2 * GLSL pixel and vertex shader implementation
4 * Copyright 2006 Jason Green
5 * Copyright 2006-2007 Henri Verbeet
6 * Copyright 2007-2009, 2013 Stefan Dösinger for CodeWeavers
7 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 * D3D shader asm has swizzles on source parameters, and write masks for
26 * destination parameters. GLSL uses swizzles for both. The result of this is
27 * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
28 * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
29 * mask for the destination parameter into account.
33 #include "wine/port.h"
41 #include "wined3d_private.h"
43 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
44 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
45 WINE_DECLARE_DEBUG_CHANNEL(winediag
);
47 #define WINED3D_GLSL_SAMPLE_PROJECTED 0x01
48 #define WINED3D_GLSL_SAMPLE_LOD 0x02
49 #define WINED3D_GLSL_SAMPLE_GRAD 0x04
50 #define WINED3D_GLSL_SAMPLE_LOAD 0x08
51 #define WINED3D_GLSL_SAMPLE_OFFSET 0x10
55 unsigned int coord_size
;
56 unsigned int resinfo_size
;
57 const char *type_part
;
59 resource_type_info
[] =
61 {0, 0, ""}, /* WINED3D_SHADER_RESOURCE_NONE */
62 {1, 1, "Buffer"}, /* WINED3D_SHADER_RESOURCE_BUFFER */
63 {1, 1, "1D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1D */
64 {2, 2, "2D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2D */
65 {2, 2, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMS */
66 {3, 3, "3D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_3D */
67 {3, 2, "Cube"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBE */
68 {2, 2, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY */
69 {3, 3, "2DArray"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY */
70 {3, 3, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY */
71 {4, 3, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY */
86 struct glsl_sample_function
88 struct wined3d_string_buffer
*name
;
89 unsigned int coord_mask
;
90 unsigned int deriv_mask
;
91 enum wined3d_data_type data_type
;
92 BOOL output_single_component
;
93 unsigned int offset_size
;
98 HEAP_NODE_TRAVERSE_LEFT
,
99 HEAP_NODE_TRAVERSE_RIGHT
,
103 struct constant_entry
106 unsigned int version
;
111 struct constant_entry
*entries
;
113 unsigned int *positions
;
117 /* GLSL shader private data */
118 struct shader_glsl_priv
{
119 struct wined3d_string_buffer shader_buffer
;
120 struct wined3d_string_buffer_list string_buffers
;
121 struct wine_rb_tree program_lookup
;
122 struct constant_heap vconst_heap
;
123 struct constant_heap pconst_heap
;
124 unsigned char *stack
;
125 UINT next_constant_version
;
127 const struct wined3d_vertex_pipe_ops
*vertex_pipe
;
128 const struct fragment_pipeline
*fragment_pipe
;
129 struct wine_rb_tree ffp_vertex_shaders
;
130 struct wine_rb_tree ffp_fragment_shaders
;
131 BOOL ffp_proj_control
;
132 BOOL legacy_lighting
;
135 struct glsl_vs_program
137 struct list shader_entry
;
139 GLenum vertex_color_clamp
;
140 GLint uniform_f_locations
[WINED3D_MAX_VS_CONSTS_F
];
141 GLint uniform_i_locations
[WINED3D_MAX_CONSTS_I
];
142 GLint uniform_b_locations
[WINED3D_MAX_CONSTS_B
];
143 GLint pos_fixup_location
;
145 GLint modelview_matrix_location
[MAX_VERTEX_BLENDS
];
146 GLint projection_matrix_location
;
147 GLint normal_matrix_location
;
148 GLint texture_matrix_location
[MAX_TEXTURES
];
149 GLint material_ambient_location
;
150 GLint material_diffuse_location
;
151 GLint material_specular_location
;
152 GLint material_emissive_location
;
153 GLint material_shininess_location
;
154 GLint light_ambient_location
;
169 } light_location
[MAX_ACTIVE_LIGHTS
];
170 GLint pointsize_location
;
171 GLint pointsize_min_location
;
172 GLint pointsize_max_location
;
173 GLint pointsize_c_att_location
;
174 GLint pointsize_l_att_location
;
175 GLint pointsize_q_att_location
;
176 GLint clip_planes_location
;
179 struct glsl_gs_program
181 struct list shader_entry
;
184 GLint pos_fixup_location
;
187 struct glsl_ps_program
189 struct list shader_entry
;
191 GLint uniform_f_locations
[WINED3D_MAX_PS_CONSTS_F
];
192 GLint uniform_i_locations
[WINED3D_MAX_CONSTS_I
];
193 GLint uniform_b_locations
[WINED3D_MAX_CONSTS_B
];
194 GLint bumpenv_mat_location
[MAX_TEXTURES
];
195 GLint bumpenv_lum_scale_location
[MAX_TEXTURES
];
196 GLint bumpenv_lum_offset_location
[MAX_TEXTURES
];
197 GLint tss_constant_location
[MAX_TEXTURES
];
198 GLint tex_factor_location
;
199 GLint specular_enable_location
;
200 GLint fog_color_location
;
201 GLint fog_density_location
;
202 GLint fog_end_location
;
203 GLint fog_scale_location
;
204 GLint alpha_test_ref_location
;
205 GLint ycorrection_location
;
206 GLint np2_fixup_location
;
207 GLint color_key_location
;
208 const struct ps_np2fixup_info
*np2_fixup_info
;
211 struct glsl_cs_program
213 struct list shader_entry
;
217 /* Struct to maintain data about a linked GLSL program */
218 struct glsl_shader_prog_link
220 struct wine_rb_entry program_lookup_entry
;
221 struct glsl_vs_program vs
;
222 struct glsl_gs_program gs
;
223 struct glsl_ps_program ps
;
224 struct glsl_cs_program cs
;
226 DWORD constant_update_mask
;
227 UINT constant_version
;
230 struct glsl_program_key
238 struct shader_glsl_ctx_priv
{
239 const struct vs_compile_args
*cur_vs_args
;
240 const struct ps_compile_args
*cur_ps_args
;
241 struct ps_np2fixup_info
*cur_np2fixup_info
;
242 struct wined3d_string_buffer_list
*string_buffers
;
245 struct glsl_context_data
247 struct glsl_shader_prog_link
*glsl_program
;
248 GLenum vertex_color_clamp
;
251 struct glsl_ps_compiled_shader
253 struct ps_compile_args args
;
254 struct ps_np2fixup_info np2fixup
;
258 struct glsl_vs_compiled_shader
260 struct vs_compile_args args
;
264 struct glsl_gs_compiled_shader
266 struct gs_compile_args args
;
270 struct glsl_cs_compiled_shader
275 struct glsl_shader_private
279 struct glsl_vs_compiled_shader
*vs
;
280 struct glsl_gs_compiled_shader
*gs
;
281 struct glsl_ps_compiled_shader
*ps
;
282 struct glsl_cs_compiled_shader
*cs
;
284 UINT num_gl_shaders
, shader_array_size
;
287 struct glsl_ffp_vertex_shader
289 struct wined3d_ffp_vs_desc desc
;
291 struct list linked_programs
;
294 struct glsl_ffp_fragment_shader
296 struct ffp_frag_desc entry
;
298 struct list linked_programs
;
301 struct glsl_ffp_destroy_ctx
303 struct shader_glsl_priv
*priv
;
304 const struct wined3d_gl_info
*gl_info
;
307 static void shader_glsl_generate_shader_epilogue(const struct wined3d_shader_context
*ctx
);
309 static const char *debug_gl_shader_type(GLenum type
)
313 #define WINED3D_TO_STR(u) case u: return #u
314 WINED3D_TO_STR(GL_VERTEX_SHADER
);
315 WINED3D_TO_STR(GL_TESS_CONTROL_SHADER
);
316 WINED3D_TO_STR(GL_TESS_EVALUATION_SHADER
);
317 WINED3D_TO_STR(GL_GEOMETRY_SHADER
);
318 WINED3D_TO_STR(GL_FRAGMENT_SHADER
);
319 WINED3D_TO_STR(GL_COMPUTE_SHADER
);
320 #undef WINED3D_TO_STR
322 return wine_dbg_sprintf("UNKNOWN(%#x)", type
);
326 static const char *shader_glsl_get_prefix(enum wined3d_shader_type type
)
330 case WINED3D_SHADER_TYPE_VERTEX
:
333 case WINED3D_SHADER_TYPE_HULL
:
336 case WINED3D_SHADER_TYPE_DOMAIN
:
339 case WINED3D_SHADER_TYPE_GEOMETRY
:
342 case WINED3D_SHADER_TYPE_PIXEL
:
345 case WINED3D_SHADER_TYPE_COMPUTE
:
349 FIXME("Unhandled shader type %#x.\n", type
);
354 static unsigned int shader_glsl_get_version(const struct wined3d_gl_info
*gl_info
,
355 const struct wined3d_shader_version
*version
)
357 if (!gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
]
358 || (version
&& version
->type
== WINED3D_SHADER_TYPE_COMPUTE
))
360 else if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 30) && version
&& version
->major
>= 4)
366 static void shader_glsl_add_version_declaration(struct wined3d_string_buffer
*buffer
,
367 const struct wined3d_gl_info
*gl_info
, const struct wined3d_shader_version
*version
)
369 unsigned int glsl_version
= shader_glsl_get_version(gl_info
, version
);
370 if (glsl_version
>= 150 && gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
371 shader_addline(buffer
, "#version %u compatibility\n", glsl_version
);
373 shader_addline(buffer
, "#version %u\n", glsl_version
);
376 static void shader_glsl_append_imm_vec4(struct wined3d_string_buffer
*buffer
, const float *values
)
380 wined3d_ftoa(values
[0], str
[0]);
381 wined3d_ftoa(values
[1], str
[1]);
382 wined3d_ftoa(values
[2], str
[2]);
383 wined3d_ftoa(values
[3], str
[3]);
384 shader_addline(buffer
, "vec4(%s, %s, %s, %s)", str
[0], str
[1], str
[2], str
[3]);
387 static void shader_glsl_append_imm_ivec(struct wined3d_string_buffer
*buffer
,
388 const int *values
, unsigned int size
)
392 if (!size
|| size
> 4)
394 ERR("Invalid vector size %u.\n", size
);
399 shader_addline(buffer
, "ivec%u(", size
);
401 for (i
= 0; i
< size
; ++i
)
402 shader_addline(buffer
, i
? ", %#x" : "%#x", values
[i
]);
405 shader_addline(buffer
, ")");
408 static const char *get_info_log_line(const char **ptr
)
413 if (!(q
= strstr(p
, "\n")))
415 if (!*p
) return NULL
;
424 /* Context activation is done by the caller. */
425 void print_glsl_info_log(const struct wined3d_gl_info
*gl_info
, GLuint id
, BOOL program
)
430 if (!WARN_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
434 GL_EXTCALL(glGetProgramiv(id
, GL_INFO_LOG_LENGTH
, &length
));
436 GL_EXTCALL(glGetShaderiv(id
, GL_INFO_LOG_LENGTH
, &length
));
438 /* A size of 1 is just a null-terminated string, so the log should be bigger than
439 * that if there are errors. */
442 const char *ptr
, *line
;
444 log
= HeapAlloc(GetProcessHeap(), 0, length
);
445 /* The info log is supposed to be zero-terminated, but at least some
446 * versions of fglrx don't terminate the string properly. The reported
447 * length does include the terminator, so explicitly set it to zero
451 GL_EXTCALL(glGetProgramInfoLog(id
, length
, NULL
, log
));
453 GL_EXTCALL(glGetShaderInfoLog(id
, length
, NULL
, log
));
456 if (gl_info
->quirks
& WINED3D_QUIRK_INFO_LOG_SPAM
)
458 WARN("Info log received from GLSL shader #%u:\n", id
);
459 while ((line
= get_info_log_line(&ptr
))) WARN(" %.*s", (int)(ptr
- line
), line
);
463 FIXME("Info log received from GLSL shader #%u:\n", id
);
464 while ((line
= get_info_log_line(&ptr
))) FIXME(" %.*s", (int)(ptr
- line
), line
);
466 HeapFree(GetProcessHeap(), 0, log
);
470 /* Context activation is done by the caller. */
471 static void shader_glsl_compile(const struct wined3d_gl_info
*gl_info
, GLuint shader
, const char *src
)
473 const char *ptr
, *line
;
475 TRACE("Compiling shader object %u.\n", shader
);
477 if (TRACE_ON(d3d_shader
))
480 while ((line
= get_info_log_line(&ptr
))) TRACE_(d3d_shader
)(" %.*s", (int)(ptr
- line
), line
);
483 GL_EXTCALL(glShaderSource(shader
, 1, &src
, NULL
));
484 checkGLcall("glShaderSource");
485 GL_EXTCALL(glCompileShader(shader
));
486 checkGLcall("glCompileShader");
487 print_glsl_info_log(gl_info
, shader
, FALSE
);
490 /* Context activation is done by the caller. */
491 static void shader_glsl_dump_program_source(const struct wined3d_gl_info
*gl_info
, GLuint program
)
493 GLint i
, shader_count
, source_size
= -1;
497 GL_EXTCALL(glGetProgramiv(program
, GL_ATTACHED_SHADERS
, &shader_count
));
498 if (!(shaders
= wined3d_calloc(shader_count
, sizeof(*shaders
))))
500 ERR("Failed to allocate shader array memory.\n");
504 GL_EXTCALL(glGetAttachedShaders(program
, shader_count
, NULL
, shaders
));
505 for (i
= 0; i
< shader_count
; ++i
)
507 const char *ptr
, *line
;
510 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_SHADER_SOURCE_LENGTH
, &tmp
));
512 if (source_size
< tmp
)
514 HeapFree(GetProcessHeap(), 0, source
);
516 source
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, tmp
);
519 ERR("Failed to allocate %d bytes for shader source.\n", tmp
);
520 HeapFree(GetProcessHeap(), 0, shaders
);
526 FIXME("Shader %u:\n", shaders
[i
]);
527 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_SHADER_TYPE
, &tmp
));
528 FIXME(" GL_SHADER_TYPE: %s.\n", debug_gl_shader_type(tmp
));
529 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_COMPILE_STATUS
, &tmp
));
530 FIXME(" GL_COMPILE_STATUS: %d.\n", tmp
);
534 GL_EXTCALL(glGetShaderSource(shaders
[i
], source_size
, NULL
, source
));
535 while ((line
= get_info_log_line(&ptr
))) FIXME(" %.*s", (int)(ptr
- line
), line
);
539 HeapFree(GetProcessHeap(), 0, source
);
540 HeapFree(GetProcessHeap(), 0, shaders
);
543 /* Context activation is done by the caller. */
544 void shader_glsl_validate_link(const struct wined3d_gl_info
*gl_info
, GLuint program
)
548 if (!TRACE_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
551 GL_EXTCALL(glGetProgramiv(program
, GL_LINK_STATUS
, &tmp
));
554 FIXME("Program %u link status invalid.\n", program
);
555 shader_glsl_dump_program_source(gl_info
, program
);
558 print_glsl_info_log(gl_info
, program
, TRUE
);
561 /* Context activation is done by the caller. */
562 static void shader_glsl_load_samplers(const struct wined3d_gl_info
*gl_info
,
563 struct shader_glsl_priv
*priv
, const char *prefix
, unsigned int base_idx
,
564 unsigned int count
, const DWORD
*tex_unit_map
, GLuint program_id
)
566 struct wined3d_string_buffer
*sampler_name
= string_buffer_get(&priv
->string_buffers
);
567 unsigned int mapped_unit
, i
;
570 for (i
= 0; i
< count
; ++i
)
572 string_buffer_sprintf(sampler_name
, "%s_sampler%u", prefix
, i
);
573 name_loc
= GL_EXTCALL(glGetUniformLocation(program_id
, sampler_name
->buffer
));
577 mapped_unit
= tex_unit_map
? tex_unit_map
[base_idx
+ i
] : base_idx
+ i
;
578 if (mapped_unit
== WINED3D_UNMAPPED_STAGE
|| mapped_unit
>= gl_info
->limits
.combined_samplers
)
580 ERR("Trying to load sampler %s on unsupported unit %u.\n", sampler_name
->buffer
, mapped_unit
);
584 TRACE("Loading sampler %s on unit %u.\n", sampler_name
->buffer
, mapped_unit
);
585 GL_EXTCALL(glUniform1i(name_loc
, mapped_unit
));
587 checkGLcall("Load sampler bindings");
588 string_buffer_release(&priv
->string_buffers
, sampler_name
);
591 /* Context activation is done by the caller. */
592 static void shader_glsl_load_graphics_samplers(const struct wined3d_gl_info
*gl_info
,
593 struct shader_glsl_priv
*priv
, const DWORD
*tex_unit_map
, GLuint program_id
)
595 unsigned int i
, base_idx
, count
;
597 for (i
= 0; i
< WINED3D_SHADER_TYPE_GRAPHICS_COUNT
; ++i
)
599 wined3d_gl_limits_get_texture_unit_range(&gl_info
->limits
, i
, &base_idx
, &count
);
600 shader_glsl_load_samplers(gl_info
, priv
, shader_glsl_get_prefix(i
),
601 base_idx
, count
, tex_unit_map
, program_id
);
605 static void shader_glsl_load_icb(const struct wined3d_gl_info
*gl_info
, struct shader_glsl_priv
*priv
,
606 GLuint program_id
, const struct wined3d_shader_reg_maps
*reg_maps
)
608 const struct wined3d_shader_immediate_constant_buffer
*icb
= reg_maps
->icb
;
612 struct wined3d_string_buffer
*icb_name
= string_buffer_get(&priv
->string_buffers
);
613 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
616 string_buffer_sprintf(icb_name
, "%s_icb", prefix
);
617 icb_location
= GL_EXTCALL(glGetUniformLocation(program_id
, icb_name
->buffer
));
618 GL_EXTCALL(glUniform4fv(icb_location
, icb
->vec4_count
, (const GLfloat
*)icb
->data
));
619 checkGLcall("Load immediate constant buffer");
621 string_buffer_release(&priv
->string_buffers
, icb_name
);
625 /* Context activation is done by the caller. */
626 static void shader_glsl_load_images(const struct wined3d_gl_info
*gl_info
, struct shader_glsl_priv
*priv
,
627 GLuint program_id
, const struct wined3d_shader_reg_maps
*reg_maps
)
629 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
630 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
634 for (i
= 0; i
< MAX_UNORDERED_ACCESS_VIEWS
; ++i
)
636 if (!reg_maps
->uav_resource_info
[i
].type
)
639 string_buffer_sprintf(name
, "%s_image%u", prefix
, i
);
640 location
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
644 TRACE("Loading image %s on unit %u.\n", name
->buffer
, i
);
645 GL_EXTCALL(glUniform1i(location
, i
));
647 checkGLcall("Load image bindings");
648 string_buffer_release(&priv
->string_buffers
, name
);
651 /* Context activation is done by the caller. */
652 static inline void walk_constant_heap(const struct wined3d_gl_info
*gl_info
, const struct wined3d_vec4
*constants
,
653 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
655 unsigned int start
= ~0U, end
= 0;
657 unsigned int heap_idx
= 1;
660 if (heap
->entries
[heap_idx
].version
<= version
) return;
662 idx
= heap
->entries
[heap_idx
].idx
;
663 if (constant_locations
[idx
] != -1)
665 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
667 while (stack_idx
>= 0)
669 /* Note that we fall through to the next case statement. */
670 switch(stack
[stack_idx
])
672 case HEAP_NODE_TRAVERSE_LEFT
:
674 unsigned int left_idx
= heap_idx
<< 1;
675 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
678 idx
= heap
->entries
[heap_idx
].idx
;
679 if (constant_locations
[idx
] != -1)
687 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
688 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
693 case HEAP_NODE_TRAVERSE_RIGHT
:
695 unsigned int right_idx
= (heap_idx
<< 1) + 1;
696 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
698 heap_idx
= right_idx
;
699 idx
= heap
->entries
[heap_idx
].idx
;
700 if (constant_locations
[idx
] != -1)
708 stack
[stack_idx
++] = HEAP_NODE_POP
;
709 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
721 GL_EXTCALL(glUniform4fv(constant_locations
[start
], end
- start
+ 1, &constants
[start
].x
));
722 checkGLcall("walk_constant_heap()");
725 /* Context activation is done by the caller. */
726 static inline void apply_clamped_constant(const struct wined3d_gl_info
*gl_info
,
727 GLint location
, const struct wined3d_vec4
*data
)
729 GLfloat clamped_constant
[4];
731 if (location
== -1) return;
733 clamped_constant
[0] = data
->x
< -1.0f
? -1.0f
: data
->x
> 1.0f
? 1.0f
: data
->x
;
734 clamped_constant
[1] = data
->y
< -1.0f
? -1.0f
: data
->y
> 1.0f
? 1.0f
: data
->y
;
735 clamped_constant
[2] = data
->z
< -1.0f
? -1.0f
: data
->z
> 1.0f
? 1.0f
: data
->z
;
736 clamped_constant
[3] = data
->w
< -1.0f
? -1.0f
: data
->w
> 1.0f
? 1.0f
: data
->w
;
738 GL_EXTCALL(glUniform4fv(location
, 1, clamped_constant
));
741 /* Context activation is done by the caller. */
742 static inline void walk_constant_heap_clamped(const struct wined3d_gl_info
*gl_info
,
743 const struct wined3d_vec4
*constants
, const GLint
*constant_locations
,
744 const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
747 unsigned int heap_idx
= 1;
750 if (heap
->entries
[heap_idx
].version
<= version
) return;
752 idx
= heap
->entries
[heap_idx
].idx
;
753 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
]);
754 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
756 while (stack_idx
>= 0)
758 /* Note that we fall through to the next case statement. */
759 switch(stack
[stack_idx
])
761 case HEAP_NODE_TRAVERSE_LEFT
:
763 unsigned int left_idx
= heap_idx
<< 1;
764 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
767 idx
= heap
->entries
[heap_idx
].idx
;
768 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
]);
770 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
771 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
776 case HEAP_NODE_TRAVERSE_RIGHT
:
778 unsigned int right_idx
= (heap_idx
<< 1) + 1;
779 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
781 heap_idx
= right_idx
;
782 idx
= heap
->entries
[heap_idx
].idx
;
783 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
]);
785 stack
[stack_idx
++] = HEAP_NODE_POP
;
786 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
797 checkGLcall("walk_constant_heap_clamped()");
800 /* Context activation is done by the caller. */
801 static void shader_glsl_load_constants_f(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
802 const struct wined3d_vec4
*constants
, const GLint
*constant_locations
, const struct constant_heap
*heap
,
803 unsigned char *stack
, unsigned int version
)
805 const struct wined3d_shader_lconst
*lconst
;
807 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
808 if (shader
->reg_maps
.shader_version
.major
== 1
809 && shader
->reg_maps
.shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
810 walk_constant_heap_clamped(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
812 walk_constant_heap(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
814 if (!shader
->load_local_constsF
)
816 TRACE("No need to load local float constants for this shader.\n");
820 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
821 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
823 GL_EXTCALL(glUniform4fv(constant_locations
[lconst
->idx
], 1, (const GLfloat
*)lconst
->value
));
825 checkGLcall("glUniform4fv()");
828 /* Context activation is done by the caller. */
829 static void shader_glsl_load_constants_i(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
830 const struct wined3d_ivec4
*constants
, const GLint locations
[WINED3D_MAX_CONSTS_I
], WORD constants_set
)
835 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
837 if (!(constants_set
& 1)) continue;
839 /* We found this uniform name in the program - go ahead and send the data */
840 GL_EXTCALL(glUniform4iv(locations
[i
], 1, &constants
[i
].x
));
843 /* Load immediate constants */
844 ptr
= list_head(&shader
->constantsI
);
847 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
848 unsigned int idx
= lconst
->idx
;
849 const GLint
*values
= (const GLint
*)lconst
->value
;
851 /* We found this uniform name in the program - go ahead and send the data */
852 GL_EXTCALL(glUniform4iv(locations
[idx
], 1, values
));
853 ptr
= list_next(&shader
->constantsI
, ptr
);
855 checkGLcall("glUniform4iv()");
858 /* Context activation is done by the caller. */
859 static void shader_glsl_load_constantsB(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
860 const GLint locations
[WINED3D_MAX_CONSTS_B
], const BOOL
*constants
, WORD constants_set
)
865 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
867 if (!(constants_set
& 1)) continue;
869 GL_EXTCALL(glUniform1iv(locations
[i
], 1, &constants
[i
]));
872 /* Load immediate constants */
873 ptr
= list_head(&shader
->constantsB
);
876 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
877 unsigned int idx
= lconst
->idx
;
878 const GLint
*values
= (const GLint
*)lconst
->value
;
880 GL_EXTCALL(glUniform1iv(locations
[idx
], 1, values
));
881 ptr
= list_next(&shader
->constantsB
, ptr
);
883 checkGLcall("glUniform1iv()");
886 static void reset_program_constant_version(struct wine_rb_entry
*entry
, void *context
)
888 WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
)->constant_version
= 0;
891 /* Context activation is done by the caller (state handler). */
892 static void shader_glsl_load_np2fixup_constants(const struct glsl_ps_program
*ps
,
893 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
899 np2fixup_constants
[MAX_FRAGMENT_SAMPLERS
];
900 UINT fixup
= ps
->np2_fixup_info
->active
;
903 for (i
= 0; fixup
; fixup
>>= 1, ++i
)
905 const struct wined3d_texture
*tex
= state
->textures
[i
];
906 unsigned char idx
= ps
->np2_fixup_info
->idx
[i
];
910 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
914 np2fixup_constants
[idx
].sx
= tex
->pow2_matrix
[0];
915 np2fixup_constants
[idx
].sy
= tex
->pow2_matrix
[5];
918 GL_EXTCALL(glUniform4fv(ps
->np2_fixup_location
, ps
->np2_fixup_info
->num_consts
, &np2fixup_constants
[0].sx
));
921 /* Taken and adapted from Mesa. */
922 static BOOL
invert_matrix_3d(struct wined3d_matrix
*out
, const struct wined3d_matrix
*in
)
924 float pos
, neg
, t
, det
;
925 struct wined3d_matrix temp
;
927 /* Calculate the determinant of upper left 3x3 submatrix and
928 * determine if the matrix is singular. */
930 t
= in
->_11
* in
->_22
* in
->_33
;
936 t
= in
->_21
* in
->_32
* in
->_13
;
941 t
= in
->_31
* in
->_12
* in
->_23
;
947 t
= -in
->_31
* in
->_22
* in
->_13
;
952 t
= -in
->_21
* in
->_12
* in
->_33
;
958 t
= -in
->_11
* in
->_32
* in
->_23
;
966 if (fabsf(det
) < 1e-25f
)
970 temp
._11
= (in
->_22
* in
->_33
- in
->_32
* in
->_23
) * det
;
971 temp
._12
= -(in
->_12
* in
->_33
- in
->_32
* in
->_13
) * det
;
972 temp
._13
= (in
->_12
* in
->_23
- in
->_22
* in
->_13
) * det
;
973 temp
._21
= -(in
->_21
* in
->_33
- in
->_31
* in
->_23
) * det
;
974 temp
._22
= (in
->_11
* in
->_33
- in
->_31
* in
->_13
) * det
;
975 temp
._23
= -(in
->_11
* in
->_23
- in
->_21
* in
->_13
) * det
;
976 temp
._31
= (in
->_21
* in
->_32
- in
->_31
* in
->_22
) * det
;
977 temp
._32
= -(in
->_11
* in
->_32
- in
->_31
* in
->_12
) * det
;
978 temp
._33
= (in
->_11
* in
->_22
- in
->_21
* in
->_12
) * det
;
984 static void swap_rows(float **a
, float **b
)
992 static BOOL
invert_matrix(struct wined3d_matrix
*out
, struct wined3d_matrix
*m
)
995 float m0
, m1
, m2
, m3
, s
;
996 float *r0
, *r1
, *r2
, *r3
;
1008 r0
[5] = r0
[6] = r0
[7] = 0.0f
;
1015 r1
[4] = r1
[6] = r1
[7] = 0.0f
;
1022 r2
[4] = r2
[5] = r2
[7] = 0.0f
;
1029 r3
[4] = r3
[5] = r3
[6] = 0.0f
;
1031 /* Choose pivot - or die. */
1032 if (fabsf(r3
[0]) > fabsf(r2
[0]))
1033 swap_rows(&r3
, &r2
);
1034 if (fabsf(r2
[0]) > fabsf(r1
[0]))
1035 swap_rows(&r2
, &r1
);
1036 if (fabsf(r1
[0]) > fabsf(r0
[0]))
1037 swap_rows(&r1
, &r0
);
1041 /* Eliminate first variable. */
1042 m1
= r1
[0] / r0
[0]; m2
= r2
[0] / r0
[0]; m3
= r3
[0] / r0
[0];
1043 s
= r0
[1]; r1
[1] -= m1
* s
; r2
[1] -= m2
* s
; r3
[1] -= m3
* s
;
1044 s
= r0
[2]; r1
[2] -= m1
* s
; r2
[2] -= m2
* s
; r3
[2] -= m3
* s
;
1045 s
= r0
[3]; r1
[3] -= m1
* s
; r2
[3] -= m2
* s
; r3
[3] -= m3
* s
;
1075 /* Choose pivot - or die. */
1076 if (fabsf(r3
[1]) > fabsf(r2
[1]))
1077 swap_rows(&r3
, &r2
);
1078 if (fabsf(r2
[1]) > fabsf(r1
[1]))
1079 swap_rows(&r2
, &r1
);
1083 /* Eliminate second variable. */
1084 m2
= r2
[1] / r1
[1]; m3
= r3
[1] / r1
[1];
1085 r2
[2] -= m2
* r1
[2]; r3
[2] -= m3
* r1
[2];
1086 r2
[3] -= m2
* r1
[3]; r3
[3] -= m3
* r1
[3];
1112 /* Choose pivot - or die. */
1113 if (fabsf(r3
[2]) > fabsf(r2
[2]))
1114 swap_rows(&r3
, &r2
);
1118 /* Eliminate third variable. */
1120 r3
[3] -= m3
* r2
[3];
1121 r3
[4] -= m3
* r2
[4];
1122 r3
[5] -= m3
* r2
[5];
1123 r3
[6] -= m3
* r2
[6];
1124 r3
[7] -= m3
* r2
[7];
1130 /* Back substitute row 3. */
1137 /* Back substitute row 2. */
1140 r2
[4] = s
* (r2
[4] - r3
[4] * m2
);
1141 r2
[5] = s
* (r2
[5] - r3
[5] * m2
);
1142 r2
[6] = s
* (r2
[6] - r3
[6] * m2
);
1143 r2
[7] = s
* (r2
[7] - r3
[7] * m2
);
1145 r1
[4] -= r3
[4] * m1
;
1146 r1
[5] -= r3
[5] * m1
;
1147 r1
[6] -= r3
[6] * m1
;
1148 r1
[7] -= r3
[7] * m1
;
1150 r0
[4] -= r3
[4] * m0
;
1151 r0
[5] -= r3
[5] * m0
;
1152 r0
[6] -= r3
[6] * m0
;
1153 r0
[7] -= r3
[7] * m0
;
1155 /* Back substitute row 1. */
1158 r1
[4] = s
* (r1
[4] - r2
[4] * m1
);
1159 r1
[5] = s
* (r1
[5] - r2
[5] * m1
);
1160 r1
[6] = s
* (r1
[6] - r2
[6] * m1
);
1161 r1
[7] = s
* (r1
[7] - r2
[7] * m1
);
1163 r0
[4] -= r2
[4] * m0
;
1164 r0
[5] -= r2
[5] * m0
;
1165 r0
[6] -= r2
[6] * m0
;
1166 r0
[7] -= r2
[7] * m0
;
1168 /* Back substitute row 0. */
1171 r0
[4] = s
* (r0
[4] - r1
[4] * m0
);
1172 r0
[5] = s
* (r0
[5] - r1
[5] * m0
);
1173 r0
[6] = s
* (r0
[6] - r1
[6] * m0
);
1174 r0
[7] = s
* (r0
[7] - r1
[7] * m0
);
1196 static void shader_glsl_ffp_vertex_normalmatrix_uniform(const struct wined3d_context
*context
,
1197 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1199 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1201 struct wined3d_matrix mv
;
1204 if (prog
->vs
.normal_matrix_location
== -1)
1207 get_modelview_matrix(context
, state
, 0, &mv
);
1208 if (context
->d3d_info
->wined3d_creation_flags
& WINED3D_LEGACY_FFP_LIGHTING
)
1209 invert_matrix_3d(&mv
, &mv
);
1211 invert_matrix(&mv
, &mv
);
1212 /* Tests show that singular modelview matrices are used unchanged as normal
1213 * matrices on D3D3 and older. There seems to be no clearly consistent
1214 * behavior on newer D3D versions so always follow older ddraw behavior. */
1215 for (i
= 0; i
< 3; ++i
)
1216 for (j
= 0; j
< 3; ++j
)
1217 mat
[i
* 3 + j
] = (&mv
._11
)[j
* 4 + i
];
1219 GL_EXTCALL(glUniformMatrix3fv(prog
->vs
.normal_matrix_location
, 1, FALSE
, mat
));
1220 checkGLcall("glUniformMatrix3fv");
1223 static void shader_glsl_ffp_vertex_texmatrix_uniform(const struct wined3d_context
*context
,
1224 const struct wined3d_state
*state
, unsigned int tex
, struct glsl_shader_prog_link
*prog
)
1226 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1227 struct wined3d_matrix mat
;
1229 if (tex
>= MAX_TEXTURES
)
1231 if (prog
->vs
.texture_matrix_location
[tex
] == -1)
1234 get_texture_matrix(context
, state
, tex
, &mat
);
1235 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.texture_matrix_location
[tex
], 1, FALSE
, &mat
._11
));
1236 checkGLcall("glUniformMatrix4fv");
1239 static void shader_glsl_ffp_vertex_material_uniform(const struct wined3d_context
*context
,
1240 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1242 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1244 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
1246 GL_EXTCALL(glUniform4fv(prog
->vs
.material_specular_location
, 1, &state
->material
.specular
.r
));
1247 GL_EXTCALL(glUniform1f(prog
->vs
.material_shininess_location
, state
->material
.power
));
1251 static const float black
[] = {0.0f
, 0.0f
, 0.0f
, 0.0f
};
1253 GL_EXTCALL(glUniform4fv(prog
->vs
.material_specular_location
, 1, black
));
1255 GL_EXTCALL(glUniform4fv(prog
->vs
.material_ambient_location
, 1, &state
->material
.ambient
.r
));
1256 GL_EXTCALL(glUniform4fv(prog
->vs
.material_diffuse_location
, 1, &state
->material
.diffuse
.r
));
1257 GL_EXTCALL(glUniform4fv(prog
->vs
.material_emissive_location
, 1, &state
->material
.emissive
.r
));
1258 checkGLcall("setting FFP material uniforms");
1261 static void shader_glsl_ffp_vertex_lightambient_uniform(const struct wined3d_context
*context
,
1262 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1264 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1265 struct wined3d_color color
;
1267 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_AMBIENT
]);
1268 GL_EXTCALL(glUniform3fv(prog
->vs
.light_ambient_location
, 1, &color
.r
));
1269 checkGLcall("glUniform3fv");
1272 static void multiply_vector_matrix(struct wined3d_vec4
*dest
, const struct wined3d_vec4
*src1
,
1273 const struct wined3d_matrix
*src2
)
1275 struct wined3d_vec4 temp
;
1277 temp
.x
= (src1
->x
* src2
->_11
) + (src1
->y
* src2
->_21
) + (src1
->z
* src2
->_31
) + (src1
->w
* src2
->_41
);
1278 temp
.y
= (src1
->x
* src2
->_12
) + (src1
->y
* src2
->_22
) + (src1
->z
* src2
->_32
) + (src1
->w
* src2
->_42
);
1279 temp
.z
= (src1
->x
* src2
->_13
) + (src1
->y
* src2
->_23
) + (src1
->z
* src2
->_33
) + (src1
->w
* src2
->_43
);
1280 temp
.w
= (src1
->x
* src2
->_14
) + (src1
->y
* src2
->_24
) + (src1
->z
* src2
->_34
) + (src1
->w
* src2
->_44
);
1285 static void shader_glsl_ffp_vertex_light_uniform(const struct wined3d_context
*context
,
1286 const struct wined3d_state
*state
, unsigned int light
, const struct wined3d_light_info
*light_info
,
1287 struct glsl_shader_prog_link
*prog
)
1289 const struct wined3d_matrix
*view
= &state
->transforms
[WINED3D_TS_VIEW
];
1290 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1291 struct wined3d_vec4 vec4
;
1293 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].diffuse
, 1, &light_info
->OriginalParms
.diffuse
.r
));
1294 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].specular
, 1, &light_info
->OriginalParms
.specular
.r
));
1295 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].ambient
, 1, &light_info
->OriginalParms
.ambient
.r
));
1297 switch (light_info
->OriginalParms
.type
)
1299 case WINED3D_LIGHT_POINT
:
1300 multiply_vector_matrix(&vec4
, &light_info
->position
, view
);
1301 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1302 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].range
, light_info
->OriginalParms
.range
));
1303 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].c_att
, light_info
->OriginalParms
.attenuation0
));
1304 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].l_att
, light_info
->OriginalParms
.attenuation1
));
1305 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].q_att
, light_info
->OriginalParms
.attenuation2
));
1308 case WINED3D_LIGHT_SPOT
:
1309 multiply_vector_matrix(&vec4
, &light_info
->position
, view
);
1310 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1312 multiply_vector_matrix(&vec4
, &light_info
->direction
, view
);
1313 GL_EXTCALL(glUniform3fv(prog
->vs
.light_location
[light
].direction
, 1, &vec4
.x
));
1315 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].range
, light_info
->OriginalParms
.range
));
1316 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].falloff
, light_info
->OriginalParms
.falloff
));
1317 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].c_att
, light_info
->OriginalParms
.attenuation0
));
1318 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].l_att
, light_info
->OriginalParms
.attenuation1
));
1319 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].q_att
, light_info
->OriginalParms
.attenuation2
));
1320 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].cos_htheta
, cosf(light_info
->OriginalParms
.theta
/ 2.0f
)));
1321 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].cos_hphi
, cosf(light_info
->OriginalParms
.phi
/ 2.0f
)));
1324 case WINED3D_LIGHT_DIRECTIONAL
:
1325 multiply_vector_matrix(&vec4
, &light_info
->direction
, view
);
1326 GL_EXTCALL(glUniform3fv(prog
->vs
.light_location
[light
].direction
, 1, &vec4
.x
));
1329 case WINED3D_LIGHT_PARALLELPOINT
:
1330 multiply_vector_matrix(&vec4
, &light_info
->position
, view
);
1331 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1335 FIXME("Unrecognized light type %#x.\n", light_info
->OriginalParms
.type
);
1337 checkGLcall("setting FFP lights uniforms");
1340 static void shader_glsl_pointsize_uniform(const struct wined3d_context
*context
,
1341 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1343 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1347 get_pointsize_minmax(context
, state
, &min
, &max
);
1349 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_min_location
, min
));
1350 checkGLcall("glUniform1f");
1351 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_max_location
, max
));
1352 checkGLcall("glUniform1f");
1354 get_pointsize(context
, state
, &size
, att
);
1356 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_location
, size
));
1357 checkGLcall("glUniform1f");
1358 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_c_att_location
, att
[0]));
1359 checkGLcall("glUniform1f");
1360 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_l_att_location
, att
[1]));
1361 checkGLcall("glUniform1f");
1362 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_q_att_location
, att
[2]));
1363 checkGLcall("glUniform1f");
1366 static void shader_glsl_load_fog_uniform(const struct wined3d_context
*context
,
1367 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1369 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1370 struct wined3d_color color
;
1371 float start
, end
, scale
;
1378 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_FOGCOLOR
]);
1379 GL_EXTCALL(glUniform4fv(prog
->ps
.fog_color_location
, 1, &color
.r
));
1380 tmpvalue
.d
= state
->render_states
[WINED3D_RS_FOGDENSITY
];
1381 GL_EXTCALL(glUniform1f(prog
->ps
.fog_density_location
, tmpvalue
.f
));
1382 get_fog_start_end(context
, state
, &start
, &end
);
1383 scale
= 1.0f
/ (end
- start
);
1384 GL_EXTCALL(glUniform1f(prog
->ps
.fog_end_location
, end
));
1385 GL_EXTCALL(glUniform1f(prog
->ps
.fog_scale_location
, scale
));
1386 checkGLcall("fog emulation uniforms");
1389 static void shader_glsl_clip_plane_uniform(const struct wined3d_context
*context
,
1390 const struct wined3d_state
*state
, unsigned int index
, struct glsl_shader_prog_link
*prog
)
1392 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1393 struct wined3d_vec4 plane
;
1395 /* Clip planes are affected by the view transform in d3d for FFP draws. */
1397 multiply_vector_matrix(&plane
, &state
->clip_planes
[index
], &state
->transforms
[WINED3D_TS_VIEW
]);
1399 plane
= state
->clip_planes
[index
];
1401 GL_EXTCALL(glUniform4fv(prog
->vs
.clip_planes_location
+ index
, 1, &plane
.x
));
1404 /* Context activation is done by the caller (state handler). */
1405 static void shader_glsl_load_color_key_constant(const struct glsl_ps_program
*ps
,
1406 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
1408 struct wined3d_color float_key
[2];
1409 const struct wined3d_texture
*texture
= state
->textures
[0];
1411 wined3d_format_get_float_color_key(texture
->resource
.format
, &texture
->async
.src_blt_color_key
, float_key
);
1412 GL_EXTCALL(glUniform4fv(ps
->color_key_location
, 2, &float_key
[0].r
));
1415 /* Context activation is done by the caller (state handler). */
1416 static void shader_glsl_load_constants(void *shader_priv
, struct wined3d_context
*context
,
1417 const struct wined3d_state
*state
)
1419 const struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
1420 const struct wined3d_shader
*vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
1421 const struct wined3d_shader
*pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
1422 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1423 struct shader_glsl_priv
*priv
= shader_priv
;
1424 float position_fixup
[4];
1427 struct glsl_shader_prog_link
*prog
= ctx_data
->glsl_program
;
1428 UINT constant_version
;
1432 /* No GLSL program set - nothing to do. */
1435 constant_version
= prog
->constant_version
;
1436 update_mask
= context
->constant_update_mask
& prog
->constant_update_mask
;
1438 if (update_mask
& WINED3D_SHADER_CONST_VS_F
)
1439 shader_glsl_load_constants_f(vshader
, gl_info
, state
->vs_consts_f
,
1440 prog
->vs
.uniform_f_locations
, &priv
->vconst_heap
, priv
->stack
, constant_version
);
1442 if (update_mask
& WINED3D_SHADER_CONST_VS_I
)
1443 shader_glsl_load_constants_i(vshader
, gl_info
, state
->vs_consts_i
,
1444 prog
->vs
.uniform_i_locations
, vshader
->reg_maps
.integer_constants
);
1446 if (update_mask
& WINED3D_SHADER_CONST_VS_B
)
1447 shader_glsl_load_constantsB(vshader
, gl_info
, prog
->vs
.uniform_b_locations
, state
->vs_consts_b
,
1448 vshader
->reg_maps
.boolean_constants
);
1450 if (update_mask
& WINED3D_SHADER_CONST_VS_CLIP_PLANES
)
1452 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
1453 shader_glsl_clip_plane_uniform(context
, state
, i
, prog
);
1456 if (update_mask
& WINED3D_SHADER_CONST_VS_POINTSIZE
)
1457 shader_glsl_pointsize_uniform(context
, state
, prog
);
1459 if (update_mask
& WINED3D_SHADER_CONST_POS_FIXUP
)
1461 shader_get_position_fixup(context
, state
, position_fixup
);
1462 if (state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
])
1463 GL_EXTCALL(glUniform4fv(prog
->gs
.pos_fixup_location
, 1, position_fixup
));
1465 GL_EXTCALL(glUniform4fv(prog
->vs
.pos_fixup_location
, 1, position_fixup
));
1466 checkGLcall("glUniform4fv");
1469 if (update_mask
& WINED3D_SHADER_CONST_FFP_MODELVIEW
)
1471 struct wined3d_matrix mat
;
1473 get_modelview_matrix(context
, state
, 0, &mat
);
1474 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.modelview_matrix_location
[0], 1, FALSE
, &mat
._11
));
1475 checkGLcall("glUniformMatrix4fv");
1477 shader_glsl_ffp_vertex_normalmatrix_uniform(context
, state
, prog
);
1480 if (update_mask
& WINED3D_SHADER_CONST_FFP_VERTEXBLEND
)
1482 struct wined3d_matrix mat
;
1484 for (i
= 1; i
< MAX_VERTEX_BLENDS
; ++i
)
1486 if (prog
->vs
.modelview_matrix_location
[i
] == -1)
1489 get_modelview_matrix(context
, state
, i
, &mat
);
1490 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.modelview_matrix_location
[i
], 1, FALSE
, &mat
._11
));
1491 checkGLcall("glUniformMatrix4fv");
1495 if (update_mask
& WINED3D_SHADER_CONST_FFP_PROJ
)
1497 struct wined3d_matrix projection
;
1499 get_projection_matrix(context
, state
, &projection
);
1500 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.projection_matrix_location
, 1, FALSE
, &projection
._11
));
1501 checkGLcall("glUniformMatrix4fv");
1504 if (update_mask
& WINED3D_SHADER_CONST_FFP_TEXMATRIX
)
1506 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1507 shader_glsl_ffp_vertex_texmatrix_uniform(context
, state
, i
, prog
);
1510 if (update_mask
& WINED3D_SHADER_CONST_FFP_MATERIAL
)
1511 shader_glsl_ffp_vertex_material_uniform(context
, state
, prog
);
1513 if (update_mask
& WINED3D_SHADER_CONST_FFP_LIGHTS
)
1515 unsigned int point_idx
, spot_idx
, directional_idx
, parallel_point_idx
;
1516 DWORD point_count
= 0;
1517 DWORD spot_count
= 0;
1518 DWORD directional_count
= 0;
1519 DWORD parallel_point_count
= 0;
1521 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
1523 if (!state
->lights
[i
])
1526 switch (state
->lights
[i
]->OriginalParms
.type
)
1528 case WINED3D_LIGHT_POINT
:
1531 case WINED3D_LIGHT_SPOT
:
1534 case WINED3D_LIGHT_DIRECTIONAL
:
1535 ++directional_count
;
1537 case WINED3D_LIGHT_PARALLELPOINT
:
1538 ++parallel_point_count
;
1541 FIXME("Unhandled light type %#x.\n", state
->lights
[i
]->OriginalParms
.type
);
1546 spot_idx
= point_idx
+ point_count
;
1547 directional_idx
= spot_idx
+ spot_count
;
1548 parallel_point_idx
= directional_idx
+ directional_count
;
1550 shader_glsl_ffp_vertex_lightambient_uniform(context
, state
, prog
);
1551 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
1553 const struct wined3d_light_info
*light_info
= state
->lights
[i
];
1559 switch (light_info
->OriginalParms
.type
)
1561 case WINED3D_LIGHT_POINT
:
1564 case WINED3D_LIGHT_SPOT
:
1567 case WINED3D_LIGHT_DIRECTIONAL
:
1568 idx
= directional_idx
++;
1570 case WINED3D_LIGHT_PARALLELPOINT
:
1571 idx
= parallel_point_idx
++;
1574 FIXME("Unhandled light type %#x.\n", light_info
->OriginalParms
.type
);
1577 shader_glsl_ffp_vertex_light_uniform(context
, state
, idx
, light_info
, prog
);
1581 if (update_mask
& WINED3D_SHADER_CONST_PS_F
)
1582 shader_glsl_load_constants_f(pshader
, gl_info
, state
->ps_consts_f
,
1583 prog
->ps
.uniform_f_locations
, &priv
->pconst_heap
, priv
->stack
, constant_version
);
1585 if (update_mask
& WINED3D_SHADER_CONST_PS_I
)
1586 shader_glsl_load_constants_i(pshader
, gl_info
, state
->ps_consts_i
,
1587 prog
->ps
.uniform_i_locations
, pshader
->reg_maps
.integer_constants
);
1589 if (update_mask
& WINED3D_SHADER_CONST_PS_B
)
1590 shader_glsl_load_constantsB(pshader
, gl_info
, prog
->ps
.uniform_b_locations
, state
->ps_consts_b
,
1591 pshader
->reg_maps
.boolean_constants
);
1593 if (update_mask
& WINED3D_SHADER_CONST_PS_BUMP_ENV
)
1595 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1597 if (prog
->ps
.bumpenv_mat_location
[i
] == -1)
1600 GL_EXTCALL(glUniformMatrix2fv(prog
->ps
.bumpenv_mat_location
[i
], 1, 0,
1601 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_MAT00
]));
1603 if (prog
->ps
.bumpenv_lum_scale_location
[i
] != -1)
1605 GL_EXTCALL(glUniform1fv(prog
->ps
.bumpenv_lum_scale_location
[i
], 1,
1606 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LSCALE
]));
1607 GL_EXTCALL(glUniform1fv(prog
->ps
.bumpenv_lum_offset_location
[i
], 1,
1608 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LOFFSET
]));
1612 checkGLcall("bump env uniforms");
1615 if (update_mask
& WINED3D_SHADER_CONST_PS_Y_CORR
)
1617 const struct wined3d_vec4 correction_params
=
1619 /* Position is relative to the framebuffer, not the viewport. */
1620 context
->render_offscreen
? 0.0f
: (float)state
->fb
->render_targets
[0]->height
,
1621 context
->render_offscreen
? 1.0f
: -1.0f
,
1626 GL_EXTCALL(glUniform4fv(prog
->ps
.ycorrection_location
, 1, &correction_params
.x
));
1629 if (update_mask
& WINED3D_SHADER_CONST_PS_NP2_FIXUP
)
1630 shader_glsl_load_np2fixup_constants(&prog
->ps
, gl_info
, state
);
1631 if (update_mask
& WINED3D_SHADER_CONST_FFP_COLOR_KEY
)
1632 shader_glsl_load_color_key_constant(&prog
->ps
, gl_info
, state
);
1634 if (update_mask
& WINED3D_SHADER_CONST_FFP_PS
)
1636 struct wined3d_color color
;
1638 if (prog
->ps
.tex_factor_location
!= -1)
1640 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_TEXTUREFACTOR
]);
1641 GL_EXTCALL(glUniform4fv(prog
->ps
.tex_factor_location
, 1, &color
.r
));
1644 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
1645 GL_EXTCALL(glUniform4f(prog
->ps
.specular_enable_location
, 1.0f
, 1.0f
, 1.0f
, 0.0f
));
1647 GL_EXTCALL(glUniform4f(prog
->ps
.specular_enable_location
, 0.0f
, 0.0f
, 0.0f
, 0.0f
));
1649 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1651 if (prog
->ps
.tss_constant_location
[i
] == -1)
1654 wined3d_color_from_d3dcolor(&color
, state
->texture_states
[i
][WINED3D_TSS_CONSTANT
]);
1655 GL_EXTCALL(glUniform4fv(prog
->ps
.tss_constant_location
[i
], 1, &color
.r
));
1658 checkGLcall("fixed function uniforms");
1661 if (update_mask
& WINED3D_SHADER_CONST_PS_FOG
)
1662 shader_glsl_load_fog_uniform(context
, state
, prog
);
1664 if (update_mask
& WINED3D_SHADER_CONST_PS_ALPHA_TEST
)
1666 float ref
= state
->render_states
[WINED3D_RS_ALPHAREF
] / 255.0f
;
1668 GL_EXTCALL(glUniform1f(prog
->ps
.alpha_test_ref_location
, ref
));
1669 checkGLcall("alpha test emulation uniform");
1672 if (priv
->next_constant_version
== UINT_MAX
)
1674 TRACE("Max constant version reached, resetting to 0.\n");
1675 wine_rb_for_each_entry(&priv
->program_lookup
, reset_program_constant_version
, NULL
);
1676 priv
->next_constant_version
= 1;
1680 prog
->constant_version
= priv
->next_constant_version
++;
1684 static void update_heap_entry(struct constant_heap
*heap
, unsigned int idx
, DWORD new_version
)
1686 struct constant_entry
*entries
= heap
->entries
;
1687 unsigned int *positions
= heap
->positions
;
1688 unsigned int heap_idx
, parent_idx
;
1690 if (!heap
->contained
[idx
])
1692 heap_idx
= heap
->size
++;
1693 heap
->contained
[idx
] = TRUE
;
1697 heap_idx
= positions
[idx
];
1700 while (heap_idx
> 1)
1702 parent_idx
= heap_idx
>> 1;
1704 if (new_version
<= entries
[parent_idx
].version
) break;
1706 entries
[heap_idx
] = entries
[parent_idx
];
1707 positions
[entries
[parent_idx
].idx
] = heap_idx
;
1708 heap_idx
= parent_idx
;
1711 entries
[heap_idx
].version
= new_version
;
1712 entries
[heap_idx
].idx
= idx
;
1713 positions
[idx
] = heap_idx
;
1716 static void shader_glsl_update_float_vertex_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
1718 struct shader_glsl_priv
*priv
= device
->shader_priv
;
1719 struct constant_heap
*heap
= &priv
->vconst_heap
;
1722 for (i
= start
; i
< count
+ start
; ++i
)
1724 update_heap_entry(heap
, i
, priv
->next_constant_version
);
1728 static void shader_glsl_update_float_pixel_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
1730 struct shader_glsl_priv
*priv
= device
->shader_priv
;
1731 struct constant_heap
*heap
= &priv
->pconst_heap
;
1734 for (i
= start
; i
< count
+ start
; ++i
)
1736 update_heap_entry(heap
, i
, priv
->next_constant_version
);
1740 static unsigned int vec4_varyings(DWORD shader_major
, const struct wined3d_gl_info
*gl_info
)
1742 unsigned int ret
= gl_info
->limits
.glsl_varyings
/ 4;
1743 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
1744 if(shader_major
> 3) return ret
;
1746 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
1747 if (gl_info
->quirks
& WINED3D_QUIRK_GLSL_CLIP_VARYING
) ret
-= 1;
1751 static BOOL
needs_legacy_glsl_syntax(const struct wined3d_gl_info
*gl_info
)
1753 return gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
1756 static BOOL
shader_glsl_use_explicit_attrib_location(const struct wined3d_gl_info
*gl_info
)
1758 return !needs_legacy_glsl_syntax(gl_info
) && gl_info
->supported
[ARB_EXPLICIT_ATTRIB_LOCATION
];
1761 static const char *get_attribute_keyword(const struct wined3d_gl_info
*gl_info
)
1763 return needs_legacy_glsl_syntax(gl_info
) ? "attribute" : "in";
1766 static void PRINTF_ATTR(4, 5) declare_in_varying(const struct wined3d_gl_info
*gl_info
,
1767 struct wined3d_string_buffer
*buffer
, BOOL flat
, const char *format
, ...)
