pointsize_location
;
181 GLint pointsize_min_location
;
182 GLint pointsize_max_location
;
183 GLint pointsize_c_att_location
;
184 GLint pointsize_l_att_location
;
185 GLint pointsize_q_att_location
;
186 GLint clip_planes_location
;
189 struct glsl_hs_program
191 struct list shader_entry
;
195 struct glsl_ds_program
197 struct list shader_entry
;
200 GLint pos_fixup_location
;
203 struct glsl_gs_program
205 struct list shader_entry
;
208 GLint pos_fixup_location
;
211 struct glsl_ps_program
213 struct list shader_entry
;
215 GLint uniform_f_locations
[WINED3D_MAX_PS_CONSTS_F
];
216 GLint uniform_i_locations
[WINED3D_MAX_CONSTS_I
];
217 GLint uniform_b_locations
[WINED3D_MAX_CONSTS_B
];
218 GLint bumpenv_mat_location
[WINED3D_MAX_FFP_TEXTURES
];
219 GLint bumpenv_lum_scale_location
[WINED3D_MAX_FFP_TEXTURES
];
220 GLint bumpenv_lum_offset_location
[WINED3D_MAX_FFP_TEXTURES
];
221 GLint tss_constant_location
[WINED3D_MAX_FFP_TEXTURES
];
222 GLint tex_factor_location
;
223 GLint specular_enable_location
;
224 GLint fog_color_location
;
225 GLint fog_density_location
;
226 GLint fog_end_location
;
227 GLint fog_scale_location
;
228 GLint alpha_test_ref_location
;
229 GLint ycorrection_location
;
230 GLint np2_fixup_location
;
231 GLint color_key_location
;
232 const struct ps_np2fixup_info
*np2_fixup_info
;
235 struct glsl_cs_program
237 struct list shader_entry
;
241 /* Struct to maintain data about a linked GLSL program */
242 struct glsl_shader_prog_link
244 struct wine_rb_entry program_lookup_entry
;
245 struct glsl_vs_program vs
;
246 struct glsl_hs_program hs
;
247 struct glsl_ds_program ds
;
248 struct glsl_gs_program gs
;
249 struct glsl_ps_program ps
;
250 struct glsl_cs_program cs
;
252 DWORD constant_update_mask
;
253 unsigned int constant_version
;
254 DWORD shader_controlled_clip_distances
: 1;
255 DWORD clip_distance_mask
: 8; /* WINED3D_MAX_CLIP_DISTANCES, 8 */
259 struct glsl_program_key
269 struct shader_glsl_ctx_priv
271 const struct wined3d_gl_info
*gl_info
;
272 const struct vs_compile_args
*cur_vs_args
;
273 const struct ds_compile_args
*cur_ds_args
;
274 const struct ps_compile_args
*cur_ps_args
;
275 struct ps_np2fixup_info
*cur_np2fixup_info
;
276 struct wined3d_string_buffer_list
*string_buffers
;
279 struct glsl_context_data
281 struct glsl_shader_prog_link
*glsl_program
;
282 GLenum vertex_color_clamp
;
283 BOOL rasterization_disabled
;
286 struct glsl_ps_compiled_shader
288 struct ps_compile_args args
;
289 struct ps_np2fixup_info np2fixup
;
293 struct glsl_vs_compiled_shader
295 struct vs_compile_args args
;
299 struct glsl_hs_compiled_shader
304 struct glsl_ds_compiled_shader
306 struct ds_compile_args args
;
310 struct glsl_gs_compiled_shader
312 struct gs_compile_args args
;
316 struct glsl_cs_compiled_shader
321 struct glsl_shader_private
325 struct glsl_vs_compiled_shader
*vs
;
326 struct glsl_hs_compiled_shader
*hs
;
327 struct glsl_ds_compiled_shader
*ds
;
328 struct glsl_gs_compiled_shader
*gs
;
329 struct glsl_ps_compiled_shader
*ps
;
330 struct glsl_cs_compiled_shader
*cs
;
332 unsigned int num_gl_shaders
, shader_array_size
;
335 struct glsl_ffp_vertex_shader
337 struct wined3d_ffp_vs_desc desc
;
339 struct list linked_programs
;
342 struct glsl_ffp_fragment_shader
344 struct ffp_frag_desc entry
;
346 struct list linked_programs
;
349 struct glsl_ffp_destroy_ctx
351 struct shader_glsl_priv
*priv
;
352 const struct wined3d_context_gl
*context_gl
;
355 static void shader_glsl_generate_shader_epilogue(const struct wined3d_shader_context
*ctx
);
357 static const char *debug_gl_shader_type(GLenum type
)
361 #define WINED3D_TO_STR(u) case u: return #u
362 WINED3D_TO_STR(GL_VERTEX_SHADER
);
363 WINED3D_TO_STR(GL_TESS_CONTROL_SHADER
);
364 WINED3D_TO_STR(GL_TESS_EVALUATION_SHADER
);
365 WINED3D_TO_STR(GL_GEOMETRY_SHADER
);
366 WINED3D_TO_STR(GL_FRAGMENT_SHADER
);
367 WINED3D_TO_STR(GL_COMPUTE_SHADER
);
368 #undef WINED3D_TO_STR
370 return wine_dbg_sprintf("UNKNOWN(%#x)", type
);
374 static const char *shader_glsl_get_prefix(enum wined3d_shader_type type
)
378 case WINED3D_SHADER_TYPE_VERTEX
:
381 case WINED3D_SHADER_TYPE_HULL
:
384 case WINED3D_SHADER_TYPE_DOMAIN
:
387 case WINED3D_SHADER_TYPE_GEOMETRY
:
390 case WINED3D_SHADER_TYPE_PIXEL
:
393 case WINED3D_SHADER_TYPE_COMPUTE
:
397 FIXME("Unhandled shader type %#x.\n", type
);
402 static unsigned int shader_glsl_get_version(const struct wined3d_gl_info
*gl_info
)
404 if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(4, 40))
406 else if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 50))
408 else if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 30))
414 static void shader_glsl_add_version_declaration(struct wined3d_string_buffer
*buffer
,
415 const struct wined3d_gl_info
*gl_info
)
417 shader_addline(buffer
, "#version %u\n", shader_glsl_get_version(gl_info
));
420 static unsigned int shader_glsl_full_ffp_varyings(const struct wined3d_gl_info
*gl_info
)
422 /* On core profile we have to also count diffuse and specular colours and
423 * the fog coordinate. */
424 return gl_info
->limits
.glsl_varyings
>= (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
]
425 ? WINED3D_MAX_FFP_TEXTURES
* 4 : (WINED3D_MAX_FFP_TEXTURES
+ 2) * 4 + 1);
428 static void shader_glsl_append_imm_vec(struct wined3d_string_buffer
*buffer
,
429 const float *values
, unsigned int size
, const struct wined3d_gl_info
*gl_info
)
431 const int *int_values
= (const int *)values
;
435 if (!gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
438 shader_addline(buffer
, "vec%u(", size
);
440 for (i
= 0; i
< size
; ++i
)
442 wined3d_ftoa(values
[i
], str
);
443 shader_addline(buffer
, i
? ", %s" : "%s", str
);
447 shader_addline(buffer
, ")");
452 shader_addline(buffer
, "intBitsToFloat(");
454 shader_addline(buffer
, "ivec%u(", size
);
456 for (i
= 0; i
< size
; ++i
)
458 wined3d_ftoa(values
[i
], str
);
459 shader_addline(buffer
, i
? ", %#x /* %s */" : "%#x /* %s */", int_values
[i
], str
);
463 shader_addline(buffer
, ")");
464 shader_addline(buffer
, ")");
467 static void shader_glsl_append_imm_ivec(struct wined3d_string_buffer
*buffer
,
468 const int *values
, unsigned int size
)
472 if (!size
|| size
> 4)
474 ERR("Invalid vector size %u.\n", size
);
479 shader_addline(buffer
, "ivec%u(", size
);
481 for (i
= 0; i
< size
; ++i
)
482 shader_addline(buffer
, i
? ", %#x" : "%#x", values
[i
]);
485 shader_addline(buffer
, ")");
488 /* Context activation is done by the caller. */
489 void print_glsl_info_log(const struct wined3d_gl_info
*gl_info
, GLuint id
, BOOL program
)
494 if (!WARN_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
498 GL_EXTCALL(glGetProgramiv(id
, GL_INFO_LOG_LENGTH
, &length
));
500 GL_EXTCALL(glGetShaderiv(id
, GL_INFO_LOG_LENGTH
, &length
));
502 /* A size of 1 is just a null-terminated string, so the log should be bigger than
503 * that if there are errors. */
506 const char *ptr
, *end
, *line
;
508 log
= heap_alloc(length
);
510 GL_EXTCALL(glGetProgramInfoLog(id
, length
, NULL
, log
));
512 GL_EXTCALL(glGetShaderInfoLog(id
, length
, NULL
, log
));
515 /* The info log is supposed to be zero-terminated. Note that at least
516 * some versions of fglrx don't terminate the string properly. The
517 * reported length does include the supposed terminator though, so we
518 * don't care here. */
519 end
= &ptr
[length
- 1];
520 if (gl_info
->quirks
& WINED3D_QUIRK_INFO_LOG_SPAM
)
522 WARN("Info log received from GLSL shader #%u:\n", id
);
523 while ((line
= wined3d_get_line(&ptr
, end
)))
525 WARN(" %.*s", (int)(ptr
- line
), line
);
530 FIXME("Info log received from GLSL shader #%u:\n", id
);
531 while ((line
= wined3d_get_line(&ptr
, end
)))
533 FIXME(" %.*s", (int)(ptr
- line
), line
);
540 /* Context activation is done by the caller. */
541 static void shader_glsl_compile(const struct wined3d_gl_info
*gl_info
, GLuint shader
, const char *src
)
543 const char *ptr
, *end
, *line
;
545 TRACE("Compiling shader object %u.\n", shader
);
547 if (TRACE_ON(d3d_shader
))
550 end
= ptr
+ strlen(ptr
);
551 while ((line
= wined3d_get_line(&ptr
, end
)))
553 TRACE_(d3d_shader
)(" %.*s", (int)(ptr
- line
), line
);
557 GL_EXTCALL(glShaderSource(shader
, 1, &src
, NULL
));
558 checkGLcall("glShaderSource");
559 GL_EXTCALL(glCompileShader(shader
));
560 checkGLcall("glCompileShader");
561 print_glsl_info_log(gl_info
, shader
, FALSE
);
564 /* Context activation is done by the caller. */
565 static void shader_glsl_dump_program_source(const struct wined3d_gl_info
*gl_info
, GLuint program
)
567 GLint i
, shader_count
, source_size
= -1;
571 GL_EXTCALL(glGetProgramiv(program
, GL_ATTACHED_SHADERS
, &shader_count
));
572 if (!(shaders
= heap_calloc(shader_count
, sizeof(*shaders
))))
574 ERR("Failed to allocate shader array memory.\n");
578 GL_EXTCALL(glGetAttachedShaders(program
, shader_count
, NULL
, shaders
));
579 for (i
= 0; i
< shader_count
; ++i
)
581 const char *ptr
, *end
, *line
;
584 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_SHADER_SOURCE_LENGTH
, &tmp
));
586 if (source_size
< tmp
)
590 if (!(source
= heap_alloc(tmp
)))
592 ERR("Failed to allocate %d bytes for shader source.\n", tmp
);
599 GL_EXTCALL(glGetShaderSource(shaders
[i
], source_size
, NULL
, source
));
603 FIXME("Shader %u:\n", shaders
[i
]);
604 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_SHADER_TYPE
, &tmp
));
605 FIXME(" GL_SHADER_TYPE: %s.\n", debug_gl_shader_type(tmp
));
606 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_COMPILE_STATUS
, &tmp
));
607 FIXME(" GL_COMPILE_STATUS: %d.\n", tmp
);
609 while ((line
= wined3d_get_line(&ptr
, end
)))
611 FIXME(" %.*s", (int)(ptr
- line
), line
);
620 /* Context activation is done by the caller. */
621 void shader_glsl_validate_link(const struct wined3d_gl_info
*gl_info
, GLuint program
)
625 if (!TRACE_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
628 GL_EXTCALL(glGetProgramiv(program
, GL_LINK_STATUS
, &tmp
));
631 FIXME("Program %u link status invalid.\n", program
);
632 shader_glsl_dump_program_source(gl_info
, program
);
635 print_glsl_info_log(gl_info
, program
, TRUE
);
638 static BOOL
shader_glsl_use_layout_qualifier(const struct wined3d_gl_info
*gl_info
)
640 /* Layout qualifiers were introduced in GLSL 1.40. The Nvidia Legacy GPU
641 * driver (series 340.xx) doesn't parse layout qualifiers in older GLSL
643 return shader_glsl_get_version(gl_info
) >= 140;
646 static BOOL
shader_glsl_use_layout_binding_qualifier(const struct wined3d_gl_info
*gl_info
)
648 return gl_info
->supported
[ARB_SHADING_LANGUAGE_420PACK
] && shader_glsl_use_layout_qualifier(gl_info
);
651 static void shader_glsl_init_uniform_block_bindings(const struct wined3d_gl_info
*gl_info
,
652 struct shader_glsl_priv
*priv
, GLuint program_id
,
653 const struct wined3d_shader_reg_maps
*reg_maps
)
655 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
656 struct wined3d_string_buffer
*name
;
657 unsigned int i
, base
, count
;
660 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
663 name
= string_buffer_get(&priv
->string_buffers
);
664 wined3d_gl_limits_get_uniform_block_range(&gl_info
->limits
, reg_maps
->shader_version
.type
, &base
, &count
);
665 for (i
= 0; i
< count
; ++i
)
667 if (!reg_maps
->cb_sizes
[i
])
670 string_buffer_sprintf(name
, "block_%s_cb%u", prefix
, i
);
671 block_idx
= GL_EXTCALL(glGetUniformBlockIndex(program_id
, name
->buffer
));
672 GL_EXTCALL(glUniformBlockBinding(program_id
, block_idx
, base
+ i
));
674 checkGLcall("glUniformBlockBinding");
675 string_buffer_release(&priv
->string_buffers
, name
);
678 /* Context activation is done by the caller. */
679 static void shader_glsl_load_samplers_range(const struct wined3d_gl_info
*gl_info
,
680 struct shader_glsl_priv
*priv
, GLuint program_id
, const char *prefix
,
681 unsigned int base
, unsigned int count
, const unsigned int *tex_unit_map
)
683 struct wined3d_string_buffer
*sampler_name
= string_buffer_get(&priv
->string_buffers
);
684 unsigned int i
, mapped_unit
;
687 for (i
= 0; i
< count
; ++i
)
689 string_buffer_sprintf(sampler_name
, "%s_sampler%u", prefix
, i
);
690 name_loc
= GL_EXTCALL(glGetUniformLocation(program_id
, sampler_name
->buffer
));
694 mapped_unit
= tex_unit_map
? tex_unit_map
[base
+ i
] : base
+ i
;
695 if (mapped_unit
== WINED3D_UNMAPPED_STAGE
|| mapped_unit
>= gl_info
->limits
.combined_samplers
)
697 ERR("Trying to load sampler %s on unsupported unit %u.\n", sampler_name
->buffer
, mapped_unit
);
701 TRACE("Loading sampler %s on unit %u.\n", sampler_name
->buffer
, mapped_unit
);
702 GL_EXTCALL(glUniform1i(name_loc
, mapped_unit
));
704 checkGLcall("Load sampler bindings");
705 string_buffer_release(&priv
->string_buffers
, sampler_name
);
708 static unsigned int shader_glsl_map_tex_unit(const struct wined3d_context
*context
,
709 const struct wined3d_shader_version
*shader_version
, unsigned int sampler_idx
)
711 const struct wined3d_context_gl
*context_gl
= wined3d_context_gl_const(context
);
712 const unsigned int *tex_unit_map
;
713 unsigned int base
, count
;
715 tex_unit_map
= wined3d_context_gl_get_tex_unit_mapping(context_gl
, shader_version
, &base
, &count
);
716 if (sampler_idx
>= count
)
717 return WINED3D_UNMAPPED_STAGE
;
719 return base
+ sampler_idx
;
720 return tex_unit_map
[base
+ sampler_idx
];
723 static void shader_glsl_append_sampler_binding_qualifier(struct wined3d_string_buffer
*buffer
,
724 const struct wined3d_context
*context
, const struct wined3d_shader_version
*shader_version
,
725 unsigned int sampler_idx
)
727 unsigned int mapped_unit
= shader_glsl_map_tex_unit(context
, shader_version
, sampler_idx
);
728 if (mapped_unit
!= WINED3D_UNMAPPED_STAGE
)
729 shader_addline(buffer
, "layout(binding = %u)\n", mapped_unit
);
731 ERR("Unmapped sampler %u.\n", sampler_idx
);
734 /* Context activation is done by the caller. */
735 static void shader_glsl_load_samplers(const struct wined3d_context
*context
,
736 struct shader_glsl_priv
*priv
, GLuint program_id
, const struct wined3d_shader_reg_maps
*reg_maps
)
738 const struct wined3d_context_gl
*context_gl
= wined3d_context_gl_const(context
);
739 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
740 const struct wined3d_shader_version
*shader_version
;
741 const unsigned int *tex_unit_map
;
742 unsigned int base
, count
;
745 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
748 shader_version
= reg_maps
? ®_maps
->shader_version
: NULL
;
749 prefix
= shader_glsl_get_prefix(shader_version
? shader_version
->type
: WINED3D_SHADER_TYPE_PIXEL
);
750 tex_unit_map
= wined3d_context_gl_get_tex_unit_mapping(context_gl
, shader_version
, &base
, &count
);
751 shader_glsl_load_samplers_range(gl_info
, priv
, program_id
, prefix
, base
, count
, tex_unit_map
);
754 static void shader_glsl_load_icb(const struct wined3d_gl_info
*gl_info
, struct shader_glsl_priv
*priv
,
755 GLuint program_id
, const struct wined3d_shader_reg_maps
*reg_maps
)
757 const struct wined3d_shader_immediate_constant_buffer
*icb
= reg_maps
->icb
;
761 struct wined3d_string_buffer
*icb_name
= string_buffer_get(&priv
->string_buffers
);
762 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
765 string_buffer_sprintf(icb_name
, "%s_icb", prefix
);
766 icb_location
= GL_EXTCALL(glGetUniformLocation(program_id
, icb_name
->buffer
));
767 GL_EXTCALL(glUniform4fv(icb_location
, icb
->vec4_count
, (const GLfloat
*)icb
->data
));
768 checkGLcall("Load immediate constant buffer");
770 string_buffer_release(&priv
->string_buffers
, icb_name
);
774 /* Context activation is done by the caller. */
775 static void shader_glsl_load_images(const struct wined3d_gl_info
*gl_info
, struct shader_glsl_priv
*priv
,
776 GLuint program_id
, const struct wined3d_shader_reg_maps
*reg_maps
)
778 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
779 struct wined3d_string_buffer
*name
;
783 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
786 name
= string_buffer_get(&priv
->string_buffers
);
787 for (i
= 0; i
< MAX_UNORDERED_ACCESS_VIEWS
; ++i
)
789 if (!reg_maps
->uav_resource_info
[i
].type
)
792 string_buffer_sprintf(name
, "%s_image%u", prefix
, i
);
793 location
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
797 TRACE("Loading image %s on unit %u.\n", name
->buffer
, i
);
798 GL_EXTCALL(glUniform1i(location
, i
));
800 checkGLcall("Load image bindings");
801 string_buffer_release(&priv
->string_buffers
, name
);
804 /* Context activation is done by the caller. */
805 static void shader_glsl_load_program_resources(const struct wined3d_context_gl
*context_gl
,
806 struct shader_glsl_priv
*priv
, GLuint program_id
, const struct wined3d_shader
*shader
)
808 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
810 shader_glsl_init_uniform_block_bindings(context_gl
->gl_info
, priv
, program_id
, reg_maps
);
811 shader_glsl_load_icb(context_gl
->gl_info
, priv
, program_id
, reg_maps
);
812 /* Texture unit mapping is set up to be the same each time the shader
813 * program is used so we can hardcode the sampler uniform values. */
814 shader_glsl_load_samplers(&context_gl
->c
, priv
, program_id
, reg_maps
);
817 static void append_transform_feedback_varying(const char **varyings
, unsigned int *varying_count
,
818 char **strings
, unsigned int *strings_length
, struct wined3d_string_buffer
*buffer
)
820 if (varyings
&& *strings
)
822 char *ptr
= *strings
;
824 varyings
[*varying_count
] = ptr
;
826 memcpy(ptr
, buffer
->buffer
, buffer
->content_size
+ 1);
827 ptr
+= buffer
->content_size
+ 1;
832 *strings_length
+= buffer
->content_size
+ 1;
836 static void append_transform_feedback_skip_components(const char **varyings
,
837 unsigned int *varying_count
, char **strings
, unsigned int *strings_length
,
838 struct wined3d_string_buffer
*buffer
, unsigned int component_count
)
842 for (j
= 0; j
< component_count
/ 4; ++j
)
844 string_buffer_sprintf(buffer
, "gl_SkipComponents4");
845 append_transform_feedback_varying(varyings
, varying_count
, strings
, strings_length
, buffer
);
847 if (component_count
% 4)
849 string_buffer_sprintf(buffer
, "gl_SkipComponents%u", component_count
% 4);
850 append_transform_feedback_varying(varyings
, varying_count
, strings
, strings_length
, buffer
);
854 static BOOL
shader_glsl_generate_transform_feedback_varyings(struct wined3d_string_buffer
*buffer
,
855 const char **varyings
, unsigned int *varying_count
, char *strings
, unsigned int *strings_length
,
856 GLenum buffer_mode
, struct wined3d_shader
*shader
)
858 const struct wined3d_stream_output_desc
*so_desc
= shader
->u
.gs
.so_desc
;
859 unsigned int buffer_idx
, count
, length
, highest_output_slot
, stride
;
860 unsigned int i
, register_idx
, component_idx
;
861 BOOL have_varyings_to_record
= FALSE
;
864 highest_output_slot
= 0;
865 for (buffer_idx
= 0; buffer_idx
< WINED3D_MAX_STREAM_OUTPUT_BUFFERS
; ++buffer_idx
)
869 for (i
= 0; i
< so_desc
->element_count
; ++i
)
871 const struct wined3d_stream_output_element
*e
= &so_desc
->elements
[i
];
873 highest_output_slot
= max(highest_output_slot
, e
->output_slot
);
874 if (e
->output_slot
!= buffer_idx
)
879 FIXME("Unhandled stream %u.\n", e
->stream_idx
);
883 stride
+= e
->component_count
;
885 if (!e
->semantic_name
)
887 append_transform_feedback_skip_components(varyings
, &count
,
888 &strings
, &length
, buffer
, e
->component_count
);
892 if (!shader_get_stream_output_register_info(shader
, e
, ®ister_idx
, &component_idx
))
895 if (component_idx
|| e
->component_count
!= 4)
897 if (so_desc
->rasterizer_stream_idx
!= WINED3D_NO_RASTERIZER_STREAM
)
899 FIXME("Unsupported component range %u-%u.\n", component_idx
, e
->component_count
);
900 append_transform_feedback_skip_components(varyings
, &count
,
901 &strings
, &length
, buffer
, e
->component_count
);
905 string_buffer_sprintf(buffer
, "shader_in_out.reg%u_%u_%u",
906 register_idx
, component_idx
, component_idx
+ e
->component_count
- 1);
907 append_transform_feedback_varying(varyings
, &count
, &strings
, &length
, buffer
);
911 string_buffer_sprintf(buffer
, "shader_in_out.reg%u", register_idx
);
912 append_transform_feedback_varying(varyings
, &count
, &strings
, &length
, buffer
);
915 have_varyings_to_record
= TRUE
;
918 if (buffer_idx
< so_desc
->buffer_stride_count
919 && stride
< so_desc
->buffer_strides
[buffer_idx
] / 4)
921 unsigned int component_count
= so_desc
->buffer_strides
[buffer_idx
] / 4 - stride
;
922 append_transform_feedback_skip_components(varyings
, &count
,
923 &strings
, &length
, buffer
, component_count
);
926 if (highest_output_slot
<= buffer_idx
)
929 if (buffer_mode
== GL_INTERLEAVED_ATTRIBS
)
931 string_buffer_sprintf(buffer
, "gl_NextBuffer");
932 append_transform_feedback_varying(varyings
, &count
, &strings
, &length
, buffer
);
937 *varying_count
= count
;
939 *strings_length
= length
;
941 return have_varyings_to_record
;
944 static void shader_glsl_init_transform_feedback(const struct wined3d_context_gl
*context_gl
,
945 struct shader_glsl_priv
*priv
, GLuint program_id
, struct wined3d_shader
*shader
)
947 const struct wined3d_stream_output_desc
*so_desc
= shader
->u
.gs
.so_desc
;
948 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
949 struct wined3d_string_buffer
*buffer
;
950 unsigned int i
, count
, length
;
951 const char **varyings
;
958 if (gl_info
->supported
[ARB_TRANSFORM_FEEDBACK3
])
960 mode
= GL_INTERLEAVED_ATTRIBS
;
964 unsigned int element_count
[WINED3D_MAX_STREAM_OUTPUT_BUFFERS
] = {0};
966 for (i
= 0; i
< so_desc
->element_count
; ++i
)
968 if (!so_desc
->elements
[i
].semantic_name
)
970 FIXME("ARB_transform_feedback3 is needed for stream output gaps.\n");
973 ++element_count
[so_desc
->elements
[i
].output_slot
];
976 if (element_count
[0] == so_desc
->element_count
)
978 mode
= GL_INTERLEAVED_ATTRIBS
;
982 mode
= GL_SEPARATE_ATTRIBS
;
983 for (i
= 0; i
< ARRAY_SIZE(element_count
); ++i
)
985 if (element_count
[i
] != 1)
988 for (; i
< ARRAY_SIZE(element_count
); ++i
)
990 if (element_count
[i
])
992 FIXME("Only single element per buffer is allowed in separate mode.\n");
999 buffer
= string_buffer_get(&priv
->string_buffers
);
1001 if (!shader_glsl_generate_transform_feedback_varyings(buffer
, NULL
, &count
, NULL
, &length
, mode
, shader
))
1003 FIXME("No varyings to record, disabling transform feedback.\n");
1004 shader
->u
.gs
.so_desc
= NULL
;
1005 string_buffer_release(&priv
->string_buffers
, buffer
);
1009 if (!(varyings
= heap_calloc(count
, sizeof(*varyings
))))
1011 ERR("Out of memory.\n");
1012 string_buffer_release(&priv
->string_buffers
, buffer
);
1015 if (!(strings
= heap_calloc(length
, sizeof(*strings
))))
1017 ERR("Out of memory.\n");
1018 heap_free(varyings
);
1019 string_buffer_release(&priv
->string_buffers
, buffer
);
1023 shader_glsl_generate_transform_feedback_varyings(buffer
, varyings
, NULL
, strings
, NULL
, mode
, shader
);
1024 GL_EXTCALL(glTransformFeedbackVaryings(program_id
, count
, varyings
, mode
));
1025 checkGLcall("glTransformFeedbackVaryings");
1027 heap_free(varyings
);
1029 string_buffer_release(&priv
->string_buffers
, buffer
);
1032 /* Context activation is done by the caller. */
1033 static void walk_constant_heap(const struct wined3d_gl_info
*gl_info
, const struct wined3d_vec4
*constants
,
1034 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
1036 unsigned int start
= ~0U, end
= 0;
1038 unsigned int heap_idx
= 1;
1041 if (heap
->entries
[heap_idx
].version
<= version
) return;
1043 idx
= heap
->entries
[heap_idx
].idx
;
1044 if (constant_locations
[idx
] != -1)
1046 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
1048 while (stack_idx
>= 0)
1050 /* Note that we fall through to the next case statement. */
1051 switch(stack
[stack_idx
])
1053 case HEAP_NODE_TRAVERSE_LEFT
:
1055 unsigned int left_idx
= heap_idx
<< 1;
1056 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
1058 heap_idx
= left_idx
;
1059 idx
= heap
->entries
[heap_idx
].idx
;
1060 if (constant_locations
[idx
] != -1)
1068 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
1069 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
1074 case HEAP_NODE_TRAVERSE_RIGHT
:
1076 unsigned int right_idx
= (heap_idx
<< 1) + 1;
1077 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
1079 heap_idx
= right_idx
;
1080 idx
= heap
->entries
[heap_idx
].idx
;
1081 if (constant_locations
[idx
] != -1)
1089 stack
[stack_idx
++] = HEAP_NODE_POP
;
1090 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
1102 GL_EXTCALL(glUniform4fv(constant_locations
[start
], end
- start
+ 1, &constants
[start
].x
));
1103 checkGLcall("walk_constant_heap()");
1106 /* Context activation is done by the caller. */
1107 static void apply_clamped_constant(const struct wined3d_gl_info
*gl_info
,
1108 GLint location
, const struct wined3d_vec4
*data
)
1110 GLfloat clamped_constant
[4];
1112 if (location
== -1) return;
1114 clamped_constant
[0] = data
->x
< -1.0f
? -1.0f
: data
->x
> 1.0f
? 1.0f
: data
->x
;
1115 clamped_constant
[1] = data
->y
< -1.0f
? -1.0f
: data
->y
> 1.0f
? 1.0f
: data
->y
;
1116 clamped_constant
[2] = data
->z
< -1.0f
? -1.0f
: data
->z
> 1.0f
? 1.0f
: data
->z
;
1117 clamped_constant
[3] = data
->w
< -1.0f
? -1.0f
: data
->w
> 1.0f
? 1.0f
: data
->w
;
1119 GL_EXTCALL(glUniform4fv(location
, 1, clamped_constant
));
1122 /* Context activation is done by the caller. */
1123 static void walk_constant_heap_clamped(const struct wined3d_gl_info
*gl_info
,
1124 const struct wined3d_vec4
*constants
, const GLint
*constant_locations
,
1125 const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
1128 unsigned int heap_idx
= 1;
1131 if (heap
->entries
[heap_idx
].version
<= version
) return;
1133 idx
= heap
->entries
[heap_idx
].idx
;
1134 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
]);
1135 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
1137 while (stack_idx
>= 0)
1139 /* Note that we fall through to the next case statement. */
1140 switch(stack
[stack_idx
])
1142 case HEAP_NODE_TRAVERSE_LEFT
:
1144 unsigned int left_idx
= heap_idx
<< 1;
1145 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
1147 heap_idx
= left_idx
;
1148 idx
= heap
->entries
[heap_idx
].idx
;
1149 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
]);
1151 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
1152 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
1157 case HEAP_NODE_TRAVERSE_RIGHT
:
1159 unsigned int right_idx
= (heap_idx
<< 1) + 1;
1160 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
1162 heap_idx
= right_idx
;
1163 idx
= heap
->entries
[heap_idx
].idx
;
1164 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
]);
1166 stack
[stack_idx
++] = HEAP_NODE_POP
;
1167 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
1178 checkGLcall("walk_constant_heap_clamped()");
1181 /* Context activation is done by the caller. */
1182 static void shader_glsl_load_constants_f(const struct wined3d_shader
*shader
, struct wined3d_context_gl
*context_gl
,
1183 struct wined3d_buffer
*constant_buffer
, const GLint
*constant_locations
, const struct constant_heap
*heap
,
1184 unsigned char *stack
, unsigned int version
)
1186 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1187 const struct wined3d_shader_lconst
*lconst
;
1189 if (constant_buffer
)
1191 const struct wined3d_vec4
*constants
= wined3d_buffer_load_sysmem(constant_buffer
, &context_gl
->c
);
1193 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
1194 if (shader
->reg_maps
.shader_version
.major
== 1
1195 && shader
->reg_maps
.shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
1196 walk_constant_heap_clamped(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
1198 walk_constant_heap(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
1201 if (!shader
->load_local_constsF
)
1203 TRACE("No need to load local float constants for this shader.\n");
1207 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
1208 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
1210 GL_EXTCALL(glUniform4fv(constant_locations
[lconst
->idx
], 1, (const GLfloat
*)lconst
->value
));
1212 checkGLcall("glUniform4fv()");
1215 /* Context activation is done by the caller. */
1216 static void shader_glsl_load_constants_i(const struct wined3d_shader
*shader
, struct wined3d_context_gl
*context_gl
,
1217 struct wined3d_buffer
*constant_buffer
, const GLint locations
[WINED3D_MAX_CONSTS_I
], uint32_t constants_set
)
1219 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1223 if (constant_buffer
)
1225 const struct wined3d_ivec4
*constants
= wined3d_buffer_load_sysmem(constant_buffer
, &context_gl
->c
);
1227 while (constants_set
)
1229 /* We found this uniform name in the program - go ahead and send the data */
1230 i
= wined3d_bit_scan(&constants_set
);
1231 GL_EXTCALL(glUniform4iv(locations
[i
], 1, &constants
[i
].x
));
1235 /* Load immediate constants */
1236 ptr
= list_head(&shader
->constantsI
);
1239 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
1240 unsigned int idx
= lconst
->idx
;
1241 const GLint
*values
= (const GLint
*)lconst
->value
;
1243 /* We found this uniform name in the program - go ahead and send the data */
1244 GL_EXTCALL(glUniform4iv(locations
[idx
], 1, values
));
1245 ptr
= list_next(&shader
->constantsI
, ptr
);
1247 checkGLcall("glUniform4iv()");
1250 /* Context activation is done by the caller. */
1251 static void shader_glsl_load_constants_b(const struct wined3d_shader
*shader
, struct wined3d_context_gl
*context_gl
,
1252 struct wined3d_buffer
*constant_buffer
, const GLint locations
[WINED3D_MAX_CONSTS_B
], uint32_t constants_set
)
1254 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1258 if (constant_buffer
)
1260 const BOOL
*constants
= wined3d_buffer_load_sysmem(constant_buffer
, &context_gl
->c
);
1262 while (constants_set
)
1264 i
= wined3d_bit_scan(&constants_set
);
1265 GL_EXTCALL(glUniform1iv(locations
[i
], 1, &constants
[i
]));
1269 /* Load immediate constants */
1270 ptr
= list_head(&shader
->constantsB
);
1273 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
1274 unsigned int idx
= lconst
->idx
;
1275 const GLint
*values
= (const GLint
*)lconst
->value
;
1277 GL_EXTCALL(glUniform1iv(locations
[idx
], 1, values
));
1278 ptr
= list_next(&shader
->constantsB
, ptr
);
1280 checkGLcall("glUniform1iv()");
1283 static void reset_program_constant_version(struct wine_rb_entry
*entry
, void *context
)
1285 WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
)->constant_version
= 0;
1288 /* Context activation is done by the caller (state handler). */
1289 static void shader_glsl_load_np2fixup_constants(const struct glsl_ps_program
*ps
,
1290 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
1296 np2fixup_constants
[WINED3D_MAX_FRAGMENT_SAMPLERS
];
1297 UINT fixup
= ps
->np2_fixup_info
->active
;
1300 for (i
= 0; fixup
; fixup
>>= 1, ++i
)
1302 const struct wined3d_texture
*tex
= state
->textures
[i
];
1303 unsigned char idx
= ps
->np2_fixup_info
->idx
[i
];
1307 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
1311 np2fixup_constants
[idx
].sx
= tex
->pow2_matrix
[0];
1312 np2fixup_constants
[idx
].sy
= tex
->pow2_matrix
[5];
1315 GL_EXTCALL(glUniform4fv(ps
->np2_fixup_location
, ps
->np2_fixup_info
->num_consts
, &np2fixup_constants
[0].sx
));
1318 static void transpose_matrix(struct wined3d_matrix
*out
, const struct wined3d_matrix
*m
)
1320 struct wined3d_matrix temp
;
1323 for (i
= 0; i
< 4; ++i
)
1324 for (j
= 0; j
< 4; ++j
)
1325 (&temp
._11
)[4 * j
+ i
] = (&m
->_11
)[4 * i
+ j
];
1330 static void shader_glsl_ffp_vertex_normalmatrix_uniform(const struct wined3d_context_gl
*context_gl
,
1331 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1333 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1334 struct wined3d_matrix mv
;
1337 if (prog
->vs
.normal_matrix_location
== -1)
1340 get_modelview_matrix(&context_gl
->c
, state
, 0, &mv
);
1341 compute_normal_matrix(mat
, context_gl
->c
.d3d_info
->wined3d_creation_flags
& WINED3D_LEGACY_FFP_LIGHTING
, &mv
);
1343 GL_EXTCALL(glUniformMatrix3fv(prog
->vs
.normal_matrix_location
, 1, FALSE
, mat
));
1344 checkGLcall("glUniformMatrix3fv");
1347 static void shader_glsl_ffp_vertex_texmatrix_uniform(const struct wined3d_context_gl
*context_gl
,
1348 const struct wined3d_state
*state
, unsigned int tex
, struct glsl_shader_prog_link
*prog
)
1350 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1351 struct wined3d_matrix mat
;
1353 if (tex
>= WINED3D_MAX_FFP_TEXTURES
)
1355 if (prog
->vs
.texture_matrix_location
[tex
] == -1)
1358 get_texture_matrix(&context_gl
->c
, state
, tex
, &mat
);
1359 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.texture_matrix_location
[tex
], 1, FALSE
, &mat
._11
));
1360 checkGLcall("glUniformMatrix4fv");
1363 static void shader_glsl_ffp_vertex_material_uniform(const struct wined3d_context_gl
*context_gl
,
1364 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1366 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1368 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
1370 GL_EXTCALL(glUniform4fv(prog
->vs
.material_specular_location
, 1, &state
->material
.specular
.r
));
1371 GL_EXTCALL(glUniform1f(prog
->vs
.material_shininess_location
, state
->material
.power
));
1375 static const float black
[] = {0.0f
, 0.0f
, 0.0f
, 0.0f
};
1377 GL_EXTCALL(glUniform4fv(prog
->vs
.material_specular_location
, 1, black
));
1379 GL_EXTCALL(glUniform4fv(prog
->vs
.material_ambient_location
, 1, &state
->material
.ambient
.r
));
1380 GL_EXTCALL(glUniform4fv(prog
->vs
.material_diffuse_location
, 1, &state
->material
.diffuse
.r
));
1381 GL_EXTCALL(glUniform4fv(prog
->vs
.material_emissive_location
, 1, &state
->material
.emissive
.r
));
1382 checkGLcall("setting FFP material uniforms");
1385 static void shader_glsl_ffp_vertex_lightambient_uniform(const struct wined3d_context_gl
*context_gl
,
1386 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1388 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1389 struct wined3d_color color
;
1391 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_AMBIENT
]);
1392 GL_EXTCALL(glUniform3fv(prog
->vs
.light_ambient_location
, 1, &color
.r
));
1393 checkGLcall("glUniform3fv");
1396 static void shader_glsl_ffp_vertex_light_uniform(const struct wined3d_context_gl
*context_gl
,
1397 const struct wined3d_state
*state
, unsigned int light
, const struct wined3d_light_info
*light_info
,
1398 struct glsl_shader_prog_link
*prog
)
1400 const struct wined3d_matrix
*view
= &state
->transforms
[WINED3D_TS_VIEW
];
1401 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1402 struct wined3d_vec4 vec4
;
1404 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].diffuse
, 1, &light_info
->OriginalParms
.diffuse
.r
));
1405 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].specular
, 1, &light_info
->OriginalParms
.specular
.r
));
1406 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].ambient
, 1, &light_info
->OriginalParms
.ambient
.r
));
1408 switch (light_info
->OriginalParms
.type
)
1410 case WINED3D_LIGHT_POINT
:
1411 wined3d_vec4_transform(&vec4
, &light_info
->position
, view
);
1412 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1413 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].range
, light_info
->OriginalParms
.range
));
1414 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].c_att
, light_info
->OriginalParms
.attenuation0
));
1415 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].l_att
, light_info
->OriginalParms
.attenuation1
));
1416 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].q_att
, light_info
->OriginalParms
.attenuation2
));
1419 case WINED3D_LIGHT_SPOT
:
1420 wined3d_vec4_transform(&vec4
, &light_info
->position
, view
);
1421 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1423 wined3d_vec4_transform(&vec4
, &light_info
->direction
, view
);
1424 GL_EXTCALL(glUniform3fv(prog
->vs
.light_location
[light
].direction
, 1, &vec4
.x
));
1426 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].range
, light_info
->OriginalParms
.range
));
1427 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].falloff
, light_info
->OriginalParms
.falloff
));
1428 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].c_att
, light_info
->OriginalParms
.attenuation0
));
1429 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].l_att
, light_info
->OriginalParms
.attenuation1
));
1430 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].q_att
, light_info
->OriginalParms
.attenuation2
));
1431 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].cos_htheta
, cosf(light_info
->OriginalParms
.theta
/ 2.0f
)));
1432 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].cos_hphi
, cosf(light_info
->OriginalParms
.phi
/ 2.0f
)));
1435 case WINED3D_LIGHT_DIRECTIONAL
:
1436 wined3d_vec4_transform(&vec4
, &light_info
->direction
, view
);
1437 GL_EXTCALL(glUniform3fv(prog
->vs
.light_location
[light
].direction
, 1, &vec4
.x
));
1440 case WINED3D_LIGHT_PARALLELPOINT
:
1441 wined3d_vec4_transform(&vec4
, &light_info
->position
, view
);
1442 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1446 FIXME("Unrecognized light type %#x.\n", light_info
->OriginalParms
.type
);
1448 checkGLcall("setting FFP lights uniforms");
1451 static void shader_glsl_pointsize_uniform(const struct wined3d_context_gl
*context_gl
,
1452 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1454 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1458 get_pointsize_minmax(&context_gl
->c
, state
, &min
, &max
);
1460 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_min_location
, min
));
1461 checkGLcall("glUniform1f");
1462 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_max_location
, max
));
1463 checkGLcall("glUniform1f");
1465 get_pointsize(&context_gl
->c
, state
, &size
, att
);
1467 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_location
, size
));
1468 checkGLcall("glUniform1f");
1469 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_c_att_location
, att
[0]));
1470 checkGLcall("glUniform1f");
1471 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_l_att_location
, att
[1]));
1472 checkGLcall("glUniform1f");
1473 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_q_att_location
, att
[2]));
1474 checkGLcall("glUniform1f");
1477 static void shader_glsl_load_fog_uniform(const struct wined3d_context_gl
*context_gl
,
1478 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1480 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1481 struct wined3d_color color
;
1482 float start
, end
, scale
;
1489 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_FOGCOLOR
]);
1490 GL_EXTCALL(glUniform4fv(prog
->ps
.fog_color_location
, 1, &color
.r
));
1491 tmpvalue
.d
= state
->render_states
[WINED3D_RS_FOGDENSITY
];
1492 GL_EXTCALL(glUniform1f(prog
->ps
.fog_density_location
, tmpvalue
.f
));
1493 get_fog_start_end(&context_gl
->c
, state
, &start
, &end
);
1494 scale
= 1.0f
/ (end
- start
);
1495 GL_EXTCALL(glUniform1f(prog
->ps
.fog_end_location
, end
));
1496 GL_EXTCALL(glUniform1f(prog
->ps
.fog_scale_location
, scale
));
1497 checkGLcall("fog emulation uniforms");
1500 static void shader_glsl_clip_plane_uniform(const struct wined3d_context_gl
*context_gl
,
1501 const struct wined3d_state
*state
, unsigned int index
, struct glsl_shader_prog_link
*prog
)
1503 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1504 struct wined3d_matrix matrix
;
1505 struct wined3d_vec4 plane
;
1507 plane
= state
->clip_planes
[index
];
1509 /* Clip planes are affected by the view transform in d3d for FFP draws. */
1512 invert_matrix(&matrix
, &state
->transforms
[WINED3D_TS_VIEW
]);
1513 transpose_matrix(&matrix
, &matrix
);
1514 wined3d_vec4_transform(&plane
, &plane
, &matrix
);
1517 GL_EXTCALL(glUniform4fv(prog
->vs
.clip_planes_location
+ index
, 1, &plane
.x
));
1520 /* Context activation is done by the caller (state handler). */
1521 static void shader_glsl_load_color_key_constant(const struct glsl_ps_program
*ps
,
1522 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
1524 struct wined3d_color float_key
[2];
1525 const struct wined3d_texture
*texture
= state
->textures
[0];
1527 wined3d_format_get_float_color_key(texture
->resource
.format
, &texture
->async
.src_blt_color_key
, float_key
);
1528 GL_EXTCALL(glUniform4fv(ps
->color_key_location
, 2, &float_key
[0].r
));
1531 /* Context activation is done by the caller (state handler). */
1532 static void shader_glsl_load_constants(void *shader_priv
, struct wined3d_context
*context
,
1533 const struct wined3d_state
*state
)
1535 const struct wined3d_shader
*vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
1536 const struct wined3d_shader
*pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
1537 const struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
1538 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
1539 struct glsl_shader_prog_link
*prog
= ctx_data
->glsl_program
;
1540 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1541 float position_fixup
[4 * WINED3D_MAX_VIEWPORTS
];
1542 struct wined3d_device
*device
= context
->device
;
1543 struct shader_glsl_priv
*priv
= shader_priv
;
1544 unsigned int constant_version
;
1548 /* No GLSL program set - nothing to do. */
1552 constant_version
= prog
->constant_version
;
1553 update_mask
= context
->constant_update_mask
& prog
->constant_update_mask
;
1555 if (update_mask
& WINED3D_SHADER_CONST_VS_F
)
1556 shader_glsl_load_constants_f(vshader
, context_gl
, device
->push_constants
[WINED3D_PUSH_CONSTANTS_VS_F
],
1557 prog
->vs
.uniform_f_locations
, &priv
->vconst_heap
, priv
->stack
, constant_version
);
1559 if (update_mask
& WINED3D_SHADER_CONST_VS_I
)
1560 shader_glsl_load_constants_i(vshader
, context_gl
, device
->push_constants
[WINED3D_PUSH_CONSTANTS_VS_I
],
1561 prog
->vs
.uniform_i_locations
, vshader
->reg_maps
.integer_constants
);
1563 if (update_mask
& WINED3D_SHADER_CONST_VS_B
)
1564 shader_glsl_load_constants_b(vshader
, context_gl
, device
->push_constants
[WINED3D_PUSH_CONSTANTS_VS_B
],
1565 prog
->vs
.uniform_b_locations
, vshader
->reg_maps
.boolean_constants
);
1567 if (update_mask
& WINED3D_SHADER_CONST_VS_CLIP_PLANES
)
1569 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
1570 shader_glsl_clip_plane_uniform(context_gl
, state
, i
, prog
);
1573 if (update_mask
& WINED3D_SHADER_CONST_VS_POINTSIZE
)
1574 shader_glsl_pointsize_uniform(context_gl
, state
, prog
);
1576 if (update_mask
& WINED3D_SHADER_CONST_POS_FIXUP
)
1578 unsigned int fixup_count
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
] ?
1579 max(state
->viewport_count
, 1) : 1;
1580 shader_get_position_fixup(context
, state
, fixup_count
, position_fixup
);
1581 if (state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
])
1582 GL_EXTCALL(glUniform4fv(prog
->gs
.pos_fixup_location
, fixup_count
, position_fixup
));
1583 else if (state
->shader
[WINED3D_SHADER_TYPE_DOMAIN
])
1584 GL_EXTCALL(glUniform4fv(prog
->ds
.pos_fixup_location
, 1, position_fixup
));
1586 GL_EXTCALL(glUniform4fv(prog
->vs
.pos_fixup_location
, 1, position_fixup
));
1587 checkGLcall("glUniform4fv");
1590 if (update_mask
& WINED3D_SHADER_CONST_BASE_VERTEX_ID
)
1592 GL_EXTCALL(glUniform1i(prog
->vs
.base_vertex_id_location
, state
->base_vertex_index
));
1593 checkGLcall("base vertex id");
1596 if (update_mask
& WINED3D_SHADER_CONST_FFP_MODELVIEW
)
1598 struct wined3d_matrix mat
;
1600 get_modelview_matrix(context
, state
, 0, &mat
);
1601 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.modelview_matrix_location
[0], 1, FALSE
, &mat
._11
));
1602 checkGLcall("glUniformMatrix4fv");
1604 shader_glsl_ffp_vertex_normalmatrix_uniform(context_gl
, state
, prog
);
1607 if (update_mask
& WINED3D_SHADER_CONST_FFP_VERTEXBLEND
)
1609 struct wined3d_matrix mat
;
1611 for (i
= 1; i
< MAX_VERTEX_BLENDS
; ++i
)
1613 if (prog
->vs
.modelview_matrix_location
[i
] == -1)
1616 get_modelview_matrix(context
, state
, i
, &mat
);
1617 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.modelview_matrix_location
[i
], 1, FALSE
, &mat
._11
));
1618 checkGLcall("glUniformMatrix4fv");
1622 if (update_mask
& WINED3D_SHADER_CONST_FFP_PROJ
)
1624 struct wined3d_matrix projection
;
1626 get_projection_matrix(context
, state
, &projection
);
1627 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.projection_matrix_location
, 1, FALSE
, &projection
._11
));
1628 checkGLcall("glUniformMatrix4fv");
1631 if (update_mask
& WINED3D_SHADER_CONST_FFP_TEXMATRIX
)
1633 for (i
= 0; i
< WINED3D_MAX_FFP_TEXTURES
; ++i
)
1634 shader_glsl_ffp_vertex_texmatrix_uniform(context_gl
, state
, i
, prog
);
1637 if (update_mask
& WINED3D_SHADER_CONST_FFP_MATERIAL
)
1638 shader_glsl_ffp_vertex_material_uniform(context_gl
, state
, prog
);
1640 if (update_mask
& WINED3D_SHADER_CONST_FFP_LIGHTS
)
1642 unsigned int point_idx
, spot_idx
, directional_idx
, parallel_point_idx
;
1643 DWORD point_count
= 0;
1644 DWORD spot_count
= 0;
1645 DWORD directional_count
= 0;
1647 for (i
= 0; i
< WINED3D_MAX_ACTIVE_LIGHTS
; ++i
)
1649 if (!state
->light_state
.lights
[i
])
1652 switch (state
->light_state
.lights
[i
]->OriginalParms
.type
)
1654 case WINED3D_LIGHT_POINT
:
1657 case WINED3D_LIGHT_SPOT
:
1660 case WINED3D_LIGHT_DIRECTIONAL
:
1661 ++directional_count
;
1663 case WINED3D_LIGHT_PARALLELPOINT
:
1666 FIXME("Unhandled light type %#x.\n", state
->light_state
.lights
[i
]->OriginalParms
.type
);
1671 spot_idx
= point_idx
+ point_count
;
1672 directional_idx
= spot_idx
+ spot_count
;
1673 parallel_point_idx
= directional_idx
+ directional_count
;
1675 shader_glsl_ffp_vertex_lightambient_uniform(context_gl
, state
, prog
);
1676 for (i
= 0; i
< WINED3D_MAX_ACTIVE_LIGHTS
; ++i
)
1678 const struct wined3d_light_info
*light_info
= state
->light_state
.lights
[i
];
1684 switch (light_info
->OriginalParms
.type
)
1686 case WINED3D_LIGHT_POINT
:
1689 case WINED3D_LIGHT_SPOT
:
1692 case WINED3D_LIGHT_DIRECTIONAL
:
1693 idx
= directional_idx
++;
1695 case WINED3D_LIGHT_PARALLELPOINT
:
1696 idx
= parallel_point_idx
++;
1699 FIXME("Unhandled light type %#x.\n", light_info
->OriginalParms
.type
);
1702 shader_glsl_ffp_vertex_light_uniform(context_gl
, state
, idx
, light_info
, prog
);
1706 if (update_mask
& WINED3D_SHADER_CONST_PS_F
)
1707 shader_glsl_load_constants_f(pshader
, context_gl
, device
->push_constants
[WINED3D_PUSH_CONSTANTS_PS_F
],
1708 prog
->ps
.uniform_f_locations
, &priv
->pconst_heap
, priv
->stack
, constant_version
);
1710 if (update_mask
& WINED3D_SHADER_CONST_PS_I
)
1711 shader_glsl_load_constants_i(pshader
, context_gl
, device
->push_constants
[WINED3D_PUSH_CONSTANTS_PS_I
],
1712 prog
->ps
.uniform_i_locations
, pshader
->reg_maps
.integer_constants
);
1714 if (update_mask
& WINED3D_SHADER_CONST_PS_B
)
1715 shader_glsl_load_constants_b(pshader
, context_gl
, device
->push_constants
[WINED3D_PUSH_CONSTANTS_PS_B
],
1716 prog
->ps
.uniform_b_locations
, pshader
->reg_maps
.boolean_constants
);
1718 if (update_mask
& WINED3D_SHADER_CONST_PS_BUMP_ENV
)
1720 for (i
= 0; i
< WINED3D_MAX_FFP_TEXTURES
; ++i
)
1722 if (prog
->ps
.bumpenv_mat_location
[i
] == -1)
1725 GL_EXTCALL(glUniformMatrix2fv(prog
->ps
.bumpenv_mat_location
[i
], 1, 0,
1726 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_MAT00
]));
1728 if (prog
->ps
.bumpenv_lum_scale_location
[i
] != -1)
1730 GL_EXTCALL(glUniform1fv(prog
->ps
.bumpenv_lum_scale_location
[i
], 1,
1731 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LSCALE
]));
1732 GL_EXTCALL(glUniform1fv(prog
->ps
.bumpenv_lum_offset_location
[i
], 1,
1733 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LOFFSET
]));
1737 checkGLcall("bump env uniforms");
1740 if (update_mask
& WINED3D_SHADER_CONST_PS_Y_CORR
)
1742 const struct wined3d_vec4 correction_params
=
1744 /* Position is relative to the framebuffer, not the viewport. */
1745 context
->render_offscreen
? 0.0f
: (float)state
->fb
.render_targets
[0]->height
,
1746 context
->render_offscreen
? 1.0f
: -1.0f
,
1751 GL_EXTCALL(glUniform4fv(prog
->ps
.ycorrection_location
, 1, &correction_params
.x
));
1754 if (update_mask
& WINED3D_SHADER_CONST_PS_NP2_FIXUP
)
1755 shader_glsl_load_np2fixup_constants(&prog
->ps
, gl_info
, state
);
1756 if (update_mask
& WINED3D_SHADER_CONST_FFP_COLOR_KEY
)
1757 shader_glsl_load_color_key_constant(&prog
->ps
, gl_info
, state
);
1759 if (update_mask
& WINED3D_SHADER_CONST_FFP_PS
)
1761 struct wined3d_color color
;
1763 if (prog
->ps
.tex_factor_location
!= -1)
1765 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_TEXTUREFACTOR
]);
1766 GL_EXTCALL(glUniform4fv(prog
->ps
.tex_factor_location
, 1, &color
.r
));
1769 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
1770 GL_EXTCALL(glUniform4f(prog
->ps
.specular_enable_location
, 1.0f
, 1.0f
, 1.0f
, 0.0f
));
1772 GL_EXTCALL(glUniform4f(prog
->ps
.specular_enable_location
, 0.0f
, 0.0f
, 0.0f
, 0.0f
));
1774 for (i
= 0; i
< WINED3D_MAX_FFP_TEXTURES
; ++i
)
1776 if (prog
->ps
.tss_constant_location
[i
] == -1)
1779 wined3d_color_from_d3dcolor(&color
, state
->texture_states
[i
][WINED3D_TSS_CONSTANT
]);
1780 GL_EXTCALL(glUniform4fv(prog
->ps
.tss_constant_location
[i
], 1, &color
.r
));
1783 checkGLcall("fixed function uniforms");
1786 if (update_mask
& WINED3D_SHADER_CONST_PS_FOG
)
1787 shader_glsl_load_fog_uniform(context_gl
, state
, prog
);
1789 if (update_mask
& WINED3D_SHADER_CONST_PS_ALPHA_TEST
)
1791 float ref
= wined3d_alpha_ref(state
);
1793 GL_EXTCALL(glUniform1f(prog
->ps
.alpha_test_ref_location
, ref
));
1794 checkGLcall("alpha test emulation uniform");
1797 if (priv
->next_constant_version
== UINT_MAX
)
1799 TRACE("Max constant version reached, resetting to 0.\n");
1800 wine_rb_for_each_entry(&priv
->program_lookup
, reset_program_constant_version
, NULL
);
1801 priv
->next_constant_version
= 1;
1805 prog
->constant_version
= priv
->next_constant_version
++;
1809 static void update_heap_entry(struct constant_heap
*heap
, unsigned int idx
, DWORD new_version
)
1811 struct constant_entry
*entries
= heap
->entries
;
1812 unsigned int *positions
= heap
->positions
;
1813 unsigned int heap_idx
, parent_idx
;
1815 if (!heap
->contained
[idx
])
1817 heap_idx
= heap
->size
++;
1818 heap
->contained
[idx
] = TRUE
;
1822 heap_idx
= positions
[idx
];
1825 while (heap_idx
> 1)
1827 parent_idx
= heap_idx
>> 1;
1829 if (new_version
<= entries
[parent_idx
].version
) break;
1831 entries
[heap_idx
] = entries
[parent_idx
];
1832 positions
[entries
[parent_idx
].idx
] = heap_idx
;
1833 heap_idx
= parent_idx
;
1836 entries
[heap_idx
].version
= new_version
;
1837 entries
[heap_idx
].idx
= idx
;
1838 positions
[idx
] = heap_idx
;
1841 static void shader_glsl_update_float_vertex_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
1843 struct shader_glsl_priv
*priv
= device
->shader_priv
;
1844 struct constant_heap
*heap
= &priv
->vconst_heap
;
1847 for (i
= start
; i
< count
+ start
; ++i
)
1849 update_heap_entry(heap
, i
, priv
->next_constant_version
);
1853 static void shader_glsl_update_float_pixel_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
1855 struct shader_glsl_priv
*priv
= device
->shader_priv
;
1856 struct constant_heap
*heap
= &priv
->pconst_heap
;
1859 for (i
= start
; i
< count
+ start
; ++i
)
1861 update_heap_entry(heap
, i
, priv
->next_constant_version
);
1865 static unsigned int vec4_varyings(DWORD shader_major
, const struct wined3d_gl_info
*gl_info
)
1867 unsigned int ret
= gl_info
->limits
.glsl_varyings
/ 4;
1868 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
1869 if(shader_major
> 3) return ret
;
1871 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
1872 if (gl_info
->quirks
& WINED3D_QUIRK_GLSL_CLIP_VARYING
) ret
-= 1;
1876 static BOOL
needs_legacy_glsl_syntax(const struct wined3d_gl_info
*gl_info
)
1878 return gl_info
->glsl_version
< MAKEDWORD_VERSION(1, 30);
1881 static BOOL
shader_glsl_use_explicit_attrib_location(const struct wined3d_gl_info
*gl_info
)
1883 return gl_info
->supported
[ARB_EXPLICIT_ATTRIB_LOCATION
]
1884 && shader_glsl_use_layout_qualifier(gl_info
) && !needs_legacy_glsl_syntax(gl_info
);
1887 static BOOL
shader_glsl_use_interface_blocks(const struct wined3d_gl_info
*gl_info
)
1889 return shader_glsl_get_version(gl_info
) >= 150;
1892 static const char *get_attribute_keyword(const struct wined3d_gl_info
*gl_info
)
1894 return needs_legacy_glsl_syntax(gl_info
) ? "attribute" : "in";
1897 static void PRINTF_ATTR(4, 5) declare_in_varying(const struct wined3d_gl_info
*gl_info
,
1898 struct wined3d_string_buffer
*buffer
, BOOL flat
, const char *format
, ...)
1903 shader_addline(buffer
, "%s%s ", flat
? "flat " : "",
1904 needs_legacy_glsl_syntax(gl_info
) ? "varying" : "in");
1907 va_start(args
, format
);
1908 ret
= shader_vaddline(buffer
, format
, args
);
1912 if (!string_buffer_resize(buffer
, ret
))
1917 static void PRINTF_ATTR(4, 5) declare_out_varying(const struct wined3d_gl_info
*gl_info
,
1918 struct wined3d_string_buffer
*buffer
, BOOL flat
, const char *format
, ...)
1923 shader_addline(buffer
, "%s%s ", flat
? "flat " : "",
1924 needs_legacy_glsl_syntax(gl_info
) ? "varying" : "out");
1927 va_start(args
, format
);
1928 ret
= shader_vaddline(buffer
, format
, args
);
1932 if (!string_buffer_resize(buffer
, ret
))
1937 static const char *shader_glsl_shader_input_name(const struct wined3d_gl_info
*gl_info
)
1939 return shader_glsl_use_interface_blocks(gl_info
) ? "shader_in.reg" : "ps_link";
1942 static const char *shader_glsl_shader_output_name(const struct wined3d_gl_info
*gl_info
)
1944 return shader_glsl_use_interface_blocks(gl_info
) ? "shader_out.reg" : "ps_link";
1947 static const char *shader_glsl_interpolation_qualifiers(enum wined3d_shader_interpolation_mode mode
)
1951 case WINED3DSIM_CONSTANT
:
1953 case WINED3DSIM_LINEAR_NOPERSPECTIVE
:
1954 return "noperspective ";
1956 FIXME("Unhandled interpolation mode %#x.\n", mode
);
1957 case WINED3DSIM_NONE
:
1958 case WINED3DSIM_LINEAR
:
1963 static enum wined3d_shader_interpolation_mode
wined3d_extract_interpolation_mode(
1964 const uint32_t *packed_interpolation_mode
, unsigned int register_idx
)
1966 return wined3d_extract_bits(packed_interpolation_mode
,
1967 register_idx
* WINED3D_PACKED_INTERPOLATION_BIT_COUNT
, WINED3D_PACKED_INTERPOLATION_BIT_COUNT
);
1970 static void shader_glsl_declare_shader_inputs(const struct wined3d_gl_info
*gl_info
,
1971 struct wined3d_string_buffer
*buffer
, unsigned int element_count
,
1972 const uint32_t *interpolation_mode
, BOOL unroll
)
1974 enum wined3d_shader_interpolation_mode mode
;
1977 if (shader_glsl_use_interface_blocks(gl_info
))
1981 shader_addline(buffer
, "in shader_in_out {\n");
1982 for (i
= 0; i
< element_count
; ++i
)
1984 mode
= wined3d_extract_interpolation_mode(interpolation_mode
, i
);
1985 shader_addline(buffer
, " %svec4 reg%u;\n", shader_glsl_interpolation_qualifiers(mode
), i
);
1987 shader_addline(buffer
, "} shader_in;\n");
1991 shader_addline(buffer
, "in shader_in_out { vec4 reg[%u]; } shader_in;\n", element_count
);
1996 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 ps_link[%u];\n", element_count
);
2000 static BOOL
needs_interpolation_qualifiers_for_shader_outputs(const struct wined3d_gl_info
*gl_info
)
2002 /* In GLSL 4.40+ it is fine to specify interpolation qualifiers only in
2003 * fragment shaders. In older GLSL versions interpolation qualifiers must
2004 * match between shader stages. */
2005 return gl_info
->glsl_version
< MAKEDWORD_VERSION(4, 40);
2008 static void shader_glsl_declare_shader_outputs(const struct wined3d_gl_info
*gl_info
,
2009 struct wined3d_string_buffer
*buffer
, unsigned int element_count
, BOOL rasterizer_setup
,
2010 const uint32_t *interpolation_mode
)
2012 enum wined3d_shader_interpolation_mode mode
;
2015 if (shader_glsl_use_interface_blocks(gl_info
))
2017 if (rasterizer_setup
)
2019 shader_addline(buffer
, "out shader_in_out {\n");
2020 for (i
= 0; i
< element_count
; ++i
)
2022 const char *interpolation_qualifiers
= "";
2023 if (needs_interpolation_qualifiers_for_shader_outputs(gl_info
))
2025 mode
= wined3d_extract_interpolation_mode(interpolation_mode
, i
);
2026 interpolation_qualifiers
= shader_glsl_interpolation_qualifiers(mode
);
2028 shader_addline(buffer
, " %svec4 reg%u;\n", interpolation_qualifiers
, i
);
2030 shader_addline(buffer
, "} shader_out;\n");
2034 shader_addline(buffer
, "out shader_in_out { vec4 reg[%u]; } shader_out;\n", element_count
);
2039 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ps_link[%u];\n", element_count
);
2043 static BOOL
use_legacy_fragment_output(const struct wined3d_gl_info
*gl_info
)
2045 /* Technically 1.30 does support user-defined fragment shader outputs but
2046 * we might not have glBindFragDataLocation() available (i.e. GL version
2047 * might be < 3.0). */
2048 return gl_info
->glsl_version
<= MAKEDWORD_VERSION(1, 30);
2051 static const char *get_fragment_output(const struct wined3d_gl_info
*gl_info
)
2053 return use_legacy_fragment_output(gl_info
) ? "gl_FragData" : "ps_out";
2056 static const char *glsl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type
)
2058 switch (primitive_type
)
2060 case WINED3D_PT_POINTLIST
:
2063 case WINED3D_PT_LINELIST
:
2066 case WINED3D_PT_LINESTRIP
:
2067 return "line_strip";
2069 case WINED3D_PT_TRIANGLELIST
:
2072 case WINED3D_PT_TRIANGLESTRIP
:
2073 return "triangle_strip";
2075 case WINED3D_PT_LINELIST_ADJ
:
2076 return "lines_adjacency";
2078 case WINED3D_PT_TRIANGLELIST_ADJ
:
2079 return "triangles_adjacency";
2082 FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(primitive_type
));
2087 static BOOL
glsl_is_color_reg_read(const struct wined3d_shader
*shader
, unsigned int idx
)
2089 const struct wined3d_shader_signature
*input_signature
= &shader
->input_signature
;
2090 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
2091 DWORD input_reg_used
= shader
->u
.ps
.input_reg_used
;
2094 if (reg_maps
->shader_version
.major
< 3)
2095 return input_reg_used
& (1u << idx
);
2097 for (i
= 0; i
< input_signature
->element_count
; ++i
)
2099 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
2101 if (!(reg_maps
->input_registers
& (1u << input
->register_idx
)))
2104 if (shader_match_semantic(input
->semantic_name
, WINED3D_DECL_USAGE_COLOR
)
2105 && input
->semantic_idx
== idx
)
2106 return input_reg_used
& (1u << input
->register_idx
);
2111 static void shader_glsl_declare_typed_vertex_attribute(struct wined3d_string_buffer
*buffer
,
2112 const struct wined3d_gl_info
*gl_info
, const char *vector_type
, const char *scalar_type
,
2115 shader_addline(buffer
, "%s %s4 vs_in_%s%u;\n",
2116 get_attribute_keyword(gl_info
), vector_type
, scalar_type
, index
);
2117 shader_addline(buffer
, "vec4 vs_in%u = %sBitsToFloat(vs_in_%s%u);\n",
2118 index
, scalar_type
, scalar_type
, index
);
2121 static void shader_glsl_declare_generic_vertex_attribute(struct wined3d_string_buffer
*buffer
,
2122 const struct wined3d_gl_info
*gl_info
, const struct wined3d_shader_signature_element
*e
)
2124 unsigned int index
= e
->register_idx
;
2125 enum wined3d_component_type type
;
2127 if (e
->sysval_semantic
== WINED3D_SV_VERTEX_ID
)
2129 shader_addline(buffer
, "uniform int base_vertex_id;\n");
2130 shader_addline(buffer
, "vec4 vs_in%u = vec4(intBitsToFloat(gl_VertexID - base_vertex_id), 0.0, 0.0, 0.0);\n", index
);
2133 if (e
->sysval_semantic
== WINED3D_SV_INSTANCE_ID
)
2135 shader_addline(buffer
, "vec4 vs_in%u = vec4(intBitsToFloat(gl_InstanceID), 0.0, 0.0, 0.0);\n",
2139 if (e
->sysval_semantic
&& e
->sysval_semantic
!= WINED3D_SV_POSITION
)
2140 FIXME("Unhandled sysval semantic %#x.\n", e
->sysval_semantic
);
2142 if (shader_glsl_use_explicit_attrib_location(gl_info
))
2143 shader_addline(buffer
, "layout(location = %u) ", index
);
2145 type
= e
->component_type
;
2146 if ((unsigned int)type
>= ARRAY_SIZE(component_type_info
))
2148 FIXME("Unhandled type %#x.\n", type
);
2149 type
= WINED3D_TYPE_FLOAT
;
2151 if (type
== WINED3D_TYPE_FLOAT
|| type
== WINED3D_TYPE_UNKNOWN
)
2152 shader_addline(buffer
, "%s vec4 vs_in%u;\n", get_attribute_keyword(gl_info
), index
);
2154 shader_glsl_declare_typed_vertex_attribute(buffer
, gl_info
,
2155 component_type_info
[type
].glsl_vector_type
,
2156 component_type_info
[type
].glsl_scalar_type
, index
);
2159 /** Generate the variable & register declarations for the GLSL output target */
2160 static void shader_generate_glsl_declarations(const struct wined3d_context_gl
*context_gl
,
2161 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
2162 const struct wined3d_shader_reg_maps
*reg_maps
, const struct shader_glsl_ctx_priv
*ctx_priv
)
2164 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
2165 const struct vs_compile_args
*vs_args
= ctx_priv
->cur_vs_args
;
2166 const struct ps_compile_args
*ps_args
= ctx_priv
->cur_ps_args
;
2167 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
2168 const struct wined3d_shader_indexable_temp
*idx_temp_reg
;
2169 unsigned int uniform_block_base
, uniform_block_count
;
2170 enum wined3d_shader_resource_type resource_type
;
2171 const struct wined3d_shader_lconst
*lconst
;
2176 if (wined3d_settings
.strict_shader_math
)
2177 shader_addline(buffer
, "#pragma optionNV(fastmath off)\n");
2179 prefix
= shader_glsl_get_prefix(version
->type
);
2181 /* Prototype the subroutines */
2182 map
= reg_maps
->labels
;
2185 i
= wined3d_bit_scan(&map
);
2186 shader_addline(buffer
, "void subroutine%u();\n", i
);
2189 if (version
->type
!= WINED3D_SHADER_TYPE_PIXEL
&& version
->type
!= WINED3D_SHADER_TYPE_COMPUTE
)
2191 if (version
->type
== WINED3D_SHADER_TYPE_HULL
)
2192 shader_addline(buffer
, "out gl_PerVertex { invariant vec4 gl_Position; } gl_out[];\n");
2194 shader_addline(buffer
, "invariant gl_Position;\n");
2197 /* Declare the constants (aka uniforms) */
2198 if (shader
->limits
->constant_float
> 0)
2200 unsigned max_constantsF
;
2202 /* Unless the shader uses indirect addressing, always declare the
2203 * maximum array size and ignore that we need some uniforms privately.
2204 * E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup
2205 * and immediate values, still declare VC[256]. If the shader needs
2206 * more uniforms than we have it won't work in any case. If it uses
2207 * less, the compiler will figure out which uniforms are really used
2208 * and strip them out. This allows a shader to use c255 on a dx9 card,
2209 * as long as it doesn't also use all the other constants.
2211 * If the shader uses indirect addressing the compiler must assume
2212 * that all declared uniforms are used. In this case, declare only the
2213 * amount that we're assured to have.
2215 * Thus we run into problems in these two cases:
2216 * 1) The shader really uses more uniforms than supported.
2217 * 2) The shader uses indirect addressing, less constants than
2218 * supported, but uses a constant index > #supported consts. */
2219 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
2221 /* No indirect addressing here. */
2222 max_constantsF
= gl_info
->limits
.glsl_ps_float_constants
;
2226 if (reg_maps
->usesrelconstF
)
2228 /* Subtract the other potential uniforms from the max
2229 * available (bools, ints, and 1 row of projection matrix).
2230 * Subtract another uniform for immediate values, which have
2231 * to be loaded via uniform by the driver as well. The shader
2232 * code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex
2233 * shader code, so one vec4 should be enough. (Unfortunately
2234 * the Nvidia driver doesn't store 128 and -128 in one float).
2236 * Writing gl_ClipVertex requires one uniform for each
2237 * clipplane as well. */
2238 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
- 3;
2239 if (vs_args
->clip_enabled
)
2240 max_constantsF
-= gl_info
->limits
.user_clip_distances
;
2241 max_constantsF
-= wined3d_popcount(reg_maps
->integer_constants
);
2242 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
2243 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
2244 * for now take this into account when calculating the number of available constants
2246 max_constantsF
-= wined3d_popcount(reg_maps
->boolean_constants
);
2247 /* Set by driver quirks in directx.c */
2248 max_constantsF
-= gl_info
->reserved_glsl_constants
;
2250 if (max_constantsF
< shader
->limits
->constant_float
)
2252 static unsigned int once
;
2255 ERR_(winediag
)("The hardware does not support enough uniform components to run this shader,"
2256 " it may not render correctly.\n");
2258 WARN("The hardware does not support enough uniform components to run this shader.\n");
2263 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
;
2266 max_constantsF
= min(shader
->limits
->constant_float
, max_constantsF
);
2267 shader_addline(buffer
, "uniform vec4 %s_c[%u];\n", prefix
, max_constantsF
);
2270 /* Always declare the full set of constants, the compiler can remove the
2271 * unused ones because d3d doesn't (yet) support indirect int and bool
2272 * constant addressing. This avoids problems if the app uses e.g. i0 and i9. */
2273 if (shader
->limits
->constant_int
> 0 && reg_maps
->integer_constants
)
2274 shader_addline(buffer
, "uniform ivec4 %s_i[%u];\n", prefix
, shader
->limits
->constant_int
);
2276 if (shader
->limits
->constant_bool
> 0 && reg_maps
->boolean_constants
)
2277 shader_addline(buffer
, "uniform bool %s_b[%u];\n", prefix
, shader
->limits
->constant_bool
);
2279 /* Declare immediate constant buffer */
2281 shader_addline(buffer
, "uniform vec4 %s_icb[%u];\n", prefix
, reg_maps
->icb
->vec4_count
);
2283 /* Declare constant buffers */
2284 wined3d_gl_limits_get_uniform_block_range(&gl_info
->limits
, version
->type
,
2285 &uniform_block_base
, &uniform_block_count
);
2286 for (i
= 0; i
< min(uniform_block_count
, WINED3D_MAX_CBS
); ++i
)
2288 if (reg_maps
->cb_sizes
[i
])
2290 shader_addline(buffer
, "layout(std140");
2291 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
2292 shader_addline(buffer
, ", binding = %u", uniform_block_base
+ i
);
2293 shader_addline(buffer
, ") uniform block_%s_cb%u { vec4 %s_cb%u[%u]; };\n",
2294 prefix
, i
, prefix
, i
, reg_maps
->cb_sizes
[i
]);
2298 /* Declare texture samplers */
2299 for (i
= 0; i
< reg_maps
->sampler_map
.count
; ++i
)
2301 struct wined3d_shader_sampler_map_entry
*entry
;
2302 const char *sampler_type_prefix
, *sampler_type
;
2303 BOOL shadow_sampler
, tex_rect
;
2305 entry
= ®_maps
->sampler_map
.entries
[i
];
2307 if (entry
->resource_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
2309 ERR("Invalid resource index %u.\n", entry
->resource_idx
);
2313 switch (reg_maps
->resource_info
[entry
->resource_idx
].data_type
)
2315 case WINED3D_DATA_FLOAT
:
2316 case WINED3D_DATA_UNORM
:
2317 case WINED3D_DATA_SNORM
:
2318 sampler_type_prefix
= "";
2321 case WINED3D_DATA_INT
:
2322 sampler_type_prefix
= "i";
2325 case WINED3D_DATA_UINT
:
2326 sampler_type_prefix
= "u";
2330 sampler_type_prefix
= "";
2331 ERR("Unhandled resource data type %#x.\n", reg_maps
->resource_info
[i
].data_type
);
2335 shadow_sampler
= shader_sampler_is_shadow(shader
, ps_args
, entry
->resource_idx
, entry
->sampler_idx
);
2336 resource_type
= version
->type
== WINED3D_SHADER_TYPE_PIXEL
2337 ? pixelshader_get_resource_type(reg_maps
, entry
->resource_idx
, ps_args
->tex_types
)
2338 : reg_maps
->resource_info
[entry
->resource_idx
].type
;
2340 switch (resource_type
)
2342 case WINED3D_SHADER_RESOURCE_BUFFER
:
2343 sampler_type
= "samplerBuffer";
2346 case WINED3D_SHADER_RESOURCE_TEXTURE_1D
:
2348 sampler_type
= "sampler1DShadow";
2350 sampler_type
= "sampler1D";
2353 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
2354 tex_rect
= version
->type
== WINED3D_SHADER_TYPE_PIXEL
2355 && (ps_args
->np2_fixup
& (1u << entry
->resource_idx
))
2356 && gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
2360 sampler_type
= "sampler2DRectShadow";
2362 sampler_type
= "sampler2DShadow";
2367 sampler_type
= "sampler2DRect";
2369 sampler_type
= "sampler2D";
2373 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
2375 FIXME("Unsupported 3D shadow sampler.\n");
2376 sampler_type
= "sampler3D";
2379 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
2381 sampler_type
= "samplerCubeShadow";
2383 sampler_type
= "samplerCube";
2386 case WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY
:
2388 sampler_type
= "sampler1DArrayShadow";
2390 sampler_type
= "sampler1DArray";
2393 case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
:
2395 sampler_type
= "sampler2DArrayShadow";
2397 sampler_type
= "sampler2DArray";
2400 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY
:
2402 sampler_type
= "samplerCubeArrayShadow";
2404 sampler_type
= "samplerCubeArray";
2407 case WINED3D_SHADER_RESOURCE_TEXTURE_2DMS
:
2408 sampler_type
= "sampler2DMS";
2411 case WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY
:
2412 sampler_type
= "sampler2DMSArray";
2416 sampler_type
= "unsupported_sampler";
2417 FIXME("Unhandled resource type %#x.\n", resource_type
);
2421 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
2422 shader_glsl_append_sampler_binding_qualifier(buffer
, &context_gl
->c
, version
, entry
->bind_idx
);
2423 shader_addline(buffer
, "uniform %s%s %s_sampler%u;\n",
2424 sampler_type_prefix
, sampler_type
, prefix
, entry
->bind_idx
);
2427 /* Declare images */
2428 for (i
= 0; i
< ARRAY_SIZE(reg_maps
->uav_resource_info
); ++i
)
2430 const char *image_type_prefix
, *image_type
, *read_format
;
2432 if (!reg_maps
->uav_resource_info
[i
].type
)
2435 switch (reg_maps
->uav_resource_info
[i
].data_type
)
2437 case WINED3D_DATA_FLOAT
:
2438 case WINED3D_DATA_UNORM
:
2439 case WINED3D_DATA_SNORM
:
2440 image_type_prefix
= "";
2441 read_format
= "r32f";
2444 case WINED3D_DATA_INT
:
2445 image_type_prefix
= "i";
2446 read_format
= "r32i";
2449 case WINED3D_DATA_UINT
:
2450 image_type_prefix
= "u";
2451 read_format
= "r32ui";
2455 image_type_prefix
= "";
2457 ERR("Unhandled resource data type %#x.\n", reg_maps
->uav_resource_info
[i
].data_type
);
2461 switch (reg_maps
->uav_resource_info
[i
].type
)
2463 case WINED3D_SHADER_RESOURCE_BUFFER
:
2464 image_type
= "imageBuffer";
2467 case WINED3D_SHADER_RESOURCE_TEXTURE_1D
:
2468 image_type
= "image1D";
2471 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
2472 image_type
= "image2D";
2475 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
2476 image_type
= "image3D";
2479 case WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY
:
2480 image_type
= "image1DArray";
2483 case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
:
2484 image_type
= "image2DArray";
2488 image_type
= "unsupported_image";
2489 FIXME("Unhandled resource type %#x.\n", reg_maps
->uav_resource_info
[i
].type
);
2493 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
2494 shader_addline(buffer
, "layout(binding = %u)\n", i
);
2495 if (reg_maps
->uav_read_mask
& (1u << i
))
2496 shader_addline(buffer
, "layout(%s) uniform %s%s %s_image%u;\n",
2497 read_format
, image_type_prefix
, image_type
, prefix
, i
);
2499 shader_addline(buffer
, "writeonly uniform %s%s %s_image%u;\n",
2500 image_type_prefix
, image_type
, prefix
, i
);
2502 if (reg_maps
->uav_counter_mask
& (1u << i
))
2503 shader_addline(buffer
, "layout(binding = %u) uniform atomic_uint %s_counter%u;\n",
2507 /* Declare address variables */
2508 map
= reg_maps
->address
;
2511 i
= wined3d_bit_scan(&map
);
2512 shader_addline(buffer
, "ivec4 A%u;\n", i
);
2515 /* Declare output register temporaries */
2516 if (shader
->limits
->packed_output
)
2517 shader_addline(buffer
, "vec4 %s_out[%u];\n", prefix
, shader
->limits
->packed_output
);
2519 /* Declare temporary variables */
2520 if (reg_maps
->temporary_count
)
2522 for (i
= 0; i
< reg_maps
->temporary_count
; ++i
)
2523 shader_addline(buffer
, "vec4 R%u;\n", i
);
2525 else if (version
->major
< 4)
2527 map
= reg_maps
->temporary
;
2530 i
= wined3d_bit_scan(&map
);
2531 shader_addline(buffer
, "vec4 R%u;\n", i
);
2535 /* Declare indexable temporary variables */
2536 LIST_FOR_EACH_ENTRY(idx_temp_reg
, ®_maps
->indexable_temps
, struct wined3d_shader_indexable_temp
, entry
)
2538 if (idx_temp_reg
->component_count
!= 4)
2539 FIXME("Ignoring component count %u.\n", idx_temp_reg
->component_count
);
2540 shader_addline(buffer
, "vec4 X%u[%u];\n", idx_temp_reg
->register_idx
, idx_temp_reg
->register_size
);
2543 /* Declare loop registers aLx */
2544 if (version
->major
< 4)
2546 for (i
= 0; i
< reg_maps
->loop_depth
; ++i
)
2548 shader_addline(buffer
, "int aL%u;\n", i
);
2549 shader_addline(buffer
, "int tmpInt%u;\n", i
);
2553 /* Temporary variables for matrix operations */
2554 shader_addline(buffer
, "vec4 tmp0;\n");
2555 shader_addline(buffer
, "vec4 tmp1;\n");
2556 if (gl_info
->supported
[ARB_GPU_SHADER5
])
2557 shader_addline(buffer
, "precise vec4 tmp_precise[2];\n");
2559 shader_addline(buffer
, "/* precise */ vec4 tmp_precise[2];\n");
2561 if (!shader
->load_local_constsF
)
2563 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
2565 shader_addline(buffer
, "const vec4 %s_lc%u = ", prefix
, lconst
->idx
);
2566 shader_glsl_append_imm_vec(buffer
, (const float *)lconst
->value
, ARRAY_SIZE(lconst
->value
), gl_info
);
2567 shader_addline(buffer
, ";\n");
2573 static void shader_glsl_add_src_param_ext(const struct wined3d_shader_context
*ctx
,
2574 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
,
2575 enum wined3d_data_type data_type
);
2577 /** Used for opcode modifiers - They multiply the result by the specified amount */
2578 static const char * const shift_glsl_tab
[] = {
2580 "2.0 * ", /* 1 (x2) */
2581 "4.0 * ", /* 2 (x4) */
2582 "8.0 * ", /* 3 (x8) */
2583 "16.0 * ", /* 4 (x16) */
2584 "32.0 * ", /* 5 (x32) */
2591 "0.0625 * ", /* 12 (d16) */
2592 "0.125 * ", /* 13 (d8) */
2593 "0.25 * ", /* 14 (d4) */
2594 "0.5 * " /* 15 (d2) */
2597 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
2598 static void shader_glsl_gen_modifier(enum wined3d_shader_src_modifier src_modifier
,
2599 const char *in_reg
, const char *in_regswizzle
, char *out_str
)
2601 switch (src_modifier
)
2603 case WINED3DSPSM_DZ
: /* Need to handle this in the instructions itself (texld & texcrd). */
2604 case WINED3DSPSM_DW
:
2605 case WINED3DSPSM_NONE
:
2606 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
2608 case WINED3DSPSM_NEG
:
2609 sprintf(out_str
, "-%s%s", in_reg
, in_regswizzle
);
2611 case WINED3DSPSM_NOT
:
2612 sprintf(out_str
, "!%s%s", in_reg
, in_regswizzle
);
2614 case WINED3DSPSM_BIAS
:
2615 sprintf(out_str
, "(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
2617 case WINED3DSPSM_BIASNEG
:
2618 sprintf(out_str
, "-(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
2620 case WINED3DSPSM_SIGN
:
2621 sprintf(out_str
, "(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
2623 case WINED3DSPSM_SIGNNEG
:
2624 sprintf(out_str
, "-(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
2626 case WINED3DSPSM_COMP
:
2627 sprintf(out_str
, "(1.0 - %s%s)", in_reg
, in_regswizzle
);
2629 case WINED3DSPSM_X2
:
2630 sprintf(out_str
, "(2.0 * %s%s)", in_reg
, in_regswizzle
);
2632 case WINED3DSPSM_X2NEG
:
2633 sprintf(out_str
, "-(2.0 * %s%s)", in_reg
, in_regswizzle
);
2635 case WINED3DSPSM_ABS
:
2636 sprintf(out_str
, "abs(%s%s)", in_reg
, in_regswizzle
);
2638 case WINED3DSPSM_ABSNEG
:
2639 sprintf(out_str
, "-abs(%s%s)", in_reg
, in_regswizzle
);
2642 FIXME("Unhandled modifier %u\n", src_modifier
);
2643 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
2647 static void shader_glsl_fixup_scalar_register_variable(struct wined3d_string_buffer
*register_name
,
2648 const char *glsl_variable
, const struct wined3d_gl_info
*gl_info
)
2650 /* The ARB_shading_language_420pack extension allows swizzle operations on
2652 if (gl_info
->supported
[ARB_SHADING_LANGUAGE_420PACK
])
2653 string_buffer_sprintf(register_name
, "%s", glsl_variable
);
2655 string_buffer_sprintf(register_name
, "ivec2(%s, 0)", glsl_variable
);
2658 /** Writes the GLSL variable name that corresponds to the register that the
2659 * DX opcode parameter is trying to access */
2660 static void shader_glsl_get_register_name(const struct wined3d_shader_register
*reg
,
2661 enum wined3d_data_type data_type
, struct wined3d_string_buffer
*register_name
,
2662 BOOL
*is_swizzled
, const struct wined3d_shader_context
*ctx
)
2664 /* oPos, oFog and oPts in D3D */
2665 static const char * const hwrastout_reg_names
[] = {"vs_out[10]", "vs_out[11].x", "vs_out[11].y"};
2667 const struct wined3d_shader
*shader
= ctx
->shader
;
2668 const struct wined3d_shader_reg_maps
*reg_maps
= ctx
->reg_maps
;
2669 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
2670 const struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
2671 const char *prefix
= shader_glsl_get_prefix(version
->type
);
2672 const struct wined3d_gl_info
*gl_info
= priv
->gl_info
;
2673 struct glsl_src_param rel_param0
, rel_param1
;
2675 if (reg
->idx
[0].offset
!= ~0u && reg
->idx
[0].rel_addr
)
2676 shader_glsl_add_src_param_ext(ctx
, reg
->idx
[0].rel_addr
, WINED3DSP_WRITEMASK_0
,
2677 &rel_param0
, reg
->idx
[0].rel_addr
->reg
.data_type
);
2678 if (reg
->idx
[1].offset
!= ~0u && reg
->idx
[1].rel_addr
)
2679 shader_glsl_add_src_param_ext(ctx
, reg
->idx
[1].rel_addr
, WINED3DSP_WRITEMASK_0
,
2680 &rel_param1
, reg
->idx
[1].rel_addr
->reg
.data_type
);
2682 *is_swizzled
= FALSE
;
2686 case WINED3DSPR_TEMP
:
2687 string_buffer_sprintf(register_name
, "R%u", reg
->idx
[0].offset
);
2690 case WINED3DSPR_INPUT
:
2691 case WINED3DSPR_INCONTROLPOINT
:
2692 if (version
->type
== WINED3D_SHADER_TYPE_VERTEX
)
2694 if (reg
->idx
[0].rel_addr
)
2695 FIXME("VS3 input registers relative addressing.\n");
2696 if (is_swizzled
&& priv
->cur_vs_args
->swizzle_map
& (1u << reg
->idx
[0].offset
))
2697 *is_swizzled
= TRUE
;
2698 if (reg
->idx
[0].rel_addr
)
2700 string_buffer_sprintf(register_name
, "%s_in[%s + %u]",
2701 prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2705 string_buffer_sprintf(register_name
, "%s_in%u", prefix
, reg
->idx
[0].offset
);
2710 if (version
->type
== WINED3D_SHADER_TYPE_HULL
2711 || version
->type
== WINED3D_SHADER_TYPE_DOMAIN
2712 || version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
2714 if (reg
->idx
[0].rel_addr
)
2716 if (reg
->idx
[1].rel_addr
)
2717 string_buffer_sprintf(register_name
, "shader_in[%s + %u].reg[%s + %u]",
2718 rel_param0
.param_str
, reg
->idx
[0].offset
,
2719 rel_param1
.param_str
, reg
->idx
[1].offset
);
2721 string_buffer_sprintf(register_name
, "shader_in[%s + %u].reg[%u]",
2722 rel_param0
.param_str
, reg
->idx
[0].offset
,
2723 reg
->idx
[1].offset
);
2725 else if (reg
->idx
[1].rel_addr
)
2726 string_buffer_sprintf(register_name
, "shader_in[%u].reg[%s + %u]", reg
->idx
[0].offset
,
2727 rel_param1
.param_str
, reg
->idx
[1].offset
);
2729 string_buffer_sprintf(register_name
, "shader_in[%u].reg[%u]",
2730 reg
->idx
[0].offset
, reg
->idx
[1].offset
);
2734 /* pixel shaders >= 3.0 */
2735 if (version
->major
>= 3)
2737 unsigned int idx
= shader
->u
.ps
.input_reg_map
[reg
->idx
[0].offset
];
2738 unsigned int in_count
= vec4_varyings(version
->major
, gl_info
);
2740 if (reg
->idx
[0].rel_addr
)
2742 /* Removing a + 0 would be an obvious optimization, but
2743 * OS X doesn't see the NOP operation there. */
2746 if (needs_legacy_glsl_syntax(gl_info
)
2747 && shader
->u
.ps
.declared_in_count
> in_count
)
2749 string_buffer_sprintf(register_name
,
2750 "((%s + %u) > %u ? (%s + %u) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s + %u])",
2751 rel_param0
.param_str
, idx
, in_count
- 1, rel_param0
.param_str
, idx
, in_count
,
2752 prefix
, rel_param0
.param_str
, idx
);
2756 string_buffer_sprintf(register_name
, "%s_in[%s + %u]", prefix
, rel_param0
.param_str
, idx
);
2761 if (needs_legacy_glsl_syntax(gl_info
)
2762 && shader
->u
.ps
.declared_in_count
> in_count
)
2764 string_buffer_sprintf(register_name
,
2765 "((%s) > %u ? (%s) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s])",
2766 rel_param0
.param_str
, in_count
- 1, rel_param0
.param_str
, in_count
,
2767 prefix
, rel_param0
.param_str
);
2771 string_buffer_sprintf(register_name
, "%s_in[%s]", prefix
, rel_param0
.param_str
);
2777 if (idx
== in_count
)
2778 string_buffer_sprintf(register_name
, "gl_Color");
2779 else if (idx
== in_count
+ 1)
2780 string_buffer_sprintf(register_name
, "gl_SecondaryColor");
2782 string_buffer_sprintf(register_name
, "%s_in[%u]", prefix
, idx
);
2787 if (!reg
->idx
[0].offset
)
2788 string_buffer_sprintf(register_name
, "ffp_varying_diffuse");
2790 string_buffer_sprintf(register_name
, "ffp_varying_specular");
2795 case WINED3DSPR_CONST
:
2797 /* Relative addressing */
2798 if (reg
->idx
[0].rel_addr
)
2800 if (wined3d_settings
.check_float_constants
)
2801 string_buffer_sprintf(register_name
,
2802 "(%s + %u >= 0 && %s + %u < %u ? %s_c[%s + %u] : vec4(0.0))",
2803 rel_param0
.param_str
, reg
->idx
[0].offset
,
2804 rel_param0
.param_str
, reg
->idx
[0].offset
, shader
->limits
->constant_float
,
2805 prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2806 else if (reg
->idx
[0].offset
)
2807 string_buffer_sprintf(register_name
, "%s_c[%s + %u]",
2808 prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2810 string_buffer_sprintf(register_name
, "%s_c[%s]", prefix
, rel_param0
.param_str
);
2814 if (shader_constant_is_local(shader
, reg
->idx
[0].offset
))
2815 string_buffer_sprintf(register_name
, "%s_lc%u", prefix
, reg
->idx
[0].offset
);
2817 string_buffer_sprintf(register_name
, "%s_c[%u]", prefix
, reg
->idx
[0].offset
);
2822 case WINED3DSPR_CONSTINT
:
2823 string_buffer_sprintf(register_name
, "%s_i[%u]", prefix
, reg
->idx
[0].offset
);
2826 case WINED3DSPR_CONSTBOOL
:
2827 string_buffer_sprintf(register_name
, "%s_b[%u]", prefix
, reg
->idx
[0].offset
);
2830 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
2831 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
2832 string_buffer_sprintf(register_name
, "T%u", reg
->idx
[0].offset
);
2834 string_buffer_sprintf(register_name
, "A%u", reg
->idx
[0].offset
);
2837 case WINED3DSPR_LOOP
:
2838 string_buffer_sprintf(register_name
, "aL%u", ctx
->state
->current_loop_reg
- 1);
2841 case WINED3DSPR_SAMPLER
:
2842 string_buffer_sprintf(register_name
, "%s_sampler%u", prefix
, reg
->idx
[0].offset
);
2845 case WINED3DSPR_COLOROUT
:
2846 if (reg
->idx
[0].offset
>= gl_info
->limits
.buffers
)
2847 WARN("Write to render target %u, only %d supported.\n",
2848 reg
->idx
[0].offset
, gl_info
->limits
.buffers
);
2850 string_buffer_sprintf(register_name
, "%s[%u]", get_fragment_output(gl_info
), reg
->idx
[0].offset
);
2853 case WINED3DSPR_RASTOUT
:
2854 string_buffer_sprintf(register_name
, "%s", hwrastout_reg_names
[reg
->idx
[0].offset
]);
2857 case WINED3DSPR_DEPTHOUT
:
2858 case WINED3DSPR_DEPTHOUTGE
:
2859 case WINED3DSPR_DEPTHOUTLE
:
2860 string_buffer_sprintf(register_name
, "gl_FragDepth");
2863 case WINED3DSPR_ATTROUT
:
2864 if (!reg
->idx
[0].offset
)
2865 string_buffer_sprintf(register_name
, "%s_out[8]", prefix
);
2867 string_buffer_sprintf(register_name
, "%s_out[9]", prefix
);
2870 case WINED3DSPR_TEXCRDOUT
:
2871 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
2872 if (reg
->idx
[0].rel_addr
)
2873 string_buffer_sprintf(register_name
, "%s_out[%s + %u]",
2874 prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2876 string_buffer_sprintf(register_name
, "%s_out[%u]", prefix
, reg
->idx
[0].offset
);
2879 case WINED3DSPR_MISCTYPE
:
2880 if (!reg
->idx
[0].offset
)
2883 string_buffer_sprintf(register_name
, "vpos");
2885 else if (reg
->idx
[0].offset
== 1)
2887 /* Note that gl_FrontFacing is a bool, while vFace is
2888 * a float for which the sign determines front/back */
2889 string_buffer_sprintf(register_name
, "(gl_FrontFacing ? 1.0 : -1.0)");
2893 FIXME("Unhandled misctype register %u.\n", reg
->idx
[0].offset
);
2894 string_buffer_sprintf(register_name
, "unrecognized_register");
2898 case WINED3DSPR_IMMCONST
:
2899 switch (reg
->immconst_type
)
2901 case WINED3D_IMMCONST_SCALAR
:
2904 case WINED3D_DATA_UNORM
:
2905 case WINED3D_DATA_SNORM
:
2906 case WINED3D_DATA_FLOAT
:
2907 string_buffer_clear(register_name
);
2908 shader_glsl_append_imm_vec(register_name
, (const float *)reg
->u
.immconst_data
, 1, gl_info
);
2910 case WINED3D_DATA_INT
:
2911 string_buffer_sprintf(register_name
, "%#x", reg
->u
.immconst_data
[0]);
2913 case WINED3D_DATA_RESOURCE
:
2914 case WINED3D_DATA_SAMPLER
:
2915 case WINED3D_DATA_UINT
:
2916 string_buffer_sprintf(register_name
, "%#xu", reg
->u
.immconst_data
[0]);
2919 string_buffer_sprintf(register_name
, "<unhandled data type %#x>", data_type
);
2924 case WINED3D_IMMCONST_VEC4
:
2927 case WINED3D_DATA_UNORM
:
2928 case WINED3D_DATA_SNORM
:
2929 case WINED3D_DATA_FLOAT
:
2930 string_buffer_clear(register_name
);
2931 shader_glsl_append_imm_vec(register_name
, (const float *)reg
->u
.immconst_data
, 4, gl_info
);
2933 case WINED3D_DATA_INT
:
2934 string_buffer_sprintf(register_name
, "ivec4(%#x, %#x, %#x, %#x)",
2935 reg
->u
.immconst_data
[0], reg
->u
.immconst_data
[1],
2936 reg
->u
.immconst_data
[2], reg
->u
.immconst_data
[3]);
2938 case WINED3D_DATA_RESOURCE
:
2939 case WINED3D_DATA_SAMPLER
:
2940 case WINED3D_DATA_UINT
:
2941 string_buffer_sprintf(register_name
, "uvec4(%#xu, %#xu, %#xu, %#xu)",
2942 reg
->u
.immconst_data
[0], reg
->u
.immconst_data
[1],
2943 reg
->u
.immconst_data
[2], reg
->u
.immconst_data
[3]);
2946 string_buffer_sprintf(register_name
, "<unhandled data type %#x>", data_type
);
2952 FIXME("Unhandled immconst type %#x\n", reg
->immconst_type
);
2953 string_buffer_sprintf(register_name
, "<unhandled_immconst_type %#x>", reg
->immconst_type
);
2957 case WINED3DSPR_CONSTBUFFER
:
2958 if (reg
->idx
[1].rel_addr
)
2959 string_buffer_sprintf(register_name
, "%s_cb%u[%s + %u]",
2960 prefix
, reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
2962 string_buffer_sprintf(register_name
, "%s_cb%u[%u]", prefix
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
2965 case WINED3DSPR_IMMCONSTBUFFER
:
2966 if (reg
->idx
[0].rel_addr
)
2967 string_buffer_sprintf(register_name
, "%s_icb[%s + %u]",
2968 prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2970 string_buffer_sprintf(register_name
, "%s_icb[%u]", prefix
, reg
->idx
[0].offset
);
2973 case WINED3DSPR_PRIMID
:
2974 if (version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
2975 string_buffer_sprintf(register_name
, "gl_PrimitiveIDIn");
2977 string_buffer_sprintf(register_name
, "gl_PrimitiveID");
2980 case WINED3DSPR_IDXTEMP
:
2981 if (reg
->idx
[1].rel_addr
)
2982 string_buffer_sprintf(register_name
, "X%u[%s + %u]",
2983 reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
2985 string_buffer_sprintf(register_name
, "X%u[%u]", reg
->idx
[0].offset
, reg
->idx
[1].offset
);
2988 case WINED3DSPR_LOCALTHREADINDEX
:
2989 shader_glsl_fixup_scalar_register_variable(register_name
,
2990 "int(gl_LocalInvocationIndex)", gl_info
);
2993 case WINED3DSPR_GSINSTID
:
2994 case WINED3DSPR_OUTPOINTID
:
2995 shader_glsl_fixup_scalar_register_variable(register_name
,
2996 "gl_InvocationID", gl_info
);
2999 case WINED3DSPR_THREADID
:
3000 string_buffer_sprintf(register_name
, "ivec3(gl_GlobalInvocationID)");
3003 case WINED3DSPR_THREADGROUPID
:
3004 string_buffer_sprintf(register_name
, "ivec3(gl_WorkGroupID)");
3007 case WINED3DSPR_LOCALTHREADID
:
3008 string_buffer_sprintf(register_name
, "ivec3(gl_LocalInvocationID)");
3011 case WINED3DSPR_FORKINSTID
:
3012 case WINED3DSPR_JOININSTID
:
3013 shader_glsl_fixup_scalar_register_variable(register_name
,
3014 "phase_instance_id", gl_info
);
3017 case WINED3DSPR_TESSCOORD
:
3018 string_buffer_sprintf(register_name
, "gl_TessCoord");
3021 case WINED3DSPR_OUTCONTROLPOINT
:
3022 if (reg
->idx
[0].rel_addr
)
3024 if (reg
->idx
[1].rel_addr
)
3025 string_buffer_sprintf(register_name
, "shader_out[%s + %u].reg[%s + %u]",
3026 rel_param0
.param_str
, reg
->idx
[0].offset
,
3027 rel_param1
.param_str
, reg
->idx
[1].offset
);
3029 string_buffer_sprintf(register_name
, "shader_out[%s + %u].reg[%u]",
3030 rel_param0
.param_str
, reg
->idx
[0].offset
,
3031 reg
->idx
[1].offset
);
3033 else if (reg
->idx
[1].rel_addr
)
3035 string_buffer_sprintf(register_name
, "shader_out[%u].reg[%s + %u]",
3036 reg
->idx
[0].offset
, rel_param1
.param_str
,
3037 reg
->idx
[1].offset
);
3041 string_buffer_sprintf(register_name
, "shader_out[%u].reg[%u]",
3042 reg
->idx
[0].offset
, reg
->idx
[1].offset
);
3046 case WINED3DSPR_PATCHCONST
:
3047 if (version
->type
== WINED3D_SHADER_TYPE_HULL
)
3048 string_buffer_sprintf(register_name
, "hs_out[%u]", reg
->idx
[0].offset
);
3050 string_buffer_sprintf(register_name
, "vpc[%u]", reg
->idx
[0].offset
);
3053 case WINED3DSPR_COVERAGE
:
3054 string_buffer_sprintf(register_name
, "gl_SampleMaskIn[0]");
3057 case WINED3DSPR_SAMPLEMASK
:
3058 string_buffer_sprintf(register_name
, "sample_mask");
3062 FIXME("Unhandled register type %#x.\n", reg
->type
);
3063 string_buffer_sprintf(register_name
, "unrecognised_register");
3068 static void shader_glsl_write_mask_to_str(DWORD write_mask
, char *str
)
3071 if (write_mask
& WINED3DSP_WRITEMASK_0
) *str
++ = 'x';
3072 if (write_mask
& WINED3DSP_WRITEMASK_1
) *str
++ = 'y';
3073 if (write_mask
& WINED3DSP_WRITEMASK_2
) *str
++ = 'z';
3074 if (write_mask
& WINED3DSP_WRITEMASK_3
) *str
++ = 'w';
3078 /* Get the GLSL write mask for the destination register */
3079 static DWORD
shader_glsl_get_write_mask(const struct wined3d_shader_dst_param
*param
, char *write_mask
)
3081 DWORD mask
= param
->write_mask
;
3083 if (shader_is_scalar(¶m
->reg
))
3085 mask
= WINED3DSP_WRITEMASK_0
;
3090 shader_glsl_write_mask_to_str(mask
, write_mask
);
3096 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask
)
3098 unsigned int size
= 0;
3100 if (write_mask
& WINED3DSP_WRITEMASK_0
) ++size
;
3101 if (write_mask
& WINED3DSP_WRITEMASK_1
) ++size
;
3102 if (write_mask
& WINED3DSP_WRITEMASK_2
) ++size
;
3103 if (write_mask
& WINED3DSP_WRITEMASK_3
) ++size
;
3108 static unsigned int shader_glsl_swizzle_get_component(DWORD swizzle
,
3109 unsigned int component_idx
)
3111 /* swizzle bits fields: wwzzyyxx */
3112 return (swizzle
>> (2 * component_idx
)) & 0x3;
3115 static void shader_glsl_swizzle_to_str(DWORD swizzle
, BOOL fixup
, DWORD mask
, char *str
)
3117 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
3118 * but addressed as "rgba". To fix this we need to swap the register's x
3119 * and z components. */
3120 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
3124 for (i
= 0; i
< 4; ++i
)
3126 if (mask
& (WINED3DSP_WRITEMASK_0
<< i
))
3127 *str
++ = swizzle_chars
[shader_glsl_swizzle_get_component(swizzle
, i
)];
3132 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param
*param
,
3133 BOOL fixup
, DWORD mask
, char *swizzle_str
)
3135 if (shader_is_scalar(¶m
->reg
))
3136 *swizzle_str
= '\0';
3138 shader_glsl_swizzle_to_str(param
->swizzle
, fixup
, mask
, swizzle_str
);
3141 static void shader_glsl_sprintf_cast(struct wined3d_string_buffer
*dst_param
, const char *src_param
,
3142 enum wined3d_data_type dst_data_type
, enum wined3d_data_type src_data_type
, unsigned int size
)
3144 if (dst_data_type
== WINED3D_DATA_UNORM
|| dst_data_type
== WINED3D_DATA_SNORM
)
3145 dst_data_type
= WINED3D_DATA_FLOAT
;
3146 if (src_data_type
== WINED3D_DATA_UNORM
|| src_data_type
== WINED3D_DATA_SNORM
)
3147 src_data_type
= WINED3D_DATA_FLOAT
;
3149 if (dst_data_type
== src_data_type
)
3151 string_buffer_sprintf(dst_param
, "%s", src_param
);
3155 if (src_data_type
== WINED3D_DATA_FLOAT
)
3157 switch (dst_data_type
)
3159 case WINED3D_DATA_INT
:
3160 string_buffer_sprintf(dst_param
, "floatBitsToInt(%s)", src_param
);
3162 case WINED3D_DATA_RESOURCE
:
3163 case WINED3D_DATA_SAMPLER
:
3164 case WINED3D_DATA_UINT
:
3165 string_buffer_sprintf(dst_param
, "floatBitsToUint(%s)", src_param
);
3172 if (src_data_type
== WINED3D_DATA_UINT
&& dst_data_type
== WINED3D_DATA_FLOAT
)
3174 string_buffer_sprintf(dst_param
, "uintBitsToFloat(%s)", src_param
);
3178 if (src_data_type
== WINED3D_DATA_INT
)
3180 switch (dst_data_type
)
3182 case WINED3D_DATA_FLOAT
:
3183 string_buffer_sprintf(dst_param
, "intBitsToFloat(%s)", src_param
);
3185 case WINED3D_DATA_UINT
:
3187 string_buffer_sprintf(dst_param
, "uint(%s)", src_param
);
3189 string_buffer_sprintf(dst_param
, "uvec%u(%s)", size
, src_param
);
3196 FIXME("Unhandled cast from %#x to %#x.\n", src_data_type
, dst_data_type
);
3197 string_buffer_sprintf(dst_param
, "%s", src_param
);
3200 /* From a given parameter token, generate the corresponding GLSL string.
3201 * Also, return the actual register name and swizzle in case the
3202 * caller needs this information as well. */
3203 static void shader_glsl_add_src_param_ext(const struct wined3d_shader_context
*ctx
,
3204 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
,
3205 enum wined3d_data_type data_type
)
3207 struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
3208 struct wined3d_string_buffer
*param_str
= string_buffer_get(priv
->string_buffers
);
3209 struct wined3d_string_buffer
*reg_name
= string_buffer_get(priv
->string_buffers
);
3210 enum wined3d_data_type param_data_type
;
3211 BOOL is_color
= FALSE
;
3212 char swizzle_str
[6];
3215 glsl_src
->param_str
[0] = '\0';
3216 swizzle_str
[0] = '\0';
3218 shader_glsl_get_register_name(&wined3d_src
->reg
, data_type
, reg_name
, &is_color
, ctx
);
3219 shader_glsl_get_swizzle(wined3d_src
, is_color
, mask
, swizzle_str
);
3221 switch (wined3d_src
->reg
.type
)
3223 case WINED3DSPR_IMMCONST
:
3224 param_data_type
= data_type
;
3225 size
= wined3d_src
->reg
.immconst_type
== WINED3D_IMMCONST_SCALAR
? 1 : 4;
3227 case WINED3DSPR_FORKINSTID
:
3228 case WINED3DSPR_GSINSTID
:
3229 case WINED3DSPR_JOININSTID
:
3230 case WINED3DSPR_LOCALTHREADINDEX
:
3231 case WINED3DSPR_OUTPOINTID
:
3232 case WINED3DSPR_PRIMID
:
3233 param_data_type
= WINED3D_DATA_INT
;
3236 case WINED3DSPR_LOCALTHREADID
:
3237 case WINED3DSPR_THREADGROUPID
:
3238 case WINED3DSPR_THREADID
:
3239 param_data_type
= WINED3D_DATA_INT
;
3243 param_data_type
= WINED3D_DATA_FLOAT
;
3248 shader_glsl_sprintf_cast(param_str
, reg_name
->buffer
, data_type
, param_data_type
, size
);
3249 shader_glsl_gen_modifier(wined3d_src
->modifiers
, param_str
->buffer
, swizzle_str
, glsl_src
->param_str
);
3251 string_buffer_release(priv
->string_buffers
, reg_name
);
3252 string_buffer_release(priv
->string_buffers
, param_str
);
3255 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
3256 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
)
3258 shader_glsl_add_src_param_ext(ins
->ctx
, wined3d_src
, mask
, glsl_src
, wined3d_src
->reg
.data_type
);
3261 /* From a given parameter token, generate the corresponding GLSL string.
3262 * Also, return the actual register name and swizzle in case the
3263 * caller needs this information as well. */
3264 static DWORD
shader_glsl_add_dst_param(const struct wined3d_shader_instruction
*ins
,
3265 const struct wined3d_shader_dst_param
*wined3d_dst
, struct glsl_dst_param
*glsl_dst
)
3267 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3268 struct wined3d_string_buffer
*reg_name
;
3271 glsl_dst
->mask_str
[0] = '\0';
3273 reg_name
= string_buffer_get(priv
->string_buffers
);
3274 shader_glsl_get_register_name(&wined3d_dst
->reg
, wined3d_dst
->reg
.data_type
, reg_name
, NULL
, ins
->ctx
);
3275 len
= min(reg_name
->content_size
, ARRAY_SIZE(glsl_dst
->reg_name
) - 1);
3276 memcpy(glsl_dst
->reg_name
, reg_name
->buffer
, len
);
3277 glsl_dst
->reg_name
[len
] = '\0';
3278 string_buffer_release(priv
->string_buffers
, reg_name
);
3280 return shader_glsl_get_write_mask(wined3d_dst
, glsl_dst
->mask_str
);
3283 /* Append the destination part of the instruction to the buffer, return the effective write mask */
3284 static DWORD
shader_glsl_append_dst_ext(struct wined3d_string_buffer
*buffer
,
3285 const struct wined3d_shader_instruction
*ins
, const struct wined3d_shader_dst_param
*dst
,
3286 unsigned int dst_idx
, enum wined3d_data_type data_type
)
3288 struct glsl_dst_param glsl_dst
;
3291 if ((mask
= shader_glsl_add_dst_param(ins
, dst
, &glsl_dst
)))
3293 if (ins
->flags
& WINED3DSI_PRECISE_XYZW
)
3294 sprintf(glsl_dst
.reg_name
, "tmp_precise[%u]", dst_idx
);
3298 case WINED3D_DATA_FLOAT
:
3299 case WINED3D_DATA_UNORM
:
3300 case WINED3D_DATA_SNORM
:
3301 shader_addline(buffer
, "%s%s = %s(",
3302 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
3304 case WINED3D_DATA_INT
:
3305 shader_addline(buffer
, "%s%s = %sintBitsToFloat(",
3306 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
3308 case WINED3D_DATA_RESOURCE
:
3309 case WINED3D_DATA_SAMPLER
:
3310 case WINED3D_DATA_UINT
:
3311 shader_addline(buffer
, "%s%s = %suintBitsToFloat(",
3312 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
3315 FIXME("Unhandled data type %#x.\n", data_type
);
3316 shader_addline(buffer
, "%s%s = %s(",
3317 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
3325 /* Append the destination part of the instruction to the buffer, return the effective write mask */
3326 static DWORD
shader_glsl_append_dst(struct wined3d_string_buffer
*buffer
, const struct wined3d_shader_instruction
*ins
)
3328 return shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], 0, ins
->dst
[0].reg
.data_type
);
3331 /** Process GLSL instruction modifiers */
3332 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
)
3334 const struct wined3d_shader_dst_param
*dst
;
3335 struct glsl_dst_param dst_param
;
3339 for (i
= 0; i
< ins
->dst_count
; ++i
)
3341 if ((dst
= &ins
->dst
[i
])->reg
.type
== WINED3DSPR_NULL
)
3344 if (ins
->flags
& WINED3DSI_PRECISE_XYZW
)
3346 shader_glsl_add_dst_param(ins
, dst
, &dst_param
);
3347 shader_addline(ins
->ctx
->buffer
, "%s%s = tmp_precise[%u]%s;\n",
3348 dst_param
.reg_name
, dst_param
.mask_str
, i
, dst_param
.mask_str
);
3351 if (!(modifiers
= dst
->modifiers
))
3354 shader_glsl_add_dst_param(ins
, dst
, &dst_param
);
3356 if (modifiers
& WINED3DSPDM_SATURATE
)
3358 /* _SAT means to clamp the value of the register to between 0 and 1 */
3359 shader_addline(ins
->ctx
->buffer
, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param
.reg_name
,
3360 dst_param
.mask_str
, dst_param
.reg_name
, dst_param
.mask_str
);
3363 if (modifiers
& WINED3DSPDM_MSAMPCENTROID
)
3365 FIXME("_centroid modifier not handled\n");
3368 if (modifiers
& WINED3DSPDM_PARTIALPRECISION
)
3370 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
3375 static const char *shader_glsl_get_rel_op(enum wined3d_shader_rel_op op
)
3379 case WINED3D_SHADER_REL_OP_GT
: return ">";
3380 case WINED3D_SHADER_REL_OP_EQ
: return "==";
3381 case WINED3D_SHADER_REL_OP_GE
: return ">=";
3382 case WINED3D_SHADER_REL_OP_LT
: return "<";
3383 case WINED3D_SHADER_REL_OP_NE
: return "!=";
3384 case WINED3D_SHADER_REL_OP_LE
: return "<=";
3386 FIXME("Unrecognized operator %#x.\n", op
);
3391 static BOOL
shader_glsl_has_core_grad(const struct wined3d_gl_info
*gl_info
)
3393 return shader_glsl_get_version(gl_info
) >= 130 || gl_info
->supported
[EXT_GPU_SHADER4
];
3396 static void shader_glsl_get_coord_size(enum wined3d_shader_resource_type resource_type
,
3397 unsigned int *coord_size
, unsigned int *deriv_size
)
3399 const BOOL is_array
= resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY
3400 || resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
;
3402 *coord_size
= resource_type_info
[resource_type
].coord_size
;
3403 *deriv_size
= *coord_size
;
3408 static void shader_glsl_get_sample_function(const struct wined3d_shader_context
*ctx
,
3409 DWORD resource_idx
, DWORD sampler_idx
, uint32_t flags
, struct glsl_sample_function
*sample_function
)
3411 enum wined3d_shader_resource_type resource_type
;
3412 struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
3413 const struct wined3d_gl_info
*gl_info
= priv
->gl_info
;
3414 BOOL shadow
= shader_sampler_is_shadow(ctx
->shader
, priv
->cur_ps_args
, resource_idx
, sampler_idx
);
3415 BOOL projected
= flags
& WINED3D_GLSL_SAMPLE_PROJECTED
;
3416 BOOL texrect
= ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
3417 && priv
->cur_ps_args
->np2_fixup
& (1u << resource_idx
)
3418 && gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
3419 BOOL lod
= flags
& WINED3D_GLSL_SAMPLE_LOD
;
3420 BOOL grad
= flags
& WINED3D_GLSL_SAMPLE_GRAD
;
3421 BOOL offset
= flags
& WINED3D_GLSL_SAMPLE_OFFSET
;
3422 const char *base
= "texture", *type_part
= "", *suffix
= "";
3423 unsigned int coord_size
, deriv_size
;
3425 resource_type
= ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
3426 ? pixelshader_get_resource_type(ctx
->reg_maps
, resource_idx
, priv
->cur_ps_args
->tex_types
)
3427 : ctx
->reg_maps
->resource_info
[resource_idx
].type
;
3429 sample_function
->data_type
= ctx
->reg_maps
->resource_info
[resource_idx
].data_type
;
3431 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
3433 ERR("Unexpected resource type %#x.\n", resource_type
);
3434 resource_type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
3437 /* Note that there's no such thing as a projected cube texture. */
3438 if (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
3441 if (needs_legacy_glsl_syntax(gl_info
))
3446 type_part
= resource_type_info
[resource_type
].type_part
;
3447 if (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2D
&& texrect
)
3448 type_part
= "2DRect";
3449 if (!type_part
[0] && resource_type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY
)
3450 FIXME("Unhandled resource type %#x.\n", resource_type
);
3452 if (!lod
&& grad
&& !shader_glsl_has_core_grad(gl_info
))
3454 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
3457 FIXME("Unsupported grad function.\n");
3461 if (flags
& WINED3D_GLSL_SAMPLE_LOAD
)
3463 static const uint32_t texel_fetch_flags
= WINED3D_GLSL_SAMPLE_LOAD
| WINED3D_GLSL_SAMPLE_OFFSET
;
3464 if (flags
& ~texel_fetch_flags
)
3465 ERR("Unexpected flags %#x for texelFetch.\n", flags
& ~texel_fetch_flags
);
3467 base
= "texelFetch";
3471 sample_function
->name
= string_buffer_get(priv
->string_buffers
);
3472 string_buffer_sprintf(sample_function
->name
, "%s%s%s%s%s%s", base
, type_part
, projected
? "Proj" : "",
3473 lod
? "Lod" : grad
? "Grad" : "", offset
? "Offset" : "", suffix
);
3475 shader_glsl_get_coord_size(resource_type
, &coord_size
, &deriv_size
);
3478 sample_function
->offset_size
= offset
? deriv_size
: 0;
3479 sample_function
->coord_mask
= wined3d_mask_from_size(coord_size
);
3480 sample_function
->deriv_mask
= wined3d_mask_from_size(deriv_size
);
3481 sample_function
->output_single_component
= shadow
&& !needs_legacy_glsl_syntax(gl_info
);
3484 static void shader_glsl_release_sample_function(const struct wined3d_shader_context
*ctx
,
3485 struct glsl_sample_function
*sample_function
)
3487 const struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
3489 string_buffer_release(priv
->string_buffers
, sample_function
->name
);
3492 static void shader_glsl_append_fixup_arg(char *arguments
, const char *reg_name
,
3493 BOOL sign_fixup
, enum fixup_channel_source channel_source
)
3495 switch(channel_source
)
3497 case CHANNEL_SOURCE_ZERO
:
3498 strcat(arguments
, "0.0");
3501 case CHANNEL_SOURCE_ONE
:
3502 strcat(arguments
, "1.0");
3505 case CHANNEL_SOURCE_X
:
3506 strcat(arguments
, reg_name
);
3507 strcat(arguments
, ".x");
3510 case CHANNEL_SOURCE_Y
:
3511 strcat(arguments
, reg_name
);
3512 strcat(arguments
, ".y");
3515 case CHANNEL_SOURCE_Z
:
3516 strcat(arguments
, reg_name
);
3517 strcat(arguments
, ".z");
3520 case CHANNEL_SOURCE_W
:
3521 strcat(arguments
, reg_name
);
3522 strcat(arguments
, ".w");
3526 FIXME("Unhandled channel source %#x\n", channel_source
);
3527 strcat(arguments
, "undefined");
3531 if (sign_fixup
) strcat(arguments
, " * 2.0 - 1.0");
3534 static void shader_glsl_color_correction_ext(struct wined3d_string_buffer
*buffer
,
3535 const char *reg_name
, DWORD mask
, struct color_fixup_desc fixup
)
3537 unsigned int mask_size
, remaining
;
3538 DWORD fixup_mask
= 0;
3539 char arguments
[256];
3542 if (fixup
.x_sign_fixup
|| fixup
.x_source
!= CHANNEL_SOURCE_X
) fixup_mask
|= WINED3DSP_WRITEMASK_0
;
3543 if (fixup
.y_sign_fixup
|| fixup
.y_source
!= CHANNEL_SOURCE_Y
) fixup_mask
|= WINED3DSP_WRITEMASK_1
;
3544 if (fixup
.z_sign_fixup
|| fixup
.z_source
!= CHANNEL_SOURCE_Z
) fixup_mask
|= WINED3DSP_WRITEMASK_2
;
3545 if (fixup
.w_sign_fixup
|| fixup
.w_source
!= CHANNEL_SOURCE_W
) fixup_mask
|= WINED3DSP_WRITEMASK_3
;
3546 if (!(mask
&= fixup_mask
))
3549 if (is_complex_fixup(fixup
))
3551 enum complex_fixup complex_fixup
= get_complex_fixup(fixup
);
3552 FIXME("Complex fixup (%#x) not supported\n",complex_fixup
);
3556 shader_glsl_write_mask_to_str(mask
, mask_str
);
3557 mask_size
= shader_glsl_get_write_mask_size(mask
);
3559 arguments
[0] = '\0';
3560 remaining
= mask_size
;
3561 if (mask
& WINED3DSP_WRITEMASK_0
)
3563 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.x_sign_fixup
, fixup
.x_source
);
3564 if (--remaining
) strcat(arguments
, ", ");
3566 if (mask
& WINED3DSP_WRITEMASK_1
)
3568 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.y_sign_fixup
, fixup
.y_source
);
3569 if (--remaining
) strcat(arguments
, ", ");
3571 if (mask
& WINED3DSP_WRITEMASK_2
)
3573 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.z_sign_fixup
, fixup
.z_source
);
3574 if (--remaining
) strcat(arguments
, ", ");
3576 if (mask
& WINED3DSP_WRITEMASK_3
)
3578 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.w_sign_fixup
, fixup
.w_source
);
3579 if (--remaining
) strcat(arguments
, ", ");
3583 shader_addline(buffer
, "%s%s = vec%u(%s);\n", reg_name
, mask_str
, mask_size
, arguments
);
3585 shader_addline(buffer
, "%s%s = %s;\n", reg_name
, mask_str
, arguments
);
3588 static void shader_glsl_color_correction(const struct wined3d_shader_instruction
*ins
, struct color_fixup_desc fixup
)
3590 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3591 struct wined3d_string_buffer
*reg_name
;
3593 reg_name
= string_buffer_get(priv
->string_buffers
);
3594 shader_glsl_get_register_name(&ins
->dst
[0].reg
, ins
->dst
[0].reg
.data_type
, reg_name
, NULL
, ins
->ctx
);
3595 shader_glsl_color_correction_ext(ins
->ctx
->buffer
, reg_name
->buffer
, ins
->dst
[0].write_mask
, fixup
);
3596 string_buffer_release(priv
->string_buffers
, reg_name
);
3599 static void PRINTF_ATTR(9, 10) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction
*ins
,
3600 unsigned int sampler_bind_idx
, const struct glsl_sample_function
*sample_function
, DWORD swizzle
,
3601 const char *dx
, const char *dy
, const char *bias
, const struct wined3d_shader_texel_offset
*offset
,
3602 const char *coord_reg_fmt
, ...)
3604 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
3605 char dst_swizzle
[6];
3606 struct color_fixup_desc fixup
;
3607 BOOL np2_fixup
= FALSE
;
3611 shader_glsl_swizzle_to_str(swizzle
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
3613 /* If ARB_texture_swizzle is supported we don't need to do anything here.