1772 shader_addline(buffer
, "%s%s ", flat
? "flat " : "",
1773 needs_legacy_glsl_syntax(gl_info
) ? "varying" : "in");
1776 va_start(args
, format
);
1777 ret
= shader_vaddline(buffer
, format
, args
);
1781 if (!string_buffer_resize(buffer
, ret
))
1786 static void PRINTF_ATTR(4, 5) declare_out_varying(const struct wined3d_gl_info
*gl_info
,
1787 struct wined3d_string_buffer
*buffer
, BOOL flat
, const char *format
, ...)
1792 shader_addline(buffer
, "%s%s ", flat
? "flat " : "",
1793 needs_legacy_glsl_syntax(gl_info
) ? "varying" : "out");
1796 va_start(args
, format
);
1797 ret
= shader_vaddline(buffer
, format
, args
);
1801 if (!string_buffer_resize(buffer
, ret
))
1806 static const char *get_fragment_output(const struct wined3d_gl_info
*gl_info
)
1808 return needs_legacy_glsl_syntax(gl_info
) ? "gl_FragData" : "ps_out";
1811 static const char *glsl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type
)
1813 switch (primitive_type
)
1815 case WINED3D_PT_POINTLIST
:
1818 case WINED3D_PT_LINELIST
:
1821 case WINED3D_PT_LINESTRIP
:
1822 return "line_strip";
1824 case WINED3D_PT_TRIANGLELIST
:
1827 case WINED3D_PT_TRIANGLESTRIP
:
1828 return "triangle_strip";
1830 case WINED3D_PT_LINELIST_ADJ
:
1831 return "lines_adjacency";
1833 case WINED3D_PT_TRIANGLELIST_ADJ
:
1834 return "triangles_adjacency";
1837 FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(primitive_type
));
1842 static BOOL
glsl_is_color_reg_read(const struct wined3d_shader
*shader
, unsigned int idx
)
1844 const struct wined3d_shader_signature
*input_signature
= &shader
->input_signature
;
1845 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
1846 DWORD input_reg_used
= shader
->u
.ps
.input_reg_used
;
1849 if (reg_maps
->shader_version
.major
< 3)
1850 return input_reg_used
& (1u << idx
);
1852 for (i
= 0; i
< input_signature
->element_count
; ++i
)
1854 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
1856 if (!(reg_maps
->input_registers
& (1u << input
->register_idx
)))
1859 if (shader_match_semantic(input
->semantic_name
, WINED3D_DECL_USAGE_COLOR
)
1860 && input
->semantic_idx
== idx
)
1861 return input_reg_used
& (1u << input
->register_idx
);
1866 static BOOL
glsl_is_shadow_sampler(const struct wined3d_shader
*shader
,
1867 const struct ps_compile_args
*ps_args
, unsigned int resource_idx
, unsigned int sampler_idx
)
1869 const struct wined3d_shader_version
*version
= &shader
->reg_maps
.shader_version
;
1871 if (version
->major
>= 4)
1872 return shader
->reg_maps
.sampler_comparison_mode
& (1u << sampler_idx
);
1874 return version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& (ps_args
->shadow
& (1u << resource_idx
));
1877 static void shader_glsl_declare_typed_vertex_attribute(struct wined3d_string_buffer
*buffer
,
1878 const struct wined3d_gl_info
*gl_info
, const char *vector_type
, const char *scalar_type
,
1881 shader_addline(buffer
, "%s %s4 vs_in_%s%u;\n",
1882 get_attribute_keyword(gl_info
), vector_type
, scalar_type
, index
);
1883 shader_addline(buffer
, "vec4 vs_in%u = %sBitsToFloat(vs_in_%s%u);\n",
1884 index
, scalar_type
, scalar_type
, index
);
1887 static void shader_glsl_declare_generic_vertex_attribute(struct wined3d_string_buffer
*buffer
,
1888 const struct wined3d_gl_info
*gl_info
, const struct wined3d_shader_signature_element
*e
)
1890 unsigned int index
= e
->register_idx
;
1892 if (e
->sysval_semantic
== WINED3D_SV_VERTEX_ID
)
1894 shader_addline(buffer
, "vec4 vs_in%u = vec4(intBitsToFloat(gl_VertexID), 0.0, 0.0, 0.0);\n",
1898 if (e
->sysval_semantic
== WINED3D_SV_INSTANCE_ID
)
1900 shader_addline(buffer
, "vec4 vs_in%u = vec4(intBitsToFloat(gl_InstanceID), 0.0, 0.0, 0.0);\n",
1904 if (e
->sysval_semantic
&& e
->sysval_semantic
!= WINED3D_SV_POSITION
)
1905 FIXME("Unhandled sysval semantic %#x.\n", e
->sysval_semantic
);
1907 if (shader_glsl_use_explicit_attrib_location(gl_info
))
1908 shader_addline(buffer
, "layout(location = %u) ", index
);
1910 switch (e
->component_type
)
1912 case WINED3D_TYPE_UINT
:
1913 shader_glsl_declare_typed_vertex_attribute(buffer
, gl_info
, "uvec", "uint", index
);
1915 case WINED3D_TYPE_INT
:
1916 shader_glsl_declare_typed_vertex_attribute(buffer
, gl_info
, "ivec", "int", index
);
1920 FIXME("Unhandled type %#x.\n", e
->component_type
);
1922 case WINED3D_TYPE_UNKNOWN
:
1923 case WINED3D_TYPE_FLOAT
:
1924 shader_addline(buffer
, "%s vec4 vs_in%u;\n", get_attribute_keyword(gl_info
), index
);
1929 /** Generate the variable & register declarations for the GLSL output target */
1930 static void shader_generate_glsl_declarations(const struct wined3d_context
*context
,
1931 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
1932 const struct wined3d_shader_reg_maps
*reg_maps
, const struct shader_glsl_ctx_priv
*ctx_priv
)
1934 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
1935 const struct vs_compile_args
*vs_args
= ctx_priv
->cur_vs_args
;
1936 const struct ps_compile_args
*ps_args
= ctx_priv
->cur_ps_args
;
1937 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1938 const struct wined3d_shader_indexable_temp
*idx_temp_reg
;
1939 unsigned int i
, extra_constants_needed
= 0;
1940 const struct wined3d_shader_lconst
*lconst
;
1944 prefix
= shader_glsl_get_prefix(version
->type
);
1946 /* Prototype the subroutines */
1947 for (i
= 0, map
= reg_maps
->labels
; map
; map
>>= 1, ++i
)
1949 if (map
& 1) shader_addline(buffer
, "void subroutine%u();\n", i
);
1952 /* Declare the constants (aka uniforms) */
1953 if (shader
->limits
->constant_float
> 0)
1955 unsigned max_constantsF
;
1957 /* Unless the shader uses indirect addressing, always declare the
1958 * maximum array size and ignore that we need some uniforms privately.
1959 * E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup
1960 * and immediate values, still declare VC[256]. If the shader needs
1961 * more uniforms than we have it won't work in any case. If it uses
1962 * less, the compiler will figure out which uniforms are really used
1963 * and strip them out. This allows a shader to use c255 on a dx9 card,
1964 * as long as it doesn't also use all the other constants.
1966 * If the shader uses indirect addressing the compiler must assume
1967 * that all declared uniforms are used. In this case, declare only the
1968 * amount that we're assured to have.
1970 * Thus we run into problems in these two cases:
1971 * 1) The shader really uses more uniforms than supported.
1972 * 2) The shader uses indirect addressing, less constants than
1973 * supported, but uses a constant index > #supported consts. */
1974 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
1976 /* No indirect addressing here. */
1977 max_constantsF
= gl_info
->limits
.glsl_ps_float_constants
;
1981 if (reg_maps
->usesrelconstF
)
1983 /* Subtract the other potential uniforms from the max
1984 * available (bools, ints, and 1 row of projection matrix).
1985 * Subtract another uniform for immediate values, which have
1986 * to be loaded via uniform by the driver as well. The shader
1987 * code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex
1988 * shader code, so one vec4 should be enough. (Unfortunately
1989 * the Nvidia driver doesn't store 128 and -128 in one float).
1991 * Writing gl_ClipVertex requires one uniform for each
1992 * clipplane as well. */
1993 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
- 3;
1994 if (vs_args
->clip_enabled
)
1995 max_constantsF
-= gl_info
->limits
.user_clip_distances
;
1996 max_constantsF
-= wined3d_popcount(reg_maps
->integer_constants
);
1997 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
1998 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
1999 * for now take this into account when calculating the number of available constants
2001 max_constantsF
-= wined3d_popcount(reg_maps
->boolean_constants
);
2002 /* Set by driver quirks in directx.c */
2003 max_constantsF
-= gl_info
->reserved_glsl_constants
;
2005 if (max_constantsF
< shader
->limits
->constant_float
)
2007 static unsigned int once
;
2010 ERR_(winediag
)("The hardware does not support enough uniform components to run this shader,"
2011 " it may not render correctly.\n");
2013 WARN("The hardware does not support enough uniform components to run this shader.\n");
2018 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
;
2021 max_constantsF
= min(shader
->limits
->constant_float
, max_constantsF
);
2022 shader_addline(buffer
, "uniform vec4 %s_c[%u];\n", prefix
, max_constantsF
);
2025 /* Always declare the full set of constants, the compiler can remove the
2026 * unused ones because d3d doesn't (yet) support indirect int and bool
2027 * constant addressing. This avoids problems if the app uses e.g. i0 and i9. */
2028 if (shader
->limits
->constant_int
> 0 && reg_maps
->integer_constants
)
2029 shader_addline(buffer
, "uniform ivec4 %s_i[%u];\n", prefix
, shader
->limits
->constant_int
);
2031 if (shader
->limits
->constant_bool
> 0 && reg_maps
->boolean_constants
)
2032 shader_addline(buffer
, "uniform bool %s_b[%u];\n", prefix
, shader
->limits
->constant_bool
);
2034 /* Declare immediate constant buffer */
2036 shader_addline(buffer
, "uniform vec4 %s_icb[%u];\n", prefix
, reg_maps
->icb
->vec4_count
);
2038 /* Declare constant buffers */
2039 for (i
= 0; i
< WINED3D_MAX_CBS
; ++i
)
2041 if (reg_maps
->cb_sizes
[i
])
2042 shader_addline(buffer
, "layout(std140) uniform block_%s_cb%u { vec4 %s_cb%u[%u]; };\n",
2043 prefix
, i
, prefix
, i
, reg_maps
->cb_sizes
[i
]);
2046 /* Declare texture samplers */
2047 for (i
= 0; i
< reg_maps
->sampler_map
.count
; ++i
)
2049 struct wined3d_shader_sampler_map_entry
*entry
;
2050 const char *sampler_type_prefix
, *sampler_type
;
2051 BOOL shadow_sampler
, tex_rect
;
2053 entry
= ®_maps
->sampler_map
.entries
[i
];
2055 if (entry
->resource_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
2057 ERR("Invalid resource index %u.\n", entry
->resource_idx
);
2061 switch (reg_maps
->resource_info
[entry
->resource_idx
].data_type
)
2063 case WINED3D_DATA_FLOAT
:
2064 case WINED3D_DATA_UNORM
:
2065 case WINED3D_DATA_SNORM
:
2066 sampler_type_prefix
= "";
2069 case WINED3D_DATA_INT
:
2070 sampler_type_prefix
= "i";
2073 case WINED3D_DATA_UINT
:
2074 sampler_type_prefix
= "u";
2078 sampler_type_prefix
= "";
2079 ERR("Unhandled resource data type %#x.\n", reg_maps
->resource_info
[i
].data_type
);
2083 shadow_sampler
= glsl_is_shadow_sampler(shader
, ps_args
, entry
->resource_idx
, entry
->sampler_idx
);
2084 switch (reg_maps
->resource_info
[entry
->resource_idx
].type
)
2086 case WINED3D_SHADER_RESOURCE_BUFFER
:
2087 sampler_type
= "samplerBuffer";
2090 case WINED3D_SHADER_RESOURCE_TEXTURE_1D
:
2092 sampler_type
= "sampler1DShadow";
2094 sampler_type
= "sampler1D";
2097 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
2098 tex_rect
= version
->type
== WINED3D_SHADER_TYPE_PIXEL
2099 && (ps_args
->np2_fixup
& (1u << entry
->resource_idx
))
2100 && gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
2104 sampler_type
= "sampler2DRectShadow";
2106 sampler_type
= "sampler2DShadow";
2111 sampler_type
= "sampler2DRect";
2113 sampler_type
= "sampler2D";
2117 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
2119 FIXME("Unsupported 3D shadow sampler.\n");
2120 sampler_type
= "sampler3D";
2123 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
2125 FIXME("Unsupported Cube shadow sampler.\n");
2126 sampler_type
= "samplerCube";
2129 case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
:
2131 sampler_type
= "sampler2DArrayShadow";
2133 sampler_type
= "sampler2DArray";
2136 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY
:
2138 FIXME("Unsupported Cube array shadow sampler.\n");
2139 sampler_type
= "samplerCubeArray";
2143 sampler_type
= "unsupported_sampler";
2144 FIXME("Unhandled resource type %#x.\n", reg_maps
->resource_info
[entry
->resource_idx
].type
);
2147 shader_addline(buffer
, "uniform %s%s %s_sampler%u;\n",
2148 sampler_type_prefix
, sampler_type
, prefix
, entry
->bind_idx
);
2151 /* Declare images */
2152 for (i
= 0; i
< ARRAY_SIZE(reg_maps
->uav_resource_info
); ++i
)
2154 const char *image_type_prefix
, *image_type
, *read_format
;
2156 if (!reg_maps
->uav_resource_info
[i
].type
)
2159 switch (reg_maps
->uav_resource_info
[i
].data_type
)
2161 case WINED3D_DATA_FLOAT
:
2162 case WINED3D_DATA_UNORM
:
2163 case WINED3D_DATA_SNORM
:
2164 image_type_prefix
= "";
2165 read_format
= "r32f";
2168 case WINED3D_DATA_INT
:
2169 image_type_prefix
= "i";
2170 read_format
= "r32i";
2173 case WINED3D_DATA_UINT
:
2174 image_type_prefix
= "u";
2175 read_format
= "r32ui";
2179 image_type_prefix
= "";
2181 ERR("Unhandled resource data type %#x.\n", reg_maps
->uav_resource_info
[i
].data_type
);
2185 switch (reg_maps
->uav_resource_info
[i
].type
)
2187 case WINED3D_SHADER_RESOURCE_BUFFER
:
2188 image_type
= "imageBuffer";
2191 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
2192 image_type
= "image2D";
2195 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
2196 image_type
= "image3D";
2199 case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
:
2200 image_type
= "image2DArray";
2204 image_type
= "unsupported_image";
2205 FIXME("Unhandled resource type %#x.\n", reg_maps
->uav_resource_info
[i
].type
);
2209 if (reg_maps
->uav_read_mask
& (1u << i
))
2210 shader_addline(buffer
, "layout(%s) uniform %s%s %s_image%u;\n",
2211 read_format
, image_type_prefix
, image_type
, prefix
, i
);
2213 shader_addline(buffer
, "writeonly uniform %s%s %s_image%u;\n",
2214 image_type_prefix
, image_type
, prefix
, i
);
2216 if (reg_maps
->uav_counter_mask
& (1u << i
))
2217 shader_addline(buffer
, "layout(binding = %u) uniform atomic_uint %s_counter%u;\n",
2221 /* Declare uniforms for NP2 texcoord fixup:
2222 * This is NOT done inside the loop that declares the texture samplers
2223 * since the NP2 fixup code is currently only used for the GeforceFX
2224 * series and when forcing the ARB_npot extension off. Modern cards just
2225 * skip the code anyway, so put it inside a separate loop. */
2226 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& ps_args
->np2_fixup
)
2228 struct ps_np2fixup_info
*fixup
= ctx_priv
->cur_np2fixup_info
;
2231 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
2232 * while D3D has them in the (normalized) [0,1]x[0,1] range.
2233 * samplerNP2Fixup stores texture dimensions and is updated through
2234 * shader_glsl_load_np2fixup_constants when the sampler changes. */
2236 for (i
= 0; i
< shader
->limits
->sampler
; ++i
)
2238 if (!reg_maps
->resource_info
[i
].type
|| !(ps_args
->np2_fixup
& (1u << i
)))
2241 if (reg_maps
->resource_info
[i
].type
!= WINED3D_SHADER_RESOURCE_TEXTURE_2D
)
2243 FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
2247 fixup
->idx
[i
] = cur
++;
2250 fixup
->num_consts
= (cur
+ 1) >> 1;
2251 fixup
->active
= ps_args
->np2_fixup
;
2252 shader_addline(buffer
, "uniform vec4 %s_samplerNP2Fixup[%u];\n", prefix
, fixup
->num_consts
);
2255 /* Declare address variables */
2256 for (i
= 0, map
= reg_maps
->address
; map
; map
>>= 1, ++i
)
2258 if (map
& 1) shader_addline(buffer
, "ivec4 A%u;\n", i
);
2261 if (version
->type
== WINED3D_SHADER_TYPE_VERTEX
)
2263 for (i
= 0; i
< shader
->input_signature
.element_count
; ++i
)
2264 shader_glsl_declare_generic_vertex_attribute(buffer
, gl_info
, &shader
->input_signature
.elements
[i
]);
2266 if (vs_args
->point_size
&& !vs_args
->per_vertex_point_size
)
2268 shader_addline(buffer
, "uniform struct\n{\n");
2269 shader_addline(buffer
, " float size;\n");
2270 shader_addline(buffer
, " float size_min;\n");
2271 shader_addline(buffer
, " float size_max;\n");
2272 shader_addline(buffer
, "} ffp_point;\n");
2275 if (!gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
2277 if (vs_args
->clip_enabled
)
2278 shader_addline(buffer
, "uniform vec4 clip_planes[%u];\n", gl_info
->limits
.user_clip_distances
);
2280 if (version
->major
< 3)
2282 declare_out_varying(gl_info
, buffer
, vs_args
->flatshading
, "vec4 ffp_varying_diffuse;\n");
2283 declare_out_varying(gl_info
, buffer
, vs_args
->flatshading
, "vec4 ffp_varying_specular;\n");
2284 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
2285 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
2289 if (version
->major
< 4)
2290 shader_addline(buffer
, "void setup_vs_output(in vec4[%u]);\n", shader
->limits
->packed_output
);
2292 else if (version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
2294 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
2296 shader_addline(buffer
, "varying in vec4 gs_in[][%u];\n", shader
->limits
->packed_input
);
2300 shader_addline(buffer
, "layout(%s) in;\n", glsl_primitive_type_from_d3d(shader
->u
.gs
.input_type
));
2301 shader_addline(buffer
, "layout(%s, max_vertices = %u) out;\n",
2302 glsl_primitive_type_from_d3d(shader
->u
.gs
.output_type
), shader
->u
.gs
.vertices_out
);
2303 shader_addline(buffer
, "in vs_gs_iface { vec4 gs_in[%u]; } gs_in[];\n", shader
->limits
->packed_input
);
2306 else if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
2308 if (version
->major
< 3 || ps_args
->vp_mode
!= vertexshader
)
2310 shader_addline(buffer
, "uniform struct\n{\n");
2311 shader_addline(buffer
, " vec4 color;\n");
2312 shader_addline(buffer
, " float density;\n");
2313 shader_addline(buffer
, " float end;\n");
2314 shader_addline(buffer
, " float scale;\n");
2315 shader_addline(buffer
, "} ffp_fog;\n");
2317 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
2319 if (glsl_is_color_reg_read(shader
, 0))
2320 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
2321 if (glsl_is_color_reg_read(shader
, 1))
2322 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
2323 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
2324 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
2328 if (glsl_is_color_reg_read(shader
, 0))
2329 declare_in_varying(gl_info
, buffer
, ps_args
->flatshading
, "vec4 ffp_varying_diffuse;\n");
2330 if (glsl_is_color_reg_read(shader
, 1))
2331 declare_in_varying(gl_info
, buffer
, ps_args
->flatshading
, "vec4 ffp_varying_specular;\n");
2332 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
2333 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
2334 declare_in_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
2338 if (version
->major
>= 3)
2340 UINT in_count
= min(vec4_varyings(version
->major
, gl_info
), shader
->limits
->packed_input
);
2342 if (ps_args
->vp_mode
== vertexshader
)
2343 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 %s_link[%u];\n", prefix
, in_count
);
2344 shader_addline(buffer
, "vec4 %s_in[%u];\n", prefix
, in_count
);
2347 for (i
= 0, map
= reg_maps
->bumpmat
; map
; map
>>= 1, ++i
)
2352 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", i
);
2354 if (reg_maps
->luminanceparams
& (1u << i
))
2356 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", i
);
2357 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", i
);
2358 extra_constants_needed
++;
2361 extra_constants_needed
++;
2364 if (ps_args
->srgb_correction
)
2366 shader_addline(buffer
, "const vec4 srgb_const0 = ");
2367 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const0
);
2368 shader_addline(buffer
, ";\n");
2369 shader_addline(buffer
, "const vec4 srgb_const1 = ");
2370 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const1
);
2371 shader_addline(buffer
, ";\n");
2373 if (reg_maps
->vpos
|| reg_maps
->usesdsy
)
2375 if (reg_maps
->usesdsy
|| !gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
2377 ++extra_constants_needed
;
2378 shader_addline(buffer
, "uniform vec4 ycorrection;\n");
2382 if (gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
2384 if (context
->d3d_info
->wined3d_creation_flags
& WINED3D_PIXEL_CENTER_INTEGER
)
2385 shader_addline(buffer
, "layout(%spixel_center_integer) in vec4 gl_FragCoord;\n",
2386 ps_args
->render_offscreen
? "" : "origin_upper_left, ");
2387 else if (!ps_args
->render_offscreen
)
2388 shader_addline(buffer
, "layout(origin_upper_left) in vec4 gl_FragCoord;\n");
2390 shader_addline(buffer
, "vec4 vpos;\n");
2394 if (ps_args
->alpha_test_func
+ 1 != WINED3D_CMP_ALWAYS
)
2395 shader_addline(buffer
, "uniform float alpha_test_ref;\n");
2397 if (!needs_legacy_glsl_syntax(gl_info
))
2398 shader_addline(buffer
, "out vec4 ps_out[%u];\n", gl_info
->limits
.buffers
);
2400 if (shader
->limits
->constant_float
+ extra_constants_needed
>= gl_info
->limits
.glsl_ps_float_constants
)
2401 FIXME("Insufficient uniforms to run this shader.\n");
2404 /* Declare output register temporaries */
2405 if (shader
->limits
->packed_output
)
2406 shader_addline(buffer
, "vec4 %s_out[%u];\n", prefix
, shader
->limits
->packed_output
);
2408 /* Declare temporary variables */
2409 if (reg_maps
->temporary_count
)
2411 for (i
= 0; i
< reg_maps
->temporary_count
; ++i
)
2412 shader_addline(buffer
, "vec4 R%u;\n", i
);
2416 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
2419 shader_addline(buffer
, "vec4 R%u;\n", i
);
2423 /* Declare indexable temporary variables */
2424 LIST_FOR_EACH_ENTRY(idx_temp_reg
, ®_maps
->indexable_temps
, struct wined3d_shader_indexable_temp
, entry
)
2426 if (idx_temp_reg
->component_count
!= 4)
2427 FIXME("Ignoring component count %u.\n", idx_temp_reg
->component_count
);
2428 shader_addline(buffer
, "vec4 X%u[%u];\n", idx_temp_reg
->register_idx
, idx_temp_reg
->register_size
);
2431 /* Declare loop registers aLx */
2432 if (version
->major
< 4)
2434 for (i
= 0; i
< reg_maps
->loop_depth
; ++i
)
2436 shader_addline(buffer
, "int aL%u;\n", i
);
2437 shader_addline(buffer
, "int tmpInt%u;\n", i
);
2441 /* Temporary variables for matrix operations */
2442 shader_addline(buffer
, "vec4 tmp0;\n");
2443 shader_addline(buffer
, "vec4 tmp1;\n");
2445 if (!shader
->load_local_constsF
)
2447 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
2449 shader_addline(buffer
, "const vec4 %s_lc%u = ", prefix
, lconst
->idx
);
2450 shader_glsl_append_imm_vec4(buffer
, (const float *)lconst
->value
);
2451 shader_addline(buffer
, ";\n");
2456 /*****************************************************************************
2457 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
2459 * For more information, see http://wiki.winehq.org/DirectX-Shaders
2460 ****************************************************************************/
2463 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
2464 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
);
2466 /** Used for opcode modifiers - They multiply the result by the specified amount */
2467 static const char * const shift_glsl_tab
[] = {
2469 "2.0 * ", /* 1 (x2) */
2470 "4.0 * ", /* 2 (x4) */
2471 "8.0 * ", /* 3 (x8) */
2472 "16.0 * ", /* 4 (x16) */
2473 "32.0 * ", /* 5 (x32) */
2480 "0.0625 * ", /* 12 (d16) */
2481 "0.125 * ", /* 13 (d8) */
2482 "0.25 * ", /* 14 (d4) */
2483 "0.5 * " /* 15 (d2) */
2486 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
2487 static void shader_glsl_gen_modifier(enum wined3d_shader_src_modifier src_modifier
,
2488 const char *in_reg
, const char *in_regswizzle
, char *out_str
)
2490 switch (src_modifier
)
2492 case WINED3DSPSM_DZ
: /* Need to handle this in the instructions itself (texld & texcrd). */
2493 case WINED3DSPSM_DW
:
2494 case WINED3DSPSM_NONE
:
2495 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
2497 case WINED3DSPSM_NEG
:
2498 sprintf(out_str
, "-%s%s", in_reg
, in_regswizzle
);
2500 case WINED3DSPSM_NOT
:
2501 sprintf(out_str
, "!%s%s", in_reg
, in_regswizzle
);
2503 case WINED3DSPSM_BIAS
:
2504 sprintf(out_str
, "(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
2506 case WINED3DSPSM_BIASNEG
:
2507 sprintf(out_str
, "-(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
2509 case WINED3DSPSM_SIGN
:
2510 sprintf(out_str
, "(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
2512 case WINED3DSPSM_SIGNNEG
:
2513 sprintf(out_str
, "-(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
2515 case WINED3DSPSM_COMP
:
2516 sprintf(out_str
, "(1.0 - %s%s)", in_reg
, in_regswizzle
);
2518 case WINED3DSPSM_X2
:
2519 sprintf(out_str
, "(2.0 * %s%s)", in_reg
, in_regswizzle
);
2521 case WINED3DSPSM_X2NEG
:
2522 sprintf(out_str
, "-(2.0 * %s%s)", in_reg
, in_regswizzle
);
2524 case WINED3DSPSM_ABS
:
2525 sprintf(out_str
, "abs(%s%s)", in_reg
, in_regswizzle
);
2527 case WINED3DSPSM_ABSNEG
:
2528 sprintf(out_str
, "-abs(%s%s)", in_reg
, in_regswizzle
);
2531 FIXME("Unhandled modifier %u\n", src_modifier
);
2532 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
2536 /** Writes the GLSL variable name that corresponds to the register that the
2537 * DX opcode parameter is trying to access */
2538 static void shader_glsl_get_register_name(const struct wined3d_shader_register
*reg
,
2539 char *register_name
, BOOL
*is_color
, const struct wined3d_shader_instruction
*ins
)
2541 /* oPos, oFog and oPts in D3D */
2542 static const char * const hwrastout_reg_names
[] = {"vs_out[10]", "vs_out[11].x", "vs_out[11].y"};
2544 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
2545 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
2546 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
2547 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
2548 const char *prefix
= shader_glsl_get_prefix(version
->type
);
2549 struct glsl_src_param rel_param0
, rel_param1
;
2550 char imm_str
[4][17];
2552 if (reg
->idx
[0].offset
!= ~0U && reg
->idx
[0].rel_addr
)
2553 shader_glsl_add_src_param(ins
, reg
->idx
[0].rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param0
);
2554 if (reg
->idx
[1].offset
!= ~0U && reg
->idx
[1].rel_addr
)
2555 shader_glsl_add_src_param(ins
, reg
->idx
[1].rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param1
);
2560 case WINED3DSPR_TEMP
:
2561 sprintf(register_name
, "R%u", reg
->idx
[0].offset
);
2564 case WINED3DSPR_INPUT
:
2565 if (version
->type
== WINED3D_SHADER_TYPE_VERTEX
)
2567 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2569 if (reg
->idx
[0].rel_addr
)
2570 FIXME("VS3+ input registers relative addressing.\n");
2571 if (priv
->cur_vs_args
->swizzle_map
& (1u << reg
->idx
[0].offset
))
2573 sprintf(register_name
, "%s_in%u", prefix
, reg
->idx
[0].offset
);
2577 if (version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
2579 if (reg
->idx
[0].rel_addr
)
2581 if (reg
->idx
[1].rel_addr
)
2582 sprintf(register_name
, "gs_in[%s + %u]%s[%s + %u]",
2583 rel_param0
.param_str
, reg
->idx
[0].offset
,
2584 gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? "" : ".gs_in",
2585 rel_param1
.param_str
, reg
->idx
[1].offset
);
2587 sprintf(register_name
, "gs_in[%s + %u]%s[%u]",
2588 rel_param0
.param_str
, reg
->idx
[0].offset
,
2589 gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? "" : ".gs_in",
2590 reg
->idx
[1].offset
);
2592 else if (reg
->idx
[1].rel_addr
)
2593 sprintf(register_name
, "gs_in[%u]%s[%s + %u]", reg
->idx
[0].offset
,
2594 gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? "" : ".gs_in",
2595 rel_param1
.param_str
, reg
->idx
[1].offset
);
2597 sprintf(register_name
, "gs_in[%u]%s[%u]", reg
->idx
[0].offset
,
2598 gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? "" : ".gs_in",
2599 reg
->idx
[1].offset
);
2603 /* pixel shaders >= 3.0 */
2604 if (version
->major
>= 3)
2606 DWORD idx
= shader
->u
.ps
.input_reg_map
[reg
->idx
[0].offset
];
2607 unsigned int in_count
= vec4_varyings(version
->major
, gl_info
);
2609 if (reg
->idx
[0].rel_addr
)
2611 /* Removing a + 0 would be an obvious optimization, but
2612 * OS X doesn't see the NOP operation there. */
2615 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
]
2616 && shader
->u
.ps
.declared_in_count
> in_count
)
2618 sprintf(register_name
,
2619 "((%s + %u) > %u ? (%s + %u) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s + %u])",
2620 rel_param0
.param_str
, idx
, in_count
- 1, rel_param0
.param_str
, idx
, in_count
,
2621 prefix
, rel_param0
.param_str
, idx
);
2625 sprintf(register_name
, "%s_in[%s + %u]", prefix
, rel_param0
.param_str
, idx
);
2630 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
]
2631 && shader
->u
.ps
.declared_in_count
> in_count
)
2633 sprintf(register_name
, "((%s) > %u ? (%s) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s])",
2634 rel_param0
.param_str
, in_count
- 1, rel_param0
.param_str
, in_count
,
2635 prefix
, rel_param0
.param_str
);
2639 sprintf(register_name
, "%s_in[%s]", prefix
, rel_param0
.param_str
);
2645 if (idx
== in_count
) sprintf(register_name
, "gl_Color");
2646 else if (idx
== in_count
+ 1) sprintf(register_name
, "gl_SecondaryColor");
2647 else sprintf(register_name
, "%s_in[%u]", prefix
, idx
);
2652 if (!reg
->idx
[0].offset
)
2653 strcpy(register_name
, "ffp_varying_diffuse");
2655 strcpy(register_name
, "ffp_varying_specular");
2660 case WINED3DSPR_CONST
:
2662 /* Relative addressing */
2663 if (reg
->idx
[0].rel_addr
)
2665 if (wined3d_settings
.check_float_constants
)
2666 sprintf(register_name
, "(%s + %u >= 0 && %s + %u < %u ? %s_c[%s + %u] : vec4(0.0))",
2667 rel_param0
.param_str
, reg
->idx
[0].offset
,
2668 rel_param0
.param_str
, reg
->idx
[0].offset
, shader
->limits
->constant_float
,
2669 prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2670 else if (reg
->idx
[0].offset
)
2671 sprintf(register_name
, "%s_c[%s + %u]", prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2673 sprintf(register_name
, "%s_c[%s]", prefix
, rel_param0
.param_str
);
2677 if (shader_constant_is_local(shader
, reg
->idx
[0].offset
))
2678 sprintf(register_name
, "%s_lc%u", prefix
, reg
->idx
[0].offset
);
2680 sprintf(register_name
, "%s_c[%u]", prefix
, reg
->idx
[0].offset
);
2685 case WINED3DSPR_CONSTINT
:
2686 sprintf(register_name
, "%s_i[%u]", prefix
, reg
->idx
[0].offset
);
2689 case WINED3DSPR_CONSTBOOL
:
2690 sprintf(register_name
, "%s_b[%u]", prefix
, reg
->idx
[0].offset
);
2693 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
2694 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
2695 sprintf(register_name
, "T%u", reg
->idx
[0].offset
);
2697 sprintf(register_name
, "A%u", reg
->idx
[0].offset
);
2700 case WINED3DSPR_LOOP
:
2701 sprintf(register_name
, "aL%u", ins
->ctx
->state
->current_loop_reg
- 1);
2704 case WINED3DSPR_SAMPLER
:
2705 sprintf(register_name
, "%s_sampler%u", prefix
, reg
->idx
[0].offset
);
2708 case WINED3DSPR_COLOROUT
:
2709 if (reg
->idx
[0].offset
>= gl_info
->limits
.buffers
)
2710 WARN("Write to render target %u, only %d supported.\n",
2711 reg
->idx
[0].offset
, gl_info
->limits
.buffers
);
2713 sprintf(register_name
, "%s[%u]", get_fragment_output(gl_info
), reg
->idx
[0].offset
);
2716 case WINED3DSPR_RASTOUT
:
2717 sprintf(register_name
, "%s", hwrastout_reg_names
[reg
->idx
[0].offset
]);
2720 case WINED3DSPR_DEPTHOUT
:
2721 sprintf(register_name
, "gl_FragDepth");
2724 case WINED3DSPR_ATTROUT
:
2725 if (!reg
->idx
[0].offset
)
2726 sprintf(register_name
, "%s_out[8]", prefix
);
2728 sprintf(register_name
, "%s_out[9]", prefix
);
2731 case WINED3DSPR_TEXCRDOUT
:
2732 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
2733 if (reg
->idx
[0].rel_addr
)
2734 FIXME("VS3 output registers relative addressing.\n");
2735 sprintf(register_name
, "%s_out[%u]", prefix
, reg
->idx
[0].offset
);
2738 case WINED3DSPR_MISCTYPE
:
2739 if (!reg
->idx
[0].offset
)
2742 sprintf(register_name
, "vpos");
2744 else if (reg
->idx
[0].offset
== 1)
2746 /* Note that gl_FrontFacing is a bool, while vFace is
2747 * a float for which the sign determines front/back */
2748 sprintf(register_name
, "(gl_FrontFacing ? 1.0 : -1.0)");
2752 FIXME("Unhandled misctype register %u.\n", reg
->idx
[0].offset
);
2753 sprintf(register_name
, "unrecognized_register");
2757 case WINED3DSPR_IMMCONST
:
2758 switch (reg
->immconst_type
)
2760 case WINED3D_IMMCONST_SCALAR
:
2761 switch (reg
->data_type
)
2763 case WINED3D_DATA_FLOAT
:
2764 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
2765 sprintf(register_name
, "uintBitsToFloat(%#xu)", reg
->u
.immconst_data
[0]);
2767 wined3d_ftoa(*(const float *)reg
->u
.immconst_data
, register_name
);
2769 case WINED3D_DATA_INT
:
2770 sprintf(register_name
, "%#x", reg
->u
.immconst_data
[0]);
2772 case WINED3D_DATA_RESOURCE
:
2773 case WINED3D_DATA_SAMPLER
:
2774 case WINED3D_DATA_UINT
:
2775 sprintf(register_name
, "%#xu", reg
->u
.immconst_data
[0]);
2778 sprintf(register_name
, "<unhandled data type %#x>", reg
->data_type
);
2783 case WINED3D_IMMCONST_VEC4
:
2784 switch (reg
->data_type
)
2786 case WINED3D_DATA_FLOAT
:
2787 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
2789 sprintf(register_name
, "uintBitsToFloat(uvec4(%#xu, %#xu, %#xu, %#xu))",
2790 reg
->u
.immconst_data
[0], reg
->u
.immconst_data
[1],
2791 reg
->u
.immconst_data
[2], reg
->u
.immconst_data
[3]);
2795 wined3d_ftoa(*(const float *)®
->u
.immconst_data
[0], imm_str
[0]);
2796 wined3d_ftoa(*(const float *)®
->u
.immconst_data
[1], imm_str
[1]);
2797 wined3d_ftoa(*(const float *)®
->u
.immconst_data
[2], imm_str
[2]);
2798 wined3d_ftoa(*(const float *)®
->u
.immconst_data
[3], imm_str
[3]);
2799 sprintf(register_name
, "vec4(%s, %s, %s, %s)",
2800 imm_str
[0], imm_str
[1], imm_str
[2], imm_str
[3]);
2803 case WINED3D_DATA_INT
:
2804 sprintf(register_name
, "ivec4(%#x, %#x, %#x, %#x)",
2805 reg
->u
.immconst_data
[0], reg
->u
.immconst_data
[1],
2806 reg
->u
.immconst_data
[2], reg
->u
.immconst_data
[3]);
2808 case WINED3D_DATA_RESOURCE
:
2809 case WINED3D_DATA_SAMPLER
:
2810 case WINED3D_DATA_UINT
:
2811 sprintf(register_name
, "uvec4(%#xu, %#xu, %#xu, %#xu)",
2812 reg
->u
.immconst_data
[0], reg
->u
.immconst_data
[1],
2813 reg
->u
.immconst_data
[2], reg
->u
.immconst_data
[3]);
2816 sprintf(register_name
, "<unhandled data type %#x>", reg
->data_type
);
2822 FIXME("Unhandled immconst type %#x\n", reg
->immconst_type
);
2823 sprintf(register_name
, "<unhandled_immconst_type %#x>", reg
->immconst_type
);
2827 case WINED3DSPR_CONSTBUFFER
:
2828 if (reg
->idx
[1].rel_addr
)
2829 sprintf(register_name
, "%s_cb%u[%s + %u]",
2830 prefix
, reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
2832 sprintf(register_name
, "%s_cb%u[%u]", prefix
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
2835 case WINED3DSPR_IMMCONSTBUFFER
:
2836 if (reg
->idx
[0].rel_addr
)
2837 sprintf(register_name
, "%s_icb[%s + %u]", prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2839 sprintf(register_name
, "%s_icb[%u]", prefix
, reg
->idx
[0].offset
);
2842 case WINED3DSPR_PRIMID
:
2843 sprintf(register_name
, "uint(gl_PrimitiveIDIn)");
2846 case WINED3DSPR_IDXTEMP
:
2847 if (reg
->idx
[1].rel_addr
)
2848 sprintf(register_name
, "X%u[%s + %u]", reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
2850 sprintf(register_name
, "X%u[%u]", reg
->idx
[0].offset
, reg
->idx
[1].offset
);
2853 case WINED3DSPR_LOCALTHREADINDEX
:
2854 if (gl_info
->supported
[ARB_SHADING_LANGUAGE_420PACK
])
2855 sprintf(register_name
, "int(gl_LocalInvocationIndex)");
2857 sprintf(register_name
, "ivec2(gl_LocalInvocationIndex, 0)");
2860 case WINED3DSPR_THREADID
:
2861 sprintf(register_name
, "ivec3(gl_GlobalInvocationID)");
2864 case WINED3DSPR_THREADGROUPID
:
2865 sprintf(register_name
, "ivec3(gl_WorkGroupID)");
2868 case WINED3DSPR_LOCALTHREADID
:
2869 sprintf(register_name
, "ivec3(gl_LocalInvocationID)");
2873 FIXME("Unhandled register type %#x.\n", reg
->type
);
2874 sprintf(register_name
, "unrecognized_register");
2879 static void shader_glsl_write_mask_to_str(DWORD write_mask
, char *str
)
2882 if (write_mask
& WINED3DSP_WRITEMASK_0
) *str
++ = 'x';
2883 if (write_mask
& WINED3DSP_WRITEMASK_1
) *str
++ = 'y';
2884 if (write_mask
& WINED3DSP_WRITEMASK_2
) *str
++ = 'z';
2885 if (write_mask
& WINED3DSP_WRITEMASK_3
) *str
++ = 'w';
2889 /* Get the GLSL write mask for the destination register */
2890 static DWORD
shader_glsl_get_write_mask(const struct wined3d_shader_dst_param
*param
, char *write_mask
)
2892 DWORD mask
= param
->write_mask
;
2894 if (shader_is_scalar(¶m
->reg
))
2896 mask
= WINED3DSP_WRITEMASK_0
;
2901 shader_glsl_write_mask_to_str(mask
, write_mask
);
2907 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask
)
2909 unsigned int size
= 0;
2911 if (write_mask
& WINED3DSP_WRITEMASK_0
) ++size
;
2912 if (write_mask
& WINED3DSP_WRITEMASK_1
) ++size
;
2913 if (write_mask
& WINED3DSP_WRITEMASK_2
) ++size
;
2914 if (write_mask
& WINED3DSP_WRITEMASK_3
) ++size
;
2919 static unsigned int shader_glsl_swizzle_get_component(DWORD swizzle
,
2920 unsigned int component_idx
)
2922 /* swizzle bits fields: wwzzyyxx */
2923 return (swizzle
>> (2 * component_idx
)) & 0x3;
2926 static void shader_glsl_swizzle_to_str(DWORD swizzle
, BOOL fixup
, DWORD mask
, char *str
)
2928 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
2929 * but addressed as "rgba". To fix this we need to swap the register's x
2930 * and z components. */
2931 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
2935 for (i
= 0; i
< 4; ++i
)
2937 if (mask
& (WINED3DSP_WRITEMASK_0
<< i
))
2938 *str
++ = swizzle_chars
[shader_glsl_swizzle_get_component(swizzle
, i
)];
2943 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param
*param
,
2944 BOOL fixup
, DWORD mask
, char *swizzle_str
)
2946 if (shader_is_scalar(¶m
->reg
))
2947 *swizzle_str
= '\0';
2949 shader_glsl_swizzle_to_str(param
->swizzle
, fixup
, mask
, swizzle_str
);
2952 static void shader_glsl_sprintf_cast(struct wined3d_string_buffer
*dst_param
, const char *src_param
,
2953 enum wined3d_data_type dst_data_type
, enum wined3d_data_type src_data_type
)
2955 if (dst_data_type
== src_data_type
)
2957 string_buffer_sprintf(dst_param
, "%s", src_param
);
2961 if (src_data_type
== WINED3D_DATA_FLOAT
)
2963 switch (dst_data_type
)
2965 case WINED3D_DATA_INT
:
2966 string_buffer_sprintf(dst_param
, "floatBitsToInt(%s)", src_param
);
2968 case WINED3D_DATA_RESOURCE
:
2969 case WINED3D_DATA_SAMPLER
:
2970 case WINED3D_DATA_UINT
:
2971 string_buffer_sprintf(dst_param
, "floatBitsToUint(%s)", src_param
);
2978 if (src_data_type
== WINED3D_DATA_UINT
&& dst_data_type
== WINED3D_DATA_FLOAT
)
2980 string_buffer_sprintf(dst_param
, "uintBitsToFloat(%s)", src_param
);
2984 if (src_data_type
== WINED3D_DATA_INT
&& dst_data_type
== WINED3D_DATA_FLOAT
)
2986 string_buffer_sprintf(dst_param
, "intBitsToFloat(%s)", src_param
);
2990 FIXME("Unhandled cast from %#x to %#x.\n", src_data_type
, dst_data_type
);
2991 string_buffer_sprintf(dst_param
, "%s", src_param
);
2994 /* From a given parameter token, generate the corresponding GLSL string.