3614 * We actually rely on it for vertex shaders and SM4+. */
3615 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& version
->major
< 4)
3617 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3618 fixup
= priv
->cur_ps_args
->color_fixup
[sampler_bind_idx
];
3620 if (priv
->cur_ps_args
->np2_fixup
& (1u << sampler_bind_idx
))
3625 fixup
= COLOR_FIXUP_IDENTITY
;
3628 shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], 0, sample_function
->data_type
);
3630 if (sample_function
->output_single_component
)
3631 shader_addline(ins
->ctx
->buffer
, "vec4(");
3633 shader_addline(ins
->ctx
->buffer
, "%s(%s_sampler%u, ",
3634 sample_function
->name
->buffer
, shader_glsl_get_prefix(version
->type
), sampler_bind_idx
);
3638 va_start(args
, coord_reg_fmt
);
3639 ret
= shader_vaddline(ins
->ctx
->buffer
, coord_reg_fmt
, args
);
3643 if (!string_buffer_resize(ins
->ctx
->buffer
, ret
))
3649 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3650 const unsigned char idx
= priv
->cur_np2fixup_info
->idx
[sampler_bind_idx
];
3652 switch (shader_glsl_get_write_mask_size(sample_function
->coord_mask
))
3655 shader_addline(ins
->ctx
->buffer
, " * ps_samplerNP2Fixup[%u].%s",
3656 idx
>> 1, (idx
% 2) ? "z" : "x");
3659 shader_addline(ins
->ctx
->buffer
, " * ps_samplerNP2Fixup[%u].%s",
3660 idx
>> 1, (idx
% 2) ? "zw" : "xy");
3663 shader_addline(ins
->ctx
->buffer
, " * vec3(ps_samplerNP2Fixup[%u].%s, 1.0)",
3664 idx
>> 1, (idx
% 2) ? "zw" : "xy");
3667 shader_addline(ins
->ctx
->buffer
, " * vec4(ps_samplerNP2Fixup[%u].%s, 1.0, 1.0)",
3668 idx
>> 1, (idx
% 2) ? "zw" : "xy");
3673 shader_addline(ins
->ctx
->buffer
, ", %s, %s", dx
, dy
);
3675 shader_addline(ins
->ctx
->buffer
, ", %s", bias
);
3676 if (sample_function
->offset_size
)
3678 int offset_immdata
[4] = {offset
->u
, offset
->v
, offset
->w
};
3679 shader_addline(ins
->ctx
->buffer
, ", ");
3680 shader_glsl_append_imm_ivec(ins
->ctx
->buffer
, offset_immdata
, sample_function
->offset_size
);
3682 shader_addline(ins
->ctx
->buffer
, ")");
3684 if (sample_function
->output_single_component
)
3685 shader_addline(ins
->ctx
->buffer
, ")");
3687 shader_addline(ins
->ctx
->buffer
, "%s);\n", dst_swizzle
);
3689 if (!is_identity_fixup(fixup
))
3690 shader_glsl_color_correction(ins
, fixup
);
3693 static void shader_glsl_fixup_position(struct wined3d_string_buffer
*buffer
, BOOL use_viewport_index
)
3695 /* Write the final position.
3697 * OpenGL coordinates specify the center of the pixel while D3D coords
3698 * specify the corner. The offsets are stored in z and w in
3699 * pos_fixup. pos_fixup.y contains 1.0 or -1.0 to turn the rendering
3700 * upside down for offscreen rendering. pos_fixup.x contains 1.0 to allow
3702 if (use_viewport_index
)
3704 shader_addline(buffer
, "gl_Position.y = gl_Position.y * pos_fixup[gl_ViewportIndex].y;\n");
3705 shader_addline(buffer
, "gl_Position.xy += pos_fixup[gl_ViewportIndex].zw * gl_Position.ww;\n");
3709 shader_addline(buffer
, "gl_Position.y = gl_Position.y * pos_fixup.y;\n");
3710 shader_addline(buffer
, "gl_Position.xy += pos_fixup.zw * gl_Position.ww;\n");
3713 /* Z coord [0;1]->[-1;1] mapping, see comment in get_projection_matrix()
3716 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However,
3717 * shaders are run before the homogeneous divide, so we have to take the w
3718 * into account: z = ((z / w) * 2 - 1) * w, which is the same as
3720 shader_addline(buffer
, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
3723 /*****************************************************************************
3724 * Begin processing individual instruction opcodes
3725 ****************************************************************************/
3727 static void shader_glsl_binop(const struct wined3d_shader_instruction
*ins
)
3729 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3730 struct glsl_src_param src0_param
;
3731 struct glsl_src_param src1_param
;
3735 /* Determine the GLSL operator to use based on the opcode */
3736 switch (ins
->handler_idx
)
3738 case WINED3DSIH_ADD
: op
= "+"; break;
3739 case WINED3DSIH_AND
: op
= "&"; break;
3740 case WINED3DSIH_DIV
: op
= "/"; break;
3741 case WINED3DSIH_IADD
: op
= "+"; break;
3742 case WINED3DSIH_ISHL
: op
= "<<"; break;
3743 case WINED3DSIH_ISHR
: op
= ">>"; break;
3744 case WINED3DSIH_MUL
: op
= "*"; break;
3745 case WINED3DSIH_OR
: op
= "|"; break;
3746 case WINED3DSIH_SUB
: op
= "-"; break;
3747 case WINED3DSIH_USHR
: op
= ">>"; break;
3748 case WINED3DSIH_XOR
: op
= "^"; break;
3750 op
= "<unhandled operator>";
3751 FIXME("Opcode %s not yet handled in GLSL.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3755 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3756 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3757 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3758 shader_addline(buffer
, "%s %s %s);\n", src0_param
.param_str
, op
, src1_param
.param_str
);
3761 static void shader_glsl_relop(const struct wined3d_shader_instruction
*ins
)
3763 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3764 struct glsl_src_param src0_param
;
3765 struct glsl_src_param src1_param
;
3766 unsigned int mask_size
;
3770 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3771 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3772 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3773 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3777 switch (ins
->handler_idx
)
3779 case WINED3DSIH_EQ
: op
= "equal"; break;
3780 case WINED3DSIH_IEQ
: op
= "equal"; break;
3781 case WINED3DSIH_GE
: op
= "greaterThanEqual"; break;
3782 case WINED3DSIH_IGE
: op
= "greaterThanEqual"; break;
3783 case WINED3DSIH_UGE
: op
= "greaterThanEqual"; break;
3784 case WINED3DSIH_LT
: op
= "lessThan"; break;
3785 case WINED3DSIH_ILT
: op
= "lessThan"; break;
3786 case WINED3DSIH_ULT
: op
= "lessThan"; break;
3787 case WINED3DSIH_NE
: op
= "notEqual"; break;
3788 case WINED3DSIH_INE
: op
= "notEqual"; break;
3790 op
= "<unhandled operator>";
3791 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
3795 shader_addline(buffer
, "uvec%u(%s(%s, %s)) * 0xffffffffu);\n",
3796 mask_size
, op
, src0_param
.param_str
, src1_param
.param_str
);
3800 switch (ins
->handler_idx
)
3802 case WINED3DSIH_EQ
: op
= "=="; break;
3803 case WINED3DSIH_IEQ
: op
= "=="; break;
3804 case WINED3DSIH_GE
: op
= ">="; break;
3805 case WINED3DSIH_IGE
: op
= ">="; break;
3806 case WINED3DSIH_UGE
: op
= ">="; break;
3807 case WINED3DSIH_LT
: op
= "<"; break;
3808 case WINED3DSIH_ILT
: op
= "<"; break;
3809 case WINED3DSIH_ULT
: op
= "<"; break;
3810 case WINED3DSIH_NE
: op
= "!="; break;
3811 case WINED3DSIH_INE
: op
= "!="; break;
3813 op
= "<unhandled operator>";
3814 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
3818 shader_addline(buffer
, "%s %s %s ? 0xffffffffu : 0u);\n",
3819 src0_param
.param_str
, op
, src1_param
.param_str
);
3823 static void shader_glsl_unary_op(const struct wined3d_shader_instruction
*ins
)
3825 struct glsl_src_param src_param
;
3829 switch (ins
->handler_idx
)
3831 case WINED3DSIH_INEG
: op
= "-"; break;
3832 case WINED3DSIH_NOT
: op
= "~"; break;
3834 op
= "<unhandled operator>";
3835 ERR("Unhandled opcode %s.\n",
3836 debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3840 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3841 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3842 shader_addline(ins
->ctx
->buffer
, "%s%s);\n", op
, src_param
.param_str
);
3845 static void shader_glsl_mul_extended(const struct wined3d_shader_instruction
*ins
)
3847 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3848 struct glsl_src_param src0_param
;
3849 struct glsl_src_param src1_param
;
3852 /* If we have ARB_gpu_shader5, we can use imulExtended() / umulExtended().
3853 * If not, we can emulate it. */
3854 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
3855 FIXME("64-bit integer multiplies not implemented.\n");
3857 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3859 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], 1, ins
->dst
[1].reg
.data_type
);
3860 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3861 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3863 shader_addline(ins
->ctx
->buffer
, "%s * %s);\n",
3864 src0_param
.param_str
, src1_param
.param_str
);
3868 static void shader_glsl_udiv(const struct wined3d_shader_instruction
*ins
)
3870 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3871 struct glsl_src_param src0_param
, src1_param
;
3874 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
3876 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3880 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3881 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3882 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3883 shader_addline(buffer
, "tmp0%s = uintBitsToFloat(%s / %s);\n",
3884 dst_mask
, src0_param
.param_str
, src1_param
.param_str
);
3886 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], 1, ins
->dst
[1].reg
.data_type
);
3887 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3888 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3889 shader_addline(buffer
, "%s %% %s);\n", src0_param
.param_str
, src1_param
.param_str
);
3891 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], 0, WINED3D_DATA_FLOAT
);
3892 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
3896 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], 0, ins
->dst
[0].reg
.data_type
);
3897 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3898 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3899 shader_addline(buffer
, "%s / %s);\n", src0_param
.param_str
, src1_param
.param_str
);
3902 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3904 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], 1, ins
->dst
[1].reg
.data_type
);
3905 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3906 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3907 shader_addline(buffer
, "%s %% %s);\n", src0_param
.param_str
, src1_param
.param_str
);
3911 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
3912 static void shader_glsl_mov(const struct wined3d_shader_instruction
*ins
)
3914 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3915 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3916 const struct wined3d_gl_info
*gl_info
= priv
->gl_info
;
3917 struct glsl_src_param src0_param
;
3920 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3921 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3923 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
3924 * shader versions WINED3DSIO_MOVA is used for this. */
3925 if (ins
->ctx
->reg_maps
->shader_version
.major
== 1
3926 && ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_VERTEX
3927 && ins
->dst
[0].reg
.type
== WINED3DSPR_ADDR
)
3929 /* This is a simple floor() */
3930 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3931 if (mask_size
> 1) {
3932 shader_addline(buffer
, "ivec%d(floor(%s)));\n", mask_size
, src0_param
.param_str
);
3934 shader_addline(buffer
, "int(floor(%s)));\n", src0_param
.param_str
);
3937 else if (ins
->handler_idx
== WINED3DSIH_MOVA
)
3939 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3941 if (shader_glsl_get_version(gl_info
) >= 130 || gl_info
->supported
[EXT_GPU_SHADER4
])
3944 shader_addline(buffer
, "ivec%d(round(%s)));\n", mask_size
, src0_param
.param_str
);
3946 shader_addline(buffer
, "int(round(%s)));\n", src0_param
.param_str
);
3951 shader_addline(buffer
, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
3952 mask_size
, src0_param
.param_str
, mask_size
, src0_param
.param_str
);
3954 shader_addline(buffer
, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
3955 src0_param
.param_str
, src0_param
.param_str
);
3960 shader_addline(buffer
, "%s);\n", src0_param
.param_str
);
3964 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
3965 static void shader_glsl_dot(const struct wined3d_shader_instruction
*ins
)
3967 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3968 struct glsl_src_param src0_param
;
3969 struct glsl_src_param src1_param
;
3970 DWORD dst_write_mask
, src_write_mask
;
3971 unsigned int dst_size
;
3973 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
3974 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
3976 /* dp4 works on vec4, dp3 on vec3, etc. */
3977 if (ins
->handler_idx
== WINED3DSIH_DP4
)
3978 src_write_mask
= WINED3DSP_WRITEMASK_ALL
;
3979 else if (ins
->handler_idx
== WINED3DSIH_DP3
)
3980 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3982 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
3984 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_write_mask
, &src0_param
);
3985 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_write_mask
, &src1_param
);
3988 shader_addline(buffer
, "vec%d(dot(%s, %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
3990 shader_addline(buffer
, "dot(%s, %s));\n", src0_param
.param_str
, src1_param
.param_str
);
3994 /* Note that this instruction has some restrictions. The destination write mask
3995 * can't contain the w component, and the source swizzles have to be .xyzw */
3996 static void shader_glsl_cross(const struct wined3d_shader_instruction
*ins
)
3998 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3999 struct glsl_src_param src0_param
;
4000 struct glsl_src_param src1_param
;
4003 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4004 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4005 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4006 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
4007 shader_addline(ins
->ctx
->buffer
, "cross(%s, %s)%s);\n", src0_param
.param_str
, src1_param
.param_str
, dst_mask
);
4010 static void shader_glsl_cut(const struct wined3d_shader_instruction
*ins
)
4012 unsigned int stream
= ins
->handler_idx
== WINED3DSIH_CUT
? 0 : ins
->src
[0].reg
.idx
[0].offset
;
4015 shader_addline(ins
->ctx
->buffer
, "EndPrimitive();\n");
4017 FIXME("Unhandled primitive stream %u.\n", stream
);
4020 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
4021 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
4022 * GLSL uses the value as-is. */
4023 static void shader_glsl_pow(const struct wined3d_shader_instruction
*ins
)
4025 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4026 struct glsl_src_param src0_param
;
4027 struct glsl_src_param src1_param
;
4028 DWORD dst_write_mask
;
4029 unsigned int dst_size
;
4031 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
4032 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
4034 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4035 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
4039 shader_addline(buffer
, "vec%u(%s == 0.0 ? 1.0 : pow(abs(%s), %s)));\n",
4040 dst_size
, src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
4044 shader_addline(buffer
, "%s == 0.0 ? 1.0 : pow(abs(%s), %s));\n",
4045 src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
4049 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
4050 static void shader_glsl_map2gl(const struct wined3d_shader_instruction
*ins
)
4052 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
4053 bool y_correction
= ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
4054 ? priv
->cur_ps_args
->y_correction
: false;
4055 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4056 struct glsl_src_param src_param
;
4057 const char *instruction
;
4061 /* Determine the GLSL function to use based on the opcode */
4062 /* TODO: Possibly make this a table for faster lookups */
4063 switch (ins
->handler_idx
)
4065 case WINED3DSIH_ABS
: instruction
= "abs"; break;
4066 case WINED3DSIH_BFREV
: instruction
= "bitfieldReverse"; break;
4067 case WINED3DSIH_COUNTBITS
: instruction
= "bitCount"; break;
4068 case WINED3DSIH_DSX
: instruction
= "dFdx"; break;
4069 case WINED3DSIH_DSX_COARSE
: instruction
= "dFdxCoarse"; break;
4070 case WINED3DSIH_DSX_FINE
: instruction
= "dFdxFine"; break;
4071 case WINED3DSIH_DSY
: instruction
= y_correction
? "ycorrection.y * dFdy" : "dFdy"; break;
4072 case WINED3DSIH_DSY_COARSE
: instruction
= y_correction
? "ycorrection.y * dFdyCoarse" : "dFdyCoarse"; break;
4073 case WINED3DSIH_DSY_FINE
: instruction
= y_correction
? "ycorrection.y * dFdyFine" : "dFdyFine"; break;
4074 case WINED3DSIH_FIRSTBIT_HI
: instruction
= "findMSB"; break;
4075 case WINED3DSIH_FIRSTBIT_LO
: instruction
= "findLSB"; break;
4076 case WINED3DSIH_FIRSTBIT_SHI
: instruction
= "findMSB"; break;
4077 case WINED3DSIH_FRC
: instruction
= "fract"; break;
4078 case WINED3DSIH_IMAX
: instruction
= "max"; break;
4079 case WINED3DSIH_IMIN
: instruction
= "min"; break;
4080 case WINED3DSIH_MAX
: instruction
= "max"; break;
4081 case WINED3DSIH_MIN
: instruction
= "min"; break;
4082 case WINED3DSIH_ROUND_NE
: instruction
= "roundEven"; break;
4083 case WINED3DSIH_ROUND_NI
: instruction
= "floor"; break;
4084 case WINED3DSIH_ROUND_PI
: instruction
= "ceil"; break;
4085 case WINED3DSIH_ROUND_Z
: instruction
= "trunc"; break;
4086 case WINED3DSIH_SQRT
: instruction
= "sqrt"; break;
4087 case WINED3DSIH_UMAX
: instruction
= "max"; break;
4088 case WINED3DSIH_UMIN
: instruction
= "min"; break;
4089 default: instruction
= "";
4090 ERR("Opcode %s not yet handled in GLSL.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
4094 write_mask
= shader_glsl_append_dst(buffer
, ins
);
4096 /* In D3D bits are numbered from the most significant bit. */
4097 if (ins
->handler_idx
== WINED3DSIH_FIRSTBIT_HI
|| ins
->handler_idx
== WINED3DSIH_FIRSTBIT_SHI
)
4098 shader_addline(buffer
, "31 - ");
4099 shader_addline(buffer
, "%s(", instruction
);
4103 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
4104 shader_addline(buffer
, "%s", src_param
.param_str
);
4105 for (i
= 1; i
< ins
->src_count
; ++i
)
4107 shader_glsl_add_src_param(ins
, &ins
->src
[i
], write_mask
, &src_param
);
4108 shader_addline(buffer
, ", %s", src_param
.param_str
);
4112 shader_addline(buffer
, "));\n");
4115 static void shader_glsl_float16(const struct wined3d_shader_instruction
*ins
)
4117 struct wined3d_shader_dst_param dst
;
4118 struct glsl_src_param src
;
4123 fmt
= ins
->handler_idx
== WINED3DSIH_F16TOF32
4124 ? "unpackHalf2x16(%s).x);\n" : "packHalf2x16(vec2(%s, 0.0)));\n";
4127 for (i
= 0; i
< 4; ++i
)
4129 dst
.write_mask
= ins
->dst
[0].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
);
4130 if (!(write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
,
4131 &dst
, 0, dst
.reg
.data_type
)))
4134 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src
);
4135 shader_addline(ins
->ctx
->buffer
, fmt
, src
.param_str
);
4139 static void shader_glsl_bitwise_op(const struct wined3d_shader_instruction
*ins
)
4141 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4142 struct wined3d_shader_dst_param dst
;
4143 struct glsl_src_param src
[4];
4144 const char *instruction
;
4145 BOOL tmp_dst
= FALSE
;
4150 switch (ins
->handler_idx
)
4152 case WINED3DSIH_BFI
: instruction
= "bitfieldInsert"; break;
4153 case WINED3DSIH_IBFE
: instruction
= "bitfieldExtract"; break;
4154 case WINED3DSIH_UBFE
: instruction
= "bitfieldExtract"; break;
4156 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
4160 for (i
= 0; i
< ins
->src_count
; ++i
)
4162 if (ins
->dst
[0].reg
.idx
[0].offset
== ins
->src
[i
].reg
.idx
[0].offset
4163 && ins
->dst
[0].reg
.type
== ins
->src
[i
].reg
.type
)
4168 for (i
= 0; i
< 4; ++i
)
4170 dst
.write_mask
= ins
->dst
[0].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
);
4171 if (tmp_dst
&& (write_mask
= shader_glsl_get_write_mask(&dst
, mask_char
)))
4172 shader_addline(buffer
, "tmp0%s = %sBitsToFloat(", mask_char
,
4173 dst
.reg
.data_type
== WINED3D_DATA_INT
? "int" : "uint");
4174 else if (!(write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &dst
, 0, dst
.reg
.data_type
)))
4177 for (j
= 0; j
< ins
->src_count
; ++j
)
4178 shader_glsl_add_src_param(ins
, &ins
->src
[j
], write_mask
, &src
[j
]);
4179 shader_addline(buffer
, "%s(", instruction
);
4180 for (j
= 0; j
< ins
->src_count
- 2; ++j
)
4181 shader_addline(buffer
, "%s, ", src
[ins
->src_count
- j
- 1].param_str
);
4182 shader_addline(buffer
, "%s & 0x1f, %s & 0x1f));\n", src
[1].param_str
, src
[0].param_str
);
4187 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], 0, WINED3D_DATA_FLOAT
);
4188 shader_glsl_get_write_mask(&ins
->dst
[0], mask_char
);
4189 shader_addline(buffer
, "tmp0%s);\n", mask_char
);
4193 static void shader_glsl_nop(const struct wined3d_shader_instruction
*ins
) {}
4195 static void shader_glsl_nrm(const struct wined3d_shader_instruction
*ins
)
4197 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4198 struct glsl_src_param src_param
;
4199 unsigned int mask_size
;
4203 write_mask
= shader_glsl_get_write_mask(ins
->dst
, dst_mask
);
4204 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4205 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
4208 shader_addline(buffer
, "tmp0.x = dot(vec3(%s), vec3(%s));\n",
4209 src_param
.param_str
, src_param
.param_str
);
4211 shader_addline(buffer
, "tmp0.x = dot(%s, %s);\n",
4212 src_param
.param_str
, src_param
.param_str
);
4213 shader_glsl_append_dst(buffer
, ins
);
4215 shader_addline(buffer
, "tmp0.x == 0.0 ? %s : (%s * inversesqrt(tmp0.x)));\n",
4216 src_param
.param_str
, src_param
.param_str
);
4219 static void shader_glsl_scalar_op(const struct wined3d_shader_instruction
*ins
)
4221 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
4222 ins
->ctx
->reg_maps
->shader_version
.minor
);
4223 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4224 struct glsl_src_param src0_param
;
4225 const char *prefix
, *suffix
;
4226 unsigned int dst_size
;
4227 DWORD dst_write_mask
;
4229 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
4230 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
4232 if (shader_version
< WINED3D_SHADER_VERSION(4, 0))
4233 dst_write_mask
= WINED3DSP_WRITEMASK_3
;
4235 shader_glsl_add_src_param(ins
, &ins
->src
[0], dst_write_mask
, &src0_param
);
4237 switch (ins
->handler_idx
)
4239 case WINED3DSIH_EXP
:
4240 case WINED3DSIH_EXPP
:
4245 case WINED3DSIH_LOG
:
4246 case WINED3DSIH_LOGP
:
4247 prefix
= "log2(abs(";
4251 case WINED3DSIH_RCP
:
4256 case WINED3DSIH_RSQ
:
4257 prefix
= "inversesqrt(abs(";
4264 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
4268 if (dst_size
> 1 && shader_version
< WINED3D_SHADER_VERSION(4, 0))
4269 shader_addline(buffer
, "vec%u(%s%s%s));\n", dst_size
, prefix
, src0_param
.param_str
, suffix
);
4271 shader_addline(buffer
, "%s%s%s);\n", prefix
, src0_param
.param_str
, suffix
);
4274 /** Process the WINED3DSIO_EXPP instruction in GLSL:
4275 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
4276 * dst.x = 2^(floor(src))
4277 * dst.y = src - floor(src)
4278 * dst.z = 2^src (partial precision is allowed, but optional)
4280 * For 2.0 shaders, just do this (honoring writemask and swizzle):
4281 * dst = 2^src; (partial precision is allowed, but optional)
4283 static void shader_glsl_expp(const struct wined3d_shader_instruction
*ins
)
4285 if (ins
->ctx
->reg_maps
->shader_version
.major
< 2)
4287 struct glsl_src_param src_param
;
4290 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
4292 shader_addline(ins
->ctx
->buffer
, "tmp0.x = exp2(floor(%s));\n", src_param
.param_str
);
4293 shader_addline(ins
->ctx
->buffer
, "tmp0.y = %s - floor(%s);\n", src_param
.param_str
, src_param
.param_str
);
4294 shader_addline(ins
->ctx
->buffer
, "tmp0.z = exp2(%s);\n", src_param
.param_str
);
4295 shader_addline(ins
->ctx
->buffer
, "tmp0.w = 1.0;\n");
4297 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4298 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4299 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", dst_mask
);
4303 shader_glsl_scalar_op(ins
);
4306 static void shader_glsl_cast(const struct wined3d_shader_instruction
*ins
,
4307 const char *vector_constructor
, const char *scalar_constructor
)
4309 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4310 struct glsl_src_param src_param
;
4311 unsigned int mask_size
;
4314 write_mask
= shader_glsl_append_dst(buffer
, ins
);
4315 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4316 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
4319 shader_addline(buffer
, "%s%u(%s));\n", vector_constructor
, mask_size
, src_param
.param_str
);
4321 shader_addline(buffer
, "%s(%s));\n", scalar_constructor
, src_param
.param_str
);
4324 static void shader_glsl_to_int(const struct wined3d_shader_instruction
*ins
)
4326 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4327 struct glsl_src_param src_param
;
4328 unsigned int mask_size
;
4331 write_mask
= shader_glsl_append_dst(buffer
, ins
);
4332 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4333 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
4336 shader_addline(buffer
, "mix(mix(ivec%u(max(%s, vec%u(-2147483648.0))), ivec%u(0x7fffffff), greaterThanEqual(%s, vec%u(2147483648.0))), ivec%u(0), isnan(%s)));\n",
4337 mask_size
, src_param
.param_str
, mask_size
, mask_size
, src_param
.param_str
, mask_size
, mask_size
, src_param
.param_str
);
4339 shader_addline(buffer
, "mix(mix(int(max(%s, -2147483648.0)), 0x7fffffff, %s >= 2147483648.0), 0, isnan(%s)));\n",
4340 src_param
.param_str
, src_param
.param_str
, src_param
.param_str
);
4343 static void shader_glsl_to_uint(const struct wined3d_shader_instruction
*ins
)
4345 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4346 struct glsl_src_param src_param
;
4347 unsigned int mask_size
;
4350 write_mask
= shader_glsl_append_dst(buffer
, ins
);
4351 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4352 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
4355 shader_addline(buffer
, "mix(uvec%u(max(%s, vec%u(0.0))), uvec%u(0xffffffffu), greaterThanEqual(%s, vec%u(4294967296.0))));\n",
4356 mask_size
, src_param
.param_str
, mask_size
, mask_size
, src_param
.param_str
, mask_size
);
4358 shader_addline(buffer
, "mix(uint(max(%s, 0.0)), 0xffffffffu, %s >= 4294967296.0));\n",
4359 src_param
.param_str
, src_param
.param_str
);
4362 static void shader_glsl_to_float(const struct wined3d_shader_instruction
*ins
)
4364 shader_glsl_cast(ins
, "vec", "float");
4367 /** Process signed comparison opcodes in GLSL. */
4368 static void shader_glsl_compare(const struct wined3d_shader_instruction
*ins
)
4370 struct glsl_src_param src0_param
;
4371 struct glsl_src_param src1_param
;
4373 unsigned int mask_size
;
4375 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4376 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4377 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4378 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4380 if (mask_size
> 1) {
4381 const char *compare
;
4383 switch(ins
->handler_idx
)
4385 case WINED3DSIH_SLT
: compare
= "lessThan"; break;
4386 case WINED3DSIH_SGE
: compare
= "greaterThanEqual"; break;
4387 default: compare
= "";
4388 FIXME("Can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
4391 shader_addline(ins
->ctx
->buffer
, "vec%d(%s(%s, %s)));\n", mask_size
, compare
,
4392 src0_param
.param_str
, src1_param
.param_str
);
4394 switch(ins
->handler_idx
)
4396 case WINED3DSIH_SLT
:
4397 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
4398 * to return 0.0 but step returns 1.0 because step is not < x
4399 * An alternative is a bvec compare padded with an unused second component.
4400 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
4401 * issue. Playing with not() is not possible either because not() does not accept
4404 shader_addline(ins
->ctx
->buffer
, "(%s < %s) ? 1.0 : 0.0);\n",
4405 src0_param
.param_str
, src1_param
.param_str
);
4407 case WINED3DSIH_SGE
:
4408 /* Here we can use the step() function and safe a conditional */
4409 shader_addline(ins
->ctx
->buffer
, "step(%s, %s));\n", src1_param
.param_str
, src0_param
.param_str
);
4412 FIXME("Can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
4418 static void shader_glsl_swapc(const struct wined3d_shader_instruction
*ins
)
4420 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4421 struct wined3d_shader_dst_param dst
[2];
4422 struct glsl_src_param src
[3];
4423 unsigned int i
, j
, k
;
4428 for (i
= 0; i
< ins
->dst_count
; ++i
)
4431 for (j
= 0; j
< ins
->src_count
; ++j
)
4433 if (ins
->dst
[i
].reg
.idx
[0].offset
== ins
->src
[j
].reg
.idx
[0].offset
4434 && ins
->dst
[i
].reg
.type
== ins
->src
[j
].reg
.type
)
4439 dst
[0] = ins
->dst
[0];
4440 dst
[1] = ins
->dst
[1];
4441 for (i
= 0; i
< 4; ++i
)
4443 for (j
= 0; j
< ARRAY_SIZE(dst
); ++j
)
4445 dst
[j
].write_mask
= ins
->dst
[j
].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
);
4446 if (tmp_dst
[j
] && (write_mask
= shader_glsl_get_write_mask(&dst
[j
], mask_char
)))
4447 shader_addline(buffer
, "tmp%u%s = (", j
, mask_char
);
4448 else if (!(write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &dst
[j
], j
, dst
[j
].reg
.data_type
)))
4451 for (k
= 0; k
< ARRAY_SIZE(src
); ++k
)
4452 shader_glsl_add_src_param(ins
, &ins
->src
[k
], write_mask
, &src
[k
]);
4454 shader_addline(buffer
, "%sbool(%s) ? %s : %s);\n", !j
? "!" : "",
4455 src
[0].param_str
, src
[1].param_str
, src
[2].param_str
);
4459 for (i
= 0; i
< ARRAY_SIZE(tmp_dst
); ++i
)
4463 shader_glsl_get_write_mask(&ins
->dst
[i
], mask_char
);
4464 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[i
], i
, ins
->dst
[i
].reg
.data_type
);
4465 shader_addline(buffer
, "tmp%u%s);\n", i
, mask_char
);
4470 static void shader_glsl_conditional_move(const struct wined3d_shader_instruction
*ins
)
4472 const char *condition_prefix
, *condition_suffix
;
4473 struct wined3d_shader_dst_param dst
;
4474 struct glsl_src_param src0_param
;
4475 struct glsl_src_param src1_param
;
4476 struct glsl_src_param src2_param
;
4477 BOOL temp_destination
= FALSE
;
4478 DWORD cmp_channel
= 0;
4483 switch (ins
->handler_idx
)
4485 case WINED3DSIH_CMP
:
4486 condition_prefix
= "";
4487 condition_suffix
= " >= 0.0";
4490 case WINED3DSIH_CND
:
4491 condition_prefix
= "";
4492 condition_suffix
= " > 0.5";
4495 case WINED3DSIH_MOVC
:
4496 condition_prefix
= "bool(";
4497 condition_suffix
= ")";
4501 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
4502 condition_prefix
= "<unhandled prefix>";
4503 condition_suffix
= "<unhandled suffix>";
4507 if (shader_is_scalar(&ins
->dst
[0].reg
) || shader_is_scalar(&ins
->src
[0].reg
))
4509 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4510 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4511 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4512 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4514 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
4515 condition_prefix
, src0_param
.param_str
, condition_suffix
,
4516 src1_param
.param_str
, src2_param
.param_str
);
4522 /* Splitting the instruction up in multiple lines imposes a problem:
4523 * The first lines may overwrite source parameters of the following lines.
4524 * Deal with that by using a temporary destination register if needed. */
4525 if ((ins
->src
[0].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
4526 && ins
->src
[0].reg
.type
== dst
.reg
.type
)
4527 || (ins
->src
[1].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
4528 && ins
->src
[1].reg
.type
== dst
.reg
.type
)
4529 || (ins
->src
[2].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
4530 && ins
->src
[2].reg
.type
== dst
.reg
.type
))
4531 temp_destination
= TRUE
;
4533 /* Cycle through all source0 channels. */
4534 for (i
= 0; i
< 4; ++i
)
4537 /* Find the destination channels which use the current source0 channel. */
4538 for (j
= 0; j
< 4; ++j
)
4540 if (shader_glsl_swizzle_get_component(ins
->src
[0].swizzle
, j
) == i
)
4542 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
4543 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
4546 dst
.write_mask
= ins
->dst
[0].write_mask
& write_mask
;
4548 if (temp_destination
)
4550 if (!(write_mask
= shader_glsl_get_write_mask(&dst
, mask_char
)))
4552 shader_addline(ins
->ctx
->buffer
, "tmp0%s = (", mask_char
);
4554 else if (!(write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
, 0, dst
.reg
.data_type
)))
4557 shader_glsl_add_src_param(ins
, &ins
->src
[0], cmp_channel
, &src0_param
);
4558 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4559 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4561 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
4562 condition_prefix
, src0_param
.param_str
, condition_suffix
,
4563 src1_param
.param_str
, src2_param
.param_str
);
4566 if (temp_destination
)
4568 shader_glsl_get_write_mask(&ins
->dst
[0], mask_char
);
4569 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4570 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", mask_char
);
4574 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
4575 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
4576 * the compare is done per component of src0. */
4577 static void shader_glsl_cnd(const struct wined3d_shader_instruction
*ins
)
4579 struct glsl_src_param src0_param
;
4580 struct glsl_src_param src1_param
;
4581 struct glsl_src_param src2_param
;
4583 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
4584 ins
->ctx
->reg_maps
->shader_version
.minor
);
4586 if (shader_version
< WINED3D_SHADER_VERSION(1, 4))
4588 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4589 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4590 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4591 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4593 if (ins
->coissue
&& ins
->dst
->write_mask
!= WINED3DSP_WRITEMASK_3
)
4594 shader_addline(ins
->ctx
->buffer
, "%s /* COISSUE! */);\n", src1_param
.param_str
);
4596 shader_addline(ins
->ctx
->buffer
, "%s > 0.5 ? %s : %s);\n",
4597 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
4601 shader_glsl_conditional_move(ins
);
4604 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
4605 static void shader_glsl_mad(const struct wined3d_shader_instruction
*ins
)
4607 struct glsl_src_param src0_param
;
4608 struct glsl_src_param src1_param
;
4609 struct glsl_src_param src2_param
;
4612 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4613 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4614 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4615 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4616 shader_addline(ins
->ctx
->buffer
, "(%s * %s) + %s);\n",
4617 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
4620 /* Handles transforming all WINED3DSIO_M?x? opcodes for
4621 Vertex shaders to GLSL codes */
4622 static void shader_glsl_mnxn(const struct wined3d_shader_instruction
*ins
)
4625 int nComponents
= 0;
4626 struct wined3d_shader_dst_param tmp_dst
= {{0}};
4627 struct wined3d_shader_src_param tmp_src
[2] = {{{0}}};
4628 struct wined3d_shader_instruction tmp_ins
;
4630 memset(&tmp_ins
, 0, sizeof(tmp_ins
));
4632 /* Set constants for the temporary argument */
4633 tmp_ins
.ctx
= ins
->ctx
;
4634 tmp_ins
.dst_count
= 1;
4635 tmp_ins
.dst
= &tmp_dst
;
4636 tmp_ins
.src_count
= 2;
4637 tmp_ins
.src
= tmp_src
;
4639 switch(ins
->handler_idx
)
4641 case WINED3DSIH_M4x4
:
4643 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
4645 case WINED3DSIH_M4x3
:
4647 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
4649 case WINED3DSIH_M3x4
:
4651 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
4653 case WINED3DSIH_M3x3
:
4655 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
4657 case WINED3DSIH_M3x2
:
4659 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
4665 tmp_dst
= ins
->dst
[0];
4666 tmp_src
[0] = ins
->src
[0];
4667 tmp_src
[1] = ins
->src
[1];
4668 for (i
= 0; i
< nComponents
; ++i
)
4670 tmp_dst
.write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
4671 shader_glsl_dot(&tmp_ins
);
4672 ++tmp_src
[1].reg
.idx
[0].offset
;
4677 The LRP instruction performs a component-wise linear interpolation
4678 between the second and third operands using the first operand as the
4679 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
4680 This is equivalent to mix(src2, src1, src0);
4682 static void shader_glsl_lrp(const struct wined3d_shader_instruction
*ins
)
4684 struct glsl_src_param src0_param
;
4685 struct glsl_src_param src1_param
;
4686 struct glsl_src_param src2_param
;
4689 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4691 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4692 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4693 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4695 shader_addline(ins
->ctx
->buffer
, "mix(%s, %s, %s));\n",
4696 src2_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
);
4699 /** Process the WINED3DSIO_LIT instruction in GLSL:
4700 * dst.x = dst.w = 1.0
4701 * dst.y = (src0.x > 0) ? src0.x
4702 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
4703 * where src.w is clamped at +- 128
4705 static void shader_glsl_lit(const struct wined3d_shader_instruction
*ins
)
4707 struct glsl_src_param src0_param
;
4708 struct glsl_src_param src1_param
;
4709 struct glsl_src_param src3_param
;
4712 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4713 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4715 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4716 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src1_param
);
4717 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src3_param
);
4719 /* The sdk specifies the instruction like this
4721 * if(src.x > 0.0) dst.y = src.x
4723 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
4726 * (where power = src.w clamped between -128 and 128)
4728 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
4729 * dst.x = 1.0 ... No further explanation needed
4730 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
4731 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
4732 * dst.w = 1.0. ... Nothing fancy.
4734 * So we still have one conditional in there. So do this:
4735 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
4737 * 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),
4738 * 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.
4739 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to.
4741 * Unfortunately pow(0.0 ^ 0.0) returns NaN on most GPUs, but lit with src.y = 0 and src.w = 0 returns
4742 * a non-NaN value in dst.z. What we return doesn't matter, as long as it is not NaN. Return 0, which is
4743 * what all Windows HW drivers and GL_ARB_vertex_program's LIT do.
4745 shader_addline(ins
->ctx
->buffer
,
4746 "vec4(1.0, max(%s, 0.0), %s == 0.0 ? 0.0 : "
4747 "pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
4748 src0_param
.param_str
, src3_param
.param_str
, src1_param
.param_str
,
4749 src0_param
.param_str
, src3_param
.param_str
, dst_mask
);
4752 /** Process the WINED3DSIO_DST instruction in GLSL:
4754 * dst.y = src0.x * src0.y
4758 static void shader_glsl_dst(const struct wined3d_shader_instruction
*ins
)
4760 struct glsl_src_param src0y_param
;
4761 struct glsl_src_param src0z_param
;
4762 struct glsl_src_param src1y_param
;
4763 struct glsl_src_param src1w_param
;
4766 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4767 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4769 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src0y_param
);
4770 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &src0z_param
);
4771 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_1
, &src1y_param
);
4772 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_3
, &src1w_param
);
4774 shader_addline(ins
->ctx
->buffer
, "vec4(1.0, %s * %s, %s, %s))%s;\n",
4775 src0y_param
.param_str
, src1y_param
.param_str
, src0z_param
.param_str
, src1w_param
.param_str
, dst_mask
);
4778 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
4779 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
4780 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
4782 * dst.x = cos(src0.?)
4783 * dst.y = sin(src0.?)
4787 static void shader_glsl_sincos(const struct wined3d_shader_instruction
*ins
)
4789 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4790 struct glsl_src_param src0_param
;
4793 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
4795 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4797 write_mask
= shader_glsl_append_dst(buffer
, ins
);
4800 case WINED3DSP_WRITEMASK_0
:
4801 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
4804 case WINED3DSP_WRITEMASK_1
:
4805 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
4808 case (WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
):
4809 shader_addline(buffer
, "vec2(cos(%s), sin(%s)));\n",
4810 src0_param
.param_str
, src0_param
.param_str
);
4814 ERR("Write mask should be .x, .y or .xy\n");
4821 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
4824 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
4828 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4829 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4830 shader_addline(buffer
, "tmp0%s = sin(%s);\n", dst_mask
, src0_param
.param_str
);
4832 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], 1, ins
->dst
[1].reg
.data_type
);
4833 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4834 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
4836 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], 0, ins
->dst
[0].reg
.data_type
);
4837 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
4841 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], 0, ins
->dst
[0].reg
.data_type
);
4842 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4843 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
4846 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
4848 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], 1, ins
->dst
[1].reg
.data_type
);
4849 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4850 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
4854 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
4855 * here. But those extra parameters require a dedicated function for sgn, since map2gl would
4856 * generate invalid code
4858 static void shader_glsl_sgn(const struct wined3d_shader_instruction
*ins
)
4860 struct glsl_src_param src0_param
;
4863 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4864 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4866 shader_addline(ins
->ctx
->buffer
, "sign(%s));\n", src0_param
.param_str
);
4869 /** Process the WINED3DSIO_LOOP instruction in GLSL:
4870 * Start a for() loop where src1.y is the initial value of aL,
4871 * increment aL by src1.z for a total of src1.x iterations.
4872 * Need to use a temporary variable for this operation.
4874 /* FIXME: I don't think nested loops will work correctly this way. */
4875 static void shader_glsl_loop(const struct wined3d_shader_instruction
*ins
)
4877 struct wined3d_shader_parser_state
*state
= ins
->ctx
->state
;
4878 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
4879 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4880 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
4881 const struct wined3d_shader_lconst
*constant
;
4882 struct wined3d_string_buffer
*reg_name
;
4883 const unsigned int *control_values
= NULL
;
4885 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
4887 /* Try to hardcode the loop control parameters if possible. Direct3D 9
4888 * class hardware doesn't support real varying indexing, but Microsoft
4889 * designed this feature for Shader model 2.x+. If the loop control is
4890 * known at compile time, the GLSL compiler can unroll the loop, and
4891 * replace indirect addressing with direct addressing. */
4892 if (ins
->src
[1].reg
.type
== WINED3DSPR_CONSTINT
)
4894 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
4896 if (constant
->idx
== ins
->src
[1].reg
.idx
[0].offset
)
4898 control_values
= constant
->value
;
4906 struct wined3d_shader_loop_control loop_control
;
4907 loop_control
.count
= control_values
[0];
4908 loop_control
.start
= control_values
[1];
4909 loop_control
.step
= (int)control_values
[2];
4911 if (loop_control
.step
> 0)
4913 shader_addline(buffer
, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d)\n{\n",
4914 state
->current_loop_depth
, loop_control
.start
,
4915 state
->current_loop_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
4916 state
->current_loop_depth
, loop_control
.step
);
4918 else if (loop_control
.step
< 0)
4920 shader_addline(buffer
, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d)\n{\n",
4921 state
->current_loop_depth
, loop_control
.start
,
4922 state
->current_loop_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
4923 state
->current_loop_depth
, loop_control
.step
);
4927 shader_addline(buffer
, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++)\n{\n",
4928 state
->current_loop_depth
, loop_control
.start
, state
->current_loop_depth
,
4929 state
->current_loop_depth
, loop_control
.count
,
4930 state
->current_loop_depth
);
4935 reg_name
= string_buffer_get(priv
->string_buffers
);
4936 shader_glsl_get_register_name(&ins
->src
[1].reg
, ins
->src
[1].reg
.data_type
, reg_name
, NULL
, ins
->ctx
);
4938 shader_addline(buffer
, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z)\n{\n",
4939 state
->current_loop_depth
, state
->current_loop_reg
, reg_name
->buffer
,
4940 state
->current_loop_depth
, reg_name
->buffer
,
4941 state
->current_loop_depth
, state
->current_loop_reg
, reg_name
->buffer
);
4943 string_buffer_release(priv
->string_buffers
, reg_name
);
4947 ++state
->current_loop_reg
;
4951 shader_addline(buffer
, "for (;;)\n{\n");
4954 ++state
->current_loop_depth
;
4957 static void shader_glsl_end(const struct wined3d_shader_instruction
*ins
)
4959 struct wined3d_shader_parser_state
*state
= ins
->ctx
->state
;
4961 shader_addline(ins
->ctx
->buffer
, "}\n");
4963 if (ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
4965 --state
->current_loop_depth
;
4966 --state
->current_loop_reg
;
4969 if (ins
->handler_idx
== WINED3DSIH_ENDREP
)
4971 --state
->current_loop_depth
;
4975 static void shader_glsl_rep(const struct wined3d_shader_instruction
*ins
)
4977 struct wined3d_shader_parser_state
*state
= ins
->ctx
->state
;
4978 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
4979 const struct wined3d_shader_lconst
*constant
;
4980 struct glsl_src_param src0_param
;
4981 const unsigned int *control_values
= NULL
;
4983 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
4984 if (ins
->src
[0].reg
.type
== WINED3DSPR_CONSTINT
)
4986 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
4988 if (constant
->idx
== ins
->src
[0].reg
.idx
[0].offset
)
4990 control_values
= constant
->value
;
4998 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
4999 state
->current_loop_depth
, state
->current_loop_depth
,
5000 control_values
[0], state
->current_loop_depth
);
5004 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
5005 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
5006 state
->current_loop_depth
, state
->current_loop_depth
,
5007 src0_param
.param_str
, state
->current_loop_depth
);
5010 ++state
->current_loop_depth
;
5013 static void shader_glsl_switch(const struct wined3d_shader_instruction
*ins
)
5015 struct glsl_src_param src0_param
;
5017 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
5018 shader_addline(ins
->ctx
->buffer
, "switch (%s)\n{\n", src0_param
.param_str
);
5021 static void shader_glsl_case(const struct wined3d_shader_instruction
*ins
)
5023 struct glsl_src_param src0_param
;
5025 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
5026 shader_addline(ins
->ctx
->buffer
, "case %s:\n", src0_param
.param_str
);
5029 static void shader_glsl_default(const struct wined3d_shader_instruction
*ins
)
5031 shader_addline(ins
->ctx
->buffer
, "default:\n");
5034 static void shader_glsl_generate_condition(const struct wined3d_shader_instruction
*ins
)
5036 struct glsl_src_param src_param
;
5037 const char *condition
;
5039 condition
= ins
->flags
== WINED3D_SHADER_CONDITIONAL_OP_NZ
? "bool" : "!bool";
5040 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
5041 shader_addline(ins
->ctx
->buffer
, "if (%s(%s))\n", condition
, src_param
.param_str
);
5044 static void shader_glsl_if(const struct wined3d_shader_instruction
*ins
)
5046 shader_glsl_generate_condition(ins
);
5047 shader_addline(ins
->ctx
->buffer
, "{\n");
5050 static void shader_glsl_ifc(const struct wined3d_shader_instruction
*ins
)
5052 struct glsl_src_param src0_param
;
5053 struct glsl_src_param src1_param
;
5055 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
5056 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
5058 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) {\n",
5059 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
5062 static void shader_glsl_else(const struct wined3d_shader_instruction
*ins
)
5064 shader_addline(ins
->ctx
->buffer
, "} else {\n");
5067 static void shader_glsl_emit(const struct wined3d_shader_instruction
*ins
)
5069 unsigned int stream
= ins
->handler_idx
== WINED3DSIH_EMIT
? 0 : ins
->src
[0].reg
.idx
[0].offset
;
5070 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5071 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5073 shader_addline(ins
->ctx
->buffer
, "setup_gs_output(gs_out);\n");
5074 if (!priv
->gl_info
->supported
[ARB_CLIP_CONTROL
])
5075 shader_glsl_fixup_position(ins
->ctx
->buffer
, reg_maps
->viewport_array
);
5078 shader_addline(ins
->ctx
->buffer
, "EmitVertex();\n");
5080 FIXME("Unhandled primitive stream %u.\n", stream
);
5083 static void shader_glsl_break(const struct wined3d_shader_instruction
*ins
)
5085 shader_addline(ins
->ctx
->buffer
, "break;\n");
5088 /* FIXME: According to MSDN the compare is done per component. */
5089 static void shader_glsl_breakc(const struct wined3d_shader_instruction
*ins
)
5091 struct glsl_src_param src0_param
;
5092 struct glsl_src_param src1_param
;
5094 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
5095 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
5097 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) break;\n",
5098 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
5101 static void shader_glsl_conditional_op(const struct wined3d_shader_instruction
*ins
)
5105 switch (ins
->handler_idx
)
5107 case WINED3DSIH_BREAKP
:
5110 case WINED3DSIH_CONTINUEP
:
5113 case WINED3DSIH_RETP
:
5117 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
5121 shader_glsl_generate_condition(ins
);
5122 if (ins
->handler_idx
== WINED3DSIH_RETP
)
5124 shader_addline(ins
->ctx
->buffer
, "{\n");
5125 shader_glsl_generate_shader_epilogue(ins
->ctx
);
5127 shader_addline(ins
->ctx
->buffer
, " %s\n", op
);
5128 if (ins
->handler_idx
== WINED3DSIH_RETP
)
5129 shader_addline(ins
->ctx
->buffer
, "}\n");
5132 static void shader_glsl_continue(const struct wined3d_shader_instruction
*ins
)
5134 shader_addline(ins
->ctx
->buffer
, "continue;\n");
5137 static void shader_glsl_label(const struct wined3d_shader_instruction
*ins
)
5139 shader_addline(ins
->ctx
->buffer
, "}\n");
5140 shader_addline(ins
->ctx
->buffer
, "void subroutine%u()\n{\n", ins
->src
[0].reg
.idx
[0].offset
);
5142 /* Subroutines appear at the end of the shader. */
5143 ins
->ctx
->state
->in_subroutine
= TRUE
;
5146 static void shader_glsl_call(const struct wined3d_shader_instruction
*ins
)
5148 shader_addline(ins
->ctx
->buffer
, "subroutine%u();\n", ins
->src
[0].reg
.idx
[0].offset
);
5151 static void shader_glsl_callnz(const struct wined3d_shader_instruction
*ins
)
5153 struct glsl_src_param src1_param
;
5155 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
5156 shader_addline(ins
->ctx
->buffer
, "if (%s) subroutine%u();\n",
5157 src1_param
.param_str
, ins
->src
[0].reg
.idx
[0].offset
);
5160 static void shader_glsl_ret(const struct wined3d_shader_instruction
*ins
)
5162 const struct wined3d_shader_version
*version
= &ins
->ctx
->shader
->reg_maps
.shader_version
;
5164 if (version
->major
>= 4 && !ins
->ctx
->state
->in_subroutine
)
5166 shader_glsl_generate_shader_epilogue(ins
->ctx
);
5167 shader_addline(ins
->ctx
->buffer
, "return;\n");
5171 static void shader_glsl_tex(const struct wined3d_shader_instruction
*ins
)
5173 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
5174 ins
->ctx
->reg_maps
->shader_version
.minor
);
5175 struct glsl_sample_function sample_function
;
5176 DWORD sample_flags
= 0;
5177 unsigned int resource_idx
;
5178 DWORD mask
= 0, swizzle
;
5179 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5180 enum wined3d_shader_resource_type resource_type
;
5182 /* 1.0-1.4: Use destination register as sampler source.
5183 * 2.0+: Use provided sampler source. */
5184 if (shader_version
< WINED3D_SHADER_VERSION(2,0))
5185 resource_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5187 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5189 resource_type
= ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
5190 ? pixelshader_get_resource_type(ins
->ctx
->reg_maps
, resource_idx
, priv
->cur_ps_args
->tex_types
)
5191 : ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
;
5193 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
5195 DWORD flags
= (priv
->cur_ps_args
->tex_transform
>> resource_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
5196 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
5198 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
5199 if (flags
& WINED3D_PSARGS_PROJECTED
&& resource_type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
5201 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
5202 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
5204 case WINED3D_TTFF_COUNT1
:
5205 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
5207 case WINED3D_TTFF_COUNT2
:
5208 mask
= WINED3DSP_WRITEMASK_1
;
5210 case WINED3D_TTFF_COUNT3
:
5211 mask
= WINED3DSP_WRITEMASK_2
;
5213 case WINED3D_TTFF_COUNT4
:
5214 case WINED3D_TTFF_DISABLE
:
5215 mask
= WINED3DSP_WRITEMASK_3
;
5220 else if (shader_version
< WINED3D_SHADER_VERSION(2,0))
5222 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
5224 if (src_mod
== WINED3DSPSM_DZ
) {
5225 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
5226 mask
= WINED3DSP_WRITEMASK_2
;
5227 } else if (src_mod
== WINED3DSPSM_DW
) {
5228 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
5229 mask
= WINED3DSP_WRITEMASK_3
;
5234 if ((ins
->flags
& WINED3DSI_TEXLD_PROJECT
)
5235 && resource_type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
5237 /* ps 2.0 texldp instruction always divides by the fourth component. */
5238 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
5239 mask
= WINED3DSP_WRITEMASK_3
;
5243 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, resource_idx
, sample_flags
, &sample_function
);
5244 mask
|= sample_function
.coord_mask
;
5245 sample_function
.coord_mask
= mask
;
5247 if (shader_version
< WINED3D_SHADER_VERSION(2,0)) swizzle
= WINED3DSP_NOSWIZZLE
;
5248 else swizzle
= ins
->src
[1].swizzle
;
5250 /* 1.0-1.3: Use destination register as coordinate source.
5251 1.4+: Use provided coordinate source register. */
5252 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
5255 shader_glsl_write_mask_to_str(mask
, coord_mask
);
5256 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
, NULL
,
5257 "T%u%s", resource_idx
, coord_mask
);
5261 struct glsl_src_param coord_param
;
5262 shader_glsl_add_src_param(ins
, &ins
->src
[0], mask
, &coord_param
);
5263 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
)
5265 struct glsl_src_param bias
;
5266 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &bias
);
5267 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, bias
.param_str
,
5268 NULL
, "%s", coord_param
.param_str
);
5270 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
, NULL
,
5271 "%s", coord_param
.param_str
);
5274 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5277 static void shader_glsl_texldd(const struct wined3d_shader_instruction
*ins
)
5279 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5280 const struct wined3d_gl_info
*gl_info
= priv
->gl_info
;
5281 struct glsl_src_param coord_param
, dx_param
, dy_param
;
5282 struct glsl_sample_function sample_function
;
5284 DWORD swizzle
= ins
->src
[1].swizzle
;
5286 if (!shader_glsl_has_core_grad(gl_info
) && !gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
5288 FIXME("texldd used, but not supported by hardware. Falling back to regular tex.\n");
5289 shader_glsl_tex(ins
);
5293 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5295 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, WINED3D_GLSL_SAMPLE_GRAD
, &sample_function
);
5296 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
5297 shader_glsl_add_src_param(ins
, &ins
->src
[2], sample_function
.deriv_mask
, &dx_param
);
5298 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.deriv_mask
, &dy_param
);
5300 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, dx_param
.param_str
, dy_param
.param_str
,
5301 NULL
, NULL
, "%s", coord_param
.param_str
);
5302 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5305 static void shader_glsl_texldl(const struct wined3d_shader_instruction
*ins
)
5307 const struct wined3d_shader_version
*shader_version
= &ins
->ctx
->reg_maps
->shader_version
;
5308 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5309 const struct wined3d_gl_info
*gl_info
= priv
->gl_info
;
5310 struct glsl_src_param coord_param
, lod_param
;
5311 struct glsl_sample_function sample_function
;
5312 DWORD swizzle
= ins
->src
[1].swizzle
;
5315 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5317 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, WINED3D_GLSL_SAMPLE_LOD
, &sample_function
);
5318 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
5320 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
5322 if (shader_version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& !shader_glsl_has_core_grad(gl_info
)
5323 && !gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
5325 /* Plain GLSL only supports Lod sampling functions in vertex shaders.
5326 * However, the NVIDIA drivers allow them in fragment shaders as well,
5327 * even without the appropriate extension. */
5328 WARN("Using %s in fragment shader.\n", sample_function
.name
->buffer
);
5330 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, lod_param
.param_str
, NULL
,
5331 "%s", coord_param
.param_str
);
5332 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5335 static unsigned int shader_glsl_find_sampler(const struct wined3d_shader_sampler_map
*sampler_map
,
5336 unsigned int resource_idx
, unsigned int sampler_idx
)
5338 struct wined3d_shader_sampler_map_entry
*entries
= sampler_map
->entries
;
5341 for (i
= 0; i
< sampler_map
->count
; ++i
)
5343 if (entries
[i
].resource_idx
== resource_idx
&& entries
[i
].sampler_idx
== sampler_idx
)
5344 return entries
[i
].bind_idx
;
5347 ERR("No GLSL sampler found for resource %u / sampler %u.\n", resource_idx
, sampler_idx
);
5352 static void shader_glsl_atomic(const struct wined3d_shader_instruction
*ins
)
5354 const BOOL is_imm_instruction
= WINED3DSIH_IMM_ATOMIC_AND
<= ins
->handler_idx
5355 && ins
->handler_idx
<= WINED3DSIH_IMM_ATOMIC_XOR
;
5356 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5357 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
5358 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5359 struct glsl_src_param structure_idx
, offset
, data
, data2
;
5360 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5361 enum wined3d_shader_resource_type resource_type
;
5362 struct wined3d_string_buffer
*address
;
5363 enum wined3d_data_type data_type
;
5364 unsigned int resource_idx
, stride
;
5365 const char *op
, *resource
;
5369 resource_idx
= ins
->dst
[is_imm_instruction
].reg
.idx
[0].offset
;
5370 is_tgsm
= ins
->dst
[is_imm_instruction
].reg
.type
== WINED3DSPR_GROUPSHAREDMEM
;
5373 if (resource_idx
>= reg_maps
->tgsm_count
)
5375 ERR("Invalid TGSM index %u.\n", resource_idx
);
5379 data_type
= WINED3D_DATA_UINT
;
5381 stride
= reg_maps
->tgsm
[resource_idx
].stride
;
5385 if (resource_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5387 ERR("Invalid UAV index %u.\n", resource_idx
);
5390 resource_type
= reg_maps
->uav_resource_info
[resource_idx
].type
;
5391 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
5393 ERR("Unexpected resource type %#x.\n", resource_type
);
5397 data_type
= reg_maps
->uav_resource_info
[resource_idx
].data_type
;
5398 coord_mask
= wined3d_mask_from_size(resource_type_info
[resource_type
].coord_size
);
5399 stride
= reg_maps
->uav_resource_info
[resource_idx
].stride
;
5402 switch (ins
->handler_idx
)
5404 case WINED3DSIH_ATOMIC_AND
:
5405 case WINED3DSIH_IMM_ATOMIC_AND
:
5409 op
= "imageAtomicAnd";
5411 case WINED3DSIH_ATOMIC_CMP_STORE
:
5412 case WINED3DSIH_IMM_ATOMIC_CMP_EXCH
:
5414 op
= "atomicCompSwap";
5416 op
= "imageAtomicCompSwap";
5418 case WINED3DSIH_ATOMIC_IADD
:
5419 case WINED3DSIH_IMM_ATOMIC_IADD
:
5423 op
= "imageAtomicAdd";
5425 case WINED3DSIH_ATOMIC_IMAX
:
5426 case WINED3DSIH_IMM_ATOMIC_IMAX
:
5430 op
= "imageAtomicMax";
5431 if (data_type
!= WINED3D_DATA_INT
)
5433 FIXME("Unhandled opcode %#x for unsigned integers.\n", ins
->handler_idx
);
5437 case WINED3DSIH_ATOMIC_IMIN
:
5438 case WINED3DSIH_IMM_ATOMIC_IMIN
:
5442 op
= "imageAtomicMin";
5443 if (data_type
!= WINED3D_DATA_INT
)
5445 FIXME("Unhandled opcode %#x for unsigned integers.\n", ins
->handler_idx
);
5449 case WINED3DSIH_ATOMIC_OR
:
5450 case WINED3DSIH_IMM_ATOMIC_OR
:
5454 op
= "imageAtomicOr";
5456 case WINED3DSIH_ATOMIC_UMAX
:
5457 case WINED3DSIH_IMM_ATOMIC_UMAX
:
5461 op
= "imageAtomicMax";
5462 if (data_type
!= WINED3D_DATA_UINT
)
5464 FIXME("Unhandled opcode %#x for signed integers.\n", ins
->handler_idx
);
5468 case WINED3DSIH_ATOMIC_UMIN
:
5469 case WINED3DSIH_IMM_ATOMIC_UMIN
:
5473 op
= "imageAtomicMin";
5474 if (data_type
!= WINED3D_DATA_UINT
)
5476 FIXME("Unhandled opcode %#x for signed integers.\n", ins
->handler_idx
);
5480 case WINED3DSIH_ATOMIC_XOR
:
5481 case WINED3DSIH_IMM_ATOMIC_XOR
:
5485 op
= "imageAtomicXor";
5487 case WINED3DSIH_IMM_ATOMIC_EXCH
:
5489 op
= "atomicExchange";
5491 op
= "imageAtomicExchange";
5494 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
5498 address
= string_buffer_get(priv
->string_buffers
);
5501 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &structure_idx
);
5502 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &offset
);
5503 string_buffer_sprintf(address
, "%s * %u + %s / 4", structure_idx
.param_str
, stride
, offset
.param_str
);
5507 shader_glsl_add_src_param(ins
, &ins
->src
[0], coord_mask
, &offset
);
5508 string_buffer_sprintf(address
, "%s", offset
.param_str
);
5509 if (is_tgsm
|| (reg_maps
->uav_resource_info
[resource_idx
].flags
& WINED3D_VIEW_BUFFER_RAW
))
5510 shader_addline(address
, "/ 4");
5513 if (is_imm_instruction
)
5514 shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], 0, data_type
);
5517 shader_addline(buffer
, "%s(%s_%s%u[%s], ",
5518 op
, shader_glsl_get_prefix(version
->type
), resource
, resource_idx
, address
->buffer
);
5520 shader_addline(buffer
, "%s(%s_%s%u, %s, ",
5521 op
, shader_glsl_get_prefix(version
->type
), resource
, resource_idx
, address
->buffer
);
5523 shader_glsl_add_src_param_ext(ins
->ctx
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &data
, data_type
);
5524 shader_addline(buffer
, "%s", data
.param_str
);
5525 if (ins
->src_count
>= 3)
5527 shader_glsl_add_src_param_ext(ins
->ctx
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &data2
, data_type
);
5528 shader_addline(buffer
, ", %s", data2
.param_str
);
5531 if (is_imm_instruction
)
5532 shader_addline(buffer
, ")");
5533 shader_addline(buffer
, ");\n");
5535 string_buffer_release(priv
->string_buffers
, address
);
5538 static void shader_glsl_uav_counter(const struct wined3d_shader_instruction
*ins
)
5540 const char *prefix
= shader_glsl_get_prefix(ins
->ctx
->reg_maps
->shader_version
.type
);
5543 if (ins
->handler_idx
== WINED3DSIH_IMM_ATOMIC_ALLOC
)
5544 op
= "atomicCounterIncrement";
5546 op
= "atomicCounterDecrement";
5548 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
5549 shader_addline(ins
->ctx
->buffer
, "%s(%s_counter%u));\n", op
, prefix
, ins
->src
[0].reg
.idx
[0].offset
);
5552 static void shader_glsl_ld_uav(const struct wined3d_shader_instruction
*ins
)
5554 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5555 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
5556 enum wined3d_shader_resource_type resource_type
;
5557 struct glsl_src_param image_coord_param
;
5558 enum wined3d_data_type data_type
;
5559 DWORD coord_mask
, write_mask
;
5560 unsigned int uav_idx
;
5561 char dst_swizzle
[6];
5563 uav_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5564 if (uav_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5566 ERR("Invalid UAV index %u.\n", uav_idx
);
5569 resource_type
= reg_maps
->uav_resource_info
[uav_idx
].type
;
5570 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
5572 ERR("Unexpected resource type %#x.\n", resource_type
);
5573 resource_type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
5575 data_type
= reg_maps
->uav_resource_info
[uav_idx
].data_type
;
5576 coord_mask
= wined3d_mask_from_size(resource_type_info
[resource_type
].coord_size
);
5578 write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], 0, data_type
);
5579 shader_glsl_get_swizzle(&ins
->src
[1], FALSE
, write_mask
, dst_swizzle
);
5581 shader_glsl_add_src_param(ins
, &ins
->src
[0], coord_mask
, &image_coord_param
);
5582 shader_addline(ins
->ctx
->buffer
, "imageLoad(%s_image%u, %s)%s);\n",
5583 shader_glsl_get_prefix(version
->type
), uav_idx
, image_coord_param
.param_str
, dst_swizzle
);
5586 static void shader_glsl_ld_raw_structured(const struct wined3d_shader_instruction
*ins
)
5588 const char *prefix
= shader_glsl_get_prefix(ins
->ctx
->reg_maps
->shader_version
.type
);
5589 const struct wined3d_shader_src_param
*src
= &ins
->src
[ins
->src_count
- 1];
5590 unsigned int i
, swizzle
, resource_idx
, bind_idx
, stride
, src_idx
= 0;
5591 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5592 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5593 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5594 struct glsl_src_param structure_idx
, offset
;
5595 struct wined3d_string_buffer
*address
;
5596 struct wined3d_shader_dst_param dst
;
5597 const char *function
, *resource
;
5599 resource_idx
= src
->reg
.idx
[0].offset
;
5600 if (src
->reg
.type
== WINED3DSPR_RESOURCE
)
5602 if (resource_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
5604 ERR("Invalid resource index %u.\n", resource_idx
);
5607 stride
= reg_maps
->resource_info
[resource_idx
].stride
;
5608 bind_idx
= shader_glsl_find_sampler(®_maps
->sampler_map
, resource_idx
, WINED3D_SAMPLER_DEFAULT
);
5609 function
= "texelFetch";
5610 resource
= "sampler";
5612 else if (src
->reg
.type
== WINED3DSPR_UAV
)
5614 if (resource_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5616 ERR("Invalid UAV index %u.\n", resource_idx
);
5619 stride
= reg_maps
->uav_resource_info
[resource_idx
].stride
;
5620 bind_idx
= resource_idx
;
5621 function
= "imageLoad";
5626 if (resource_idx
>= reg_maps
->tgsm_count
)
5628 ERR("Invalid TGSM index %u.\n", resource_idx
);
5631 stride
= reg_maps
->tgsm
[resource_idx
].stride
;
5632 bind_idx
= resource_idx
;
5637 address
= string_buffer_get(priv
->string_buffers
);
5638 if (ins
->handler_idx
== WINED3DSIH_LD_STRUCTURED
)
5640 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
++], WINED3DSP_WRITEMASK_0
, &structure_idx
);
5641 shader_addline(address
, "%s * %u + ", structure_idx
.param_str
, stride
);
5643 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
++], WINED3DSP_WRITEMASK_0
, &offset
);
5644 shader_addline(address
, "%s / 4", offset
.param_str
);
5647 if (shader_glsl_get_write_mask_size(dst
.write_mask
) > 1)
5649 /* The instruction is split into multiple lines. The first lines may
5650 * overwrite source parameters of the following lines. */
5651 shader_addline(buffer
, "tmp0.x = intBitsToFloat(%s);\n", address
->buffer
);
5652 string_buffer_sprintf(address
, "floatBitsToInt(tmp0.x)");
5655 for (i
= 0; i
< 4; ++i
)
5657 dst
.write_mask
= ins
->dst
[0].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
);
5658 if (!shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
, 0, dst
.reg
.data_type
))
5661 swizzle
= shader_glsl_swizzle_get_component(src
->swizzle
, i
);
5663 shader_addline(buffer
, "%s(%s_%s%u, %s + %u).x);\n",
5664 function
, prefix
, resource
, bind_idx
, address
->buffer
, swizzle
);
5666 shader_addline(buffer
, "%s_%s%u[%s + %u]);\n",
5667 prefix
, resource
, bind_idx
, address
->buffer
, swizzle
);
5670 string_buffer_release(priv
->string_buffers
, address
);
5673 static void shader_glsl_store_uav(const struct wined3d_shader_instruction
*ins
)
5675 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5676 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
5677 struct glsl_src_param image_coord_param
, image_data_param
;
5678 enum wined3d_shader_resource_type resource_type
;
5679 enum wined3d_data_type data_type
;
5680 unsigned int uav_idx
;
5683 uav_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5684 if (uav_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5686 ERR("Invalid UAV index %u.\n", uav_idx
);
5689 resource_type
= reg_maps
->uav_resource_info
[uav_idx
].type
;
5690 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
5692 ERR("Unexpected resource type %#x.\n", resource_type
);
5695 data_type
= reg_maps
->uav_resource_info
[uav_idx
].data_type
;
5696 coord_mask
= wined3d_mask_from_size(resource_type_info
[resource_type
].coord_size
);
5698 shader_glsl_add_src_param(ins
, &ins
->src
[0], coord_mask
, &image_coord_param
);
5699 shader_glsl_add_src_param_ext(ins
->ctx
, &ins
->src
[1], WINED3DSP_WRITEMASK_ALL
, &image_data_param
, data_type
);
5700 shader_addline(ins
->ctx
->buffer
, "imageStore(%s_image%u, %s, %s);\n",
5701 shader_glsl_get_prefix(version
->type
), uav_idx
,
5702 image_coord_param
.param_str
, image_data_param
.param_str
);
5705 static void shader_glsl_store_raw_structured(const struct wined3d_shader_instruction
*ins
)
5707 const char *prefix
= shader_glsl_get_prefix(ins
->ctx
->reg_maps
->shader_version
.type
);
5708 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5709 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5710 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5711 struct glsl_src_param structure_idx
, offset
, data
;
5712 unsigned int i
, resource_idx
, stride
, src_idx
= 0;
5713 struct wined3d_string_buffer
*address
;
5717 resource_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5718 is_tgsm
= ins
->dst
[0].reg
.type
== WINED3DSPR_GROUPSHAREDMEM
;
5721 if (resource_idx
>= reg_maps
->tgsm_count
)
5723 ERR("Invalid TGSM index %u.\n", resource_idx
);
5726 stride
= reg_maps
->tgsm
[resource_idx
].stride
;
5730 if (resource_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5732 ERR("Invalid UAV index %u.\n", resource_idx
);
5735 stride
= reg_maps
->uav_resource_info
[resource_idx
].stride
;
5738 address
= string_buffer_get(priv
->string_buffers
);
5739 if (ins
->handler_idx
== WINED3DSIH_STORE_STRUCTURED
)
5741 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
++], WINED3DSP_WRITEMASK_0
, &structure_idx
);
5742 shader_addline(address
, "%s * %u + ", structure_idx
.param_str
, stride
);
5744 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
++], WINED3DSP_WRITEMASK_0
, &offset
);
5745 shader_addline(address
, "%s / 4", offset
.param_str
);
5747 for (i
= 0; i
< 4; ++i
)
5749 if (!(write_mask
= ins
->dst
[0].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
)))
5752 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
], write_mask
, &data
);
5755 shader_addline(buffer
, "%s_g%u[%s + %u] = %s;\n",
5756 prefix
, resource_idx
, address
->buffer
, i
, data
.param_str
);
5758 shader_addline(buffer
, "imageStore(%s_image%u, %s + %u, uvec4(%s, 0, 0, 0));\n",
5759 prefix
, resource_idx
, address
->buffer
, i
, data
.param_str
);
5762 string_buffer_release(priv
->string_buffers
, address
);
5765 static void shader_glsl_sync(const struct wined3d_shader_instruction
*ins
)
5767 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5768 unsigned int sync_flags
= ins
->flags
;
5770 if (sync_flags
& WINED3DSSF_THREAD_GROUP
)
5772 shader_addline(buffer
, "barrier();\n");
5773 sync_flags
&= ~(WINED3DSSF_THREAD_GROUP
| WINED3DSSF_GROUP_SHARED_MEMORY
);
5776 if (sync_flags
& WINED3DSSF_GROUP_SHARED_MEMORY
)
5778 shader_addline(buffer
, "memoryBarrierShared();\n");
5779 sync_flags
&= ~WINED3DSSF_GROUP_SHARED_MEMORY
;
5782 if (sync_flags
& WINED3DSSF_GLOBAL_UAV
)
5784 shader_addline(buffer
, "memoryBarrier();\n");
5785 sync_flags
&= ~WINED3DSSF_GLOBAL_UAV
;
5789 FIXME("Unhandled sync flags %#x.\n", sync_flags
);
5792 static const struct wined3d_shader_resource_info
*shader_glsl_get_resource_info(
5793 const struct wined3d_shader_instruction
*ins
, const struct wined3d_shader_register
*reg
)
5795 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5796 unsigned int idx
= reg
->idx
[0].offset
;
5798 if (reg
->type
== WINED3DSPR_RESOURCE
)
5800 if (idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
5802 ERR("Invalid resource index %u.\n", idx
);
5805 return ®_maps
->resource_info
[idx
];
5808 if (reg
->type
== WINED3DSPR_UAV
)
5810 if (idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5812 ERR("Invalid UAV index %u.\n", idx
);
5815 return ®_maps
->uav_resource_info
[idx
];
5818 FIXME("Unhandled register type %#x.\n", reg
->type
);
5822 static void shader_glsl_bufinfo(const struct wined3d_shader_instruction
*ins
)
5824 const char *prefix
= shader_glsl_get_prefix(ins
->ctx
->reg_maps
->shader_version
.type
);
5825 const struct wined3d_shader_resource_info
*resource_info
;
5826 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5827 unsigned int resource_idx
;
5828 char dst_swizzle
[6];
5831 write_mask
= shader_glsl_append_dst(buffer
, ins
);
5832 shader_glsl_get_swizzle(&ins
->src
[0], FALSE
, write_mask
, dst_swizzle
);
5834 if (!(resource_info
= shader_glsl_get_resource_info(ins
, &ins
->src
[0].reg
)))
5836 resource_idx
= ins
->src
[0].reg
.idx
[0].offset
;
5838 shader_addline(buffer
, "ivec2(");
5839 if (ins
->src
[0].reg
.type
== WINED3DSPR_RESOURCE
)
5841 unsigned int bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
,
5842 resource_idx
, WINED3D_SAMPLER_DEFAULT
);
5843 shader_addline(buffer
, "textureSize(%s_sampler%u)", prefix
, bind_idx
);
5847 shader_addline(buffer
, "imageSize(%s_image%u)", prefix
, resource_idx
);
5849 if (resource_info
->stride
)
5850 shader_addline(buffer
, " / %u", resource_info
->stride
);
5851 else if (resource_info
->flags
& WINED3D_VIEW_BUFFER_RAW
)
5852 shader_addline(buffer
, " * 4");
5853 shader_addline(buffer
, ", %u)%s);\n", resource_info
->stride
, dst_swizzle
);
5856 static BOOL
is_multisampled(enum wined3d_shader_resource_type resource_type
)
5858 return resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2DMS
5859 || resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY
;
5862 static BOOL
is_mipmapped(enum wined3d_shader_resource_type resource_type
)
5864 return resource_type
!= WINED3D_SHADER_RESOURCE_BUFFER
&& !is_multisampled(resource_type
);
5867 static void shader_glsl_resinfo(const struct wined3d_shader_instruction
*ins
)
5869 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
5870 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5871 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5872 const struct wined3d_gl_info
*gl_info
= priv
->gl_info
;
5873 enum wined3d_shader_resource_type resource_type
;
5874 enum wined3d_shader_register_type reg_type
;
5875 unsigned int resource_idx
, bind_idx
, i
;
5876 enum wined3d_data_type dst_data_type
;
5877 struct glsl_src_param lod_param
;
5878 BOOL supports_mipmaps
;
5879 char dst_swizzle
[6];
5882 dst_data_type
= ins
->dst
[0].reg
.data_type
;
5883 if (ins
->flags
== WINED3DSI_RESINFO_UINT
)
5884 dst_data_type
= WINED3D_DATA_UINT
;
5885 else if (ins
->flags
)
5886 FIXME("Unhandled flags %#x.\n", ins
->flags
);
5888 reg_type
= ins
->src
[1].reg
.type
;
5889 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5890 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &lod_param
);
5891 if (reg_type
== WINED3DSPR_RESOURCE
)
5893 resource_type
= ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
;
5894 bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
,
5895 resource_idx
, WINED3D_SAMPLER_DEFAULT
);
5899 resource_type
= ins
->ctx
->reg_maps
->uav_resource_info
[resource_idx
].type
;
5900 bind_idx
= resource_idx
;
5903 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
5905 ERR("Unexpected resource type %#x.\n", resource_type
);
5909 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], 0, dst_data_type
);
5910 shader_glsl_get_swizzle(&ins
->src
[1], FALSE
, write_mask
, dst_swizzle
);
5912 if (dst_data_type
== WINED3D_DATA_UINT
)
5913 shader_addline(buffer
, "uvec4(");
5915 shader_addline(buffer
, "vec4(");
5917 if (reg_type
== WINED3DSPR_RESOURCE
)
5919 shader_addline(buffer
, "textureSize(%s_sampler%u",
5920 shader_glsl_get_prefix(version
->type
), bind_idx
);
5924 shader_addline(buffer
, "imageSize(%s_image%u",
5925 shader_glsl_get_prefix(version
->type
), bind_idx
);
5928 supports_mipmaps
= is_mipmapped(resource_type
) && reg_type
!= WINED3DSPR_UAV
;
5929 if (supports_mipmaps
)
5930 shader_addline(buffer
, ", %s", lod_param
.param_str
);
5931 shader_addline(buffer
, "), ");
5933 for (i
= 0; i
< 3 - resource_type_info
[resource_type
].resinfo_size
; ++i
)
5934 shader_addline(buffer
, "0, ");
5936 if (supports_mipmaps
)
5938 if (gl_info
->supported
[ARB_TEXTURE_QUERY_LEVELS
])
5940 shader_addline(buffer
, "textureQueryLevels(%s_sampler%u)",
5941 shader_glsl_get_prefix(version
->type
), bind_idx
);
5945 FIXME("textureQueryLevels is not supported, returning 1 level.\n");
5946 shader_addline(buffer
, "1");
5951 shader_addline(buffer
, "1");
5954 shader_addline(buffer
, ")%s);\n", dst_swizzle
);
5957 static void shader_glsl_sample_info(const struct wined3d_shader_instruction
*ins
)
5959 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5960 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5961 const struct wined3d_gl_info
*gl_info
= priv
->gl_info
;
5962 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5963 const struct wined3d_shader_dst_param
*dst
= ins
->dst
;
5964 const struct wined3d_shader_src_param
*src
= ins
->src
;
5965 enum wined3d_shader_resource_type resource_type
;
5966 enum wined3d_data_type dst_data_type
;
5967 unsigned int resource_idx
, bind_idx
;
5968 char dst_swizzle
[6];
5971 dst_data_type
= dst
->reg
.data_type
;
5972 if (ins
->flags
== WINED3DSI_SAMPLE_INFO_UINT
)
5973 dst_data_type
= WINED3D_DATA_UINT
;
5974 else if (ins
->flags
)
5975 FIXME("Unhandled flags %#x.\n", ins
->flags
);
5977 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, dst
, 0, dst_data_type
);
5978 shader_glsl_get_swizzle(src
, FALSE
, write_mask
, dst_swizzle
);
5980 if (dst_data_type
== WINED3D_DATA_UINT
)
5981 shader_addline(buffer
, "uvec4(");
5983 shader_addline(buffer
, "vec4(");
5985 if (src
->reg
.type
== WINED3DSPR_RASTERIZER
)
5987 if (gl_info
->supported
[ARB_SAMPLE_SHADING
])
5989 shader_addline(buffer
, "gl_NumSamples");
5993 FIXME("OpenGL implementation does not support ARB_sample_shading.\n");
5994 shader_addline(buffer
, "1");
5999 resource_idx
= src
->reg
.idx
[0].offset
;
6000 resource_type
= reg_maps
->resource_info
[resource_idx
].type
;
6001 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
6003 ERR("Unexpected resource type %#x.\n", resource_type
);
6006 bind_idx
= shader_glsl_find_sampler(®_maps
->sampler_map
, resource_idx
, WINED3D_SAMPLER_DEFAULT
);
6008 if (gl_info
->supported
[ARB_SHADER_TEXTURE_IMAGE_SAMPLES
])
6010 shader_addline(buffer
, "textureSamples(%s_sampler%u)",
6011 shader_glsl_get_prefix(reg_maps
->shader_version
.type
), bind_idx
);
6015 FIXME("textureSamples() is not supported.\n");
6016 shader_addline(buffer
, "1");
6020 shader_addline(buffer
, ", 0, 0, 0)%s);\n", dst_swizzle
);
6023 static void shader_glsl_interpolate(const struct wined3d_shader_instruction
*ins
)
6025 const struct wined3d_shader_src_param
*input
= &ins
->src
[0];
6026 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6027 struct glsl_src_param sample_param
;
6028 char dst_swizzle
[6];
6031 write_mask
= shader_glsl_append_dst(buffer
, ins
);
6032 shader_glsl_get_swizzle(input
, FALSE
, write_mask
, dst_swizzle
);
6034 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &sample_param
);
6035 shader_addline(buffer
, "interpolateAtSample(shader_in.reg%u, %s)%s);\n",
6036 input
->reg
.idx
[0].offset
, sample_param
.param_str
, dst_swizzle
);
6039 static void shader_glsl_ld(const struct wined3d_shader_instruction
*ins
)
6041 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
6042 struct glsl_src_param coord_param
, lod_param
, sample_param
;
6043 unsigned int resource_idx
, sampler_idx
, sampler_bind_idx
;
6044 struct glsl_sample_function sample_function
;
6045 DWORD flags
= WINED3D_GLSL_SAMPLE_LOAD
;
6048 if (wined3d_shader_instruction_has_texel_offset(ins
))
6049 flags
|= WINED3D_GLSL_SAMPLE_OFFSET
;
6051 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
6052 sampler_idx
= WINED3D_SAMPLER_DEFAULT
;
6054 if (resource_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
6056 ERR("Invalid resource index %u.\n", resource_idx
);
6059 has_lod_param
= is_mipmapped(reg_maps
->resource_info
[resource_idx
].type
);
6061 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sampler_idx
, flags
, &sample_function
);
6062 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
6063 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
6064 sampler_bind_idx
= shader_glsl_find_sampler(®_maps
->sampler_map
, resource_idx
, sampler_idx
);
6065 if (is_multisampled(reg_maps
->resource_info
[resource_idx
].type
))
6067 shader_glsl_add_src_param(ins
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &sample_param
);
6068 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, ins
->src
[1].swizzle
,
6069 NULL
, NULL
, NULL
, &ins
->texel_offset
, "%s, %s", coord_param
.param_str
, sample_param
.param_str
);
6073 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, ins
->src
[1].swizzle
,
6074 NULL
, NULL
, has_lod_param
? lod_param
.param_str
: NULL
, &ins
->texel_offset
,
6075 "%s", coord_param
.param_str
);
6077 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6080 static void shader_glsl_sample(const struct wined3d_shader_instruction
*ins
)
6082 const char *lod_param_str
= NULL
, *dx_param_str
= NULL
, *dy_param_str
= NULL
;
6083 struct glsl_src_param coord_param
, lod_param
, dx_param
, dy_param
;
6084 unsigned int resource_idx
, sampler_idx
, sampler_bind_idx
;
6085 struct glsl_sample_function sample_function
;
6088 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_GRAD
)
6089 flags
|= WINED3D_GLSL_SAMPLE_GRAD
;
6090 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_LOD
)
6091 flags
|= WINED3D_GLSL_SAMPLE_LOD
;
6092 if (wined3d_shader_instruction_has_texel_offset(ins
))
6093 flags
|= WINED3D_GLSL_SAMPLE_OFFSET
;
6095 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
6096 sampler_idx
= ins
->src
[2].reg
.idx
[0].offset
;
6098 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sampler_idx
, flags
, &sample_function
);
6099 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
6101 switch (ins
->handler_idx
)
6103 case WINED3DSIH_SAMPLE
:
6105 case WINED3DSIH_SAMPLE_B
:
6106 shader_glsl_add_src_param(ins
, &ins
->src
[3], WINED3DSP_WRITEMASK_0
, &lod_param
);
6107 lod_param_str
= lod_param
.param_str
;
6109 case WINED3DSIH_SAMPLE_GRAD
:
6110 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.deriv_mask
, &dx_param
);
6111 shader_glsl_add_src_param(ins
, &ins
->src
[4], sample_function
.deriv_mask
, &dy_param
);
6112 dx_param_str
= dx_param
.param_str
;
6113 dy_param_str
= dy_param
.param_str
;
6115 case WINED3DSIH_SAMPLE_LOD
:
6116 shader_glsl_add_src_param(ins
, &ins
->src
[3], WINED3DSP_WRITEMASK_0
, &lod_param
);
6117 lod_param_str
= lod_param
.param_str
;
6120 ERR("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
6124 sampler_bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
, resource_idx
, sampler_idx
);
6125 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, ins
->src
[1].swizzle
,
6126 dx_param_str
, dy_param_str
, lod_param_str
, &ins
->texel_offset
, "%s", coord_param
.param_str
);
6127 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6130 /* Unless EXT_texture_shadow_lod is available, GLSL doesn't provide a function
6131 * to sample from level zero with depth comparison for array textures and cube
6132 * textures. We use textureGrad*() to implement sample_c_lz in that case. */
6133 static void shader_glsl_gen_sample_c_lz_emulation(const struct wined3d_shader_instruction
*ins
,
6134 unsigned int sampler_bind_idx
, const struct glsl_sample_function
*sample_function
,
6135 unsigned int coord_size
, const char *coord_param
, const char *ref_param
)
6137 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
6138 unsigned int deriv_size
= wined3d_popcount(sample_function
->deriv_mask
);
6139 const struct wined3d_shader_texel_offset
*offset
= &ins
->texel_offset
;
6140 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6141 char dst_swizzle
[6];
6143 WARN("Emitting textureGrad() for sample_c_lz.\n");
6145 shader_glsl_swizzle_to_str(WINED3DSP_NOSWIZZLE
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
6146 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], 0, sample_function
->data_type
);
6147 shader_addline(buffer
, "vec4(textureGrad%s(%s_sampler%u, vec%u(%s, %s), vec%u(0.0), vec%u(0.0)",
6148 sample_function
->offset_size
? "Offset" : "",
6149 shader_glsl_get_prefix(version
->type
), sampler_bind_idx
,
6150 coord_size
, coord_param
, ref_param
, deriv_size
, deriv_size
);
6151 if (sample_function
->offset_size
)
6153 int offset_immdata
[4] = {offset
->u
, offset
->v
, offset
->w
};
6154 shader_addline(buffer
, ", ");
6155 shader_glsl_append_imm_ivec(buffer
, offset_immdata
, sample_function
->offset_size
);
6157 shader_addline(buffer
, "))%s);\n", dst_swizzle
);
6160 static void shader_glsl_sample_c(const struct wined3d_shader_instruction
*ins
)
6162 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
6163 unsigned int resource_idx
, sampler_idx
, sampler_bind_idx
;
6164 const struct wined3d_shader_resource_info
*resource_info
;
6165 const struct wined3d_gl_info
*gl_info
= priv
->gl_info
;
6166 struct glsl_src_param coord_param
, compare_param
;
6167 struct glsl_sample_function sample_function
;
6168 const char *lod_param
= NULL
;
6169 unsigned int coord_size
;
6172 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_C_LZ
)
6175 flags
|= WINED3D_GLSL_SAMPLE_LOD
;
6178 if (wined3d_shader_instruction_has_texel_offset(ins
))
6179 flags
|= WINED3D_GLSL_SAMPLE_OFFSET
;
6181 if (!(resource_info
= shader_glsl_get_resource_info(ins
, &ins
->src
[1].reg
)))
6183 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
6184 sampler_idx
= ins
->src
[2].reg
.idx
[0].offset
;
6186 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sampler_idx
, flags
, &sample_function
);
6187 coord_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
6188 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
>> 1, &coord_param
);
6189 shader_glsl_add_src_param(ins
, &ins
->src
[3], WINED3DSP_WRITEMASK_0
, &compare_param
);
6190 sampler_bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
, resource_idx
, sampler_idx
);
6191 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_C_LZ
6192 && !gl_info
->supported
[EXT_TEXTURE_SHADOW_LOD
]
6193 && (resource_info
->type
== WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
6194 || resource_info
->type
== WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
))
6196 shader_glsl_gen_sample_c_lz_emulation(ins
, sampler_bind_idx
, &sample_function
,
6197 coord_size
, coord_param
.param_str
, compare_param
.param_str
);
6201 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
,
6202 NULL
, NULL
, lod_param
, &ins
->texel_offset
, "vec%u(%s, %s)",
6203 coord_size
, coord_param
.param_str
, compare_param
.param_str
);
6205 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6208 static void shader_glsl_gather4(const struct wined3d_shader_instruction
*ins
)
6210 unsigned int resource_param_idx
, resource_idx
, sampler_idx
, sampler_bind_idx
, component_idx
;
6211 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
6212 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
6213 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
6214 struct glsl_src_param coord_param
, compare_param
, offset_param
;
6215 const struct wined3d_gl_info
*gl_info
= priv
->gl_info
;
6216 const struct wined3d_shader_resource_info
*resource_info
;
6217 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6218 unsigned int coord_size
, offset_size
;
6219 char dst_swizzle
[6];
6222 if (!gl_info
->supported
[ARB_TEXTURE_GATHER
])
6224 FIXME("OpenGL implementation does not support textureGather.\n");
6228 has_offset
= ins
->handler_idx
== WINED3DSIH_GATHER4_PO
6229 || ins
->handler_idx
== WINED3DSIH_GATHER4_PO_C
6230 || wined3d_shader_instruction_has_texel_offset(ins
);
6232 resource_param_idx
=
6233 (ins
->handler_idx
== WINED3DSIH_GATHER4_PO
|| ins
->handler_idx
== WINED3DSIH_GATHER4_PO_C
) ? 2 : 1;
6234 resource_idx
= ins
->src
[resource_param_idx
].reg
.idx
[0].offset
;
6235 sampler_idx
= ins
->src
[resource_param_idx
+ 1].reg
.idx
[0].offset
;
6236 component_idx
= shader_glsl_swizzle_get_component(ins
->src
[resource_param_idx
+ 1].swizzle
, 0);
6237 sampler_bind_idx
= shader_glsl_find_sampler(®_maps
->sampler_map
, resource_idx
, sampler_idx
);
6239 if (!(resource_info
= shader_glsl_get_resource_info(ins
, &ins
->src
[resource_param_idx
].reg
)))
6242 if (resource_info
->type
>= ARRAY_SIZE(resource_type_info
))
6244 ERR("Unexpected resource type %#x.\n", resource_info
->type
);
6247 shader_glsl_get_coord_size(resource_info
->type
, &coord_size
, &offset_size
);
6249 shader_glsl_swizzle_to_str(ins
->src
[resource_param_idx
].swizzle
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
6250 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], 0, resource_info
->data_type
);
6252 shader_glsl_add_src_param(ins
, &ins
->src
[0], wined3d_mask_from_size(coord_size
), &coord_param
);
6254 shader_addline(buffer
, "textureGather%s(%s_sampler%u, %s",
6255 has_offset
? "Offset" : "", prefix
, sampler_bind_idx
, coord_param
.param_str
);
6256 if (ins
->handler_idx
== WINED3DSIH_GATHER4_C
|| ins
->handler_idx
== WINED3DSIH_GATHER4_PO_C
)
6258 shader_glsl_add_src_param(ins
, &ins
->src
[resource_param_idx
+ 2], WINED3DSP_WRITEMASK_0
, &compare_param
);
6259 shader_addline(buffer
, ", %s", compare_param
.param_str
);
6261 if (ins
->handler_idx
== WINED3DSIH_GATHER4_PO
|| ins
->handler_idx
== WINED3DSIH_GATHER4_PO_C
)
6263 shader_glsl_add_src_param(ins
, &ins
->src
[1], wined3d_mask_from_size(offset_size
), &offset_param
);
6264 shader_addline(buffer
, ", %s", offset_param
.param_str
);
6266 else if (has_offset
)
6268 int offset_immdata
[4] = {ins
->texel_offset
.u
, ins
->texel_offset
.v
, ins
->texel_offset
.w
};
6269 shader_addline(buffer
, ", ");
6270 shader_glsl_append_imm_ivec(buffer
, offset_immdata
, offset_size
);
6273 shader_addline(buffer
, ", %u", component_idx
);
6275 shader_addline(buffer
, ")%s);\n", dst_swizzle
);
6278 static void shader_glsl_texcoord(const struct wined3d_shader_instruction
*ins
)
6280 /* FIXME: Make this work for more than just 2D textures */
6281 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6282 DWORD write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
6284 if (!(ins
->ctx
->reg_maps
->shader_version
.major
== 1 && ins
->ctx
->reg_maps
->shader_version
.minor
== 4))
6288 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
6289 shader_addline(buffer
, "clamp(ffp_texcoord[%u], 0.0, 1.0)%s);\n",
6290 ins
->dst
[0].reg
.idx
[0].offset
, dst_mask
);
6294 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
6295 unsigned int reg
= ins
->src
[0].reg
.idx
[0].offset
;
6296 char dst_swizzle
[6];
6298 shader_glsl_get_swizzle(&ins
->src
[0], FALSE
, write_mask
, dst_swizzle
);
6300 if (src_mod
== WINED3DSPSM_DZ
|| src_mod
== WINED3DSPSM_DW
)
6302 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
6303 struct glsl_src_param div_param
;
6304 DWORD src_writemask
= src_mod
== WINED3DSPSM_DZ
? WINED3DSP_WRITEMASK_2
: WINED3DSP_WRITEMASK_3
;
6306 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_writemask
, &div_param
);
6309 shader_addline(buffer
, "ffp_texcoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
6311 shader_addline(buffer
, "ffp_texcoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
6315 shader_addline(buffer
, "ffp_texcoord[%u]%s);\n", reg
, dst_swizzle
);
6320 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
6321 * Take a 3-component dot product of the TexCoord[dstreg] and src,
6322 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
6323 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction
*ins
)
6325 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6326 unsigned int sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6327 struct glsl_sample_function sample_function
;
6328 struct glsl_src_param src0_param
;
6331 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6333 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
6334 * scalar, and projected sampling would require 4.
6336 * It is a dependent read - not valid with conditional NP2 textures
6338 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
6339 mask_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
6344 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
6345 NULL
, "dot(ffp_texcoord[%u].xyz, %s)", sampler_idx
, src0_param
.param_str
);
6349 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
6350 NULL
, "vec2(dot(ffp_texcoord[%u].xyz, %s), 0.0)", sampler_idx
, src0_param
.param_str
);
6354 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
6355 NULL
, "vec3(dot(ffp_texcoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx
, src0_param
.param_str
);
6359 FIXME("Unexpected mask size %u\n", mask_size
);
6362 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6365 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
6366 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
6367 static void shader_glsl_texdp3(const struct wined3d_shader_instruction
*ins
)
6369 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6370 unsigned int dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
6371 struct glsl_src_param src0_param
;
6373 unsigned int mask_size
;
6375 dst_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
6376 mask_size
= shader_glsl_get_write_mask_size(dst_mask
);
6377 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6379 if (mask_size
> 1) {
6380 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(T%u.xyz, %s)));\n", mask_size
, dstreg
, src0_param
.param_str
);
6382 shader_addline(ins
->ctx
->buffer
, "dot(T%u.xyz, %s));\n", dstreg
, src0_param
.param_str
);
6386 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
6387 * Calculate the depth as dst.x / dst.y */
6388 static void shader_glsl_texdepth(const struct wined3d_shader_instruction
*ins
)
6390 struct glsl_dst_param dst_param
;
6392 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
6394 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
6395 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
6396 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
6397 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
6400 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
6401 dst_param
.reg_name
, dst_param
.reg_name
);
6404 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
6405 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
6406 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
6407 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
6409 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction
*ins
)
6411 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6412 unsigned int dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
6413 struct glsl_src_param src0_param
;
6415 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6417 shader_addline(ins
->ctx
->buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg
, src0_param
.param_str
);
6418 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
6421 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
6422 * Calculate the 1st of a 2-row matrix multiplication. */
6423 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction
*ins
)
6425 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6426 unsigned int reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6427 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6428 struct glsl_src_param src0_param
;
6430 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6431 shader_addline(buffer
, "tmp0.x = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
6434 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
6435 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
6436 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction
*ins
)
6438 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6439 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6440 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
6441 unsigned int reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6442 struct glsl_src_param src0_param
;
6444 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6445 shader_addline(buffer
, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + tex_mx
->current_row
, reg
, src0_param
.param_str
);
6446 tex_mx
->texcoord_w
[tex_mx
->current_row
++] = reg
;
6449 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction
*ins
)
6451 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6452 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6453 struct glsl_sample_function sample_function
;
6454 unsigned int reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6455 struct glsl_src_param src0_param
;
6457 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6458 shader_addline(buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
6460 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
6462 /* Sample the texture using the calculated coordinates */
6463 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
, "tmp0.xy");
6464 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6467 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
6468 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
6469 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction
*ins
)
6471 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6472 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
6473 struct glsl_sample_function sample_function
;
6474 unsigned int reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6475 struct glsl_src_param src0_param
;
6477 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6478 shader_addline(ins
->ctx
->buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
6480 /* Dependent read, not valid with conditional NP2 */
6481 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
6483 /* Sample the texture using the calculated coordinates */
6484 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
, "tmp0.xyz");
6485 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6487 tex_mx
->current_row
= 0;
6490 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
6491 * Perform the 3rd row of a 3x3 matrix multiply */
6492 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction
*ins
)
6494 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6495 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
6496 unsigned int reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6497 struct glsl_src_param src0_param
;
6500 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6502 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
6503 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
6504 shader_addline(ins
->ctx
->buffer
, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg
, src0_param
.param_str
, dst_mask
);
6506 tex_mx
->current_row
= 0;
6509 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
6510 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
6511 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction
*ins
)
6513 struct glsl_src_param src0_param
;
6514 struct glsl_src_param src1_param
;
6515 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6516 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
6517 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6518 struct glsl_sample_function sample_function
;
6519 unsigned int reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6522 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6523 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
6525 /* Perform the last matrix multiply operation */
6526 shader_addline(buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
6527 /* Reflection calculation */
6528 shader_addline(buffer
, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param
.param_str
);
6530 /* Dependent read, not valid with conditional NP2 */
6531 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
6532 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
6534 /* Sample the texture */
6535 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
6536 NULL
, NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
6537 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6539 tex_mx
->current_row
= 0;
6542 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
6543 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
6544 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction
*ins
)
6546 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6547 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
6548 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6549 struct glsl_sample_function sample_function
;
6550 unsigned int reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6551 struct glsl_src_param src0_param
;
6554 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6556 /* Perform the last matrix multiply operation */
6557 shader_addline(buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_param
.param_str
);
6559 /* Construct the eye-ray vector from w coordinates */
6560 shader_addline(buffer
, "tmp1.xyz = normalize(vec3(ffp_texcoord[%u].w, ffp_texcoord[%u].w, ffp_texcoord[%u].w));\n",
6561 tex_mx
->texcoord_w
[0], tex_mx
->texcoord_w
[1], reg
);
6562 shader_addline(buffer
, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
6564 /* Dependent read, not valid with conditional NP2 */
6565 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
6566 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
6568 /* Sample the texture using the calculated coordinates */
6569 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
6570 NULL
, NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
6571 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6573 tex_mx
->current_row
= 0;
6576 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
6577 * Apply a fake bump map transform.
6578 * texbem is pshader <= 1.3 only, this saves a few version checks
6580 static void shader_glsl_texbem(const struct wined3d_shader_instruction
*ins
)
6582 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
6583 struct glsl_sample_function sample_function
;
6584 struct glsl_src_param coord_param
;
6585 unsigned int sampler_idx
;
6590 sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6591 flags
= (priv
->cur_ps_args
->tex_transform
>> sampler_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
6592 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
6594 /* Dependent read, not valid with conditional NP2 */
6595 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
6596 mask
= sample_function
.coord_mask
;
6598 shader_glsl_write_mask_to_str(mask
, coord_mask
);
6600 /* With projected textures, texbem only divides the static texture coord,
6601 * not the displacement, so we can't let GL handle this. */
6602 if (flags
& WINED3D_PSARGS_PROJECTED
)
6605 char coord_div_mask
[3];
6606 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
6608 case WINED3D_TTFF_COUNT1
:
6609 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
6611 case WINED3D_TTFF_COUNT2
:
6612 div_mask
= WINED3DSP_WRITEMASK_1
;
6614 case WINED3D_TTFF_COUNT3
:
6615 div_mask
= WINED3DSP_WRITEMASK_2
;
6617 case WINED3D_TTFF_COUNT4
:
6618 case WINED3D_TTFF_DISABLE
:
6619 div_mask
= WINED3DSP_WRITEMASK_3
;
6622 shader_glsl_write_mask_to_str(div_mask
, coord_div_mask
);
6623 shader_addline(ins
->ctx
->buffer
, "T%u%s /= T%u%s;\n", sampler_idx
, coord_mask
, sampler_idx
, coord_div_mask
);
6626 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &coord_param
);
6628 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
6629 "T%u%s + vec4(bumpenv_mat%u * %s, 0.0, 0.0)%s", sampler_idx
, coord_mask
, sampler_idx
,
6630 coord_param
.param_str
, coord_mask
);
6632 if (ins
->handler_idx
== WINED3DSIH_TEXBEML
)
6634 struct glsl_src_param luminance_param
;
6635 struct glsl_dst_param dst_param
;
6637 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &luminance_param
);
6638 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
6640 shader_addline(ins
->ctx
->buffer
, "%s%s *= (%s * bumpenv_lum_scale%u + bumpenv_lum_offset%u);\n",
6641 dst_param
.reg_name
, dst_param
.mask_str
,
6642 luminance_param
.param_str
, sampler_idx
, sampler_idx
);
6644 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6647 static void shader_glsl_bem(const struct wined3d_shader_instruction
*ins
)
6649 unsigned int sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6650 struct glsl_src_param src0_param
, src1_param
;
6652 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
6653 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
6655 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
6656 shader_addline(ins
->ctx
->buffer
, "%s + bumpenv_mat%u * %s);\n",
6657 src0_param
.param_str
, sampler_idx
, src1_param
.param_str
);
6660 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
6661 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
6662 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction
*ins
)
6664 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
6665 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6666 struct glsl_sample_function sample_function
;
6667 struct wined3d_string_buffer
*reg_name
;
6669 reg_name
= string_buffer_get(priv
->string_buffers
);
6670 shader_glsl_get_register_name(&ins
->src
[0].reg
, ins
->src
[0].reg
.data_type
, reg_name
, NULL
, ins
->ctx
);
6672 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
6673 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
6674 "%s.wx", reg_name
->buffer
);
6675 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6677 string_buffer_release(priv
->string_buffers
, reg_name
);
6680 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
6681 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
6682 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction
*ins
)
6684 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
6685 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6686 struct glsl_sample_function sample_function
;
6687 struct wined3d_string_buffer
*reg_name
;
6689 reg_name
= string_buffer_get(priv
->string_buffers
);
6690 shader_glsl_get_register_name(&ins
->src
[0].reg
, ins
->src
[0].reg
.data_type
, reg_name
, NULL
, ins
->ctx
);
6692 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
6693 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
6694 "%s.yz", reg_name
->buffer
);
6695 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6697 string_buffer_release(priv
->string_buffers
, reg_name
);
6700 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
6701 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
6702 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction
*ins
)
6704 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6705 struct glsl_sample_function sample_function
;
6706 struct glsl_src_param src0_param
;
6708 /* Dependent read, not valid with conditional NP2 */
6709 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
6710 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &src0_param
);
6712 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
6713 "%s", src0_param
.param_str
);
6714 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6717 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
6718 * If any of the first 3 components are < 0, discard this pixel */
6719 static void shader_glsl_texkill(const struct wined3d_shader_instruction
*ins
)
6721 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 4)
6723 shader_glsl_generate_condition(ins
);
6724 shader_addline(ins
->ctx
->buffer
, " discard;\n");
6728 struct glsl_dst_param dst_param
;
6730 /* The argument is a destination parameter, and no writemasks are allowed */
6731 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
6733 /* 2.0 shaders compare all 4 components in texkill. */
6734 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 2)
6735 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param
.reg_name
);
6736 /* 1.x shaders only compare the first 3 components, probably due to
6737 * the nature of the texkill instruction as a tex* instruction, and
6738 * phase, which kills all .w components. Even if all 4 components are
6739 * defined, only the first 3 are used. */
6741 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param
.reg_name
);
6745 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
6746 * dst = dot2(src0, src1) + src2 */
6747 static void shader_glsl_dp2add(const struct wined3d_shader_instruction
*ins
)
6749 struct glsl_src_param src0_param
;
6750 struct glsl_src_param src1_param
;
6751 struct glsl_src_param src2_param
;
6753 unsigned int mask_size
;
6755 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
6756 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
6758 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
6759 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
6760 shader_glsl_add_src_param(ins
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &src2_param
);
6762 if (mask_size
> 1) {
6763 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(%s, %s) + %s));\n",
6764 mask_size
, src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
6766 shader_addline(ins
->ctx
->buffer
, "dot(%s, %s) + %s);\n",
6767 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
6771 static void shader_glsl_input_pack(const struct wined3d_shader
*shader
, struct wined3d_string_buffer
*buffer
,
6772 const struct wined3d_shader_signature
*input_signature
,
6773 const struct wined3d_shader_reg_maps
*reg_maps
,
6774 const struct ps_compile_args
*args
, const struct wined3d_gl_info
*gl_info
, BOOL unroll
)
6778 for (i
= 0; i
< input_signature
->element_count
; ++i
)
6780 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
6781 const char *semantic_name
;
6786 if (!(reg_maps
->input_registers
& (1u << input
->register_idx
)))
6789 semantic_name
= input
->semantic_name
;
6790 semantic_idx
= input
->semantic_idx
;
6791 shader_glsl_write_mask_to_str(input
->mask
, reg_mask
);
6793 if (args
->vp_mode
== WINED3D_VP_MODE_SHADER
)
6795 if (input
->sysval_semantic
== WINED3D_SV_POSITION
&& !semantic_idx
)
6797 shader_addline(buffer
, "ps_in[%u]%s = vpos%s;\n",
6798 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6800 else if (args
->pointsprite
&& shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
6802 shader_addline(buffer
, "ps_in[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", input
->register_idx
);
6804 else if (input
->sysval_semantic
== WINED3D_SV_IS_FRONT_FACE
)
6806 shader_addline(buffer
, "ps_in[%u]%s = uintBitsToFloat(gl_FrontFacing ? 0xffffffffu : 0u);\n",
6807 input
->register_idx
, reg_mask
);
6809 else if (input
->sysval_semantic
== WINED3D_SV_SAMPLE_INDEX
)
6811 if (gl_info
->supported
[ARB_SAMPLE_SHADING
])
6812 shader_addline(buffer
, "ps_in[%u]%s = intBitsToFloat(gl_SampleID);\n",
6813 input
->register_idx
, reg_mask
);
6815 FIXME("ARB_sample_shading is not supported.\n");
6817 else if (input
->sysval_semantic
== WINED3D_SV_RENDER_TARGET_ARRAY_INDEX
&& !semantic_idx
)
6819 if (gl_info
->supported
[ARB_FRAGMENT_LAYER_VIEWPORT
])
6820 shader_addline(buffer
, "ps_in[%u]%s = intBitsToFloat(gl_Layer);\n",
6821 input
->register_idx
, reg_mask
);
6823 FIXME("ARB_fragment_layer_viewport is not supported.\n");
6825 else if (input
->sysval_semantic
== WINED3D_SV_VIEWPORT_ARRAY_INDEX
&& !semantic_idx
)
6827 if (gl_info
->supported
[ARB_VIEWPORT_ARRAY
])
6828 shader_addline(buffer
, "ps_in[%u]%s = intBitsToFloat(gl_ViewportIndex);\n",
6829 input
->register_idx
, reg_mask
);
6831 FIXME("ARB_viewport_array is not supported.\n");
6835 if (input
->sysval_semantic
)
6836 FIXME("Unhandled sysval semantic %#x.\n", input
->sysval_semantic
);
6837 shader_addline(buffer
, unroll
? "ps_in[%u]%s = %s%u%s;\n" : "ps_in[%u]%s = %s[%u]%s;\n",
6838 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
,
6839 shader_glsl_shader_input_name(gl_info
),
6840 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
);
6843 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
6845 if (args
->pointsprite
)
6846 shader_addline(buffer
, "ps_in[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n",
6847 shader
->u
.ps
.input_reg_map
[input
->register_idx
]);
6848 else if (args
->vp_mode
== WINED3D_VP_MODE_NONE
&& args
->texcoords_initialized
& (1u << semantic_idx
))
6849 shader_addline(buffer
, "ps_in[%u]%s = %s[%u]%s;\n",
6850 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
,
6851 needs_legacy_glsl_syntax(gl_info
)
6852 ? "gl_TexCoord" : "ffp_varying_texcoord", semantic_idx
, reg_mask
);
6854 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
6855 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6857 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
))
6860 shader_addline(buffer
, "ps_in[%u]%s = vec4(ffp_varying_diffuse)%s;\n",
6861 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6862 else if (semantic_idx
== 1)
6863 shader_addline(buffer
, "ps_in[%u]%s = vec4(ffp_varying_specular)%s;\n",
6864 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6866 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
6867 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6871 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
6872 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6877 static void add_glsl_program_entry(struct shader_glsl_priv
*priv
, struct glsl_shader_prog_link
*entry
)
6879 struct glsl_program_key key
;
6881 key
.vs_id
= entry
->vs
.id
;
6882 key
.hs_id
= entry
->hs
.id
;
6883 key
.ds_id
= entry
->ds
.id
;
6884 key
.gs_id
= entry
->gs
.id
;
6885 key
.ps_id
= entry
->ps
.id
;
6886 key
.cs_id
= entry
->cs
.id
;
6888 if (wine_rb_put(&priv
->program_lookup
, &key
, &entry
->program_lookup_entry
) == -1)
6890 ERR("Failed to insert program entry.\n");
6894 static struct glsl_shader_prog_link
*get_glsl_program_entry(const struct shader_glsl_priv
*priv
,
6895 const struct glsl_program_key
*key
)
6897 struct wine_rb_entry
*entry
;
6899 entry
= wine_rb_get(&priv
->program_lookup
, key
);
6900 return entry
? WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
) : NULL
;
6903 /* Context activation is done by the caller. */
6904 static void delete_glsl_program_entry(struct shader_glsl_priv
*priv
, const struct wined3d_gl_info
*gl_info
,
6905 struct glsl_shader_prog_link
*entry
)
6907 wine_rb_remove(&priv
->program_lookup
, &entry
->program_lookup_entry
);
6909 GL_EXTCALL(glDeleteProgram(entry
->id
));
6911 list_remove(&entry
->vs
.shader_entry
);
6913 list_remove(&entry
->hs
.shader_entry
);