2995 * Also, return the actual register name and swizzle in case the
2996 * caller needs this information as well. */
2997 static void shader_glsl_add_src_param_ext(const struct wined3d_shader_instruction
*ins
,
2998 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
,
2999 enum wined3d_data_type data_type
)
3001 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3002 struct wined3d_string_buffer
*reg_name
= string_buffer_get(priv
->string_buffers
);
3003 enum wined3d_data_type param_data_type
;
3004 BOOL is_color
= FALSE
;
3005 char swizzle_str
[6];
3007 glsl_src
->reg_name
[0] = '\0';
3008 glsl_src
->param_str
[0] = '\0';
3009 swizzle_str
[0] = '\0';
3011 shader_glsl_get_register_name(&wined3d_src
->reg
, glsl_src
->reg_name
, &is_color
, ins
);
3012 shader_glsl_get_swizzle(wined3d_src
, is_color
, mask
, swizzle_str
);
3014 switch (wined3d_src
->reg
.type
)
3016 case WINED3DSPR_IMMCONST
:
3017 param_data_type
= data_type
;
3019 case WINED3DSPR_PRIMID
:
3020 param_data_type
= WINED3D_DATA_UINT
;
3022 case WINED3DSPR_LOCALTHREADINDEX
:
3023 case WINED3DSPR_THREADID
:
3024 case WINED3DSPR_THREADGROUPID
:
3025 case WINED3DSPR_LOCALTHREADID
:
3026 param_data_type
= WINED3D_DATA_INT
;
3029 param_data_type
= WINED3D_DATA_FLOAT
;
3033 shader_glsl_sprintf_cast(reg_name
, glsl_src
->reg_name
, data_type
, param_data_type
);
3034 shader_glsl_gen_modifier(wined3d_src
->modifiers
, reg_name
->buffer
, swizzle_str
, glsl_src
->param_str
);
3036 string_buffer_release(priv
->string_buffers
, reg_name
);
3039 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
3040 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
)
3042 shader_glsl_add_src_param_ext(ins
, wined3d_src
, mask
, glsl_src
, wined3d_src
->reg
.data_type
);
3045 /* From a given parameter token, generate the corresponding GLSL string.
3046 * Also, return the actual register name and swizzle in case the
3047 * caller needs this information as well. */
3048 static DWORD
shader_glsl_add_dst_param(const struct wined3d_shader_instruction
*ins
,
3049 const struct wined3d_shader_dst_param
*wined3d_dst
, struct glsl_dst_param
*glsl_dst
)
3051 BOOL is_color
= FALSE
;
3053 glsl_dst
->mask_str
[0] = '\0';
3054 glsl_dst
->reg_name
[0] = '\0';
3056 shader_glsl_get_register_name(&wined3d_dst
->reg
, glsl_dst
->reg_name
, &is_color
, ins
);
3057 return shader_glsl_get_write_mask(wined3d_dst
, glsl_dst
->mask_str
);
3060 /* Append the destination part of the instruction to the buffer, return the effective write mask */
3061 static DWORD
shader_glsl_append_dst_ext(struct wined3d_string_buffer
*buffer
,
3062 const struct wined3d_shader_instruction
*ins
, const struct wined3d_shader_dst_param
*dst
,
3063 enum wined3d_data_type data_type
)
3065 struct glsl_dst_param glsl_dst
;
3068 if ((mask
= shader_glsl_add_dst_param(ins
, dst
, &glsl_dst
)))
3072 case WINED3D_DATA_FLOAT
:
3073 shader_addline(buffer
, "%s%s = %s(",
3074 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
3076 case WINED3D_DATA_INT
:
3077 shader_addline(buffer
, "%s%s = %sintBitsToFloat(",
3078 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
3080 case WINED3D_DATA_RESOURCE
:
3081 case WINED3D_DATA_SAMPLER
:
3082 case WINED3D_DATA_UINT
:
3083 shader_addline(buffer
, "%s%s = %suintBitsToFloat(",
3084 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
3087 FIXME("Unhandled data type %#x.\n", data_type
);
3088 shader_addline(buffer
, "%s%s = %s(",
3089 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
3097 /* Append the destination part of the instruction to the buffer, return the effective write mask */
3098 static DWORD
shader_glsl_append_dst(struct wined3d_string_buffer
*buffer
, const struct wined3d_shader_instruction
*ins
)
3100 return shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
3103 /** Process GLSL instruction modifiers */
3104 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
)
3106 struct glsl_dst_param dst_param
;
3109 if (!ins
->dst_count
) return;
3111 modifiers
= ins
->dst
[0].modifiers
;
3112 if (!modifiers
) return;
3114 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
3116 if (modifiers
& WINED3DSPDM_SATURATE
)
3118 /* _SAT means to clamp the value of the register to between 0 and 1 */
3119 shader_addline(ins
->ctx
->buffer
, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param
.reg_name
,
3120 dst_param
.mask_str
, dst_param
.reg_name
, dst_param
.mask_str
);
3123 if (modifiers
& WINED3DSPDM_MSAMPCENTROID
)
3125 FIXME("_centroid modifier not handled\n");
3128 if (modifiers
& WINED3DSPDM_PARTIALPRECISION
)
3130 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
3134 static const char *shader_glsl_get_rel_op(enum wined3d_shader_rel_op op
)
3138 case WINED3D_SHADER_REL_OP_GT
: return ">";
3139 case WINED3D_SHADER_REL_OP_EQ
: return "==";
3140 case WINED3D_SHADER_REL_OP_GE
: return ">=";
3141 case WINED3D_SHADER_REL_OP_LT
: return "<";
3142 case WINED3D_SHADER_REL_OP_NE
: return "!=";
3143 case WINED3D_SHADER_REL_OP_LE
: return "<=";
3145 FIXME("Unrecognized operator %#x.\n", op
);
3150 static BOOL
shader_glsl_has_core_grad(const struct wined3d_gl_info
*gl_info
,
3151 const struct wined3d_shader_version
*version
)
3153 return shader_glsl_get_version(gl_info
, version
) >= 130 || gl_info
->supported
[EXT_GPU_SHADER4
];
3156 static void shader_glsl_get_sample_function(const struct wined3d_shader_context
*ctx
,
3157 DWORD resource_idx
, DWORD sampler_idx
, DWORD flags
, struct glsl_sample_function
*sample_function
)
3159 enum wined3d_shader_resource_type resource_type
= ctx
->reg_maps
->resource_info
[resource_idx
].type
;
3160 struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
3161 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
3162 BOOL shadow
= glsl_is_shadow_sampler(ctx
->shader
, priv
->cur_ps_args
, resource_idx
, sampler_idx
);
3163 BOOL projected
= flags
& WINED3D_GLSL_SAMPLE_PROJECTED
;
3164 BOOL texrect
= ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
3165 && priv
->cur_ps_args
->np2_fixup
& (1u << resource_idx
)
3166 && gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
3167 BOOL lod
= flags
& WINED3D_GLSL_SAMPLE_LOD
;
3168 BOOL grad
= flags
& WINED3D_GLSL_SAMPLE_GRAD
;
3169 BOOL offset
= flags
& WINED3D_GLSL_SAMPLE_OFFSET
;
3170 const char *base
= "texture", *type_part
= "", *suffix
= "";
3171 unsigned int coord_size
, deriv_size
;
3174 sample_function
->data_type
= ctx
->reg_maps
->resource_info
[resource_idx
].data_type
;
3176 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
3178 ERR("Unexpected resource type %#x.\n", resource_type
);
3179 resource_type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
3181 array
= resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY
3182 || resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
;
3184 /* Note that there's no such thing as a projected cube texture. */
3185 if (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
3188 if (needs_legacy_glsl_syntax(gl_info
))
3193 type_part
= resource_type_info
[resource_type
].type_part
;
3194 if (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2D
&& texrect
)
3195 type_part
= "2DRect";
3196 if (!type_part
[0] && resource_type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY
)
3197 FIXME("Unhandled resource type %#x.\n", resource_type
);
3199 if (!lod
&& grad
&& !shader_glsl_has_core_grad(gl_info
, &ctx
->shader
->reg_maps
.shader_version
))
3201 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
3204 FIXME("Unsupported grad function.\n");
3208 if (flags
& WINED3D_GLSL_SAMPLE_LOAD
)
3210 static const DWORD texel_fetch_flags
= WINED3D_GLSL_SAMPLE_LOAD
| WINED3D_GLSL_SAMPLE_OFFSET
;
3211 if (flags
& ~texel_fetch_flags
)
3212 ERR("Unexpected flags %#x for texelFetch.\n", flags
& ~texel_fetch_flags
);
3214 base
= "texelFetch";
3218 sample_function
->name
= string_buffer_get(priv
->string_buffers
);
3219 string_buffer_sprintf(sample_function
->name
, "%s%s%s%s%s%s", base
, type_part
, projected
? "Proj" : "",
3220 lod
? "Lod" : grad
? "Grad" : "", offset
? "Offset" : "", suffix
);
3222 coord_size
= resource_type_info
[resource_type
].coord_size
;
3223 deriv_size
= coord_size
;
3228 sample_function
->offset_size
= offset
? deriv_size
: 0;
3229 sample_function
->coord_mask
= (1u << coord_size
) - 1;
3230 sample_function
->deriv_mask
= (1u << deriv_size
) - 1;
3231 sample_function
->output_single_component
= shadow
&& !needs_legacy_glsl_syntax(gl_info
);
3234 static void shader_glsl_release_sample_function(const struct wined3d_shader_context
*ctx
,
3235 struct glsl_sample_function
*sample_function
)
3237 const struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
3239 string_buffer_release(priv
->string_buffers
, sample_function
->name
);
3242 static void shader_glsl_append_fixup_arg(char *arguments
, const char *reg_name
,
3243 BOOL sign_fixup
, enum fixup_channel_source channel_source
)
3245 switch(channel_source
)
3247 case CHANNEL_SOURCE_ZERO
:
3248 strcat(arguments
, "0.0");
3251 case CHANNEL_SOURCE_ONE
:
3252 strcat(arguments
, "1.0");
3255 case CHANNEL_SOURCE_X
:
3256 strcat(arguments
, reg_name
);
3257 strcat(arguments
, ".x");
3260 case CHANNEL_SOURCE_Y
:
3261 strcat(arguments
, reg_name
);
3262 strcat(arguments
, ".y");
3265 case CHANNEL_SOURCE_Z
:
3266 strcat(arguments
, reg_name
);
3267 strcat(arguments
, ".z");
3270 case CHANNEL_SOURCE_W
:
3271 strcat(arguments
, reg_name
);
3272 strcat(arguments
, ".w");
3276 FIXME("Unhandled channel source %#x\n", channel_source
);
3277 strcat(arguments
, "undefined");
3281 if (sign_fixup
) strcat(arguments
, " * 2.0 - 1.0");
3284 static void shader_glsl_color_correction_ext(struct wined3d_string_buffer
*buffer
,
3285 const char *reg_name
, DWORD mask
, struct color_fixup_desc fixup
)
3287 unsigned int mask_size
, remaining
;
3288 DWORD fixup_mask
= 0;
3289 char arguments
[256];
3292 if (fixup
.x_sign_fixup
|| fixup
.x_source
!= CHANNEL_SOURCE_X
) fixup_mask
|= WINED3DSP_WRITEMASK_0
;
3293 if (fixup
.y_sign_fixup
|| fixup
.y_source
!= CHANNEL_SOURCE_Y
) fixup_mask
|= WINED3DSP_WRITEMASK_1
;
3294 if (fixup
.z_sign_fixup
|| fixup
.z_source
!= CHANNEL_SOURCE_Z
) fixup_mask
|= WINED3DSP_WRITEMASK_2
;
3295 if (fixup
.w_sign_fixup
|| fixup
.w_source
!= CHANNEL_SOURCE_W
) fixup_mask
|= WINED3DSP_WRITEMASK_3
;
3296 if (!(mask
&= fixup_mask
))
3299 if (is_complex_fixup(fixup
))
3301 enum complex_fixup complex_fixup
= get_complex_fixup(fixup
);
3302 FIXME("Complex fixup (%#x) not supported\n",complex_fixup
);
3306 shader_glsl_write_mask_to_str(mask
, mask_str
);
3307 mask_size
= shader_glsl_get_write_mask_size(mask
);
3309 arguments
[0] = '\0';
3310 remaining
= mask_size
;
3311 if (mask
& WINED3DSP_WRITEMASK_0
)
3313 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.x_sign_fixup
, fixup
.x_source
);
3314 if (--remaining
) strcat(arguments
, ", ");
3316 if (mask
& WINED3DSP_WRITEMASK_1
)
3318 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.y_sign_fixup
, fixup
.y_source
);
3319 if (--remaining
) strcat(arguments
, ", ");
3321 if (mask
& WINED3DSP_WRITEMASK_2
)
3323 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.z_sign_fixup
, fixup
.z_source
);
3324 if (--remaining
) strcat(arguments
, ", ");
3326 if (mask
& WINED3DSP_WRITEMASK_3
)
3328 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.w_sign_fixup
, fixup
.w_source
);
3329 if (--remaining
) strcat(arguments
, ", ");
3333 shader_addline(buffer
, "%s%s = vec%u(%s);\n", reg_name
, mask_str
, mask_size
, arguments
);
3335 shader_addline(buffer
, "%s%s = %s;\n", reg_name
, mask_str
, arguments
);
3338 static void shader_glsl_color_correction(const struct wined3d_shader_instruction
*ins
, struct color_fixup_desc fixup
)
3343 shader_glsl_get_register_name(&ins
->dst
[0].reg
, reg_name
, &is_color
, ins
);
3344 shader_glsl_color_correction_ext(ins
->ctx
->buffer
, reg_name
, ins
->dst
[0].write_mask
, fixup
);
3347 static void PRINTF_ATTR(9, 10) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction
*ins
,
3348 unsigned int sampler_bind_idx
, const struct glsl_sample_function
*sample_function
, DWORD swizzle
,
3349 const char *dx
, const char *dy
, const char *bias
, const struct wined3d_shader_texel_offset
*offset
,
3350 const char *coord_reg_fmt
, ...)
3352 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
3353 char dst_swizzle
[6];
3354 struct color_fixup_desc fixup
;
3355 BOOL np2_fixup
= FALSE
;
3359 shader_glsl_swizzle_to_str(swizzle
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
3361 /* If ARB_texture_swizzle is supported we don't need to do anything here.
3362 * We actually rely on it for vertex shaders and SM4+. */
3363 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& version
->major
< 4)
3365 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3366 fixup
= priv
->cur_ps_args
->color_fixup
[sampler_bind_idx
];
3368 if (priv
->cur_ps_args
->np2_fixup
& (1u << sampler_bind_idx
))
3373 fixup
= COLOR_FIXUP_IDENTITY
;
3376 shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], sample_function
->data_type
);
3378 if (sample_function
->output_single_component
)
3379 shader_addline(ins
->ctx
->buffer
, "vec4(");
3381 shader_addline(ins
->ctx
->buffer
, "%s(%s_sampler%u, ",
3382 sample_function
->name
->buffer
, shader_glsl_get_prefix(version
->type
), sampler_bind_idx
);
3386 va_start(args
, coord_reg_fmt
);
3387 ret
= shader_vaddline(ins
->ctx
->buffer
, coord_reg_fmt
, args
);
3391 if (!string_buffer_resize(ins
->ctx
->buffer
, ret
))
3397 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3398 const unsigned char idx
= priv
->cur_np2fixup_info
->idx
[sampler_bind_idx
];
3400 switch (shader_glsl_get_write_mask_size(sample_function
->coord_mask
))
3403 shader_addline(ins
->ctx
->buffer
, " * ps_samplerNP2Fixup[%u].%s",
3404 idx
>> 1, (idx
% 2) ? "z" : "x");
3407 shader_addline(ins
->ctx
->buffer
, " * ps_samplerNP2Fixup[%u].%s",
3408 idx
>> 1, (idx
% 2) ? "zw" : "xy");
3411 shader_addline(ins
->ctx
->buffer
, " * vec3(ps_samplerNP2Fixup[%u].%s, 1.0)",
3412 idx
>> 1, (idx
% 2) ? "zw" : "xy");
3415 shader_addline(ins
->ctx
->buffer
, " * vec4(ps_samplerNP2Fixup[%u].%s, 1.0, 1.0)",
3416 idx
>> 1, (idx
% 2) ? "zw" : "xy");
3421 shader_addline(ins
->ctx
->buffer
, ", %s, %s", dx
, dy
);
3423 shader_addline(ins
->ctx
->buffer
, ", %s", bias
);
3424 if (sample_function
->offset_size
)
3426 int offset_immdata
[4] = {offset
->u
, offset
->v
, offset
->w
};
3427 shader_addline(ins
->ctx
->buffer
, ", ");
3428 shader_glsl_append_imm_ivec(ins
->ctx
->buffer
, offset_immdata
, sample_function
->offset_size
);
3430 shader_addline(ins
->ctx
->buffer
, ")");
3432 if (sample_function
->output_single_component
)
3433 shader_addline(ins
->ctx
->buffer
, ")");
3435 shader_addline(ins
->ctx
->buffer
, "%s);\n", dst_swizzle
);
3437 if (!is_identity_fixup(fixup
))
3438 shader_glsl_color_correction(ins
, fixup
);
3441 static void shader_glsl_fixup_position(struct wined3d_string_buffer
*buffer
)
3443 /* Write the final position.
3445 * OpenGL coordinates specify the center of the pixel while D3D coords
3446 * specify the corner. The offsets are stored in z and w in
3447 * pos_fixup. pos_fixup.y contains 1.0 or -1.0 to turn the rendering
3448 * upside down for offscreen rendering. pos_fixup.x contains 1.0 to allow
3450 shader_addline(buffer
, "gl_Position.y = gl_Position.y * pos_fixup.y;\n");
3451 shader_addline(buffer
, "gl_Position.xy += pos_fixup.zw * gl_Position.ww;\n");
3453 /* Z coord [0;1]->[-1;1] mapping, see comment in get_projection_matrix()
3456 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However,
3457 * shaders are run before the homogeneous divide, so we have to take the w
3458 * into account: z = ((z / w) * 2 - 1) * w, which is the same as
3460 shader_addline(buffer
, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
3463 /*****************************************************************************
3464 * Begin processing individual instruction opcodes
3465 ****************************************************************************/
3467 static void shader_glsl_binop(const struct wined3d_shader_instruction
*ins
)
3469 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3470 struct glsl_src_param src0_param
;
3471 struct glsl_src_param src1_param
;
3475 /* Determine the GLSL operator to use based on the opcode */
3476 switch (ins
->handler_idx
)
3478 case WINED3DSIH_ADD
: op
= "+"; break;
3479 case WINED3DSIH_AND
: op
= "&"; break;
3480 case WINED3DSIH_DIV
: op
= "/"; break;
3481 case WINED3DSIH_IADD
: op
= "+"; break;
3482 case WINED3DSIH_ISHL
: op
= "<<"; break;
3483 case WINED3DSIH_ISHR
: op
= ">>"; break;
3484 case WINED3DSIH_MUL
: op
= "*"; break;
3485 case WINED3DSIH_OR
: op
= "|"; break;
3486 case WINED3DSIH_SUB
: op
= "-"; break;
3487 case WINED3DSIH_USHR
: op
= ">>"; break;
3488 case WINED3DSIH_XOR
: op
= "^"; break;
3490 op
= "<unhandled operator>";
3491 FIXME("Opcode %s not yet handled in GLSL.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3495 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3496 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3497 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3498 shader_addline(buffer
, "%s %s %s);\n", src0_param
.param_str
, op
, src1_param
.param_str
);
3501 static void shader_glsl_relop(const struct wined3d_shader_instruction
*ins
)
3503 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3504 struct glsl_src_param src0_param
;
3505 struct glsl_src_param src1_param
;
3506 unsigned int mask_size
;
3510 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3511 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3512 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3513 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3517 switch (ins
->handler_idx
)
3519 case WINED3DSIH_EQ
: op
= "equal"; break;
3520 case WINED3DSIH_IEQ
: op
= "equal"; break;
3521 case WINED3DSIH_GE
: op
= "greaterThanEqual"; break;
3522 case WINED3DSIH_IGE
: op
= "greaterThanEqual"; break;
3523 case WINED3DSIH_UGE
: op
= "greaterThanEqual"; break;
3524 case WINED3DSIH_LT
: op
= "lessThan"; break;
3525 case WINED3DSIH_ILT
: op
= "lessThan"; break;
3526 case WINED3DSIH_ULT
: op
= "lessThan"; break;
3527 case WINED3DSIH_NE
: op
= "notEqual"; break;
3528 case WINED3DSIH_INE
: op
= "notEqual"; break;
3530 op
= "<unhandled operator>";
3531 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
3535 shader_addline(buffer
, "uvec%u(%s(%s, %s)) * 0xffffffffu);\n",
3536 mask_size
, op
, src0_param
.param_str
, src1_param
.param_str
);
3540 switch (ins
->handler_idx
)
3542 case WINED3DSIH_EQ
: op
= "=="; break;
3543 case WINED3DSIH_IEQ
: op
= "=="; break;
3544 case WINED3DSIH_GE
: op
= ">="; break;
3545 case WINED3DSIH_IGE
: op
= ">="; break;
3546 case WINED3DSIH_UGE
: op
= ">="; break;
3547 case WINED3DSIH_LT
: op
= "<"; break;
3548 case WINED3DSIH_ILT
: op
= "<"; break;
3549 case WINED3DSIH_ULT
: op
= "<"; break;
3550 case WINED3DSIH_NE
: op
= "!="; break;
3551 case WINED3DSIH_INE
: op
= "!="; break;
3553 op
= "<unhandled operator>";
3554 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
3558 shader_addline(buffer
, "%s %s %s ? 0xffffffffu : 0u);\n",
3559 src0_param
.param_str
, op
, src1_param
.param_str
);
3563 static void shader_glsl_unary_op(const struct wined3d_shader_instruction
*ins
)
3565 struct glsl_src_param src_param
;
3569 switch (ins
->handler_idx
)
3571 case WINED3DSIH_INEG
: op
= "-"; break;
3572 case WINED3DSIH_NOT
: op
= "~"; break;
3574 op
= "<unhandled operator>";
3575 ERR("Unhandled opcode %s.\n",
3576 debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3580 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3581 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3582 shader_addline(ins
->ctx
->buffer
, "%s%s);\n", op
, src_param
.param_str
);
3585 static void shader_glsl_mul_extended(const struct wined3d_shader_instruction
*ins
)
3587 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3588 struct glsl_src_param src0_param
;
3589 struct glsl_src_param src1_param
;
3592 /* If we have ARB_gpu_shader5, we can use imulExtended() / umulExtended().
3593 * If not, we can emulate it. */
3594 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
3595 FIXME("64-bit integer multiplies not implemented.\n");
3597 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3599 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3600 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3601 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3603 shader_addline(ins
->ctx
->buffer
, "%s * %s);\n",
3604 src0_param
.param_str
, src1_param
.param_str
);
3608 static void shader_glsl_udiv(const struct wined3d_shader_instruction
*ins
)
3610 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3611 struct glsl_src_param src0_param
, src1_param
;
3614 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
3616 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3620 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3621 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3622 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3623 shader_addline(buffer
, "tmp0%s = uintBitsToFloat(%s / %s);\n",
3624 dst_mask
, src0_param
.param_str
, src1_param
.param_str
);
3626 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3627 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3628 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3629 shader_addline(buffer
, "%s %% %s);\n", src0_param
.param_str
, src1_param
.param_str
);
3631 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], WINED3D_DATA_FLOAT
);
3632 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
3636 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
3637 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3638 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3639 shader_addline(buffer
, "%s / %s);\n", src0_param
.param_str
, src1_param
.param_str
);
3642 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3644 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3645 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3646 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3647 shader_addline(buffer
, "%s %% %s);\n", src0_param
.param_str
, src1_param
.param_str
);
3651 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
3652 static void shader_glsl_mov(const struct wined3d_shader_instruction
*ins
)
3654 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
3655 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3656 struct glsl_src_param src0_param
;
3659 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3660 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3662 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
3663 * shader versions WINED3DSIO_MOVA is used for this. */
3664 if (ins
->ctx
->reg_maps
->shader_version
.major
== 1
3665 && ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_VERTEX
3666 && ins
->dst
[0].reg
.type
== WINED3DSPR_ADDR
)
3668 /* This is a simple floor() */
3669 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3670 if (mask_size
> 1) {
3671 shader_addline(buffer
, "ivec%d(floor(%s)));\n", mask_size
, src0_param
.param_str
);
3673 shader_addline(buffer
, "int(floor(%s)));\n", src0_param
.param_str
);
3676 else if (ins
->handler_idx
== WINED3DSIH_MOVA
)
3678 const struct wined3d_shader_version
*version
= &ins
->ctx
->shader
->reg_maps
.shader_version
;
3679 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3681 if (shader_glsl_get_version(gl_info
, version
) >= 130 || gl_info
->supported
[EXT_GPU_SHADER4
])
3684 shader_addline(buffer
, "ivec%d(round(%s)));\n", mask_size
, src0_param
.param_str
);
3686 shader_addline(buffer
, "int(round(%s)));\n", src0_param
.param_str
);
3691 shader_addline(buffer
, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
3692 mask_size
, src0_param
.param_str
, mask_size
, src0_param
.param_str
);
3694 shader_addline(buffer
, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
3695 src0_param
.param_str
, src0_param
.param_str
);
3700 shader_addline(buffer
, "%s);\n", src0_param
.param_str
);
3704 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
3705 static void shader_glsl_dot(const struct wined3d_shader_instruction
*ins
)
3707 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3708 struct glsl_src_param src0_param
;
3709 struct glsl_src_param src1_param
;
3710 DWORD dst_write_mask
, src_write_mask
;
3711 unsigned int dst_size
;
3713 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
3714 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
3716 /* dp4 works on vec4, dp3 on vec3, etc. */
3717 if (ins
->handler_idx
== WINED3DSIH_DP4
)
3718 src_write_mask
= WINED3DSP_WRITEMASK_ALL
;
3719 else if (ins
->handler_idx
== WINED3DSIH_DP3
)
3720 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3722 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
3724 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_write_mask
, &src0_param
);
3725 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_write_mask
, &src1_param
);
3728 shader_addline(buffer
, "vec%d(dot(%s, %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
3730 shader_addline(buffer
, "dot(%s, %s));\n", src0_param
.param_str
, src1_param
.param_str
);
3734 /* Note that this instruction has some restrictions. The destination write mask
3735 * can't contain the w component, and the source swizzles have to be .xyzw */
3736 static void shader_glsl_cross(const struct wined3d_shader_instruction
*ins
)
3738 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3739 struct glsl_src_param src0_param
;
3740 struct glsl_src_param src1_param
;
3743 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3744 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3745 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3746 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
3747 shader_addline(ins
->ctx
->buffer
, "cross(%s, %s)%s);\n", src0_param
.param_str
, src1_param
.param_str
, dst_mask
);
3750 static void shader_glsl_cut(const struct wined3d_shader_instruction
*ins
)
3752 unsigned int stream
= ins
->handler_idx
== WINED3DSIH_CUT
? 0 : ins
->src
[0].reg
.idx
[0].offset
;
3755 shader_addline(ins
->ctx
->buffer
, "EndPrimitive();\n");
3757 FIXME("Unhandled primitive stream %u.\n", stream
);
3760 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
3761 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
3762 * GLSL uses the value as-is. */
3763 static void shader_glsl_pow(const struct wined3d_shader_instruction
*ins
)
3765 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3766 struct glsl_src_param src0_param
;
3767 struct glsl_src_param src1_param
;
3768 DWORD dst_write_mask
;
3769 unsigned int dst_size
;
3771 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
3772 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
3774 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3775 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
3779 shader_addline(buffer
, "vec%u(%s == 0.0 ? 1.0 : pow(abs(%s), %s)));\n",
3780 dst_size
, src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
3784 shader_addline(buffer
, "%s == 0.0 ? 1.0 : pow(abs(%s), %s));\n",
3785 src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
3789 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
3790 static void shader_glsl_map2gl(const struct wined3d_shader_instruction
*ins
)
3792 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3793 struct glsl_src_param src_param
;
3794 const char *instruction
;
3798 /* Determine the GLSL function to use based on the opcode */
3799 /* TODO: Possibly make this a table for faster lookups */
3800 switch (ins
->handler_idx
)
3802 case WINED3DSIH_ABS
: instruction
= "abs"; break;
3803 case WINED3DSIH_BFREV
: instruction
= "bitfieldReverse"; break;
3804 case WINED3DSIH_COUNTBITS
: instruction
= "bitCount"; break;
3805 case WINED3DSIH_DSX
: instruction
= "dFdx"; break;
3806 case WINED3DSIH_DSX_COARSE
: instruction
= "dFdxCoarse"; break;
3807 case WINED3DSIH_DSX_FINE
: instruction
= "dFdxFine"; break;
3808 case WINED3DSIH_DSY
: instruction
= "ycorrection.y * dFdy"; break;
3809 case WINED3DSIH_DSY_COARSE
: instruction
= "ycorrection.y * dFdyCoarse"; break;
3810 case WINED3DSIH_DSY_FINE
: instruction
= "ycorrection.y * dFdyFine"; break;
3811 case WINED3DSIH_FIRSTBIT_HI
: instruction
= "findMSB"; break;
3812 case WINED3DSIH_FIRSTBIT_LO
: instruction
= "findLSB"; break;
3813 case WINED3DSIH_FIRSTBIT_SHI
: instruction
= "findMSB"; break;
3814 case WINED3DSIH_FRC
: instruction
= "fract"; break;
3815 case WINED3DSIH_IMAX
: instruction
= "max"; break;
3816 case WINED3DSIH_IMIN
: instruction
= "min"; break;
3817 case WINED3DSIH_MAX
: instruction
= "max"; break;
3818 case WINED3DSIH_MIN
: instruction
= "min"; break;
3819 case WINED3DSIH_ROUND_NE
: instruction
= "roundEven"; break;
3820 case WINED3DSIH_ROUND_NI
: instruction
= "floor"; break;
3821 case WINED3DSIH_ROUND_PI
: instruction
= "ceil"; break;
3822 case WINED3DSIH_ROUND_Z
: instruction
= "trunc"; break;
3823 case WINED3DSIH_SQRT
: instruction
= "sqrt"; break;
3824 case WINED3DSIH_UMAX
: instruction
= "max"; break;
3825 case WINED3DSIH_UMIN
: instruction
= "min"; break;
3826 default: instruction
= "";
3827 ERR("Opcode %s not yet handled in GLSL.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3831 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3833 /* In D3D bits are numbered from the most significant bit. */
3834 if (ins
->handler_idx
== WINED3DSIH_FIRSTBIT_HI
|| ins
->handler_idx
== WINED3DSIH_FIRSTBIT_SHI
)
3835 shader_addline(buffer
, "31 - ");
3836 shader_addline(buffer
, "%s(", instruction
);
3840 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3841 shader_addline(buffer
, "%s", src_param
.param_str
);
3842 for (i
= 1; i
< ins
->src_count
; ++i
)
3844 shader_glsl_add_src_param(ins
, &ins
->src
[i
], write_mask
, &src_param
);
3845 shader_addline(buffer
, ", %s", src_param
.param_str
);
3849 shader_addline(buffer
, "));\n");
3852 static void shader_glsl_float16(const struct wined3d_shader_instruction
*ins
)
3854 struct wined3d_shader_dst_param dst
;
3855 struct glsl_src_param src
;
3860 fmt
= ins
->handler_idx
== WINED3DSIH_F16TOF32
3861 ? "unpackHalf2x16(%s).x);\n" : "packHalf2x16(vec2(%s, 0.0)));\n";
3864 for (i
= 0; i
< 4; ++i
)
3866 dst
.write_mask
= ins
->dst
[0].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
);
3867 if (!(write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
,
3868 &dst
, dst
.reg
.data_type
)))
3871 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src
);
3872 shader_addline(ins
->ctx
->buffer
, fmt
, src
.param_str
);
3876 static void shader_glsl_bitwise_op(const struct wined3d_shader_instruction
*ins
)
3878 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3879 struct wined3d_shader_dst_param dst
;
3880 struct glsl_src_param src
[4];
3881 const char *instruction
;
3885 switch (ins
->handler_idx
)
3887 case WINED3DSIH_BFI
: instruction
= "bitfieldInsert"; break;
3888 case WINED3DSIH_UBFE
: instruction
= "bitfieldExtract"; break;
3890 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
3895 for (i
= 0; i
< 4; ++i
)
3897 dst
.write_mask
= ins
->dst
[0].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
);
3898 if (!(write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
,
3899 &dst
, dst
.reg
.data_type
)))
3902 for (j
= 0; j
< ins
->src_count
; ++j
)
3903 shader_glsl_add_src_param(ins
, &ins
->src
[j
], write_mask
, &src
[j
]);
3904 shader_addline(buffer
, "%s(", instruction
);
3905 for (j
= 0; j
< ins
->src_count
- 2; ++j
)
3906 shader_addline(buffer
, "%s, ", src
[ins
->src_count
- j
- 1].param_str
);
3907 shader_addline(buffer
, "%s & 0x1f, %s & 0x1f));\n", src
[1].param_str
, src
[0].param_str
);
3911 static void shader_glsl_nop(const struct wined3d_shader_instruction
*ins
) {}
3913 static void shader_glsl_nrm(const struct wined3d_shader_instruction
*ins
)
3915 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3916 struct glsl_src_param src_param
;
3917 unsigned int mask_size
;
3921 write_mask
= shader_glsl_get_write_mask(ins
->dst
, dst_mask
);
3922 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3923 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3925 shader_addline(buffer
, "tmp0.x = dot(%s, %s);\n",
3926 src_param
.param_str
, src_param
.param_str
);
3927 shader_glsl_append_dst(buffer
, ins
);
3931 shader_addline(buffer
, "tmp0.x == 0.0 ? vec%u(0.0) : (%s * inversesqrt(tmp0.x)));\n",
3932 mask_size
, src_param
.param_str
);
3936 shader_addline(buffer
, "tmp0.x == 0.0 ? 0.0 : (%s * inversesqrt(tmp0.x)));\n",
3937 src_param
.param_str
);
3941 static void shader_glsl_scalar_op(const struct wined3d_shader_instruction
*ins
)
3943 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
3944 ins
->ctx
->reg_maps
->shader_version
.minor
);
3945 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3946 struct glsl_src_param src0_param
;
3947 const char *prefix
, *suffix
;
3948 unsigned int dst_size
;
3949 DWORD dst_write_mask
;
3951 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
3952 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
3954 if (shader_version
< WINED3D_SHADER_VERSION(4, 0))
3955 dst_write_mask
= WINED3DSP_WRITEMASK_3
;
3957 shader_glsl_add_src_param(ins
, &ins
->src
[0], dst_write_mask
, &src0_param
);
3959 switch (ins
->handler_idx
)
3961 case WINED3DSIH_EXP
:
3962 case WINED3DSIH_EXPP
:
3967 case WINED3DSIH_LOG
:
3968 case WINED3DSIH_LOGP
:
3969 prefix
= "log2(abs(";
3973 case WINED3DSIH_RCP
:
3978 case WINED3DSIH_RSQ
:
3979 prefix
= "inversesqrt(abs(";
3986 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
3990 if (dst_size
> 1 && shader_version
< WINED3D_SHADER_VERSION(4, 0))
3991 shader_addline(buffer
, "vec%u(%s%s%s));\n", dst_size
, prefix
, src0_param
.param_str
, suffix
);
3993 shader_addline(buffer
, "%s%s%s);\n", prefix
, src0_param
.param_str
, suffix
);
3996 /** Process the WINED3DSIO_EXPP instruction in GLSL:
3997 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
3998 * dst.x = 2^(floor(src))
3999 * dst.y = src - floor(src)
4000 * dst.z = 2^src (partial precision is allowed, but optional)
4002 * For 2.0 shaders, just do this (honoring writemask and swizzle):
4003 * dst = 2^src; (partial precision is allowed, but optional)
4005 static void shader_glsl_expp(const struct wined3d_shader_instruction
*ins
)
4007 if (ins
->ctx
->reg_maps
->shader_version
.major
< 2)
4009 struct glsl_src_param src_param
;
4012 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
4014 shader_addline(ins
->ctx
->buffer
, "tmp0.x = exp2(floor(%s));\n", src_param
.param_str
);
4015 shader_addline(ins
->ctx
->buffer
, "tmp0.y = %s - floor(%s);\n", src_param
.param_str
, src_param
.param_str
);
4016 shader_addline(ins
->ctx
->buffer
, "tmp0.z = exp2(%s);\n", src_param
.param_str
);
4017 shader_addline(ins
->ctx
->buffer
, "tmp0.w = 1.0;\n");
4019 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4020 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4021 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", dst_mask
);
4025 shader_glsl_scalar_op(ins
);
4028 static void shader_glsl_cast(const struct wined3d_shader_instruction
*ins
,
4029 const char *vector_constructor
, const char *scalar_constructor
)
4031 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4032 struct glsl_src_param src_param
;
4033 unsigned int mask_size
;
4036 write_mask
= shader_glsl_append_dst(buffer
, ins
);
4037 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4038 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
4041 shader_addline(buffer
, "%s%u(%s));\n", vector_constructor
, mask_size
, src_param
.param_str
);
4043 shader_addline(buffer
, "%s(%s));\n", scalar_constructor
, src_param
.param_str
);
4046 static void shader_glsl_to_int(const struct wined3d_shader_instruction
*ins
)
4048 shader_glsl_cast(ins
, "ivec", "int");
4051 static void shader_glsl_to_uint(const struct wined3d_shader_instruction
*ins
)
4053 shader_glsl_cast(ins
, "uvec", "uint");
4056 static void shader_glsl_to_float(const struct wined3d_shader_instruction
*ins
)
4058 shader_glsl_cast(ins
, "vec", "float");
4061 /** Process signed comparison opcodes in GLSL. */
4062 static void shader_glsl_compare(const struct wined3d_shader_instruction
*ins
)
4064 struct glsl_src_param src0_param
;
4065 struct glsl_src_param src1_param
;
4067 unsigned int mask_size
;
4069 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4070 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4071 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4072 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4074 if (mask_size
> 1) {
4075 const char *compare
;
4077 switch(ins
->handler_idx
)
4079 case WINED3DSIH_SLT
: compare
= "lessThan"; break;
4080 case WINED3DSIH_SGE
: compare
= "greaterThanEqual"; break;
4081 default: compare
= "";
4082 FIXME("Can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
4085 shader_addline(ins
->ctx
->buffer
, "vec%d(%s(%s, %s)));\n", mask_size
, compare
,
4086 src0_param
.param_str
, src1_param
.param_str
);
4088 switch(ins
->handler_idx
)
4090 case WINED3DSIH_SLT
:
4091 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
4092 * to return 0.0 but step returns 1.0 because step is not < x
4093 * An alternative is a bvec compare padded with an unused second component.