6915 list_remove(&entry
->ds
.shader_entry
);
6917 list_remove(&entry
->gs
.shader_entry
);
6919 list_remove(&entry
->ps
.shader_entry
);
6921 list_remove(&entry
->cs
.shader_entry
);
6925 static void shader_glsl_setup_vs3_output(struct shader_glsl_priv
*priv
,
6926 const struct wined3d_gl_info
*gl_info
, const unsigned int *map
,
6927 const struct wined3d_shader_signature
*input_signature
,
6928 const struct wined3d_shader_reg_maps
*reg_maps_in
,
6929 const struct wined3d_shader_signature
*output_signature
,
6930 const struct wined3d_shader_reg_maps
*reg_maps_out
)
6932 struct wined3d_string_buffer
*destination
= string_buffer_get(&priv
->string_buffers
);
6933 const char *out_array_name
= shader_glsl_shader_output_name(gl_info
);
6934 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6935 unsigned int in_count
= vec4_varyings(3, gl_info
);
6936 unsigned int max_varyings
= needs_legacy_glsl_syntax(gl_info
) ? in_count
+ 2 : in_count
;
6937 unsigned int in_idx
;
6942 set
= heap_calloc(max_varyings
, sizeof(*set
));
6944 for (i
= 0; i
< input_signature
->element_count
; ++i
)
6946 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
6948 if (!(reg_maps_in
->input_registers
& (1u << input
->register_idx
)))
6951 in_idx
= map
[input
->register_idx
];
6952 /* Declared, but not read register */
6955 if (in_idx
>= max_varyings
)
6957 FIXME("More input varyings declared than supported, expect issues.\n");
6961 if (in_idx
== in_count
)
6962 string_buffer_sprintf(destination
, "gl_FrontColor");
6963 else if (in_idx
== in_count
+ 1)
6964 string_buffer_sprintf(destination
, "gl_FrontSecondaryColor");
6966 string_buffer_sprintf(destination
, "%s[%u]", out_array_name
, in_idx
);
6971 for (j
= 0; j
< output_signature
->element_count
; ++j
)
6973 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[j
];
6976 if (!(reg_maps_out
->output_registers
& (1u << output
->register_idx
))
6977 || input
->semantic_idx
!= output
->semantic_idx
6978 || strcmp(input
->semantic_name
, output
->semantic_name
)
6979 || !(mask
= input
->mask
& output
->mask
))
6982 if (set
[in_idx
] == ~0u)
6984 set
[in_idx
] |= mask
& reg_maps_out
->u
.output_registers_mask
[output
->register_idx
];
6985 shader_glsl_write_mask_to_str(mask
, reg_mask
);
6987 shader_addline(buffer
, "%s%s = outputs[%u]%s;\n",
6988 destination
->buffer
, reg_mask
, output
->register_idx
, reg_mask
);
6992 for (i
= 0; i
< max_varyings
; ++i
)
6996 if (!set
[i
] || set
[i
] == WINED3DSP_WRITEMASK_ALL
)
7003 if (!(set
[i
] & WINED3DSP_WRITEMASK_0
))
7004 reg_mask
[size
++] = 'x';
7005 if (!(set
[i
] & WINED3DSP_WRITEMASK_1
))
7006 reg_mask
[size
++] = 'y';
7007 if (!(set
[i
] & WINED3DSP_WRITEMASK_2
))
7008 reg_mask
[size
++] = 'z';
7009 if (!(set
[i
] & WINED3DSP_WRITEMASK_3
))
7010 reg_mask
[size
++] = 'w';
7011 reg_mask
[size
] = '\0';
7014 string_buffer_sprintf(destination
, "gl_FrontColor");
7015 else if (i
== in_count
+ 1)
7016 string_buffer_sprintf(destination
, "gl_FrontSecondaryColor");
7018 string_buffer_sprintf(destination
, "%s[%u]", out_array_name
, i
);
7021 shader_addline(buffer
, "%s.%s = 0.0;\n", destination
->buffer
, reg_mask
);
7023 shader_addline(buffer
, "%s.%s = vec%u(0.0);\n", destination
->buffer
, reg_mask
, size
);
7027 string_buffer_release(&priv
->string_buffers
, destination
);
7030 static void shader_glsl_setup_sm4_shader_output(struct shader_glsl_priv
*priv
,
7031 unsigned int input_count
, const struct wined3d_shader_signature
*output_signature
,
7032 const struct wined3d_shader_reg_maps
*reg_maps_out
, const char *output_variable_name
,
7033 BOOL rasterizer_setup
)
7035 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
7039 for (i
= 0; i
< output_signature
->element_count
; ++i
)
7041 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[i
];
7043 if (!(reg_maps_out
->output_registers
& (1u << output
->register_idx
)))
7046 if (output
->stream_idx
)
7049 if (output
->register_idx
>= input_count
)
7052 shader_glsl_write_mask_to_str(output
->mask
, reg_mask
);
7054 shader_addline(buffer
,
7055 rasterizer_setup
? "%s.reg%u%s = outputs[%u]%s;\n" : "%s.reg[%u]%s = outputs[%u]%s;\n",
7056 output_variable_name
, output
->register_idx
, reg_mask
, output
->register_idx
, reg_mask
);
7060 static void shader_glsl_generate_clip_or_cull_distances(struct wined3d_string_buffer
*buffer
,
7061 const struct wined3d_shader_signature_element
*element
, DWORD clip_or_cull_distance_mask
)
7063 unsigned int i
, clip_or_cull_index
;
7067 name
= element
->sysval_semantic
== WINED3D_SV_CLIP_DISTANCE
? "Clip" : "Cull";
7068 /* Assign consecutive indices starting from 0. */
7069 clip_or_cull_index
= element
->semantic_idx
? wined3d_popcount(clip_or_cull_distance_mask
& 0xf) : 0;
7070 for (i
= 0; i
< 4; ++i
)
7072 if (!(element
->mask
& (WINED3DSP_WRITEMASK_0
<< i
)))
7075 shader_glsl_write_mask_to_str(WINED3DSP_WRITEMASK_0
<< i
, reg_mask
);
7076 shader_addline(buffer
, "gl_%sDistance[%u] = outputs[%u]%s;\n",
7077 name
, clip_or_cull_index
, element
->register_idx
, reg_mask
);
7078 ++clip_or_cull_index
;
7082 static void shader_glsl_setup_sm3_rasterizer_input(struct shader_glsl_priv
*priv
,
7083 const struct wined3d_gl_info
*gl_info
, const unsigned int *map
,
7084 const struct wined3d_shader_signature
*input_signature
,
7085 const struct wined3d_shader_reg_maps
*reg_maps_in
, unsigned int input_count
,
7086 const struct wined3d_shader_signature
*output_signature
,
7087 const struct wined3d_shader_reg_maps
*reg_maps_out
, BOOL per_vertex_point_size
)
7089 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
7090 const char *semantic_name
;
7091 unsigned int semantic_idx
;
7095 /* First, sort out position and point size system values. */
7096 for (i
= 0; i
< output_signature
->element_count
; ++i
)
7098 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[i
];
7100 if (!(reg_maps_out
->output_registers
& (1u << output
->register_idx
)))
7103 if (output
->stream_idx
)
7106 semantic_name
= output
->semantic_name
;
7107 semantic_idx
= output
->semantic_idx
;
7108 shader_glsl_write_mask_to_str(output
->mask
, reg_mask
);
7110 if (output
->sysval_semantic
== WINED3D_SV_POSITION
&& !semantic_idx
)
7112 shader_addline(buffer
, "gl_Position%s = outputs[%u]%s;\n",
7113 reg_mask
, output
->register_idx
, reg_mask
);
7115 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
) && per_vertex_point_size
)
7117 shader_addline(buffer
, "gl_PointSize = clamp(outputs[%u].%c, "
7118 "ffp_point.size_min, ffp_point.size_max);\n", output
->register_idx
, reg_mask
[1]);
7120 else if (output
->sysval_semantic
== WINED3D_SV_RENDER_TARGET_ARRAY_INDEX
&& !semantic_idx
)
7122 shader_addline(buffer
, "gl_Layer = floatBitsToInt(outputs[%u])%s;\n",
7123 output
->register_idx
, reg_mask
);
7125 else if (output
->sysval_semantic
== WINED3D_SV_VIEWPORT_ARRAY_INDEX
&& !semantic_idx
)
7127 shader_addline(buffer
, "gl_ViewportIndex = floatBitsToInt(outputs[%u])%s;\n",
7128 output
->register_idx
, reg_mask
);
7130 else if (output
->sysval_semantic
== WINED3D_SV_CLIP_DISTANCE
)
7132 shader_glsl_generate_clip_or_cull_distances(buffer
, output
, reg_maps_out
->clip_distance_mask
);
7134 else if (output
->sysval_semantic
== WINED3D_SV_CULL_DISTANCE
)
7136 shader_glsl_generate_clip_or_cull_distances(buffer
, output
, reg_maps_out
->cull_distance_mask
);
7138 else if (output
->sysval_semantic
)
7140 FIXME("Unhandled sysval semantic %#x.\n", output
->sysval_semantic
);
7144 /* Then, setup the pixel shader input. */
7145 if (reg_maps_out
->shader_version
.major
< 4)
7146 shader_glsl_setup_vs3_output(priv
, gl_info
, map
, input_signature
, reg_maps_in
,
7147 output_signature
, reg_maps_out
);
7149 shader_glsl_setup_sm4_shader_output(priv
, input_count
, output_signature
, reg_maps_out
, "shader_out", TRUE
);
7152 /* Context activation is done by the caller. */
7153 static GLuint
shader_glsl_generate_vs3_rasterizer_input_setup(struct shader_glsl_priv
*priv
,
7154 const struct wined3d_shader
*vs
, const struct wined3d_shader
*ps
,
7155 BOOL per_vertex_point_size
, BOOL flatshading
, const struct wined3d_gl_info
*gl_info
)
7157 const BOOL legacy_syntax
= needs_legacy_glsl_syntax(gl_info
);
7158 DWORD ps_major
= ps
? ps
->reg_maps
.shader_version
.major
: 0;
7159 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
7160 const char *semantic_name
;
7166 string_buffer_clear(buffer
);
7168 shader_glsl_add_version_declaration(buffer
, gl_info
);
7170 shader_addline(buffer
, "invariant gl_Position;\n");
7172 if (per_vertex_point_size
)
7174 shader_addline(buffer
, "uniform struct\n{\n");
7175 shader_addline(buffer
, " float size_min;\n");
7176 shader_addline(buffer
, " float size_max;\n");
7177 shader_addline(buffer
, "} ffp_point;\n");
7182 DWORD colors_written_mask
[2] = {0};
7183 DWORD texcoords_written_mask
[WINED3D_MAX_FFP_TEXTURES
] = {0};
7187 declare_out_varying(gl_info
, buffer
, flatshading
, "vec4 ffp_varying_diffuse;\n");
7188 declare_out_varying(gl_info
, buffer
, flatshading
, "vec4 ffp_varying_specular;\n");
7189 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_FFP_TEXTURES
);
7190 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
7193 shader_addline(buffer
, "void setup_vs_output(in vec4 outputs[%u])\n{\n", vs
->limits
->packed_output
);
7195 for (i
= 0; i
< vs
->output_signature
.element_count
; ++i
)
7197 const struct wined3d_shader_signature_element
*output
= &vs
->output_signature
.elements
[i
];
7200 if (!(vs
->reg_maps
.output_registers
& (1u << output
->register_idx
)))
7203 semantic_name
= output
->semantic_name
;
7204 semantic_idx
= output
->semantic_idx
;
7205 write_mask
= output
->mask
;
7206 shader_glsl_write_mask_to_str(write_mask
, reg_mask
);
7208 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
) && semantic_idx
< 2)
7211 shader_addline(buffer
, "gl_Front%sColor%s = outputs[%u]%s;\n",
7212 semantic_idx
? "Secondary" : "", reg_mask
, output
->register_idx
, reg_mask
);
7214 shader_addline(buffer
, "ffp_varying_%s%s = clamp(outputs[%u]%s, 0.0, 1.0);\n",
7215 semantic_idx
? "specular" : "diffuse", reg_mask
, output
->register_idx
, reg_mask
);
7217 colors_written_mask
[semantic_idx
] = write_mask
;
7219 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_POSITION
) && !semantic_idx
)
7221 shader_addline(buffer
, "gl_Position%s = outputs[%u]%s;\n",
7222 reg_mask
, output
->register_idx
, reg_mask
);
7224 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
7226 if (semantic_idx
< WINED3D_MAX_FFP_TEXTURES
)
7228 shader_addline(buffer
, "%s[%u]%s = outputs[%u]%s;\n",
7229 legacy_syntax
? "gl_TexCoord" : "ffp_varying_texcoord",
7230 semantic_idx
, reg_mask
, output
->register_idx
, reg_mask
);
7231 texcoords_written_mask
[semantic_idx
] = write_mask
;
7234 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
) && per_vertex_point_size
)
7236 shader_addline(buffer
, "gl_PointSize = clamp(outputs[%u].%c, "
7237 "ffp_point.size_min, ffp_point.size_max);\n", output
->register_idx
, reg_mask
[1]);
7239 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_FOG
))
7241 shader_addline(buffer
, "%s = clamp(outputs[%u].%c, 0.0, 1.0);\n",
7242 legacy_syntax
? "gl_FogFragCoord" : "ffp_varying_fogcoord",
7243 output
->register_idx
, reg_mask
[1]);
7247 for (i
= 0; i
< 2; ++i
)
7249 if (colors_written_mask
[i
] != WINED3DSP_WRITEMASK_ALL
)
7251 shader_glsl_write_mask_to_str(~colors_written_mask
[i
] & WINED3DSP_WRITEMASK_ALL
, reg_mask
);
7253 shader_addline(buffer
, "%s%s = vec4(1.0)%s;\n",
7254 legacy_syntax
? "gl_FrontColor" : "ffp_varying_diffuse",
7255 reg_mask
, reg_mask
);
7257 shader_addline(buffer
, "%s%s = vec4(0.0)%s;\n",
7258 legacy_syntax
? "gl_FrontSecondaryColor" : "ffp_varying_specular",
7259 reg_mask
, reg_mask
);
7262 for (i
= 0; i
< WINED3D_MAX_FFP_TEXTURES
; ++i
)
7264 if (ps
&& !(ps
->reg_maps
.texcoord
& (1u << i
)))
7267 if (texcoords_written_mask
[i
] != WINED3DSP_WRITEMASK_ALL
)
7269 if (!shader_glsl_full_ffp_varyings(gl_info
) && !texcoords_written_mask
[i
])
7272 shader_glsl_write_mask_to_str(~texcoords_written_mask
[i
] & WINED3DSP_WRITEMASK_ALL
, reg_mask
);
7273 shader_addline(buffer
, "%s[%u]%s = vec4(0.0)%s;\n",
7274 legacy_syntax
? "gl_TexCoord" : "ffp_varying_texcoord", i
, reg_mask
, reg_mask
);
7280 unsigned int in_count
= min(vec4_varyings(ps_major
, gl_info
), ps
->limits
->packed_input
);
7282 shader_glsl_declare_shader_outputs(gl_info
, buffer
, in_count
, FALSE
, NULL
);
7283 shader_addline(buffer
, "void setup_vs_output(in vec4 outputs[%u])\n{\n", vs
->limits
->packed_output
);
7284 shader_glsl_setup_sm3_rasterizer_input(priv
, gl_info
, ps
->u
.ps
.input_reg_map
, &ps
->input_signature
,
7285 &ps
->reg_maps
, 0, &vs
->output_signature
, &vs
->reg_maps
, per_vertex_point_size
);
7288 shader_addline(buffer
, "}\n");
7290 ret
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
7291 checkGLcall("glCreateShader(GL_VERTEX_SHADER)");
7292 shader_glsl_compile(gl_info
, ret
, buffer
->buffer
);
7297 static void shader_glsl_generate_stream_output_setup(struct wined3d_string_buffer
*buffer
,
7298 const struct wined3d_shader
*shader
)
7300 const struct wined3d_stream_output_desc
*so_desc
= shader
->u
.gs
.so_desc
;
7301 unsigned int i
, register_idx
, component_idx
;
7303 shader_addline(buffer
, "out shader_in_out\n{\n");
7304 for (i
= 0; i
< so_desc
->element_count
; ++i
)
7306 const struct wined3d_stream_output_element
*e
= &so_desc
->elements
[i
];
7310 FIXME("Unhandled stream %u.\n", e
->stream_idx
);
7313 if (!e
->semantic_name
)
7315 if (!shader_get_stream_output_register_info(shader
, e
, ®ister_idx
, &component_idx
))
7318 if (component_idx
|| e
->component_count
!= 4)
7320 if (e
->component_count
== 1)
7321 shader_addline(buffer
, "float");
7323 shader_addline(buffer
, "vec%u", e
->component_count
);
7325 shader_addline(buffer
, " reg%u_%u_%u;\n",
7326 register_idx
, component_idx
, component_idx
+ e
->component_count
- 1);
7330 shader_addline(buffer
, "vec4 reg%u;\n", register_idx
);
7333 shader_addline(buffer
, "} shader_out;\n");
7335 shader_addline(buffer
, "void setup_gs_output(in vec4 outputs[%u])\n{\n",
7336 shader
->limits
->packed_output
);
7337 for (i
= 0; i
< so_desc
->element_count
; ++i
)
7339 const struct wined3d_stream_output_element
*e
= &so_desc
->elements
[i
];
7343 FIXME("Unhandled stream %u.\n", e
->stream_idx
);
7346 if (!e
->semantic_name
)
7348 if (!shader_get_stream_output_register_info(shader
, e
, ®ister_idx
, &component_idx
))
7351 if (component_idx
|| e
->component_count
!= 4)
7356 write_mask
= wined3d_mask_from_size(e
->component_count
) << component_idx
;
7357 shader_glsl_write_mask_to_str(write_mask
, str_mask
);
7358 shader_addline(buffer
, "shader_out.reg%u_%u_%u = outputs[%u]%s;\n",
7359 register_idx
, component_idx
, component_idx
+ e
->component_count
- 1,
7360 register_idx
, str_mask
);
7364 shader_addline(buffer
, "shader_out.reg%u = outputs[%u];\n", register_idx
, register_idx
);
7367 shader_addline(buffer
, "}\n");
7370 static void shader_glsl_generate_sm4_output_setup(struct shader_glsl_priv
*priv
,
7371 const struct wined3d_shader
*shader
, unsigned int input_count
,
7372 const struct wined3d_gl_info
*gl_info
, BOOL rasterizer_setup
, const uint32_t *interpolation_mode
)
7374 const char *prefix
= shader_glsl_get_prefix(shader
->reg_maps
.shader_version
.type
);
7375 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
7377 if (rasterizer_setup
)
7378 input_count
= min(vec4_varyings(4, gl_info
), input_count
);
7381 shader_glsl_declare_shader_outputs(gl_info
, buffer
, input_count
, rasterizer_setup
, interpolation_mode
);
7383 shader_addline(buffer
, "void setup_%s_output(in vec4 outputs[%u])\n{\n",
7384 prefix
, shader
->limits
->packed_output
);
7386 if (rasterizer_setup
)
7387 shader_glsl_setup_sm3_rasterizer_input(priv
, gl_info
, NULL
, NULL
,
7388 NULL
, input_count
, &shader
->output_signature
, &shader
->reg_maps
, FALSE
);
7390 shader_glsl_setup_sm4_shader_output(priv
, input_count
, &shader
->output_signature
,
7391 &shader
->reg_maps
, "shader_out", rasterizer_setup
);
7393 shader_addline(buffer
, "}\n");
7396 static void shader_glsl_generate_patch_constant_name(struct wined3d_string_buffer
*buffer
,
7397 const struct wined3d_shader_signature_element
*constant
, unsigned int *user_constant_idx
,
7398 const char *reg_mask
)
7400 if (!constant
->sysval_semantic
)
7402 shader_addline(buffer
, "user_patch_constant[%u]%s", (*user_constant_idx
)++, reg_mask
);
7406 switch (constant
->sysval_semantic
)
7408 case WINED3D_SV_TESS_FACTOR_QUADEDGE
:
7409 case WINED3D_SV_TESS_FACTOR_TRIEDGE
:
7410 case WINED3D_SV_TESS_FACTOR_LINEDET
:
7411 case WINED3D_SV_TESS_FACTOR_LINEDEN
:
7412 shader_addline(buffer
, "gl_TessLevelOuter[%u]", constant
->semantic_idx
);
7414 case WINED3D_SV_TESS_FACTOR_QUADINT
:
7415 case WINED3D_SV_TESS_FACTOR_TRIINT
:
7416 shader_addline(buffer
, "gl_TessLevelInner[%u]", constant
->semantic_idx
);
7419 FIXME("Unhandled sysval semantic %#x.\n", constant
->sysval_semantic
);
7420 shader_addline(buffer
, "vec4(0.0)%s", reg_mask
);
7424 static void shader_glsl_generate_patch_constant_setup(struct wined3d_string_buffer
*buffer
,
7425 const struct wined3d_shader_signature
*signature
, BOOL input_setup
)
7427 unsigned int i
, register_count
, user_constant_index
, user_constant_count
;
7429 register_count
= user_constant_count
= 0;
7430 for (i
= 0; i
< signature
->element_count
; ++i
)
7432 const struct wined3d_shader_signature_element
*constant
= &signature
->elements
[i
];
7433 register_count
= max(constant
->register_idx
+ 1, register_count
);
7434 if (!constant
->sysval_semantic
)
7435 ++user_constant_count
;
7438 if (user_constant_count
)
7439 shader_addline(buffer
, "patch %s vec4 user_patch_constant[%u];\n",
7440 input_setup
? "in" : "out", user_constant_count
);
7442 shader_addline(buffer
, "vec4 vpc[%u];\n", register_count
);
7444 shader_addline(buffer
, "void setup_patch_constant_%s()\n{\n", input_setup
? "input" : "output");
7445 for (i
= 0, user_constant_index
= 0; i
< signature
->element_count
; ++i
)
7447 const struct wined3d_shader_signature_element
*constant
= &signature
->elements
[i
];
7450 shader_glsl_write_mask_to_str(constant
->mask
, reg_mask
);
7453 shader_addline(buffer
, "vpc[%u]%s", constant
->register_idx
, reg_mask
);
7455 shader_glsl_generate_patch_constant_name(buffer
, constant
, &user_constant_index
, reg_mask
);
7457 shader_addline(buffer
, " = ");
7460 shader_glsl_generate_patch_constant_name(buffer
, constant
, &user_constant_index
, reg_mask
);
7462 shader_addline(buffer
, "hs_out[%u]%s", constant
->register_idx
, reg_mask
);
7464 shader_addline(buffer
, ";\n");
7466 shader_addline(buffer
, "}\n");
7469 static void shader_glsl_generate_srgb_write_correction(struct wined3d_string_buffer
*buffer
,
7470 const struct wined3d_gl_info
*gl_info
)
7472 const char *output
= get_fragment_output(gl_info
);
7474 shader_addline(buffer
, "tmp0.xyz = pow(%s[0].xyz, vec3(srgb_const0.x));\n", output
);
7475 shader_addline(buffer
, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
7476 shader_addline(buffer
, "tmp1.xyz = %s[0].xyz * vec3(srgb_const0.w);\n", output
);
7477 shader_addline(buffer
, "bvec3 srgb_compare = lessThan(%s[0].xyz, vec3(srgb_const1.x));\n", output
);
7478 shader_addline(buffer
, "%s[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n", output
);
7479 shader_addline(buffer
, "%s[0] = clamp(%s[0], 0.0, 1.0);\n", output
, output
);
7482 static void shader_glsl_generate_fog_code(struct wined3d_string_buffer
*buffer
,
7483 const struct wined3d_gl_info
*gl_info
, enum wined3d_ffp_ps_fog_mode mode
)
7485 const char *output
= get_fragment_output(gl_info
);
7489 case WINED3D_FFP_PS_FOG_OFF
:
7492 case WINED3D_FFP_PS_FOG_LINEAR
:
7493 shader_addline(buffer
, "float fog = (ffp_fog.end - ffp_varying_fogcoord) * ffp_fog.scale;\n");
7496 case WINED3D_FFP_PS_FOG_EXP
:
7497 shader_addline(buffer
, "float fog = exp(-ffp_fog.density * ffp_varying_fogcoord);\n");
7500 case WINED3D_FFP_PS_FOG_EXP2
:
7501 shader_addline(buffer
, "float fog = exp(-ffp_fog.density * ffp_fog.density"
7502 " * ffp_varying_fogcoord * ffp_varying_fogcoord);\n");
7506 ERR("Invalid fog mode %#x.\n", mode
);
7510 shader_addline(buffer
, "%s[0].xyz = mix(ffp_fog.color.xyz, %s[0].xyz, clamp(fog, 0.0, 1.0));\n",
7514 static void shader_glsl_generate_alpha_test(struct wined3d_string_buffer
*buffer
,
7515 const struct wined3d_gl_info
*gl_info
, enum wined3d_cmp_func alpha_func
)
7517 /* alpha_func is the PASS condition, not the DISCARD condition. Instead of
7518 * flipping all the operators here, just negate the comparison below. */
7519 static const char * const comparison_operator
[] =
7521 "", /* WINED3D_CMP_NEVER */
7522 "<", /* WINED3D_CMP_LESS */
7523 "==", /* WINED3D_CMP_EQUAL */
7524 "<=", /* WINED3D_CMP_LESSEQUAL */
7525 ">", /* WINED3D_CMP_GREATER */
7526 "!=", /* WINED3D_CMP_NOTEQUAL */
7527 ">=", /* WINED3D_CMP_GREATEREQUAL */
7528 "" /* WINED3D_CMP_ALWAYS */
7531 if (alpha_func
== WINED3D_CMP_ALWAYS
)
7534 if (alpha_func
!= WINED3D_CMP_NEVER
)
7535 shader_addline(buffer
, "if (!(%s[0].a %s alpha_test_ref))\n",
7536 get_fragment_output(gl_info
), comparison_operator
[alpha_func
- WINED3D_CMP_NEVER
]);
7537 shader_addline(buffer
, " discard;\n");
7540 static void shader_glsl_generate_colour_key_test(struct wined3d_string_buffer
*buffer
,
7541 const char *colour
, const char *colour_key_low
, const char *colour_key_high
)
7543 shader_addline(buffer
, "if (all(greaterThanEqual(%s, %s)) && all(lessThan(%s, %s)))\n",
7544 colour
, colour_key_low
, colour
, colour_key_high
);
7545 shader_addline(buffer
, " discard;\n");
7548 static void shader_glsl_enable_extensions(struct wined3d_string_buffer
*buffer
,
7549 const struct wined3d_gl_info
*gl_info
)
7551 if (gl_info
->supported
[ARB_CULL_DISTANCE
])
7552 shader_addline(buffer
, "#extension GL_ARB_cull_distance : enable\n");
7553 if (gl_info
->supported
[ARB_GPU_SHADER5
])
7554 shader_addline(buffer
, "#extension GL_ARB_gpu_shader5 : enable\n");
7555 if (gl_info
->supported
[ARB_SHADER_ATOMIC_COUNTERS
])
7556 shader_addline(buffer
, "#extension GL_ARB_shader_atomic_counters : enable\n");
7557 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
7558 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
7559 if (gl_info
->supported
[ARB_SHADER_IMAGE_LOAD_STORE
])
7560 shader_addline(buffer
, "#extension GL_ARB_shader_image_load_store : enable\n");
7561 if (gl_info
->supported
[ARB_SHADER_IMAGE_SIZE
])
7562 shader_addline(buffer
, "#extension GL_ARB_shader_image_size : enable\n");
7563 if (gl_info
->supported
[ARB_SHADER_STORAGE_BUFFER_OBJECT
])
7564 shader_addline(buffer
, "#extension GL_ARB_shader_storage_buffer_object : enable\n");
7565 if (gl_info
->supported
[ARB_SHADER_TEXTURE_IMAGE_SAMPLES
])
7566 shader_addline(buffer
, "#extension GL_ARB_shader_texture_image_samples : enable\n");
7567 if (gl_info
->supported
[ARB_SHADING_LANGUAGE_420PACK
])
7568 shader_addline(buffer
, "#extension GL_ARB_shading_language_420pack : enable\n");
7569 if (gl_info
->supported
[ARB_SHADING_LANGUAGE_PACKING
])
7570 shader_addline(buffer
, "#extension GL_ARB_shading_language_packing : enable\n");
7571 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP_ARRAY
])
7572 shader_addline(buffer
, "#extension GL_ARB_texture_cube_map_array : enable\n");
7573 if (gl_info
->supported
[ARB_TEXTURE_GATHER
])
7574 shader_addline(buffer
, "#extension GL_ARB_texture_gather : enable\n");
7575 if (gl_info
->supported
[ARB_TEXTURE_QUERY_LEVELS
])
7576 shader_addline(buffer
, "#extension GL_ARB_texture_query_levels : enable\n");
7577 if (gl_info
->supported
[ARB_UNIFORM_BUFFER_OBJECT
])
7578 shader_addline(buffer
, "#extension GL_ARB_uniform_buffer_object : enable\n");
7579 if (gl_info
->supported
[ARB_VIEWPORT_ARRAY
])
7580 shader_addline(buffer
, "#extension GL_ARB_viewport_array : enable\n");
7581 if (gl_info
->supported
[EXT_GPU_SHADER4
])
7582 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
7583 if (gl_info
->supported
[EXT_SHADER_INTEGER_MIX
])
7584 shader_addline(buffer
, "#extension GL_EXT_shader_integer_mix : enable\n");
7585 if (gl_info
->supported
[EXT_TEXTURE_ARRAY
])
7586 shader_addline(buffer
, "#extension GL_EXT_texture_array : enable\n");
7587 if (gl_info
->supported
[EXT_TEXTURE_SHADOW_LOD
])
7588 shader_addline(buffer
, "#extension GL_EXT_texture_shadow_lod : enable\n");
7591 static void shader_glsl_generate_color_output(struct wined3d_string_buffer
*buffer
,
7592 const struct wined3d_gl_info
*gl_info
, const struct wined3d_shader
*shader
,
7593 const struct ps_compile_args
*args
, struct wined3d_string_buffer_list
*string_buffers
)
7595 const struct wined3d_shader_signature
*output_signature
= &shader
->output_signature
;
7596 struct wined3d_string_buffer
*src
, *assignment
;
7597 enum wined3d_data_type dst_data_type
;
7598 const char *swizzle
;
7601 if (output_signature
->element_count
)
7603 src
= string_buffer_get(string_buffers
);
7604 assignment
= string_buffer_get(string_buffers
);
7605 for (i
= 0; i
< output_signature
->element_count
; ++i
)
7607 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[i
];
7609 /* register_idx is set to ~0u for non-color outputs. */
7610 if (output
->register_idx
== ~0u)
7612 if ((unsigned int)output
->component_type
>= ARRAY_SIZE(component_type_info
))
7614 FIXME("Unhandled component type %#x.\n", output
->component_type
);
7617 dst_data_type
= component_type_info
[output
->component_type
].data_type
;
7618 shader_addline(buffer
, "color_out%u = ", output
->semantic_idx
);
7619 string_buffer_sprintf(src
, "ps_out[%u]", output
->semantic_idx
);
7620 shader_glsl_sprintf_cast(assignment
, src
->buffer
, dst_data_type
, WINED3D_DATA_FLOAT
, 4);
7621 swizzle
= args
->rt_alpha_swizzle
& (1u << output
->semantic_idx
) ? ".argb" : "";
7622 shader_addline(buffer
, "%s%s;\n", assignment
->buffer
, swizzle
);
7624 string_buffer_release(string_buffers
, src
);
7625 string_buffer_release(string_buffers
, assignment
);
7629 uint32_t mask
= shader
->reg_maps
.rt_mask
;
7633 i
= wined3d_bit_scan(&mask
);
7634 swizzle
= args
->rt_alpha_swizzle
& (1u << i
) ? ".argb" : "";
7635 shader_addline(buffer
, "color_out%u = ps_out[%u]%s;\n", i
, i
, swizzle
);
7640 static void shader_glsl_generate_ps_epilogue(const struct wined3d_gl_info
*gl_info
,
7641 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
7642 const struct ps_compile_args
*args
, struct wined3d_string_buffer_list
*string_buffers
)
7644 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
7646 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly. */
7647 if (reg_maps
->shader_version
.major
< 2)
7648 shader_addline(buffer
, "%s[0] = R0;\n", get_fragment_output(gl_info
));
7650 if (args
->srgb_correction
)
7651 shader_glsl_generate_srgb_write_correction(buffer
, gl_info
);
7653 /* SM < 3 does not replace the fog stage. */
7654 if (reg_maps
->shader_version
.major
< 3)
7655 shader_glsl_generate_fog_code(buffer
, gl_info
, args
->fog
);
7657 shader_glsl_generate_alpha_test(buffer
, gl_info
, args
->alpha_test_func
+ 1);
7659 if (reg_maps
->sample_mask
)
7660 shader_addline(buffer
, "gl_SampleMask[0] = floatBitsToInt(sample_mask);\n");
7662 if (!use_legacy_fragment_output(gl_info
))
7663 shader_glsl_generate_color_output(buffer
, gl_info
, shader
, args
, string_buffers
);
7666 /* Context activation is done by the caller. */
7667 static GLuint
shader_glsl_generate_fragment_shader(const struct wined3d_context_gl
*context_gl
,
7668 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
7669 const struct wined3d_shader
*shader
, const struct ps_compile_args
*args
,
7670 struct ps_np2fixup_info
*np2fixup_info
)
7672 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
7673 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
7674 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
7675 const char *prefix
= shader_glsl_get_prefix(version
->type
);
7676 BOOL legacy_syntax
= needs_legacy_glsl_syntax(gl_info
);
7677 unsigned int i
, extra_constants_needed
= 0;
7678 struct shader_glsl_ctx_priv priv_ctx
;
7682 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
7683 priv_ctx
.gl_info
= gl_info
;
7684 priv_ctx
.cur_ps_args
= args
;
7685 priv_ctx
.cur_np2fixup_info
= np2fixup_info
;
7686 priv_ctx
.string_buffers
= string_buffers
;
7688 shader_glsl_add_version_declaration(buffer
, gl_info
);
7690 shader_glsl_enable_extensions(buffer
, gl_info
);
7691 if (gl_info
->supported
[ARB_CONSERVATIVE_DEPTH
])
7692 shader_addline(buffer
, "#extension GL_ARB_conservative_depth : enable\n");
7693 if (gl_info
->supported
[ARB_DERIVATIVE_CONTROL
])
7694 shader_addline(buffer
, "#extension GL_ARB_derivative_control : enable\n");
7695 if (shader_glsl_use_explicit_attrib_location(gl_info
))
7696 shader_addline(buffer
, "#extension GL_ARB_explicit_attrib_location : enable\n");
7697 if (gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
7698 shader_addline(buffer
, "#extension GL_ARB_fragment_coord_conventions : enable\n");
7699 if (gl_info
->supported
[ARB_FRAGMENT_LAYER_VIEWPORT
])
7700 shader_addline(buffer
, "#extension GL_ARB_fragment_layer_viewport : enable\n");
7701 if (gl_info
->supported
[ARB_SAMPLE_SHADING
])
7702 shader_addline(buffer
, "#extension GL_ARB_sample_shading : enable\n");
7703 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
7704 shader_addline(buffer
, "#extension GL_ARB_shader_texture_lod : enable\n");
7705 /* The spec says that it doesn't have to be explicitly enabled, but the
7706 * nvidia drivers write a warning if we don't do so. */
7707 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
7708 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
7710 /* Base Declarations */
7711 shader_generate_glsl_declarations(context_gl
, buffer
, shader
, reg_maps
, &priv_ctx
);
7713 if (gl_info
->supported
[ARB_CONSERVATIVE_DEPTH
])
7715 if (shader
->u
.ps
.depth_output
== WINED3DSPR_DEPTHOUTGE
)
7716 shader_addline(buffer
, "layout (depth_greater) out float gl_FragDepth;\n");
7717 else if (shader
->u
.ps
.depth_output
== WINED3DSPR_DEPTHOUTLE
)
7718 shader_addline(buffer
, "layout (depth_less) out float gl_FragDepth;\n");
7721 /* Declare uniforms for NP2 texcoord fixup:
7722 * This is NOT done inside the loop that declares the texture samplers
7723 * since the NP2 fixup code is currently only used for the GeforceFX
7724 * series and when forcing the ARB_npot extension off. Modern cards just
7725 * skip the code anyway, so put it inside a separate loop. */
7726 if (args
->np2_fixup
)
7728 struct ps_np2fixup_info
*fixup
= priv_ctx
.cur_np2fixup_info
;
7729 unsigned int cur
= 0;
7731 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
7732 * while D3D has them in the (normalized) [0,1]x[0,1] range.
7733 * samplerNP2Fixup stores texture dimensions and is updated through
7734 * shader_glsl_load_np2fixup_constants when the sampler changes. */
7736 for (i
= 0; i
< shader
->limits
->sampler
; ++i
)
7738 enum wined3d_shader_resource_type resource_type
;
7740 resource_type
= pixelshader_get_resource_type(reg_maps
, i
, args
->tex_types
);
7742 if (!resource_type
|| !(args
->np2_fixup
& (1u << i
)))
7745 if (resource_type
!= WINED3D_SHADER_RESOURCE_TEXTURE_2D
)
7747 FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
7751 fixup
->idx
[i
] = cur
++;
7754 fixup
->num_consts
= (cur
+ 1) >> 1;
7755 fixup
->active
= args
->np2_fixup
;
7756 shader_addline(buffer
, "uniform vec4 %s_samplerNP2Fixup[%u];\n", prefix
, fixup
->num_consts
);
7759 if (version
->major
< 3 || args
->vp_mode
!= WINED3D_VP_MODE_SHADER
)
7761 shader_addline(buffer
, "uniform struct\n{\n");
7762 shader_addline(buffer
, " vec4 color;\n");
7763 shader_addline(buffer
, " float density;\n");
7764 shader_addline(buffer
, " float end;\n");
7765 shader_addline(buffer
, " float scale;\n");
7766 shader_addline(buffer
, "} ffp_fog;\n");
7770 if (glsl_is_color_reg_read(shader
, 0))
7771 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
7772 if (glsl_is_color_reg_read(shader
, 1))
7773 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
7774 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", WINED3D_MAX_FFP_TEXTURES
);
7775 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
7779 if (glsl_is_color_reg_read(shader
, 0))
7780 declare_in_varying(gl_info
, buffer
, args
->flatshading
, "vec4 ffp_varying_diffuse;\n");
7781 if (glsl_is_color_reg_read(shader
, 1))
7782 declare_in_varying(gl_info
, buffer
, args
->flatshading
, "vec4 ffp_varying_specular;\n");
7783 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_FFP_TEXTURES
);
7784 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", WINED3D_MAX_FFP_TEXTURES
);
7785 declare_in_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
7789 if (version
->major
>= 3)
7791 unsigned int in_count
= min(vec4_varyings(version
->major
, gl_info
), shader
->limits
->packed_input
);
7793 if (args
->vp_mode
== WINED3D_VP_MODE_SHADER
&& reg_maps
->input_registers
)
7794 shader_glsl_declare_shader_inputs(gl_info
, buffer
, in_count
,
7795 shader
->u
.ps
.interpolation_mode
, version
->major
>= 4);
7796 shader_addline(buffer
, "vec4 %s_in[%u];\n", prefix
, in_count
);
7799 map
= reg_maps
->bumpmat
;
7802 i
= wined3d_bit_scan(&map
);
7803 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", i
);
7805 if (reg_maps
->luminanceparams
& (1u << i
))
7807 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", i
);
7808 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", i
);
7809 extra_constants_needed
++;
7812 extra_constants_needed
++;
7815 if (args
->srgb_correction
)
7817 shader_addline(buffer
, "const vec4 srgb_const0 = ");
7818 shader_glsl_append_imm_vec(buffer
, &wined3d_srgb_const
[0].x
, 4, gl_info
);
7819 shader_addline(buffer
, ";\n");
7820 shader_addline(buffer
, "const vec4 srgb_const1 = ");
7821 shader_glsl_append_imm_vec(buffer
, &wined3d_srgb_const
[1].x
, 4, gl_info
);
7822 shader_addline(buffer
, ";\n");
7824 if ((reg_maps
->usesdsy
&& wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
)
7825 || (reg_maps
->vpos
&& !gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
]))
7827 ++extra_constants_needed
;
7828 shader_addline(buffer
, "uniform vec4 ycorrection;\n");
7832 if (gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
7834 if (context_gl
->c
.d3d_info
->wined3d_creation_flags
& WINED3D_PIXEL_CENTER_INTEGER
)
7835 shader_addline(buffer
, "layout(%spixel_center_integer) in vec4 gl_FragCoord;\n",
7836 args
->y_correction
? "origin_upper_left, " : "");
7837 else if (args
->y_correction
)
7838 shader_addline(buffer
, "layout(origin_upper_left) in vec4 gl_FragCoord;\n");
7840 shader_addline(buffer
, "vec4 vpos;\n");
7843 if (args
->alpha_test_func
+ 1 != WINED3D_CMP_ALWAYS
)
7844 shader_addline(buffer
, "uniform float alpha_test_ref;\n");
7846 if (!use_legacy_fragment_output(gl_info
))
7848 const struct wined3d_shader_signature
*output_signature
= &shader
->output_signature
;
7850 if (args
->dual_source_blend
)
7851 shader_addline(buffer
, "vec4 ps_out[2];\n");
7853 shader_addline(buffer
, "vec4 ps_out[%u];\n", gl_info
->limits
.buffers
);
7854 if (output_signature
->element_count
)
7856 for (i
= 0; i
< output_signature
->element_count
; ++i
)
7858 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[i
];
7860 if (output
->register_idx
== ~0u)
7862 if ((unsigned int)output
->component_type
>= ARRAY_SIZE(component_type_info
))
7864 FIXME("Unhandled component type %#x.\n", output
->component_type
);
7867 if (shader_glsl_use_explicit_attrib_location(gl_info
))
7869 if (args
->dual_source_blend
)
7870 shader_addline(buffer
, "layout(location = 0, index = %u) ", output
->semantic_idx
);
7872 shader_addline(buffer
, "layout(location = %u) ", output
->semantic_idx
);
7874 shader_addline(buffer
, "out %s4 color_out%u;\n",
7875 component_type_info
[output
->component_type
].glsl_vector_type
, output
->semantic_idx
);
7880 uint32_t mask
= reg_maps
->rt_mask
;
7884 i
= wined3d_bit_scan(&mask
);
7885 if (shader_glsl_use_explicit_attrib_location(gl_info
))
7887 if (args
->dual_source_blend
)
7888 shader_addline(buffer
, "layout(location = 0, index = %u) ", i
);
7890 shader_addline(buffer
, "layout(location = %u) ", i
);
7892 shader_addline(buffer
, "out vec4 color_out%u;\n", i
);
7897 if (shader
->limits
->constant_float
+ extra_constants_needed
>= gl_info
->limits
.glsl_ps_float_constants
)
7898 FIXME("Insufficient uniforms to run this shader.\n");
7900 if (shader
->u
.ps
.force_early_depth_stencil
)
7901 shader_addline(buffer
, "layout(early_fragment_tests) in;\n");
7903 shader_addline(buffer
, "void main()\n{\n");
7905 if (reg_maps
->sample_mask
)
7906 shader_addline(buffer
, "float sample_mask = uintBitsToFloat(0xffffffffu);\n");
7908 /* Direct3D applications expect integer vPos values, while OpenGL drivers
7909 * add approximately 0.5. This causes off-by-one problems as spotted by
7910 * the vPos d3d9 visual test. Unfortunately ATI cards do not add exactly
7911 * 0.5, but rather something like 0.49999999 or 0.50000001, which still
7912 * causes precision troubles when we just subtract 0.5.
7914 * To deal with that, just floor() the position. This will eliminate the
7915 * fraction on all cards.
7917 * TODO: Test how this behaves with multisampling.
7919 * An advantage of floor is that it works even if the driver doesn't add
7920 * 0.5. It is somewhat questionable if 1.5, 2.5, ... are the proper values
7921 * to return in gl_FragCoord, even though coordinates specify the pixel
7922 * centers instead of the pixel corners. This code will behave correctly
7923 * on drivers that returns integer values. */
7926 if (gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
7927 shader_addline(buffer
, "vpos = gl_FragCoord;\n");
7928 else if (context_gl
->c
.d3d_info
->wined3d_creation_flags
& WINED3D_PIXEL_CENTER_INTEGER
)
7929 shader_addline(buffer
,
7930 "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
7932 shader_addline(buffer
,
7933 "vpos = vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1);\n");
7936 if (reg_maps
->shader_version
.major
< 3 || args
->vp_mode
!= WINED3D_VP_MODE_SHADER
)
7942 if (glsl_is_color_reg_read(shader
, 0))
7943 shader_addline(buffer
, "ffp_varying_diffuse = gl_Color;\n");
7944 if (glsl_is_color_reg_read(shader
, 1))
7945 shader_addline(buffer
, "ffp_varying_specular = gl_SecondaryColor;\n");
7948 map
= reg_maps
->texcoord
;
7951 i
= wined3d_bit_scan(&map
);
7952 if (args
->pointsprite
)
7953 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", i
);
7954 else if (args
->texcoords_initialized
& (1u << i
))
7955 shader_addline(buffer
, "ffp_texcoord[%u] = %s[%u];\n", i
,
7956 legacy_syntax
? "gl_TexCoord" : "ffp_varying_texcoord", i
);
7958 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(0.0);\n", i
);
7959 shader_addline(buffer
, "vec4 T%u = ffp_texcoord[%u];\n", i
, i
);
7963 shader_addline(buffer
, "ffp_varying_fogcoord = gl_FogFragCoord;\n");
7966 /* Pack 3.0 inputs */
7967 if (reg_maps
->shader_version
.major
>= 3)
7968 shader_glsl_input_pack(shader
, buffer
, &shader
->input_signature
, reg_maps
, args
, gl_info
,
7969 reg_maps
->shader_version
.major
>= 4);
7971 /* Base Shader Body */
7972 if (FAILED(shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, NULL
, NULL
)))
7975 /* In SM4+ the shader epilogue is generated by the "ret" instruction. */
7976 if (reg_maps
->shader_version
.major
< 4)
7977 shader_glsl_generate_ps_epilogue(gl_info
, buffer
, shader
, args
, string_buffers
);
7979 shader_addline(buffer
, "}\n");
7981 shader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
7982 TRACE("Compiling shader object %u.\n", shader_id
);
7983 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
7988 static void shader_glsl_generate_vs_epilogue(const struct wined3d_gl_info
*gl_info
,
7989 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
7990 const struct vs_compile_args
*args
)
7992 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
7993 const BOOL legacy_syntax
= needs_legacy_glsl_syntax(gl_info
);
7996 /* Unpack outputs. */
7997 shader_addline(buffer
, "setup_vs_output(vs_out);\n");
7999 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
8000 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
8001 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
8002 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0).
8004 if (reg_maps
->shader_version
.major
< 3)
8006 if (args
->fog_src
== VS_FOG_Z
)
8007 shader_addline(buffer
, "%s = gl_Position.z;\n",
8008 legacy_syntax
? "gl_FogFragCoord" : "ffp_varying_fogcoord");
8009 else if (!reg_maps
->fog
)
8010 shader_addline(buffer
, "%s = 0.0;\n",
8011 legacy_syntax
? "gl_FogFragCoord" : "ffp_varying_fogcoord");
8014 /* We always store the clipplanes without y inversion. */
8015 if (args
->clip_enabled
)
8018 shader_addline(buffer
, "gl_ClipVertex = gl_Position;\n");
8020 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
8021 shader_addline(buffer
, "gl_ClipDistance[%u] = dot(gl_Position, clip_planes[%u]);\n", i
, i
);
8024 if (args
->point_size
&& !args
->per_vertex_point_size
)
8025 shader_addline(buffer
, "gl_PointSize = clamp(ffp_point.size, ffp_point.size_min, ffp_point.size_max);\n");
8027 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
&& !gl_info
->supported
[ARB_CLIP_CONTROL
])
8028 shader_glsl_fixup_position(buffer
, FALSE
);
8031 /* Context activation is done by the caller. */
8032 static GLuint
shader_glsl_generate_vertex_shader(const struct wined3d_context_gl
*context_gl
,
8033 struct shader_glsl_priv
*priv
, const struct wined3d_shader
*shader
, const struct vs_compile_args
*args
)
8035 struct wined3d_string_buffer_list
*string_buffers
= &priv
->string_buffers
;
8036 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
8037 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
8038 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
8039 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
8040 struct shader_glsl_ctx_priv priv_ctx
;
8044 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
8045 priv_ctx
.gl_info
= gl_info
;
8046 priv_ctx
.cur_vs_args
= args
;
8047 priv_ctx
.string_buffers
= string_buffers
;
8049 shader_glsl_add_version_declaration(buffer
, gl_info
);
8051 shader_glsl_enable_extensions(buffer
, gl_info
);
8052 if (gl_info
->supported
[ARB_DRAW_INSTANCED
])
8053 shader_addline(buffer
, "#extension GL_ARB_draw_instanced : enable\n");
8054 if (shader_glsl_use_explicit_attrib_location(gl_info
))
8055 shader_addline(buffer
, "#extension GL_ARB_explicit_attrib_location : enable\n");
8056 if (gl_info
->supported
[ARB_SHADER_VIEWPORT_LAYER_ARRAY
])
8057 shader_addline(buffer
, "#extension GL_ARB_shader_viewport_layer_array : enable\n");
8059 /* Base Declarations */
8060 shader_generate_glsl_declarations(context_gl
, buffer
, shader
, reg_maps
, &priv_ctx
);
8062 for (i
= 0; i
< shader
->input_signature
.element_count
; ++i
)
8063 shader_glsl_declare_generic_vertex_attribute(buffer
, gl_info
, &shader
->input_signature
.elements
[i
]);
8065 if (args
->point_size
&& !args
->per_vertex_point_size
)
8067 shader_addline(buffer
, "uniform struct\n{\n");
8068 shader_addline(buffer
, " float size;\n");
8069 shader_addline(buffer
, " float size_min;\n");
8070 shader_addline(buffer
, " float size_max;\n");
8071 shader_addline(buffer
, "} ffp_point;\n");
8074 if (!needs_legacy_glsl_syntax(gl_info
))
8076 if (args
->clip_enabled
)
8077 shader_addline(buffer
, "uniform vec4 clip_planes[%u];\n", gl_info
->limits
.user_clip_distances
);
8079 if (version
->major
< 3)
8081 declare_out_varying(gl_info
, buffer
, args
->flatshading
, "vec4 ffp_varying_diffuse;\n");
8082 declare_out_varying(gl_info
, buffer
, args
->flatshading
, "vec4 ffp_varying_specular;\n");
8083 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_FFP_TEXTURES
);
8084 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
8088 if (version
->major
< 4)
8089 shader_addline(buffer
, "void setup_vs_output(in vec4[%u]);\n", shader
->limits
->packed_output
);
8091 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
&& !gl_info
->supported
[ARB_CLIP_CONTROL
])
8092 shader_addline(buffer
, "uniform vec4 pos_fixup;\n");
8094 if (reg_maps
->shader_version
.major
>= 4)
8095 shader_glsl_generate_sm4_output_setup(priv
, shader
, args
->next_shader_input_count
,
8096 gl_info
, args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
, args
->interpolation_mode
);
8098 shader_addline(buffer
, "void main()\n{\n");
8100 if (reg_maps
->input_rel_addressing
)
8102 unsigned int highest_input_register
= wined3d_log2i(reg_maps
->input_registers
);
8103 shader_addline(buffer
, "vec4 vs_in[%u];\n", highest_input_register
+ 1);
8104 for (i
= 0; i
< shader
->input_signature
.element_count
; ++i
)
8106 const struct wined3d_shader_signature_element
*e
= &shader
->input_signature
.elements
[i
];
8107 shader_addline(buffer
, "vs_in[%u] = vs_in%u;\n", e
->register_idx
, e
->register_idx
);
8111 if (FAILED(shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, NULL
, NULL
)))
8114 /* In SM4+ the shader epilogue is generated by the "ret" instruction. */
8115 if (reg_maps
->shader_version
.major
< 4)
8116 shader_glsl_generate_vs_epilogue(gl_info
, buffer
, shader
, args
);
8118 shader_addline(buffer
, "}\n");
8120 shader_id
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
8121 TRACE("Compiling shader object %u.\n", shader_id
);
8122 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
8127 static void shader_glsl_generate_default_control_point_phase(const struct wined3d_shader
*shader
,
8128 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader_reg_maps
*reg_maps
)
8130 const struct wined3d_shader_signature
*output_signature
= &shader
->output_signature
;
8134 for (i
= 0; i
< output_signature
->element_count
; ++i
)
8136 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[i
];
8138 shader_glsl_write_mask_to_str(output
->mask
, reg_mask
);
8139 shader_addline(buffer
, "shader_out[gl_InvocationID].reg[%u]%s = shader_in[gl_InvocationID].reg[%u]%s;\n",
8140 output
->register_idx
, reg_mask
, output
->register_idx
, reg_mask
);
8144 static HRESULT
shader_glsl_generate_shader_phase(const struct wined3d_shader
*shader
,
8145 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader_reg_maps
*reg_maps
,
8146 struct shader_glsl_ctx_priv
*priv_ctx
, const struct wined3d_shader_phase
*phase
,
8147 const char *phase_name
, unsigned phase_idx
)
8152 shader_addline(buffer
, "void hs_%s_phase%u(%s)\n{\n",
8153 phase_name
, phase_idx
, phase
->instance_count
? "int phase_instance_id" : "");
8154 for (i
= 0; i
< phase
->temporary_count
; ++i
)
8155 shader_addline(buffer
, "vec4 R%u;\n", i
);
8156 hr
= shader_generate_code(shader
, buffer
, reg_maps
, priv_ctx
, phase
->start
, phase
->end
);
8157 shader_addline(buffer
, "}\n");
8161 static void shader_glsl_generate_shader_phase_invocation(struct wined3d_string_buffer
*buffer
,
8162 const struct wined3d_shader_phase
*phase
, const char *phase_name
, unsigned int phase_idx
)
8164 if (phase
->instance_count
)
8166 shader_addline(buffer
, "for (int i = 0; i < %u; ++i)\n{\n", phase
->instance_count
);
8167 shader_addline(buffer
, "hs_%s_phase%u(i);\n", phase_name
, phase_idx
);
8168 shader_addline(buffer
, "}\n");
8172 shader_addline(buffer
, "hs_%s_phase%u();\n", phase_name
, phase_idx
);
8176 static GLuint
shader_glsl_generate_hull_shader(const struct wined3d_context_gl
*context_gl
,
8177 struct shader_glsl_priv
*priv
, const struct wined3d_shader
*shader
)
8179 struct wined3d_string_buffer_list
*string_buffers
= &priv
->string_buffers
;
8180 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
8181 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
8182 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
8183 const struct wined3d_hull_shader
*hs
= &shader
->u
.hs
;
8184 const struct wined3d_shader_phase
*phase
;
8185 struct shader_glsl_ctx_priv priv_ctx
;
8189 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
8190 priv_ctx
.gl_info
= gl_info
;
8191 priv_ctx
.string_buffers
= string_buffers
;
8193 shader_glsl_add_version_declaration(buffer
, gl_info
);
8195 shader_glsl_enable_extensions(buffer
, gl_info
);
8196 shader_addline(buffer
, "#extension GL_ARB_tessellation_shader : enable\n");
8198 shader_generate_glsl_declarations(context_gl
, buffer
, shader
, reg_maps
, &priv_ctx
);
8200 shader_addline(buffer
, "layout(vertices = %u) out;\n", hs
->output_vertex_count
);
8202 shader_addline(buffer
, "in shader_in_out { vec4 reg[%u]; } shader_in[];\n", shader
->limits
->packed_input
);
8203 shader_addline(buffer
, "out shader_in_out { vec4 reg[%u]; } shader_out[];\n", shader
->limits
->packed_output
);
8205 shader_glsl_generate_patch_constant_setup(buffer
, &shader
->patch_constant_signature
, FALSE
);
8207 if (hs
->phases
.control_point
)
8209 shader_addline(buffer
, "void setup_hs_output(in vec4 outputs[%u])\n{\n",
8210 shader
->limits
->packed_output
);
8211 shader_glsl_setup_sm4_shader_output(priv
, shader
->limits
->packed_output
, &shader
->output_signature
,
8212 &shader
->reg_maps
, "shader_out[gl_InvocationID]", FALSE
);
8213 shader_addline(buffer
, "}\n");
8216 shader_addline(buffer
, "void hs_control_point_phase()\n{\n");
8217 if ((phase
= hs
->phases
.control_point
))
8219 for (i
= 0; i
< phase
->temporary_count
; ++i
)
8220 shader_addline(buffer
, "vec4 R%u;\n", i
);
8221 if (FAILED(shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, phase
->start
, phase
->end
)))
8223 shader_addline(buffer
, "setup_hs_output(hs_out);\n");
8227 shader_glsl_generate_default_control_point_phase(shader
, buffer
, reg_maps
);
8229 shader_addline(buffer
, "}\n");
8231 for (i
= 0; i
< hs
->phases
.fork_count
; ++i
)
8233 if (FAILED(shader_glsl_generate_shader_phase(shader
, buffer
, reg_maps
, &priv_ctx
,
8234 &hs
->phases
.fork
[i
], "fork", i
)))
8238 for (i
= 0; i
< hs
->phases
.join_count
; ++i
)
8240 if (FAILED(shader_glsl_generate_shader_phase(shader
, buffer
, reg_maps
, &priv_ctx
,
8241 &hs
->phases
.join
[i
], "join", i
)))
8245 shader_addline(buffer
, "void main()\n{\n");
8246 shader_addline(buffer
, "hs_control_point_phase();\n");
8248 shader_addline(buffer
, "barrier();\n");
8249 for (i
= 0; i
< hs
->phases
.fork_count
; ++i
)
8250 shader_glsl_generate_shader_phase_invocation(buffer
, &hs
->phases
.fork
[i
], "fork", i
);
8251 for (i
= 0; i
< hs
->phases
.join_count
; ++i
)
8252 shader_glsl_generate_shader_phase_invocation(buffer
, &hs
->phases
.join
[i
], "join", i
);
8253 shader_addline(buffer
, "setup_patch_constant_output();\n");
8254 shader_addline(buffer
, "}\n");
8256 shader_id
= GL_EXTCALL(glCreateShader(GL_TESS_CONTROL_SHADER
));
8257 TRACE("Compiling shader object %u.\n", shader_id
);
8258 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
8263 static void shader_glsl_generate_ds_epilogue(const struct wined3d_gl_info
*gl_info
,
8264 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
8265 const struct ds_compile_args
*args
)
8267 shader_addline(buffer
, "setup_ds_output(ds_out);\n");
8269 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
&& !gl_info
->supported
[ARB_CLIP_CONTROL
])
8270 shader_glsl_fixup_position(buffer
, FALSE
);
8273 static GLuint
shader_glsl_generate_domain_shader(const struct wined3d_context_gl
*context_gl
,
8274 struct shader_glsl_priv
*priv
, const struct wined3d_shader
*shader
, const struct ds_compile_args
*args
)
8276 struct wined3d_string_buffer_list
*string_buffers
= &priv
->string_buffers
;
8277 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
8278 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
8279 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
8280 struct shader_glsl_ctx_priv priv_ctx
;
8283 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
8284 priv_ctx
.gl_info
= gl_info
;
8285 priv_ctx
.cur_ds_args
= args
;
8286 priv_ctx
.string_buffers
= string_buffers
;
8288 shader_glsl_add_version_declaration(buffer
, gl_info
);
8290 shader_glsl_enable_extensions(buffer
, gl_info
);
8291 shader_addline(buffer
, "#extension GL_ARB_tessellation_shader : enable\n");
8293 shader_generate_glsl_declarations(context_gl
, buffer
, shader
, reg_maps
, &priv_ctx
);
8295 shader_addline(buffer
, "layout(");
8296 switch (shader
->u
.ds
.tessellator_domain
)
8298 case WINED3D_TESSELLATOR_DOMAIN_LINE
:
8299 shader_addline(buffer
, "isolines");
8301 case WINED3D_TESSELLATOR_DOMAIN_QUAD
:
8302 shader_addline(buffer
, "quads");
8304 case WINED3D_TESSELLATOR_DOMAIN_TRIANGLE
:
8305 shader_addline(buffer
, "triangles");
8308 switch (args
->tessellator_output_primitive
)
8310 case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CW
:
8311 if (args
->render_offscreen
)
8312 shader_addline(buffer
, ", ccw");
8314 shader_addline(buffer
, ", cw");
8316 case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW
:
8317 if (args
->render_offscreen
)
8318 shader_addline(buffer
, ", cw");
8320 shader_addline(buffer
, ", ccw");
8322 case WINED3D_TESSELLATOR_OUTPUT_POINT
:
8323 shader_addline(buffer
, ", point_mode");
8325 case WINED3D_TESSELLATOR_OUTPUT_LINE
:
8328 switch (args
->tessellator_partitioning
)
8330 case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD
:
8331 shader_addline(buffer
, ", fractional_odd_spacing");
8333 case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN
:
8334 shader_addline(buffer
, ", fractional_even_spacing");
8336 case WINED3D_TESSELLATOR_PARTITIONING_INTEGER
:
8337 case WINED3D_TESSELLATOR_PARTITIONING_POW2
:
8338 shader_addline(buffer
, ", equal_spacing");
8341 shader_addline(buffer
, ") in;\n");
8343 shader_addline(buffer
, "in shader_in_out { vec4 reg[%u]; } shader_in[];\n", shader
->limits
->packed_input
);
8345 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
&& !gl_info
->supported
[ARB_CLIP_CONTROL
])
8346 shader_addline(buffer
, "uniform vec4 pos_fixup;\n");
8348 shader_glsl_generate_sm4_output_setup(priv
, shader
, args
->output_count
, gl_info
,
8349 args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
, args
->interpolation_mode
);
8350 shader_glsl_generate_patch_constant_setup(buffer
, &shader
->patch_constant_signature
, TRUE
);
8352 shader_addline(buffer
, "void main()\n{\n");
8353 shader_addline(buffer
, "setup_patch_constant_input();\n");
8355 if (FAILED(shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, NULL
, NULL
)))
8358 shader_addline(buffer
, "}\n");
8360 shader_id
= GL_EXTCALL(glCreateShader(GL_TESS_EVALUATION_SHADER
));
8361 TRACE("Compiling shader object %u.\n", shader_id
);
8362 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
8367 /* Context activation is done by the caller. */
8368 static GLuint
shader_glsl_generate_geometry_shader(const struct wined3d_context_gl
*context_gl
,
8369 struct shader_glsl_priv
*priv
, const struct wined3d_shader
*shader
, const struct gs_compile_args
*args
)
8371 struct wined3d_string_buffer_list
*string_buffers
= &priv
->string_buffers
;
8372 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
8373 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
8374 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
8375 const struct wined3d_shader_signature_element
*output
;
8376 enum wined3d_primitive_type primitive_type
;
8377 struct shader_glsl_ctx_priv priv_ctx
;
8378 unsigned int max_vertices
;
8382 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
8383 priv_ctx
.gl_info
= gl_info
;
8384 priv_ctx
.string_buffers
= string_buffers
;
8386 shader_glsl_add_version_declaration(buffer
, gl_info
);
8388 shader_glsl_enable_extensions(buffer
, gl_info
);
8390 shader_generate_glsl_declarations(context_gl
, buffer
, shader
, reg_maps
, &priv_ctx
);
8392 primitive_type
= shader
->u
.gs
.input_type
? shader
->u
.gs
.input_type
: args
->primitive_type
;
8393 shader_addline(buffer
, "layout(%s", glsl_primitive_type_from_d3d(primitive_type
));
8394 if (shader
->u
.gs
.instance_count
> 1)
8395 shader_addline(buffer
, ", invocations = %u", shader
->u
.gs
.instance_count
);
8396 shader_addline(buffer
, ") in;\n");
8398 primitive_type
= shader
->u
.gs
.output_type
? shader
->u
.gs
.output_type
: args
->primitive_type
;
8399 if (!(max_vertices
= shader
->u
.gs
.vertices_out
))
8401 switch (args
->primitive_type
)
8403 case WINED3D_PT_POINTLIST
:
8406 case WINED3D_PT_LINELIST
:
8409 case WINED3D_PT_TRIANGLELIST
:
8413 FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(args
->primitive_type
));
8417 shader_addline(buffer
, "layout(%s, max_vertices = %u) out;\n",
8418 glsl_primitive_type_from_d3d(primitive_type
), max_vertices
);
8419 shader_addline(buffer
, "in shader_in_out { vec4 reg[%u]; } shader_in[];\n", shader
->limits
->packed_input
);
8421 if (!gl_info
->supported
[ARB_CLIP_CONTROL
])
8423 shader_addline(buffer
, "uniform vec4 pos_fixup");
8424 if (reg_maps
->viewport_array
)
8425 shader_addline(buffer
, "[%u]", WINED3D_MAX_VIEWPORTS
);
8426 shader_addline(buffer
, ";\n");
8429 if (is_rasterization_disabled(shader
))
8431 shader_glsl_generate_stream_output_setup(buffer
, shader
);
8435 shader_glsl_generate_sm4_output_setup(priv
, shader
, args
->output_count
,
8436 gl_info
, TRUE
, args
->interpolation_mode
);
8439 shader_addline(buffer
, "void main()\n{\n");
8440 if (shader
->function
)
8442 if (FAILED(shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, NULL
, NULL
)))
8447 for (i
= 0; i
< max_vertices
; ++i
)
8449 for (j
= 0; j
< shader
->output_signature
.element_count
; ++j
)
8451 output
= &shader
->output_signature
.elements
[j
];
8452 shader_addline(buffer
, "gs_out[%u] = shader_in[%u].reg[%u];\n",
8453 output
->register_idx
, i
, output
->register_idx
);
8455 shader_addline(buffer
, "setup_gs_output(gs_out);\n");
8456 if (!gl_info
->supported
[ARB_CLIP_CONTROL
])
8457 shader_glsl_fixup_position(buffer
, FALSE
);
8458 shader_addline(buffer
, "EmitVertex();\n");
8461 shader_addline(buffer
, "}\n");
8463 shader_id
= GL_EXTCALL(glCreateShader(GL_GEOMETRY_SHADER
));
8464 TRACE("Compiling shader object %u.\n", shader_id
);
8465 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
8470 static void shader_glsl_generate_shader_epilogue(const struct wined3d_shader_context
*ctx
)
8472 const struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
8473 const struct wined3d_gl_info
*gl_info
= priv
->gl_info
;
8474 struct wined3d_string_buffer
*buffer
= ctx
->buffer
;
8475 const struct wined3d_shader
*shader
= ctx
->shader
;
8477 switch (shader
->reg_maps
.shader_version
.type
)
8479 case WINED3D_SHADER_TYPE_PIXEL
:
8480 shader_glsl_generate_ps_epilogue(gl_info
, buffer
, shader
, priv
->cur_ps_args
, priv
->string_buffers
);
8482 case WINED3D_SHADER_TYPE_VERTEX
:
8483 shader_glsl_generate_vs_epilogue(gl_info
, buffer
, shader
, priv
->cur_vs_args
);
8485 case WINED3D_SHADER_TYPE_DOMAIN
:
8486 shader_glsl_generate_ds_epilogue(gl_info
, buffer
, shader
, priv
->cur_ds_args
);
8488 case WINED3D_SHADER_TYPE_GEOMETRY
:
8489 case WINED3D_SHADER_TYPE_COMPUTE
:
8492 FIXME("Unhandled shader type %#x.\n", shader
->reg_maps
.shader_version
.type
);
8497 /* Context activation is done by the caller. */
8498 static GLuint
shader_glsl_generate_compute_shader(const struct wined3d_context_gl
*context_gl
,
8499 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
8500 const struct wined3d_shader
*shader
)
8502 const struct wined3d_shader_thread_group_size
*thread_group_size
= &shader
->u
.cs
.thread_group_size
;
8503 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
8504 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
8505 struct shader_glsl_ctx_priv priv_ctx
;
8509 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
8510 priv_ctx
.gl_info
= gl_info
;
8511 priv_ctx
.string_buffers
= string_buffers
;
8513 shader_glsl_add_version_declaration(buffer
, gl_info
);
8515 shader_glsl_enable_extensions(buffer
, gl_info
);
8516 shader_addline(buffer
, "#extension GL_ARB_compute_shader : enable\n");
8518 shader_generate_glsl_declarations(context_gl
, buffer
, shader
, reg_maps
, &priv_ctx
);
8520 for (i
= 0; i
< reg_maps
->tgsm_count
; ++i
)
8522 if (reg_maps
->tgsm
[i
].size
)
8523 shader_addline(buffer
, "shared uint cs_g%u[%u];\n", i
, reg_maps
->tgsm
[i
].size
);
8526 shader_addline(buffer
, "layout(local_size_x = %u, local_size_y = %u, local_size_z = %u) in;\n",
8527 thread_group_size
->x
, thread_group_size
->y
, thread_group_size
->z
);
8529 shader_addline(buffer
, "void main()\n{\n");
8530 shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, NULL
, NULL
);
8531 shader_addline(buffer
, "}\n");
8533 shader_id
= GL_EXTCALL(glCreateShader(GL_COMPUTE_SHADER
));
8534 TRACE("Compiling shader object %u.\n", shader_id
);
8535 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
8540 static GLuint
find_glsl_fragment_shader(const struct wined3d_context_gl
*context_gl
,
8541 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
8542 struct wined3d_shader
*shader
,
8543 const struct ps_compile_args
*args
, const struct ps_np2fixup_info
**np2fixup_info
)
8545 struct glsl_ps_compiled_shader
*gl_shaders
, *new_array
;
8546 struct glsl_shader_private
*shader_data
;
8547 struct ps_np2fixup_info
*np2fixup
;
8552 if (!shader
->backend_data
)
8554 if (!(shader
->backend_data
= heap_alloc_zero(sizeof(*shader_data
))))
8556 ERR("Failed to allocate backend data.\n");
8560 shader_data
= shader
->backend_data
;
8561 gl_shaders
= shader_data
->gl_shaders
.ps
;
8563 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
8564 * so a linear search is more performant than a hashmap or a binary search
8565 * (cache coherency etc)
8567 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
8569 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
8571 if (args
->np2_fixup
)
8572 *np2fixup_info
= &gl_shaders
[i
].np2fixup
;
8573 return gl_shaders
[i
].id
;
8577 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
8578 if (shader_data
->shader_array_size
== shader_data
->num_gl_shaders
)
8580 if (shader_data
->num_gl_shaders
)
8582 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
8583 new_array
= heap_realloc(shader_data
->gl_shaders
.ps
, new_size
* sizeof(*gl_shaders
));
8587 new_array
= heap_alloc(sizeof(*gl_shaders
));
8592 ERR("Out of memory\n");
8595 shader_data
->gl_shaders
.ps
= new_array
;
8596 shader_data
->shader_array_size
= new_size
;
8597 gl_shaders
= new_array
;
8600 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
8602 np2fixup
= &gl_shaders
[shader_data
->num_gl_shaders
].np2fixup
;
8603 memset(np2fixup
, 0, sizeof(*np2fixup
));
8604 *np2fixup_info
= args
->np2_fixup
? np2fixup
: NULL
;
8606 string_buffer_clear(buffer
);
8607 ret
= shader_glsl_generate_fragment_shader(context_gl
, buffer
, string_buffers
, shader
, args
, np2fixup
);
8608 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
8613 static BOOL
vs_args_equal(const struct vs_compile_args
*stored
, const struct vs_compile_args
*new,
8614 const DWORD use_map
)
8616 if ((stored
->swizzle_map
& use_map
) != new->swizzle_map
)
8618 if ((stored
->clip_enabled
) != new->clip_enabled
)
8620 if (stored
->point_size
!= new->point_size
)
8622 if (stored
->per_vertex_point_size
!= new->per_vertex_point_size
)
8624 if (stored
->flatshading
!= new->flatshading
)
8626 if (stored
->next_shader_type
!= new->next_shader_type
)
8628 if (stored
->next_shader_input_count
!= new->next_shader_input_count
)
8630 if (stored
->fog_src
!= new->fog_src
)
8632 return !memcmp(stored
->interpolation_mode
, new->interpolation_mode
, sizeof(new->interpolation_mode
));
8635 static GLuint
find_glsl_vertex_shader(const struct wined3d_context_gl
*context_gl
,
8636 struct shader_glsl_priv
*priv
, struct wined3d_shader
*shader
, const struct vs_compile_args
*args
)
8638 struct glsl_vs_compiled_shader
*gl_shaders
, *new_array
;
8639 uint32_t use_map
= context_gl
->c
.stream_info
.use_map
;
8640 struct glsl_shader_private
*shader_data
;
8641 unsigned int i
, new_size
;
8644 if (!shader
->backend_data
)
8646 if (!(shader
->backend_data
= heap_alloc_zero(sizeof(*shader_data
))))
8648 ERR("Failed to allocate backend data.\n");
8652 shader_data
= shader
->backend_data
;
8653 gl_shaders
= shader_data
->gl_shaders
.vs
;
8655 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
8656 * so a linear search is more performant than a hashmap or a binary search
8657 * (cache coherency etc)
8659 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
8661 if (vs_args_equal(&gl_shaders
[i
].args
, args
, use_map
))
8662 return gl_shaders
[i
].id
;
8665 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
8667 if (shader_data
->shader_array_size
== shader_data
->num_gl_shaders
)
8669 if (shader_data
->num_gl_shaders
)
8671 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
8672 new_array
= heap_realloc(shader_data
->gl_shaders
.vs
, new_size
* sizeof(*gl_shaders
));
8676 new_array
= heap_alloc(sizeof(*gl_shaders
));
8681 ERR("Out of memory\n");
8684 shader_data
->gl_shaders
.vs
= new_array
;
8685 shader_data
->shader_array_size
= new_size
;
8686 gl_shaders
= new_array
;
8689 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
8691 string_buffer_clear(&priv
->shader_buffer
);
8692 ret
= shader_glsl_generate_vertex_shader(context_gl
, priv
, shader
, args
);
8693 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
8698 static GLuint
find_glsl_hull_shader(const struct wined3d_context_gl
*context_gl
,
8699 struct shader_glsl_priv
*priv
, struct wined3d_shader
*shader
)
8701 struct glsl_hs_compiled_shader
*gl_shaders
, *new_array
;
8702 struct glsl_shader_private
*shader_data
;
8703 unsigned int new_size
;
8706 if (!shader
->backend_data
)
8708 if (!(shader
->backend_data
= heap_alloc_zero(sizeof(*shader_data
))))
8710 ERR("Failed to allocate backend data.\n");
8714 shader_data
= shader
->backend_data
;
8715 gl_shaders
= shader_data
->gl_shaders
.hs
;
8717 if (shader_data
->num_gl_shaders
> 0)
8719 assert(shader_data
->num_gl_shaders
== 1);
8720 return gl_shaders
[0].id
;
8723 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
8725 assert(!shader_data
->gl_shaders
.hs
);
8727 if (!(new_array
= heap_alloc(sizeof(*new_array
))))
8729 ERR("Failed to allocate GL shaders array.\n");
8732 shader_data
->gl_shaders
.hs
= new_array
;
8733 shader_data
->shader_array_size
= new_size
;
8734 gl_shaders
= new_array
;
8736 string_buffer_clear(&priv
->shader_buffer
);
8737 ret
= shader_glsl_generate_hull_shader(context_gl
, priv
, shader
);
8738 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
8743 static GLuint
find_glsl_domain_shader(const struct wined3d_context_gl
*context_gl
,
8744 struct shader_glsl_priv
*priv
, struct wined3d_shader
*shader
, const struct ds_compile_args
*args
)
8746 struct glsl_ds_compiled_shader
*gl_shaders
, *new_array
;
8747 struct glsl_shader_private
*shader_data
;
8748 unsigned int i
, new_size
;
8751 if (!shader
->backend_data
)
8753 if (!(shader
->backend_data
= heap_alloc_zero(sizeof(*shader_data
))))
8755 ERR("Failed to allocate backend data.\n");
8759 shader_data
= shader
->backend_data
;
8760 gl_shaders
= shader_data
->gl_shaders
.ds
;
8762 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
8764 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
8765 return gl_shaders
[i
].id
;
8768 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
8770 if (shader_data
->num_gl_shaders
)
8772 new_size
= shader_data
->shader_array_size
+ 1;
8773 new_array
= heap_realloc(shader_data
->gl_shaders
.ds
, new_size
* sizeof(*new_array
));
8777 new_array
= heap_alloc(sizeof(*new_array
));
8783 ERR("Failed to allocate GL shaders array.\n");
8786 shader_data
->gl_shaders
.ds
= new_array
;
8787 shader_data
->shader_array_size
= new_size
;
8788 gl_shaders
= new_array
;
8790 string_buffer_clear(&priv
->shader_buffer
);
8791 ret
= shader_glsl_generate_domain_shader(context_gl
, priv
, shader
, args
);
8792 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
8793 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
8798 static GLuint
find_glsl_geometry_shader(const struct wined3d_context_gl
*context_gl
,
8799 struct shader_glsl_priv
*priv
, struct wined3d_shader
*shader
, const struct gs_compile_args
*args
)
8801 struct glsl_gs_compiled_shader
*gl_shaders
, *new_array
;
8802 struct glsl_shader_private
*shader_data
;
8803 unsigned int i
, new_size
;
8806 if (!shader
->backend_data
)
8808 if (!(shader
->backend_data
= heap_alloc_zero(sizeof(*shader_data
))))
8810 ERR("Failed to allocate backend data.\n");
8814 shader_data
= shader
->backend_data
;
8815 gl_shaders
= shader_data
->gl_shaders
.gs
;
8817 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
8819 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
8820 return gl_shaders
[i
].id
;
8823 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
8825 if (shader_data
->num_gl_shaders
)
8827 new_size
= shader_data
->shader_array_size
+ 1;
8828 new_array
= heap_realloc(shader_data
->gl_shaders
.gs
, new_size
* sizeof(*new_array
));
8832 new_array
= heap_alloc(sizeof(*new_array
));
8838 ERR("Failed to allocate GL shaders array.\n");
8841 shader_data
->gl_shaders
.gs
= new_array
;
8842 shader_data
->shader_array_size
= new_size
;
8843 gl_shaders
= new_array
;
8845 string_buffer_clear(&priv
->shader_buffer
);
8846 ret
= shader_glsl_generate_geometry_shader(context_gl
, priv
, shader
, args
);
8847 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
8848 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
8853 static const char *shader_glsl_ffp_mcs(enum wined3d_material_color_source mcs
, const char *material
)
8857 case WINED3D_MCS_MATERIAL
:
8859 case WINED3D_MCS_COLOR1
:
8860 return "ffp_attrib_diffuse";
8861 case WINED3D_MCS_COLOR2
:
8862 return "ffp_attrib_specular";
8864 ERR("Invalid material color source %#x.\n", mcs
);
8869 static void shader_glsl_ffp_vertex_lighting_footer(struct wined3d_string_buffer
*buffer
,
8870 const struct wined3d_ffp_vs_settings
*settings
, unsigned int idx
, BOOL legacy_lighting
)
8872 shader_addline(buffer
, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)"
8873 " * ffp_light[%u].diffuse.xyz * att;\n", idx
);
8874 if (settings
->localviewer
)
8875 shader_addline(buffer
, "t = dot(normal, ffp_normalize(dir - ffp_normalize(ec_pos.xyz)));\n");
8877 shader_addline(buffer
, "t = dot(normal, ffp_normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
8878 shader_addline(buffer
, "if (dot(dir, normal) > 0.0 && t > 0.0%s) specular +="
8879 " pow(t, ffp_material.shininess) * ffp_light[%u].specular * att;\n",
8880 legacy_lighting
? " && ffp_material.shininess > 0.0" : "", idx
);
8883 static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer
*buffer
,
8884 const struct wined3d_ffp_vs_settings
*settings
, BOOL legacy_lighting
)
8886 const char *diffuse
, *specular
, *emissive
, *ambient
;
8887 unsigned int i
, idx
;
8889 if (!settings
->lighting
)
8891 shader_addline(buffer
, "ffp_varying_diffuse = ffp_attrib_diffuse;\n");
8892 shader_addline(buffer
, "ffp_varying_specular = ffp_attrib_specular;\n");
8896 shader_addline(buffer
, "vec3 ambient = ffp_light_ambient;\n");
8897 shader_addline(buffer
, "vec3 diffuse = vec3(0.0);\n");
8898 shader_addline(buffer
, "vec4 specular = vec4(0.0);\n");
8899 shader_addline(buffer
, "vec3 dir, dst;\n");
8900 shader_addline(buffer
, "float att, t;\n");
8902 ambient
= shader_glsl_ffp_mcs(settings
->ambient_source
, "ffp_material.ambient");
8903 diffuse
= shader_glsl_ffp_mcs(settings
->diffuse_source
, "ffp_material.diffuse");
8904 specular
= shader_glsl_ffp_mcs(settings
->specular_source
, "ffp_material.specular");
8905 emissive
= shader_glsl_ffp_mcs(settings
->emissive_source
, "ffp_material.emissive");
8908 for (i
= 0; i
< settings
->point_light_count
; ++i
, ++idx
)
8910 shader_addline(buffer
, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", idx
);
8911 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
8912 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
8913 shader_addline(buffer
, "dst.x = 1.0;\n");
8914 if (legacy_lighting
)
8916 shader_addline(buffer
, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", idx
, idx
);
8917 shader_addline(buffer
, "dst.z = dst.y * dst.y;\n");
8918 shader_addline(buffer
, "if (dst.y > 0.0)\n{\n");
8922 shader_addline(buffer
, "if (dst.y <= ffp_light[%u].range)\n{\n", idx
);
8924 shader_addline(buffer
, "att = dot(dst.xyz, vec3(ffp_light[%u].c_att,"
8925 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n", idx
, idx
, idx
);
8926 if (!legacy_lighting
)
8927 shader_addline(buffer
, "att = 1.0 / att;\n");
8928 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz * att;\n", idx
);
8929 if (!settings
->normal
)
8931 shader_addline(buffer
, "}\n");
8934 shader_addline(buffer
, "dir = ffp_normalize(dir);\n");
8935 shader_glsl_ffp_vertex_lighting_footer(buffer
, settings
, idx
, legacy_lighting
);
8936 shader_addline(buffer
, "}\n");
8939 for (i
= 0; i
< settings
->spot_light_count
; ++i
, ++idx
)
8941 shader_addline(buffer
, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", idx
);
8942 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
8943 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
8944 shader_addline(buffer
, "dst.x = 1.0;\n");
8945 if (legacy_lighting
)
8947 shader_addline(buffer
, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", idx
, idx
);
8948 shader_addline(buffer
, "dst.z = dst.y * dst.y;\n");
8949 shader_addline(buffer
, "if (dst.y > 0.0)\n{\n");
8953 shader_addline(buffer
, "if (dst.y <= ffp_light[%u].range)\n{\n", idx
);
8955 shader_addline(buffer
, "dir = ffp_normalize(dir);\n");
8956 shader_addline(buffer
, "t = dot(-dir, ffp_normalize(ffp_light[%u].direction));\n", idx
);
8957 shader_addline(buffer
, "if (t > ffp_light[%u].cos_htheta) att = 1.0;\n", idx
);
8958 shader_addline(buffer
, "else if (t <= ffp_light[%u].cos_hphi) att = 0.0;\n", idx
);
8959 shader_addline(buffer
, "else att = pow((t - ffp_light[%u].cos_hphi)"
8960 " / (ffp_light[%u].cos_htheta - ffp_light[%u].cos_hphi), ffp_light[%u].falloff);\n",
8961 idx
, idx
, idx
, idx
);
8962 if (legacy_lighting
)
8963 shader_addline(buffer
, "att *= dot(dst.xyz, vec3(ffp_light[%u].c_att,"
8964 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n",
8967 shader_addline(buffer
, "att /= dot(dst.xyz, vec3(ffp_light[%u].c_att,"
8968 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n",
8970 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz * att;\n", idx
);
8971 if (!settings
->normal
)
8973 shader_addline(buffer
, "}\n");
8976 shader_glsl_ffp_vertex_lighting_footer(buffer
, settings
, idx
, legacy_lighting
);
8977 shader_addline(buffer
, "}\n");
8980 for (i
= 0; i
< settings
->directional_light_count
; ++i
, ++idx
)
8982 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz;\n", idx
);
8983 if (!settings
->normal
)
8985 shader_addline(buffer
, "att = 1.0;\n");
8986 shader_addline(buffer
, "dir = ffp_normalize(ffp_light[%u].direction.xyz);\n", idx
);
8987 shader_glsl_ffp_vertex_lighting_footer(buffer
, settings
, idx
, legacy_lighting
);
8990 for (i
= 0; i
< settings
->parallel_point_light_count
; ++i
, ++idx
)
8992 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz;\n", idx
);
8993 if (!settings
->normal
)
8995 shader_addline(buffer
, "att = 1.0;\n");
8996 shader_addline(buffer
, "dir = ffp_normalize(ffp_light[%u].position.xyz);\n", idx
);
8997 shader_glsl_ffp_vertex_lighting_footer(buffer
, settings
, idx
, legacy_lighting
);
9000 shader_addline(buffer
, "ffp_varying_diffuse.xyz = %s.xyz * ambient + %s.xyz * diffuse + %s.xyz;\n",
9001 ambient
, diffuse
, emissive
);
9002 shader_addline(buffer
, "ffp_varying_diffuse.w = %s.w;\n", diffuse
);
9003 shader_addline(buffer
, "ffp_varying_specular = %s * specular;\n", specular
);
9006 /* Context activation is done by the caller. */
9007 static GLuint
shader_glsl_generate_ffp_vertex_shader(struct shader_glsl_priv
*priv
,
9008 const struct wined3d_ffp_vs_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
9010 static const struct attrib_info
9013 const char name
[24];
9017 {"vec4", "ffp_attrib_position"}, /* WINED3D_FFP_POSITION */
9018 {"vec4", "ffp_attrib_blendweight"}, /* WINED3D_FFP_BLENDWEIGHT */
9019 /* TODO: Indexed vertex blending */
9020 {"float", ""}, /* WINED3D_FFP_BLENDINDICES */
9021 {"vec3", "ffp_attrib_normal"}, /* WINED3D_FFP_NORMAL */
9022 {"float", "ffp_attrib_psize"}, /* WINED3D_FFP_PSIZE */
9023 {"vec4", "ffp_attrib_diffuse"}, /* WINED3D_FFP_DIFFUSE */
9024 {"vec4", "ffp_attrib_specular"}, /* WINED3D_FFP_SPECULAR */
9026 const BOOL legacy_syntax
= needs_legacy_glsl_syntax(gl_info
);
9027 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
9028 BOOL output_legacy_fogcoord
= legacy_syntax
;
9029 BOOL legacy_lighting
= priv
->legacy_lighting
;
9033 string_buffer_clear(buffer
);
9035 shader_glsl_add_version_declaration(buffer
, gl_info
);
9037 if (shader_glsl_use_explicit_attrib_location(gl_info
))
9038 shader_addline(buffer
, "#extension GL_ARB_explicit_attrib_location : enable\n");
9040 shader_addline(buffer
, "invariant gl_Position;\n");
9042 for (i
= 0; i
< WINED3D_FFP_ATTRIBS_COUNT
; ++i
)
9044 const char *type
= i
< ARRAY_SIZE(attrib_info
) ? attrib_info
[i
].type
: "vec4";
9046 if (shader_glsl_use_explicit_attrib_location(gl_info
))
9047 shader_addline(buffer
, "layout(location = %u) ", i
);
9048 shader_addline(buffer
, "%s %s vs_in%u;\n", get_attribute_keyword(gl_info
), type
, i
);
9050 shader_addline(buffer
, "\n");
9052 shader_addline(buffer
, "uniform mat4 ffp_modelview_matrix[%u];\n", MAX_VERTEX_BLENDS
);
9053 shader_addline(buffer
, "uniform mat4 ffp_projection_matrix;\n");
9054 shader_addline(buffer
, "uniform mat3 ffp_normal_matrix;\n");
9055 shader_addline(buffer
, "uniform mat4 ffp_texture_matrix[%u];\n", WINED3D_MAX_FFP_TEXTURES
);
9057 shader_addline(buffer
, "uniform struct\n{\n");
9058 shader_addline(buffer
, " vec4 emissive;\n");
9059 shader_addline(buffer
, " vec4 ambient;\n");
9060 shader_addline(buffer
, " vec4 diffuse;\n");
9061 shader_addline(buffer
, " vec4 specular;\n");
9062 shader_addline(buffer
, " float shininess;\n");
9063 shader_addline(buffer
, "} ffp_material;\n");
9065 shader_addline(buffer
, "uniform vec3 ffp_light_ambient;\n");
9066 shader_addline(buffer
, "uniform struct\n{\n");
9067 shader_addline(buffer
, " vec4 diffuse;\n");
9068 shader_addline(buffer
, " vec4 specular;\n");
9069 shader_addline(buffer
, " vec4 ambient;\n");
9070 shader_addline(buffer
, " vec4 position;\n");
9071 shader_addline(buffer
, " vec3 direction;\n");
9072 shader_addline(buffer
, " float range;\n");
9073 shader_addline(buffer
, " float falloff;\n");
9074 shader_addline(buffer
, " float c_att;\n");
9075 shader_addline(buffer
, " float l_att;\n");
9076 shader_addline(buffer
, " float q_att;\n");
9077 shader_addline(buffer
, " float cos_htheta;\n");
9078 shader_addline(buffer
, " float cos_hphi;\n");
9079 shader_addline(buffer
, "} ffp_light[%u];\n", WINED3D_MAX_ACTIVE_LIGHTS
);
9081 if (settings
->point_size
)
9083 shader_addline(buffer
, "uniform struct\n{\n");
9084 shader_addline(buffer
, " float size;\n");
9085 shader_addline(buffer
, " float size_min;\n");
9086 shader_addline(buffer
, " float size_max;\n");
9087 shader_addline(buffer
, " float c_att;\n");
9088 shader_addline(buffer
, " float l_att;\n");
9089 shader_addline(buffer
, " float q_att;\n");
9090 shader_addline(buffer
, "} ffp_point;\n");
9095 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
9096 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
9097 shader_addline(buffer
, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_FFP_TEXTURES
);
9098 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
9102 if (settings
->clipping
)
9103 shader_addline(buffer
, "uniform vec4 clip_planes[%u];\n", gl_info
->limits
.user_clip_distances
);
9105 declare_out_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_diffuse;\n");
9106 declare_out_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_specular;\n");
9107 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_FFP_TEXTURES
);
9108 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
9111 shader_addline(buffer
, "\nvec3 ffp_normalize(vec3 n)\n{\n");
9112 shader_addline(buffer
, " float lensq = dot(n, n);\n");
9113 shader_addline(buffer
, " return lensq == 0.0 ? n : (n * inversesqrt(lensq));\n");
9114 shader_addline(buffer
, "}\n");
9116 shader_addline(buffer
, "\nvoid main()\n{\n");
9117 shader_addline(buffer
, "float m;\n");
9118 shader_addline(buffer
, "vec3 r;\n");
9120 for (i
= 0; i
< ARRAY_SIZE(attrib_info
); ++i
)
9122 if (attrib_info
[i
].name
[0])
9123 shader_addline(buffer
, "%s %s = vs_in%u%s;\n", attrib_info
[i
].type
, attrib_info
[i
].name
,
9124 i
, settings
->swizzle_map
& (1u << i
) ? ".zyxw" : "");
9126 for (i
= 0; i
< WINED3D_MAX_FFP_TEXTURES
; ++i
)
9128 unsigned int coord_idx
= settings
->texgen
[i
] & 0x0000ffff;
9129 if ((settings
->texgen
[i
] & 0xffff0000) == WINED3DTSS_TCI_PASSTHRU
9130 && settings
->texcoords
& (1u << i
))
9131 shader_addline(buffer
, "vec4 ffp_attrib_texcoord%u = vs_in%u;\n", i
, coord_idx
+ WINED3D_FFP_TEXCOORD0
);
9134 shader_addline(buffer
, "ffp_attrib_blendweight[%u] = 1.0;\n", settings
->vertexblends
);
9136 if (settings
->transformed
)
9138 shader_addline(buffer
, "vec4 ec_pos = vec4(ffp_attrib_position.xyz, 1.0);\n");
9139 shader_addline(buffer
, "gl_Position = ffp_projection_matrix * ec_pos;\n");
9140 shader_addline(buffer
, "if (ffp_attrib_position.w != 0.0) gl_Position /= ffp_attrib_position.w;\n");
9144 for (i
= 0; i
< settings
->vertexblends
; ++i
)
9145 shader_addline(buffer
, "ffp_attrib_blendweight[%u] -= ffp_attrib_blendweight[%u];\n", settings
->vertexblends
, i
);
9147 shader_addline(buffer
, "vec4 ec_pos = vec4(0.0);\n");
9148 for (i
= 0; i
< settings
->vertexblends
+ 1; ++i
)
9149 shader_addline(buffer
, "ec_pos += ffp_attrib_blendweight[%u] * (ffp_modelview_matrix[%u] * ffp_attrib_position);\n", i
, i
);
9151 shader_addline(buffer
, "gl_Position = ffp_projection_matrix * ec_pos;\n");
9152 if (settings
->clipping
)
9155 shader_addline(buffer
, "gl_ClipVertex = ec_pos;\n");
9157 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
9158 shader_addline(buffer
, "gl_ClipDistance[%u] = dot(ec_pos, clip_planes[%u]);\n", i
, i
);
9160 shader_addline(buffer
, "ec_pos /= ec_pos.w;\n");
9163 shader_addline(buffer
, "vec3 normal = vec3(0.0);\n");
9164 if (settings
->normal
)
9166 if (!settings
->vertexblends
)
9168 shader_addline(buffer
, "normal = ffp_normal_matrix * ffp_attrib_normal;\n");
9172 for (i
= 0; i
< settings
->vertexblends
+ 1; ++i
)
9173 shader_addline(buffer
, "normal += ffp_attrib_blendweight[%u] * (mat3(ffp_modelview_matrix[%u]) * ffp_attrib_normal);\n", i
, i
);
9176 if (settings
->normalize
)
9177 shader_addline(buffer
, "normal = ffp_normalize(normal);\n");
9180 shader_glsl_ffp_vertex_lighting(buffer
, settings
, legacy_lighting
);
9183 shader_addline(buffer
, "gl_FrontColor = ffp_varying_diffuse;\n");
9184 shader_addline(buffer
, "gl_FrontSecondaryColor = ffp_varying_specular;\n");
9188 shader_addline(buffer
, "ffp_varying_diffuse = clamp(ffp_varying_diffuse, 0.0, 1.0);\n");
9189 shader_addline(buffer
, "ffp_varying_specular = clamp(ffp_varying_specular, 0.0, 1.0);\n");
9192 for (i
= 0; i
< WINED3D_MAX_FFP_TEXTURES
; ++i
)
9194 BOOL output_legacy_texcoord
= legacy_syntax
;
9196 switch (settings
->texgen
[i
] & 0xffff0000)
9198 case WINED3DTSS_TCI_PASSTHRU
:
9199 if (settings
->texcoords
& (1u << i
))
9200 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * ffp_attrib_texcoord%u;\n",
9202 else if (shader_glsl_full_ffp_varyings(gl_info
))
9203 shader_addline(buffer
, "ffp_varying_texcoord[%u] = vec4(0.0);\n", i
);
9205 output_legacy_texcoord
= FALSE
;
9208 case WINED3DTSS_TCI_CAMERASPACENORMAL
:
9209 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * vec4(normal, 1.0);\n", i
, i
);
9212 case WINED3DTSS_TCI_CAMERASPACEPOSITION
:
9213 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * ec_pos;\n", i
, i
);
9216 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR
:
9217 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u]"
9218 " * vec4(reflect(ffp_normalize(ec_pos.xyz), normal), 1.0);\n", i
, i
);
9221 case WINED3DTSS_TCI_SPHEREMAP
:
9222 shader_addline(buffer
, "r = reflect(ffp_normalize(ec_pos.xyz), normal);\n");
9223 shader_addline(buffer
, "m = 2.0 * length(vec3(r.x, r.y, r.z + 1.0));\n");
9224 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u]"
9225 " * vec4(r.x / m + 0.5, r.y / m + 0.5, 0.0, 1.0);\n", i
, i
);
9229 ERR("Unhandled texgen %#x.\n", settings
->texgen
[i
]);
9232 if (output_legacy_texcoord
)
9233 shader_addline(buffer
, "gl_TexCoord[%u] = ffp_varying_texcoord[%u];\n", i
, i
);
9236 switch (settings
->fog_mode
)
9238 case WINED3D_FFP_VS_FOG_OFF
:
9239 output_legacy_fogcoord
= FALSE
;
9242 case WINED3D_FFP_VS_FOG_FOGCOORD
:
9243 shader_addline(buffer
, "ffp_varying_fogcoord = ffp_attrib_specular.w * 255.0;\n");
9246 case WINED3D_FFP_VS_FOG_RANGE
:
9247 shader_addline(buffer
, "ffp_varying_fogcoord = length(ec_pos.xyz);\n");
9250 case WINED3D_FFP_VS_FOG_DEPTH
:
9251 if (settings
->ortho_fog
)
9253 if (gl_info
->supported
[ARB_CLIP_CONTROL
])
9254 shader_addline(buffer
, "ffp_varying_fogcoord = gl_Position.z;\n");
9256 /* Need to undo the [0.0 - 1.0] -> [-1.0 - 1.0] transformation from D3D to GL coordinates. */
9257 shader_addline(buffer
, "ffp_varying_fogcoord = gl_Position.z * 0.5 + 0.5;\n");
9259 else if (settings
->transformed
)
9261 shader_addline(buffer
, "ffp_varying_fogcoord = ec_pos.z;\n");
9265 shader_addline(buffer
, "ffp_varying_fogcoord = abs(ec_pos.z);\n");
9270 ERR("Unhandled fog mode %#x.\n", settings
->fog_mode
);
9273 if (output_legacy_fogcoord
)
9274 shader_addline(buffer
, "gl_FogFragCoord = ffp_varying_fogcoord;\n");
9276 if (settings
->point_size
)
9278 shader_addline(buffer
, "gl_PointSize = %s / sqrt(ffp_point.c_att"
9279 " + ffp_point.l_att * length(ec_pos.xyz)"
9280 " + ffp_point.q_att * dot(ec_pos.xyz, ec_pos.xyz));\n",
9281 settings
->per_vertex_point_size
? "ffp_attrib_psize" : "ffp_point.size");
9282 shader_addline(buffer
, "gl_PointSize = clamp(gl_PointSize, ffp_point.size_min, ffp_point.size_max);\n");
9285 shader_addline(buffer
, "}\n");
9287 shader_obj
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
9288 shader_glsl_compile(gl_info
, shader_obj
, buffer
->buffer
);
9293 static const char *shader_glsl_get_ffp_fragment_op_arg(struct wined3d_string_buffer
*buffer
,
9294 unsigned int argnum
, unsigned int stage
, DWORD arg
)
9298 if (arg
== ARG_UNUSED
)
9299 return "<unused arg>";
9301 switch (arg
& WINED3DTA_SELECTMASK
)
9303 case WINED3DTA_DIFFUSE
:
9304 ret
= "ffp_varying_diffuse";
9307 case WINED3DTA_CURRENT
:
9311 case WINED3DTA_TEXTURE
:
9314 case 0: ret
= "tex0"; break;
9315 case 1: ret
= "tex1"; break;
9316 case 2: ret
= "tex2"; break;
9317 case 3: ret
= "tex3"; break;
9318 case 4: ret
= "tex4"; break;
9319 case 5: ret
= "tex5"; break;
9320 case 6: ret
= "tex6"; break;
9321 case 7: ret
= "tex7"; break;
9323 ret
= "<invalid texture>";
9328 case WINED3DTA_TFACTOR
:
9332 case WINED3DTA_SPECULAR
:
9333 ret
= "ffp_varying_specular";
9336 case WINED3DTA_TEMP
:
9340 case WINED3DTA_CONSTANT
:
9343 case 0: ret
= "tss_const0"; break;
9344 case 1: ret
= "tss_const1"; break;
9345 case 2: ret
= "tss_const2"; break;
9346 case 3: ret
= "tss_const3"; break;
9347 case 4: ret
= "tss_const4"; break;
9348 case 5: ret
= "tss_const5"; break;
9349 case 6: ret
= "tss_const6"; break;
9350 case 7: ret
= "tss_const7"; break;
9352 ret
= "<invalid constant>";
9358 return "<unhandled arg>";
9361 if (arg
& WINED3DTA_COMPLEMENT
)
9363 shader_addline(buffer
, "arg%u = vec4(1.0) - %s;\n", argnum
, ret
);
9366 else if (argnum
== 1)
9368 else if (argnum
== 2)
9372 if (arg
& WINED3DTA_ALPHAREPLICATE
)
9374 shader_addline(buffer
, "arg%u = vec4(%s.w);\n", argnum
, ret
);
9377 else if (argnum
== 1)
9379 else if (argnum
== 2)
9386 static void shader_glsl_ffp_fragment_op(struct wined3d_string_buffer
*buffer
, unsigned int stage
, BOOL color
,
9387 BOOL alpha
, BOOL tmp_dst
, unsigned int op
, DWORD dw_arg0
, DWORD dw_arg1
, DWORD dw_arg2
)
9389 const char *dstmask
, *dstreg
, *arg0
, *arg1
, *arg2
;
9398 dstreg
= tmp_dst
? "temp_reg" : "ret";
9400 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, dw_arg0
);
9401 arg1
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 1, stage
, dw_arg1
);
9402 arg2
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 2, stage
, dw_arg2
);
9406 case WINED3D_TOP_DISABLE
:
9409 case WINED3D_TOP_SELECT_ARG1
:
9410 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
);
9413 case WINED3D_TOP_SELECT_ARG2
:
9414 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg2
, dstmask
);
9417 case WINED3D_TOP_MODULATE
:
9418 shader_addline(buffer
, "%s%s = %s%s * %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9421 case WINED3D_TOP_MODULATE_4X
:
9422 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 4.0, 0.0, 1.0);\n",
9423 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9426 case WINED3D_TOP_MODULATE_2X
:
9427 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 2.0, 0.0, 1.0);\n",
9428 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9431 case WINED3D_TOP_ADD
:
9432 shader_addline(buffer
, "%s%s = clamp(%s%s + %s%s, 0.0, 1.0);\n",
9433 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9436 case WINED3D_TOP_ADD_SIGNED
:
9437 shader_addline(buffer
, "%s%s = clamp(%s%s + (%s - vec4(0.5))%s, 0.0, 1.0);\n",
9438 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9441 case WINED3D_TOP_ADD_SIGNED_2X
:
9442 shader_addline(buffer
, "%s%s = clamp((%s%s + (%s - vec4(0.5))%s) * 2.0, 0.0, 1.0);\n",
9443 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9446 case WINED3D_TOP_SUBTRACT
:
9447 shader_addline(buffer
, "%s%s = clamp(%s%s - %s%s, 0.0, 1.0);\n",
9448 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9451 case WINED3D_TOP_ADD_SMOOTH
:
9452 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s%s, 0.0, 1.0);\n",
9453 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
, dstmask
);
9456 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
9457 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_DIFFUSE
);
9458 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
9459 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
9462 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
9463 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
9464 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
9465 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
9468 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
9469 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TFACTOR
);
9470 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
9471 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
9474 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
9475 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
9476 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
9477 dstreg
, dstmask
, arg2
, dstmask
, arg0
, arg1
, dstmask
);
9480 case WINED3D_TOP_BLEND_CURRENT_ALPHA
:
9481 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_CURRENT
);
9482 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
9483 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
9486 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
9487 shader_addline(buffer
, "%s%s = clamp(%s%s * %s.w + %s%s, 0.0, 1.0);\n",
9488 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
9491 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
9492 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s.w, 0.0, 1.0);\n",
9493 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
9496 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
9497 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
9498 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
9500 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
9501 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s.w, 0.0, 1.0);\n",
9502 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
9505 case WINED3D_TOP_BUMPENVMAP
:
9506 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
9507 /* These are handled in the first pass, nothing to do. */
9510 case WINED3D_TOP_DOTPRODUCT3
:
9511 shader_addline(buffer
, "%s%s = vec4(clamp(dot(%s.xyz - 0.5, %s.xyz - 0.5) * 4.0, 0.0, 1.0))%s;\n",
9512 dstreg
, dstmask
, arg1
, arg2
, dstmask
);
9515 case WINED3D_TOP_MULTIPLY_ADD
:
9516 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s%s, 0.0, 1.0);\n",
9517 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg0
, dstmask
);
9520 case WINED3D_TOP_LERP
:
9521 /* MSDN isn't quite right here. */
9522 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s%s);\n",
9523 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
, dstmask
);
9527 FIXME("Unhandled operation %#x.\n", op
);
9532 /* Context activation is done by the caller. */
9533 static GLuint
shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv
*priv
,
9534 const struct ffp_frag_settings
*settings
, const struct wined3d_context_gl
*context_gl
)
9536 struct wined3d_string_buffer
*tex_reg_name
= string_buffer_get(&priv
->string_buffers
);
9537 enum wined3d_cmp_func alpha_test_func
= settings
->alpha_test_func
+ 1;
9538 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
9539 BYTE lum_map
= 0, bump_map
= 0, tex_map
= 0, tss_const_map
= 0;
9540 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
9541 const BOOL legacy_syntax
= needs_legacy_glsl_syntax(gl_info
);
9542 BOOL tempreg_used
= FALSE
, tfactor_used
= FALSE
;
9543 UINT lowest_disabled_stage
;
9545 DWORD arg0
, arg1
, arg2
;
9548 string_buffer_clear(buffer
);
9550 /* Find out which textures are read */
9551 for (stage
= 0; stage
< WINED3D_MAX_FFP_TEXTURES
; ++stage
)
9553 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
9556 arg0
= settings
->op
[stage
].carg0
& WINED3DTA_SELECTMASK
;
9557 arg1
= settings
->op
[stage
].carg1
& WINED3DTA_SELECTMASK
;
9558 arg2
= settings
->op
[stage
].carg2
& WINED3DTA_SELECTMASK
;
9560 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
9561 || (stage
== 0 && settings
->color_key_enabled
))
9562 tex_map
|= 1u << stage
;
9563 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
9564 tfactor_used
= TRUE
;
9565 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
9566 tempreg_used
= TRUE
;
9567 if (settings
->op
[stage
].tmp_dst
)
9568 tempreg_used
= TRUE
;
9569 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
9570 tss_const_map
|= 1u << stage
;
9572 switch (settings
->op
[stage
].cop
)
9574 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
9575 lum_map
|= 1u << stage
;
9577 case WINED3D_TOP_BUMPENVMAP
:
9578 bump_map
|= 1u << stage
;
9580 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
9581 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
9582 tex_map
|= 1u << stage
;
9585 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
9586 tfactor_used
= TRUE
;
9593 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
9596 arg0
= settings
->op
[stage
].aarg0
& WINED3DTA_SELECTMASK
;
9597 arg1
= settings
->op
[stage
].aarg1
& WINED3DTA_SELECTMASK
;
9598 arg2
= settings
->op
[stage
].aarg2
& WINED3DTA_SELECTMASK
;
9600 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
)
9601 tex_map
|= 1u << stage
;
9602 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
9603 tfactor_used
= TRUE
;
9604 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
9605 tempreg_used
= TRUE
;
9606 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
9607 tss_const_map
|= 1u << stage
;
9609 lowest_disabled_stage
= stage
;
9611 shader_glsl_add_version_declaration(buffer
, gl_info
);
9613 if (shader_glsl_use_explicit_attrib_location(gl_info
))
9614 shader_addline(buffer
, "#extension GL_ARB_explicit_attrib_location : enable\n");
9615 if (gl_info
->supported
[ARB_SHADING_LANGUAGE_420PACK
])
9616 shader_addline(buffer
, "#extension GL_ARB_shading_language_420pack : enable\n");
9617 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
9618 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
9620 if (!use_legacy_fragment_output(gl_info
))
9622 shader_addline(buffer
, "vec4 ps_out[1];\n");
9623 if (shader_glsl_use_explicit_attrib_location(gl_info
))
9624 shader_addline(buffer
, "layout(location = 0) ");
9625 shader_addline(buffer
, "out vec4 color_out0;\n");
9628 shader_addline(buffer
, "vec4 tmp0, tmp1;\n");
9629 shader_addline(buffer
, "vec4 ret;\n");
9630 if (tempreg_used
|| settings
->sRGB_write
)
9631 shader_addline(buffer
, "vec4 temp_reg = vec4(0.0);\n");
9632 shader_addline(buffer
, "vec4 arg0, arg1, arg2;\n");
9634 for (stage
= 0; stage
< WINED3D_MAX_FFP_TEXTURES
; ++stage
)
9636 const char *sampler_type
;
9638 if (tss_const_map
& (1u << stage
))
9639 shader_addline(buffer
, "uniform vec4 tss_const%u;\n", stage
);
9641 if (!(tex_map
& (1u << stage
)))
9644 switch (settings
->op
[stage
].tex_type
)
9646 case WINED3D_GL_RES_TYPE_TEX_1D
:
9647 sampler_type
= "1D";
9649 case WINED3D_GL_RES_TYPE_TEX_2D
:
9650 sampler_type
= "2D";
9652 case WINED3D_GL_RES_TYPE_TEX_3D
:
9653 sampler_type
= "3D";
9655 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
9656 sampler_type
= "Cube";
9658 case WINED3D_GL_RES_TYPE_TEX_RECT
:
9659 sampler_type
= "2DRect";
9662 FIXME("Unhandled sampler type %#x.\n", settings
->op
[stage
].tex_type
);
9663 sampler_type
= NULL
;
9668 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
9669 shader_glsl_append_sampler_binding_qualifier(buffer
, &context_gl
->c
, NULL
, stage
);
9670 shader_addline(buffer
, "uniform sampler%s ps_sampler%u;\n", sampler_type
, stage
);
9673 shader_addline(buffer
, "vec4 tex%u;\n", stage
);
9675 if (!(bump_map
& (1u << stage
)))
9677 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", stage
);
9679 if (!(lum_map
& (1u << stage
)))
9681 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", stage
);
9682 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", stage
);
9685 shader_addline(buffer
, "uniform vec4 tex_factor;\n");
9686 if (settings
->color_key_enabled
)
9687 shader_addline(buffer
, "uniform vec4 color_key[2];\n");
9688 shader_addline(buffer
, "uniform vec4 specular_enable;\n");
9690 if (settings
->sRGB_write
)
9692 shader_addline(buffer
, "const vec4 srgb_const0 = ");
9693 shader_glsl_append_imm_vec(buffer
, &wined3d_srgb_const
[0].x
, 4, gl_info
);
9694 shader_addline(buffer
, ";\n");
9695 shader_addline(buffer
, "const vec4 srgb_const1 = ");
9696 shader_glsl_append_imm_vec(buffer
, &wined3d_srgb_const
[1].x
, 4, gl_info
);
9697 shader_addline(buffer
, ";\n");
9700 shader_addline(buffer
, "uniform struct\n{\n");
9701 shader_addline(buffer
, " vec4 color;\n");
9702 shader_addline(buffer
, " float density;\n");
9703 shader_addline(buffer
, " float end;\n");
9704 shader_addline(buffer
, " float scale;\n");
9705 shader_addline(buffer
, "} ffp_fog;\n");
9707 if (alpha_test_func
!= WINED3D_CMP_ALWAYS
)
9708 shader_addline(buffer
, "uniform float alpha_test_ref;\n");
9712 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
9713 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
9714 shader_addline(buffer
, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_FFP_TEXTURES
);
9715 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", WINED3D_MAX_FFP_TEXTURES
);
9716 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
9720 declare_in_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_diffuse;\n");
9721 declare_in_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_specular;\n");
9722 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_FFP_TEXTURES
);
9723 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", WINED3D_MAX_FFP_TEXTURES
);
9724 declare_in_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
9727 shader_addline(buffer
, "void main()\n{\n");
9731 shader_addline(buffer
, "ffp_varying_diffuse = gl_Color;\n");
9732 shader_addline(buffer
, "ffp_varying_specular = gl_SecondaryColor;\n");
9735 for (stage
= 0; stage
< WINED3D_MAX_FFP_TEXTURES
; ++stage
)
9737 if (tex_map
& (1u << stage
))
9739 if (settings
->pointsprite
)
9740 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", stage
);
9741 else if (settings
->texcoords_initialized
& (1u << stage
))
9742 shader_addline(buffer
, "ffp_texcoord[%u] = %s[%u];\n",
9743 stage
, legacy_syntax
? "gl_TexCoord" : "ffp_varying_texcoord", stage
);
9745 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(0.0);\n", stage
);
9749 if (legacy_syntax
&& settings
->fog
!= WINED3D_FFP_PS_FOG_OFF
)
9750 shader_addline(buffer
, "ffp_varying_fogcoord = gl_FogFragCoord;\n");
9752 if (lowest_disabled_stage
< 7 && settings
->emul_clipplanes
)
9753 shader_addline(buffer
, "if (any(lessThan(ffp_texcoord[7], vec4(0.0)))) discard;\n");
9755 /* Generate texture sampling instructions */
9756 for (stage
= 0; stage
< WINED3D_MAX_FFP_TEXTURES
&& settings
->op
[stage
].cop
!= WINED3D_TOP_DISABLE
; ++stage
)
9758 const char *texture_function
, *coord_mask
;
9761 if (!(tex_map
& (1u << stage
)))
9764 if (settings
->op
[stage
].projected
== WINED3D_PROJECTION_NONE
)
9768 else if (settings
->op
[stage
].projected
== WINED3D_PROJECTION_COUNT4
9769 || settings
->op
[stage
].projected
== WINED3D_PROJECTION_COUNT3
)
9775 FIXME("Unexpected projection mode %d\n", settings
->op
[stage
].projected
);
9779 if (settings
->op
[stage
].tex_type
== WINED3D_GL_RES_TYPE_TEX_CUBE
)
9782 switch (settings
->op
[stage
].tex_type
)
9784 case WINED3D_GL_RES_TYPE_TEX_1D
:
9785 texture_function
= "texture1D";
9788 case WINED3D_GL_RES_TYPE_TEX_2D
:
9789 texture_function
= "texture2D";
9792 case WINED3D_GL_RES_TYPE_TEX_3D
:
9793 texture_function
= "texture3D";
9796 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
9797 texture_function
= "textureCube";
9800 case WINED3D_GL_RES_TYPE_TEX_RECT
:
9801 texture_function
= "texture2DRect";
9805 FIXME("Unhandled texture type %#x.\n", settings
->op
[stage
].tex_type
);
9806 texture_function
= "";
9807 coord_mask
= "xyzw";
9812 texture_function
= "texture";
9815 && (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP
9816 || settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
))
9818 shader_addline(buffer
, "ret.xy = bumpenv_mat%u * tex%u.xy;\n", stage
- 1, stage
- 1);
9820 /* With projective textures, texbem only divides the static
9821 * texture coordinate, not the displacement, so multiply the
9822 * displacement with the dividing parameter before passing it to
9824 if (settings
->op
[stage
].projected
!= WINED3D_PROJECTION_NONE
)
9826 if (settings
->op
[stage
].projected
== WINED3D_PROJECTION_COUNT4
)
9828 shader_addline(buffer
, "ret.xy = (ret.xy * ffp_texcoord[%u].w) + ffp_texcoord[%u].xy;\n",
9830 shader_addline(buffer
, "ret.zw = ffp_texcoord[%u].ww;\n", stage
);
9834 shader_addline(buffer
, "ret.xy = (ret.xy * ffp_texcoord[%u].z) + ffp_texcoord[%u].xy;\n",
9836 shader_addline(buffer
, "ret.zw = ffp_texcoord[%u].zz;\n", stage
);
9841 shader_addline(buffer
, "ret = ffp_texcoord[%u] + ret.xyxy;\n", stage
);
9844 shader_addline(buffer
, "tex%u = %s%s(ps_sampler%u, ret.%s%s);\n",
9845 stage
, texture_function
, proj
? "Proj" : "", stage
, coord_mask
, proj
? "w" : "");
9847 if (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
9848 shader_addline(buffer
, "tex%u *= clamp(tex%u.z * bumpenv_lum_scale%u + bumpenv_lum_offset%u, 0.0, 1.0);\n",
9849 stage
, stage
- 1, stage
- 1, stage
- 1);
9851 else if (settings
->op
[stage
].projected
== WINED3D_PROJECTION_COUNT3
)
9853 shader_addline(buffer
, "tex%u = %s%s(ps_sampler%u, ffp_texcoord[%u].xyz);\n",
9854 stage
, texture_function
, proj
? "Proj" : "", stage
, stage
);
9858 shader_addline(buffer
, "tex%u = %s%s(ps_sampler%u, ffp_texcoord[%u].%s%s);\n",
9859 stage
, texture_function
, proj
? "Proj" : "", stage
, stage
, coord_mask
, proj
? "w" : "");
9862 string_buffer_sprintf(tex_reg_name
, "tex%u", stage
);
9863 shader_glsl_color_correction_ext(buffer
, tex_reg_name
->buffer
, WINED3DSP_WRITEMASK_ALL
,
9864 settings
->op
[stage
].color_fixup
);
9867 if (settings
->color_key_enabled
)
9868 shader_glsl_generate_colour_key_test(buffer
, "tex0", "color_key[0]", "color_key[1]");
9870 shader_addline(buffer
, "ret = ffp_varying_diffuse;\n");
9872 /* Generate the main shader */
9873 for (stage
= 0; stage
< WINED3D_MAX_FFP_TEXTURES
; ++stage
)
9877 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
9880 if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
9881 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
9882 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
;
9883 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
9884 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
9885 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg2
;
9886 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
9887 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
9888 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg1
;
9889 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
9890 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
9891 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
9893 op_equal
= settings
->op
[stage
].aop
== settings
->op
[stage
].cop
9894 && settings
->op
[stage
].carg0
== settings
->op
[stage
].aarg0
9895 && settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
9896 && settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
9898 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
9900 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].tmp_dst
,
9901 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
9902 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
9906 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, TRUE
, settings
->op
[stage
].tmp_dst
,
9907 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
9908 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
9910 else if (settings
->op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP
9911 && settings
->op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
9913 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].tmp_dst
,
9914 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
9915 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
9916 shader_glsl_ffp_fragment_op(buffer
, stage
, FALSE
, TRUE
, settings
->op
[stage
].tmp_dst
,
9917 settings
->op
[stage
].aop
, settings
->op
[stage
].aarg0
,
9918 settings
->op
[stage
].aarg1
, settings
->op
[stage
].aarg2
);
9922 shader_addline(buffer
, "%s[0] = ffp_varying_specular * specular_enable + ret;\n",
9923 get_fragment_output(gl_info
));
9925 if (settings
->sRGB_write
)
9926 shader_glsl_generate_srgb_write_correction(buffer
, gl_info
);
9928 shader_glsl_generate_fog_code(buffer
, gl_info
, settings
->fog
);
9930 shader_glsl_generate_alpha_test(buffer
, gl_info
, alpha_test_func
);
9931 if (!use_legacy_fragment_output(gl_info
))
9932 shader_addline(buffer
, "color_out0 = ps_out[0];\n");
9934 shader_addline(buffer
, "}\n");
9936 shader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
9937 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
9939 string_buffer_release(&priv
->string_buffers
, tex_reg_name
);
9943 static struct glsl_ffp_vertex_shader
*shader_glsl_find_ffp_vertex_shader(struct shader_glsl_priv
*priv
,
9944 const struct wined3d_gl_info
*gl_info
, const struct wined3d_ffp_vs_settings
*settings
)
9946 struct glsl_ffp_vertex_shader
*shader
;
9947 const struct wine_rb_entry
*entry
;
9949 if ((entry
= wine_rb_get(&priv
->ffp_vertex_shaders
, settings
)))
9950 return WINE_RB_ENTRY_VALUE(entry
, struct glsl_ffp_vertex_shader
, desc
.entry
);
9952 if (!(shader
= heap_alloc(sizeof(*shader
))))
9955 shader
->desc
.settings
= *settings
;
9956 shader
->id
= shader_glsl_generate_ffp_vertex_shader(priv
, settings
, gl_info
);
9957 list_init(&shader
->linked_programs
);
9958 if (wine_rb_put(&priv
->ffp_vertex_shaders
, &shader
->desc
.settings
, &shader
->desc
.entry
) == -1)
9959 ERR("Failed to insert ffp vertex shader.\n");
9964 static struct glsl_ffp_fragment_shader
*shader_glsl_find_ffp_fragment_shader(struct shader_glsl_priv
*priv
,
9965 const struct ffp_frag_settings
*args
, const struct wined3d_context_gl
*context_gl
)
9967 struct glsl_ffp_fragment_shader
*glsl_desc
;
9968 const struct ffp_frag_desc
*desc
;
9970 if ((desc
= find_ffp_frag_shader(&priv
->ffp_fragment_shaders
, args
)))
9971 return CONTAINING_RECORD(desc
, struct glsl_ffp_fragment_shader
, entry
);
9973 if (!(glsl_desc
= heap_alloc(sizeof(*glsl_desc
))))
9976 glsl_desc
->entry
.settings
= *args
;
9977 glsl_desc
->id
= shader_glsl_generate_ffp_fragment_shader(priv
, args
, context_gl
);
9978 list_init(&glsl_desc
->linked_programs
);
9979 add_ffp_frag_shader(&priv
->ffp_fragment_shaders
, &glsl_desc
->entry
);
9985 static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info
*gl_info
,
9986 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_vs_program
*vs
, unsigned int vs_c_count
)
9989 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
9991 for (i
= 0; i
< vs_c_count
; ++i
)
9993 string_buffer_sprintf(name
, "vs_c[%u]", i
);
9994 vs
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9996 memset(&vs
->uniform_f_locations
[vs_c_count
], 0xff, (WINED3D_MAX_VS_CONSTS_F
- vs_c_count
) * sizeof(GLuint
));
9998 for (i
= 0; i
< WINED3D_MAX_CONSTS_I
; ++i
)
10000 string_buffer_sprintf(name
, "vs_i[%u]", i
);
10001 vs
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10004 for (i
= 0; i
< WINED3D_MAX_CONSTS_B
; ++i
)
10006 string_buffer_sprintf(name
, "vs_b[%u]", i
);
10007 vs
->uniform_b_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10010 vs
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "pos_fixup"));
10011 vs
->base_vertex_id_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "base_vertex_id"));
10013 for (i
= 0; i
< MAX_VERTEX_BLENDS
; ++i
)
10015 string_buffer_sprintf(name
, "ffp_modelview_matrix[%u]", i
);
10016 vs
->modelview_matrix_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10018 vs
->projection_matrix_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_projection_matrix"));
10019 vs
->normal_matrix_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_normal_matrix"));
10020 for (i
= 0; i
< WINED3D_MAX_FFP_TEXTURES
; ++i
)
10022 string_buffer_sprintf(name
, "ffp_texture_matrix[%u]", i
);
10023 vs
->texture_matrix_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10025 vs
->material_ambient_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.ambient"));
10026 vs
->material_diffuse_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.diffuse"));
10027 vs
->material_specular_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.specular"));
10028 vs
->material_emissive_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.emissive"));
10029 vs
->material_shininess_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.shininess"));
10030 vs
->light_ambient_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_light_ambient"));
10031 for (i
= 0; i
< WINED3D_MAX_ACTIVE_LIGHTS
; ++i
)
10033 string_buffer_sprintf(name
, "ffp_light[%u].diffuse", i
);
10034 vs
->light_location
[i
].diffuse
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10035 string_buffer_sprintf(name
, "ffp_light[%u].specular", i
);
10036 vs
->light_location
[i
].specular
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10037 string_buffer_sprintf(name
, "ffp_light[%u].ambient", i
);
10038 vs
->light_location
[i
].ambient
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10039 string_buffer_sprintf(name
, "ffp_light[%u].position", i
);
10040 vs
->light_location
[i
].position
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10041 string_buffer_sprintf(name
, "ffp_light[%u].direction", i
);
10042 vs
->light_location
[i
].direction
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10043 string_buffer_sprintf(name
, "ffp_light[%u].range", i
);
10044 vs
->light_location
[i
].range
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10045 string_buffer_sprintf(name
, "ffp_light[%u].falloff", i
);
10046 vs
->light_location
[i
].falloff
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10047 string_buffer_sprintf(name
, "ffp_light[%u].c_att", i
);
10048 vs
->light_location
[i
].c_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10049 string_buffer_sprintf(name
, "ffp_light[%u].l_att", i
);
10050 vs
->light_location
[i
].l_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10051 string_buffer_sprintf(name
, "ffp_light[%u].q_att", i
);
10052 vs
->light_location
[i
].q_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10053 string_buffer_sprintf(name
, "ffp_light[%u].cos_htheta", i
);
10054 vs
->light_location
[i
].cos_htheta
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10055 string_buffer_sprintf(name
, "ffp_light[%u].cos_hphi", i
);
10056 vs
->light_location
[i
].cos_hphi
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10058 vs
->pointsize_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size"));
10059 vs
->pointsize_min_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size_min"));
10060 vs
->pointsize_max_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size_max"));
10061 vs
->pointsize_c_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.c_att"));
10062 vs
->pointsize_l_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.l_att"));
10063 vs
->pointsize_q_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.q_att"));
10064 vs
->clip_planes_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "clip_planes"));
10066 string_buffer_release(&priv
->string_buffers
, name
);
10069 static void shader_glsl_init_ds_uniform_locations(const struct wined3d_gl_info
*gl_info
,
10070 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_ds_program
*ds
)
10072 ds
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "pos_fixup"));
10075 static void shader_glsl_init_gs_uniform_locations(const struct wined3d_gl_info
*gl_info
,
10076 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_gs_program
*gs
)
10078 gs
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "pos_fixup"));
10081 static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info
*gl_info
,
10082 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_ps_program
*ps
, unsigned int ps_c_count
)
10085 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
10087 for (i
= 0; i
< ps_c_count
; ++i
)
10089 string_buffer_sprintf(name
, "ps_c[%u]", i
);
10090 ps
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10092 memset(&ps
->uniform_f_locations
[ps_c_count
], 0xff, (WINED3D_MAX_PS_CONSTS_F
- ps_c_count
) * sizeof(GLuint
));
10094 for (i
= 0; i
< WINED3D_MAX_CONSTS_I
; ++i
)
10096 string_buffer_sprintf(name
, "ps_i[%u]", i
);
10097 ps
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10100 for (i
= 0; i
< WINED3D_MAX_CONSTS_B
; ++i
)
10102 string_buffer_sprintf(name
, "ps_b[%u]", i
);
10103 ps
->uniform_b_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10106 for (i
= 0; i
< WINED3D_MAX_FFP_TEXTURES
; ++i
)
10108 string_buffer_sprintf(name
, "bumpenv_mat%u", i
);
10109 ps
->bumpenv_mat_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10110 string_buffer_sprintf(name
, "bumpenv_lum_scale%u", i
);
10111 ps
->bumpenv_lum_scale_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10112 string_buffer_sprintf(name
, "bumpenv_lum_offset%u", i
);
10113 ps
->bumpenv_lum_offset_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10114 string_buffer_sprintf(name
, "tss_const%u", i
);
10115 ps
->tss_constant_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10118 ps
->tex_factor_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "tex_factor"));
10119 ps
->specular_enable_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "specular_enable"));
10121 ps
->fog_color_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.color"));
10122 ps
->fog_density_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.density"));
10123 ps
->fog_end_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.end"));
10124 ps
->fog_scale_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.scale"));
10126 ps
->alpha_test_ref_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "alpha_test_ref"));
10128 ps
->np2_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ps_samplerNP2Fixup"));