4094 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
4095 * issue. Playing with not() is not possible either because not() does not accept
4098 shader_addline(ins
->ctx
->buffer
, "(%s < %s) ? 1.0 : 0.0);\n",
4099 src0_param
.param_str
, src1_param
.param_str
);
4101 case WINED3DSIH_SGE
:
4102 /* Here we can use the step() function and safe a conditional */
4103 shader_addline(ins
->ctx
->buffer
, "step(%s, %s));\n", src1_param
.param_str
, src0_param
.param_str
);
4106 FIXME("Can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
4112 static void shader_glsl_conditional_move(const struct wined3d_shader_instruction
*ins
)
4114 const char *condition_prefix
, *condition_suffix
;
4115 struct wined3d_shader_dst_param dst
;
4116 struct glsl_src_param src0_param
;
4117 struct glsl_src_param src1_param
;
4118 struct glsl_src_param src2_param
;
4119 BOOL temp_destination
= FALSE
;
4120 DWORD cmp_channel
= 0;
4125 switch (ins
->handler_idx
)
4127 case WINED3DSIH_CMP
:
4128 condition_prefix
= "";
4129 condition_suffix
= " >= 0.0";
4132 case WINED3DSIH_CND
:
4133 condition_prefix
= "";
4134 condition_suffix
= " > 0.5";
4137 case WINED3DSIH_MOVC
:
4138 condition_prefix
= "bool(";
4139 condition_suffix
= ")";
4143 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
4144 condition_prefix
= "<unhandled prefix>";
4145 condition_suffix
= "<unhandled suffix>";
4149 if (shader_is_scalar(&ins
->dst
[0].reg
) || shader_is_scalar(&ins
->src
[0].reg
))
4151 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4152 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4153 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4154 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4156 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
4157 condition_prefix
, src0_param
.param_str
, condition_suffix
,
4158 src1_param
.param_str
, src2_param
.param_str
);
4164 /* Splitting the instruction up in multiple lines imposes a problem:
4165 * The first lines may overwrite source parameters of the following lines.
4166 * Deal with that by using a temporary destination register if needed. */
4167 if ((ins
->src
[0].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
4168 && ins
->src
[0].reg
.type
== dst
.reg
.type
)
4169 || (ins
->src
[1].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
4170 && ins
->src
[1].reg
.type
== dst
.reg
.type
)
4171 || (ins
->src
[2].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
4172 && ins
->src
[2].reg
.type
== dst
.reg
.type
))
4173 temp_destination
= TRUE
;
4175 /* Cycle through all source0 channels. */
4176 for (i
= 0; i
< 4; ++i
)
4179 /* Find the destination channels which use the current source0 channel. */
4180 for (j
= 0; j
< 4; ++j
)
4182 if (shader_glsl_swizzle_get_component(ins
->src
[0].swizzle
, j
) == i
)
4184 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
4185 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
4188 dst
.write_mask
= ins
->dst
[0].write_mask
& write_mask
;
4190 if (temp_destination
)
4192 if (!(write_mask
= shader_glsl_get_write_mask(&dst
, mask_char
)))
4194 shader_addline(ins
->ctx
->buffer
, "tmp0%s = (", mask_char
);
4196 else if (!(write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
, dst
.reg
.data_type
)))
4199 shader_glsl_add_src_param(ins
, &ins
->src
[0], cmp_channel
, &src0_param
);
4200 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4201 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4203 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
4204 condition_prefix
, src0_param
.param_str
, condition_suffix
,
4205 src1_param
.param_str
, src2_param
.param_str
);
4208 if (temp_destination
)
4210 shader_glsl_get_write_mask(&ins
->dst
[0], mask_char
);
4211 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4212 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", mask_char
);
4216 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
4217 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
4218 * the compare is done per component of src0. */
4219 static void shader_glsl_cnd(const struct wined3d_shader_instruction
*ins
)
4221 struct glsl_src_param src0_param
;
4222 struct glsl_src_param src1_param
;
4223 struct glsl_src_param src2_param
;
4225 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
4226 ins
->ctx
->reg_maps
->shader_version
.minor
);
4228 if (shader_version
< WINED3D_SHADER_VERSION(1, 4))
4230 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4231 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4232 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4233 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4235 if (ins
->coissue
&& ins
->dst
->write_mask
!= WINED3DSP_WRITEMASK_3
)
4236 shader_addline(ins
->ctx
->buffer
, "%s /* COISSUE! */);\n", src1_param
.param_str
);
4238 shader_addline(ins
->ctx
->buffer
, "%s > 0.5 ? %s : %s);\n",
4239 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
4243 shader_glsl_conditional_move(ins
);
4246 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
4247 static void shader_glsl_mad(const struct wined3d_shader_instruction
*ins
)
4249 struct glsl_src_param src0_param
;
4250 struct glsl_src_param src1_param
;
4251 struct glsl_src_param src2_param
;
4254 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4255 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4256 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4257 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4258 shader_addline(ins
->ctx
->buffer
, "(%s * %s) + %s);\n",
4259 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
4262 /* Handles transforming all WINED3DSIO_M?x? opcodes for
4263 Vertex shaders to GLSL codes */
4264 static void shader_glsl_mnxn(const struct wined3d_shader_instruction
*ins
)
4267 int nComponents
= 0;
4268 struct wined3d_shader_dst_param tmp_dst
= {{0}};
4269 struct wined3d_shader_src_param tmp_src
[2] = {{{0}}};
4270 struct wined3d_shader_instruction tmp_ins
;
4272 memset(&tmp_ins
, 0, sizeof(tmp_ins
));
4274 /* Set constants for the temporary argument */
4275 tmp_ins
.ctx
= ins
->ctx
;
4276 tmp_ins
.dst_count
= 1;
4277 tmp_ins
.dst
= &tmp_dst
;
4278 tmp_ins
.src_count
= 2;
4279 tmp_ins
.src
= tmp_src
;
4281 switch(ins
->handler_idx
)
4283 case WINED3DSIH_M4x4
:
4285 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
4287 case WINED3DSIH_M4x3
:
4289 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
4291 case WINED3DSIH_M3x4
:
4293 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
4295 case WINED3DSIH_M3x3
:
4297 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
4299 case WINED3DSIH_M3x2
:
4301 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
4307 tmp_dst
= ins
->dst
[0];
4308 tmp_src
[0] = ins
->src
[0];
4309 tmp_src
[1] = ins
->src
[1];
4310 for (i
= 0; i
< nComponents
; ++i
)
4312 tmp_dst
.write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
4313 shader_glsl_dot(&tmp_ins
);
4314 ++tmp_src
[1].reg
.idx
[0].offset
;
4319 The LRP instruction performs a component-wise linear interpolation
4320 between the second and third operands using the first operand as the
4321 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
4322 This is equivalent to mix(src2, src1, src0);
4324 static void shader_glsl_lrp(const struct wined3d_shader_instruction
*ins
)
4326 struct glsl_src_param src0_param
;
4327 struct glsl_src_param src1_param
;
4328 struct glsl_src_param src2_param
;
4331 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4333 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4334 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4335 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4337 shader_addline(ins
->ctx
->buffer
, "mix(%s, %s, %s));\n",
4338 src2_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
);
4341 /** Process the WINED3DSIO_LIT instruction in GLSL:
4342 * dst.x = dst.w = 1.0
4343 * dst.y = (src0.x > 0) ? src0.x
4344 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
4345 * where src.w is clamped at +- 128
4347 static void shader_glsl_lit(const struct wined3d_shader_instruction
*ins
)
4349 struct glsl_src_param src0_param
;
4350 struct glsl_src_param src1_param
;
4351 struct glsl_src_param src3_param
;
4354 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4355 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4357 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4358 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src1_param
);
4359 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src3_param
);
4361 /* The sdk specifies the instruction like this
4363 * if(src.x > 0.0) dst.y = src.x
4365 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
4368 * (where power = src.w clamped between -128 and 128)
4370 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
4371 * dst.x = 1.0 ... No further explanation needed
4372 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
4373 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
4374 * dst.w = 1.0. ... Nothing fancy.
4376 * So we still have one conditional in there. So do this:
4377 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
4379 * 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),
4380 * 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.
4381 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to.
4383 * Unfortunately pow(0.0 ^ 0.0) returns NaN on most GPUs, but lit with src.y = 0 and src.w = 0 returns
4384 * a non-NaN value in dst.z. What we return doesn't matter, as long as it is not NaN. Return 0, which is
4385 * what all Windows HW drivers and GL_ARB_vertex_program's LIT do.
4387 shader_addline(ins
->ctx
->buffer
,
4388 "vec4(1.0, max(%s, 0.0), %s == 0.0 ? 0.0 : "
4389 "pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
4390 src0_param
.param_str
, src3_param
.param_str
, src1_param
.param_str
,
4391 src0_param
.param_str
, src3_param
.param_str
, dst_mask
);
4394 /** Process the WINED3DSIO_DST instruction in GLSL:
4396 * dst.y = src0.x * src0.y
4400 static void shader_glsl_dst(const struct wined3d_shader_instruction
*ins
)
4402 struct glsl_src_param src0y_param
;
4403 struct glsl_src_param src0z_param
;
4404 struct glsl_src_param src1y_param
;
4405 struct glsl_src_param src1w_param
;
4408 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4409 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4411 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src0y_param
);
4412 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &src0z_param
);
4413 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_1
, &src1y_param
);
4414 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_3
, &src1w_param
);
4416 shader_addline(ins
->ctx
->buffer
, "vec4(1.0, %s * %s, %s, %s))%s;\n",
4417 src0y_param
.param_str
, src1y_param
.param_str
, src0z_param
.param_str
, src1w_param
.param_str
, dst_mask
);
4420 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
4421 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
4422 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
4424 * dst.x = cos(src0.?)
4425 * dst.y = sin(src0.?)
4429 static void shader_glsl_sincos(const struct wined3d_shader_instruction
*ins
)
4431 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4432 struct glsl_src_param src0_param
;
4435 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
4437 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4439 write_mask
= shader_glsl_append_dst(buffer
, ins
);
4442 case WINED3DSP_WRITEMASK_0
:
4443 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
4446 case WINED3DSP_WRITEMASK_1
:
4447 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
4450 case (WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
):
4451 shader_addline(buffer
, "vec2(cos(%s), sin(%s)));\n",
4452 src0_param
.param_str
, src0_param
.param_str
);
4456 ERR("Write mask should be .x, .y or .xy\n");
4463 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
4466 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
4470 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4471 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4472 shader_addline(buffer
, "tmp0%s = sin(%s);\n", dst_mask
, src0_param
.param_str
);
4474 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
4475 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4476 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
4478 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
4479 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
4483 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
4484 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4485 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
4488 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
4490 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
4491 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4492 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
4496 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
4497 * here. But those extra parameters require a dedicated function for sgn, since map2gl would
4498 * generate invalid code
4500 static void shader_glsl_sgn(const struct wined3d_shader_instruction
*ins
)
4502 struct glsl_src_param src0_param
;
4505 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4506 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4508 shader_addline(ins
->ctx
->buffer
, "sign(%s));\n", src0_param
.param_str
);
4511 /** Process the WINED3DSIO_LOOP instruction in GLSL:
4512 * Start a for() loop where src1.y is the initial value of aL,
4513 * increment aL by src1.z for a total of src1.x iterations.
4514 * Need to use a temporary variable for this operation.
4516 /* FIXME: I don't think nested loops will work correctly this way. */
4517 static void shader_glsl_loop(const struct wined3d_shader_instruction
*ins
)
4519 struct wined3d_shader_parser_state
*state
= ins
->ctx
->state
;
4520 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4521 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
4522 const struct wined3d_shader_lconst
*constant
;
4523 struct glsl_src_param src1_param
;
4524 const DWORD
*control_values
= NULL
;
4526 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
4528 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_ALL
, &src1_param
);
4530 /* Try to hardcode the loop control parameters if possible. Direct3D 9
4531 * class hardware doesn't support real varying indexing, but Microsoft
4532 * designed this feature for Shader model 2.x+. If the loop control is
4533 * known at compile time, the GLSL compiler can unroll the loop, and
4534 * replace indirect addressing with direct addressing. */
4535 if (ins
->src
[1].reg
.type
== WINED3DSPR_CONSTINT
)
4537 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
4539 if (constant
->idx
== ins
->src
[1].reg
.idx
[0].offset
)
4541 control_values
= constant
->value
;
4549 struct wined3d_shader_loop_control loop_control
;
4550 loop_control
.count
= control_values
[0];
4551 loop_control
.start
= control_values
[1];
4552 loop_control
.step
= (int)control_values
[2];
4554 if (loop_control
.step
> 0)
4556 shader_addline(buffer
, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d)\n{\n",
4557 state
->current_loop_depth
, loop_control
.start
,
4558 state
->current_loop_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
4559 state
->current_loop_depth
, loop_control
.step
);
4561 else if (loop_control
.step
< 0)
4563 shader_addline(buffer
, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d)\n{\n",
4564 state
->current_loop_depth
, loop_control
.start
,
4565 state
->current_loop_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
4566 state
->current_loop_depth
, loop_control
.step
);
4570 shader_addline(buffer
, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++)\n{\n",
4571 state
->current_loop_depth
, loop_control
.start
, state
->current_loop_depth
,
4572 state
->current_loop_depth
, loop_control
.count
,
4573 state
->current_loop_depth
);
4578 shader_addline(buffer
, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z)\n{\n",
4579 state
->current_loop_depth
, state
->current_loop_reg
,
4580 src1_param
.reg_name
, state
->current_loop_depth
, src1_param
.reg_name
,
4581 state
->current_loop_depth
, state
->current_loop_reg
, src1_param
.reg_name
);
4584 ++state
->current_loop_reg
;
4588 shader_addline(buffer
, "for (;;)\n{\n");
4591 ++state
->current_loop_depth
;
4594 static void shader_glsl_end(const struct wined3d_shader_instruction
*ins
)
4596 struct wined3d_shader_parser_state
*state
= ins
->ctx
->state
;
4598 shader_addline(ins
->ctx
->buffer
, "}\n");
4600 if (ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
4602 --state
->current_loop_depth
;
4603 --state
->current_loop_reg
;
4606 if (ins
->handler_idx
== WINED3DSIH_ENDREP
)
4608 --state
->current_loop_depth
;
4612 static void shader_glsl_rep(const struct wined3d_shader_instruction
*ins
)
4614 struct wined3d_shader_parser_state
*state
= ins
->ctx
->state
;
4615 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
4616 const struct wined3d_shader_lconst
*constant
;
4617 struct glsl_src_param src0_param
;
4618 const DWORD
*control_values
= NULL
;
4620 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
4621 if (ins
->src
[0].reg
.type
== WINED3DSPR_CONSTINT
)
4623 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
4625 if (constant
->idx
== ins
->src
[0].reg
.idx
[0].offset
)
4627 control_values
= constant
->value
;
4635 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
4636 state
->current_loop_depth
, state
->current_loop_depth
,
4637 control_values
[0], state
->current_loop_depth
);
4641 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4642 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
4643 state
->current_loop_depth
, state
->current_loop_depth
,
4644 src0_param
.param_str
, state
->current_loop_depth
);
4647 ++state
->current_loop_depth
;
4650 static void shader_glsl_switch(const struct wined3d_shader_instruction
*ins
)
4652 struct glsl_src_param src0_param
;
4654 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4655 shader_addline(ins
->ctx
->buffer
, "switch (%s)\n{\n", src0_param
.param_str
);
4658 static void shader_glsl_case(const struct wined3d_shader_instruction
*ins
)
4660 struct glsl_src_param src0_param
;
4662 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4663 shader_addline(ins
->ctx
->buffer
, "case %s:\n", src0_param
.param_str
);
4666 static void shader_glsl_default(const struct wined3d_shader_instruction
*ins
)
4668 shader_addline(ins
->ctx
->buffer
, "default:\n");
4671 static void shader_glsl_if(const struct wined3d_shader_instruction
*ins
)
4673 const char *condition
= (ins
->flags
== WINED3D_SHADER_CONDITIONAL_OP_NZ
) ? "bool" : "!bool";
4674 struct glsl_src_param src0_param
;
4676 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4677 shader_addline(ins
->ctx
->buffer
, "if (%s(%s)) {\n", condition
, src0_param
.param_str
);
4680 static void shader_glsl_ifc(const struct wined3d_shader_instruction
*ins
)
4682 struct glsl_src_param src0_param
;
4683 struct glsl_src_param src1_param
;
4685 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4686 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
4688 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) {\n",
4689 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
4692 static void shader_glsl_else(const struct wined3d_shader_instruction
*ins
)
4694 shader_addline(ins
->ctx
->buffer
, "} else {\n");
4697 static void shader_glsl_emit(const struct wined3d_shader_instruction
*ins
)
4699 unsigned int stream
= ins
->handler_idx
== WINED3DSIH_EMIT
? 0 : ins
->src
[0].reg
.idx
[0].offset
;
4701 shader_addline(ins
->ctx
->buffer
, "setup_gs_output(gs_out);\n");
4702 if (!ins
->ctx
->gl_info
->supported
[ARB_CLIP_CONTROL
])
4703 shader_glsl_fixup_position(ins
->ctx
->buffer
);
4706 shader_addline(ins
->ctx
->buffer
, "EmitVertex();\n");
4708 FIXME("Unhandled primitive stream %u.\n", stream
);
4711 static void shader_glsl_break(const struct wined3d_shader_instruction
*ins
)
4713 shader_addline(ins
->ctx
->buffer
, "break;\n");
4716 /* FIXME: According to MSDN the compare is done per component. */
4717 static void shader_glsl_breakc(const struct wined3d_shader_instruction
*ins
)
4719 struct glsl_src_param src0_param
;
4720 struct glsl_src_param src1_param
;
4722 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4723 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
4725 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) break;\n",
4726 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
4729 static void shader_glsl_breakp(const struct wined3d_shader_instruction
*ins
)
4731 const char *condition
= (ins
->flags
== WINED3D_SHADER_CONDITIONAL_OP_NZ
) ? "bool" : "!bool";
4732 struct glsl_src_param src_param
;
4734 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
4735 shader_addline(ins
->ctx
->buffer
, "if (%s(%s)) break;\n", condition
, src_param
.param_str
);
4738 static void shader_glsl_continue(const struct wined3d_shader_instruction
*ins
)
4740 shader_addline(ins
->ctx
->buffer
, "continue;\n");
4743 static void shader_glsl_label(const struct wined3d_shader_instruction
*ins
)
4745 shader_addline(ins
->ctx
->buffer
, "}\n");
4746 shader_addline(ins
->ctx
->buffer
, "void subroutine%u()\n{\n", ins
->src
[0].reg
.idx
[0].offset
);
4748 /* Subroutines appear at the end of the shader. */
4749 ins
->ctx
->state
->in_subroutine
= TRUE
;
4752 static void shader_glsl_call(const struct wined3d_shader_instruction
*ins
)
4754 shader_addline(ins
->ctx
->buffer
, "subroutine%u();\n", ins
->src
[0].reg
.idx
[0].offset
);
4757 static void shader_glsl_callnz(const struct wined3d_shader_instruction
*ins
)
4759 struct glsl_src_param src1_param
;
4761 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
4762 shader_addline(ins
->ctx
->buffer
, "if (%s) subroutine%u();\n",
4763 src1_param
.param_str
, ins
->src
[0].reg
.idx
[0].offset
);
4766 static void shader_glsl_ret(const struct wined3d_shader_instruction
*ins
)
4768 const struct wined3d_shader_version
*version
= &ins
->ctx
->shader
->reg_maps
.shader_version
;
4770 if (version
->major
>= 4 && !ins
->ctx
->state
->in_subroutine
)
4772 shader_glsl_generate_shader_epilogue(ins
->ctx
);
4773 shader_addline(ins
->ctx
->buffer
, "return;\n");
4777 static void shader_glsl_tex(const struct wined3d_shader_instruction
*ins
)
4779 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
4780 ins
->ctx
->reg_maps
->shader_version
.minor
);
4781 struct glsl_sample_function sample_function
;
4782 DWORD sample_flags
= 0;
4784 DWORD mask
= 0, swizzle
;
4785 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
4787 /* 1.0-1.4: Use destination register as sampler source.
4788 * 2.0+: Use provided sampler source. */
4789 if (shader_version
< WINED3D_SHADER_VERSION(2,0))
4790 resource_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4792 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4794 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
4796 DWORD flags
= (priv
->cur_ps_args
->tex_transform
>> resource_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
4797 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
4798 enum wined3d_shader_resource_type resource_type
= ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
;
4800 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
4801 if (flags
& WINED3D_PSARGS_PROJECTED
&& resource_type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
4803 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
4804 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
4806 case WINED3D_TTFF_COUNT1
:
4807 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
4809 case WINED3D_TTFF_COUNT2
:
4810 mask
= WINED3DSP_WRITEMASK_1
;
4812 case WINED3D_TTFF_COUNT3
:
4813 mask
= WINED3DSP_WRITEMASK_2
;
4815 case WINED3D_TTFF_COUNT4
:
4816 case WINED3D_TTFF_DISABLE
:
4817 mask
= WINED3DSP_WRITEMASK_3
;
4822 else if (shader_version
< WINED3D_SHADER_VERSION(2,0))
4824 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
4826 if (src_mod
== WINED3DSPSM_DZ
) {
4827 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
4828 mask
= WINED3DSP_WRITEMASK_2
;
4829 } else if (src_mod
== WINED3DSPSM_DW
) {
4830 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
4831 mask
= WINED3DSP_WRITEMASK_3
;
4836 if ((ins
->flags
& WINED3DSI_TEXLD_PROJECT
)
4837 && ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
4839 /* ps 2.0 texldp instruction always divides by the fourth component. */
4840 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
4841 mask
= WINED3DSP_WRITEMASK_3
;
4845 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, resource_idx
, sample_flags
, &sample_function
);
4846 mask
|= sample_function
.coord_mask
;
4847 sample_function
.coord_mask
= mask
;
4849 if (shader_version
< WINED3D_SHADER_VERSION(2,0)) swizzle
= WINED3DSP_NOSWIZZLE
;
4850 else swizzle
= ins
->src
[1].swizzle
;
4852 /* 1.0-1.3: Use destination register as coordinate source.
4853 1.4+: Use provided coordinate source register. */
4854 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
4857 shader_glsl_write_mask_to_str(mask
, coord_mask
);
4858 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
, NULL
,
4859 "T%u%s", resource_idx
, coord_mask
);
4863 struct glsl_src_param coord_param
;
4864 shader_glsl_add_src_param(ins
, &ins
->src
[0], mask
, &coord_param
);
4865 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
)
4867 struct glsl_src_param bias
;
4868 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &bias
);
4869 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, bias
.param_str
,
4870 NULL
, "%s", coord_param
.param_str
);
4872 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
, NULL
,
4873 "%s", coord_param
.param_str
);
4876 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4879 static void shader_glsl_texldd(const struct wined3d_shader_instruction
*ins
)
4881 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
4882 struct glsl_src_param coord_param
, dx_param
, dy_param
;
4883 struct glsl_sample_function sample_function
;
4885 DWORD swizzle
= ins
->src
[1].swizzle
;
4887 if (!shader_glsl_has_core_grad(gl_info
, &ins
->ctx
->shader
->reg_maps
.shader_version
)
4888 && !gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
4890 FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
4891 shader_glsl_tex(ins
);
4895 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4897 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, WINED3D_GLSL_SAMPLE_GRAD
, &sample_function
);
4898 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
4899 shader_glsl_add_src_param(ins
, &ins
->src
[2], sample_function
.deriv_mask
, &dx_param
);
4900 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.deriv_mask
, &dy_param
);
4902 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, dx_param
.param_str
, dy_param
.param_str
,
4903 NULL
, NULL
, "%s", coord_param
.param_str
);
4904 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4907 static void shader_glsl_texldl(const struct wined3d_shader_instruction
*ins
)
4909 const struct wined3d_shader_version
*shader_version
= &ins
->ctx
->reg_maps
->shader_version
;
4910 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
4911 struct glsl_src_param coord_param
, lod_param
;
4912 struct glsl_sample_function sample_function
;
4913 DWORD swizzle
= ins
->src
[1].swizzle
;
4916 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4918 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, WINED3D_GLSL_SAMPLE_LOD
, &sample_function
);
4919 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
4921 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
4923 if (shader_version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& !shader_glsl_has_core_grad(gl_info
, shader_version
)
4924 && !gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
4926 /* Plain GLSL only supports Lod sampling functions in vertex shaders.