10129 ps
->ycorrection_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ycorrection"));
10130 ps
->color_key_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "color_key"));
10132 string_buffer_release(&priv
->string_buffers
, name
);
10135 static HRESULT
shader_glsl_compile_compute_shader(struct shader_glsl_priv
*priv
,
10136 const struct wined3d_context_gl
*context_gl
, struct wined3d_shader
*shader
)
10138 struct glsl_context_data
*ctx_data
= context_gl
->c
.shader_backend_data
;
10139 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
10140 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
10141 struct glsl_cs_compiled_shader
*gl_shaders
;
10142 struct glsl_shader_private
*shader_data
;
10143 struct glsl_shader_prog_link
*entry
;
10144 GLuint shader_id
, program_id
;
10146 if (!(entry
= heap_alloc(sizeof(*entry
))))
10148 ERR("Out of memory.\n");
10149 return E_OUTOFMEMORY
;
10152 if (!(shader
->backend_data
= heap_alloc_zero(sizeof(*shader_data
))))
10154 ERR("Failed to allocate backend data.\n");
10156 return E_OUTOFMEMORY
;
10158 shader_data
= shader
->backend_data
;
10160 if (!(shader_data
->gl_shaders
.cs
= heap_alloc(sizeof(*gl_shaders
))))
10162 ERR("Failed to allocate GL shader array.\n");
10164 heap_free(shader
->backend_data
);
10165 shader
->backend_data
= NULL
;
10166 return E_OUTOFMEMORY
;
10168 shader_data
->shader_array_size
= 1;
10169 gl_shaders
= shader_data
->gl_shaders
.cs
;
10171 TRACE("Compiling compute shader %p.\n", shader
);
10173 string_buffer_clear(buffer
);
10174 shader_id
= shader_glsl_generate_compute_shader(context_gl
, buffer
, &priv
->string_buffers
, shader
);
10175 gl_shaders
[shader_data
->num_gl_shaders
++].id
= shader_id
;
10177 program_id
= GL_EXTCALL(glCreateProgram());
10178 TRACE("Created new GLSL shader program %u.\n", program_id
);
10180 entry
->id
= program_id
;
10186 entry
->cs
.id
= shader_id
;
10187 entry
->constant_version
= 0;
10188 entry
->shader_controlled_clip_distances
= 0;
10189 entry
->ps
.np2_fixup_info
= NULL
;
10190 add_glsl_program_entry(priv
, entry
);
10192 TRACE("Attaching GLSL shader object %u to program %u.\n", shader_id
, program_id
);
10193 GL_EXTCALL(glAttachShader(program_id
, shader_id
));
10194 checkGLcall("glAttachShader");
10196 list_add_head(&shader
->linked_programs
, &entry
->cs
.shader_entry
);
10198 TRACE("Linking GLSL shader program %u.\n", program_id
);
10199 GL_EXTCALL(glLinkProgram(program_id
));
10200 shader_glsl_validate_link(gl_info
, program_id
);
10202 GL_EXTCALL(glUseProgram(program_id
));
10203 checkGLcall("glUseProgram");
10204 shader_glsl_load_program_resources(context_gl
, priv
, program_id
, shader
);
10205 shader_glsl_load_images(gl_info
, priv
, program_id
, &shader
->reg_maps
);
10207 entry
->constant_update_mask
= 0;
10209 GL_EXTCALL(glUseProgram(ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0));
10210 checkGLcall("glUseProgram");
10214 static GLuint
find_glsl_compute_shader(const struct wined3d_context_gl
*context_gl
,
10215 struct shader_glsl_priv
*priv
, struct wined3d_shader
*shader
)
10217 struct glsl_shader_private
*shader_data
;
10219 if (!shader
->backend_data
)
10221 WARN("Failed to find GLSL program for compute shader %p.\n", shader
);
10222 if (FAILED(shader_glsl_compile_compute_shader(priv
, context_gl
, shader
)))
10224 ERR("Failed to compile compute shader %p.\n", shader
);
10228 shader_data
= shader
->backend_data
;
10229 return shader_data
->gl_shaders
.cs
[0].id
;
10232 /* Context activation is done by the caller. */
10233 static void set_glsl_compute_shader_program(const struct wined3d_context_gl
*context_gl
,
10234 const struct wined3d_state
*state
, struct shader_glsl_priv
*priv
, struct glsl_context_data
*ctx_data
)
10236 struct glsl_shader_prog_link
*entry
;
10237 struct wined3d_shader
*shader
;
10238 struct glsl_program_key key
;
10241 if (!(context_gl
->c
.shader_update_mask
& (1u << WINED3D_SHADER_TYPE_COMPUTE
)))
10244 if (!(shader
= state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
]))
10246 WARN("Compute shader is NULL.\n");
10247 ctx_data
->glsl_program
= NULL
;
10251 cs_id
= find_glsl_compute_shader(context_gl
, priv
, shader
);
10252 memset(&key
, 0, sizeof(key
));
10254 if (!(entry
= get_glsl_program_entry(priv
, &key
)))
10255 ERR("Failed to find GLSL program for compute shader %p.\n", shader
);
10256 ctx_data
->glsl_program
= entry
;
10259 /* Context activation is done by the caller. */
10260 static void set_glsl_shader_program(const struct wined3d_context_gl
*context_gl
, const struct wined3d_state
*state
,
10261 struct shader_glsl_priv
*priv
, struct glsl_context_data
*ctx_data
)
10263 const struct wined3d_d3d_info
*d3d_info
= context_gl
->c
.d3d_info
;
10264 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
10265 const struct wined3d_shader
*pre_rasterization_shader
;
10266 const struct ps_np2fixup_info
*np2fixup_info
= NULL
;
10267 struct wined3d_shader
*hshader
, *dshader
, *gshader
;
10268 struct glsl_shader_prog_link
*entry
= NULL
;
10269 struct wined3d_shader
*vshader
= NULL
;
10270 struct wined3d_shader
*pshader
= NULL
;
10271 GLuint reorder_shader_id
= 0;
10272 struct glsl_program_key key
;
10273 uint32_t attribs_map
;
10281 struct list
*ps_list
, *vs_list
;
10282 struct wined3d_string_buffer
*tmp_name
;
10284 if (!(context_gl
->c
.shader_update_mask
& (1u << WINED3D_SHADER_TYPE_VERTEX
)) && ctx_data
->glsl_program
)
10286 vs_id
= ctx_data
->glsl_program
->vs
.id
;
10287 vs_list
= &ctx_data
->glsl_program
->vs
.shader_entry
;
10290 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
10292 else if (use_vs(state
))
10294 struct vs_compile_args vs_compile_args
;
10296 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
10298 find_vs_compile_args(state
, vshader
, &vs_compile_args
, &context_gl
->c
);
10299 vs_id
= find_glsl_vertex_shader(context_gl
, priv
, vshader
, &vs_compile_args
);
10300 vs_list
= &vshader
->linked_programs
;
10302 else if (priv
->vertex_pipe
== &glsl_vertex_pipe
)
10304 struct glsl_ffp_vertex_shader
*ffp_shader
;
10305 struct wined3d_ffp_vs_settings settings
;
10307 wined3d_ffp_get_vs_settings(&context_gl
->c
, state
, &settings
);
10308 ffp_shader
= shader_glsl_find_ffp_vertex_shader(priv
, gl_info
, &settings
);
10309 vs_id
= ffp_shader
->id
;
10310 vs_list
= &ffp_shader
->linked_programs
;
10313 hshader
= state
->shader
[WINED3D_SHADER_TYPE_HULL
];
10314 if (!(context_gl
->c
.shader_update_mask
& (1u << WINED3D_SHADER_TYPE_HULL
)) && ctx_data
->glsl_program
)
10315 hs_id
= ctx_data
->glsl_program
->hs
.id
;
10317 hs_id
= find_glsl_hull_shader(context_gl
, priv
, hshader
);
10319 dshader
= state
->shader
[WINED3D_SHADER_TYPE_DOMAIN
];
10320 if (!(context_gl
->c
.shader_update_mask
& (1u << WINED3D_SHADER_TYPE_DOMAIN
)) && ctx_data
->glsl_program
)
10322 ds_id
= ctx_data
->glsl_program
->ds
.id
;
10326 struct ds_compile_args args
;
10328 find_ds_compile_args(state
, dshader
, &args
, &context_gl
->c
);
10329 ds_id
= find_glsl_domain_shader(context_gl
, priv
, dshader
, &args
);
10332 gshader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
10333 if (!(context_gl
->c
.shader_update_mask
& (1u << WINED3D_SHADER_TYPE_GEOMETRY
)) && ctx_data
->glsl_program
)
10335 gs_id
= ctx_data
->glsl_program
->gs
.id
;
10339 struct gs_compile_args args
;
10341 find_gs_compile_args(state
, gshader
, &args
, &context_gl
->c
);
10342 gs_id
= find_glsl_geometry_shader(context_gl
, priv
, gshader
, &args
);
10345 /* A pixel shader is not used when rasterization is disabled. */
10346 if (is_rasterization_disabled(gshader
))
10351 else if (!(context_gl
->c
.shader_update_mask
& (1u << WINED3D_SHADER_TYPE_PIXEL
)) && ctx_data
->glsl_program
)
10353 ps_id
= ctx_data
->glsl_program
->ps
.id
;
10354 ps_list
= &ctx_data
->glsl_program
->ps
.shader_entry
;
10357 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
10359 else if (use_ps(state
))
10361 struct ps_compile_args ps_compile_args
;
10362 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
10363 find_ps_compile_args(state
, pshader
, context_gl
->c
.stream_info
.position_transformed
,
10364 &ps_compile_args
, &context_gl
->c
);
10365 ps_id
= find_glsl_fragment_shader(context_gl
, &priv
->shader_buffer
, &priv
->string_buffers
,
10366 pshader
, &ps_compile_args
, &np2fixup_info
);
10367 ps_list
= &pshader
->linked_programs
;
10369 else if (priv
->fragment_pipe
== &glsl_fragment_pipe
10370 && !(vshader
&& vshader
->reg_maps
.shader_version
.major
>= 4))
10372 struct glsl_ffp_fragment_shader
*ffp_shader
;
10373 struct ffp_frag_settings settings
;
10375 wined3d_ffp_get_fs_settings(&context_gl
->c
, state
, &settings
, FALSE
);
10376 ffp_shader
= shader_glsl_find_ffp_fragment_shader(priv
, &settings
, context_gl
);
10377 ps_id
= ffp_shader
->id
;
10378 ps_list
= &ffp_shader
->linked_programs
;
10387 if ((!vs_id
&& !hs_id
&& !ds_id
&& !gs_id
&& !ps_id
) || (entry
= get_glsl_program_entry(priv
, &key
)))
10389 ctx_data
->glsl_program
= entry
;
10393 /* If we get to this point, then no matching program exists, so we create one */
10394 program_id
= GL_EXTCALL(glCreateProgram());
10395 TRACE("Created new GLSL shader program %u.\n", program_id
);
10397 /* Create the entry */
10398 entry
= heap_alloc(sizeof(*entry
));
10399 entry
->id
= program_id
;
10400 entry
->vs
.id
= vs_id
;
10401 entry
->hs
.id
= hs_id
;
10402 entry
->ds
.id
= ds_id
;
10403 entry
->gs
.id
= gs_id
;
10404 entry
->ps
.id
= ps_id
;
10406 entry
->constant_version
= 0;
10407 entry
->shader_controlled_clip_distances
= 0;
10408 entry
->ps
.np2_fixup_info
= np2fixup_info
;
10409 /* Add the hash table entry */
10410 add_glsl_program_entry(priv
, entry
);
10412 /* Set the current program */
10413 ctx_data
->glsl_program
= entry
;
10415 /* Attach GLSL vshader */
10418 TRACE("Attaching GLSL shader object %u to program %u.\n", vs_id
, program_id
);
10419 GL_EXTCALL(glAttachShader(program_id
, vs_id
));
10420 checkGLcall("glAttachShader");
10422 list_add_head(vs_list
, &entry
->vs
.shader_entry
);
10427 attribs_map
= vshader
->reg_maps
.input_registers
;
10428 if (vshader
->reg_maps
.shader_version
.major
< 4)
10430 reorder_shader_id
= shader_glsl_generate_vs3_rasterizer_input_setup(priv
, vshader
, pshader
,
10431 state
->primitive_type
== WINED3D_PT_POINTLIST
&& vshader
->reg_maps
.point_size
,
10432 d3d_info
->emulated_flatshading
10433 && state
->render_states
[WINED3D_RS_SHADEMODE
] == WINED3D_SHADE_FLAT
, gl_info
);
10434 TRACE("Attaching GLSL shader object %u to program %u.\n", reorder_shader_id
, program_id
);
10435 GL_EXTCALL(glAttachShader(program_id
, reorder_shader_id
));
10436 checkGLcall("glAttachShader");
10437 /* Flag the reorder function for deletion, it will be freed
10438 * automatically when the program is destroyed. */
10439 GL_EXTCALL(glDeleteShader(reorder_shader_id
));
10444 attribs_map
= (1u << WINED3D_FFP_ATTRIBS_COUNT
) - 1;
10447 if (!shader_glsl_use_explicit_attrib_location(gl_info
))
10449 /* Bind vertex attributes to a corresponding index number to match
10450 * the same index numbers as ARB_vertex_programs (makes loading
10451 * vertex attributes simpler). With this method, we can use the
10452 * exact same code to load the attributes later for both ARB and
10455 * We have to do this here because we need to know the Program ID
10456 * in order to make the bindings work, and it has to be done prior
10457 * to linking the GLSL program. */
10458 tmp_name
= string_buffer_get(&priv
->string_buffers
);
10459 while (attribs_map
)
10461 i
= wined3d_bit_scan(&attribs_map
);
10462 string_buffer_sprintf(tmp_name
, "vs_in%u", i
);
10463 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
10464 if (vshader
&& vshader
->reg_maps
.shader_version
.major
>= 4)
10466 string_buffer_sprintf(tmp_name
, "vs_in_uint%u", i
);
10467 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
10468 string_buffer_sprintf(tmp_name
, "vs_in_int%u", i
);
10469 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
10472 checkGLcall("glBindAttribLocation");
10474 if (!use_legacy_fragment_output(gl_info
))
10476 for (i
= 0; i
< WINED3D_MAX_RENDER_TARGETS
; ++i
)
10478 string_buffer_sprintf(tmp_name
, "color_out%u", i
);
10479 if (state
->blend_state
&& state
->blend_state
->dual_source
)
10480 GL_EXTCALL(glBindFragDataLocationIndexed(program_id
, 0, i
, tmp_name
->buffer
));
10482 GL_EXTCALL(glBindFragDataLocation(program_id
, i
, tmp_name
->buffer
));
10483 checkGLcall("glBindFragDataLocation");
10486 string_buffer_release(&priv
->string_buffers
, tmp_name
);
10491 TRACE("Attaching GLSL tessellation control shader object %u to program %u.\n", hs_id
, program_id
);
10492 GL_EXTCALL(glAttachShader(program_id
, hs_id
));
10493 checkGLcall("glAttachShader");
10495 list_add_head(&hshader
->linked_programs
, &entry
->hs
.shader_entry
);
10500 TRACE("Attaching GLSL tessellation evaluation shader object %u to program %u.\n", ds_id
, program_id
);
10501 GL_EXTCALL(glAttachShader(program_id
, ds_id
));
10502 checkGLcall("glAttachShader");
10504 list_add_head(&dshader
->linked_programs
, &entry
->ds
.shader_entry
);
10509 TRACE("Attaching GLSL geometry shader object %u to program %u.\n", gs_id
, program_id
);
10510 GL_EXTCALL(glAttachShader(program_id
, gs_id
));
10511 checkGLcall("glAttachShader");
10513 shader_glsl_init_transform_feedback(context_gl
, priv
, program_id
, gshader
);
10515 list_add_head(&gshader
->linked_programs
, &entry
->gs
.shader_entry
);
10518 /* Attach GLSL pshader */
10521 TRACE("Attaching GLSL shader object %u to program %u.\n", ps_id
, program_id
);
10522 GL_EXTCALL(glAttachShader(program_id
, ps_id
));
10523 checkGLcall("glAttachShader");
10525 list_add_head(ps_list
, &entry
->ps
.shader_entry
);
10528 /* Link the program */
10529 TRACE("Linking GLSL shader program %u.\n", program_id
);
10530 GL_EXTCALL(glLinkProgram(program_id
));
10531 shader_glsl_validate_link(gl_info
, program_id
);
10533 shader_glsl_init_vs_uniform_locations(gl_info
, priv
, program_id
, &entry
->vs
,
10534 vshader
? vshader
->limits
->constant_float
: 0);
10535 shader_glsl_init_ds_uniform_locations(gl_info
, priv
, program_id
, &entry
->ds
);
10536 shader_glsl_init_gs_uniform_locations(gl_info
, priv
, program_id
, &entry
->gs
);
10537 shader_glsl_init_ps_uniform_locations(gl_info
, priv
, program_id
, &entry
->ps
,
10538 pshader
? pshader
->limits
->constant_float
: 0);
10539 checkGLcall("find glsl program uniform locations");
10541 pre_rasterization_shader
= gshader
? gshader
: dshader
? dshader
: vshader
;
10542 if (pre_rasterization_shader
&& pre_rasterization_shader
->reg_maps
.shader_version
.major
>= 4)
10544 unsigned int clip_distance_count
= wined3d_popcount(pre_rasterization_shader
->reg_maps
.clip_distance_mask
);
10545 entry
->shader_controlled_clip_distances
= 1;
10546 entry
->clip_distance_mask
= wined3d_mask_from_size(clip_distance_count
);
10549 if (needs_legacy_glsl_syntax(gl_info
))
10551 if (pshader
&& pshader
->reg_maps
.shader_version
.major
>= 3
10552 && pshader
->u
.ps
.declared_in_count
> vec4_varyings(3, gl_info
))
10554 TRACE("Shader %d needs vertex color clamping disabled.\n", program_id
);
10555 entry
->vs
.vertex_color_clamp
= GL_FALSE
;
10559 entry
->vs
.vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
10564 /* With core profile we never change vertex_color_clamp from
10565 * GL_FIXED_ONLY_MODE (which is also the initial value) so we never call
10566 * glClampColorARB(). */
10567 entry
->vs
.vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
10570 /* Set the shader to allow uniform loading on it */
10571 GL_EXTCALL(glUseProgram(program_id
));
10572 checkGLcall("glUseProgram");
10574 entry
->constant_update_mask
= 0;
10577 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_F
;
10578 if (vshader
->reg_maps
.integer_constants
)
10579 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_I
;
10580 if (vshader
->reg_maps
.boolean_constants
)
10581 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_B
;
10582 if (entry
->vs
.pos_fixup_location
!= -1)
10583 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
10584 if (entry
->vs
.base_vertex_id_location
!= -1)
10585 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_BASE_VERTEX_ID
;
10587 shader_glsl_load_program_resources(context_gl
, priv
, program_id
, vshader
);
10591 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
10592 | WINED3D_SHADER_CONST_FFP_PROJ
;
10594 for (i
= 1; i
< MAX_VERTEX_BLENDS
; ++i
)
10596 if (entry
->vs
.modelview_matrix_location
[i
] != -1)
10598 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
10603 for (i
= 0; i
< WINED3D_MAX_FFP_TEXTURES
; ++i
)
10605 if (entry
->vs
.texture_matrix_location
[i
] != -1)
10607 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
10611 if (entry
->vs
.material_ambient_location
!= -1 || entry
->vs
.material_diffuse_location
!= -1
10612 || entry
->vs
.material_specular_location
!= -1
10613 || entry
->vs
.material_emissive_location
!= -1
10614 || entry
->vs
.material_shininess_location
!= -1)
10615 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MATERIAL
;
10616 if (entry
->vs
.light_ambient_location
!= -1)
10617 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_LIGHTS
;
10619 if (entry
->vs
.clip_planes_location
!= -1)
10620 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
10621 if (entry
->vs
.pointsize_min_location
!= -1)
10622 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
10625 shader_glsl_load_program_resources(context_gl
, priv
, program_id
, hshader
);
10629 if (entry
->ds
.pos_fixup_location
!= -1)
10630 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
10632 shader_glsl_load_program_resources(context_gl
, priv
, program_id
, dshader
);
10637 if (entry
->gs
.pos_fixup_location
!= -1)
10638 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
10640 shader_glsl_load_program_resources(context_gl
, priv
, program_id
, gshader
);
10647 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_F
;
10648 if (pshader
->reg_maps
.integer_constants
)
10649 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_I
;
10650 if (pshader
->reg_maps
.boolean_constants
)
10651 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_B
;
10652 if (entry
->ps
.ycorrection_location
!= -1)
10653 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_Y_CORR
;
10655 shader_glsl_load_program_resources(context_gl
, priv
, program_id
, pshader
);
10656 shader_glsl_load_images(gl_info
, priv
, program_id
, &pshader
->reg_maps
);
10660 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PS
;
10662 shader_glsl_load_samplers(&context_gl
->c
, priv
, program_id
, NULL
);
10665 for (i
= 0; i
< WINED3D_MAX_FFP_TEXTURES
; ++i
)
10667 if (entry
->ps
.bumpenv_mat_location
[i
] != -1)
10669 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_BUMP_ENV
;
10674 if (entry
->ps
.fog_color_location
!= -1)
10675 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
10676 if (entry
->ps
.alpha_test_ref_location
!= -1)
10677 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_ALPHA_TEST
;
10678 if (entry
->ps
.np2_fixup_location
!= -1)
10679 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_NP2_FIXUP
;
10680 if (entry
->ps
.color_key_location
!= -1)
10681 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_COLOR_KEY
;
10685 static void shader_glsl_precompile(void *shader_priv
, struct wined3d_shader
*shader
)
10687 struct wined3d_device
*device
= shader
->device
;
10688 struct wined3d_context
*context
;
10690 if (shader
->reg_maps
.shader_version
.type
== WINED3D_SHADER_TYPE_COMPUTE
)
10692 context
= context_acquire(device
, NULL
, 0);
10693 shader_glsl_compile_compute_shader(shader_priv
, wined3d_context_gl(context
), shader
);
10694 context_release(context
);
10698 /* Context activation is done by the caller. */
10699 static void shader_glsl_select(void *shader_priv
, struct wined3d_context
*context
,
10700 const struct wined3d_state
*state
)
10702 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
10703 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
10704 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
10705 struct shader_glsl_priv
*priv
= shader_priv
;
10706 struct glsl_shader_prog_link
*glsl_program
;
10707 GLenum current_vertex_color_clamp
;
10708 GLuint program_id
, prev_id
;
10710 priv
->vertex_pipe
->vp_enable(context
, !use_vs(state
));
10711 priv
->fragment_pipe
->fp_enable(context
, !use_ps(state
));
10713 prev_id
= ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0;
10714 set_glsl_shader_program(context_gl
, state
, priv
, ctx_data
);
10715 glsl_program
= ctx_data
->glsl_program
;
10719 program_id
= glsl_program
->id
;
10720 current_vertex_color_clamp
= glsl_program
->vs
.vertex_color_clamp
;
10721 if (glsl_program
->shader_controlled_clip_distances
)
10722 wined3d_context_gl_enable_clip_distances(context_gl
, glsl_program
->clip_distance_mask
);
10727 current_vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
10730 if (ctx_data
->vertex_color_clamp
!= current_vertex_color_clamp
)
10732 ctx_data
->vertex_color_clamp
= current_vertex_color_clamp
;
10733 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
10735 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, current_vertex_color_clamp
));
10736 checkGLcall("glClampColorARB");
10740 FIXME("Vertex color clamp needs to be changed, but extension not supported.\n");
10744 TRACE("Using GLSL program %u.\n", program_id
);
10746 if (prev_id
!= program_id
)
10748 GL_EXTCALL(glUseProgram(program_id
));
10749 checkGLcall("glUseProgram");
10752 context
->constant_update_mask
|= glsl_program
->constant_update_mask
;
10755 context
->shader_update_mask
|= (1u << WINED3D_SHADER_TYPE_COMPUTE
);
10758 /* Context activation is done by the caller. */
10759 static void shader_glsl_select_compute(void *shader_priv
, struct wined3d_context
*context
,
10760 const struct wined3d_state
*state
)
10762 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
10763 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
10764 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
10765 struct shader_glsl_priv
*priv
= shader_priv
;
10766 GLuint program_id
, prev_id
;
10768 prev_id
= ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0;
10769 set_glsl_compute_shader_program(context_gl
, state
, priv
, ctx_data
);
10770 program_id
= ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0;
10772 TRACE("Using GLSL program %u.\n", program_id
);
10774 if (prev_id
!= program_id
)
10776 GL_EXTCALL(glUseProgram(program_id
));
10777 checkGLcall("glUseProgram");
10780 context
->shader_update_mask
|= (1u << WINED3D_SHADER_TYPE_PIXEL
)
10781 | (1u << WINED3D_SHADER_TYPE_VERTEX
)
10782 | (1u << WINED3D_SHADER_TYPE_GEOMETRY
)
10783 | (1u << WINED3D_SHADER_TYPE_HULL
)
10784 | (1u << WINED3D_SHADER_TYPE_DOMAIN
);
10787 /* "context" is not necessarily the currently active context. */
10788 static void shader_glsl_invalidate_current_program(struct wined3d_context
*context
)
10790 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
10792 ctx_data
->glsl_program
= NULL
;
10793 context
->shader_update_mask
= (1u << WINED3D_SHADER_TYPE_PIXEL
)
10794 | (1u << WINED3D_SHADER_TYPE_VERTEX
)
10795 | (1u << WINED3D_SHADER_TYPE_GEOMETRY
)
10796 | (1u << WINED3D_SHADER_TYPE_HULL
)
10797 | (1u << WINED3D_SHADER_TYPE_DOMAIN
)
10798 | (1u << WINED3D_SHADER_TYPE_COMPUTE
);
10801 /* Context activation is done by the caller. */
10802 static void shader_glsl_disable(void *shader_priv
, struct wined3d_context
*context
)
10804 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
10805 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
10806 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
10807 struct shader_glsl_priv
*priv
= shader_priv
;
10809 shader_glsl_invalidate_current_program(context
);
10810 GL_EXTCALL(glUseProgram(0));
10811 checkGLcall("glUseProgram");
10813 priv
->vertex_pipe
->vp_enable(context
, FALSE
);
10814 priv
->fragment_pipe
->fp_enable(context
, FALSE
);
10816 if (needs_legacy_glsl_syntax(gl_info
) && gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
10818 ctx_data
->vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
10819 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, GL_FIXED_ONLY_ARB
));
10820 checkGLcall("glClampColorARB");
10824 static void shader_glsl_invalidate_contexts_program(struct wined3d_device
*device
,
10825 const struct glsl_shader_prog_link
*program
)
10827 const struct glsl_context_data
*ctx_data
;
10828 struct wined3d_context
*context
;
10831 for (i
= 0; i
< device
->context_count
; ++i
)
10833 context
= device
->contexts
[i
];
10834 ctx_data
= context
->shader_backend_data
;
10836 if (ctx_data
->glsl_program
== program
)
10837 shader_glsl_invalidate_current_program(context
);
10841 static void shader_glsl_destroy(struct wined3d_shader
*shader
)
10843 struct glsl_shader_private
*shader_data
= shader
->backend_data
;
10844 struct wined3d_device
*device
= shader
->device
;
10845 struct shader_glsl_priv
*priv
= device
->shader_priv
;
10846 const struct wined3d_gl_info
*gl_info
;
10847 const struct list
*linked_programs
;
10848 struct wined3d_context
*context
;
10850 if (!shader_data
|| !shader_data
->num_gl_shaders
)
10852 heap_free(shader_data
);
10853 shader
->backend_data
= NULL
;
10857 context
= context_acquire(device
, NULL
, 0);
10858 gl_info
= wined3d_context_gl(context
)->gl_info
;
10860 TRACE("Deleting linked programs.\n");
10861 linked_programs
= &shader
->linked_programs
;
10862 if (!list_empty(linked_programs
))
10864 struct glsl_shader_prog_link
*entry
, *entry2
;
10867 switch (shader
->reg_maps
.shader_version
.type
)
10869 case WINED3D_SHADER_TYPE_PIXEL
:
10871 struct glsl_ps_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.ps
;
10873 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
10875 TRACE("Deleting pixel shader %u.\n", gl_shaders
[i
].id
);
10876 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
10877 checkGLcall("glDeleteShader");
10879 heap_free(shader_data
->gl_shaders
.ps
);
10881 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
10882 struct glsl_shader_prog_link
, ps
.shader_entry
)
10884 shader_glsl_invalidate_contexts_program(device
, entry
);
10885 delete_glsl_program_entry(priv
, gl_info
, entry
);
10891 case WINED3D_SHADER_TYPE_VERTEX
:
10893 struct glsl_vs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.vs
;
10895 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
10897 TRACE("Deleting vertex shader %u.\n", gl_shaders
[i
].id
);
10898 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
10899 checkGLcall("glDeleteShader");
10901 heap_free(shader_data
->gl_shaders
.vs
);
10903 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
10904 struct glsl_shader_prog_link
, vs
.shader_entry
)
10906 shader_glsl_invalidate_contexts_program(device
, entry
);
10907 delete_glsl_program_entry(priv
, gl_info
, entry
);
10913 case WINED3D_SHADER_TYPE_HULL
:
10915 struct glsl_hs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.hs
;
10917 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
10919 TRACE("Deleting hull shader %u.\n", gl_shaders
[i
].id
);
10920 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
10921 checkGLcall("glDeleteShader");
10923 heap_free(shader_data
->gl_shaders
.hs
);
10925 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
10926 struct glsl_shader_prog_link
, hs
.shader_entry
)
10928 shader_glsl_invalidate_contexts_program(device
, entry
);
10929 delete_glsl_program_entry(priv
, gl_info
, entry
);
10935 case WINED3D_SHADER_TYPE_DOMAIN
:
10937 struct glsl_ds_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.ds
;
10939 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
10941 TRACE("Deleting domain shader %u.\n", gl_shaders
[i
].id
);
10942 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
10943 checkGLcall("glDeleteShader");
10945 heap_free(shader_data
->gl_shaders
.ds
);
10947 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
10948 struct glsl_shader_prog_link
, ds
.shader_entry
)
10950 shader_glsl_invalidate_contexts_program(device
, entry
);
10951 delete_glsl_program_entry(priv
, gl_info
, entry
);
10957 case WINED3D_SHADER_TYPE_GEOMETRY
:
10959 struct glsl_gs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.gs
;
10961 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
10963 TRACE("Deleting geometry shader %u.\n", gl_shaders
[i
].id
);
10964 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
10965 checkGLcall("glDeleteShader");
10967 heap_free(shader_data
->gl_shaders
.gs
);
10969 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
10970 struct glsl_shader_prog_link
, gs
.shader_entry
)
10972 shader_glsl_invalidate_contexts_program(device
, entry
);
10973 delete_glsl_program_entry(priv
, gl_info
, entry
);
10979 case WINED3D_SHADER_TYPE_COMPUTE
:
10981 struct glsl_cs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.cs
;
10983 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
10985 TRACE("Deleting compute shader %u.\n", gl_shaders
[i
].id
);
10986 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
10987 checkGLcall("glDeleteShader");
10989 heap_free(shader_data
->gl_shaders
.cs
);
10991 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
10992 struct glsl_shader_prog_link
, cs
.shader_entry
)
10994 shader_glsl_invalidate_contexts_program(device
, entry
);
10995 delete_glsl_program_entry(priv
, gl_info
, entry
);
11002 ERR("Unhandled shader type %#x.\n", shader
->reg_maps
.shader_version
.type
);
11007 heap_free(shader
->backend_data
);
11008 shader
->backend_data
= NULL
;
11010 context_release(context
);
11013 static int glsl_program_key_compare(const void *key
, const struct wine_rb_entry
*entry
)
11015 const struct glsl_program_key
*k
= key
;
11016 const struct glsl_shader_prog_link
*prog
= WINE_RB_ENTRY_VALUE(entry
,
11017 const struct glsl_shader_prog_link
, program_lookup_entry
);
11020 if ((ret
= wined3d_uint32_compare(k
->vs_id
, prog
->vs
.id
)))
11022 if ((ret
= wined3d_uint32_compare(k
->gs_id
, prog
->gs
.id
)))
11024 if ((ret
= wined3d_uint32_compare(k
->ps_id
, prog
->ps
.id
)))
11026 if ((ret
= wined3d_uint32_compare(k
->hs_id
, prog
->hs
.id
)))
11028 if ((ret
= wined3d_uint32_compare(k
->ds_id
, prog
->ds
.id
)))
11030 if ((ret
= wined3d_uint32_compare(k
->cs_id
, prog
->cs
.id
)))
11036 static BOOL
constant_heap_init(struct constant_heap
*heap
, unsigned int constant_count
)
11038 SIZE_T size
= (constant_count
+ 1) * sizeof(*heap
->entries
)
11039 + constant_count
* sizeof(*heap
->contained
)
11040 + constant_count
* sizeof(*heap
->positions
);
11043 if (!(mem
= heap_alloc(size
)))
11045 ERR("Failed to allocate memory\n");
11049 heap
->entries
= mem
;
11050 heap
->entries
[1].version
= 0;
11051 heap
->contained
= (BOOL
*)(heap
->entries
+ constant_count
+ 1);
11052 memset(heap
->contained
, 0, constant_count
* sizeof(*heap
->contained
));
11053 heap
->positions
= (unsigned int *)(heap
->contained
+ constant_count
);
11059 static void constant_heap_free(struct constant_heap
*heap
)
11061 heap_free(heap
->entries
);
11064 static HRESULT
shader_glsl_alloc(struct wined3d_device
*device
, const struct wined3d_vertex_pipe_ops
*vertex_pipe
,
11065 const struct wined3d_fragment_pipe_ops
*fragment_pipe
)
11067 SIZE_T stack_size
= wined3d_log2i(max(WINED3D_MAX_VS_CONSTS_F
, WINED3D_MAX_PS_CONSTS_F
)) + 1;
11068 struct fragment_caps fragment_caps
;
11069 void *vertex_priv
, *fragment_priv
;
11070 struct shader_glsl_priv
*priv
;
11072 if (!(priv
= heap_alloc_zero(sizeof(*priv
))))
11073 return E_OUTOFMEMORY
;
11075 string_buffer_list_init(&priv
->string_buffers
);
11077 if (!(vertex_priv
= vertex_pipe
->vp_alloc(&glsl_shader_backend
, priv
)))
11079 ERR("Failed to initialize vertex pipe.\n");
11084 if (!(fragment_priv
= fragment_pipe
->alloc_private(&glsl_shader_backend
, priv
)))
11086 ERR("Failed to initialize fragment pipe.\n");
11087 vertex_pipe
->vp_free(device
, NULL
);
11092 if (!string_buffer_init(&priv
->shader_buffer
))
11094 ERR("Failed to initialize shader buffer.\n");
11098 if (!(priv
->stack
= heap_calloc(stack_size
, sizeof(*priv
->stack
))))
11100 ERR("Failed to allocate memory.\n");
11104 if (!constant_heap_init(&priv
->vconst_heap
, WINED3D_MAX_VS_CONSTS_F
))
11106 ERR("Failed to initialize vertex shader constant heap\n");
11110 if (!constant_heap_init(&priv
->pconst_heap
, WINED3D_MAX_PS_CONSTS_F
))
11112 ERR("Failed to initialize pixel shader constant heap\n");
11116 wine_rb_init(&priv
->program_lookup
, glsl_program_key_compare
);
11118 priv
->next_constant_version
= 1;
11119 priv
->vertex_pipe
= vertex_pipe
;
11120 priv
->fragment_pipe
= fragment_pipe
;
11121 fragment_pipe
->get_caps(device
->adapter
, &fragment_caps
);
11122 priv
->ffp_proj_control
= fragment_caps
.proj_control
;
11123 priv
->legacy_lighting
= device
->wined3d
->flags
& WINED3D_LEGACY_FFP_LIGHTING
;
11125 device
->vertex_priv
= vertex_priv
;
11126 device
->fragment_priv
= fragment_priv
;
11127 device
->shader_priv
= priv
;
11132 constant_heap_free(&priv
->pconst_heap
);
11133 constant_heap_free(&priv
->vconst_heap
);
11134 heap_free(priv
->stack
);
11135 string_buffer_free(&priv
->shader_buffer
);
11136 fragment_pipe
->free_private(device
, NULL
);
11137 vertex_pipe
->vp_free(device
, NULL
);
11139 return E_OUTOFMEMORY
;
11142 /* Context activation is done by the caller. */
11143 static void shader_glsl_free(struct wined3d_device
*device
, struct wined3d_context
*context
)
11145 struct shader_glsl_priv
*priv
= device
->shader_priv
;
11147 wine_rb_destroy(&priv
->program_lookup
, NULL
, NULL
);
11148 constant_heap_free(&priv
->pconst_heap
);
11149 constant_heap_free(&priv
->vconst_heap
);
11150 heap_free(priv
->stack
);
11151 string_buffer_list_cleanup(&priv
->string_buffers
);
11152 string_buffer_free(&priv
->shader_buffer
);
11153 priv
->fragment_pipe
->free_private(device
, context
);
11154 priv
->vertex_pipe
->vp_free(device
, context
);
11156 heap_free(device
->shader_priv
);
11157 device
->shader_priv
= NULL
;
11160 static BOOL
shader_glsl_allocate_context_data(struct wined3d_context
*context
)
11162 struct glsl_context_data
*ctx_data
;
11164 if (!(ctx_data
= heap_alloc_zero(sizeof(*ctx_data
))))
11166 ctx_data
->vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
11167 context
->shader_backend_data
= ctx_data
;
11171 static void shader_glsl_free_context_data(struct wined3d_context
*context
)
11173 heap_free(context
->shader_backend_data
);
11176 static void shader_glsl_init_context_state(struct wined3d_context
*context
)
11178 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
11179 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
11181 gl_info
->gl_ops
.gl
.p_glEnable(GL_PROGRAM_POINT_SIZE
);
11182 checkGLcall("GL_PROGRAM_POINT_SIZE");
11185 static unsigned int shader_glsl_get_shader_model(const struct wined3d_gl_info
*gl_info
)
11187 BOOL shader_model_4
= gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 50)
11188 && gl_info
->supported
[ARB_SHADER_BIT_ENCODING
]
11189 && gl_info
->supported
[ARB_TEXTURE_SWIZZLE
]
11190 && gl_info
->supported
[EXT_SHADER_INTEGER_MIX
];
11193 && gl_info
->supported
[ARB_COMPUTE_SHADER
]
11194 && gl_info
->supported
[ARB_CULL_DISTANCE
]
11195 && gl_info
->supported
[ARB_DERIVATIVE_CONTROL
]
11196 && gl_info
->supported
[ARB_GPU_SHADER5
]
11197 && gl_info
->supported
[ARB_SHADER_ATOMIC_COUNTERS
]
11198 && gl_info
->supported
[ARB_SHADER_IMAGE_LOAD_STORE
]
11199 && gl_info
->supported
[ARB_SHADER_IMAGE_SIZE
]
11200 && gl_info
->supported
[ARB_SHADING_LANGUAGE_PACKING
]
11201 && gl_info
->supported
[ARB_TESSELLATION_SHADER
]
11202 && gl_info
->supported
[ARB_TEXTURE_GATHER
]
11203 && gl_info
->supported
[ARB_TRANSFORM_FEEDBACK3
])
11206 if (shader_model_4
)
11209 /* Support for texldd and texldl instructions in pixel shaders is required
11211 if (shader_glsl_has_core_grad(gl_info
) || gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
11217 static void shader_glsl_get_caps(const struct wined3d_adapter
*adapter
, struct shader_caps
*caps
)
11219 const struct wined3d_gl_info
*gl_info
= &wined3d_adapter_gl_const(adapter
)->gl_info
;
11220 unsigned int shader_model
= shader_glsl_get_shader_model(gl_info
);
11222 TRACE("Shader model %u.\n", shader_model
);
11224 caps
->vs_version
= min(wined3d_settings
.max_sm_vs
, shader_model
);
11225 caps
->hs_version
= min(wined3d_settings
.max_sm_hs
, shader_model
);
11226 caps
->ds_version
= min(wined3d_settings
.max_sm_ds
, shader_model
);
11227 caps
->gs_version
= min(wined3d_settings
.max_sm_gs
, shader_model
);
11228 caps
->ps_version
= min(wined3d_settings
.max_sm_ps
, shader_model
);
11229 caps
->cs_version
= min(wined3d_settings
.max_sm_cs
, shader_model
);
11231 caps
->vs_version
= gl_info
->supported
[ARB_VERTEX_SHADER
] ? caps
->vs_version
: 0;
11232 caps
->ps_version
= gl_info
->supported
[ARB_FRAGMENT_SHADER
] ? caps
->ps_version
: 0;
11234 caps
->vs_uniform_count
= min(WINED3D_MAX_VS_CONSTS_F
, gl_info
->limits
.glsl_vs_float_constants
);
11235 caps
->ps_uniform_count
= min(WINED3D_MAX_PS_CONSTS_F
, gl_info
->limits
.glsl_ps_float_constants
);
11236 caps
->varying_count
= gl_info
->limits
.glsl_varyings
;
11238 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
11239 * Direct3D minimum requirement.
11241 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
11242 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
11244 * The problem is that the refrast clamps temporary results in the shader to
11245 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
11246 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
11247 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
11248 * offer a way to query this.
11250 if (shader_model
>= 4)
11251 caps
->ps_1x_max_value
= FLT_MAX
;
11253 caps
->ps_1x_max_value
= 1024.0f
;
11255 /* Ideally we'd only set caps like sRGB writes here if supported by both
11256 * the shader backend and the fragment pipe, but we can get called before
11257 * shader_glsl_alloc(). */
11258 caps
->wined3d_caps
= WINED3D_SHADER_CAP_VS_CLIPPING
11259 | WINED3D_SHADER_CAP_SRGB_WRITE
;
11260 if (needs_interpolation_qualifiers_for_shader_outputs(gl_info
))
11261 caps
->wined3d_caps
|= WINED3D_SHADER_CAP_OUTPUT_INTERPOLATION
;
11262 if (shader_glsl_full_ffp_varyings(gl_info
))
11263 caps
->wined3d_caps
|= WINED3D_SHADER_CAP_FULL_FFP_VARYINGS
;
11266 static BOOL
shader_glsl_color_fixup_supported(struct color_fixup_desc fixup
)
11268 /* We support everything except YUV conversions. */
11269 return !is_complex_fixup(fixup
);
11272 static const SHADER_HANDLER shader_glsl_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
11274 /* WINED3DSIH_ABS */ shader_glsl_map2gl
,
11275 /* WINED3DSIH_ADD */ shader_glsl_binop
,
11276 /* WINED3DSIH_AND */ shader_glsl_binop
,
11277 /* WINED3DSIH_ATOMIC_AND */ shader_glsl_atomic
,
11278 /* WINED3DSIH_ATOMIC_CMP_STORE */ shader_glsl_atomic
,
11279 /* WINED3DSIH_ATOMIC_IADD */ shader_glsl_atomic
,
11280 /* WINED3DSIH_ATOMIC_IMAX */ shader_glsl_atomic
,
11281 /* WINED3DSIH_ATOMIC_IMIN */ shader_glsl_atomic
,
11282 /* WINED3DSIH_ATOMIC_OR */ shader_glsl_atomic
,
11283 /* WINED3DSIH_ATOMIC_UMAX */ shader_glsl_atomic
,
11284 /* WINED3DSIH_ATOMIC_UMIN */ shader_glsl_atomic
,
11285 /* WINED3DSIH_ATOMIC_XOR */ shader_glsl_atomic
,
11286 /* WINED3DSIH_BEM */ shader_glsl_bem
,
11287 /* WINED3DSIH_BFI */ shader_glsl_bitwise_op
,
11288 /* WINED3DSIH_BFREV */ shader_glsl_map2gl
,
11289 /* WINED3DSIH_BREAK */ shader_glsl_break
,
11290 /* WINED3DSIH_BREAKC */ shader_glsl_breakc
,
11291 /* WINED3DSIH_BREAKP */ shader_glsl_conditional_op
,
11292 /* WINED3DSIH_BUFINFO */ shader_glsl_bufinfo
,
11293 /* WINED3DSIH_CALL */ shader_glsl_call
,
11294 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz
,
11295 /* WINED3DSIH_CASE */ shader_glsl_case
,
11296 /* WINED3DSIH_CMP */ shader_glsl_conditional_move
,
11297 /* WINED3DSIH_CND */ shader_glsl_cnd
,
11298 /* WINED3DSIH_CONTINUE */ shader_glsl_continue
,
11299 /* WINED3DSIH_CONTINUEP */ shader_glsl_conditional_op
,
11300 /* WINED3DSIH_COUNTBITS */ shader_glsl_map2gl
,
11301 /* WINED3DSIH_CRS */ shader_glsl_cross
,
11302 /* WINED3DSIH_CUT */ shader_glsl_cut
,
11303 /* WINED3DSIH_CUT_STREAM */ shader_glsl_cut
,
11304 /* WINED3DSIH_DCL */ shader_glsl_nop
,
11305 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_glsl_nop
,
11306 /* WINED3DSIH_DCL_FUNCTION_BODY */ NULL
,
11307 /* WINED3DSIH_DCL_FUNCTION_TABLE */ NULL
,
11308 /* WINED3DSIH_DCL_GLOBAL_FLAGS */ shader_glsl_nop
,
11309 /* WINED3DSIH_DCL_GS_INSTANCES */ shader_glsl_nop
,
11310 /* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ shader_glsl_nop
,
11311 /* WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT */ shader_glsl_nop
,
11312 /* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ shader_glsl_nop
,
11313 /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ shader_glsl_nop
,
11314 /* WINED3DSIH_DCL_INDEX_RANGE */ shader_glsl_nop
,
11315 /* WINED3DSIH_DCL_INDEXABLE_TEMP */ shader_glsl_nop
,
11316 /* WINED3DSIH_DCL_INPUT */ shader_glsl_nop
,
11317 /* WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT */ shader_glsl_nop
,
11318 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_glsl_nop
,
11319 /* WINED3DSIH_DCL_INPUT_PS */ shader_glsl_nop
,
11320 /* WINED3DSIH_DCL_INPUT_PS_SGV */ shader_glsl_nop
,
11321 /* WINED3DSIH_DCL_INPUT_PS_SIV */ shader_glsl_nop
,
11322 /* WINED3DSIH_DCL_INPUT_SGV */ shader_glsl_nop
,
11323 /* WINED3DSIH_DCL_INPUT_SIV */ shader_glsl_nop
,
11324 /* WINED3DSIH_DCL_INTERFACE */ NULL
,
11325 /* WINED3DSIH_DCL_OUTPUT */ shader_glsl_nop
,
11326 /* WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT */ shader_glsl_nop
,
11327 /* WINED3DSIH_DCL_OUTPUT_SIV */ shader_glsl_nop
,
11328 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_glsl_nop
,
11329 /* WINED3DSIH_DCL_RESOURCE_RAW */ shader_glsl_nop
,
11330 /* WINED3DSIH_DCL_RESOURCE_STRUCTURED */ shader_glsl_nop
,
11331 /* WINED3DSIH_DCL_SAMPLER */ shader_glsl_nop
,
11332 /* WINED3DSIH_DCL_STREAM */ NULL
,
11333 /* WINED3DSIH_DCL_TEMPS */ shader_glsl_nop
,
11334 /* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ shader_glsl_nop
,
11335 /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ shader_glsl_nop
,
11336 /* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ shader_glsl_nop
,
11337 /* WINED3DSIH_DCL_TGSM_RAW */ shader_glsl_nop
,
11338 /* WINED3DSIH_DCL_TGSM_STRUCTURED */ shader_glsl_nop
,
11339 /* WINED3DSIH_DCL_THREAD_GROUP */ shader_glsl_nop
,
11340 /* WINED3DSIH_DCL_UAV_RAW */ shader_glsl_nop
,
11341 /* WINED3DSIH_DCL_UAV_STRUCTURED */ shader_glsl_nop
,
11342 /* WINED3DSIH_DCL_UAV_TYPED */ shader_glsl_nop
,
11343 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_glsl_nop
,
11344 /* WINED3DSIH_DEF */ shader_glsl_nop
,
11345 /* WINED3DSIH_DEFAULT */ shader_glsl_default
,
11346 /* WINED3DSIH_DEFB */ shader_glsl_nop
,
11347 /* WINED3DSIH_DEFI */ shader_glsl_nop
,
11348 /* WINED3DSIH_DIV */ shader_glsl_binop
,
11349 /* WINED3DSIH_DP2 */ shader_glsl_dot
,
11350 /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add
,
11351 /* WINED3DSIH_DP3 */ shader_glsl_dot
,
11352 /* WINED3DSIH_DP4 */ shader_glsl_dot
,
11353 /* WINED3DSIH_DST */ shader_glsl_dst
,
11354 /* WINED3DSIH_DSX */ shader_glsl_map2gl
,
11355 /* WINED3DSIH_DSX_COARSE */ shader_glsl_map2gl
,
11356 /* WINED3DSIH_DSX_FINE */ shader_glsl_map2gl
,
11357 /* WINED3DSIH_DSY */ shader_glsl_map2gl
,
11358 /* WINED3DSIH_DSY_COARSE */ shader_glsl_map2gl
,
11359 /* WINED3DSIH_DSY_FINE */ shader_glsl_map2gl
,
11360 /* WINED3DSIH_ELSE */ shader_glsl_else
,
11361 /* WINED3DSIH_EMIT */ shader_glsl_emit
,
11362 /* WINED3DSIH_EMIT_STREAM */ shader_glsl_emit
,
11363 /* WINED3DSIH_ENDIF */ shader_glsl_end
,
11364 /* WINED3DSIH_ENDLOOP */ shader_glsl_end
,
11365 /* WINED3DSIH_ENDREP */ shader_glsl_end
,
11366 /* WINED3DSIH_ENDSWITCH */ shader_glsl_end
,
11367 /* WINED3DSIH_EQ */ shader_glsl_relop
,
11368 /* WINED3DSIH_EVAL_CENTROID */ NULL
,
11369 /* WINED3DSIH_EVAL_SAMPLE_INDEX */ shader_glsl_interpolate
,
11370 /* WINED3DSIH_EXP */ shader_glsl_scalar_op
,
11371 /* WINED3DSIH_EXPP */ shader_glsl_expp
,
11372 /* WINED3DSIH_F16TOF32 */ shader_glsl_float16
,
11373 /* WINED3DSIH_F32TOF16 */ shader_glsl_float16
,
11374 /* WINED3DSIH_FCALL */ NULL
,
11375 /* WINED3DSIH_FIRSTBIT_HI */ shader_glsl_map2gl
,
11376 /* WINED3DSIH_FIRSTBIT_LO */ shader_glsl_map2gl
,
11377 /* WINED3DSIH_FIRSTBIT_SHI */ shader_glsl_map2gl
,
11378 /* WINED3DSIH_FRC */ shader_glsl_map2gl
,
11379 /* WINED3DSIH_FTOI */ shader_glsl_to_int
,
11380 /* WINED3DSIH_FTOU */ shader_glsl_to_uint
,
11381 /* WINED3DSIH_GATHER4 */ shader_glsl_gather4
,
11382 /* WINED3DSIH_GATHER4_C */ shader_glsl_gather4
,
11383 /* WINED3DSIH_GATHER4_PO */ shader_glsl_gather4
,
11384 /* WINED3DSIH_GATHER4_PO_C */ shader_glsl_gather4
,
11385 /* WINED3DSIH_GE */ shader_glsl_relop
,
11386 /* WINED3DSIH_HS_CONTROL_POINT_PHASE */ shader_glsl_nop
,
11387 /* WINED3DSIH_HS_DECLS */ shader_glsl_nop
,
11388 /* WINED3DSIH_HS_FORK_PHASE */ shader_glsl_nop
,
11389 /* WINED3DSIH_HS_JOIN_PHASE */ shader_glsl_nop
,
11390 /* WINED3DSIH_IADD */ shader_glsl_binop
,
11391 /* WINED3DSIH_IBFE */ shader_glsl_bitwise_op
,
11392 /* WINED3DSIH_IEQ */ shader_glsl_relop
,
11393 /* WINED3DSIH_IF */ shader_glsl_if
,
11394 /* WINED3DSIH_IFC */ shader_glsl_ifc
,
11395 /* WINED3DSIH_IGE */ shader_glsl_relop
,
11396 /* WINED3DSIH_ILT */ shader_glsl_relop
,
11397 /* WINED3DSIH_IMAD */ shader_glsl_mad
,
11398 /* WINED3DSIH_IMAX */ shader_glsl_map2gl
,
11399 /* WINED3DSIH_IMIN */ shader_glsl_map2gl
,
11400 /* WINED3DSIH_IMM_ATOMIC_ALLOC */ shader_glsl_uav_counter
,
11401 /* WINED3DSIH_IMM_ATOMIC_AND */ shader_glsl_atomic
,
11402 /* WINED3DSIH_IMM_ATOMIC_CMP_EXCH */ shader_glsl_atomic
,
11403 /* WINED3DSIH_IMM_ATOMIC_CONSUME */ shader_glsl_uav_counter
,
11404 /* WINED3DSIH_IMM_ATOMIC_EXCH */ shader_glsl_atomic
,
11405 /* WINED3DSIH_IMM_ATOMIC_IADD */ shader_glsl_atomic
,
11406 /* WINED3DSIH_IMM_ATOMIC_IMAX */ shader_glsl_atomic
,
11407 /* WINED3DSIH_IMM_ATOMIC_IMIN */ shader_glsl_atomic
,
11408 /* WINED3DSIH_IMM_ATOMIC_OR */ shader_glsl_atomic
,
11409 /* WINED3DSIH_IMM_ATOMIC_UMAX */ shader_glsl_atomic
,
11410 /* WINED3DSIH_IMM_ATOMIC_UMIN */ shader_glsl_atomic
,
11411 /* WINED3DSIH_IMM_ATOMIC_XOR */ shader_glsl_atomic
,
11412 /* WINED3DSIH_IMUL */ shader_glsl_mul_extended
,
11413 /* WINED3DSIH_INE */ shader_glsl_relop
,
11414 /* WINED3DSIH_INEG */ shader_glsl_unary_op
,
11415 /* WINED3DSIH_ISHL */ shader_glsl_binop
,
11416 /* WINED3DSIH_ISHR */ shader_glsl_binop
,
11417 /* WINED3DSIH_ITOF */ shader_glsl_to_float
,
11418 /* WINED3DSIH_LABEL */ shader_glsl_label
,
11419 /* WINED3DSIH_LD */ shader_glsl_ld
,
11420 /* WINED3DSIH_LD2DMS */ shader_glsl_ld
,
11421 /* WINED3DSIH_LD_RAW */ shader_glsl_ld_raw_structured
,
11422 /* WINED3DSIH_LD_STRUCTURED */ shader_glsl_ld_raw_structured
,
11423 /* WINED3DSIH_LD_UAV_TYPED */ shader_glsl_ld_uav
,
11424 /* WINED3DSIH_LIT */ shader_glsl_lit
,
11425 /* WINED3DSIH_LOD */ NULL
,
11426 /* WINED3DSIH_LOG */ shader_glsl_scalar_op
,
11427 /* WINED3DSIH_LOGP */ shader_glsl_scalar_op
,
11428 /* WINED3DSIH_LOOP */ shader_glsl_loop
,
11429 /* WINED3DSIH_LRP */ shader_glsl_lrp
,
11430 /* WINED3DSIH_LT */ shader_glsl_relop
,
11431 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn
,
11432 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn
,
11433 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn
,
11434 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn
,
11435 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn
,
11436 /* WINED3DSIH_MAD */ shader_glsl_mad
,
11437 /* WINED3DSIH_MAX */ shader_glsl_map2gl
,
11438 /* WINED3DSIH_MIN */ shader_glsl_map2gl
,
11439 /* WINED3DSIH_MOV */ shader_glsl_mov
,
11440 /* WINED3DSIH_MOVA */ shader_glsl_mov
,
11441 /* WINED3DSIH_MOVC */ shader_glsl_conditional_move
,
11442 /* WINED3DSIH_MUL */ shader_glsl_binop
,
11443 /* WINED3DSIH_NE */ shader_glsl_relop
,
11444 /* WINED3DSIH_NOP */ shader_glsl_nop
,
11445 /* WINED3DSIH_NOT */ shader_glsl_unary_op
,
11446 /* WINED3DSIH_NRM */ shader_glsl_nrm
,
11447 /* WINED3DSIH_OR */ shader_glsl_binop
,
11448 /* WINED3DSIH_PHASE */ shader_glsl_nop
,
11449 /* WINED3DSIH_POW */ shader_glsl_pow
,
11450 /* WINED3DSIH_RCP */ shader_glsl_scalar_op
,
11451 /* WINED3DSIH_REP */ shader_glsl_rep
,
11452 /* WINED3DSIH_RESINFO */ shader_glsl_resinfo
,
11453 /* WINED3DSIH_RET */ shader_glsl_ret
,
11454 /* WINED3DSIH_RETP */ shader_glsl_conditional_op
,
11455 /* WINED3DSIH_ROUND_NE */ shader_glsl_map2gl
,
11456 /* WINED3DSIH_ROUND_NI */ shader_glsl_map2gl
,
11457 /* WINED3DSIH_ROUND_PI */ shader_glsl_map2gl
,
11458 /* WINED3DSIH_ROUND_Z */ shader_glsl_map2gl
,
11459 /* WINED3DSIH_RSQ */ shader_glsl_scalar_op
,
11460 /* WINED3DSIH_SAMPLE */ shader_glsl_sample
,
11461 /* WINED3DSIH_SAMPLE_B */ shader_glsl_sample
,
11462 /* WINED3DSIH_SAMPLE_C */ shader_glsl_sample_c
,
11463 /* WINED3DSIH_SAMPLE_C_LZ */ shader_glsl_sample_c
,
11464 /* WINED3DSIH_SAMPLE_GRAD */ shader_glsl_sample
,
11465 /* WINED3DSIH_SAMPLE_INFO */ shader_glsl_sample_info
,
11466 /* WINED3DSIH_SAMPLE_LOD */ shader_glsl_sample
,
11467 /* WINED3DSIH_SAMPLE_POS */ NULL
,
11468 /* WINED3DSIH_SETP */ NULL
,
11469 /* WINED3DSIH_SGE */ shader_glsl_compare
,
11470 /* WINED3DSIH_SGN */ shader_glsl_sgn
,
11471 /* WINED3DSIH_SINCOS */ shader_glsl_sincos
,
11472 /* WINED3DSIH_SLT */ shader_glsl_compare
,
11473 /* WINED3DSIH_SQRT */ shader_glsl_map2gl
,
11474 /* WINED3DSIH_STORE_RAW */ shader_glsl_store_raw_structured
,
11475 /* WINED3DSIH_STORE_STRUCTURED */ shader_glsl_store_raw_structured
,
11476 /* WINED3DSIH_STORE_UAV_TYPED */ shader_glsl_store_uav
,
11477 /* WINED3DSIH_SUB */ shader_glsl_binop
,
11478 /* WINED3DSIH_SWAPC */ shader_glsl_swapc
,
11479 /* WINED3DSIH_SWITCH */ shader_glsl_switch
,
11480 /* WINED3DSIH_SYNC */ shader_glsl_sync
,
11481 /* WINED3DSIH_TEX */ shader_glsl_tex
,
11482 /* WINED3DSIH_TEXBEM */ shader_glsl_texbem
,
11483 /* WINED3DSIH_TEXBEML */ shader_glsl_texbem
,
11484 /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord
,
11485 /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth
,
11486 /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3
,
11487 /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex
,
11488 /* WINED3DSIH_TEXKILL */ shader_glsl_texkill
,
11489 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd
,
11490 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl
,
11491 /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth
,
11492 /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad
,
11493 /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex
,
11494 /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3
,
11495 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
11496 /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad
,
11497 /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec
,
11498 /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex
,
11499 /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec
,
11500 /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar
,
11501 /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb
,
11502 /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb
,
11503 /* WINED3DSIH_UBFE */ shader_glsl_bitwise_op
,
11504 /* WINED3DSIH_UDIV */ shader_glsl_udiv
,
11505 /* WINED3DSIH_UGE */ shader_glsl_relop
,
11506 /* WINED3DSIH_ULT */ shader_glsl_relop
,
11507 /* WINED3DSIH_UMAX */ shader_glsl_map2gl
,
11508 /* WINED3DSIH_UMIN */ shader_glsl_map2gl
,
11509 /* WINED3DSIH_UMUL */ shader_glsl_mul_extended
,
11510 /* WINED3DSIH_USHR */ shader_glsl_binop
,
11511 /* WINED3DSIH_UTOF */ shader_glsl_to_float
,
11512 /* WINED3DSIH_XOR */ shader_glsl_binop
,
11515 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction
*ins
) {
11516 SHADER_HANDLER hw_fct
;
11518 /* Select handler */
11519 hw_fct
= shader_glsl_instruction_handler_table
[ins
->handler_idx
];
11521 /* Unhandled opcode */
11524 FIXME("Backend can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
11529 shader_glsl_add_instruction_modifiers(ins
);
11532 static BOOL
shader_glsl_has_ffp_proj_control(void *shader_priv
)
11534 struct shader_glsl_priv
*priv
= shader_priv
;
11536 return priv
->ffp_proj_control
;
11539 static uint64_t shader_glsl_shader_compile(struct wined3d_context
*context
, const struct wined3d_shader_desc
*shader_desc
,
11540 enum wined3d_shader_type shader_type
)
11542 ERR("Not implemented.\n");
11546 const struct wined3d_shader_backend_ops glsl_shader_backend
=
11548 shader_glsl_handle_instruction
,
11549 shader_glsl_precompile
,
11550 shader_glsl_select
,
11551 shader_glsl_select_compute
,
11552 shader_glsl_disable
,
11553 shader_glsl_update_float_vertex_constants
,
11554 shader_glsl_update_float_pixel_constants
,
11555 shader_glsl_load_constants
,
11556 shader_glsl_destroy
,
11559 shader_glsl_allocate_context_data
,
11560 shader_glsl_free_context_data
,
11561 shader_glsl_init_context_state
,
11562 shader_glsl_get_caps
,
11563 shader_glsl_color_fixup_supported
,
11564 shader_glsl_has_ffp_proj_control
,
11565 shader_glsl_shader_compile
,
11568 static void glsl_vertex_pipe_vp_enable(const struct wined3d_context
*context
, BOOL enable
) {}
11570 static void glsl_vertex_pipe_vp_get_caps(const struct wined3d_adapter
*adapter
, struct wined3d_vertex_caps
*caps
)
11572 const struct wined3d_gl_info
*gl_info
= &wined3d_adapter_gl_const(adapter
)->gl_info
;
11574 caps
->xyzrhw
= TRUE
;
11575 caps
->emulated_flatshading
= !needs_legacy_glsl_syntax(gl_info
);
11576 caps
->ffp_generic_attributes
= TRUE
;
11577 caps
->max_active_lights
= WINED3D_MAX_ACTIVE_LIGHTS
;
11578 caps
->max_vertex_blend_matrices
= MAX_VERTEX_BLENDS
;
11579 caps
->max_vertex_blend_matrix_index
= 0;
11580 caps
->vertex_processing_caps
= WINED3DVTXPCAPS_TEXGEN
11581 | WINED3DVTXPCAPS_MATERIALSOURCE7
11582 | WINED3DVTXPCAPS_VERTEXFOG
11583 | WINED3DVTXPCAPS_DIRECTIONALLIGHTS
11584 | WINED3DVTXPCAPS_POSITIONALLIGHTS
11585 | WINED3DVTXPCAPS_LOCALVIEWER
11586 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP
;
11587 caps
->fvf_caps
= WINED3DFVFCAPS_PSIZE
| 8; /* 8 texture coordinates. */
11588 caps
->max_user_clip_planes
= gl_info
->limits
.user_clip_distances
;
11589 caps
->raster_caps
= WINED3DPRASTERCAPS_FOGRANGE
;
11592 static unsigned int glsl_vertex_pipe_vp_get_emul_mask(const struct wined3d_adapter
*adapter
)
11594 if (wined3d_adapter_gl_const(adapter
)->gl_info
.supported
[WINED3D_GL_LEGACY_CONTEXT
])
11595 return GL_EXT_EMUL_ARB_MULTITEXTURE
;
11599 static void *glsl_vertex_pipe_vp_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
11601 struct shader_glsl_priv
*priv
;
11603 if (shader_backend
== &glsl_shader_backend
)
11605 priv
= shader_priv
;
11606 wine_rb_init(&priv
->ffp_vertex_shaders
, wined3d_ffp_vertex_program_key_compare
);
11610 FIXME("GLSL vertex pipe without GLSL shader backend not implemented.\n");
11615 static void shader_glsl_free_ffp_vertex_shader(struct wine_rb_entry
*entry
, void *param
)
11617 struct glsl_ffp_vertex_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
11618 struct glsl_ffp_vertex_shader
, desc
.entry
);
11619 struct glsl_shader_prog_link
*program
, *program2
;
11620 struct glsl_ffp_destroy_ctx
*ctx
= param
;
11621 const struct wined3d_gl_info
*gl_info
;
11623 gl_info
= ctx
->context_gl
->gl_info
;
11624 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
11625 struct glsl_shader_prog_link
, vs
.shader_entry
)
11627 delete_glsl_program_entry(ctx
->priv
, gl_info
, program
);
11629 GL_EXTCALL(glDeleteShader(shader
->id
));
11633 /* Context activation is done by the caller. */
11634 static void glsl_vertex_pipe_vp_free(struct wined3d_device
*device
, struct wined3d_context
*context
)
11636 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
11637 struct shader_glsl_priv
*priv
= device
->vertex_priv
;
11638 struct glsl_ffp_destroy_ctx ctx
;
11641 ctx
.context_gl
= context_gl
;
11642 wine_rb_destroy(&priv
->ffp_vertex_shaders
, shader_glsl_free_ffp_vertex_shader
, &ctx
);
11645 static void glsl_vertex_pipe_nop(struct wined3d_context
*context
,
11646 const struct wined3d_state
*state
, DWORD state_id
) {}
11648 static void glsl_vertex_pipe_shader(struct wined3d_context
*context
,
11649 const struct wined3d_state
*state
, DWORD state_id
)
11651 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11654 static void glsl_vertex_pipe_vdecl(struct wined3d_context
*context
,
11655 const struct wined3d_state
*state
, DWORD state_id
)
11657 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
11658 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
11659 BOOL specular
= !!(context
->stream_info
.use_map
& (1u << WINED3D_FFP_SPECULAR
));
11660 BOOL diffuse
= !!(context
->stream_info
.use_map
& (1u << WINED3D_FFP_DIFFUSE
));
11661 BOOL normal
= !!(context
->stream_info
.use_map
& (1u << WINED3D_FFP_NORMAL
));
11662 const BOOL legacy_clip_planes
= needs_legacy_glsl_syntax(gl_info
);
11663 BOOL transformed
= context
->stream_info
.position_transformed
;
11664 BOOL wasrhw
= context
->last_was_rhw
;
11667 context
->last_was_rhw
= transformed
;
11669 /* If the vertex declaration contains a transformed position attribute,
11670 * the draw uses the fixed function vertex pipeline regardless of any
11671 * vertex shader set by the application. */
11672 if (transformed
!= wasrhw
11673 || context
->stream_info
.swizzle_map
!= context
->last_swizzle_map
)
11674 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11676 context
->last_swizzle_map
= context
->stream_info
.swizzle_map
;
11678 if (!use_vs(state
))
11680 if (context
->last_was_vshader
)
11682 if (legacy_clip_planes
)
11683 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
11684 clipplane(context
, state
, STATE_CLIPPLANE(i
));
11686 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
11689 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
11691 /* Because of settings->texcoords, we have to regenerate the vertex
11692 * shader on a vdecl change if there aren't enough varyings to just
11693 * always output all the texture coordinates.
11695 * Likewise, we have to invalidate the shader when using per-vertex
11696 * colours and diffuse/specular attribute presence changes, or when
11697 * normal presence changes. */
11698 if (!shader_glsl_full_ffp_varyings(gl_info
) || (state
->render_states
[WINED3D_RS_COLORVERTEX
]
11699 && (diffuse
!= context
->last_was_diffuse
|| specular
!= context
->last_was_specular
))
11700 || normal
!= context
->last_was_normal
)
11701 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11704 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.major
== 1
11705 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.minor
<= 3)
11706 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
11710 if (!context
->last_was_vshader
)
11712 /* Vertex shader clipping ignores the view matrix. Update all clip planes. */
11713 if (legacy_clip_planes
)
11714 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
11715 clipplane(context
, state
, STATE_CLIPPLANE(i
));
11717 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
11721 context
->last_was_vshader
= use_vs(state
);
11722 context
->last_was_diffuse
= diffuse
;
11723 context
->last_was_specular
= specular
;
11724 context
->last_was_normal
= normal
;
11727 static void glsl_vertex_pipe_vs(struct wined3d_context
*context
,
11728 const struct wined3d_state
*state
, DWORD state_id
)
11730 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11731 /* Different vertex shaders potentially require a different vertex attributes setup. */
11732 if (!isStateDirty(context
, STATE_VDECL
))
11733 context_apply_state(context
, state
, STATE_VDECL
);
11736 static void glsl_vertex_pipe_hs(struct wined3d_context
*context
,
11737 const struct wined3d_state
*state
, DWORD state_id
)
11739 /* In Direct3D tessellator options (e.g. output primitive type, primitive
11740 * winding) are defined in Hull Shaders, while in GLSL those are
11741 * specified in Tessellation Evaluation Shaders. */
11742 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_DOMAIN
;
11744 if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
])
11745 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11748 static void glsl_vertex_pipe_geometry_shader(struct wined3d_context
*context
,
11749 const struct wined3d_state
*state
, DWORD state_id
)
11751 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
11752 BOOL rasterization_disabled
;
11754 rasterization_disabled
= is_rasterization_disabled(state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
]);
11755 if (ctx_data
->rasterization_disabled
!= rasterization_disabled
)
11756 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
11757 ctx_data
->rasterization_disabled
= rasterization_disabled
;
11759 if (state
->shader
[WINED3D_SHADER_TYPE_DOMAIN
])
11760 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_DOMAIN
;
11761 else if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]
11762 && state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.shader_version
.major
>= 4)
11763 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11766 static void glsl_vertex_pipe_pixel_shader(struct wined3d_context
*context
,
11767 const struct wined3d_state
*state
, DWORD state_id
)
11769 if (state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
])
11770 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_GEOMETRY
;
11771 else if (state
->shader
[WINED3D_SHADER_TYPE_DOMAIN
])
11772 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_DOMAIN
;
11773 else if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]
11774 && state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.shader_version
.major
>= 4)
11775 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11778 static void glsl_vertex_pipe_world(struct wined3d_context
*context
,
11779 const struct wined3d_state
*state
, DWORD state_id
)
11781 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
;
11784 static void glsl_vertex_pipe_vertexblend(struct wined3d_context
*context
,
11785 const struct wined3d_state
*state
, DWORD state_id
)
11787 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
11790 static void glsl_vertex_pipe_view(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
11792 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
11793 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
11796 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
11797 | WINED3D_SHADER_CONST_FFP_LIGHTS
11798 | WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
11800 if (needs_legacy_glsl_syntax(gl_info
))
11802 for (k
= 0; k
< gl_info
->limits
.user_clip_distances
; ++k
)
11804 if (!isStateDirty(context
, STATE_CLIPPLANE(k
)))
11805 clipplane(context
, state
, STATE_CLIPPLANE(k
));
11810 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
11814 static void glsl_vertex_pipe_projection(struct wined3d_context
*context
,
11815 const struct wined3d_state
*state
, DWORD state_id
)
11817 /* Table fog behavior depends on the projection matrix. */
11818 if (state
->render_states
[WINED3D_RS_FOGENABLE
]
11819 && state
->render_states
[WINED3D_RS_FOGTABLEMODE
] != WINED3D_FOG_NONE
)
11820 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11821 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PROJ
;
11824 static void glsl_vertex_pipe_viewport(struct wined3d_context
*context
,
11825 const struct wined3d_state
*state
, DWORD state_id
)
11827 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
)))
11828 glsl_vertex_pipe_projection(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
11829 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
))
11830 && state
->render_states
[WINED3D_RS_POINTSCALEENABLE
])
11831 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
11832 context
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
11835 static void glsl_vertex_pipe_texmatrix(struct wined3d_context
*context
,
11836 const struct wined3d_state
*state
, DWORD state_id
)
11838 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
11841 static void glsl_vertex_pipe_texmatrix_np2(struct wined3d_context
*context
,
11842 const struct wined3d_state
*state
, DWORD state_id
)
11844 DWORD sampler
= state_id
- STATE_SAMPLER(0);
11845 const struct wined3d_texture
*texture
= state
->textures
[sampler
];
11851 if (sampler
>= WINED3D_MAX_FFP_TEXTURES
)
11854 if ((np2
= !(texture
->flags
& WINED3D_TEXTURE_POW2_MAT_IDENT
))
11855 || context
->lastWasPow2Texture
& (1u << sampler
))
11858 context
->lastWasPow2Texture
|= 1u << sampler
;
11860 context
->lastWasPow2Texture
&= ~(1u << sampler
);
11862 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
11866 static void glsl_vertex_pipe_material(struct wined3d_context
*context
,
11867 const struct wined3d_state
*state
, DWORD state_id
)
11869 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MATERIAL
;
11872 static void glsl_vertex_pipe_light(struct wined3d_context
*context
,
11873 const struct wined3d_state
*state
, DWORD state_id
)
11875 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_LIGHTS
;
11878 static void glsl_vertex_pipe_pointsize(struct wined3d_context
*context
,
11879 const struct wined3d_state
*state
, DWORD state_id
)
11881 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
11884 static void glsl_vertex_pipe_pointscale(struct wined3d_context
*context
,
11885 const struct wined3d_state
*state
, DWORD state_id
)
11887 if (!use_vs(state
))
11888 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
11891 static void glsl_vertex_pointsprite_core(struct wined3d_context
*context
,
11892 const struct wined3d_state
*state
, DWORD state_id
)
11894 static unsigned int once
;
11896 if (state
->primitive_type
== WINED3D_PT_POINTLIST
11897 && !state
->render_states
[WINED3D_RS_POINTSPRITEENABLE
] && !once
++)
11898 FIXME("Non-point sprite points not supported in core profile.\n");
11901 static void glsl_vertex_pipe_shademode(struct wined3d_context
*context
,
11902 const struct wined3d_state
*state
, DWORD state_id
)
11904 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11907 static void glsl_vertex_pipe_clip_plane(struct wined3d_context
*context
,
11908 const struct wined3d_state
*state
, DWORD state_id
)
11910 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
11911 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
11912 UINT index
= state_id
- STATE_CLIPPLANE(0);
11914 if (index
>= gl_info
->limits
.user_clip_distances
)
11917 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
11920 static const struct wined3d_state_entry_template glsl_vertex_pipe_vp_states
[] =
11922 {STATE_VDECL
, {STATE_VDECL
, glsl_vertex_pipe_vdecl
}, WINED3D_GL_EXT_NONE
},
11923 {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), glsl_vertex_pipe_vs
}, WINED3D_GL_EXT_NONE
},
11924 {STATE_SHADER(WINED3D_SHADER_TYPE_HULL
), {STATE_SHADER(WINED3D_SHADER_TYPE_HULL
), glsl_vertex_pipe_hs
}, WINED3D_GL_EXT_NONE
},
11925 {STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
), {STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
), glsl_vertex_pipe_geometry_shader
}, WINED3D_GL_EXT_NONE
},
11926 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), glsl_vertex_pipe_pixel_shader
}, WINED3D_GL_EXT_NONE
},
11927 {STATE_MATERIAL
, {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11928 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), glsl_vertex_pipe_material
}, WINED3D_GL_EXT_NONE
},
11930 {STATE_CLIPPLANE(0), {STATE_CLIPPLANE(0), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11931 {STATE_CLIPPLANE(0), {STATE_CLIPPLANE(0), clipplane
}, WINED3D_GL_EXT_NONE
},
11932 {STATE_CLIPPLANE(1), {STATE_CLIPPLANE(1), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11933 {STATE_CLIPPLANE(1), {STATE_CLIPPLANE(1), clipplane
}, WINED3D_GL_EXT_NONE
},
11934 {STATE_CLIPPLANE(2), {STATE_CLIPPLANE(2), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11935 {STATE_CLIPPLANE(2), {STATE_CLIPPLANE(2), clipplane
}, WINED3D_GL_EXT_NONE
},
11936 {STATE_CLIPPLANE(3), {STATE_CLIPPLANE(3), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11937 {STATE_CLIPPLANE(3), {STATE_CLIPPLANE(3), clipplane
}, WINED3D_GL_EXT_NONE
},
11938 {STATE_CLIPPLANE(4), {STATE_CLIPPLANE(4), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11939 {STATE_CLIPPLANE(4), {STATE_CLIPPLANE(4), clipplane
}, WINED3D_GL_EXT_NONE
},
11940 {STATE_CLIPPLANE(5), {STATE_CLIPPLANE(5), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11941 {STATE_CLIPPLANE(5), {STATE_CLIPPLANE(5), clipplane
}, WINED3D_GL_EXT_NONE
},
11942 {STATE_CLIPPLANE(6), {STATE_CLIPPLANE(6), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11943 {STATE_CLIPPLANE(6), {STATE_CLIPPLANE(6), clipplane
}, WINED3D_GL_EXT_NONE
},
11944 {STATE_CLIPPLANE(7), {STATE_CLIPPLANE(7), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11945 {STATE_CLIPPLANE(7), {STATE_CLIPPLANE(7), clipplane
}, WINED3D_GL_EXT_NONE
},
11947 {STATE_LIGHT_TYPE
, {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11948 {STATE_ACTIVELIGHT(0), {STATE_ACTIVELIGHT(0), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11949 {STATE_ACTIVELIGHT(1), {STATE_ACTIVELIGHT(1), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11950 {STATE_ACTIVELIGHT(2), {STATE_ACTIVELIGHT(2), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11951 {STATE_ACTIVELIGHT(3), {STATE_ACTIVELIGHT(3), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11952 {STATE_ACTIVELIGHT(4), {STATE_ACTIVELIGHT(4), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11953 {STATE_ACTIVELIGHT(5), {STATE_ACTIVELIGHT(5), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11954 {STATE_ACTIVELIGHT(6), {STATE_ACTIVELIGHT(6), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11955 {STATE_ACTIVELIGHT(7), {STATE_ACTIVELIGHT(7), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11957 {STATE_VIEWPORT
, {STATE_VIEWPORT
, glsl_vertex_pipe_viewport
}, WINED3D_GL_EXT_NONE
},
11958 /* Transform states */
11959 {STATE_TRANSFORM(WINED3D_TS_VIEW
), {STATE_TRANSFORM(WINED3D_TS_VIEW
), glsl_vertex_pipe_view
}, WINED3D_GL_EXT_NONE
},
11960 {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), glsl_vertex_pipe_projection
}, WINED3D_GL_EXT_NONE
},
11961 {STATE_TRANSFORM(WINED3D_TS_TEXTURE0
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11962 {STATE_TRANSFORM(WINED3D_TS_TEXTURE1
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11963 {STATE_TRANSFORM(WINED3D_TS_TEXTURE2
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11964 {STATE_TRANSFORM(WINED3D_TS_TEXTURE3
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11965 {STATE_TRANSFORM(WINED3D_TS_TEXTURE4
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11966 {STATE_TRANSFORM(WINED3D_TS_TEXTURE5
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11967 {STATE_TRANSFORM(WINED3D_TS_TEXTURE6
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11968 {STATE_TRANSFORM(WINED3D_TS_TEXTURE7
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11969 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), glsl_vertex_pipe_world
}, WINED3D_GL_EXT_NONE
},
11970 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
11971 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
11972 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
11973 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11974 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11975 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11976 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11977 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11978 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11979 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11980 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11981 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11982 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11983 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11984 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11985 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11986 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11987 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11988 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11990 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
11991 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11992 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11993 {STATE_RENDER(WINED3D_RS_RANGEFOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11994 {STATE_RENDER(WINED3D_RS_CLIPPING
), {STATE_RENDER(WINED3D_RS_CLIPPING
), state_clipping
}, WINED3D_GL_EXT_NONE
},
11995 {STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
), {STATE_RENDER(WINED3D_RS_CLIPPING
), NULL
}, WINED3D_GL_EXT_NONE
},
11996 {STATE_RENDER(WINED3D_RS_LIGHTING
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11997 {STATE_RENDER(WINED3D_RS_AMBIENT
), {STATE_RENDER(WINED3D_RS_AMBIENT
), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11998 {STATE_RENDER(WINED3D_RS_COLORVERTEX
), {STATE_RENDER(WINED3D_RS_COLORVERTEX
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
11999 {STATE_RENDER(WINED3D_RS_LOCALVIEWER
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
12000 {STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
12001 {STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
12002 {STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
12003 {STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
12004 {STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
12005 {STATE_RENDER(WINED3D_RS_VERTEXBLEND
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
12006 {STATE_RENDER(WINED3D_RS_POINTSIZE
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
12007 {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), glsl_vertex_pipe_pointsize
}, WINED3D_GL_EXT_NONE
},
12008 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite
}, ARB_POINT_SPRITE
},
12009 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite_w
}, WINED3D_GL_LEGACY_CONTEXT
},
12010 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), glsl_vertex_pointsprite_core
}, WINED3D_GL_EXT_NONE
},
12011 {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), glsl_vertex_pipe_pointscale
}, WINED3D_GL_EXT_NONE
},
12012 {STATE_RENDER(WINED3D_RS_POINTSCALE_A
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
12013 {STATE_RENDER(WINED3D_RS_POINTSCALE_B
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
12014 {STATE_RENDER(WINED3D_RS_POINTSCALE_C
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
12015 {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
12016 /* NP2 texture matrix fixups. They are not needed if
12017 * GL_ARB_texture_non_power_of_two is supported. Otherwise, register
12018 * glsl_vertex_pipe_texmatrix(), which takes care of updating the texture
12020 {STATE_SAMPLER(0), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
12021 {STATE_SAMPLER(0), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
12022 {STATE_SAMPLER(0), {STATE_SAMPLER(0), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
12023 {STATE_SAMPLER(1), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
12024 {STATE_SAMPLER(1), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
12025 {STATE_SAMPLER(1), {STATE_SAMPLER(1), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
12026 {STATE_SAMPLER(2), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
12027 {STATE_SAMPLER(2), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
12028 {STATE_SAMPLER(2), {STATE_SAMPLER(2), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
12029 {STATE_SAMPLER(3), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
12030 {STATE_SAMPLER(3), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
12031 {STATE_SAMPLER(3), {STATE_SAMPLER(3), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
12032 {STATE_SAMPLER(4), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
12033 {STATE_SAMPLER(4), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
12034 {STATE_SAMPLER(4), {STATE_SAMPLER(4), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
12035 {STATE_SAMPLER(5), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
12036 {STATE_SAMPLER(5), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
12037 {STATE_SAMPLER(5), {STATE_SAMPLER(5), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
12038 {STATE_SAMPLER(6), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
12039 {STATE_SAMPLER(6), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
12040 {STATE_SAMPLER(6), {STATE_SAMPLER(6), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
12041 {STATE_SAMPLER(7), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
12042 {STATE_SAMPLER(7), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
12043 {STATE_SAMPLER(7), {STATE_SAMPLER(7), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
12044 {STATE_POINT_ENABLE
, {STATE_POINT_ENABLE
, glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
12045 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_vertex_pipe_shademode
}, WINED3D_GLSL_130
},
12046 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_vertex_pipe_nop
}, WINED3D_GL_EXT_NONE
},
12047 {0 /* Terminate */, {0, NULL
}, WINED3D_GL_EXT_NONE
},
12051 * - Implement vertex tweening. */
12052 const struct wined3d_vertex_pipe_ops glsl_vertex_pipe
=
12054 glsl_vertex_pipe_vp_enable
,
12055 glsl_vertex_pipe_vp_get_caps
,
12056 glsl_vertex_pipe_vp_get_emul_mask
,
12057 glsl_vertex_pipe_vp_alloc
,
12058 glsl_vertex_pipe_vp_free
,
12059 glsl_vertex_pipe_vp_states
,
12062 static void glsl_fragment_pipe_enable(const struct wined3d_context
*context
, BOOL enable
)
12064 /* Nothing to do. */
12067 static void glsl_fragment_pipe_get_caps(const struct wined3d_adapter
*adapter
, struct fragment_caps
*caps
)
12069 const struct wined3d_gl_info
*gl_info
= &wined3d_adapter_gl_const(adapter
)->gl_info
;
12071 memset(caps
, 0, sizeof(*caps
));
12072 caps
->proj_control
= true;
12073 caps
->srgb_write
= true;
12074 caps
->color_key
= true;
12075 caps
->PrimitiveMiscCaps
= WINED3DPMISCCAPS_TSSARGTEMP
12076 | WINED3DPMISCCAPS_PERSTAGECONSTANT
;
12077 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_DISABLE
12078 | WINED3DTEXOPCAPS_SELECTARG1
12079 | WINED3DTEXOPCAPS_SELECTARG2
12080 | WINED3DTEXOPCAPS_MODULATE4X
12081 | WINED3DTEXOPCAPS_MODULATE2X
12082 | WINED3DTEXOPCAPS_MODULATE
12083 | WINED3DTEXOPCAPS_ADDSIGNED2X
12084 | WINED3DTEXOPCAPS_ADDSIGNED
12085 | WINED3DTEXOPCAPS_ADD
12086 | WINED3DTEXOPCAPS_SUBTRACT
12087 | WINED3DTEXOPCAPS_ADDSMOOTH
12088 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
12089 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
12090 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
12091 | WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
12092 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
12093 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
12094 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
12095 | WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
12096 | WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
12097 | WINED3DTEXOPCAPS_DOTPRODUCT3
12098 | WINED3DTEXOPCAPS_MULTIPLYADD
12099 | WINED3DTEXOPCAPS_LERP
12100 | WINED3DTEXOPCAPS_BUMPENVMAP
12101 | WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
;
12102 caps
->max_blend_stages
= WINED3D_MAX_FFP_TEXTURES
;
12103 caps
->max_textures
= min(gl_info
->limits
.samplers
[WINED3D_SHADER_TYPE_PIXEL
], WINED3D_MAX_FFP_TEXTURES
);
12106 static unsigned int glsl_fragment_pipe_get_emul_mask(const struct wined3d_adapter
*adapter
)
12108 if (wined3d_adapter_gl_const(adapter
)->gl_info
.supported
[WINED3D_GL_LEGACY_CONTEXT
])
12109 return GL_EXT_EMUL_ARB_MULTITEXTURE
;
12113 static void *glsl_fragment_pipe_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
12115 struct shader_glsl_priv
*priv
;
12117 if (shader_backend
== &glsl_shader_backend
)
12119 priv
= shader_priv
;
12120 wine_rb_init(&priv
->ffp_fragment_shaders
, wined3d_ffp_frag_program_key_compare
);
12124 FIXME("GLSL fragment pipe without GLSL shader backend not implemented.\n");
12129 static void shader_glsl_free_ffp_fragment_shader(struct wine_rb_entry
*entry
, void *param
)
12131 struct glsl_ffp_fragment_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
12132 struct glsl_ffp_fragment_shader
, entry
.entry
);
12133 struct glsl_shader_prog_link
*program
, *program2
;
12134 struct glsl_ffp_destroy_ctx
*ctx
= param
;
12135 const struct wined3d_gl_info
*gl_info
;
12137 gl_info
= ctx
->context_gl
->gl_info
;
12138 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
12139 struct glsl_shader_prog_link
, ps
.shader_entry
)
12141 delete_glsl_program_entry(ctx
->priv
, gl_info
, program
);
12143 GL_EXTCALL(glDeleteShader(shader
->id
));
12147 /* Context activation is done by the caller. */
12148 static void glsl_fragment_pipe_free(struct wined3d_device
*device
, struct wined3d_context
*context
)
12150 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
12151 struct shader_glsl_priv
*priv
= device
->fragment_priv
;
12152 struct glsl_ffp_destroy_ctx ctx
;
12155 ctx
.context_gl
= context_gl
;
12156 wine_rb_destroy(&priv
->ffp_fragment_shaders
, shader_glsl_free_ffp_fragment_shader
, &ctx
);
12159 static void glsl_fragment_pipe_shader(struct wined3d_context
*context
,
12160 const struct wined3d_state
*state
, DWORD state_id
)
12162 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
12165 static void glsl_fragment_pipe_fogparams(struct wined3d_context
*context
,
12166 const struct wined3d_state
*state
, DWORD state_id
)
12168 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
12171 static void glsl_fragment_pipe_fog(struct wined3d_context
*context
,
12172 const struct wined3d_state
*state
, DWORD state_id
)
12174 BOOL use_vshader
= use_vs(state
);
12175 enum fogsource new_source
;
12176 DWORD fogstart
= state
->render_states
[WINED3D_RS_FOGSTART
];
12177 DWORD fogend
= state
->render_states
[WINED3D_RS_FOGEND
];
12179 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
12181 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
12184 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
12187 new_source
= FOGSOURCE_VS
;
12188 else if (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
|| context
->stream_info
.position_transformed
)
12189 new_source
= FOGSOURCE_COORD
;
12191 new_source
= FOGSOURCE_FFP
;
12195 new_source
= FOGSOURCE_FFP
;
12198 if (new_source
!= context
->fog_source
|| fogstart
== fogend
)
12200 context
->fog_source
= new_source
;
12201 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
12205 static void glsl_fragment_pipe_vdecl(struct wined3d_context
*context
,
12206 const struct wined3d_state
*state
, DWORD state_id
)
12208 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
12210 /* Because of settings->texcoords_initialized and args->texcoords_initialized. */
12211 if (!shader_glsl_full_ffp_varyings(gl_info
))
12212 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
12214 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_FOGENABLE
)))
12215 glsl_fragment_pipe_fog(context
, state
, state_id
);
12218 static void glsl_fragment_pipe_vs(struct wined3d_context
*context
,
12219 const struct wined3d_state
*state
, DWORD state_id
)
12221 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
12223 /* Because of settings->texcoords_initialized and args->texcoords_initialized. */
12224 if (!shader_glsl_full_ffp_varyings(gl_info
))
12225 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
12228 static void glsl_fragment_pipe_tex_transform(struct wined3d_context
*context
,
12229 const struct wined3d_state
*state
, DWORD state_id
)
12231 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
12234 static void glsl_fragment_pipe_invalidate_constants(struct wined3d_context
*context
,
12235 const struct wined3d_state
*state
, DWORD state_id
)
12237 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PS
;
12240 static void glsl_fragment_pipe_alpha_test_func(struct wined3d_context
*context
,
12241 const struct wined3d_state
*state
, DWORD state_id
)
12243 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
12244 GLint func
= wined3d_gl_compare_func(state
->render_states
[WINED3D_RS_ALPHAFUNC
]);
12245 float ref
= wined3d_alpha_ref(state
);
12249 gl_info
->gl_ops
.gl
.p_glAlphaFunc(func
, ref
);
12250 checkGLcall("glAlphaFunc");
12254 static void glsl_fragment_pipe_core_alpha_test(struct wined3d_context
*context
,
12255 const struct wined3d_state
*state
, DWORD state_id
)
12257 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
12260 static void glsl_fragment_pipe_alpha_test(struct wined3d_context
*context
,
12261 const struct wined3d_state
*state
, DWORD state_id
)
12263 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
12265 if (state
->render_states
[WINED3D_RS_ALPHATESTENABLE
])
12267 gl_info
->gl_ops
.gl
.p_glEnable(GL_ALPHA_TEST
);
12268 checkGLcall("glEnable(GL_ALPHA_TEST)");
12272 gl_info
->gl_ops
.gl
.p_glDisable(GL_ALPHA_TEST
);
12273 checkGLcall("glDisable(GL_ALPHA_TEST)");
12277 static void glsl_fragment_pipe_core_alpha_test_ref(struct wined3d_context
*context
,
12278 const struct wined3d_state
*state
, DWORD state_id
)
12280 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_ALPHA_TEST
;
12283 static void glsl_fragment_pipe_color_key(struct wined3d_context
*context
,
12284 const struct wined3d_state
*state
, DWORD state_id
)
12286 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_COLOR_KEY
;
12289 static void glsl_fragment_pipe_shademode(struct wined3d_context
*context
,
12290 const struct wined3d_state
*state
, DWORD state_id
)
12292 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
12295 static const struct wined3d_state_entry_template glsl_fragment_pipe_state_template
[] =
12297 {STATE_VDECL
, {STATE_VDECL
, glsl_fragment_pipe_vdecl
}, WINED3D_GL_EXT_NONE
},
12298 {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), glsl_fragment_pipe_vs
}, WINED3D_GL_EXT_NONE
},
12299 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12300 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12301 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12302 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12303 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12304 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12305 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12306 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12307 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12308 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12309 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12310 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12311 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12312 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12313 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12314 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12315 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12316 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12317 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12318 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12319 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12320 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12321 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12322 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12323 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12324 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12325 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12326 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12327 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12328 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12329 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12330 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12331 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12332 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12333 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12334 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12335 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12336 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12337 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12338 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12339 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12340 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12341 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12342 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12343 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12344 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12345 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12346 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12347 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12348 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12349 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12350 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12351 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12352 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12353 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12354 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12355 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12356 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12357 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12358 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12359 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12360 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12361 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12362 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12363 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12364 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12365 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12366 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12367 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12368 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12369 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12370 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12371 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12372 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), glsl_fragment_pipe_shader
}, WINED3D_GL_EXT_NONE
},
12373 {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), glsl_fragment_pipe_alpha_test_func
}, WINED3D_GL_LEGACY_CONTEXT
},
12374 {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
12375 {STATE_RENDER(WINED3D_RS_ALPHAREF
), {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), NULL
}, WINED3D_GL_LEGACY_CONTEXT
},
12376 {STATE_RENDER(WINED3D_RS_ALPHAREF
), {STATE_RENDER(WINED3D_RS_ALPHAREF
), glsl_fragment_pipe_core_alpha_test_ref
}, WINED3D_GL_EXT_NONE
},
12377 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), glsl_fragment_pipe_alpha_test
}, WINED3D_GL_LEGACY_CONTEXT
},
12378 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), glsl_fragment_pipe_core_alpha_test
}, WINED3D_GL_EXT_NONE
},
12379 {STATE_RENDER(WINED3D_RS_COLORKEYENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12380 {STATE_COLOR_KEY
, { STATE_COLOR_KEY
, glsl_fragment_pipe_color_key
}, WINED3D_GL_EXT_NONE
},
12381 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_fragment_pipe_fog
}, WINED3D_GL_EXT_NONE
},
12382 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
12383 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
12384 {STATE_RENDER(WINED3D_RS_FOGSTART
), {STATE_RENDER(WINED3D_RS_FOGSTART
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
12385 {STATE_RENDER(WINED3D_RS_FOGEND
), {STATE_RENDER(WINED3D_RS_FOGSTART
), NULL
}, WINED3D_GL_EXT_NONE
},
12386 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), state_srgbwrite
}, ARB_FRAMEBUFFER_SRGB
},
12387 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12388 {STATE_RENDER(WINED3D_RS_FOGCOLOR
), {STATE_RENDER(WINED3D_RS_FOGCOLOR
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
12389 {STATE_RENDER(WINED3D_RS_FOGDENSITY
), {STATE_RENDER(WINED3D_RS_FOGDENSITY
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
12390 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), glsl_fragment_pipe_shader
}, ARB_POINT_SPRITE
},
12391 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), glsl_fragment_pipe_shader
}, WINED3D_GL_VERSION_2_0
},
12392 {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
},
12393 {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
},
12394 {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
},
12395 {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
},
12396 {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
},
12397 {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
},
12398 {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
},
12399 {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
},
12400 {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12401 {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12402 {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12403 {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12404 {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12405 {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12406 {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12407 {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12408 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12409 {STATE_POINT_ENABLE
, {STATE_POINT_ENABLE
, glsl_fragment_pipe_shader
}, WINED3D_GL_EXT_NONE
},
12410 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_fragment_pipe_shademode
}, WINED3D_GLSL_130
},
12411 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), state_shademode
}, WINED3D_GL_EXT_NONE
},
12412 {0 /* Terminate */, {0, 0 }, WINED3D_GL_EXT_NONE
},
12415 static BOOL
glsl_fragment_pipe_alloc_context_data(struct wined3d_context
*context
)
12420 static void glsl_fragment_pipe_free_context_data(struct wined3d_context
*context
)
12424 const struct wined3d_fragment_pipe_ops glsl_fragment_pipe
=
12426 glsl_fragment_pipe_enable
,
12427 glsl_fragment_pipe_get_caps
,
12428 glsl_fragment_pipe_get_emul_mask
,
12429 glsl_fragment_pipe_alloc
,
12430 glsl_fragment_pipe_free
,
12431 glsl_fragment_pipe_alloc_context_data
,
12432 glsl_fragment_pipe_free_context_data
,
12433 shader_glsl_color_fixup_supported
,
12434 glsl_fragment_pipe_state_template
,
12437 struct glsl_blitter_args
12439 GLenum texture_type
;
12440 struct color_fixup_desc fixup
;
12441 unsigned short use_colour_key
;
12444 struct glsl_blitter_program
12446 struct wine_rb_entry entry
;
12447 struct glsl_blitter_args args
;
12451 struct wined3d_glsl_blitter
12453 struct wined3d_blitter blitter
;
12454 struct wined3d_string_buffer_list string_buffers
;
12455 struct wine_rb_tree programs
;
12456 GLuint palette_texture
;
12459 static int glsl_blitter_args_compare(const void *key
, const struct wine_rb_entry
*entry
)
12461 const struct glsl_blitter_args
*a
= key
;
12462 const struct glsl_blitter_args
*b
= &WINE_RB_ENTRY_VALUE(entry
, const struct glsl_blitter_program
, entry
)->args
;
12464 return memcmp(a
, b
, sizeof(*a
));
12467 /* Context activation is done by the caller. */
12468 static void glsl_free_blitter_program(struct wine_rb_entry
*entry
, void *ctx
)
12470 struct glsl_blitter_program
*program
= WINE_RB_ENTRY_VALUE(entry
, struct glsl_blitter_program
, entry
);
12471 struct wined3d_context_gl
*context_gl
= ctx
;
12472 const struct wined3d_gl_info
*gl_info
;
12474 gl_info
= context_gl
->gl_info
;
12475 GL_EXTCALL(glDeleteProgram(program
->id
));
12476 checkGLcall("glDeleteProgram()");
12477 heap_free(program
);
12480 /* Context activation is done by the caller. */
12481 static void glsl_blitter_destroy(struct wined3d_blitter
*blitter
, struct wined3d_context
*context
)
12483 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
12484 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
12485 struct wined3d_glsl_blitter
*glsl_blitter
;
12486 struct wined3d_blitter
*next
;
12488 if ((next
= blitter
->next
))
12489 next
->ops
->blitter_destroy(next
, context
);
12491 glsl_blitter
= CONTAINING_RECORD(blitter
, struct wined3d_glsl_blitter
, blitter
);
12493 if (glsl_blitter
->palette_texture
)
12494 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &glsl_blitter
->palette_texture
);
12496 wine_rb_destroy(&glsl_blitter
->programs
, glsl_free_blitter_program
, context_gl
);
12497 string_buffer_list_cleanup(&glsl_blitter
->string_buffers
);
12499 heap_free(glsl_blitter
);
12502 static void glsl_blitter_generate_p8_shader(struct wined3d_string_buffer
*buffer
,
12503 const struct wined3d_gl_info
*gl_info
, const struct glsl_blitter_args
*args
,
12504 const char *output
, const char *tex_type
, const char *swizzle
)
12506 shader_addline(buffer
, "uniform sampler1D sampler_palette;\n");
12507 shader_addline(buffer
, "\nvoid main()\n{\n");
12508 /* The alpha-component contains the palette index. */
12509 shader_addline(buffer
, " float index = texture%s(sampler, out_texcoord.%s).%c;\n",
12510 needs_legacy_glsl_syntax(gl_info
) ? tex_type
: "", swizzle
,
12511 gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? 'w' : 'x');
12512 /* Scale the index by 255/256 and add a bias of 0.5 in order to sample in
12514 shader_addline(buffer
, " index = (index * 255.0 + 0.5) / 256.0;\n");
12515 shader_addline(buffer
, " %s = texture%s(sampler_palette, index);\n",
12516 output
, needs_legacy_glsl_syntax(gl_info
) ? "1D" : "");
12517 if (args
->use_colour_key
)
12518 shader_glsl_generate_colour_key_test(buffer
, output
, "colour_key.low", "colour_key.high");
12519 shader_addline(buffer
, "}\n");
12522 static void gen_packed_yuv_read(struct wined3d_string_buffer
*buffer
,
12523 const struct wined3d_gl_info
*gl_info
, const struct glsl_blitter_args
*args
,
12524 const char *tex_type
)
12526 enum complex_fixup complex_fixup
= get_complex_fixup(args
->fixup
);
12527 char chroma
, luminance
;
12530 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit
12531 * macropixel, giving effectively 16 bits per pixel. The color consists of
12532 * a luminance(Y) and two chroma(U and V) values. Each macropixel has two
12533 * luminance values, one for each single pixel it contains, and one U and
12534 * one V value shared between both pixels.
12536 * The data is loaded into an A8L8 texture. With YUY2, the luminance
12537 * component contains the luminance and alpha the chroma. With UYVY it is
12538 * vice versa. Thus take the format into account when generating the read
12541 * Reading the Y value is straightforward - just sample the texture. The
12542 * hardware takes care of filtering in the horizontal and vertical
12545 * Reading the U and V values is harder. We have to avoid filtering
12546 * horizontally, because that would mix the U and V values of one pixel or
12547 * two adjacent pixels. Thus floor the texture coordinate and add 0.5 to
12548 * get an unfiltered read, regardless of the filtering setting. Vertical
12549 * filtering works automatically though - the U and V values of two rows
12550 * are mixed nicely.
12552 * Apart of avoiding filtering issues, the code has to know which value it
12553 * just read, and where it can find the other one. To determine this, it
12554 * checks if it sampled an even or odd pixel, and shifts the 2nd read
12557 * Handling horizontal filtering of U and V values requires reading a 2nd
12558 * pair of pixels, extracting U and V and mixing them. This is not
12561 * An alternative implementation idea is to load the texture as A8R8G8B8
12562 * texture, with width / 2. This way one read gives all 3 values, finding
12563 * U and V is easy in an unfiltered situation. Finding the luminance on
12564 * the other hand requires finding out if it is an odd or even pixel. The
12565 * real drawback of this approach is filtering. This would have to be
12566 * emulated completely in the shader, reading up two 2 packed pixels in up
12567 * to 2 rows and interpolating both horizontally and vertically. Beyond
12568 * that it would require adjustments to the texture handling code to deal
12569 * with the width scaling. */
12571 if (complex_fixup
== COMPLEX_FIXUP_UYVY
)
12574 luminance
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? 'w' : 'y';
12578 chroma
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? 'w' : 'y';
12582 tex
= needs_legacy_glsl_syntax(gl_info
) ? tex_type
: "";
12584 /* First we have to read the chroma values. This means we need at least
12585 * two pixels (no filtering), or 4 pixels (with filtering). To get the
12586 * unmodified chroma, we have to rid ourselves of the filtering when we
12587 * sample the texture. */
12588 shader_addline(buffer
, " texcoord.xy = out_texcoord.xy;\n");
12589 /* We must not allow filtering between pixel x and x+1, this would mix U
12590 * and V. Vertical filtering is ok. However, bear in mind that the pixel
12591 * center is at 0.5, so add 0.5. */
12592 shader_addline(buffer
, " texcoord.x = (floor(texcoord.x * size.x) + 0.5) / size.x;\n");
12593 shader_addline(buffer
, " luminance = texture%s(sampler, texcoord.xy).%c;\n", tex
, chroma
);
12595 /* Multiply the x coordinate by 0.5 and get the fraction. This gives 0.25
12596 * and 0.75 for the even and odd pixels respectively. */
12597 /* Put the value into either of the chroma values. */
12598 shader_addline(buffer
, " bool even = fract(texcoord.x * size.x * 0.5) < 0.5;\n");
12599 shader_addline(buffer
, " if (even)\n");
12600 shader_addline(buffer
, " chroma.y = luminance;\n");
12601 shader_addline(buffer
, " else\n");
12602 shader_addline(buffer
, " chroma.x = luminance;\n");
12604 /* Sample pixel 2. If we read an even pixel, sample the pixel right to the
12605 * current one. Otherwise, sample the left pixel. */
12606 shader_addline(buffer
, " texcoord.x += even ? 1.0 / size.x : -1.0 / size.x;\n");
12607 shader_addline(buffer
, " luminance = texture%s(sampler, texcoord.xy).%c;\n", tex
, chroma
);
12609 /* Put the value into the other chroma. */
12610 shader_addline(buffer
, " if (even)\n");
12611 shader_addline(buffer
, " chroma.x = luminance;\n");
12612 shader_addline(buffer
, " else\n");
12613 shader_addline(buffer
, " chroma.y = luminance;\n");
12615 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
12616 * the current one and lerp the two U and V values. */
12618 /* This gives the correctly filtered luminance value. */
12619 shader_addline(buffer
, " luminance = texture%s(sampler, out_texcoord.xy).%c;\n", tex
, luminance
);
12622 static void gen_yv12_read(struct wined3d_string_buffer
*buffer
,
12623 const struct wined3d_gl_info
*gl_info
, const char *tex_type
)
12625 char component
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? 'w' : 'x';
12626 const char *tex
= needs_legacy_glsl_syntax(gl_info
) ? tex_type
: "";
12628 /* YV12 surfaces contain a WxH sized luminance plane, followed by a
12629 * (W/2)x(H/2) V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So
12630 * the effective bitdepth is 12 bits per pixel. Since the U and V planes
12631 * have only half the pitch of the luminance plane, the packing into the
12632 * gl texture is a bit unfortunate. If the whole texture is interpreted as
12633 * luminance data it looks approximately like this:
12635 * +----------------------------------+----
12647 * +----------------+-----------------+----
12649 * | V even rows | V odd rows |
12651 * +----------------+------------------ -
12653 * | U even rows | U odd rows |
12655 * +----------------+-----------------+----
12659 * So it appears as if there are 4 chroma images, but in fact the odd rows
12660 * in the chroma images are in the same row as the even ones. So it is
12661 * kinda tricky to read. */
12663 /* First sample the chroma values. */
12664 shader_addline(buffer
, " texcoord.xy = out_texcoord.xy;\n");
12665 /* The chroma planes have only half the width. */
12666 shader_addline(buffer
, " texcoord.x *= 0.5;\n");
12668 /* The first value is between 2/3 and 5/6 of the texture's height, so
12669 * scale+bias the coordinate. Also read the right side of the image when
12670 * reading odd lines.
12672 * Don't forget to clamp the y values in into the range, otherwise we'll
12673 * get filtering bleeding. */
12675 /* Read odd lines from the right side (add 0.5 to the x coordinate). Keep
12676 * in mind that each line of the chroma plane corresponds to 2 lines of the
12677 * resulting image. */
12678 shader_addline(buffer
, " if (fract(texcoord.y * size.y * 0.25) >= 0.5)\n");
12679 shader_addline(buffer
, " texcoord.x += 0.5;\n");
12681 /* Clamp, keep the half pixel origin in mind. */
12682 shader_addline(buffer
, " texcoord.y = clamp(2.0 / 3.0 + texcoord.y / 6.0, "
12683 "2.0 / 3.0 + 0.5 / size.y, 5.0 / 6.0 - 0.5 / size.y);\n");
12685 shader_addline(buffer
, " chroma.x = texture%s(sampler, texcoord.xy).%c;\n", tex
, component
);
12687 /* The other chroma value is 1/6th of the texture lower, from 5/6th to
12688 * 6/6th No need to clamp because we're just reusing the already clamped
12689 * value from above. */
12690 shader_addline(buffer
, " texcoord.y += 1.0 / 6.0;\n");
12691 shader_addline(buffer
, " chroma.y = texture%s(sampler, texcoord.xy).%c;\n", tex
, component
);
12693 /* Sample the luminance value. It is in the top 2/3rd of the texture, so
12694 * scale the y coordinate. Clamp the y coordinate to prevent the chroma
12695 * values from bleeding into the sampled luminance values due to
12697 shader_addline(buffer
, " texcoord.xy = out_texcoord.xy;\n");
12698 /* Multiply the y coordinate by 2/3 and clamp it. */
12699 shader_addline(buffer
, " texcoord.y = min(texcoord.y * 2.0 / 3.0, 2.0 / 3.0 - 0.5 / size.y);\n");
12700 shader_addline(buffer
, " luminance = texture%s(sampler, texcoord.xy).%c;\n", tex
, component
);
12703 static void gen_nv12_read(struct wined3d_string_buffer
*buffer
,
12704 const struct wined3d_gl_info
*gl_info
, const char *tex_type
)
12706 char component
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? 'w' : 'x';
12707 const char *tex
= needs_legacy_glsl_syntax(gl_info
) ? tex_type
: "";
12709 /* NV12 surfaces contain a WxH sized luminance plane, followed by a
12710 * (W/2)x(H/2) sized plane where each component is an UV pair. So the
12711 * effective bitdepth is 12 bits per pixel. If the whole texture is
12712 * interpreted as luminance data it looks approximately like this:
12714 * +----------------------------------+----
12726 * +----------------------------------+----
12727 * |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV|
12728 * |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV|
12734 * +----------------------------------+---- */
12736 /* First sample the chroma values. */
12737 shader_addline(buffer
, " texcoord.xy = out_texcoord.xy;\n");
12738 /* We only have half the number of chroma pixels. */
12739 shader_addline(buffer
, " texcoord.x *= 0.5;\n");
12740 shader_addline(buffer
, " texcoord.y = (texcoord.y + 2.0) / 3.0;\n");
12742 /* We must not allow filtering horizontally, this would mix U and V.
12743 * Vertical filtering is ok. However, bear in mind that the pixel center
12744 * is at 0.5, so add 0.5. */
12746 /* Convert to non-normalised coordinates so we can find the individual
12748 shader_addline(buffer
, " texcoord.x = floor(texcoord.x * size.x);\n");
12749 /* Multiply by 2 since chroma components are stored in UV pixel pairs, add
12750 * 0.5 to hit the center of the pixel. Then convert back to normalised
12752 shader_addline(buffer
, " texcoord.x = (texcoord.x * 2.0 + 0.5) / size.x;\n");
12753 /* Clamp, keep the half pixel origin in mind. */
12754 shader_addline(buffer
, " texcoord.y = max(texcoord.y, 2.0 / 3.0 + 0.5 / size.y);\n");
12756 shader_addline(buffer
, " chroma.y = texture%s(sampler, texcoord.xy).%c;\n", tex
, component
);
12757 /* Add 1.0 / size.x to sample the adjacent texel. */
12758 shader_addline(buffer
, " texcoord.x += 1.0 / size.x;\n");
12759 shader_addline(buffer
, " chroma.x = texture%s(sampler, texcoord.xy).%c;\n", tex
, component
);
12761 /* Sample the luminance value. It is in the top 2/3rd of the texture, so
12762 * scale the y coordinate. Clamp the y coordinate to prevent the chroma
12763 * values from bleeding into the sampled luminance values due to
12765 shader_addline(buffer
, " texcoord.xy = out_texcoord.xy;\n");
12766 /* Multiply the y coordinate by 2/3 and clamp it. */
12767 shader_addline(buffer
, " texcoord.y = min(texcoord.y * 2.0 / 3.0, 2.0 / 3.0 - 0.5 / size.y);\n");
12768 shader_addline(buffer
, " luminance = texture%s(sampler, texcoord.xy).%c;\n", tex
, component
);
12771 static void glsl_blitter_generate_yuv_shader(struct wined3d_string_buffer
*buffer
,
12772 const struct wined3d_gl_info
*gl_info
, const struct glsl_blitter_args
*args
,
12773 const char *output
, const char *tex_type
, const char *swizzle
)
12775 enum complex_fixup complex_fixup
= get_complex_fixup(args
->fixup
);
12777 shader_addline(buffer
, "const vec4 yuv_coef = vec4(1.403, -0.344, -0.714, 1.770);\n");
12778 shader_addline(buffer
, "float luminance;\n");
12779 shader_addline(buffer
, "vec2 texcoord;\n");
12780 shader_addline(buffer
, "vec2 chroma;\n");
12781 shader_addline(buffer
, "uniform vec2 size;\n");
12783 shader_addline(buffer
, "\nvoid main()\n{\n");
12785 switch (complex_fixup
)
12787 case COMPLEX_FIXUP_UYVY
:
12788 case COMPLEX_FIXUP_YUY2
:
12789 gen_packed_yuv_read(buffer
, gl_info
, args
, tex_type
);
12792 case COMPLEX_FIXUP_YV12
:
12793 gen_yv12_read(buffer
, gl_info
, tex_type
);
12796 case COMPLEX_FIXUP_NV12
:
12797 gen_nv12_read(buffer
, gl_info
, tex_type
);
12800 case COMPLEX_FIXUP_YUV
:
12801 /* With APPLE_rgb_422, things are much simpler. The only thing we
12802 * have to do here is Y'CbCr to RGB conversion. */
12803 shader_addline(buffer
, " vec3 yuv = vec3(texture%s(sampler, out_texcoord.xy));\n",
12804 needs_legacy_glsl_syntax(gl_info
) ? tex_type
: "");
12805 shader_addline(buffer
, " luminance = yuv.y;\n");
12806 shader_addline(buffer
, " chroma = yuv.xz;\n");
12810 FIXME("Unsupported fixup %#x.\n", complex_fixup
);
12811 string_buffer_free(buffer
);
12815 /* Calculate the final result. Formula is taken from
12816 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
12817 * ranges from -0.5 to 0.5. */
12818 shader_addline(buffer
, "\n chroma.xy -= 0.5;\n");
12820 shader_addline(buffer
, " %s.x = luminance + chroma.x * yuv_coef.x;\n", output
);
12821 shader_addline(buffer
, " %s.y = luminance + chroma.y * yuv_coef.y + chroma.x * yuv_coef.z;\n", output
);
12822 shader_addline(buffer
, " %s.z = luminance + chroma.y * yuv_coef.w;\n", output
);
12823 if (args
->use_colour_key
)
12824 shader_glsl_generate_colour_key_test(buffer
, output
, "colour_key.low", "colour_key.high");
12826 shader_addline(buffer
, "}\n");
12829 static void glsl_blitter_generate_plain_shader(struct wined3d_string_buffer
*buffer
,
12830 const struct wined3d_gl_info
*gl_info
, const struct glsl_blitter_args
*args
,
12831 const char *output
, const char *tex_type
, const char *swizzle
)
12833 shader_addline(buffer
, "\nvoid main()\n{\n");
12834 shader_addline(buffer
, " %s = texture%s(sampler, out_texcoord.%s);\n",
12835 output
, needs_legacy_glsl_syntax(gl_info
) ? tex_type
: "", swizzle
);
12836 shader_glsl_color_correction_ext(buffer
, output
, WINED3DSP_WRITEMASK_ALL
, args
->fixup
);
12837 if (args
->use_colour_key
)
12838 shader_glsl_generate_colour_key_test(buffer
, output
, "colour_key.low", "colour_key.high");
12839 shader_addline(buffer
, "}\n");
12842 /* Context activation is done by the caller. */
12843 static GLuint
glsl_blitter_generate_program(struct wined3d_glsl_blitter
*blitter
,
12844 const struct wined3d_gl_info
*gl_info
, const struct glsl_blitter_args
*args
)
12846 static const struct
12848 GLenum texture_target
;
12849 const char texture_type
[7];
12850 const char texcoord_swizzle
[4];
12854 {GL_TEXTURE_2D
, "2D", "xy"},
12855 {GL_TEXTURE_CUBE_MAP
, "Cube", "xyz"},
12856 {GL_TEXTURE_RECTANGLE_ARB
, "2DRect", "xy"},
12858 static const char vshader_main
[] =
12862 " gl_Position = vec4(pos, 0.0, 1.0);\n"
12863 " out_texcoord = texcoord;\n"
12865 enum complex_fixup complex_fixup
= get_complex_fixup(args
->fixup
);
12866 struct wined3d_string_buffer
*buffer
, *output
;
12867 GLuint program
, vshader_id
, fshader_id
;
12868 const char *tex_type
= NULL
, *swizzle
= NULL
, *ptr
;
12872 for (i
= 0; i
< ARRAY_SIZE(texture_data
); ++i
)
12874 if (args
->texture_type
== texture_data
[i
].texture_target
)
12876 tex_type
= texture_data
[i
].texture_type
;
12877 swizzle
= texture_data
[i
].texcoord_swizzle
;
12881 if (i
== ARRAY_SIZE(texture_data
))
12883 FIXME("Unsupported texture type %#x.\n", args
->texture_type
);
12887 program
= GL_EXTCALL(glCreateProgram());
12889 vshader_id
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
12891 buffer
= string_buffer_get(&blitter
->string_buffers
);
12892 shader_glsl_add_version_declaration(buffer
, gl_info
);
12893 shader_addline(buffer
, "%s vec2 pos;\n", get_attribute_keyword(gl_info
));
12894 shader_addline(buffer
, "%s vec3 texcoord;\n", get_attribute_keyword(gl_info
));
12895 declare_out_varying(gl_info
, buffer
, FALSE
, "vec3 out_texcoord;\n");
12896 shader_addline(buffer
, vshader_main
);
12898 ptr
= buffer
->buffer
;
12899 GL_EXTCALL(glShaderSource(vshader_id
, 1, &ptr
, NULL
));
12900 GL_EXTCALL(glAttachShader(program
, vshader_id
));
12901 GL_EXTCALL(glDeleteShader(vshader_id
));
12903 fshader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
12905 string_buffer_clear(buffer
);
12906 shader_glsl_add_version_declaration(buffer
, gl_info
);
12907 shader_addline(buffer
, "uniform sampler%s sampler;\n", tex_type
);
12908 if (args
->use_colour_key
)
12910 shader_addline(buffer
, "uniform struct\n{\n");
12911 shader_addline(buffer
, " vec4 low, high;\n");
12912 shader_addline(buffer
, "} colour_key;\n");
12914 declare_in_varying(gl_info
, buffer
, FALSE
, "vec3 out_texcoord;\n");
12915 /* TODO: Declare the out variable with the correct type (and put it in the
12916 * blitter args). */
12917 if (!use_legacy_fragment_output(gl_info
))
12918 shader_addline(buffer
, "out vec4 ps_out[1];\n");
12920 output
= string_buffer_get(&blitter
->string_buffers
);
12921 string_buffer_sprintf(output
, "%s[0]", get_fragment_output(gl_info
));
12923 switch (complex_fixup
)
12925 case COMPLEX_FIXUP_P8
:
12926 glsl_blitter_generate_p8_shader(buffer
, gl_info
, args
, output
->buffer
, tex_type
, swizzle
);
12928 case COMPLEX_FIXUP_YUY2
:
12929 case COMPLEX_FIXUP_UYVY
:
12930 case COMPLEX_FIXUP_YV12
:
12931 case COMPLEX_FIXUP_NV12
:
12932 case COMPLEX_FIXUP_YUV
:
12933 glsl_blitter_generate_yuv_shader(buffer
, gl_info
, args
, output
->buffer
, tex_type
, swizzle
);
12935 case COMPLEX_FIXUP_NONE
:
12936 glsl_blitter_generate_plain_shader(buffer
, gl_info
, args
, output
->buffer
, tex_type
, swizzle
);
12939 string_buffer_release(&blitter
->string_buffers
, output
);
12941 ptr
= buffer
->buffer
;
12942 GL_EXTCALL(glShaderSource(fshader_id
, 1, &ptr
, NULL
));
12943 string_buffer_release(&blitter
->string_buffers
, buffer
);
12944 GL_EXTCALL(glAttachShader(program
, fshader_id
));
12945 GL_EXTCALL(glDeleteShader(fshader_id
));
12947 GL_EXTCALL(glBindAttribLocation(program
, 0, "pos"));
12948 GL_EXTCALL(glBindAttribLocation(program
, 1, "texcoord"));
12950 if (!use_legacy_fragment_output(gl_info
))
12951 GL_EXTCALL(glBindFragDataLocation(program
, 0, "ps_out"));
12953 GL_EXTCALL(glCompileShader(vshader_id
));
12954 print_glsl_info_log(gl_info
, vshader_id
, FALSE
);
12955 GL_EXTCALL(glCompileShader(fshader_id
));
12956 print_glsl_info_log(gl_info
, fshader_id
, FALSE
);
12957 GL_EXTCALL(glLinkProgram(program
));
12958 shader_glsl_validate_link(gl_info
, program
);
12960 GL_EXTCALL(glUseProgram(program
));
12961 loc
= GL_EXTCALL(glGetUniformLocation(program
, "sampler"));
12962 GL_EXTCALL(glUniform1i(loc
, 0));
12963 if (complex_fixup
== COMPLEX_FIXUP_P8
)
12965 loc
= GL_EXTCALL(glGetUniformLocation(program
, "sampler_palette"));
12966 GL_EXTCALL(glUniform1i(loc
, 1));
12972 /* Context activation is done by the caller. */
12973 static void glsl_blitter_upload_palette(struct wined3d_glsl_blitter
*blitter
,
12974 struct wined3d_context_gl
*context_gl
, const struct wined3d_texture_gl
*texture_gl
)
12976 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
12977 const struct wined3d_palette
*palette
;
12979 palette
= texture_gl
->t
.swapchain
? texture_gl
->t
.swapchain
->palette
: NULL
;
12981 if (!blitter
->palette_texture
)
12982 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &blitter
->palette_texture
);
12984 wined3d_context_gl_active_texture(context_gl
, gl_info
, 1);
12985 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_1D
, blitter
->palette_texture
);
12986 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_1D
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
12987 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_1D
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
12988 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_1D
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
12990 GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER
, 0));
12991 checkGLcall("glBindBuffer");
12995 gl_info
->gl_ops
.gl
.p_glTexImage1D(GL_TEXTURE_1D
, 0, GL_RGB
, 256, 0, GL_BGRA
,
12996 GL_UNSIGNED_INT_8_8_8_8_REV
, palette
->colors
);
13000 static const DWORD black
;
13002 FIXME("P8 texture loaded without a palette.\n");
13003 gl_info
->gl_ops
.gl
.p_glTexImage1D(GL_TEXTURE_1D
, 0, GL_RGB
, 1, 0, GL_BGRA
,
13004 GL_UNSIGNED_INT_8_8_8_8_REV
, &black
);
13007 wined3d_context_gl_active_texture(context_gl
, gl_info
, 0);
13010 /* Context activation is done by the caller. */
13011 static struct glsl_blitter_program
*glsl_blitter_get_program(struct wined3d_glsl_blitter
*blitter
,
13012 struct wined3d_context_gl
*context_gl
, const struct wined3d_texture_gl
*texture_gl
, BOOL use_colour_key
)
13014 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
13015 struct glsl_blitter_program
*program
;
13016 struct glsl_blitter_args args
;
13017 struct wine_rb_entry
*entry
;
13019 memset(&args
, 0, sizeof(args
));
13020 args
.texture_type
= texture_gl
->target
;
13021 args
.fixup
= texture_gl
->t
.resource
.format
->color_fixup
;
13022 args
.use_colour_key
= use_colour_key
;
13024 if ((entry
= wine_rb_get(&blitter
->programs
, &args
)))
13025 return WINE_RB_ENTRY_VALUE(entry
, struct glsl_blitter_program
, entry
);
13027 if (!(program
= heap_alloc(sizeof(*program
))))
13029 ERR("Failed to allocate blitter program memory.\n");
13033 program
->args
= args
;
13034 if (!(program
->id
= glsl_blitter_generate_program(blitter
, gl_info
, &args
)))
13036 WARN("Failed to generate blitter program.\n");
13037 heap_free(program
);
13041 if (wine_rb_put(&blitter
->programs
, &program
->args
, &program
->entry
) == -1)
13043 ERR("Failed to store blitter program.\n");
13044 GL_EXTCALL(glDeleteProgram(program
->id
));
13045 heap_free(program
);
13052 static BOOL
glsl_blitter_supported(enum wined3d_blit_op blit_op
, const struct wined3d_context
*context
,
13053 const struct wined3d_texture_gl
*src_texture
, DWORD src_location
,
13054 const struct wined3d_texture_gl
*dst_texture
, DWORD dst_location
)
13056 const struct wined3d_resource
*src_resource
= &src_texture
->t
.resource
;
13057 const struct wined3d_resource
*dst_resource
= &dst_texture
->t
.resource
;
13058 const struct wined3d_format
*src_format
= src_resource
->format
;
13059 const struct wined3d_format
*dst_format
= dst_resource
->format
;
13060 bool src_ds
, dst_ds
;
13063 if (blit_op
== WINED3D_BLIT_OP_RAW_BLIT
&& dst_format
->id
== src_format
->id
)
13065 src_ds
= src_format
->depth_size
|| src_format
->stencil_size
;
13066 dst_ds
= dst_format
->depth_size
|| dst_format
->stencil_size
;
13067 /* We could in principle support raw depth/stencil <-> colour blits as
13068 * well in some cases, but note that typeless formats like e.g.
13069 * R16_TYPELESS may use a normalised GL format for depth/stencil
13070 * resources, and a floating-point format for colour resources, */
13071 if (src_ds
&& dst_ds
)
13072 blit_op
= WINED3D_BLIT_OP_DEPTH_BLIT
;
13073 else if (!src_ds
&& !dst_ds
)
13074 blit_op
= WINED3D_BLIT_OP_COLOR_BLIT
;
13077 if (blit_op
!= WINED3D_BLIT_OP_COLOR_BLIT
&& blit_op
!= WINED3D_BLIT_OP_COLOR_BLIT_CKEY
13078 && blit_op
!= WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST
)
13080 TRACE("Unsupported blit_op %#x.\n", blit_op
);
13084 if (src_resource
->type
!= WINED3D_RTYPE_TEXTURE_2D
)
13087 if (src_texture
->target
== GL_TEXTURE_2D_MULTISAMPLE
13088 || src_texture
->target
== GL_TEXTURE_2D_MULTISAMPLE_ARRAY
)
13090 TRACE("Multi-sample source textures not supported.\n");
13094 if (!(dst_resource
->access
& WINED3D_RESOURCE_ACCESS_GPU
))
13096 TRACE("Destination resource does not have GPU access.\n");
13100 /* We don't necessarily want to blit from resources without
13101 * WINED3D_RESOURCE_ACCESS_GPU, but that may be the only way to decompress
13102 * compressed textures. */
13103 decompress
= (src_format
->attrs
& WINED3D_FORMAT_ATTR_COMPRESSED
)
13104 && !(dst_format
->attrs
& WINED3D_FORMAT_ATTR_COMPRESSED
);
13105 if (!decompress
&& !(src_resource
->access
& WINED3D_RESOURCE_ACCESS_GPU
))
13107 TRACE("Source resource does not have GPU access.\n");
13111 if (!is_identity_fixup(dst_format
->color_fixup
)
13112 && (dst_format
->id
!= src_format
->id
|| dst_location
!= WINED3D_LOCATION_DRAWABLE
))
13114 TRACE("Destination fixups are not supported.\n");
13118 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
13119 && !((dst_format
->caps
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3D_FORMAT_CAP_FBO_ATTACHABLE
)
13120 || (dst_resource
->bind_flags
& WINED3D_BIND_RENDER_TARGET
)))
13122 TRACE("Destination texture is not FBO attachable.\n");
13126 TRACE("Returning supported.\n");
13130 static DWORD
glsl_blitter_blit(struct wined3d_blitter
*blitter
, enum wined3d_blit_op op
,
13131 struct wined3d_context
*context
, struct wined3d_texture
*src_texture
, unsigned int src_sub_resource_idx
,
13132 DWORD src_location
, const RECT
*src_rect
, struct wined3d_texture
*dst_texture
,
13133 unsigned int dst_sub_resource_idx
, DWORD dst_location
, const RECT
*dst_rect
,
13134 const struct wined3d_color_key
*colour_key
, enum wined3d_texture_filter_type filter
,
13135 const struct wined3d_format
*resolve_format
)
13137 struct wined3d_texture_gl
*src_texture_gl
= wined3d_texture_gl(src_texture
);
13138 struct wined3d_texture_gl
*dst_texture_gl
= wined3d_texture_gl(dst_texture
);
13139 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
13140 struct wined3d_device
*device
= dst_texture
->resource
.device
;
13141 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
13142 struct wined3d_texture
*staging_texture
= NULL
;
13143 struct wined3d_glsl_blitter
*glsl_blitter
;
13144 struct wined3d_color_key alpha_test_key
;
13145 struct glsl_blitter_program
*program
;
13146 struct wined3d_blitter
*next
;
13147 unsigned int src_level
;
13151 TRACE("blitter %p, op %#x, context %p, src_texture %p, src_sub_resource_idx %u, src_location %s, "
13152 "src_rect %s, dst_texture %p, dst_sub_resource_idx %u, dst_location %s, dst_rect %s, "
13153 "colour_key %p, filter %s, resolve format %p.\n",
13154 blitter
, op
, context
, src_texture
, src_sub_resource_idx
, wined3d_debug_location(src_location
),
13155 wine_dbgstr_rect(src_rect
), dst_texture
, dst_sub_resource_idx
, wined3d_debug_location(dst_location
),
13156 wine_dbgstr_rect(dst_rect
), colour_key
, debug_d3dtexturefiltertype(filter
), resolve_format
);
13158 if (!glsl_blitter_supported(op
, context
, src_texture_gl
, src_location
, dst_texture_gl
, dst_location
))
13160 if (!(next
= blitter
->next
))
13162 ERR("No blitter to handle blit op %#x.\n", op
);
13163 return dst_location
;
13166 TRACE("Forwarding to blitter %p.\n", next
);
13167 return next
->ops
->blitter_blit(next
, op
, context
, src_texture
, src_sub_resource_idx
, src_location
,
13168 src_rect
, dst_texture
, dst_sub_resource_idx
, dst_location
, dst_rect
, colour_key
, filter
,
13172 glsl_blitter
= CONTAINING_RECORD(blitter
, struct wined3d_glsl_blitter
, blitter
);
13174 if (!(src_texture
->resource
.access
& WINED3D_RESOURCE_ACCESS_GPU
))
13176 struct wined3d_resource_desc desc
;
13177 struct wined3d_box upload_box
;
13180 TRACE("Source texture is not GPU accessible, creating a staging texture.\n");
13182 src_level
= src_sub_resource_idx
% src_texture
->level_count
;
13183 desc
.resource_type
= WINED3D_RTYPE_TEXTURE_2D
;
13184 desc
.format
= src_texture
->resource
.format
->id
;
13185 desc
.multisample_type
= src_texture
->resource
.multisample_type
;
13186 desc
.multisample_quality
= src_texture
->resource
.multisample_quality
;
13187 desc
.usage
= WINED3DUSAGE_PRIVATE
;
13188 desc
.bind_flags
= 0;
13189 desc
.access
= WINED3D_RESOURCE_ACCESS_GPU
;
13190 desc
.width
= wined3d_texture_get_level_width(src_texture
, src_level
);
13191 desc
.height
= wined3d_texture_get_level_height(src_texture
, src_level
);
13195 if (FAILED(hr
= wined3d_texture_create(device
, &desc
, 1, 1, 0,
13196 NULL
, NULL
, &wined3d_null_parent_ops
, &staging_texture
)))
13198 ERR("Failed to create staging texture, hr %#lx.\n", hr
);
13199 return dst_location
;
13202 wined3d_box_set(&upload_box
, 0, 0, desc
.width
, desc
.height
, 0, desc
.depth
);
13203 wined3d_texture_upload_from_texture(staging_texture
, 0, 0, 0, 0,
13204 src_texture
, src_sub_resource_idx
, &upload_box
);
13206 src_texture
= staging_texture
;
13207 src_texture_gl
= wined3d_texture_gl(src_texture
);
13208 src_sub_resource_idx
= 0;
13210 else if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
13211 && (src_texture
->sub_resources
[src_sub_resource_idx
].locations
13212 & (WINED3D_LOCATION_TEXTURE_RGB
| WINED3D_LOCATION_DRAWABLE
)) == WINED3D_LOCATION_DRAWABLE
13213 && !wined3d_resource_is_offscreen(&src_texture
->resource
))
13216 /* Without FBO blits transferring from the drawable to the texture is
13217 * expensive, because we have to flip the data in sysmem. Since we can
13218 * flip in the blitter, we don't actually need that flip anyway. So we
13219 * use the surface's texture as scratch texture, and flip the source
13220 * rectangle instead. */
13221 texture2d_load_fb_texture(src_texture_gl
, src_sub_resource_idx
, FALSE
, context
);
13224 src_level
= src_sub_resource_idx
% src_texture
->level_count
;
13225 s
.top
= wined3d_texture_get_level_height(src_texture
, src_level
) - s
.top
;
13226 s
.bottom
= wined3d_texture_get_level_height(src_texture
, src_level
) - s
.bottom
;
13231 wined3d_texture_load(src_texture
, context
, FALSE
);
13234 if (wined3d_texture_is_full_rect(dst_texture
, dst_sub_resource_idx
% dst_texture
->level_count
, dst_rect
))
13235 wined3d_texture_prepare_location(dst_texture
, dst_sub_resource_idx
, context
, dst_location
);
13237 wined3d_texture_load_location(dst_texture
, dst_sub_resource_idx
, context
, dst_location
);
13239 context_gl_apply_texture_draw_state(context_gl
, dst_texture
, dst_sub_resource_idx
, dst_location
);
13240 wined3d_context_gl_apply_blit_state(context_gl
, device
);
13242 if (dst_location
== WINED3D_LOCATION_DRAWABLE
)
13245 wined3d_texture_translate_drawable_coords(dst_texture
, context_gl
->window
, &d
);
13249 if (op
== WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST
)
13251 const struct wined3d_format
*f
= src_texture
->resource
.format
;
13253 alpha_test_key
.color_space_low_value
= 0;
13254 alpha_test_key
.color_space_high_value
= ~(wined3d_mask_from_size(f
->alpha_size
) << f
->alpha_offset
);
13255 colour_key
= &alpha_test_key
;
13257 else if (op
!= WINED3D_BLIT_OP_COLOR_BLIT_CKEY
)
13262 if (!(program
= glsl_blitter_get_program(glsl_blitter
, context_gl
, src_texture_gl
, !!colour_key
)))
13264 ERR("Failed to get blitter program.\n");
13265 return dst_location
;
13267 GL_EXTCALL(glUseProgram(program
->id
));
13268 switch (get_complex_fixup(program
->args
.fixup
))
13270 case COMPLEX_FIXUP_P8
:
13271 glsl_blitter_upload_palette(glsl_blitter
, context_gl
, src_texture_gl
);
13274 case COMPLEX_FIXUP_YUY2
:
13275 case COMPLEX_FIXUP_UYVY
:
13276 case COMPLEX_FIXUP_YV12
:
13277 case COMPLEX_FIXUP_NV12
:
13278 case COMPLEX_FIXUP_YUV
:
13279 src_level
= src_sub_resource_idx
% src_texture
->level_count
;
13280 location
= GL_EXTCALL(glGetUniformLocation(program
->id
, "size"));
13281 GL_EXTCALL(glUniform2f(location
, wined3d_texture_get_level_pow2_width(src_texture
, src_level
),
13282 wined3d_texture_get_level_pow2_height(src_texture
, src_level
)));
13290 struct wined3d_color float_key
[2];
13292 wined3d_format_get_float_color_key(src_texture
->resource
.format
, colour_key
, float_key
);
13293 location
= GL_EXTCALL(glGetUniformLocation(program
->id
, "colour_key.low"));
13294 GL_EXTCALL(glUniform4fv(location
, 1, &float_key
[0].r
));
13295 location
= GL_EXTCALL(glGetUniformLocation(program
->id
, "colour_key.high"));
13296 GL_EXTCALL(glUniform4fv(location
, 1, &float_key
[1].r
));
13298 wined3d_context_gl_draw_shaded_quad(context_gl
, src_texture_gl
, src_sub_resource_idx
, src_rect
, dst_rect
, filter
);
13299 GL_EXTCALL(glUseProgram(0));
13301 if (dst_texture
->swapchain
&& (dst_texture
->swapchain
->front_buffer
== dst_texture
))
13302 gl_info
->gl_ops
.gl
.p_glFlush();
13304 if (staging_texture
)
13305 wined3d_texture_decref(staging_texture
);
13307 return dst_location
;
13310 static void glsl_blitter_clear(struct wined3d_blitter
*blitter
, struct wined3d_device
*device
,
13311 unsigned int rt_count
, const struct wined3d_fb_state
*fb
, unsigned int rect_count
, const RECT
*clear_rects
,
13312 const RECT
*draw_rect
, uint32_t flags
, const struct wined3d_color
*color
, float depth
, unsigned int stencil
)
13314 struct wined3d_blitter
*next
;
13316 if ((next
= blitter
->next
))
13317 next
->ops
->blitter_clear(next
, device
, rt_count
, fb
, rect_count
,
13318 clear_rects
, draw_rect
, flags
, color
, depth
, stencil
);
13321 static const struct wined3d_blitter_ops glsl_blitter_ops
=
13323 glsl_blitter_destroy
,
13324 glsl_blitter_clear
,
13328 struct wined3d_blitter
*wined3d_glsl_blitter_create(struct wined3d_blitter
**next
,
13329 const struct wined3d_device
*device
)
13331 const struct wined3d_gl_info
*gl_info
= &wined3d_adapter_gl(device
->adapter
)->gl_info
;
13332 struct wined3d_glsl_blitter
*blitter
;
13334 if (device
->shader_backend
!= &glsl_shader_backend
)
13337 if (!gl_info
->supported
[ARB_VERTEX_SHADER
] || !gl_info
->supported
[ARB_FRAGMENT_SHADER
])
13340 if (!(blitter
= heap_alloc(sizeof(*blitter
))))
13342 ERR("Failed to allocate blitter.\n");
13346 TRACE("Created blitter %p.\n", blitter
);
13348 blitter
->blitter
.ops
= &glsl_blitter_ops
;
13349 blitter
->blitter
.next
= *next
;
13350 string_buffer_list_init(&blitter
->string_buffers
);
13351 wine_rb_init(&blitter
->programs
, glsl_blitter_args_compare
);
13352 blitter
->palette_texture
= 0;
13353 *next
= &blitter
->blitter
;