4927 * However, the NVIDIA drivers allow them in fragment shaders as well,
4928 * even without the appropriate extension. */
4929 WARN("Using %s in fragment shader.\n", sample_function
.name
->buffer
);
4931 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, lod_param
.param_str
, NULL
,
4932 "%s", coord_param
.param_str
);
4933 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4936 static unsigned int shader_glsl_find_sampler(const struct wined3d_shader_sampler_map
*sampler_map
,
4937 unsigned int resource_idx
, unsigned int sampler_idx
)
4939 struct wined3d_shader_sampler_map_entry
*entries
= sampler_map
->entries
;
4942 for (i
= 0; i
< sampler_map
->count
; ++i
)
4944 if (entries
[i
].resource_idx
== resource_idx
&& entries
[i
].sampler_idx
== sampler_idx
)
4945 return entries
[i
].bind_idx
;
4948 ERR("No GLSL sampler found for resource %u / sampler %u.\n", resource_idx
, sampler_idx
);
4953 static void shader_glsl_atomic(const struct wined3d_shader_instruction
*ins
)
4955 const BOOL is_imm_instruction
= WINED3DSIH_IMM_ATOMIC_AND
<= ins
->handler_idx
4956 && ins
->handler_idx
<= WINED3DSIH_IMM_ATOMIC_XOR
;
4957 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
4958 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
4959 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
4960 struct glsl_src_param structure_idx
, offset
, data
, data2
;
4961 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4962 enum wined3d_shader_resource_type resource_type
;
4963 struct wined3d_string_buffer
*address
;
4964 enum wined3d_data_type data_type
;
4965 unsigned int resource_idx
, stride
;
4966 const char *op
, *resource
;
4970 resource_idx
= ins
->dst
[is_imm_instruction
].reg
.idx
[0].offset
;
4971 is_tgsm
= ins
->dst
[is_imm_instruction
].reg
.type
== WINED3DSPR_GROUPSHAREDMEM
;
4974 if (resource_idx
>= reg_maps
->tgsm_count
)
4976 ERR("Invalid TGSM index %u.\n", resource_idx
);
4980 data_type
= WINED3D_DATA_UINT
;
4982 stride
= reg_maps
->tgsm
[resource_idx
].stride
;
4986 if (resource_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
4988 ERR("Invalid UAV index %u.\n", resource_idx
);
4991 resource_type
= reg_maps
->uav_resource_info
[resource_idx
].type
;
4992 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
4994 ERR("Unexpected resource type %#x.\n", resource_type
);
4998 data_type
= reg_maps
->uav_resource_info
[resource_idx
].data_type
;
4999 coord_mask
= (1u << resource_type_info
[resource_type
].coord_size
) - 1;
5000 stride
= reg_maps
->uav_resource_info
[resource_idx
].stride
;
5003 switch (ins
->handler_idx
)
5005 case WINED3DSIH_ATOMIC_AND
:
5006 case WINED3DSIH_IMM_ATOMIC_AND
:
5010 op
= "imageAtomicAnd";
5012 case WINED3DSIH_ATOMIC_CMP_STORE
:
5013 case WINED3DSIH_IMM_ATOMIC_CMP_EXCH
:
5015 op
= "atomicCompSwap";
5017 op
= "imageAtomicCompSwap";
5019 case WINED3DSIH_ATOMIC_IADD
:
5020 case WINED3DSIH_IMM_ATOMIC_IADD
:
5024 op
= "imageAtomicAdd";
5026 case WINED3DSIH_ATOMIC_IMAX
:
5027 case WINED3DSIH_IMM_ATOMIC_IMAX
:
5031 op
= "imageAtomicMax";
5032 if (data_type
!= WINED3D_DATA_INT
)
5034 FIXME("Unhandled opcode %#x for unsigned integers.\n", ins
->handler_idx
);
5038 case WINED3DSIH_ATOMIC_IMIN
:
5039 case WINED3DSIH_IMM_ATOMIC_IMIN
:
5043 op
= "imageAtomicMin";
5044 if (data_type
!= WINED3D_DATA_INT
)
5046 FIXME("Unhandled opcode %#x for unsigned integers.\n", ins
->handler_idx
);
5050 case WINED3DSIH_ATOMIC_OR
:
5051 case WINED3DSIH_IMM_ATOMIC_OR
:
5055 op
= "imageAtomicOr";
5057 case WINED3DSIH_ATOMIC_UMAX
:
5058 case WINED3DSIH_IMM_ATOMIC_UMAX
:
5062 op
= "imageAtomicMax";
5063 if (data_type
!= WINED3D_DATA_UINT
)
5065 FIXME("Unhandled opcode %#x for signed integers.\n", ins
->handler_idx
);
5069 case WINED3DSIH_ATOMIC_UMIN
:
5070 case WINED3DSIH_IMM_ATOMIC_UMIN
:
5074 op
= "imageAtomicMin";
5075 if (data_type
!= WINED3D_DATA_UINT
)
5077 FIXME("Unhandled opcode %#x for signed integers.\n", ins
->handler_idx
);
5081 case WINED3DSIH_ATOMIC_XOR
:
5082 case WINED3DSIH_IMM_ATOMIC_XOR
:
5086 op
= "imageAtomicXor";
5088 case WINED3DSIH_IMM_ATOMIC_EXCH
:
5090 op
= "atomicExchange";
5092 op
= "imageAtomicExchange";
5095 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
5099 address
= string_buffer_get(priv
->string_buffers
);
5102 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &structure_idx
);
5103 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &offset
);
5104 string_buffer_sprintf(address
, "%s * %u + %s / 4", structure_idx
.param_str
, stride
, offset
.param_str
);
5108 shader_glsl_add_src_param(ins
, &ins
->src
[0], coord_mask
, &offset
);
5109 string_buffer_sprintf(address
, "%s", offset
.param_str
);
5110 if (reg_maps
->uav_resource_info
[resource_idx
].flags
& WINED3D_VIEW_BUFFER_RAW
)
5111 shader_addline(address
, "/ 4");
5114 if (is_imm_instruction
)
5115 shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], data_type
);
5118 shader_addline(buffer
, "%s(%s_%s%u[%s], ",
5119 op
, shader_glsl_get_prefix(version
->type
), resource
, resource_idx
, address
->buffer
);
5121 shader_addline(buffer
, "%s(%s_%s%u, %s, ",
5122 op
, shader_glsl_get_prefix(version
->type
), resource
, resource_idx
, address
->buffer
);
5124 shader_glsl_add_src_param_ext(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &data
, data_type
);
5125 shader_addline(buffer
, "%s", data
.param_str
);
5126 if (ins
->src_count
>= 3)
5128 shader_glsl_add_src_param_ext(ins
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &data2
, data_type
);
5129 shader_addline(buffer
, ", %s", data2
.param_str
);
5132 if (is_imm_instruction
)
5133 shader_addline(buffer
, ")");
5134 shader_addline(buffer
, ");\n");
5136 string_buffer_release(priv
->string_buffers
, address
);
5139 static void shader_glsl_uav_counter(const struct wined3d_shader_instruction
*ins
)
5141 const char *prefix
= shader_glsl_get_prefix(ins
->ctx
->reg_maps
->shader_version
.type
);
5144 if (ins
->handler_idx
== WINED3DSIH_IMM_ATOMIC_ALLOC
)
5145 op
= "atomicCounterIncrement";
5147 op
= "atomicCounterDecrement";
5149 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
5150 shader_addline(ins
->ctx
->buffer
, "%s(%s_counter%u));\n", op
, prefix
, ins
->src
[0].reg
.idx
[0].offset
);
5153 static void shader_glsl_ld_uav(const struct wined3d_shader_instruction
*ins
)
5155 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5156 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
5157 enum wined3d_shader_resource_type resource_type
;
5158 struct glsl_src_param image_coord_param
;
5159 enum wined3d_data_type data_type
;
5160 DWORD coord_mask
, write_mask
;
5161 unsigned int uav_idx
;
5162 char dst_swizzle
[6];
5164 uav_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5165 if (uav_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5167 ERR("Invalid UAV index %u.\n", uav_idx
);
5170 resource_type
= reg_maps
->uav_resource_info
[uav_idx
].type
;
5171 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
5173 ERR("Unexpected resource type %#x.\n", resource_type
);
5174 resource_type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
5176 data_type
= reg_maps
->uav_resource_info
[uav_idx
].data_type
;
5177 coord_mask
= (1u << resource_type_info
[resource_type
].coord_size
) - 1;
5179 write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], data_type
);
5180 shader_glsl_get_swizzle(&ins
->src
[1], FALSE
, write_mask
, dst_swizzle
);
5182 shader_glsl_add_src_param(ins
, &ins
->src
[0], coord_mask
, &image_coord_param
);
5183 shader_addline(ins
->ctx
->buffer
, "imageLoad(%s_image%u, %s)%s);\n",
5184 shader_glsl_get_prefix(version
->type
), uav_idx
, image_coord_param
.param_str
, dst_swizzle
);
5187 static void shader_glsl_ld_raw_structured(const struct wined3d_shader_instruction
*ins
)
5189 const char *prefix
= shader_glsl_get_prefix(ins
->ctx
->reg_maps
->shader_version
.type
);
5190 const struct wined3d_shader_src_param
*src
= &ins
->src
[ins
->src_count
- 1];
5191 unsigned int i
, swizzle
, resource_idx
, bind_idx
, stride
, src_idx
= 0;
5192 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5193 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5194 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5195 struct glsl_src_param structure_idx
, offset
;
5196 struct wined3d_string_buffer
*address
;
5197 struct wined3d_shader_dst_param dst
;
5198 const char *function
, *resource
;
5200 resource_idx
= src
->reg
.idx
[0].offset
;
5201 if (src
->reg
.type
== WINED3DSPR_RESOURCE
)
5203 if (resource_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
5205 ERR("Invalid resource index %u.\n", resource_idx
);
5208 stride
= reg_maps
->resource_info
[resource_idx
].stride
;
5209 bind_idx
= shader_glsl_find_sampler(®_maps
->sampler_map
, resource_idx
, WINED3D_SAMPLER_DEFAULT
);
5210 function
= "texelFetch";
5211 resource
= "sampler";
5213 else if (src
->reg
.type
== WINED3DSPR_UAV
)
5215 if (resource_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5217 ERR("Invalid UAV index %u.\n", resource_idx
);
5220 stride
= reg_maps
->uav_resource_info
[resource_idx
].stride
;
5221 bind_idx
= resource_idx
;
5222 function
= "imageLoad";
5227 if (resource_idx
>= reg_maps
->tgsm_count
)
5229 ERR("Invalid TGSM index %u.\n", resource_idx
);
5232 stride
= reg_maps
->tgsm
[resource_idx
].stride
;
5233 bind_idx
= resource_idx
;
5238 address
= string_buffer_get(priv
->string_buffers
);
5239 if (ins
->handler_idx
== WINED3DSIH_LD_STRUCTURED
)
5241 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
++], WINED3DSP_WRITEMASK_0
, &structure_idx
);
5242 shader_addline(address
, "%s * %u + ", structure_idx
.param_str
, stride
);
5244 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
++], WINED3DSP_WRITEMASK_0
, &offset
);
5245 shader_addline(address
, "%s / 4", offset
.param_str
);
5248 for (i
= 0; i
< 4; ++i
)
5250 dst
.write_mask
= ins
->dst
[0].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
);
5251 if (!shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
, dst
.reg
.data_type
))
5254 swizzle
= shader_glsl_swizzle_get_component(src
->swizzle
, i
);
5256 shader_addline(buffer
, "%s(%s_%s%u, %s + %u).x);\n",
5257 function
, prefix
, resource
, bind_idx
, address
->buffer
, swizzle
);
5259 shader_addline(buffer
, "%s_%s%u[%s + %u]);\n",
5260 prefix
, resource
, bind_idx
, address
->buffer
, swizzle
);
5263 string_buffer_release(priv
->string_buffers
, address
);
5266 static void shader_glsl_store_uav(const struct wined3d_shader_instruction
*ins
)
5268 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5269 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
5270 struct glsl_src_param image_coord_param
, image_data_param
;
5271 enum wined3d_shader_resource_type resource_type
;
5272 enum wined3d_data_type data_type
;
5273 unsigned int uav_idx
;
5276 uav_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5277 if (uav_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5279 ERR("Invalid UAV index %u.\n", uav_idx
);
5282 resource_type
= reg_maps
->uav_resource_info
[uav_idx
].type
;
5283 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
5285 ERR("Unexpected resource type %#x.\n", resource_type
);
5288 data_type
= reg_maps
->uav_resource_info
[uav_idx
].data_type
;
5289 coord_mask
= (1u << resource_type_info
[resource_type
].coord_size
) - 1;
5291 shader_glsl_add_src_param(ins
, &ins
->src
[0], coord_mask
, &image_coord_param
);
5292 shader_glsl_add_src_param_ext(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_ALL
, &image_data_param
, data_type
);
5293 shader_addline(ins
->ctx
->buffer
, "imageStore(%s_image%u, %s, %s);\n",
5294 shader_glsl_get_prefix(version
->type
), uav_idx
,
5295 image_coord_param
.param_str
, image_data_param
.param_str
);
5298 static void shader_glsl_store_raw_structured(const struct wined3d_shader_instruction
*ins
)
5300 const char *prefix
= shader_glsl_get_prefix(ins
->ctx
->reg_maps
->shader_version
.type
);
5301 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5302 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5303 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5304 struct glsl_src_param structure_idx
, offset
, data
;
5305 unsigned int i
, resource_idx
, stride
, src_idx
= 0;
5306 struct wined3d_string_buffer
*address
;
5310 resource_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5311 is_tgsm
= ins
->dst
[0].reg
.type
== WINED3DSPR_GROUPSHAREDMEM
;
5314 if (resource_idx
>= reg_maps
->tgsm_count
)
5316 ERR("Invalid TGSM index %u.\n", resource_idx
);
5319 stride
= reg_maps
->tgsm
[resource_idx
].stride
;
5323 if (resource_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5325 ERR("Invalid UAV index %u.\n", resource_idx
);
5328 stride
= reg_maps
->uav_resource_info
[resource_idx
].stride
;
5331 address
= string_buffer_get(priv
->string_buffers
);
5332 if (ins
->handler_idx
== WINED3DSIH_STORE_STRUCTURED
)
5334 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
++], WINED3DSP_WRITEMASK_0
, &structure_idx
);
5335 shader_addline(address
, "%s * %u + ", structure_idx
.param_str
, stride
);
5337 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
++], WINED3DSP_WRITEMASK_0
, &offset
);
5338 shader_addline(address
, "%s / 4", offset
.param_str
);
5340 for (i
= 0; i
< 4; ++i
)
5342 if (!(write_mask
= ins
->dst
[0].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
)))
5345 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
], write_mask
, &data
);
5348 shader_addline(buffer
, "%s_g%u[%s + %u] = %s;\n",
5349 prefix
, resource_idx
, address
->buffer
, i
, data
.param_str
);
5351 shader_addline(buffer
, "imageStore(%s_image%u, %s + %u, uvec4(%s, 0, 0, 0));\n",
5352 prefix
, resource_idx
, address
->buffer
, i
, data
.param_str
);
5355 string_buffer_release(priv
->string_buffers
, address
);
5358 static void shader_glsl_sync(const struct wined3d_shader_instruction
*ins
)
5360 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5361 unsigned int sync_flags
= ins
->flags
;
5363 if (sync_flags
& WINED3DSSF_THREAD_GROUP
)
5365 shader_addline(buffer
, "barrier();\n");
5366 sync_flags
&= ~(WINED3DSSF_THREAD_GROUP
| WINED3DSSF_GROUP_SHARED_MEMORY
);
5369 if (sync_flags
& WINED3DSSF_GROUP_SHARED_MEMORY
)
5371 shader_addline(buffer
, "memoryBarrierShared();\n");
5372 sync_flags
&= ~WINED3DSSF_GROUP_SHARED_MEMORY
;
5376 FIXME("Unhandled sync flags %#x.\n", sync_flags
);
5379 static const struct wined3d_shader_resource_info
*shader_glsl_get_resource_info(
5380 const struct wined3d_shader_instruction
*ins
, const struct wined3d_shader_register
*reg
)
5382 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5383 unsigned int idx
= reg
->idx
[0].offset
;
5385 if (reg
->type
== WINED3DSPR_RESOURCE
)
5387 if (idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
5389 ERR("Invalid resource index %u.\n", idx
);
5392 return ®_maps
->resource_info
[idx
];
5395 if (reg
->type
== WINED3DSPR_UAV
)
5397 if (idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5399 ERR("Invalid UAV index %u.\n", idx
);
5402 return ®_maps
->uav_resource_info
[idx
];
5405 FIXME("Unhandled register type %#x.\n", reg
->type
);
5409 static void shader_glsl_bufinfo(const struct wined3d_shader_instruction
*ins
)
5411 const char *prefix
= shader_glsl_get_prefix(ins
->ctx
->reg_maps
->shader_version
.type
);
5412 const struct wined3d_shader_resource_info
*resource_info
;
5413 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5414 unsigned int resource_idx
;
5415 char dst_swizzle
[6];
5418 write_mask
= shader_glsl_append_dst(buffer
, ins
);
5419 shader_glsl_get_swizzle(&ins
->src
[0], FALSE
, write_mask
, dst_swizzle
);
5421 if (!(resource_info
= shader_glsl_get_resource_info(ins
, &ins
->src
[0].reg
)))
5423 resource_idx
= ins
->src
[0].reg
.idx
[0].offset
;
5425 shader_addline(buffer
, "ivec2(");
5426 if (ins
->src
[0].reg
.type
== WINED3DSPR_RESOURCE
)
5428 unsigned int bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
,
5429 resource_idx
, WINED3D_SAMPLER_DEFAULT
);
5430 shader_addline(buffer
, "textureSize(%s_sampler%u)", prefix
, bind_idx
);
5434 shader_addline(buffer
, "imageSize(%s_image%u)", prefix
, resource_idx
);
5436 if (resource_info
->stride
)
5437 shader_addline(buffer
, " / %u", resource_info
->stride
);
5438 else if (resource_info
->flags
& WINED3D_VIEW_BUFFER_RAW
)
5439 shader_addline(buffer
, " * 4");
5440 shader_addline(buffer
, ", %u)%s);\n", resource_info
->stride
, dst_swizzle
);
5443 static void shader_glsl_resinfo(const struct wined3d_shader_instruction
*ins
)
5445 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
5446 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
5447 enum wined3d_shader_resource_type resource_type
;
5448 enum wined3d_shader_register_type reg_type
;
5449 unsigned int resource_idx
, bind_idx
, i
;
5450 enum wined3d_data_type dst_data_type
;
5451 struct glsl_src_param lod_param
;
5452 char dst_swizzle
[6];
5455 dst_data_type
= ins
->dst
[0].reg
.data_type
;
5456 if (ins
->flags
== WINED3DSI_RESINFO_UINT
)
5457 dst_data_type
= WINED3D_DATA_UINT
;
5458 else if (ins
->flags
)
5459 FIXME("Unhandled flags %#x.\n", ins
->flags
);
5461 write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], dst_data_type
);
5462 shader_glsl_get_swizzle(&ins
->src
[1], FALSE
, write_mask
, dst_swizzle
);
5464 reg_type
= ins
->src
[1].reg
.type
;
5465 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5466 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &lod_param
);
5467 if (reg_type
== WINED3DSPR_RESOURCE
)
5469 resource_type
= ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
;
5470 bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
,
5471 resource_idx
, WINED3D_SAMPLER_DEFAULT
);
5475 resource_type
= ins
->ctx
->reg_maps
->uav_resource_info
[resource_idx
].type
;
5476 bind_idx
= resource_idx
;
5479 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
5481 ERR("Unexpected resource type %#x.\n", resource_type
);
5482 resource_type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
5485 if (dst_data_type
== WINED3D_DATA_UINT
)
5486 shader_addline(ins
->ctx
->buffer
, "uvec4(");
5488 shader_addline(ins
->ctx
->buffer
, "vec4(");
5490 if (reg_type
== WINED3DSPR_RESOURCE
)
5492 shader_addline(ins
->ctx
->buffer
, "textureSize(%s_sampler%u, %s), ",
5493 shader_glsl_get_prefix(version
->type
), bind_idx
, lod_param
.param_str
);
5495 for (i
= 0; i
< 3 - resource_type_info
[resource_type
].resinfo_size
; ++i
)
5496 shader_addline(ins
->ctx
->buffer
, "0, ");
5498 if (gl_info
->supported
[ARB_TEXTURE_QUERY_LEVELS
])
5500 shader_addline(ins
->ctx
->buffer
, "textureQueryLevels(%s_sampler%u)",
5501 shader_glsl_get_prefix(version
->type
), bind_idx
);
5505 FIXME("textureQueryLevels is not supported, returning 1 mipmap level.\n");
5506 shader_addline(ins
->ctx
->buffer
, "1");
5511 shader_addline(ins
->ctx
->buffer
, "imageSize(%s_image%u), ",
5512 shader_glsl_get_prefix(version
->type
), bind_idx
);
5514 for (i
= 0; i
< 3 - resource_type_info
[resource_type
].resinfo_size
; ++i
)
5515 shader_addline(ins
->ctx
->buffer
, "0, ");
5517 /* For UAVs the returned miplevel count is always 1. */
5518 shader_addline(ins
->ctx
->buffer
, "1");
5521 shader_addline(ins
->ctx
->buffer
, ")%s);\n", dst_swizzle
);
5524 /* FIXME: The current implementation does not handle multisample textures correctly. */
5525 static void shader_glsl_ld(const struct wined3d_shader_instruction
*ins
)
5527 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5528 unsigned int resource_idx
, sampler_idx
, sampler_bind_idx
;
5529 struct glsl_src_param coord_param
, lod_param
;
5530 struct glsl_sample_function sample_function
;
5531 DWORD flags
= WINED3D_GLSL_SAMPLE_LOAD
;
5534 if (wined3d_shader_instruction_has_texel_offset(ins
))
5535 flags
|= WINED3D_GLSL_SAMPLE_OFFSET
;
5537 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5538 sampler_idx
= WINED3D_SAMPLER_DEFAULT
;
5540 if (resource_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
5542 ERR("Invalid resource index %u.\n", resource_idx
);
5545 has_lod_param
= reg_maps
->resource_info
[resource_idx
].type
!= WINED3D_SHADER_RESOURCE_BUFFER
;
5547 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sampler_idx
, flags
, &sample_function
);
5548 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
5549 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
5550 sampler_bind_idx
= shader_glsl_find_sampler(®_maps
->sampler_map
, resource_idx
, sampler_idx
);
5551 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, ins
->src
[1].swizzle
,
5552 NULL
, NULL
, has_lod_param
? lod_param
.param_str
: NULL
, &ins
->texel_offset
,
5553 "%s", coord_param
.param_str
);
5554 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5557 static void shader_glsl_sample(const struct wined3d_shader_instruction
*ins
)
5559 const char *lod_param_str
= NULL
, *dx_param_str
= NULL
, *dy_param_str
= NULL
;
5560 struct glsl_src_param coord_param
, lod_param
, dx_param
, dy_param
;
5561 unsigned int resource_idx
, sampler_idx
, sampler_bind_idx
;
5562 struct glsl_sample_function sample_function
;
5565 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_GRAD
)
5566 flags
|= WINED3D_GLSL_SAMPLE_GRAD
;
5567 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_LOD
)
5568 flags
|= WINED3D_GLSL_SAMPLE_LOD
;
5569 if (wined3d_shader_instruction_has_texel_offset(ins
))
5570 flags
|= WINED3D_GLSL_SAMPLE_OFFSET
;
5572 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5573 sampler_idx
= ins
->src
[2].reg
.idx
[0].offset
;
5575 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sampler_idx
, flags
, &sample_function
);
5576 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
5578 switch (ins
->handler_idx
)
5580 case WINED3DSIH_SAMPLE
:
5582 case WINED3DSIH_SAMPLE_B
:
5583 shader_glsl_add_src_param(ins
, &ins
->src
[3], WINED3DSP_WRITEMASK_0
, &lod_param
);
5584 lod_param_str
= lod_param
.param_str
;
5586 case WINED3DSIH_SAMPLE_GRAD
:
5587 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.deriv_mask
, &dx_param
);
5588 shader_glsl_add_src_param(ins
, &ins
->src
[4], sample_function
.deriv_mask
, &dy_param
);
5589 dx_param_str
= dx_param
.param_str
;
5590 dy_param_str
= dy_param
.param_str
;
5592 case WINED3DSIH_SAMPLE_LOD
:
5593 shader_glsl_add_src_param(ins
, &ins
->src
[3], WINED3DSP_WRITEMASK_0
, &lod_param
);
5594 lod_param_str
= lod_param
.param_str
;
5597 ERR("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
5601 sampler_bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
, resource_idx
, sampler_idx
);
5602 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, ins
->src
[1].swizzle
,
5603 dx_param_str
, dy_param_str
, lod_param_str
, &ins
->texel_offset
, "%s", coord_param
.param_str
);
5604 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5607 static void shader_glsl_sample_c(const struct wined3d_shader_instruction
*ins
)
5609 unsigned int resource_idx
, sampler_idx
, sampler_bind_idx
;
5610 struct glsl_src_param coord_param
, compare_param
;
5611 struct glsl_sample_function sample_function
;
5612 const char *lod_param
= NULL
;
5616 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_C_LZ
)
5619 flags
|= WINED3D_GLSL_SAMPLE_LOD
;
5622 if (wined3d_shader_instruction_has_texel_offset(ins
))
5623 flags
|= WINED3D_GLSL_SAMPLE_OFFSET
;
5625 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5626 sampler_idx
= ins
->src
[2].reg
.idx
[0].offset
;
5628 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sampler_idx
, flags
, &sample_function
);
5629 coord_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
5630 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
>> 1, &coord_param
);
5631 shader_glsl_add_src_param(ins
, &ins
->src
[3], WINED3DSP_WRITEMASK_0
, &compare_param
);
5632 sampler_bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
, resource_idx
, sampler_idx
);
5633 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
,
5634 NULL
, NULL
, lod_param
, &ins
->texel_offset
, "vec%u(%s, %s)",
5635 coord_size
, coord_param
.param_str
, compare_param
.param_str
);
5636 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5639 static void shader_glsl_texcoord(const struct wined3d_shader_instruction
*ins
)
5641 /* FIXME: Make this work for more than just 2D textures */
5642 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5643 DWORD write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
5645 if (!(ins
->ctx
->reg_maps
->shader_version
.major
== 1 && ins
->ctx
->reg_maps
->shader_version
.minor
== 4))
5649 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
5650 shader_addline(buffer
, "clamp(ffp_texcoord[%u], 0.0, 1.0)%s);\n",
5651 ins
->dst
[0].reg
.idx
[0].offset
, dst_mask
);
5655 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
5656 DWORD reg
= ins
->src
[0].reg
.idx
[0].offset
;
5657 char dst_swizzle
[6];
5659 shader_glsl_get_swizzle(&ins
->src
[0], FALSE
, write_mask
, dst_swizzle
);
5661 if (src_mod
== WINED3DSPSM_DZ
|| src_mod
== WINED3DSPSM_DW
)
5663 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
5664 struct glsl_src_param div_param
;
5665 DWORD src_writemask
= src_mod
== WINED3DSPSM_DZ
? WINED3DSP_WRITEMASK_2
: WINED3DSP_WRITEMASK_3
;
5667 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_writemask
, &div_param
);
5670 shader_addline(buffer
, "ffp_texcoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
5672 shader_addline(buffer
, "ffp_texcoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
5676 shader_addline(buffer
, "ffp_texcoord[%u]%s);\n", reg
, dst_swizzle
);
5681 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
5682 * Take a 3-component dot product of the TexCoord[dstreg] and src,
5683 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
5684 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction
*ins
)
5686 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
5687 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5688 struct glsl_sample_function sample_function
;
5689 struct glsl_src_param src0_param
;
5692 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5694 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
5695 * scalar, and projected sampling would require 4.
5697 * It is a dependent read - not valid with conditional NP2 textures
5699 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
5700 mask_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
5705 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
5706 NULL
, "dot(ffp_texcoord[%u].xyz, %s)", sampler_idx
, src0_param
.param_str
);
5710 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
5711 NULL
, "vec2(dot(ffp_texcoord[%u].xyz, %s), 0.0)", sampler_idx
, src0_param
.param_str
);
5715 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
5716 NULL
, "vec3(dot(ffp_texcoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx
, src0_param
.param_str
);
5720 FIXME("Unexpected mask size %u\n", mask_size
);
5723 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5726 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
5727 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
5728 static void shader_glsl_texdp3(const struct wined3d_shader_instruction
*ins
)
5730 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
5731 DWORD dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
5732 struct glsl_src_param src0_param
;
5734 unsigned int mask_size
;
5736 dst_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
5737 mask_size
= shader_glsl_get_write_mask_size(dst_mask
);
5738 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5740 if (mask_size
> 1) {
5741 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(T%u.xyz, %s)));\n", mask_size
, dstreg
, src0_param
.param_str
);
5743 shader_addline(ins
->ctx
->buffer
, "dot(T%u.xyz, %s));\n", dstreg
, src0_param
.param_str
);
5747 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
5748 * Calculate the depth as dst.x / dst.y */
5749 static void shader_glsl_texdepth(const struct wined3d_shader_instruction
*ins
)
5751 struct glsl_dst_param dst_param
;
5753 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
5755 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
5756 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
5757 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
5758 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
5761 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
5762 dst_param
.reg_name
, dst_param
.reg_name
);
5765 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
5766 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
5767 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
5768 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
5770 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction
*ins
)
5772 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
5773 DWORD dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
5774 struct glsl_src_param src0_param
;
5776 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5778 shader_addline(ins
->ctx
->buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg
, src0_param
.param_str
);
5779 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
5782 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
5783 * Calculate the 1st of a 2-row matrix multiplication. */
5784 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction
*ins
)
5786 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
5787 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
5788 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5789 struct glsl_src_param src0_param
;
5791 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5792 shader_addline(buffer
, "tmp0.x = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
5795 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
5796 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
5797 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction
*ins
)
5799 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
5800 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5801 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
5802 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
5803 struct glsl_src_param src0_param
;
5805 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5806 shader_addline(buffer
, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + tex_mx
->current_row
, reg
, src0_param
.param_str
);
5807 tex_mx
->texcoord_w
[tex_mx
->current_row
++] = reg
;
5810 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction
*ins
)
5812 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
5813 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5814 struct glsl_sample_function sample_function
;
5815 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
5816 struct glsl_src_param src0_param
;
5818 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5819 shader_addline(buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
5821 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
5823 /* Sample the texture using the calculated coordinates */
5824 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
, "tmp0.xy");
5825 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5828 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
5829 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
5830 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction
*ins
)
5832 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
5833 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
5834 struct glsl_sample_function sample_function
;
5835 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
5836 struct glsl_src_param src0_param
;
5838 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5839 shader_addline(ins
->ctx
->buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
5841 /* Dependent read, not valid with conditional NP2 */
5842 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
5844 /* Sample the texture using the calculated coordinates */
5845 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
, "tmp0.xyz");
5846 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5848 tex_mx
->current_row
= 0;
5851 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
5852 * Perform the 3rd row of a 3x3 matrix multiply */
5853 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction
*ins
)
5855 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
5856 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
5857 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
5858 struct glsl_src_param src0_param
;
5861 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5863 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
5864 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
5865 shader_addline(ins
->ctx
->buffer
, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg
, src0_param
.param_str
, dst_mask
);
5867 tex_mx
->current_row
= 0;
5870 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
5871 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
5872 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction
*ins
)
5874 struct glsl_src_param src0_param
;
5875 struct glsl_src_param src1_param
;
5876 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5877 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
5878 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
5879 struct glsl_sample_function sample_function
;
5880 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
5883 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5884 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
5886 /* Perform the last matrix multiply operation */
5887 shader_addline(buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
5888 /* Reflection calculation */
5889 shader_addline(buffer
, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param
.param_str
);
5891 /* Dependent read, not valid with conditional NP2 */
5892 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
5893 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
5895 /* Sample the texture */
5896 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
5897 NULL
, NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
5898 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5900 tex_mx
->current_row
= 0;
5903 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
5904 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
5905 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction
*ins
)
5907 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5908 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
5909 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
5910 struct glsl_sample_function sample_function
;
5911 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
5912 struct glsl_src_param src0_param
;
5915 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5917 /* Perform the last matrix multiply operation */
5918 shader_addline(buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_param
.param_str
);
5920 /* Construct the eye-ray vector from w coordinates */
5921 shader_addline(buffer
, "tmp1.xyz = normalize(vec3(ffp_texcoord[%u].w, ffp_texcoord[%u].w, ffp_texcoord[%u].w));\n",
5922 tex_mx
->texcoord_w
[0], tex_mx
->texcoord_w
[1], reg
);
5923 shader_addline(buffer
, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
5925 /* Dependent read, not valid with conditional NP2 */
5926 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
5927 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
5929 /* Sample the texture using the calculated coordinates */
5930 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
5931 NULL
, NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
5932 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5934 tex_mx
->current_row
= 0;
5937 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
5938 * Apply a fake bump map transform.
5939 * texbem is pshader <= 1.3 only, this saves a few version checks
5941 static void shader_glsl_texbem(const struct wined3d_shader_instruction
*ins
)
5943 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5944 struct glsl_sample_function sample_function
;
5945 struct glsl_src_param coord_param
;
5951 sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5952 flags
= (priv
->cur_ps_args
->tex_transform
>> sampler_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
5953 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
5955 /* Dependent read, not valid with conditional NP2 */
5956 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
5957 mask
= sample_function
.coord_mask
;
5959 shader_glsl_write_mask_to_str(mask
, coord_mask
);
5961 /* With projected textures, texbem only divides the static texture coord,
5962 * not the displacement, so we can't let GL handle this. */
5963 if (flags
& WINED3D_PSARGS_PROJECTED
)
5966 char coord_div_mask
[3];
5967 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
5969 case WINED3D_TTFF_COUNT1
:
5970 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
5972 case WINED3D_TTFF_COUNT2
:
5973 div_mask
= WINED3DSP_WRITEMASK_1
;
5975 case WINED3D_TTFF_COUNT3
:
5976 div_mask
= WINED3DSP_WRITEMASK_2
;
5978 case WINED3D_TTFF_COUNT4
:
5979 case WINED3D_TTFF_DISABLE
:
5980 div_mask
= WINED3DSP_WRITEMASK_3
;
5983 shader_glsl_write_mask_to_str(div_mask
, coord_div_mask
);
5984 shader_addline(ins
->ctx
->buffer
, "T%u%s /= T%u%s;\n", sampler_idx
, coord_mask
, sampler_idx
, coord_div_mask
);
5987 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &coord_param
);
5989 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
5990 "T%u%s + vec4(bumpenv_mat%u * %s, 0.0, 0.0)%s", sampler_idx
, coord_mask
, sampler_idx
,
5991 coord_param
.param_str
, coord_mask
);
5993 if (ins
->handler_idx
== WINED3DSIH_TEXBEML
)
5995 struct glsl_src_param luminance_param
;
5996 struct glsl_dst_param dst_param
;
5998 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &luminance_param
);
5999 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
6001 shader_addline(ins
->ctx
->buffer
, "%s%s *= (%s * bumpenv_lum_scale%u + bumpenv_lum_offset%u);\n",
6002 dst_param
.reg_name
, dst_param
.mask_str
,
6003 luminance_param
.param_str
, sampler_idx
, sampler_idx
);
6005 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6008 static void shader_glsl_bem(const struct wined3d_shader_instruction
*ins
)
6010 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6011 struct glsl_src_param src0_param
, src1_param
;
6013 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
6014 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
6016 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
6017 shader_addline(ins
->ctx
->buffer
, "%s + bumpenv_mat%u * %s);\n",
6018 src0_param
.param_str
, sampler_idx
, src1_param
.param_str
);
6021 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
6022 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
6023 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction
*ins
)
6025 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6026 struct glsl_sample_function sample_function
;
6027 struct glsl_src_param src0_param
;
6029 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
6031 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
6032 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
6033 "%s.wx", src0_param
.reg_name
);
6034 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6037 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
6038 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
6039 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction
*ins
)
6041 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6042 struct glsl_sample_function sample_function
;
6043 struct glsl_src_param src0_param
;
6045 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
6047 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
6048 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
6049 "%s.yz", src0_param
.reg_name
);
6050 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6053 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
6054 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
6055 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction
*ins
)
6057 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6058 struct glsl_sample_function sample_function
;
6059 struct glsl_src_param src0_param
;
6061 /* Dependent read, not valid with conditional NP2 */
6062 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
6063 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &src0_param
);
6065 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
6066 "%s", src0_param
.param_str
);
6067 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6070 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
6071 * If any of the first 3 components are < 0, discard this pixel */
6072 static void shader_glsl_texkill(const struct wined3d_shader_instruction
*ins
)
6074 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 4)
6076 struct glsl_src_param src_param
;
6078 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
6079 shader_addline(ins
->ctx
->buffer
, "if (bool(%s)) discard;\n", src_param
.param_str
);
6083 struct glsl_dst_param dst_param
;
6085 /* The argument is a destination parameter, and no writemasks are allowed */
6086 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
6088 /* 2.0 shaders compare all 4 components in texkill. */
6089 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 2)
6090 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param
.reg_name
);
6091 /* 1.x shaders only compare the first 3 components, probably due to
6092 * the nature of the texkill instruction as a tex* instruction, and
6093 * phase, which kills all .w components. Even if all 4 components are
6094 * defined, only the first 3 are used. */
6096 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param
.reg_name
);
6100 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
6101 * dst = dot2(src0, src1) + src2 */
6102 static void shader_glsl_dp2add(const struct wined3d_shader_instruction
*ins
)
6104 struct glsl_src_param src0_param
;
6105 struct glsl_src_param src1_param
;
6106 struct glsl_src_param src2_param
;
6108 unsigned int mask_size
;
6110 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
6111 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
6113 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
6114 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
6115 shader_glsl_add_src_param(ins
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &src2_param
);
6117 if (mask_size
> 1) {
6118 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(%s, %s) + %s));\n",
6119 mask_size
, src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
6121 shader_addline(ins
->ctx
->buffer
, "dot(%s, %s) + %s);\n",
6122 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
6126 static void shader_glsl_input_pack(const struct wined3d_shader
*shader
, struct wined3d_string_buffer
*buffer
,
6127 const struct wined3d_shader_signature
*input_signature
,
6128 const struct wined3d_shader_reg_maps
*reg_maps
,
6129 const struct ps_compile_args
*args
, const struct wined3d_gl_info
*gl_info
)
6133 for (i
= 0; i
< input_signature
->element_count
; ++i
)
6135 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
6136 const char *semantic_name
;
6141 if (!(reg_maps
->input_registers
& (1u << input
->register_idx
)))
6144 semantic_name
= input
->semantic_name
;
6145 semantic_idx
= input
->semantic_idx
;
6146 shader_glsl_write_mask_to_str(input
->mask
, reg_mask
);
6148 if (args
->vp_mode
== vertexshader
)
6150 if (input
->sysval_semantic
== WINED3D_SV_POSITION
&& !semantic_idx
)
6152 shader_addline(buffer
, "ps_in[%u]%s = vpos%s;\n",
6153 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6155 else if (args
->pointsprite
&& shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
6157 shader_addline(buffer
, "ps_in[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", input
->register_idx
);
6159 else if (input
->sysval_semantic
== WINED3D_SV_IS_FRONT_FACE
)
6161 shader_addline(buffer
, "ps_in[%u] = vec4("
6162 "uintBitsToFloat(gl_FrontFacing ? 0xffffffffu : 0u), 0.0, 0.0, 0.0);\n",
6163 input
->register_idx
);
6167 if (input
->sysval_semantic
)
6168 FIXME("Unhandled sysval semantic %#x.\n", input
->sysval_semantic
);
6169 shader_addline(buffer
, "ps_in[%u]%s = ps_link[%u]%s;\n",
6170 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
,
6171 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
);
6174 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
6176 if (args
->pointsprite
)
6177 shader_addline(buffer
, "ps_in[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n",
6178 shader
->u
.ps
.input_reg_map
[input
->register_idx
]);
6179 else if (args
->vp_mode
== pretransformed
&& args
->texcoords_initialized
& (1u << semantic_idx
))
6180 shader_addline(buffer
, "ps_in[%u]%s = %s[%u]%s;\n",
6181 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
,
6182 gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
]
6183 ? "gl_TexCoord" : "ffp_varying_texcoord", semantic_idx
, reg_mask
);
6185 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
6186 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6188 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
))
6191 shader_addline(buffer
, "ps_in[%u]%s = vec4(ffp_varying_diffuse)%s;\n",
6192 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6193 else if (semantic_idx
== 1)
6194 shader_addline(buffer
, "ps_in[%u]%s = vec4(ffp_varying_specular)%s;\n",
6195 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6197 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
6198 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6202 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
6203 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6208 static void add_glsl_program_entry(struct shader_glsl_priv
*priv
, struct glsl_shader_prog_link
*entry
)
6210 struct glsl_program_key key
;
6212 key
.vs_id
= entry
->vs
.id
;
6213 key
.gs_id
= entry
->gs
.id
;
6214 key
.ps_id
= entry
->ps
.id
;
6215 key
.cs_id
= entry
->cs
.id
;
6217 if (wine_rb_put(&priv
->program_lookup
, &key
, &entry
->program_lookup_entry
) == -1)
6219 ERR("Failed to insert program entry.\n");
6223 static struct glsl_shader_prog_link
*get_glsl_program_entry(const struct shader_glsl_priv
*priv
,
6224 const struct glsl_program_key
*key
)
6226 struct wine_rb_entry
*entry
;
6228 entry
= wine_rb_get(&priv
->program_lookup
, key
);
6229 return entry
? WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
) : NULL
;
6232 /* Context activation is done by the caller. */
6233 static void delete_glsl_program_entry(struct shader_glsl_priv
*priv
, const struct wined3d_gl_info
*gl_info
,
6234 struct glsl_shader_prog_link
*entry
)
6236 wine_rb_remove(&priv
->program_lookup
, &entry
->program_lookup_entry
);
6238 GL_EXTCALL(glDeleteProgram(entry
->id
));
6240 list_remove(&entry
->vs
.shader_entry
);
6242 list_remove(&entry
->gs
.shader_entry
);
6244 list_remove(&entry
->ps
.shader_entry
);
6246 list_remove(&entry
->cs
.shader_entry
);
6247 HeapFree(GetProcessHeap(), 0, entry
);
6250 static void shader_glsl_setup_vs3_output(struct shader_glsl_priv
*priv
,
6251 const struct wined3d_gl_info
*gl_info
, const DWORD
*map
,
6252 const struct wined3d_shader_signature
*input_signature
,
6253 const struct wined3d_shader_reg_maps
*reg_maps_in
,
6254 const struct wined3d_shader_signature
*output_signature
,
6255 const struct wined3d_shader_reg_maps
*reg_maps_out
, const char *out_array_name
)
6257 struct wined3d_string_buffer
*destination
= string_buffer_get(&priv
->string_buffers
);
6258 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
6259 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6260 unsigned int in_count
= vec4_varyings(3, gl_info
);
6261 unsigned int max_varyings
= legacy_context
? in_count
+ 2 : in_count
;
6262 DWORD in_idx
, *set
= NULL
;
6266 set
= wined3d_calloc(max_varyings
, sizeof(*set
));
6268 for (i
= 0; i
< input_signature
->element_count
; ++i
)
6270 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
6272 if (!(reg_maps_in
->input_registers
& (1u << input
->register_idx
)))
6275 in_idx
= map
[input
->register_idx
];
6276 /* Declared, but not read register */
6279 if (in_idx
>= max_varyings
)
6281 FIXME("More input varyings declared than supported, expect issues.\n");
6285 if (in_idx
== in_count
)
6286 string_buffer_sprintf(destination
, "gl_FrontColor");
6287 else if (in_idx
== in_count
+ 1)
6288 string_buffer_sprintf(destination
, "gl_FrontSecondaryColor");
6290 string_buffer_sprintf(destination
, "%s[%u]", out_array_name
, in_idx
);
6295 for (j
= 0; j
< output_signature
->element_count
; ++j
)
6297 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[j
];
6300 if (!(reg_maps_out
->output_registers
& (1u << output
->register_idx
))
6301 || input
->semantic_idx
!= output
->semantic_idx
6302 || strcmp(input
->semantic_name
, output
->semantic_name
)
6303 || !(mask
= input
->mask
& output
->mask
))
6306 if (set
[in_idx
] == ~0u)
6308 set
[in_idx
] |= mask
& reg_maps_out
->u
.output_registers_mask
[output
->register_idx
];
6309 shader_glsl_write_mask_to_str(mask
, reg_mask
);
6311 shader_addline(buffer
, "%s%s = shader_out[%u]%s;\n",
6312 destination
->buffer
, reg_mask
, output
->register_idx
, reg_mask
);
6316 for (i
= 0; i
< max_varyings
; ++i
)
6320 if (!set
[i
] || set
[i
] == WINED3DSP_WRITEMASK_ALL
)
6327 if (!(set
[i
] & WINED3DSP_WRITEMASK_0
))
6328 reg_mask
[size
++] = 'x';
6329 if (!(set
[i
] & WINED3DSP_WRITEMASK_1
))
6330 reg_mask
[size
++] = 'y';
6331 if (!(set
[i
] & WINED3DSP_WRITEMASK_2
))
6332 reg_mask
[size
++] = 'z';
6333 if (!(set
[i
] & WINED3DSP_WRITEMASK_3
))
6334 reg_mask
[size
++] = 'w';
6335 reg_mask
[size
] = '\0';
6338 string_buffer_sprintf(destination
, "gl_FrontColor");
6339 else if (i
== in_count
+ 1)
6340 string_buffer_sprintf(destination
, "gl_FrontSecondaryColor");
6342 string_buffer_sprintf(destination
, "%s[%u]", out_array_name
, i
);
6345 shader_addline(buffer
, "%s.%s = 0.0;\n", destination
->buffer
, reg_mask
);
6347 shader_addline(buffer
, "%s.%s = vec%u(0.0);\n", destination
->buffer
, reg_mask
, size
);
6350 HeapFree(GetProcessHeap(), 0, set
);
6351 string_buffer_release(&priv
->string_buffers
, destination
);
6354 static void shader_glsl_setup_sm4_shader_output(struct shader_glsl_priv
*priv
,
6355 unsigned int input_count
, const struct wined3d_shader_signature
*output_signature
,
6356 const struct wined3d_shader_reg_maps
*reg_maps_out
, const char *out_array_name
)
6358 struct wined3d_string_buffer
*destination
= string_buffer_get(&priv
->string_buffers
);
6359 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6363 for (i
= 0; i
< output_signature
->element_count
; ++i
)
6365 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[i
];
6367 if (!(reg_maps_out
->output_registers
& (1u << output
->register_idx
)))
6370 if (output
->register_idx
>= input_count
)
6373 string_buffer_sprintf(destination
, "%s[%u]", out_array_name
, output
->register_idx
);
6375 shader_glsl_write_mask_to_str(output
->mask
, reg_mask
);
6377 shader_addline(buffer
, "%s%s = shader_out[%u]%s;\n",
6378 destination
->buffer
, reg_mask
, output
->register_idx
, reg_mask
);
6381 string_buffer_release(&priv
->string_buffers
, destination
);
6384 /* Context activation is done by the caller. */
6385 static void shader_glsl_generate_vs_gs_setup(struct shader_glsl_priv
*priv
,
6386 const struct wined3d_shader
*vs
, unsigned int input_count
,
6387 const struct wined3d_gl_info
*gl_info
)
6389 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
6390 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6393 shader_addline(buffer
, "varying out vec4 gs_in[%u];\n", input_count
);
6395 shader_addline(buffer
, "out vs_gs_iface { vec4 gs_in[%u]; } gs_in;\n", input_count
);
6396 shader_addline(buffer
, "void setup_vs_output(in vec4 shader_out[%u])\n{\n", vs
->limits
->packed_output
);
6398 shader_glsl_setup_sm4_shader_output(priv
, input_count
, &vs
->output_signature
, &vs
->reg_maps
,
6399 legacy_context
? "gs_in" : "gs_in.gs_in");
6401 shader_addline(buffer
, "}\n");
6404 static void shader_glsl_setup_sm3_rasterizer_input(struct shader_glsl_priv
*priv
,
6405 const struct wined3d_gl_info
*gl_info
, const DWORD
*map
,
6406 const struct wined3d_shader_signature
*input_signature
,
6407 const struct wined3d_shader_reg_maps
*reg_maps_in
, unsigned int input_count
,
6408 const struct wined3d_shader_signature
*output_signature
,
6409 const struct wined3d_shader_reg_maps
*reg_maps_out
, BOOL per_vertex_point_size
)
6411 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6412 const char *semantic_name
;
6417 /* First, sort out position and point size system values. */
6418 for (i
= 0; i
< output_signature
->element_count
; ++i
)
6420 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[i
];
6422 if (!(reg_maps_out
->output_registers
& (1u << output
->register_idx
)))
6425 semantic_name
= output
->semantic_name
;
6426 semantic_idx
= output
->semantic_idx
;
6427 shader_glsl_write_mask_to_str(output
->mask
, reg_mask
);
6429 if (output
->sysval_semantic
== WINED3D_SV_POSITION
&& !semantic_idx
)
6431 shader_addline(buffer
, "gl_Position%s = shader_out[%u]%s;\n",
6432 reg_mask
, output
->register_idx
, reg_mask
);
6434 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
) && per_vertex_point_size
)
6436 shader_addline(buffer
, "gl_PointSize = clamp(shader_out[%u].%c, "
6437 "ffp_point.size_min, ffp_point.size_max);\n", output
->register_idx
, reg_mask
[1]);
6439 else if (output
->sysval_semantic
)
6441 FIXME("Unhandled sysval semantic %#x.\n", output
->sysval_semantic
);
6445 /* Then, setup the pixel shader input. */
6446 if (reg_maps_out
->shader_version
.major
< 4)
6447 shader_glsl_setup_vs3_output(priv
, gl_info
, map
, input_signature
, reg_maps_in
,
6448 output_signature
, reg_maps_out
, "ps_link");
6450 shader_glsl_setup_sm4_shader_output(priv
, input_count
, output_signature
, reg_maps_out
, "ps_link");
6453 /* Context activation is done by the caller. */
6454 static GLuint
shader_glsl_generate_vs3_rasterizer_input_setup(struct shader_glsl_priv
*priv
,
6455 const struct wined3d_shader
*vs
, const struct wined3d_shader
*ps
,
6456 BOOL per_vertex_point_size
, BOOL flatshading
, const struct wined3d_gl_info
*gl_info
)
6458 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6460 DWORD ps_major
= ps
? ps
->reg_maps
.shader_version
.major
: 0;
6462 const char *semantic_name
;
6465 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
6467 string_buffer_clear(buffer
);
6469 shader_glsl_add_version_declaration(buffer
, gl_info
, &vs
->reg_maps
.shader_version
);
6471 if (per_vertex_point_size
)
6473 shader_addline(buffer
, "uniform struct\n{\n");
6474 shader_addline(buffer
, " float size_min;\n");
6475 shader_addline(buffer
, " float size_max;\n");
6476 shader_addline(buffer
, "} ffp_point;\n");
6481 DWORD colors_written_mask
[2] = {0};
6482 DWORD texcoords_written_mask
[MAX_TEXTURES
] = {0};
6484 if (!legacy_context
)
6486 declare_out_varying(gl_info
, buffer
, flatshading
, "vec4 ffp_varying_diffuse;\n");
6487 declare_out_varying(gl_info
, buffer
, flatshading
, "vec4 ffp_varying_specular;\n");
6488 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
6489 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
6492 shader_addline(buffer
, "void setup_vs_output(in vec4 shader_out[%u])\n{\n", vs
->limits
->packed_output
);
6494 for (i
= 0; i
< vs
->output_signature
.element_count
; ++i
)
6496 const struct wined3d_shader_signature_element
*output
= &vs
->output_signature
.elements
[i
];
6499 if (!(vs
->reg_maps
.output_registers
& (1u << output
->register_idx
)))
6502 semantic_name
= output
->semantic_name
;
6503 semantic_idx
= output
->semantic_idx
;
6504 write_mask
= output
->mask
;
6505 shader_glsl_write_mask_to_str(write_mask
, reg_mask
);
6507 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
) && semantic_idx
< 2)
6510 shader_addline(buffer
, "gl_Front%sColor%s = shader_out[%u]%s;\n",
6511 semantic_idx
? "Secondary" : "", reg_mask
, output
->register_idx
, reg_mask
);
6513 shader_addline(buffer
, "ffp_varying_%s%s = clamp(shader_out[%u]%s, 0.0, 1.0);\n",
6514 semantic_idx
? "specular" : "diffuse", reg_mask
, output
->register_idx
, reg_mask
);
6516 colors_written_mask
[semantic_idx
] = write_mask
;
6518 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_POSITION
) && !semantic_idx
)
6520 shader_addline(buffer
, "gl_Position%s = shader_out[%u]%s;\n",
6521 reg_mask
, output
->register_idx
, reg_mask
);
6523 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
6525 if (semantic_idx
< MAX_TEXTURES
)
6527 shader_addline(buffer
, "%s[%u]%s = shader_out[%u]%s;\n",
6528 legacy_context
? "gl_TexCoord" : "ffp_varying_texcoord",
6529 semantic_idx
, reg_mask
, output
->register_idx
, reg_mask
);
6530 texcoords_written_mask
[semantic_idx
] = write_mask
;
6533 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
) && per_vertex_point_size
)
6535 shader_addline(buffer
, "gl_PointSize = clamp(shader_out[%u].%c, "
6536 "ffp_point.size_min, ffp_point.size_max);\n", output
->register_idx
, reg_mask
[1]);
6538 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_FOG
))
6540 shader_addline(buffer
, "%s = clamp(shader_out[%u].%c, 0.0, 1.0);\n",
6541 legacy_context
? "gl_FogFragCoord" : "ffp_varying_fogcoord",
6542 output
->register_idx
, reg_mask
[1]);
6546 for (i
= 0; i
< 2; ++i
)
6548 if (colors_written_mask
[i
] != WINED3DSP_WRITEMASK_ALL
)
6550 shader_glsl_write_mask_to_str(~colors_written_mask
[i
] & WINED3DSP_WRITEMASK_ALL
, reg_mask
);
6552 shader_addline(buffer
, "%s%s = vec4(1.0)%s;\n",
6553 legacy_context
? "gl_FrontColor" : "ffp_varying_diffuse",
6554 reg_mask
, reg_mask
);
6556 shader_addline(buffer
, "%s%s = vec4(0.0)%s;\n",
6557 legacy_context
? "gl_FrontSecondaryColor" : "ffp_varying_specular",
6558 reg_mask
, reg_mask
);
6561 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
6563 if (ps
&& !(ps
->reg_maps
.texcoord
& (1u << i
)))
6566 if (texcoords_written_mask
[i
] != WINED3DSP_WRITEMASK_ALL
)
6568 if (gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(gl_info
)
6569 && !texcoords_written_mask
[i
])
6572 shader_glsl_write_mask_to_str(~texcoords_written_mask
[i
] & WINED3DSP_WRITEMASK_ALL
, reg_mask
);
6573 shader_addline(buffer
, "%s[%u]%s = vec4(0.0)%s;\n",
6574 legacy_context
? "gl_TexCoord" : "ffp_varying_texcoord", i
, reg_mask
, reg_mask
);
6580 UINT in_count
= min(vec4_varyings(ps_major
, gl_info
), ps
->limits
->packed_input
);
6582 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ps_link[%u];\n", in_count
);
6583 shader_addline(buffer
, "void setup_vs_output(in vec4 shader_out[%u])\n{\n", vs
->limits
->packed_output
);
6584 shader_glsl_setup_sm3_rasterizer_input(priv
, gl_info
, ps
->u
.ps
.input_reg_map
, &ps
->input_signature
,
6585 &ps
->reg_maps
, 0, &vs
->output_signature
, &vs
->reg_maps
, per_vertex_point_size
);
6588 shader_addline(buffer
, "}\n");
6590 ret
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
6591 checkGLcall("glCreateShader(GL_VERTEX_SHADER)");
6592 shader_glsl_compile(gl_info
, ret
, buffer
->buffer
);
6597 static void shader_glsl_generate_sm4_rasterizer_input_setup(struct shader_glsl_priv
*priv
,
6598 const struct wined3d_shader
*shader
, unsigned int input_count
,
6599 const struct wined3d_gl_info
*gl_info
)
6601 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6604 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ps_link[%u];\n", min(vec4_varyings(4, gl_info
), input_count
));
6606 shader_addline(buffer
, "void setup_%s_output(in vec4 shader_out[%u])\n{\n",
6607 shader_glsl_get_prefix(shader
->reg_maps
.shader_version
.type
), shader
->limits
->packed_output
);
6609 shader_glsl_setup_sm3_rasterizer_input(priv
, gl_info
, NULL
, NULL
,
6610 NULL
, input_count
, &shader
->output_signature
, &shader
->reg_maps
, FALSE
);
6612 shader_addline(buffer
, "}\n");
6615 static void shader_glsl_generate_srgb_write_correction(struct wined3d_string_buffer
*buffer
,
6616 const struct wined3d_gl_info
*gl_info
)
6618 const char *output
= get_fragment_output(gl_info
);
6620 shader_addline(buffer
, "tmp0.xyz = pow(%s[0].xyz, vec3(srgb_const0.x));\n", output
);
6621 shader_addline(buffer
, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
6622 shader_addline(buffer
, "tmp1.xyz = %s[0].xyz * vec3(srgb_const0.w);\n", output
);
6623 shader_addline(buffer
, "bvec3 srgb_compare = lessThan(%s[0].xyz, vec3(srgb_const1.x));\n", output
);
6624 shader_addline(buffer
, "%s[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n", output
);
6625 shader_addline(buffer
, "%s[0] = clamp(%s[0], 0.0, 1.0);\n", output
, output
);
6628 static void shader_glsl_generate_fog_code(struct wined3d_string_buffer
*buffer
,
6629 const struct wined3d_gl_info
*gl_info
, enum wined3d_ffp_ps_fog_mode mode
)
6631 const char *output
= get_fragment_output(gl_info
);
6635 case WINED3D_FFP_PS_FOG_OFF
:
6638 case WINED3D_FFP_PS_FOG_LINEAR
:
6639 shader_addline(buffer
, "float fog = (ffp_fog.end - ffp_varying_fogcoord) * ffp_fog.scale;\n");
6642 case WINED3D_FFP_PS_FOG_EXP
:
6643 shader_addline(buffer
, "float fog = exp(-ffp_fog.density * ffp_varying_fogcoord);\n");
6646 case WINED3D_FFP_PS_FOG_EXP2
:
6647 shader_addline(buffer
, "float fog = exp(-ffp_fog.density * ffp_fog.density"
6648 " * ffp_varying_fogcoord * ffp_varying_fogcoord);\n");
6652 ERR("Invalid fog mode %#x.\n", mode
);
6656 shader_addline(buffer
, "%s[0].xyz = mix(ffp_fog.color.xyz, %s[0].xyz, clamp(fog, 0.0, 1.0));\n",
6660 static void shader_glsl_generate_alpha_test(struct wined3d_string_buffer
*buffer
,
6661 const struct wined3d_gl_info
*gl_info
, enum wined3d_cmp_func alpha_func
)
6663 /* alpha_func is the PASS condition, not the DISCARD condition. Instead of
6664 * flipping all the operators here, just negate the comparison below. */
6665 static const char * const comparison_operator
[] =
6667 "", /* WINED3D_CMP_NEVER */
6668 "<", /* WINED3D_CMP_LESS */
6669 "==", /* WINED3D_CMP_EQUAL */
6670 "<=", /* WINED3D_CMP_LESSEQUAL */
6671 ">", /* WINED3D_CMP_GREATER */
6672 "!=", /* WINED3D_CMP_NOTEQUAL */
6673 ">=", /* WINED3D_CMP_GREATEREQUAL */
6674 "" /* WINED3D_CMP_ALWAYS */
6677 if (alpha_func
== WINED3D_CMP_ALWAYS
)
6680 if (alpha_func
!= WINED3D_CMP_NEVER
)
6681 shader_addline(buffer
, "if (!(%s[0].a %s alpha_test_ref))\n",
6682 get_fragment_output(gl_info
), comparison_operator
[alpha_func
- WINED3D_CMP_NEVER
]);
6683 shader_addline(buffer
, " discard;\n");
6686 static void shader_glsl_enable_extensions(struct wined3d_string_buffer
*buffer
,
6687 const struct wined3d_gl_info
*gl_info
)
6689 if (gl_info
->supported
[ARB_GPU_SHADER5
])
6690 shader_addline(buffer
, "#extension GL_ARB_gpu_shader5 : enable\n");
6691 if (gl_info
->supported
[ARB_SHADER_ATOMIC_COUNTERS
])
6692 shader_addline(buffer
, "#extension GL_ARB_shader_atomic_counters : enable\n");
6693 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
6694 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
6695 if (gl_info
->supported
[ARB_SHADER_IMAGE_LOAD_STORE
])
6696 shader_addline(buffer
, "#extension GL_ARB_shader_image_load_store : enable\n");
6697 if (gl_info
->supported
[ARB_SHADER_IMAGE_SIZE
])
6698 shader_addline(buffer
, "#extension GL_ARB_shader_image_size : enable\n");
6699 if (gl_info
->supported
[ARB_SHADER_STORAGE_BUFFER_OBJECT
])
6700 shader_addline(buffer
, "#extension GL_ARB_shader_storage_buffer_object : enable\n");
6701 if (gl_info
->supported
[ARB_SHADING_LANGUAGE_420PACK
])
6702 shader_addline(buffer
, "#extension GL_ARB_shading_language_420pack : enable\n");
6703 if (gl_info
->supported
[ARB_SHADING_LANGUAGE_PACKING
])
6704 shader_addline(buffer
, "#extension GL_ARB_shading_language_packing : enable\n");
6705 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP_ARRAY
])
6706 shader_addline(buffer
, "#extension GL_ARB_texture_cube_map_array : enable\n");
6707 if (gl_info
->supported
[ARB_TEXTURE_QUERY_LEVELS
])
6708 shader_addline(buffer
, "#extension GL_ARB_texture_query_levels : enable\n");
6709 if (gl_info
->supported
[ARB_UNIFORM_BUFFER_OBJECT
])
6710 shader_addline(buffer
, "#extension GL_ARB_uniform_buffer_object : enable\n");
6711 if (gl_info
->supported
[EXT_GPU_SHADER4
])
6712 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
6713 if (gl_info
->supported
[EXT_TEXTURE_ARRAY
])
6714 shader_addline(buffer
, "#extension GL_EXT_texture_array : enable\n");
6717 static void shader_glsl_generate_ps_epilogue(const struct wined3d_gl_info
*gl_info
,
6718 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
6719 const struct ps_compile_args
*args
)
6721 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
6723 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly. */
6724 if (reg_maps
->shader_version
.major
< 2)
6725 shader_addline(buffer
, "%s[0] = R0;\n", get_fragment_output(gl_info
));
6727 if (args
->srgb_correction
)
6728 shader_glsl_generate_srgb_write_correction(buffer
, gl_info
);
6730 /* SM < 3 does not replace the fog stage. */
6731 if (reg_maps
->shader_version
.major
< 3)
6732 shader_glsl_generate_fog_code(buffer
, gl_info
, args
->fog
);
6734 shader_glsl_generate_alpha_test(buffer
, gl_info
, args
->alpha_test_func
+ 1);
6737 /* Context activation is done by the caller. */
6738 static GLuint
shader_glsl_generate_pshader(const struct wined3d_context
*context
,
6739 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
6740 const struct wined3d_shader
*shader
,
6741 const struct ps_compile_args
*args
, struct ps_np2fixup_info
*np2fixup_info
)
6743 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
6744 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
6745 struct shader_glsl_ctx_priv priv_ctx
;
6746 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
6749 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
6750 priv_ctx
.cur_ps_args
= args
;
6751 priv_ctx
.cur_np2fixup_info
= np2fixup_info
;
6752 priv_ctx
.string_buffers
= string_buffers
;
6754 shader_glsl_add_version_declaration(buffer
, gl_info
, ®_maps
->shader_version
);
6756 shader_glsl_enable_extensions(buffer
, gl_info
);
6757 if (gl_info
->supported
[ARB_DERIVATIVE_CONTROL
])
6758 shader_addline(buffer
, "#extension GL_ARB_derivative_control : enable\n");
6759 if (gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
6760 shader_addline(buffer
, "#extension GL_ARB_fragment_coord_conventions : enable\n");
6761 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
6762 shader_addline(buffer
, "#extension GL_ARB_shader_texture_lod : enable\n");
6763 /* The spec says that it doesn't have to be explicitly enabled, but the
6764 * nvidia drivers write a warning if we don't do so. */
6765 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
6766 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
6768 /* Base Declarations */
6769 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
6771 shader_addline(buffer
, "void main()\n{\n");
6773 /* Direct3D applications expect integer vPos values, while OpenGL drivers
6774 * add approximately 0.5. This causes off-by-one problems as spotted by
6775 * the vPos d3d9 visual test. Unfortunately ATI cards do not add exactly
6776 * 0.5, but rather something like 0.49999999 or 0.50000001, which still
6777 * causes precision troubles when we just subtract 0.5.
6779 * To deal with that, just floor() the position. This will eliminate the
6780 * fraction on all cards.
6782 * TODO: Test how this behaves with multisampling.
6784 * An advantage of floor is that it works even if the driver doesn't add
6785 * 0.5. It is somewhat questionable if 1.5, 2.5, ... are the proper values
6786 * to return in gl_FragCoord, even though coordinates specify the pixel
6787 * centers instead of the pixel corners. This code will behave correctly
6788 * on drivers that returns integer values. */
6791 if (gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
6792 shader_addline(buffer
, "vpos = gl_FragCoord;\n");
6793 else if (context
->d3d_info
->wined3d_creation_flags
& WINED3D_PIXEL_CENTER_INTEGER
)
6794 shader_addline(buffer
,
6795 "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
6797 shader_addline(buffer
,
6798 "vpos = vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1);\n");
6801 if (reg_maps
->shader_version
.major
< 3 || args
->vp_mode
!= vertexshader
)
6804 WORD map
= reg_maps
->texcoord
;
6808 if (glsl_is_color_reg_read(shader
, 0))
6809 shader_addline(buffer
, "ffp_varying_diffuse = gl_Color;\n");
6810 if (glsl_is_color_reg_read(shader
, 1))
6811 shader_addline(buffer
, "ffp_varying_specular = gl_SecondaryColor;\n");
6814 for (i
= 0; map
; map
>>= 1, ++i
)
6818 if (args
->pointsprite
)
6819 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", i
);
6820 else if (args
->texcoords_initialized
& (1u << i
))
6821 shader_addline(buffer
, "ffp_texcoord[%u] = %s[%u];\n", i
,
6822 legacy_context
? "gl_TexCoord" : "ffp_varying_texcoord", i
);
6824 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(0.0);\n", i
);
6825 shader_addline(buffer
, "vec4 T%u = ffp_texcoord[%u];\n", i
, i
);
6830 shader_addline(buffer
, "ffp_varying_fogcoord = gl_FogFragCoord;\n");
6833 /* Pack 3.0 inputs */
6834 if (reg_maps
->shader_version
.major
>= 3)
6835 shader_glsl_input_pack(shader
, buffer
, &shader
->input_signature
, reg_maps
, args
, gl_info
);
6837 /* Base Shader Body */
6838 if (FAILED(shader_generate_main(shader
, buffer
, reg_maps
, &priv_ctx
)))
6841 /* In SM4+ the shader epilogue is generated by the "ret" instruction. */
6842 if (reg_maps
->shader_version
.major
< 4)
6843 shader_glsl_generate_ps_epilogue(gl_info
, buffer
, shader
, args
);
6845 shader_addline(buffer
, "}\n");
6847 shader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
6848 TRACE("Compiling shader object %u.\n", shader_id
);
6849 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
6854 static void shader_glsl_generate_vs_epilogue(const struct wined3d_gl_info
*gl_info
,
6855 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
6856 const struct vs_compile_args
*args
)
6858 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
6859 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
6862 /* Unpack outputs. */
6863 shader_addline(buffer
, "setup_vs_output(vs_out);\n");
6865 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
6866 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
6867 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
6868 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0).
6870 if (reg_maps
->shader_version
.major
< 3)
6872 if (args
->fog_src
== VS_FOG_Z
)
6873 shader_addline(buffer
, "%s = gl_Position.z;\n",
6874 legacy_context
? "gl_FogFragCoord" : "ffp_varying_fogcoord");
6875 else if (!reg_maps
->fog
)
6876 shader_addline(buffer
, "%s = 0.0;\n",
6877 legacy_context
? "gl_FogFragCoord" : "ffp_varying_fogcoord");
6880 /* We always store the clipplanes without y inversion. */
6881 if (args
->clip_enabled
)
6884 shader_addline(buffer
, "gl_ClipVertex = gl_Position;\n");
6886 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
6887 shader_addline(buffer
, "gl_ClipDistance[%u] = dot(gl_Position, clip_planes[%u]);\n", i
, i
);
6890 if (args
->point_size
&& !args
->per_vertex_point_size
)
6891 shader_addline(buffer
, "gl_PointSize = clamp(ffp_point.size, ffp_point.size_min, ffp_point.size_max);\n");
6893 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
&& !gl_info
->supported
[ARB_CLIP_CONTROL
])
6894 shader_glsl_fixup_position(buffer
);
6897 /* Context activation is done by the caller. */
6898 static GLuint
shader_glsl_generate_vshader(const struct wined3d_context
*context
,
6899 struct shader_glsl_priv
*priv
, const struct wined3d_shader
*shader
, const struct vs_compile_args
*args
)
6901 struct wined3d_string_buffer_list
*string_buffers
= &priv
->string_buffers
;
6902 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
6903 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6904 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
6905 struct shader_glsl_ctx_priv priv_ctx
;
6908 shader_glsl_add_version_declaration(buffer
, gl_info
, ®_maps
->shader_version
);
6910 shader_glsl_enable_extensions(buffer
, gl_info
);
6911 if (gl_info
->supported
[ARB_DRAW_INSTANCED
])
6912 shader_addline(buffer
, "#extension GL_ARB_draw_instanced : enable\n");
6913 if (gl_info
->supported
[ARB_EXPLICIT_ATTRIB_LOCATION
])
6914 shader_addline(buffer
, "#extension GL_ARB_explicit_attrib_location : enable\n");
6916 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
6917 priv_ctx
.cur_vs_args
= args
;
6918 priv_ctx
.string_buffers
= string_buffers
;
6920 /* Base Declarations */
6921 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
6923 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
&& !gl_info
->supported
[ARB_CLIP_CONTROL
])
6924 shader_addline(buffer
, "uniform vec4 pos_fixup;\n");
6926 if (reg_maps
->shader_version
.major
>= 4)
6928 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
)
6929 shader_glsl_generate_sm4_rasterizer_input_setup(priv
, shader
, args
->next_shader_input_count
, gl_info
);
6930 else if (args
->next_shader_type
== WINED3D_SHADER_TYPE_GEOMETRY
)
6931 shader_glsl_generate_vs_gs_setup(priv
, shader
, args
->next_shader_input_count
, gl_info
);
6934 shader_addline(buffer
, "void main()\n{\n");
6936 /* Base Shader Body */
6937 if (FAILED(shader_generate_main(shader
, buffer
, reg_maps
, &priv_ctx
)))
6940 /* In SM4+ the shader epilogue is generated by the "ret" instruction. */
6941 if (reg_maps
->shader_version
.major
< 4)
6942 shader_glsl_generate_vs_epilogue(gl_info
, buffer
, shader
, args
);
6944 shader_addline(buffer
, "}\n");
6946 shader_id
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
6947 TRACE("Compiling shader object %u.\n", shader_id
);
6948 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
6953 /* Context activation is done by the caller. */
6954 static GLuint
shader_glsl_generate_geometry_shader(const struct wined3d_context
*context
,
6955 struct shader_glsl_priv
*priv
, const struct wined3d_shader
*shader
, const struct gs_compile_args
*args
)
6957 struct wined3d_string_buffer_list
*string_buffers
= &priv
->string_buffers
;
6958 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
6959 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6960 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
6961 struct shader_glsl_ctx_priv priv_ctx
;
6964 shader_glsl_add_version_declaration(buffer
, gl_info
, ®_maps
->shader_version
);
6966 shader_glsl_enable_extensions(buffer
, gl_info
);
6967 if (gl_info
->supported
[ARB_GEOMETRY_SHADER4
])
6968 shader_addline(buffer
, "#extension GL_ARB_geometry_shader4 : enable\n");
6970 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
6971 priv_ctx
.string_buffers
= string_buffers
;
6972 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
6973 if (!gl_info
->supported
[ARB_CLIP_CONTROL
])
6974 shader_addline(buffer
, "uniform vec4 pos_fixup;\n");
6975 shader_glsl_generate_sm4_rasterizer_input_setup(priv
, shader
, args
->ps_input_count
, gl_info
);
6976 shader_addline(buffer
, "void main()\n{\n");
6977 if (FAILED(shader_generate_main(shader
, buffer
, reg_maps
, &priv_ctx
)))
6979 shader_addline(buffer
, "}\n");
6981 shader_id
= GL_EXTCALL(glCreateShader(GL_GEOMETRY_SHADER
));
6982 TRACE("Compiling shader object %u.\n", shader_id
);
6983 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
6988 static void shader_glsl_generate_shader_epilogue(const struct wined3d_shader_context
*ctx
)
6990 const struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
6991 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
6992 const struct wined3d_shader
*shader
= ctx
->shader
;
6994 switch (shader
->reg_maps
.shader_version
.type
)
6996 case WINED3D_SHADER_TYPE_PIXEL
:
6997 shader_glsl_generate_ps_epilogue(gl_info
, ctx
->buffer
, shader
, priv
->cur_ps_args
);
6999 case WINED3D_SHADER_TYPE_VERTEX
:
7000 shader_glsl_generate_vs_epilogue(gl_info
, ctx
->buffer
, shader
, priv
->cur_vs_args
);
7002 case WINED3D_SHADER_TYPE_GEOMETRY
:
7003 case WINED3D_SHADER_TYPE_COMPUTE
:
7006 FIXME("Unhandled shader type %#x.\n", shader
->reg_maps
.shader_version
.type
);
7011 /* Context activation is done by the caller. */
7012 static GLuint
shader_glsl_generate_compute_shader(const struct wined3d_context
*context
,
7013 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
7014 const struct wined3d_shader
*shader
)
7016 const struct wined3d_shader_thread_group_size
*thread_group_size
= &shader
->u
.cs
.thread_group_size
;
7017 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
7018 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
7019 struct shader_glsl_ctx_priv priv_ctx
;
7023 shader_glsl_add_version_declaration(buffer
, gl_info
, ®_maps
->shader_version
);
7025 shader_glsl_enable_extensions(buffer
, gl_info
);
7026 if (gl_info
->supported
[ARB_COMPUTE_SHADER
])
7027 shader_addline(buffer
, "#extension GL_ARB_compute_shader : enable\n");
7029 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
7030 priv_ctx
.string_buffers
= string_buffers
;
7031 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
7033 for (i
= 0; i
< reg_maps
->tgsm_count
; ++i
)
7035 if (reg_maps
->tgsm
[i
].size
)
7036 shader_addline(buffer
, "shared uint cs_g%u[%u];\n", i
, reg_maps
->tgsm
[i
].size
);
7039 shader_addline(buffer
, "layout(local_size_x = %u, local_size_y = %u, local_size_z = %u) in;\n",
7040 thread_group_size
->x
, thread_group_size
->y
, thread_group_size
->z
);
7042 shader_addline(buffer
, "void main()\n{\n");
7043 shader_generate_main(shader
, buffer
, reg_maps
, &priv_ctx
);
7044 shader_addline(buffer
, "}\n");
7046 shader_id
= GL_EXTCALL(glCreateShader(GL_COMPUTE_SHADER
));
7047 TRACE("Compiling shader object %u.\n", shader_id
);
7048 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
7053 static GLuint
find_glsl_pshader(const struct wined3d_context
*context
,
7054 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
7055 struct wined3d_shader
*shader
,
7056 const struct ps_compile_args
*args
, const struct ps_np2fixup_info
**np2fixup_info
)
7058 struct glsl_ps_compiled_shader
*gl_shaders
, *new_array
;
7059 struct glsl_shader_private
*shader_data
;
7060 struct ps_np2fixup_info
*np2fixup
;
7065 if (!shader
->backend_data
)
7067 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
7068 if (!shader
->backend_data
)
7070 ERR("Failed to allocate backend data.\n");
7074 shader_data
= shader
->backend_data
;
7075 gl_shaders
= shader_data
->gl_shaders
.ps
;
7077 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
7078 * so a linear search is more performant than a hashmap or a binary search
7079 * (cache coherency etc)
7081 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
7083 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
7085 if (args
->np2_fixup
)
7086 *np2fixup_info
= &gl_shaders
[i
].np2fixup
;
7087 return gl_shaders
[i
].id
;
7091 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
7092 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
7093 if (shader_data
->num_gl_shaders
)
7095 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
7096 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.ps
,
7097 new_size
* sizeof(*gl_shaders
));
7101 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
));
7106 ERR("Out of memory\n");
7109 shader_data
->gl_shaders
.ps
= new_array
;
7110 shader_data
->shader_array_size
= new_size
;
7111 gl_shaders
= new_array
;
7114 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
7116 np2fixup
= &gl_shaders
[shader_data
->num_gl_shaders
].np2fixup
;
7117 memset(np2fixup
, 0, sizeof(*np2fixup
));
7118 *np2fixup_info
= args
->np2_fixup
? np2fixup
: NULL
;
7120 pixelshader_update_resource_types(shader
, args
->tex_types
);
7122 string_buffer_clear(buffer
);
7123 ret
= shader_glsl_generate_pshader(context
, buffer
, string_buffers
, shader
, args
, np2fixup
);
7124 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
7129 static inline BOOL
vs_args_equal(const struct vs_compile_args
*stored
, const struct vs_compile_args
*new,
7130 const DWORD use_map
)
7132 if((stored
->swizzle_map
& use_map
) != new->swizzle_map
) return FALSE
;
7133 if((stored
->clip_enabled
) != new->clip_enabled
) return FALSE
;
7134 if (stored
->point_size
!= new->point_size
)
7136 if (stored
->per_vertex_point_size
!= new->per_vertex_point_size
)
7138 if (stored
->flatshading
!= new->flatshading
)
7140 if (stored
->next_shader_type
!= new->next_shader_type
)
7142 if (stored
->next_shader_input_count
!= new->next_shader_input_count
)
7144 return stored
->fog_src
== new->fog_src
;
7147 static GLuint
find_glsl_vshader(const struct wined3d_context
*context
, struct shader_glsl_priv
*priv
,
7148 struct wined3d_shader
*shader
, const struct vs_compile_args
*args
)
7152 DWORD use_map
= context
->stream_info
.use_map
;
7153 struct glsl_vs_compiled_shader
*gl_shaders
, *new_array
;
7154 struct glsl_shader_private
*shader_data
;
7157 if (!shader
->backend_data
)
7159 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
7160 if (!shader
->backend_data
)
7162 ERR("Failed to allocate backend data.\n");
7166 shader_data
= shader
->backend_data
;
7167 gl_shaders
= shader_data
->gl_shaders
.vs
;
7169 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
7170 * so a linear search is more performant than a hashmap or a binary search
7171 * (cache coherency etc)
7173 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
7175 if (vs_args_equal(&gl_shaders
[i
].args
, args
, use_map
))
7176 return gl_shaders
[i
].id
;
7179 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
7181 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
7182 if (shader_data
->num_gl_shaders
)
7184 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
7185 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.vs
,
7186 new_size
* sizeof(*gl_shaders
));
7190 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
));
7195 ERR("Out of memory\n");
7198 shader_data
->gl_shaders
.vs
= new_array
;
7199 shader_data
->shader_array_size
= new_size
;
7200 gl_shaders
= new_array
;
7203 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
7205 string_buffer_clear(&priv
->shader_buffer
);
7206 ret
= shader_glsl_generate_vshader(context
, priv
, shader
, args
);
7207 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
7212 static GLuint
find_glsl_geometry_shader(const struct wined3d_context
*context
,
7213 struct shader_glsl_priv
*priv
, struct wined3d_shader
*shader
, const struct gs_compile_args
*args
)
7215 struct glsl_gs_compiled_shader
*gl_shaders
, *new_array
;
7216 struct glsl_shader_private
*shader_data
;
7217 unsigned int i
, new_size
;
7220 if (!shader
->backend_data
)
7222 if (!(shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
))))
7224 ERR("Failed to allocate backend data.\n");
7228 shader_data
= shader
->backend_data
;
7229 gl_shaders
= shader_data
->gl_shaders
.gs
;
7231 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
7233 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
7234 return gl_shaders
[i
].id
;
7237 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
7239 if (shader_data
->num_gl_shaders
)
7241 new_size
= shader_data
->shader_array_size
+ 1;
7242 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.gs
,
7243 new_size
* sizeof(*new_array
));
7247 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array
));
7253 ERR("Failed to allocate GL shaders array.\n");
7256 shader_data
->gl_shaders
.gs
= new_array
;
7257 shader_data
->shader_array_size
= new_size
;
7258 gl_shaders
= new_array
;
7260 string_buffer_clear(&priv
->shader_buffer
);
7261 ret
= shader_glsl_generate_geometry_shader(context
, priv
, shader
, args
);
7262 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
7263 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
7268 static GLuint
find_glsl_compute_shader(const struct wined3d_context
*context
,
7269 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
7270 struct wined3d_shader
*shader
)
7272 struct glsl_cs_compiled_shader
*gl_shaders
;
7273 struct glsl_shader_private
*shader_data
;
7276 if (!shader
->backend_data
)
7278 if (!(shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
))))
7280 ERR("Failed to allocate backend data.\n");
7284 shader_data
= shader
->backend_data
;
7285 gl_shaders
= shader_data
->gl_shaders
.cs
;
7287 /* No shader variants are used for compute shaders. */
7288 if (shader_data
->num_gl_shaders
)
7289 return gl_shaders
[0].id
;
7291 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
7293 if (!(shader_data
->gl_shaders
.cs
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
))))
7295 ERR("Failed to allocate GL shader array.\n");
7298 shader_data
->shader_array_size
= 1;
7299 gl_shaders
= shader_data
->gl_shaders
.cs
;
7301 string_buffer_clear(buffer
);
7302 ret
= shader_glsl_generate_compute_shader(context
, buffer
, string_buffers
, shader
);
7303 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
7308 static const char *shader_glsl_ffp_mcs(enum wined3d_material_color_source mcs
, const char *material
)
7312 case WINED3D_MCS_MATERIAL
:
7314 case WINED3D_MCS_COLOR1
:
7315 return "ffp_attrib_diffuse";
7316 case WINED3D_MCS_COLOR2
:
7317 return "ffp_attrib_specular";
7319 ERR("Invalid material color source %#x.\n", mcs
);
7324 static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer
*buffer
,
7325 const struct wined3d_ffp_vs_settings
*settings
, BOOL legacy_lighting
)
7327 const char *diffuse
, *specular
, *emissive
, *ambient
;
7328 unsigned int i
, idx
;
7330 if (!settings
->lighting
)
7332 shader_addline(buffer
, "ffp_varying_diffuse = ffp_attrib_diffuse;\n");
7333 shader_addline(buffer
, "ffp_varying_specular = ffp_attrib_specular;\n");
7337 shader_addline(buffer
, "vec3 ambient = ffp_light_ambient;\n");
7338 shader_addline(buffer
, "vec3 diffuse = vec3(0.0);\n");
7339 shader_addline(buffer
, "vec4 specular = vec4(0.0);\n");
7340 shader_addline(buffer
, "vec3 dir, dst;\n");
7341 shader_addline(buffer
, "float att, t;\n");
7343 ambient
= shader_glsl_ffp_mcs(settings
->ambient_source
, "ffp_material.ambient");
7344 diffuse
= shader_glsl_ffp_mcs(settings
->diffuse_source
, "ffp_material.diffuse");
7345 specular
= shader_glsl_ffp_mcs(settings
->specular_source
, "ffp_material.specular");
7346 emissive
= shader_glsl_ffp_mcs(settings
->emissive_source
, "ffp_material.emissive");
7349 for (i
= 0; i
< settings
->point_light_count
; ++i
, ++idx
)
7351 shader_addline(buffer
, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", idx
);
7352 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
7353 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
7354 shader_addline(buffer
, "dst.x = 1.0;\n");
7355 if (legacy_lighting
)
7357 shader_addline(buffer
, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", idx
, idx
);
7358 shader_addline(buffer
, "dst.z = dst.y * dst.y;\n");
7362 shader_addline(buffer
, "if (dst.y <= ffp_light[%u].range)\n{\n", idx
);
7364 shader_addline(buffer
, "att = dot(dst.xyz, vec3(ffp_light[%u].c_att,"
7365 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n", idx
, idx
, idx
);
7366 if (!legacy_lighting
)
7367 shader_addline(buffer
, "att = 1.0 / att;\n");
7368 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz * att;\n", idx
);
7369 if (!settings
->normal
)
7371 if (!legacy_lighting
)
7372 shader_addline(buffer
, "}\n");
7375 shader_addline(buffer
, "dir = normalize(dir);\n");
7376 shader_addline(buffer
, "diffuse += (clamp(dot(dir, normal), 0.0, 1.0)"
7377 " * ffp_light[%u].diffuse.xyz) * att;\n", idx
);
7378 if (settings
->localviewer
)
7379 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
7381 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
7382 shader_addline(buffer
, "if (t > 0.0) specular += (pow(t, ffp_material.shininess)"
7383 " * ffp_light[%u].specular) * att;\n", idx
);
7384 if (!legacy_lighting
)
7385 shader_addline(buffer
, "}\n");
7388 for (i
= 0; i
< settings
->spot_light_count
; ++i
, ++idx
)
7390 shader_addline(buffer
, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", idx
);
7391 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
7392 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
7393 shader_addline(buffer
, "dst.x = 1.0;\n");
7394 if (legacy_lighting
)
7396 shader_addline(buffer
, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", idx
, idx
);
7397 shader_addline(buffer
, "dst.z = dst.y * dst.y;\n");
7401 shader_addline(buffer
, "if (dst.y <= ffp_light[%u].range)\n{\n", idx
);
7403 shader_addline(buffer
, "dir = normalize(dir);\n");
7404 shader_addline(buffer
, "t = dot(-dir, normalize(ffp_light[%u].direction));\n", idx
);
7405 shader_addline(buffer
, "if (t > ffp_light[%u].cos_htheta) att = 1.0;\n", idx
);
7406 shader_addline(buffer
, "else if (t <= ffp_light[%u].cos_hphi) att = 0.0;\n", idx
);
7407 shader_addline(buffer
, "else att = pow((t - ffp_light[%u].cos_hphi)"
7408 " / (ffp_light[%u].cos_htheta - ffp_light[%u].cos_hphi), ffp_light[%u].falloff);\n",
7409 idx
, idx
, idx
, idx
);
7410 if (legacy_lighting
)
7411 shader_addline(buffer
, "att *= dot(dst.xyz, vec3(ffp_light[%u].c_att,"
7412 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n",
7415 shader_addline(buffer
, "att /= dot(dst.xyz, vec3(ffp_light[%u].c_att,"
7416 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n",
7418 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz * att;\n", idx
);
7419 if (!settings
->normal
)
7421 if (!legacy_lighting
)
7422 shader_addline(buffer
, "}\n");
7425 shader_addline(buffer
, "diffuse += (clamp(dot(dir, normal), 0.0, 1.0)"
7426 " * ffp_light[%u].diffuse.xyz) * att;\n", idx
);
7427 if (settings
->localviewer
)
7428 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
7430 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
7431 shader_addline(buffer
, "if (t > 0.0) specular += (pow(t, ffp_material.shininess)"
7432 " * ffp_light[%u].specular) * att;\n", idx
);
7433 if (!legacy_lighting
)
7434 shader_addline(buffer
, "}\n");
7437 for (i
= 0; i
< settings
->directional_light_count
; ++i
, ++idx
)
7439 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz;\n", idx
);
7440 if (!settings
->normal
)
7442 shader_addline(buffer
, "dir = normalize(ffp_light[%u].direction.xyz);\n", idx
);
7443 shader_addline(buffer
, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)"
7444 " * ffp_light[%u].diffuse.xyz;\n", idx
);
7445 /* TODO: In the non-local viewer case the halfvector is constant
7446 * and could be precomputed and stored in a uniform. */
7447 if (settings
->localviewer
)
7448 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
7450 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
7451 shader_addline(buffer
, "if (t > 0.0) specular += pow(t, ffp_material.shininess)"
7452 " * ffp_light[%u].specular;\n", idx
);
7455 for (i
= 0; i
< settings
->parallel_point_light_count
; ++i
, ++idx
)
7457 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz;\n", idx
);
7458 if (!settings
->normal
)
7460 shader_addline(buffer
, "dir = normalize(ffp_light[%u].position.xyz);\n", idx
);
7461 shader_addline(buffer
, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)"
7462 " * ffp_light[%u].diffuse.xyz;\n", idx
);
7463 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
7464 shader_addline(buffer
, "if (t > 0.0) specular += pow(t, ffp_material.shininess)"
7465 " * ffp_light[%u].specular;\n", idx
);
7468 shader_addline(buffer
, "ffp_varying_diffuse.xyz = %s.xyz * ambient + %s.xyz * diffuse + %s.xyz;\n",
7469 ambient
, diffuse
, emissive
);
7470 shader_addline(buffer
, "ffp_varying_diffuse.w = %s.w;\n", diffuse
);
7471 shader_addline(buffer
, "ffp_varying_specular = %s * specular;\n", specular
);
7474 /* Context activation is done by the caller. */
7475 static GLuint
shader_glsl_generate_ffp_vertex_shader(struct shader_glsl_priv
*priv
,
7476 const struct wined3d_ffp_vs_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
7478 static const struct attrib_info
7481 const char name
[24];
7485 {"vec4", "ffp_attrib_position"}, /* WINED3D_FFP_POSITION */
7486 {"vec4", "ffp_attrib_blendweight"}, /* WINED3D_FFP_BLENDWEIGHT */
7487 /* TODO: Indexed vertex blending */
7488 {"float", ""}, /* WINED3D_FFP_BLENDINDICES */
7489 {"vec3", "ffp_attrib_normal"}, /* WINED3D_FFP_NORMAL */
7490 {"float", "ffp_attrib_psize"}, /* WINED3D_FFP_PSIZE */
7491 {"vec4", "ffp_attrib_diffuse"}, /* WINED3D_FFP_DIFFUSE */
7492 {"vec4", "ffp_attrib_specular"}, /* WINED3D_FFP_SPECULAR */
7494 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
7495 BOOL legacy_lighting
= priv
->legacy_lighting
;
7498 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
7499 BOOL output_legacy_fogcoord
= legacy_context
;
7501 string_buffer_clear(buffer
);
7503 shader_glsl_add_version_declaration(buffer
, gl_info
, NULL
);
7505 if (shader_glsl_use_explicit_attrib_location(gl_info
))
7506 shader_addline(buffer
, "#extension GL_ARB_explicit_attrib_location : enable\n");
7508 for (i
= 0; i
< WINED3D_FFP_ATTRIBS_COUNT
; ++i
)
7510 const char *type
= i
< ARRAY_SIZE(attrib_info
) ? attrib_info
[i
].type
: "vec4";
7512 if (shader_glsl_use_explicit_attrib_location(gl_info
))
7513 shader_addline(buffer
, "layout(location = %u) ", i
);
7514 shader_addline(buffer
, "%s %s vs_in%u;\n", get_attribute_keyword(gl_info
), type
, i
);
7516 shader_addline(buffer
, "\n");
7518 shader_addline(buffer
, "uniform mat4 ffp_modelview_matrix[%u];\n", MAX_VERTEX_BLENDS
);
7519 shader_addline(buffer
, "uniform mat4 ffp_projection_matrix;\n");
7520 shader_addline(buffer
, "uniform mat3 ffp_normal_matrix;\n");
7521 shader_addline(buffer
, "uniform mat4 ffp_texture_matrix[%u];\n", MAX_TEXTURES
);
7523 shader_addline(buffer
, "uniform struct\n{\n");
7524 shader_addline(buffer
, " vec4 emissive;\n");
7525 shader_addline(buffer
, " vec4 ambient;\n");
7526 shader_addline(buffer
, " vec4 diffuse;\n");
7527 shader_addline(buffer
, " vec4 specular;\n");
7528 shader_addline(buffer
, " float shininess;\n");
7529 shader_addline(buffer
, "} ffp_material;\n");
7531 shader_addline(buffer
, "uniform vec3 ffp_light_ambient;\n");
7532 shader_addline(buffer
, "uniform struct\n{\n");
7533 shader_addline(buffer
, " vec4 diffuse;\n");
7534 shader_addline(buffer
, " vec4 specular;\n");
7535 shader_addline(buffer
, " vec4 ambient;\n");
7536 shader_addline(buffer
, " vec4 position;\n");
7537 shader_addline(buffer
, " vec3 direction;\n");
7538 shader_addline(buffer
, " float range;\n");
7539 shader_addline(buffer
, " float falloff;\n");
7540 shader_addline(buffer
, " float c_att;\n");
7541 shader_addline(buffer
, " float l_att;\n");
7542 shader_addline(buffer
, " float q_att;\n");
7543 shader_addline(buffer
, " float cos_htheta;\n");
7544 shader_addline(buffer
, " float cos_hphi;\n");
7545 shader_addline(buffer
, "} ffp_light[%u];\n", MAX_ACTIVE_LIGHTS
);
7547 if (settings
->point_size
)
7549 shader_addline(buffer
, "uniform struct\n{\n");
7550 shader_addline(buffer
, " float size;\n");
7551 shader_addline(buffer
, " float size_min;\n");
7552 shader_addline(buffer
, " float size_max;\n");
7553 shader_addline(buffer
, " float c_att;\n");
7554 shader_addline(buffer
, " float l_att;\n");
7555 shader_addline(buffer
, " float q_att;\n");
7556 shader_addline(buffer
, "} ffp_point;\n");
7561 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
7562 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
7563 shader_addline(buffer
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
7564 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
7568 if (settings
->clipping
)
7569 shader_addline(buffer
, "uniform vec4 clip_planes[%u];\n", gl_info
->limits
.user_clip_distances
);
7571 declare_out_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_diffuse;\n");
7572 declare_out_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_specular;\n");
7573 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
7574 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
7577 shader_addline(buffer
, "\nvoid main()\n{\n");
7578 shader_addline(buffer
, "float m;\n");
7579 shader_addline(buffer
, "vec3 r;\n");
7581 for (i
= 0; i
< ARRAY_SIZE(attrib_info
); ++i
)
7583 if (attrib_info
[i
].name
[0])
7584 shader_addline(buffer
, "%s %s = vs_in%u%s;\n", attrib_info
[i
].type
, attrib_info
[i
].name
,
7585 i
, settings
->swizzle_map
& (1u << i
) ? ".zyxw" : "");
7587 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
7589 unsigned int coord_idx
= settings
->texgen
[i
] & 0x0000ffff;
7590 if ((settings
->texgen
[i
] & 0xffff0000) == WINED3DTSS_TCI_PASSTHRU
7591 && settings
->texcoords
& (1u << i
))
7592 shader_addline(buffer
, "vec4 ffp_attrib_texcoord%u = vs_in%u;\n", i
, coord_idx
+ WINED3D_FFP_TEXCOORD0
);
7595 shader_addline(buffer
, "ffp_attrib_blendweight[%u] = 1.0;\n", settings
->vertexblends
);
7597 if (settings
->transformed
)
7599 shader_addline(buffer
, "vec4 ec_pos = vec4(ffp_attrib_position.xyz, 1.0);\n");
7600 shader_addline(buffer
, "gl_Position = ffp_projection_matrix * ec_pos;\n");
7601 shader_addline(buffer
, "if (ffp_attrib_position.w != 0.0) gl_Position /= ffp_attrib_position.w;\n");
7605 for (i
= 0; i
< settings
->vertexblends
; ++i
)
7606 shader_addline(buffer
, "ffp_attrib_blendweight[%u] -= ffp_attrib_blendweight[%u];\n", settings
->vertexblends
, i
);
7608 shader_addline(buffer
, "vec4 ec_pos = vec4(0.0);\n");
7609 for (i
= 0; i
< settings
->vertexblends
+ 1; ++i
)
7610 shader_addline(buffer
, "ec_pos += ffp_attrib_blendweight[%u] * (ffp_modelview_matrix[%u] * ffp_attrib_position);\n", i
, i
);
7612 shader_addline(buffer
, "gl_Position = ffp_projection_matrix * ec_pos;\n");
7613 if (settings
->clipping
)
7615 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
7616 shader_addline(buffer
, "gl_ClipVertex = ec_pos;\n");
7618 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
7619 shader_addline(buffer
, "gl_ClipDistance[%u] = dot(ec_pos, clip_planes[%u]);\n", i
, i
);
7621 shader_addline(buffer
, "ec_pos /= ec_pos.w;\n");
7624 shader_addline(buffer
, "vec3 normal = vec3(0.0);\n");
7625 if (settings
->normal
)
7627 if (!settings
->vertexblends
)
7629 shader_addline(buffer
, "normal = ffp_normal_matrix * ffp_attrib_normal;\n");
7633 for (i
= 0; i
< settings
->vertexblends
+ 1; ++i
)
7634 shader_addline(buffer
, "normal += ffp_attrib_blendweight[%u] * (mat3(ffp_modelview_matrix[%u]) * ffp_attrib_normal);\n", i
, i
);
7637 if (settings
->normalize
)
7638 shader_addline(buffer
, "normal = normalize(normal);\n");
7641 shader_glsl_ffp_vertex_lighting(buffer
, settings
, legacy_lighting
);
7644 shader_addline(buffer
, "gl_FrontColor = ffp_varying_diffuse;\n");
7645 shader_addline(buffer
, "gl_FrontSecondaryColor = ffp_varying_specular;\n");
7649 shader_addline(buffer
, "ffp_varying_diffuse = clamp(ffp_varying_diffuse, 0.0, 1.0);\n");
7650 shader_addline(buffer
, "ffp_varying_specular = clamp(ffp_varying_specular, 0.0, 1.0);\n");
7653 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
7655 BOOL output_legacy_texcoord
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
7657 switch (settings
->texgen
[i
] & 0xffff0000)
7659 case WINED3DTSS_TCI_PASSTHRU
:
7660 if (settings
->texcoords
& (1u << i
))
7661 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * ffp_attrib_texcoord%u;\n",
7663 else if (gl_info
->limits
.glsl_varyings
>= wined3d_max_compat_varyings(gl_info
))
7664 shader_addline(buffer
, "ffp_varying_texcoord[%u] = vec4(0.0);\n", i
);
7666 output_legacy_texcoord
= FALSE
;
7669 case WINED3DTSS_TCI_CAMERASPACENORMAL
:
7670 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * vec4(normal, 1.0);\n", i
, i
);
7673 case WINED3DTSS_TCI_CAMERASPACEPOSITION
:
7674 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * ec_pos;\n", i
, i
);
7677 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR
:
7678 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u]"
7679 " * vec4(reflect(normalize(ec_pos.xyz), normal), 1.0);\n", i
, i
);
7682 case WINED3DTSS_TCI_SPHEREMAP
:
7683 shader_addline(buffer
, "r = reflect(normalize(ec_pos.xyz), normal);\n");
7684 shader_addline(buffer
, "m = 2.0 * length(vec3(r.x, r.y, r.z + 1.0));\n");
7685 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u]"
7686 " * vec4(r.x / m + 0.5, r.y / m + 0.5, 0.0, 1.0);\n", i
, i
);
7690 ERR("Unhandled texgen %#x.\n", settings
->texgen
[i
]);
7693 if (output_legacy_texcoord
)
7694 shader_addline(buffer
, "gl_TexCoord[%u] = ffp_varying_texcoord[%u];\n", i
, i
);
7697 switch (settings
->fog_mode
)
7699 case WINED3D_FFP_VS_FOG_OFF
:
7700 output_legacy_fogcoord
= FALSE
;
7703 case WINED3D_FFP_VS_FOG_FOGCOORD
:
7704 shader_addline(buffer
, "ffp_varying_fogcoord = ffp_attrib_specular.w * 255.0;\n");
7707 case WINED3D_FFP_VS_FOG_RANGE
:
7708 shader_addline(buffer
, "ffp_varying_fogcoord = length(ec_pos.xyz);\n");
7711 case WINED3D_FFP_VS_FOG_DEPTH
:
7712 if (settings
->ortho_fog
)
7714 if (gl_info
->supported
[ARB_CLIP_CONTROL
])
7715 shader_addline(buffer
, "ffp_varying_fogcoord = gl_Position.z;\n");
7717 /* Need to undo the [0.0 - 1.0] -> [-1.0 - 1.0] transformation from D3D to GL coordinates. */
7718 shader_addline(buffer
, "ffp_varying_fogcoord = gl_Position.z * 0.5 + 0.5;\n");
7720 else if (settings
->transformed
)
7722 shader_addline(buffer
, "ffp_varying_fogcoord = ec_pos.z;\n");
7726 shader_addline(buffer
, "ffp_varying_fogcoord = abs(ec_pos.z);\n");
7731 ERR("Unhandled fog mode %#x.\n", settings
->fog_mode
);
7734 if (output_legacy_fogcoord
)
7735 shader_addline(buffer
, "gl_FogFragCoord = ffp_varying_fogcoord;\n");
7737 if (settings
->point_size
)
7739 shader_addline(buffer
, "gl_PointSize = %s / sqrt(ffp_point.c_att"
7740 " + ffp_point.l_att * length(ec_pos.xyz)"
7741 " + ffp_point.q_att * dot(ec_pos.xyz, ec_pos.xyz));\n",
7742 settings
->per_vertex_point_size
? "ffp_attrib_psize" : "ffp_point.size");
7743 shader_addline(buffer
, "gl_PointSize = clamp(gl_PointSize, ffp_point.size_min, ffp_point.size_max);\n");
7746 shader_addline(buffer
, "}\n");
7748 shader_obj
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
7749 shader_glsl_compile(gl_info
, shader_obj
, buffer
->buffer
);
7754 static const char *shader_glsl_get_ffp_fragment_op_arg(struct wined3d_string_buffer
*buffer
,
7755 DWORD argnum
, unsigned int stage
, DWORD arg
)
7759 if (arg
== ARG_UNUSED
)
7760 return "<unused arg>";
7762 switch (arg
& WINED3DTA_SELECTMASK
)
7764 case WINED3DTA_DIFFUSE
:
7765 ret
= "ffp_varying_diffuse";
7768 case WINED3DTA_CURRENT
:
7772 case WINED3DTA_TEXTURE
:
7775 case 0: ret
= "tex0"; break;
7776 case 1: ret
= "tex1"; break;
7777 case 2: ret
= "tex2"; break;
7778 case 3: ret
= "tex3"; break;
7779 case 4: ret
= "tex4"; break;
7780 case 5: ret
= "tex5"; break;
7781 case 6: ret
= "tex6"; break;
7782 case 7: ret
= "tex7"; break;
7784 ret
= "<invalid texture>";
7789 case WINED3DTA_TFACTOR
:
7793 case WINED3DTA_SPECULAR
:
7794 ret
= "ffp_varying_specular";
7797 case WINED3DTA_TEMP
:
7801 case WINED3DTA_CONSTANT
:
7804 case 0: ret
= "tss_const0"; break;
7805 case 1: ret
= "tss_const1"; break;
7806 case 2: ret
= "tss_const2"; break;
7807 case 3: ret
= "tss_const3"; break;
7808 case 4: ret
= "tss_const4"; break;
7809 case 5: ret
= "tss_const5"; break;
7810 case 6: ret
= "tss_const6"; break;
7811 case 7: ret
= "tss_const7"; break;
7813 ret
= "<invalid constant>";
7819 return "<unhandled arg>";
7822 if (arg
& WINED3DTA_COMPLEMENT
)
7824 shader_addline(buffer
, "arg%u = vec4(1.0) - %s;\n", argnum
, ret
);
7827 else if (argnum
== 1)
7829 else if (argnum
== 2)
7833 if (arg
& WINED3DTA_ALPHAREPLICATE
)
7835 shader_addline(buffer
, "arg%u = vec4(%s.w);\n", argnum
, ret
);
7838 else if (argnum
== 1)
7840 else if (argnum
== 2)
7847 static void shader_glsl_ffp_fragment_op(struct wined3d_string_buffer
*buffer
, unsigned int stage
, BOOL color
,
7848 BOOL alpha
, DWORD dst
, DWORD op
, DWORD dw_arg0
, DWORD dw_arg1
, DWORD dw_arg2
)
7850 const char *dstmask
, *dstreg
, *arg0
, *arg1
, *arg2
;
7860 dstreg
= "temp_reg";
7864 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, dw_arg0
);
7865 arg1
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 1, stage
, dw_arg1
);
7866 arg2
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 2, stage
, dw_arg2
);
7870 case WINED3D_TOP_DISABLE
:
7873 case WINED3D_TOP_SELECT_ARG1
:
7874 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
);
7877 case WINED3D_TOP_SELECT_ARG2
:
7878 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg2
, dstmask
);
7881 case WINED3D_TOP_MODULATE
:
7882 shader_addline(buffer
, "%s%s = %s%s * %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
7885 case WINED3D_TOP_MODULATE_4X
:
7886 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 4.0, 0.0, 1.0);\n",
7887 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
7890 case WINED3D_TOP_MODULATE_2X
:
7891 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 2.0, 0.0, 1.0);\n",
7892 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
7895 case WINED3D_TOP_ADD
:
7896 shader_addline(buffer
, "%s%s = clamp(%s%s + %s%s, 0.0, 1.0);\n",
7897 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
7900 case WINED3D_TOP_ADD_SIGNED
:
7901 shader_addline(buffer
, "%s%s = clamp(%s%s + (%s - vec4(0.5))%s, 0.0, 1.0);\n",
7902 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
7905 case WINED3D_TOP_ADD_SIGNED_2X
:
7906 shader_addline(buffer
, "%s%s = clamp((%s%s + (%s - vec4(0.5))%s) * 2.0, 0.0, 1.0);\n",
7907 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
7910 case WINED3D_TOP_SUBTRACT
:
7911 shader_addline(buffer
, "%s%s = clamp(%s%s - %s%s, 0.0, 1.0);\n",
7912 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
7915 case WINED3D_TOP_ADD_SMOOTH
:
7916 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s%s, 0.0, 1.0);\n",
7917 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
, dstmask
);
7920 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
7921 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_DIFFUSE
);
7922 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
7923 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
7926 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
7927 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
7928 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
7929 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
7932 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
7933 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TFACTOR
);
7934 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
7935 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
7938 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
7939 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
7940 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
7941 dstreg
, dstmask
, arg2
, dstmask
, arg0
, arg1
, dstmask
);
7944 case WINED3D_TOP_BLEND_CURRENT_ALPHA
:
7945 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_CURRENT
);
7946 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
7947 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
7950 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
7951 shader_addline(buffer
, "%s%s = clamp(%s%s * %s.w + %s%s, 0.0, 1.0);\n",
7952 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
7955 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
7956 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s.w, 0.0, 1.0);\n",
7957 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
7960 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
7961 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
7962 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
7964 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
7965 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s.w, 0.0, 1.0);\n",
7966 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
7969 case WINED3D_TOP_BUMPENVMAP
:
7970 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
7971 /* These are handled in the first pass, nothing to do. */
7974 case WINED3D_TOP_DOTPRODUCT3
:
7975 shader_addline(buffer
, "%s%s = vec4(clamp(dot(%s.xyz - 0.5, %s.xyz - 0.5) * 4.0, 0.0, 1.0))%s;\n",
7976 dstreg
, dstmask
, arg1
, arg2
, dstmask
);
7979 case WINED3D_TOP_MULTIPLY_ADD
:
7980 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s%s, 0.0, 1.0);\n",
7981 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg0
, dstmask
);
7984 case WINED3D_TOP_LERP
:
7985 /* MSDN isn't quite right here. */
7986 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s%s);\n",
7987 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
, dstmask
);
7991 FIXME("Unhandled operation %#x.\n", op
);
7996 /* Context activation is done by the caller. */
7997 static GLuint
shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv
*priv
,
7998 const struct ffp_frag_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
8000 struct wined3d_string_buffer
*tex_reg_name
= string_buffer_get(&priv
->string_buffers
);
8001 enum wined3d_cmp_func alpha_test_func
= settings
->alpha_test_func
+ 1;
8002 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
8003 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
8004 BYTE lum_map
= 0, bump_map
= 0, tex_map
= 0, tss_const_map
= 0;
8005 BOOL tempreg_used
= FALSE
, tfactor_used
= FALSE
;
8006 UINT lowest_disabled_stage
;
8008 DWORD arg0
, arg1
, arg2
;
8011 string_buffer_clear(buffer
);
8013 /* Find out which textures are read */
8014 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
8016 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
8019 arg0
= settings
->op
[stage
].carg0
& WINED3DTA_SELECTMASK
;
8020 arg1
= settings
->op
[stage
].carg1
& WINED3DTA_SELECTMASK
;
8021 arg2
= settings
->op
[stage
].carg2
& WINED3DTA_SELECTMASK
;
8023 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
8024 || (stage
== 0 && settings
->color_key_enabled
))
8025 tex_map
|= 1u << stage
;
8026 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
8027 tfactor_used
= TRUE
;
8028 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
8029 tempreg_used
= TRUE
;
8030 if (settings
->op
[stage
].dst
== tempreg
)
8031 tempreg_used
= TRUE
;
8032 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
8033 tss_const_map
|= 1u << stage
;
8035 switch (settings
->op
[stage
].cop
)
8037 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
8038 lum_map
|= 1u << stage
;
8040 case WINED3D_TOP_BUMPENVMAP
:
8041 bump_map
|= 1u << stage
;
8043 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
8044 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
8045 tex_map
|= 1u << stage
;
8048 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
8049 tfactor_used
= TRUE
;
8056 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
8059 arg0
= settings
->op
[stage
].aarg0
& WINED3DTA_SELECTMASK
;
8060 arg1
= settings
->op
[stage
].aarg1
& WINED3DTA_SELECTMASK
;
8061 arg2
= settings
->op
[stage
].aarg2
& WINED3DTA_SELECTMASK
;
8063 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
)
8064 tex_map
|= 1u << stage
;
8065 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
8066 tfactor_used
= TRUE
;
8067 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
8068 tempreg_used
= TRUE
;
8069 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
8070 tss_const_map
|= 1u << stage
;
8072 lowest_disabled_stage
= stage
;
8074 shader_glsl_add_version_declaration(buffer
, gl_info
, NULL
);
8076 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
8077 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
8079 if (!needs_legacy_glsl_syntax(gl_info
))
8080 shader_addline(buffer
, "out vec4 ps_out[1];\n");
8082 shader_addline(buffer
, "vec4 tmp0, tmp1;\n");
8083 shader_addline(buffer
, "vec4 ret;\n");
8084 if (tempreg_used
|| settings
->sRGB_write
)
8085 shader_addline(buffer
, "vec4 temp_reg = vec4(0.0);\n");
8086 shader_addline(buffer
, "vec4 arg0, arg1, arg2;\n");
8088 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
8090 if (tss_const_map
& (1u << stage
))
8091 shader_addline(buffer
, "uniform vec4 tss_const%u;\n", stage
);
8093 if (!(tex_map
& (1u << stage
)))
8096 switch (settings
->op
[stage
].tex_type
)
8098 case WINED3D_GL_RES_TYPE_TEX_1D
:
8099 shader_addline(buffer
, "uniform sampler1D ps_sampler%u;\n", stage
);
8101 case WINED3D_GL_RES_TYPE_TEX_2D
:
8102 shader_addline(buffer
, "uniform sampler2D ps_sampler%u;\n", stage
);
8104 case WINED3D_GL_RES_TYPE_TEX_3D
:
8105 shader_addline(buffer
, "uniform sampler3D ps_sampler%u;\n", stage
);
8107 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
8108 shader_addline(buffer
, "uniform samplerCube ps_sampler%u;\n", stage
);
8110 case WINED3D_GL_RES_TYPE_TEX_RECT
:
8111 shader_addline(buffer
, "uniform sampler2DRect ps_sampler%u;\n", stage
);
8114 FIXME("Unhandled sampler type %#x.\n", settings
->op
[stage
].tex_type
);
8118 shader_addline(buffer
, "vec4 tex%u;\n", stage
);
8120 if (!(bump_map
& (1u << stage
)))
8122 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", stage
);
8124 if (!(lum_map
& (1u << stage
)))
8126 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", stage
);
8127 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", stage
);
8130 shader_addline(buffer
, "uniform vec4 tex_factor;\n");
8131 if (settings
->color_key_enabled
)
8132 shader_addline(buffer
, "uniform vec4 color_key[2];\n");
8133 shader_addline(buffer
, "uniform vec4 specular_enable;\n");
8135 if (settings
->sRGB_write
)
8137 shader_addline(buffer
, "const vec4 srgb_const0 = ");
8138 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const0
);
8139 shader_addline(buffer
, ";\n");
8140 shader_addline(buffer
, "const vec4 srgb_const1 = ");
8141 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const1
);
8142 shader_addline(buffer
, ";\n");
8145 shader_addline(buffer
, "uniform struct\n{\n");
8146 shader_addline(buffer
, " vec4 color;\n");
8147 shader_addline(buffer
, " float density;\n");
8148 shader_addline(buffer
, " float end;\n");
8149 shader_addline(buffer
, " float scale;\n");
8150 shader_addline(buffer
, "} ffp_fog;\n");
8152 if (alpha_test_func
!= WINED3D_CMP_ALWAYS
)
8153 shader_addline(buffer
, "uniform float alpha_test_ref;\n");
8157 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
8158 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
8159 shader_addline(buffer
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
8160 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
8161 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
8165 declare_in_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_diffuse;\n");
8166 declare_in_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_specular;\n");
8167 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
8168 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
8169 declare_in_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
8172 shader_addline(buffer
, "void main()\n{\n");
8176 shader_addline(buffer
, "ffp_varying_diffuse = gl_Color;\n");
8177 shader_addline(buffer
, "ffp_varying_specular = gl_SecondaryColor;\n");
8180 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
8182 if (tex_map
& (1u << stage
))
8184 if (settings
->pointsprite
)
8185 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", stage
);
8186 else if (settings
->texcoords_initialized
& (1u << stage
))
8187 shader_addline(buffer
, "ffp_texcoord[%u] = %s[%u];\n",
8188 stage
, legacy_context
? "gl_TexCoord" : "ffp_varying_texcoord", stage
);
8190 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(0.0);\n", stage
);
8194 if (legacy_context
&& settings
->fog
!= WINED3D_FFP_PS_FOG_OFF
)
8195 shader_addline(buffer
, "ffp_varying_fogcoord = gl_FogFragCoord;\n");
8197 if (lowest_disabled_stage
< 7 && settings
->emul_clipplanes
)
8198 shader_addline(buffer
, "if (any(lessThan(ffp_texcoord[7], vec4(0.0)))) discard;\n");
8200 /* Generate texture sampling instructions */
8201 for (stage
= 0; stage
< MAX_TEXTURES
&& settings
->op
[stage
].cop
!= WINED3D_TOP_DISABLE
; ++stage
)
8203 const char *texture_function
, *coord_mask
;
8206 if (!(tex_map
& (1u << stage
)))
8209 if (settings
->op
[stage
].projected
== proj_none
)
8213 else if (settings
->op
[stage
].projected
== proj_count4
8214 || settings
->op
[stage
].projected
== proj_count3
)
8220 FIXME("Unexpected projection mode %d\n", settings
->op
[stage
].projected
);
8224 if (settings
->op
[stage
].tex_type
== WINED3D_GL_RES_TYPE_TEX_CUBE
)
8227 switch (settings
->op
[stage
].tex_type
)
8229 case WINED3D_GL_RES_TYPE_TEX_1D
:
8232 texture_function
= "texture1DProj";
8237 texture_function
= "texture1D";
8241 case WINED3D_GL_RES_TYPE_TEX_2D
:
8244 texture_function
= "texture2DProj";
8249 texture_function
= "texture2D";
8253 case WINED3D_GL_RES_TYPE_TEX_3D
:
8256 texture_function
= "texture3DProj";
8257 coord_mask
= "xyzw";
8261 texture_function
= "texture3D";
8265 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
8266 texture_function
= "textureCube";
8269 case WINED3D_GL_RES_TYPE_TEX_RECT
:
8272 texture_function
= "texture2DRectProj";
8277 texture_function
= "texture2DRect";
8282 FIXME("Unhandled texture type %#x.\n", settings
->op
[stage
].tex_type
);
8283 texture_function
= "";
8284 coord_mask
= "xyzw";
8287 if (!needs_legacy_glsl_syntax(gl_info
))
8288 texture_function
= proj
? "textureProj" : "texture";
8291 && (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP
8292 || settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
))
8294 shader_addline(buffer
, "ret.xy = bumpenv_mat%u * tex%u.xy;\n", stage
- 1, stage
- 1);
8296 /* With projective textures, texbem only divides the static
8297 * texture coord, not the displacement, so multiply the
8298 * displacement with the dividing parameter before passing it to
8300 if (settings
->op
[stage
].projected
!= proj_none
)
8302 if (settings
->op
[stage
].projected
== proj_count4
)
8304 shader_addline(buffer
, "ret.xy = (ret.xy * ffp_texcoord[%u].w) + ffp_texcoord[%u].xy;\n",
8306 shader_addline(buffer
, "ret.zw = ffp_texcoord[%u].ww;\n", stage
);
8310 shader_addline(buffer
, "ret.xy = (ret.xy * ffp_texcoord[%u].z) + ffp_texcoord[%u].xy;\n",
8312 shader_addline(buffer
, "ret.zw = ffp_texcoord[%u].zz;\n", stage
);
8317 shader_addline(buffer
, "ret = ffp_texcoord[%u] + ret.xyxy;\n", stage
);
8320 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ret.%s);\n",
8321 stage
, texture_function
, stage
, coord_mask
);
8323 if (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
8324 shader_addline(buffer
, "tex%u *= clamp(tex%u.z * bumpenv_lum_scale%u + bumpenv_lum_offset%u, 0.0, 1.0);\n",
8325 stage
, stage
- 1, stage
- 1, stage
- 1);
8327 else if (settings
->op
[stage
].projected
== proj_count3
)
8329 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ffp_texcoord[%u].xyz);\n",
8330 stage
, texture_function
, stage
, stage
);
8334 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ffp_texcoord[%u].%s);\n",
8335 stage
, texture_function
, stage
, stage
, coord_mask
);
8338 string_buffer_sprintf(tex_reg_name
, "tex%u", stage
);
8339 shader_glsl_color_correction_ext(buffer
, tex_reg_name
->buffer
, WINED3DSP_WRITEMASK_ALL
,
8340 settings
->op
[stage
].color_fixup
);
8343 if (settings
->color_key_enabled
)
8345 shader_addline(buffer
, "if (all(greaterThanEqual(tex0, color_key[0])) && all(lessThan(tex0, color_key[1])))\n");
8346 shader_addline(buffer
, " discard;\n");
8349 shader_addline(buffer
, "ret = ffp_varying_diffuse;\n");
8351 /* Generate the main shader */
8352 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
8356 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
8359 if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
8360 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
8361 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
;
8362 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
8363 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
8364 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg2
;
8365 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
8366 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
8367 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg1
;
8368 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
8369 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
8370 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
8372 op_equal
= settings
->op
[stage
].aop
== settings
->op
[stage
].cop
8373 && settings
->op
[stage
].carg0
== settings
->op
[stage
].aarg0
8374 && settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
8375 && settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
8377 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
8379 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
8380 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
8381 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
8385 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, TRUE
, settings
->op
[stage
].dst
,
8386 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
8387 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
8389 else if (settings
->op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP
8390 && settings
->op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
8392 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
8393 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
8394 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
8395 shader_glsl_ffp_fragment_op(buffer
, stage
, FALSE
, TRUE
, settings
->op
[stage
].dst
,
8396 settings
->op
[stage
].aop
, settings
->op
[stage
].aarg0
,
8397 settings
->op
[stage
].aarg1
, settings
->op
[stage
].aarg2
);
8401 shader_addline(buffer
, "%s[0] = ffp_varying_specular * specular_enable + ret;\n",
8402 get_fragment_output(gl_info
));
8404 if (settings
->sRGB_write
)
8405 shader_glsl_generate_srgb_write_correction(buffer
, gl_info
);
8407 shader_glsl_generate_fog_code(buffer
, gl_info
, settings
->fog
);
8409 shader_glsl_generate_alpha_test(buffer
, gl_info
, alpha_test_func
);
8411 shader_addline(buffer
, "}\n");
8413 shader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
8414 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
8416 string_buffer_release(&priv
->string_buffers
, tex_reg_name
);
8420 static struct glsl_ffp_vertex_shader
*shader_glsl_find_ffp_vertex_shader(struct shader_glsl_priv
*priv
,
8421 const struct wined3d_gl_info
*gl_info
, const struct wined3d_ffp_vs_settings
*settings
)
8423 struct glsl_ffp_vertex_shader
*shader
;
8424 const struct wine_rb_entry
*entry
;
8426 if ((entry
= wine_rb_get(&priv
->ffp_vertex_shaders
, settings
)))
8427 return WINE_RB_ENTRY_VALUE(entry
, struct glsl_ffp_vertex_shader
, desc
.entry
);
8429 if (!(shader
= HeapAlloc(GetProcessHeap(), 0, sizeof(*shader
))))
8432 shader
->desc
.settings
= *settings
;
8433 shader
->id
= shader_glsl_generate_ffp_vertex_shader(priv
, settings
, gl_info
);
8434 list_init(&shader
->linked_programs
);
8435 if (wine_rb_put(&priv
->ffp_vertex_shaders
, &shader
->desc
.settings
, &shader
->desc
.entry
) == -1)
8436 ERR("Failed to insert ffp vertex shader.\n");
8441 static struct glsl_ffp_fragment_shader
*shader_glsl_find_ffp_fragment_shader(struct shader_glsl_priv
*priv
,
8442 const struct wined3d_gl_info
*gl_info
, const struct ffp_frag_settings
*args
)
8444 struct glsl_ffp_fragment_shader
*glsl_desc
;
8445 const struct ffp_frag_desc
*desc
;
8447 if ((desc
= find_ffp_frag_shader(&priv
->ffp_fragment_shaders
, args
)))
8448 return CONTAINING_RECORD(desc
, struct glsl_ffp_fragment_shader
, entry
);
8450 if (!(glsl_desc
= HeapAlloc(GetProcessHeap(), 0, sizeof(*glsl_desc
))))
8453 glsl_desc
->entry
.settings
= *args
;
8454 glsl_desc
->id
= shader_glsl_generate_ffp_fragment_shader(priv
, args
, gl_info
);
8455 list_init(&glsl_desc
->linked_programs
);
8456 add_ffp_frag_shader(&priv
->ffp_fragment_shaders
, &glsl_desc
->entry
);
8462 static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info
*gl_info
,
8463 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_vs_program
*vs
, unsigned int vs_c_count
)
8466 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
8468 for (i
= 0; i
< vs_c_count
; ++i
)
8470 string_buffer_sprintf(name
, "vs_c[%u]", i
);
8471 vs
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8473 memset(&vs
->uniform_f_locations
[vs_c_count
], 0xff, (WINED3D_MAX_VS_CONSTS_F
- vs_c_count
) * sizeof(GLuint
));
8475 for (i
= 0; i
< WINED3D_MAX_CONSTS_I
; ++i
)
8477 string_buffer_sprintf(name
, "vs_i[%u]", i
);
8478 vs
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8481 for (i
= 0; i
< WINED3D_MAX_CONSTS_B
; ++i
)
8483 string_buffer_sprintf(name
, "vs_b[%u]", i
);
8484 vs
->uniform_b_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8487 vs
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "pos_fixup"));
8489 for (i
= 0; i
< MAX_VERTEX_BLENDS
; ++i
)
8491 string_buffer_sprintf(name
, "ffp_modelview_matrix[%u]", i
);
8492 vs
->modelview_matrix_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8494 vs
->projection_matrix_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_projection_matrix"));
8495 vs
->normal_matrix_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_normal_matrix"));
8496 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
8498 string_buffer_sprintf(name
, "ffp_texture_matrix[%u]", i
);
8499 vs
->texture_matrix_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8501 vs
->material_ambient_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.ambient"));
8502 vs
->material_diffuse_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.diffuse"));
8503 vs
->material_specular_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.specular"));
8504 vs
->material_emissive_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.emissive"));
8505 vs
->material_shininess_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.shininess"));
8506 vs
->light_ambient_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_light_ambient"));
8507 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
8509 string_buffer_sprintf(name
, "ffp_light[%u].diffuse", i
);
8510 vs
->light_location
[i
].diffuse
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8511 string_buffer_sprintf(name
, "ffp_light[%u].specular", i
);
8512 vs
->light_location
[i
].specular
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8513 string_buffer_sprintf(name
, "ffp_light[%u].ambient", i
);
8514 vs
->light_location
[i
].ambient
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8515 string_buffer_sprintf(name
, "ffp_light[%u].position", i
);
8516 vs
->light_location
[i
].position
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8517 string_buffer_sprintf(name
, "ffp_light[%u].direction", i
);
8518 vs
->light_location
[i
].direction
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8519 string_buffer_sprintf(name
, "ffp_light[%u].range", i
);
8520 vs
->light_location
[i
].range
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8521 string_buffer_sprintf(name
, "ffp_light[%u].falloff", i
);
8522 vs
->light_location
[i
].falloff
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8523 string_buffer_sprintf(name
, "ffp_light[%u].c_att", i
);
8524 vs
->light_location
[i
].c_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8525 string_buffer_sprintf(name
, "ffp_light[%u].l_att", i
);
8526 vs
->light_location
[i
].l_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8527 string_buffer_sprintf(name
, "ffp_light[%u].q_att", i
);
8528 vs
->light_location
[i
].q_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8529 string_buffer_sprintf(name
, "ffp_light[%u].cos_htheta", i
);
8530 vs
->light_location
[i
].cos_htheta
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8531 string_buffer_sprintf(name
, "ffp_light[%u].cos_hphi", i
);
8532 vs
->light_location
[i
].cos_hphi
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8534 vs
->pointsize_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size"));
8535 vs
->pointsize_min_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size_min"));
8536 vs
->pointsize_max_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size_max"));
8537 vs
->pointsize_c_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.c_att"));
8538 vs
->pointsize_l_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.l_att"));
8539 vs
->pointsize_q_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.q_att"));
8540 vs
->clip_planes_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "clip_planes"));
8542 string_buffer_release(&priv
->string_buffers
, name
);
8545 static void shader_glsl_init_gs_uniform_locations(const struct wined3d_gl_info
*gl_info
,
8546 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_gs_program
*gs
)
8548 gs
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "pos_fixup"));
8551 static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info
*gl_info
,
8552 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_ps_program
*ps
, unsigned int ps_c_count
)
8555 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
8557 for (i
= 0; i
< ps_c_count
; ++i
)
8559 string_buffer_sprintf(name
, "ps_c[%u]", i
);
8560 ps
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8562 memset(&ps
->uniform_f_locations
[ps_c_count
], 0xff, (WINED3D_MAX_PS_CONSTS_F
- ps_c_count
) * sizeof(GLuint
));
8564 for (i
= 0; i
< WINED3D_MAX_CONSTS_I
; ++i
)
8566 string_buffer_sprintf(name
, "ps_i[%u]", i
);
8567 ps
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8570 for (i
= 0; i
< WINED3D_MAX_CONSTS_B
; ++i
)
8572 string_buffer_sprintf(name
, "ps_b[%u]", i
);
8573 ps
->uniform_b_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8576 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
8578 string_buffer_sprintf(name
, "bumpenv_mat%u", i
);
8579 ps
->bumpenv_mat_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8580 string_buffer_sprintf(name
, "bumpenv_lum_scale%u", i
);
8581 ps
->bumpenv_lum_scale_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8582 string_buffer_sprintf(name
, "bumpenv_lum_offset%u", i
);
8583 ps
->bumpenv_lum_offset_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8584 string_buffer_sprintf(name
, "tss_const%u", i
);
8585 ps
->tss_constant_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
8588 ps
->tex_factor_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "tex_factor"));
8589 ps
->specular_enable_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "specular_enable"));
8591 ps
->fog_color_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.color"));
8592 ps
->fog_density_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.density"));
8593 ps
->fog_end_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.end"));
8594 ps
->fog_scale_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.scale"));
8596 ps
->alpha_test_ref_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "alpha_test_ref"));
8598 ps
->np2_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ps_samplerNP2Fixup"));
8599 ps
->ycorrection_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ycorrection"));
8600 ps
->color_key_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "color_key"));
8602 string_buffer_release(&priv
->string_buffers
, name
);
8605 static void shader_glsl_init_uniform_block_bindings(const struct wined3d_gl_info
*gl_info
,
8606 struct shader_glsl_priv
*priv
, GLuint program_id
,
8607 const struct wined3d_shader_reg_maps
*reg_maps
)
8609 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
8610 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
8611 unsigned int i
, base
, count
;
8614 wined3d_gl_limits_get_uniform_block_range(&gl_info
->limits
, reg_maps
->shader_version
.type
, &base
, &count
);
8615 for (i
= 0; i
< count
; ++i
)
8617 if (!reg_maps
->cb_sizes
[i
])
8620 string_buffer_sprintf(name
, "block_%s_cb%u", prefix
, i
);
8621 block_idx
= GL_EXTCALL(glGetUniformBlockIndex(program_id
, name
->buffer
));
8622 GL_EXTCALL(glUniformBlockBinding(program_id
, block_idx
, base
+ i
));
8624 checkGLcall("glUniformBlockBinding");
8625 string_buffer_release(&priv
->string_buffers
, name
);
8628 /* Context activation is done by the caller. */
8629 static void set_glsl_compute_shader_program(const struct wined3d_context
*context
,
8630 const struct wined3d_state
*state
, struct shader_glsl_priv
*priv
, struct glsl_context_data
*ctx_data
)
8632 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8633 unsigned int base_sampler_idx
, sampler_count
;
8634 struct glsl_shader_prog_link
*entry
= NULL
;
8635 struct wined3d_shader
*shader
;
8636 struct glsl_program_key key
;
8637 GLuint program_id
, cs_id
;
8639 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_COMPUTE
)))
8642 if (!(shader
= state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
]))
8644 WARN("Compute shader is NULL.\n");
8645 ctx_data
->glsl_program
= NULL
;
8649 cs_id
= find_glsl_compute_shader(context
, &priv
->shader_buffer
, &priv
->string_buffers
, shader
);
8650 memset(&key
, 0, sizeof(key
));
8652 if ((entry
= get_glsl_program_entry(priv
, &key
)))
8654 ctx_data
->glsl_program
= entry
;
8658 program_id
= GL_EXTCALL(glCreateProgram());
8659 TRACE("Created new GLSL shader program %u.\n", program_id
);
8661 if (!(entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(*entry
))))
8663 ERR("Out of memory.\n");
8666 entry
->id
= program_id
;
8670 entry
->cs
.id
= cs_id
;
8671 entry
->constant_version
= 0;
8672 entry
->ps
.np2_fixup_info
= NULL
;
8673 add_glsl_program_entry(priv
, entry
);
8675 ctx_data
->glsl_program
= entry
;
8677 TRACE("Attaching GLSL shader object %u to program %u.\n", cs_id
, program_id
);
8678 GL_EXTCALL(glAttachShader(program_id
, cs_id
));
8679 checkGLcall("glAttachShader");
8681 list_add_head(&shader
->linked_programs
, &entry
->cs
.shader_entry
);
8683 TRACE("Linking GLSL shader program %u.\n", program_id
);
8684 GL_EXTCALL(glLinkProgram(program_id
));
8685 shader_glsl_validate_link(gl_info
, program_id
);
8687 GL_EXTCALL(glUseProgram(program_id
));
8688 checkGLcall("glUseProgram");
8689 shader_glsl_init_uniform_block_bindings(gl_info
, priv
, program_id
, &shader
->reg_maps
);
8690 shader_glsl_load_icb(gl_info
, priv
, program_id
, &shader
->reg_maps
);
8691 shader_glsl_load_images(gl_info
, priv
, program_id
, &shader
->reg_maps
);
8692 wined3d_gl_limits_get_texture_unit_range(&gl_info
->limits
, WINED3D_SHADER_TYPE_COMPUTE
,
8693 &base_sampler_idx
, &sampler_count
);
8694 shader_glsl_load_samplers(gl_info
, priv
, shader_glsl_get_prefix(WINED3D_SHADER_TYPE_COMPUTE
),
8695 base_sampler_idx
, sampler_count
, NULL
, program_id
);
8697 entry
->constant_update_mask
= 0;
8700 /* Context activation is done by the caller. */
8701 static void set_glsl_shader_program(const struct wined3d_context
*context
, const struct wined3d_state
*state
,
8702 struct shader_glsl_priv
*priv
, struct glsl_context_data
*ctx_data
)
8704 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8705 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
8706 const struct ps_np2fixup_info
*np2fixup_info
= NULL
;
8707 struct glsl_shader_prog_link
*entry
= NULL
;
8708 struct wined3d_shader
*vshader
= NULL
;
8709 struct wined3d_shader
*gshader
= NULL
;
8710 struct wined3d_shader
*pshader
= NULL
;
8711 GLuint reorder_shader_id
= 0;
8712 struct glsl_program_key key
;
8718 struct list
*ps_list
, *vs_list
;
8720 struct wined3d_string_buffer
*tmp_name
;
8722 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_VERTEX
)) && ctx_data
->glsl_program
)
8724 vs_id
= ctx_data
->glsl_program
->vs
.id
;
8725 vs_list
= &ctx_data
->glsl_program
->vs
.shader_entry
;
8729 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
8730 gshader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
8732 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_GEOMETRY
))
8733 && ctx_data
->glsl_program
->gs
.id
)
8735 gs_id
= ctx_data
->glsl_program
->gs
.id
;
8739 struct gs_compile_args args
;
8741 find_gs_compile_args(state
, gshader
, &args
);
8742 gs_id
= find_glsl_geometry_shader(context
, priv
, gshader
, &args
);
8746 else if (use_vs(state
))
8748 struct vs_compile_args vs_compile_args
;
8750 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
8751 gshader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
8753 find_vs_compile_args(state
, vshader
, context
->stream_info
.swizzle_map
, &vs_compile_args
, d3d_info
);
8754 vs_id
= find_glsl_vshader(context
, priv
, vshader
, &vs_compile_args
);
8755 vs_list
= &vshader
->linked_programs
;
8757 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_GEOMETRY
))
8758 && ctx_data
->glsl_program
->gs
.id
)
8760 gs_id
= ctx_data
->glsl_program
->gs
.id
;
8764 struct gs_compile_args gs_compile_args
;
8766 find_gs_compile_args(state
, gshader
, &gs_compile_args
);
8767 gs_id
= find_glsl_geometry_shader(context
, priv
, gshader
, &gs_compile_args
);
8770 else if (priv
->vertex_pipe
== &glsl_vertex_pipe
)
8772 struct glsl_ffp_vertex_shader
*ffp_shader
;
8773 struct wined3d_ffp_vs_settings settings
;
8775 wined3d_ffp_get_vs_settings(context
, state
, &settings
);
8776 ffp_shader
= shader_glsl_find_ffp_vertex_shader(priv
, gl_info
, &settings
);
8777 vs_id
= ffp_shader
->id
;
8778 vs_list
= &ffp_shader
->linked_programs
;
8781 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_PIXEL
)) && ctx_data
->glsl_program
)
8783 ps_id
= ctx_data
->glsl_program
->ps
.id
;
8784 ps_list
= &ctx_data
->glsl_program
->ps
.shader_entry
;
8787 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
8789 else if (use_ps(state
))
8791 struct ps_compile_args ps_compile_args
;
8792 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
8793 find_ps_compile_args(state
, pshader
, context
->stream_info
.position_transformed
, &ps_compile_args
, context
);
8794 ps_id
= find_glsl_pshader(context
, &priv
->shader_buffer
, &priv
->string_buffers
,
8795 pshader
, &ps_compile_args
, &np2fixup_info
);
8796 ps_list
= &pshader
->linked_programs
;
8798 else if (priv
->fragment_pipe
== &glsl_fragment_pipe
)
8800 struct glsl_ffp_fragment_shader
*ffp_shader
;
8801 struct ffp_frag_settings settings
;
8803 gen_ffp_frag_op(context
, state
, &settings
, FALSE
);
8804 ffp_shader
= shader_glsl_find_ffp_fragment_shader(priv
, gl_info
, &settings
);
8805 ps_id
= ffp_shader
->id
;
8806 ps_list
= &ffp_shader
->linked_programs
;
8813 if ((!vs_id
&& !gs_id
&& !ps_id
) || (entry
= get_glsl_program_entry(priv
, &key
)))
8815 ctx_data
->glsl_program
= entry
;
8819 /* If we get to this point, then no matching program exists, so we create one */
8820 program_id
= GL_EXTCALL(glCreateProgram());
8821 TRACE("Created new GLSL shader program %u.\n", program_id
);
8823 /* Create the entry */
8824 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link
));
8825 entry
->id
= program_id
;
8826 entry
->vs
.id
= vs_id
;
8827 entry
->gs
.id
= gs_id
;
8828 entry
->ps
.id
= ps_id
;
8830 entry
->constant_version
= 0;
8831 entry
->ps
.np2_fixup_info
= np2fixup_info
;
8832 /* Add the hash table entry */
8833 add_glsl_program_entry(priv
, entry
);
8835 /* Set the current program */
8836 ctx_data
->glsl_program
= entry
;
8838 /* Attach GLSL vshader */
8841 TRACE("Attaching GLSL shader object %u to program %u.\n", vs_id
, program_id
);
8842 GL_EXTCALL(glAttachShader(program_id
, vs_id
));
8843 checkGLcall("glAttachShader");
8845 list_add_head(vs_list
, &entry
->vs
.shader_entry
);
8850 attribs_map
= vshader
->reg_maps
.input_registers
;
8851 if (vshader
->reg_maps
.shader_version
.major
< 4)
8853 reorder_shader_id
= shader_glsl_generate_vs3_rasterizer_input_setup(priv
, vshader
, pshader
,
8854 state
->gl_primitive_type
== GL_POINTS
&& vshader
->reg_maps
.point_size
,
8855 d3d_info
->emulated_flatshading
8856 && state
->render_states
[WINED3D_RS_SHADEMODE
] == WINED3D_SHADE_FLAT
, gl_info
);
8857 TRACE("Attaching GLSL shader object %u to program %u.\n", reorder_shader_id
, program_id
);
8858 GL_EXTCALL(glAttachShader(program_id
, reorder_shader_id
));
8859 checkGLcall("glAttachShader");
8860 /* Flag the reorder function for deletion, it will be freed
8861 * automatically when the program is destroyed. */
8862 GL_EXTCALL(glDeleteShader(reorder_shader_id
));
8867 attribs_map
= (1u << WINED3D_FFP_ATTRIBS_COUNT
) - 1;
8870 if (!shader_glsl_use_explicit_attrib_location(gl_info
))
8872 /* Bind vertex attributes to a corresponding index number to match
8873 * the same index numbers as ARB_vertex_programs (makes loading
8874 * vertex attributes simpler). With this method, we can use the
8875 * exact same code to load the attributes later for both ARB and
8878 * We have to do this here because we need to know the Program ID
8879 * in order to make the bindings work, and it has to be done prior
8880 * to linking the GLSL program. */
8881 tmp_name
= string_buffer_get(&priv
->string_buffers
);
8882 for (i
= 0; attribs_map
; attribs_map
>>= 1, ++i
)
8884 if (!(attribs_map
& 1))
8887 string_buffer_sprintf(tmp_name
, "vs_in%u", i
);
8888 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
8889 if (vshader
&& vshader
->reg_maps
.shader_version
.major
>= 4)
8891 string_buffer_sprintf(tmp_name
, "vs_in_uint%u", i
);
8892 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
8893 string_buffer_sprintf(tmp_name
, "vs_in_int%u", i
);
8894 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
8897 checkGLcall("glBindAttribLocation");
8898 string_buffer_release(&priv
->string_buffers
, tmp_name
);
8903 TRACE("Attaching GLSL geometry shader object %u to program %u.\n", gs_id
, program_id
);
8904 GL_EXTCALL(glAttachShader(program_id
, gs_id
));
8905 checkGLcall("glAttachShader");
8907 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
8909 TRACE("input type %s, output type %s, vertices out %u.\n",
8910 debug_d3dprimitivetype(gshader
->u
.gs
.input_type
),
8911 debug_d3dprimitivetype(gshader
->u
.gs
.output_type
),
8912 gshader
->u
.gs
.vertices_out
);
8913 GL_EXTCALL(glProgramParameteriARB(program_id
, GL_GEOMETRY_INPUT_TYPE_ARB
,
8914 gl_primitive_type_from_d3d(gshader
->u
.gs
.input_type
)));
8915 GL_EXTCALL(glProgramParameteriARB(program_id
, GL_GEOMETRY_OUTPUT_TYPE_ARB
,
8916 gl_primitive_type_from_d3d(gshader
->u
.gs
.output_type
)));
8917 GL_EXTCALL(glProgramParameteriARB(program_id
, GL_GEOMETRY_VERTICES_OUT_ARB
,
8918 gshader
->u
.gs
.vertices_out
));
8919 checkGLcall("glProgramParameteriARB");
8922 list_add_head(&gshader
->linked_programs
, &entry
->gs
.shader_entry
);
8925 /* Attach GLSL pshader */
8928 TRACE("Attaching GLSL shader object %u to program %u.\n", ps_id
, program_id
);
8929 GL_EXTCALL(glAttachShader(program_id
, ps_id
));
8930 checkGLcall("glAttachShader");
8932 list_add_head(ps_list
, &entry
->ps
.shader_entry
);
8935 /* Link the program */
8936 TRACE("Linking GLSL shader program %u.\n", program_id
);
8937 GL_EXTCALL(glLinkProgram(program_id
));
8938 shader_glsl_validate_link(gl_info
, program_id
);
8940 shader_glsl_init_vs_uniform_locations(gl_info
, priv
, program_id
, &entry
->vs
,
8941 vshader
? vshader
->limits
->constant_float
: 0);
8942 shader_glsl_init_gs_uniform_locations(gl_info
, priv
, program_id
, &entry
->gs
);
8943 shader_glsl_init_ps_uniform_locations(gl_info
, priv
, program_id
, &entry
->ps
,
8944 pshader
? pshader
->limits
->constant_float
: 0);
8945 checkGLcall("Find glsl program uniform locations");
8947 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
8949 if (pshader
&& pshader
->reg_maps
.shader_version
.major
>= 3
8950 && pshader
->u
.ps
.declared_in_count
> vec4_varyings(3, gl_info
))
8952 TRACE("Shader %d needs vertex color clamping disabled.\n", program_id
);
8953 entry
->vs
.vertex_color_clamp
= GL_FALSE
;
8957 entry
->vs
.vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
8962 /* With core profile we never change vertex_color_clamp from
8963 * GL_FIXED_ONLY_MODE (which is also the initial value) so we never call
8964 * glClampColorARB(). */
8965 entry
->vs
.vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
8968 /* Set the shader to allow uniform loading on it */
8969 GL_EXTCALL(glUseProgram(program_id
));
8970 checkGLcall("glUseProgram");
8972 /* Texture unit mapping is set up to be the same each time the shader
8973 * program is used so we can hardcode the sampler uniform values. */
8974 shader_glsl_load_graphics_samplers(gl_info
, priv
, context
->tex_unit_map
, program_id
);
8976 entry
->constant_update_mask
= 0;
8979 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_F
;
8980 if (vshader
->reg_maps
.integer_constants
)
8981 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_I
;
8982 if (vshader
->reg_maps
.boolean_constants
)
8983 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_B
;
8984 if (entry
->vs
.pos_fixup_location
!= -1)
8985 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
8987 shader_glsl_init_uniform_block_bindings(gl_info
, priv
, program_id
, &vshader
->reg_maps
);
8988 shader_glsl_load_icb(gl_info
, priv
, program_id
, &vshader
->reg_maps
);
8992 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
8993 | WINED3D_SHADER_CONST_FFP_PROJ
;
8995 for (i
= 1; i
< MAX_VERTEX_BLENDS
; ++i
)
8997 if (entry
->vs
.modelview_matrix_location
[i
] != -1)
8999 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
9004 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
9006 if (entry
->vs
.texture_matrix_location
[i
] != -1)
9008 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
9012 if (entry
->vs
.material_ambient_location
!= -1 || entry
->vs
.material_diffuse_location
!= -1
9013 || entry
->vs
.material_specular_location
!= -1
9014 || entry
->vs
.material_emissive_location
!= -1
9015 || entry
->vs
.material_shininess_location
!= -1)
9016 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MATERIAL
;
9017 if (entry
->vs
.light_ambient_location
!= -1)
9018 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_LIGHTS
;
9020 if (entry
->vs
.clip_planes_location
!= -1)
9021 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
9022 if (entry
->vs
.pointsize_min_location
!= -1)
9023 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
9027 if (entry
->gs
.pos_fixup_location
!= -1)
9028 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
9029 shader_glsl_init_uniform_block_bindings(gl_info
, priv
, program_id
, &gshader
->reg_maps
);
9030 shader_glsl_load_icb(gl_info
, priv
, program_id
, &gshader
->reg_maps
);
9037 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_F
;
9038 if (pshader
->reg_maps
.integer_constants
)
9039 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_I
;
9040 if (pshader
->reg_maps
.boolean_constants
)
9041 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_B
;
9042 if (entry
->ps
.ycorrection_location
!= -1)
9043 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_Y_CORR
;
9045 shader_glsl_init_uniform_block_bindings(gl_info
, priv
, program_id
, &pshader
->reg_maps
);
9046 shader_glsl_load_icb(gl_info
, priv
, program_id
, &pshader
->reg_maps
);
9047 shader_glsl_load_images(gl_info
, priv
, program_id
, &pshader
->reg_maps
);
9051 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PS
;
9054 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
9056 if (entry
->ps
.bumpenv_mat_location
[i
] != -1)
9058 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_BUMP_ENV
;
9063 if (entry
->ps
.fog_color_location
!= -1)
9064 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
9065 if (entry
->ps
.alpha_test_ref_location
!= -1)
9066 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_ALPHA_TEST
;
9067 if (entry
->ps
.np2_fixup_location
!= -1)
9068 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_NP2_FIXUP
;
9069 if (entry
->ps
.color_key_location
!= -1)
9070 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_COLOR_KEY
;
9074 /* Context activation is done by the caller. */
9075 static void shader_glsl_select(void *shader_priv
, struct wined3d_context
*context
,
9076 const struct wined3d_state
*state
)
9078 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
9079 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
9080 struct shader_glsl_priv
*priv
= shader_priv
;
9081 GLenum current_vertex_color_clamp
;
9082 GLuint program_id
, prev_id
;
9084 priv
->vertex_pipe
->vp_enable(gl_info
, !use_vs(state
));
9085 priv
->fragment_pipe
->enable_extension(gl_info
, !use_ps(state
));
9087 prev_id
= ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0;
9089 set_glsl_shader_program(context
, state
, priv
, ctx_data
);
9091 if (ctx_data
->glsl_program
)
9093 program_id
= ctx_data
->glsl_program
->id
;
9094 current_vertex_color_clamp
= ctx_data
->glsl_program
->vs
.vertex_color_clamp
;
9099 current_vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
9102 if (ctx_data
->vertex_color_clamp
!= current_vertex_color_clamp
)
9104 ctx_data
->vertex_color_clamp
= current_vertex_color_clamp
;
9105 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
9107 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, current_vertex_color_clamp
));
9108 checkGLcall("glClampColorARB");
9112 FIXME("Vertex color clamp needs to be changed, but extension not supported.\n");
9116 TRACE("Using GLSL program %u.\n", program_id
);
9118 if (prev_id
!= program_id
)
9120 GL_EXTCALL(glUseProgram(program_id
));
9121 checkGLcall("glUseProgram");
9124 context
->constant_update_mask
|= ctx_data
->glsl_program
->constant_update_mask
;
9127 context
->shader_update_mask
|= (1u << WINED3D_SHADER_TYPE_COMPUTE
);
9130 /* Context activation is done by the caller. */
9131 static void shader_glsl_select_compute(void *shader_priv
, struct wined3d_context
*context
,
9132 const struct wined3d_state
*state
)
9134 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
9135 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
9136 struct shader_glsl_priv
*priv
= shader_priv
;
9137 GLuint program_id
, prev_id
;
9139 prev_id
= ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0;
9140 set_glsl_compute_shader_program(context
, state
, priv
, ctx_data
);
9141 program_id
= ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0;
9143 TRACE("Using GLSL program %u.\n", program_id
);
9145 if (prev_id
!= program_id
)
9147 GL_EXTCALL(glUseProgram(program_id
));
9148 checkGLcall("glUseProgram");
9151 context
->shader_update_mask
|= (1u << WINED3D_SHADER_TYPE_PIXEL
)
9152 | (1u << WINED3D_SHADER_TYPE_VERTEX
)
9153 | (1u << WINED3D_SHADER_TYPE_GEOMETRY
)
9154 | (1u << WINED3D_SHADER_TYPE_HULL
)
9155 | (1u << WINED3D_SHADER_TYPE_DOMAIN
);
9158 /* "context" is not necessarily the currently active context. */
9159 static void shader_glsl_invalidate_current_program(struct wined3d_context
*context
)
9161 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
9163 ctx_data
->glsl_program
= NULL
;
9164 context
->shader_update_mask
= (1u << WINED3D_SHADER_TYPE_PIXEL
)
9165 | (1u << WINED3D_SHADER_TYPE_VERTEX
)
9166 | (1u << WINED3D_SHADER_TYPE_GEOMETRY
)
9167 | (1u << WINED3D_SHADER_TYPE_HULL
)
9168 | (1u << WINED3D_SHADER_TYPE_DOMAIN
)
9169 | (1u << WINED3D_SHADER_TYPE_COMPUTE
);
9172 /* Context activation is done by the caller. */
9173 static void shader_glsl_disable(void *shader_priv
, struct wined3d_context
*context
)
9175 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
9176 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
9177 struct shader_glsl_priv
*priv
= shader_priv
;
9179 shader_glsl_invalidate_current_program(context
);
9180 GL_EXTCALL(glUseProgram(0));
9181 checkGLcall("glUseProgram");
9183 priv
->vertex_pipe
->vp_enable(gl_info
, FALSE
);
9184 priv
->fragment_pipe
->enable_extension(gl_info
, FALSE
);
9186 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] && gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
9188 ctx_data
->vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
9189 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, GL_FIXED_ONLY_ARB
));
9190 checkGLcall("glClampColorARB");
9194 static void shader_glsl_invalidate_contexts_program(struct wined3d_device
*device
,
9195 const struct glsl_shader_prog_link
*program
)
9197 const struct glsl_context_data
*ctx_data
;
9198 struct wined3d_context
*context
;
9201 for (i
= 0; i
< device
->context_count
; ++i
)
9203 context
= device
->contexts
[i
];
9204 ctx_data
= context
->shader_backend_data
;
9206 if (ctx_data
->glsl_program
== program
)
9207 shader_glsl_invalidate_current_program(context
);
9211 static void shader_glsl_destroy(struct wined3d_shader
*shader
)
9213 struct glsl_shader_private
*shader_data
= shader
->backend_data
;
9214 struct wined3d_device
*device
= shader
->device
;
9215 struct shader_glsl_priv
*priv
= device
->shader_priv
;
9216 const struct wined3d_gl_info
*gl_info
;
9217 const struct list
*linked_programs
;
9218 struct wined3d_context
*context
;
9220 if (!shader_data
|| !shader_data
->num_gl_shaders
)
9222 HeapFree(GetProcessHeap(), 0, shader_data
);
9223 shader
->backend_data
= NULL
;
9227 context
= context_acquire(device
, NULL
, 0);
9228 gl_info
= context
->gl_info
;
9230 TRACE("Deleting linked programs.\n");
9231 linked_programs
= &shader
->linked_programs
;
9232 if (linked_programs
->next
)
9234 struct glsl_shader_prog_link
*entry
, *entry2
;
9237 switch (shader
->reg_maps
.shader_version
.type
)
9239 case WINED3D_SHADER_TYPE_PIXEL
:
9241 struct glsl_ps_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.ps
;
9243 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
9245 TRACE("Deleting pixel shader %u.\n", gl_shaders
[i
].id
);
9246 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
9247 checkGLcall("glDeleteShader");
9249 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.ps
);
9251 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
9252 struct glsl_shader_prog_link
, ps
.shader_entry
)
9254 shader_glsl_invalidate_contexts_program(device
, entry
);
9255 delete_glsl_program_entry(priv
, gl_info
, entry
);
9261 case WINED3D_SHADER_TYPE_VERTEX
:
9263 struct glsl_vs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.vs
;
9265 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
9267 TRACE("Deleting vertex shader %u.\n", gl_shaders
[i
].id
);
9268 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
9269 checkGLcall("glDeleteShader");
9271 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.vs
);
9273 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
9274 struct glsl_shader_prog_link
, vs
.shader_entry
)
9276 shader_glsl_invalidate_contexts_program(device
, entry
);
9277 delete_glsl_program_entry(priv
, gl_info
, entry
);
9283 case WINED3D_SHADER_TYPE_GEOMETRY
:
9285 struct glsl_gs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.gs
;
9287 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
9289 TRACE("Deleting geometry shader %u.\n", gl_shaders
[i
].id
);
9290 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
9291 checkGLcall("glDeleteShader");
9293 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.gs
);
9295 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
9296 struct glsl_shader_prog_link
, gs
.shader_entry
)
9298 shader_glsl_invalidate_contexts_program(device
, entry
);
9299 delete_glsl_program_entry(priv
, gl_info
, entry
);
9305 case WINED3D_SHADER_TYPE_COMPUTE
:
9307 struct glsl_cs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.cs
;
9309 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
9311 TRACE("Deleting compute shader %u.\n", gl_shaders
[i
].id
);
9312 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
9313 checkGLcall("glDeleteShader");
9315 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.cs
);
9317 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
9318 struct glsl_shader_prog_link
, cs
.shader_entry
)
9320 shader_glsl_invalidate_contexts_program(device
, entry
);
9321 delete_glsl_program_entry(priv
, gl_info
, entry
);
9328 ERR("Unhandled shader type %#x.\n", shader
->reg_maps
.shader_version
.type
);
9333 HeapFree(GetProcessHeap(), 0, shader
->backend_data
);
9334 shader
->backend_data
= NULL
;
9336 context_release(context
);
9339 static int glsl_program_key_compare(const void *key
, const struct wine_rb_entry
*entry
)
9341 const struct glsl_program_key
*k
= key
;
9342 const struct glsl_shader_prog_link
*prog
= WINE_RB_ENTRY_VALUE(entry
,
9343 const struct glsl_shader_prog_link
, program_lookup_entry
);
9345 if (k
->vs_id
> prog
->vs
.id
) return 1;
9346 else if (k
->vs_id
< prog
->vs
.id
) return -1;
9348 if (k
->gs_id
> prog
->gs
.id
) return 1;
9349 else if (k
->gs_id
< prog
->gs
.id
) return -1;
9351 if (k
->ps_id
> prog
->ps
.id
) return 1;
9352 else if (k
->ps_id
< prog
->ps
.id
) return -1;
9354 if (k
->cs_id
> prog
->cs
.id
) return 1;
9355 else if (k
->cs_id
< prog
->cs
.id
) return -1;
9360 static BOOL
constant_heap_init(struct constant_heap
*heap
, unsigned int constant_count
)
9362 SIZE_T size
= (constant_count
+ 1) * sizeof(*heap
->entries
)
9363 + constant_count
* sizeof(*heap
->contained
)
9364 + constant_count
* sizeof(*heap
->positions
);
9365 void *mem
= HeapAlloc(GetProcessHeap(), 0, size
);
9369 ERR("Failed to allocate memory\n");
9373 heap
->entries
= mem
;
9374 heap
->entries
[1].version
= 0;
9375 heap
->contained
= (BOOL
*)(heap
->entries
+ constant_count
+ 1);
9376 memset(heap
->contained
, 0, constant_count
* sizeof(*heap
->contained
));
9377 heap
->positions
= (unsigned int *)(heap
->contained
+ constant_count
);
9383 static void constant_heap_free(struct constant_heap
*heap
)
9385 HeapFree(GetProcessHeap(), 0, heap
->entries
);
9388 static HRESULT
shader_glsl_alloc(struct wined3d_device
*device
, const struct wined3d_vertex_pipe_ops
*vertex_pipe
,
9389 const struct fragment_pipeline
*fragment_pipe
)
9391 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
9392 struct shader_glsl_priv
*priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_glsl_priv
));
9393 SIZE_T stack_size
= wined3d_log2i(max(WINED3D_MAX_VS_CONSTS_F
, WINED3D_MAX_PS_CONSTS_F
)) + 1;
9394 struct fragment_caps fragment_caps
;
9395 void *vertex_priv
, *fragment_priv
;
9397 string_buffer_list_init(&priv
->string_buffers
);
9399 if (!(vertex_priv
= vertex_pipe
->vp_alloc(&glsl_shader_backend
, priv
)))
9401 ERR("Failed to initialize vertex pipe.\n");
9402 HeapFree(GetProcessHeap(), 0, priv
);
9406 if (!(fragment_priv
= fragment_pipe
->alloc_private(&glsl_shader_backend
, priv
)))
9408 ERR("Failed to initialize fragment pipe.\n");
9409 vertex_pipe
->vp_free(device
);
9410 HeapFree(GetProcessHeap(), 0, priv
);
9414 if (!string_buffer_init(&priv
->shader_buffer
))
9416 ERR("Failed to initialize shader buffer.\n");
9420 if (!(priv
->stack
= wined3d_calloc(stack_size
, sizeof(*priv
->stack
))))
9422 ERR("Failed to allocate memory.\n");
9426 if (!constant_heap_init(&priv
->vconst_heap
, WINED3D_MAX_VS_CONSTS_F
))
9428 ERR("Failed to initialize vertex shader constant heap\n");
9432 if (!constant_heap_init(&priv
->pconst_heap
, WINED3D_MAX_PS_CONSTS_F
))
9434 ERR("Failed to initialize pixel shader constant heap\n");
9438 wine_rb_init(&priv
->program_lookup
, glsl_program_key_compare
);
9440 priv
->next_constant_version
= 1;
9441 priv
->vertex_pipe
= vertex_pipe
;
9442 priv
->fragment_pipe
= fragment_pipe
;
9443 fragment_pipe
->get_caps(gl_info
, &fragment_caps
);
9444 priv
->ffp_proj_control
= fragment_caps
.wined3d_caps
& WINED3D_FRAGMENT_CAP_PROJ_CONTROL
;
9445 priv
->legacy_lighting
= device
->wined3d
->flags
& WINED3D_LEGACY_FFP_LIGHTING
;
9447 device
->vertex_priv
= vertex_priv
;
9448 device
->fragment_priv
= fragment_priv
;
9449 device
->shader_priv
= priv
;
9454 constant_heap_free(&priv
->pconst_heap
);
9455 constant_heap_free(&priv
->vconst_heap
);
9456 HeapFree(GetProcessHeap(), 0, priv
->stack
);
9457 string_buffer_free(&priv
->shader_buffer
);
9458 fragment_pipe
->free_private(device
);
9459 vertex_pipe
->vp_free(device
);
9460 HeapFree(GetProcessHeap(), 0, priv
);
9461 return E_OUTOFMEMORY
;
9464 /* Context activation is done by the caller. */
9465 static void shader_glsl_free(struct wined3d_device
*device
)
9467 struct shader_glsl_priv
*priv
= device
->shader_priv
;
9469 wine_rb_destroy(&priv
->program_lookup
, NULL
, NULL
);
9470 constant_heap_free(&priv
->pconst_heap
);
9471 constant_heap_free(&priv
->vconst_heap
);
9472 HeapFree(GetProcessHeap(), 0, priv
->stack
);
9473 string_buffer_list_cleanup(&priv
->string_buffers
);
9474 string_buffer_free(&priv
->shader_buffer
);
9475 priv
->fragment_pipe
->free_private(device
);
9476 priv
->vertex_pipe
->vp_free(device
);
9478 HeapFree(GetProcessHeap(), 0, device
->shader_priv
);
9479 device
->shader_priv
= NULL
;
9482 static BOOL
shader_glsl_allocate_context_data(struct wined3d_context
*context
)
9484 struct glsl_context_data
*ctx_data
;
9485 if (!(ctx_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*ctx_data
))))
9487 ctx_data
->vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
9488 context
->shader_backend_data
= ctx_data
;
9492 static void shader_glsl_free_context_data(struct wined3d_context
*context
)
9494 HeapFree(GetProcessHeap(), 0, context
->shader_backend_data
);
9497 static void shader_glsl_init_context_state(struct wined3d_context
*context
)
9499 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
9501 gl_info
->gl_ops
.gl
.p_glEnable(GL_PROGRAM_POINT_SIZE
);
9502 checkGLcall("GL_PROGRAM_POINT_SIZE");
9505 static void shader_glsl_get_caps(const struct wined3d_gl_info
*gl_info
, struct shader_caps
*caps
)
9509 /* FIXME: Check for the specific extensions required for SM5 support
9510 * (ARB_compute_shader, ARB_tessellation_shader, ARB_gpu_shader5, ...) as
9511 * soon as we introduce them, adjusting the GL / GLSL version checks
9513 if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(4, 30) && gl_info
->supported
[WINED3D_GL_VERSION_4_3
]
9514 && gl_info
->supported
[ARB_COMPUTE_SHADER
]
9515 && gl_info
->supported
[ARB_DERIVATIVE_CONTROL
]
9516 && gl_info
->supported
[ARB_GPU_SHADER5
]
9517 && gl_info
->supported
[ARB_SHADER_ATOMIC_COUNTERS
]
9518 && gl_info
->supported
[ARB_SHADER_IMAGE_LOAD_STORE
]
9519 && gl_info
->supported
[ARB_SHADER_IMAGE_SIZE
]
9520 && gl_info
->supported
[ARB_SHADING_LANGUAGE_PACKING
])
9522 else if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 50) && gl_info
->supported
[WINED3D_GL_VERSION_3_2
]
9523 && gl_info
->supported
[ARB_SHADER_BIT_ENCODING
] && gl_info
->supported
[ARB_SAMPLER_OBJECTS
]
9524 && gl_info
->supported
[ARB_TEXTURE_SWIZZLE
])
9526 /* Support for texldd and texldl instructions in pixel shaders is required
9528 else if (shader_glsl_has_core_grad(gl_info
, NULL
) || gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
9532 TRACE("Shader model %u.\n", shader_model
);
9534 caps
->vs_version
= min(wined3d_settings
.max_sm_vs
, shader_model
);
9535 caps
->hs_version
= min(wined3d_settings
.max_sm_hs
, shader_model
);
9536 caps
->ds_version
= min(wined3d_settings
.max_sm_ds
, shader_model
);
9537 caps
->gs_version
= min(wined3d_settings
.max_sm_gs
, shader_model
);
9538 caps
->ps_version
= min(wined3d_settings
.max_sm_ps
, shader_model
);
9539 caps
->cs_version
= min(wined3d_settings
.max_sm_cs
, shader_model
);
9541 caps
->vs_version
= gl_info
->supported
[ARB_VERTEX_SHADER
] ? caps
->vs_version
: 0;
9542 caps
->ps_version
= gl_info
->supported
[ARB_FRAGMENT_SHADER
] ? caps
->ps_version
: 0;
9544 caps
->vs_uniform_count
= min(WINED3D_MAX_VS_CONSTS_F
, gl_info
->limits
.glsl_vs_float_constants
);
9545 caps
->ps_uniform_count
= min(WINED3D_MAX_PS_CONSTS_F
, gl_info
->limits
.glsl_ps_float_constants
);
9546 caps
->varying_count
= gl_info
->limits
.glsl_varyings
;
9548 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
9549 * Direct3D minimum requirement.
9551 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
9552 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
9554 * The problem is that the refrast clamps temporary results in the shader to
9555 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
9556 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
9557 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
9558 * offer a way to query this.
9560 if (shader_model
>= 4)
9561 caps
->ps_1x_max_value
= FLT_MAX
;
9563 caps
->ps_1x_max_value
= 1024.0f
;
9565 /* Ideally we'd only set caps like sRGB writes here if supported by both
9566 * the shader backend and the fragment pipe, but we can get called before
9567 * shader_glsl_alloc(). */
9568 caps
->wined3d_caps
= WINED3D_SHADER_CAP_VS_CLIPPING
9569 | WINED3D_SHADER_CAP_SRGB_WRITE
;
9572 static BOOL
shader_glsl_color_fixup_supported(struct color_fixup_desc fixup
)
9574 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
9576 TRACE("Checking support for fixup:\n");
9577 dump_color_fixup_desc(fixup
);
9580 /* We support everything except YUV conversions. */
9581 if (!is_complex_fixup(fixup
))
9587 TRACE("[FAILED]\n");
9591 static const SHADER_HANDLER shader_glsl_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
9593 /* WINED3DSIH_ABS */ shader_glsl_map2gl
,
9594 /* WINED3DSIH_ADD */ shader_glsl_binop
,
9595 /* WINED3DSIH_AND */ shader_glsl_binop
,
9596 /* WINED3DSIH_ATOMIC_AND */ shader_glsl_atomic
,
9597 /* WINED3DSIH_ATOMIC_CMP_STORE */ shader_glsl_atomic
,
9598 /* WINED3DSIH_ATOMIC_IADD */ shader_glsl_atomic
,
9599 /* WINED3DSIH_ATOMIC_IMAX */ shader_glsl_atomic
,
9600 /* WINED3DSIH_ATOMIC_IMIN */ shader_glsl_atomic
,
9601 /* WINED3DSIH_ATOMIC_OR */ shader_glsl_atomic
,
9602 /* WINED3DSIH_ATOMIC_UMAX */ shader_glsl_atomic
,
9603 /* WINED3DSIH_ATOMIC_UMIN */ shader_glsl_atomic
,
9604 /* WINED3DSIH_ATOMIC_XOR */ shader_glsl_atomic
,
9605 /* WINED3DSIH_BEM */ shader_glsl_bem
,
9606 /* WINED3DSIH_BFI */ shader_glsl_bitwise_op
,
9607 /* WINED3DSIH_BFREV */ shader_glsl_map2gl
,
9608 /* WINED3DSIH_BREAK */ shader_glsl_break
,
9609 /* WINED3DSIH_BREAKC */ shader_glsl_breakc
,
9610 /* WINED3DSIH_BREAKP */ shader_glsl_breakp
,
9611 /* WINED3DSIH_BUFINFO */ shader_glsl_bufinfo
,
9612 /* WINED3DSIH_CALL */ shader_glsl_call
,
9613 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz
,
9614 /* WINED3DSIH_CASE */ shader_glsl_case
,
9615 /* WINED3DSIH_CMP */ shader_glsl_conditional_move
,
9616 /* WINED3DSIH_CND */ shader_glsl_cnd
,
9617 /* WINED3DSIH_CONTINUE */ shader_glsl_continue
,
9618 /* WINED3DSIH_COUNTBITS */ shader_glsl_map2gl
,
9619 /* WINED3DSIH_CRS */ shader_glsl_cross
,
9620 /* WINED3DSIH_CUT */ shader_glsl_cut
,
9621 /* WINED3DSIH_CUT_STREAM */ shader_glsl_cut
,
9622 /* WINED3DSIH_DCL */ shader_glsl_nop
,
9623 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_glsl_nop
,
9624 /* WINED3DSIH_DCL_FUNCTION_BODY */ NULL
,
9625 /* WINED3DSIH_DCL_FUNCTION_TABLE */ NULL
,
9626 /* WINED3DSIH_DCL_GLOBAL_FLAGS */ shader_glsl_nop
,
9627 /* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ NULL
,
9628 /* WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT */ NULL
,
9629 /* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ NULL
,
9630 /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ shader_glsl_nop
,
9631 /* WINED3DSIH_DCL_INDEX_RANGE */ NULL
,
9632 /* WINED3DSIH_DCL_INDEXABLE_TEMP */ shader_glsl_nop
,
9633 /* WINED3DSIH_DCL_INPUT */ shader_glsl_nop
,
9634 /* WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT */ NULL
,
9635 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_glsl_nop
,
9636 /* WINED3DSIH_DCL_INPUT_PS */ NULL
,
9637 /* WINED3DSIH_DCL_INPUT_PS_SGV */ NULL
,
9638 /* WINED3DSIH_DCL_INPUT_PS_SIV */ NULL
,
9639 /* WINED3DSIH_DCL_INPUT_SGV */ shader_glsl_nop
,
9640 /* WINED3DSIH_DCL_INPUT_SIV */ shader_glsl_nop
,
9641 /* WINED3DSIH_DCL_INTERFACE */ NULL
,
9642 /* WINED3DSIH_DCL_OUTPUT */ shader_glsl_nop
,
9643 /* WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT */ NULL
,
9644 /* WINED3DSIH_DCL_OUTPUT_SIV */ shader_glsl_nop
,
9645 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_glsl_nop
,
9646 /* WINED3DSIH_DCL_RESOURCE_RAW */ shader_glsl_nop
,
9647 /* WINED3DSIH_DCL_RESOURCE_STRUCTURED */ shader_glsl_nop
,
9648 /* WINED3DSIH_DCL_SAMPLER */ shader_glsl_nop
,
9649 /* WINED3DSIH_DCL_STREAM */ NULL
,
9650 /* WINED3DSIH_DCL_TEMPS */ shader_glsl_nop
,
9651 /* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ NULL
,
9652 /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ NULL
,
9653 /* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ NULL
,
9654 /* WINED3DSIH_DCL_TGSM_RAW */ shader_glsl_nop
,
9655 /* WINED3DSIH_DCL_TGSM_STRUCTURED */ shader_glsl_nop
,
9656 /* WINED3DSIH_DCL_THREAD_GROUP */ shader_glsl_nop
,
9657 /* WINED3DSIH_DCL_UAV_RAW */ shader_glsl_nop
,
9658 /* WINED3DSIH_DCL_UAV_STRUCTURED */ shader_glsl_nop
,
9659 /* WINED3DSIH_DCL_UAV_TYPED */ shader_glsl_nop
,
9660 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_glsl_nop
,
9661 /* WINED3DSIH_DEF */ shader_glsl_nop
,
9662 /* WINED3DSIH_DEFAULT */ shader_glsl_default
,
9663 /* WINED3DSIH_DEFB */ shader_glsl_nop
,
9664 /* WINED3DSIH_DEFI */ shader_glsl_nop
,
9665 /* WINED3DSIH_DIV */ shader_glsl_binop
,
9666 /* WINED3DSIH_DP2 */ shader_glsl_dot
,
9667 /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add
,
9668 /* WINED3DSIH_DP3 */ shader_glsl_dot
,
9669 /* WINED3DSIH_DP4 */ shader_glsl_dot
,
9670 /* WINED3DSIH_DST */ shader_glsl_dst
,
9671 /* WINED3DSIH_DSX */ shader_glsl_map2gl
,
9672 /* WINED3DSIH_DSX_COARSE */ shader_glsl_map2gl
,
9673 /* WINED3DSIH_DSX_FINE */ shader_glsl_map2gl
,
9674 /* WINED3DSIH_DSY */ shader_glsl_map2gl
,
9675 /* WINED3DSIH_DSY_COARSE */ shader_glsl_map2gl
,
9676 /* WINED3DSIH_DSY_FINE */ shader_glsl_map2gl
,
9677 /* WINED3DSIH_ELSE */ shader_glsl_else
,
9678 /* WINED3DSIH_EMIT */ shader_glsl_emit
,
9679 /* WINED3DSIH_EMIT_STREAM */ shader_glsl_emit
,
9680 /* WINED3DSIH_ENDIF */ shader_glsl_end
,
9681 /* WINED3DSIH_ENDLOOP */ shader_glsl_end
,
9682 /* WINED3DSIH_ENDREP */ shader_glsl_end
,
9683 /* WINED3DSIH_ENDSWITCH */ shader_glsl_end
,
9684 /* WINED3DSIH_EQ */ shader_glsl_relop
,
9685 /* WINED3DSIH_EXP */ shader_glsl_scalar_op
,
9686 /* WINED3DSIH_EXPP */ shader_glsl_expp
,
9687 /* WINED3DSIH_F16TOF32 */ shader_glsl_float16
,
9688 /* WINED3DSIH_F32TOF16 */ shader_glsl_float16
,
9689 /* WINED3DSIH_FCALL */ NULL
,
9690 /* WINED3DSIH_FIRSTBIT_HI */ shader_glsl_map2gl
,
9691 /* WINED3DSIH_FIRSTBIT_LO */ shader_glsl_map2gl
,
9692 /* WINED3DSIH_FIRSTBIT_SHI */ shader_glsl_map2gl
,
9693 /* WINED3DSIH_FRC */ shader_glsl_map2gl
,
9694 /* WINED3DSIH_FTOI */ shader_glsl_to_int
,
9695 /* WINED3DSIH_FTOU */ shader_glsl_to_uint
,
9696 /* WINED3DSIH_GATHER4 */ NULL
,
9697 /* WINED3DSIH_GATHER4_C */ NULL
,
9698 /* WINED3DSIH_GE */ shader_glsl_relop
,
9699 /* WINED3DSIH_HS_CONTROL_POINT_PHASE */ NULL
,
9700 /* WINED3DSIH_HS_DECLS */ shader_glsl_nop
,
9701 /* WINED3DSIH_HS_FORK_PHASE */ NULL
,
9702 /* WINED3DSIH_HS_JOIN_PHASE */ NULL
,
9703 /* WINED3DSIH_IADD */ shader_glsl_binop
,
9704 /* WINED3DSIH_IEQ */ shader_glsl_relop
,
9705 /* WINED3DSIH_IF */ shader_glsl_if
,
9706 /* WINED3DSIH_IFC */ shader_glsl_ifc
,
9707 /* WINED3DSIH_IGE */ shader_glsl_relop
,
9708 /* WINED3DSIH_ILT */ shader_glsl_relop
,
9709 /* WINED3DSIH_IMAD */ shader_glsl_mad
,
9710 /* WINED3DSIH_IMAX */ shader_glsl_map2gl
,
9711 /* WINED3DSIH_IMIN */ shader_glsl_map2gl
,
9712 /* WINED3DSIH_IMM_ATOMIC_ALLOC */ shader_glsl_uav_counter
,
9713 /* WINED3DSIH_IMM_ATOMIC_AND */ shader_glsl_atomic
,
9714 /* WINED3DSIH_IMM_ATOMIC_CMP_EXCH */ shader_glsl_atomic
,
9715 /* WINED3DSIH_IMM_ATOMIC_CONSUME */ shader_glsl_uav_counter
,
9716 /* WINED3DSIH_IMM_ATOMIC_EXCH */ shader_glsl_atomic
,
9717 /* WINED3DSIH_IMM_ATOMIC_IADD */ shader_glsl_atomic
,
9718 /* WINED3DSIH_IMM_ATOMIC_IMAX */ shader_glsl_atomic
,
9719 /* WINED3DSIH_IMM_ATOMIC_IMIN */ shader_glsl_atomic
,
9720 /* WINED3DSIH_IMM_ATOMIC_OR */ shader_glsl_atomic
,
9721 /* WINED3DSIH_IMM_ATOMIC_UMAX */ shader_glsl_atomic
,
9722 /* WINED3DSIH_IMM_ATOMIC_UMIN */ shader_glsl_atomic
,
9723 /* WINED3DSIH_IMM_ATOMIC_XOR */ shader_glsl_atomic
,
9724 /* WINED3DSIH_IMUL */ shader_glsl_mul_extended
,
9725 /* WINED3DSIH_INE */ shader_glsl_relop
,
9726 /* WINED3DSIH_INEG */ shader_glsl_unary_op
,
9727 /* WINED3DSIH_ISHL */ shader_glsl_binop
,
9728 /* WINED3DSIH_ISHR */ shader_glsl_binop
,
9729 /* WINED3DSIH_ITOF */ shader_glsl_to_float
,
9730 /* WINED3DSIH_LABEL */ shader_glsl_label
,
9731 /* WINED3DSIH_LD */ shader_glsl_ld
,
9732 /* WINED3DSIH_LD2DMS */ NULL
,
9733 /* WINED3DSIH_LD_RAW */ shader_glsl_ld_raw_structured
,
9734 /* WINED3DSIH_LD_STRUCTURED */ shader_glsl_ld_raw_structured
,
9735 /* WINED3DSIH_LD_UAV_TYPED */ shader_glsl_ld_uav
,
9736 /* WINED3DSIH_LIT */ shader_glsl_lit
,
9737 /* WINED3DSIH_LOD */ NULL
,
9738 /* WINED3DSIH_LOG */ shader_glsl_scalar_op
,
9739 /* WINED3DSIH_LOGP */ shader_glsl_scalar_op
,
9740 /* WINED3DSIH_LOOP */ shader_glsl_loop
,
9741 /* WINED3DSIH_LRP */ shader_glsl_lrp
,
9742 /* WINED3DSIH_LT */ shader_glsl_relop
,
9743 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn
,
9744 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn
,
9745 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn
,
9746 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn
,
9747 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn
,
9748 /* WINED3DSIH_MAD */ shader_glsl_mad
,
9749 /* WINED3DSIH_MAX */ shader_glsl_map2gl
,
9750 /* WINED3DSIH_MIN */ shader_glsl_map2gl
,
9751 /* WINED3DSIH_MOV */ shader_glsl_mov
,
9752 /* WINED3DSIH_MOVA */ shader_glsl_mov
,
9753 /* WINED3DSIH_MOVC */ shader_glsl_conditional_move
,
9754 /* WINED3DSIH_MUL */ shader_glsl_binop
,
9755 /* WINED3DSIH_NE */ shader_glsl_relop
,
9756 /* WINED3DSIH_NOP */ shader_glsl_nop
,
9757 /* WINED3DSIH_NOT */ shader_glsl_unary_op
,
9758 /* WINED3DSIH_NRM */ shader_glsl_nrm
,
9759 /* WINED3DSIH_OR */ shader_glsl_binop
,
9760 /* WINED3DSIH_PHASE */ shader_glsl_nop
,
9761 /* WINED3DSIH_POW */ shader_glsl_pow
,
9762 /* WINED3DSIH_RCP */ shader_glsl_scalar_op
,
9763 /* WINED3DSIH_REP */ shader_glsl_rep
,
9764 /* WINED3DSIH_RESINFO */ shader_glsl_resinfo
,
9765 /* WINED3DSIH_RET */ shader_glsl_ret
,
9766 /* WINED3DSIH_ROUND_NE */ shader_glsl_map2gl
,
9767 /* WINED3DSIH_ROUND_NI */ shader_glsl_map2gl
,
9768 /* WINED3DSIH_ROUND_PI */ shader_glsl_map2gl
,
9769 /* WINED3DSIH_ROUND_Z */ shader_glsl_map2gl
,
9770 /* WINED3DSIH_RSQ */ shader_glsl_scalar_op
,
9771 /* WINED3DSIH_SAMPLE */ shader_glsl_sample
,
9772 /* WINED3DSIH_SAMPLE_B */ shader_glsl_sample
,
9773 /* WINED3DSIH_SAMPLE_C */ shader_glsl_sample_c
,
9774 /* WINED3DSIH_SAMPLE_C_LZ */ shader_glsl_sample_c
,
9775 /* WINED3DSIH_SAMPLE_GRAD */ shader_glsl_sample
,
9776 /* WINED3DSIH_SAMPLE_INFO */ NULL
,
9777 /* WINED3DSIH_SAMPLE_LOD */ shader_glsl_sample
,
9778 /* WINED3DSIH_SAMPLE_POS */ NULL
,
9779 /* WINED3DSIH_SETP */ NULL
,
9780 /* WINED3DSIH_SGE */ shader_glsl_compare
,
9781 /* WINED3DSIH_SGN */ shader_glsl_sgn
,
9782 /* WINED3DSIH_SINCOS */ shader_glsl_sincos
,
9783 /* WINED3DSIH_SLT */ shader_glsl_compare
,
9784 /* WINED3DSIH_SQRT */ shader_glsl_map2gl
,
9785 /* WINED3DSIH_STORE_RAW */ shader_glsl_store_raw_structured
,
9786 /* WINED3DSIH_STORE_STRUCTURED */ shader_glsl_store_raw_structured
,
9787 /* WINED3DSIH_STORE_UAV_TYPED */ shader_glsl_store_uav
,
9788 /* WINED3DSIH_SUB */ shader_glsl_binop
,
9789 /* WINED3DSIH_SWAPC */ NULL
,
9790 /* WINED3DSIH_SWITCH */ shader_glsl_switch
,
9791 /* WINED3DSIH_SYNC */ shader_glsl_sync
,
9792 /* WINED3DSIH_TEX */ shader_glsl_tex
,
9793 /* WINED3DSIH_TEXBEM */ shader_glsl_texbem
,
9794 /* WINED3DSIH_TEXBEML */ shader_glsl_texbem
,
9795 /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord
,
9796 /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth
,
9797 /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3
,
9798 /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex
,
9799 /* WINED3DSIH_TEXKILL */ shader_glsl_texkill
,
9800 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd
,
9801 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl
,
9802 /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth
,
9803 /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad
,
9804 /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex
,
9805 /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3
,
9806 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
9807 /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad
,
9808 /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec
,
9809 /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex
,
9810 /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec
,
9811 /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar
,
9812 /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb
,
9813 /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb
,
9814 /* WINED3DSIH_UBFE */ shader_glsl_bitwise_op
,
9815 /* WINED3DSIH_UDIV */ shader_glsl_udiv
,
9816 /* WINED3DSIH_UGE */ shader_glsl_relop
,
9817 /* WINED3DSIH_ULT */ shader_glsl_relop
,
9818 /* WINED3DSIH_UMAX */ shader_glsl_map2gl
,
9819 /* WINED3DSIH_UMIN */ shader_glsl_map2gl
,
9820 /* WINED3DSIH_UMUL */ shader_glsl_mul_extended
,
9821 /* WINED3DSIH_USHR */ shader_glsl_binop
,
9822 /* WINED3DSIH_UTOF */ shader_glsl_to_float
,
9823 /* WINED3DSIH_XOR */ shader_glsl_binop
,
9826 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction
*ins
) {
9827 SHADER_HANDLER hw_fct
;
9829 /* Select handler */
9830 hw_fct
= shader_glsl_instruction_handler_table
[ins
->handler_idx
];
9832 /* Unhandled opcode */
9835 FIXME("Backend can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
9840 shader_glsl_add_instruction_modifiers(ins
);
9843 static BOOL
shader_glsl_has_ffp_proj_control(void *shader_priv
)
9845 struct shader_glsl_priv
*priv
= shader_priv
;
9847 return priv
->ffp_proj_control
;
9850 const struct wined3d_shader_backend_ops glsl_shader_backend
=
9852 shader_glsl_handle_instruction
,
9854 shader_glsl_select_compute
,
9855 shader_glsl_disable
,
9856 shader_glsl_update_float_vertex_constants
,
9857 shader_glsl_update_float_pixel_constants
,
9858 shader_glsl_load_constants
,
9859 shader_glsl_destroy
,
9862 shader_glsl_allocate_context_data
,
9863 shader_glsl_free_context_data
,
9864 shader_glsl_init_context_state
,
9865 shader_glsl_get_caps
,
9866 shader_glsl_color_fixup_supported
,
9867 shader_glsl_has_ffp_proj_control
,
9870 static void glsl_vertex_pipe_vp_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
) {}
9872 static void glsl_vertex_pipe_vp_get_caps(const struct wined3d_gl_info
*gl_info
, struct wined3d_vertex_caps
*caps
)
9874 caps
->xyzrhw
= TRUE
;
9875 caps
->emulated_flatshading
= !gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
9876 caps
->ffp_generic_attributes
= TRUE
;
9877 caps
->max_active_lights
= MAX_ACTIVE_LIGHTS
;
9878 caps
->max_vertex_blend_matrices
= MAX_VERTEX_BLENDS
;
9879 caps
->max_vertex_blend_matrix_index
= 0;
9880 caps
->vertex_processing_caps
= WINED3DVTXPCAPS_TEXGEN
9881 | WINED3DVTXPCAPS_MATERIALSOURCE7
9882 | WINED3DVTXPCAPS_VERTEXFOG
9883 | WINED3DVTXPCAPS_DIRECTIONALLIGHTS
9884 | WINED3DVTXPCAPS_POSITIONALLIGHTS
9885 | WINED3DVTXPCAPS_LOCALVIEWER
9886 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP
;
9887 caps
->fvf_caps
= WINED3DFVFCAPS_PSIZE
| 8; /* 8 texture coordinates. */
9888 caps
->max_user_clip_planes
= gl_info
->limits
.user_clip_distances
;
9889 caps
->raster_caps
= WINED3DPRASTERCAPS_FOGRANGE
;
9892 static DWORD
glsl_vertex_pipe_vp_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
9894 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
9895 return GL_EXT_EMUL_ARB_MULTITEXTURE
;
9899 static void *glsl_vertex_pipe_vp_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
9901 struct shader_glsl_priv
*priv
;
9903 if (shader_backend
== &glsl_shader_backend
)
9906 wine_rb_init(&priv
->ffp_vertex_shaders
, wined3d_ffp_vertex_program_key_compare
);
9910 FIXME("GLSL vertex pipe without GLSL shader backend not implemented.\n");
9915 static void shader_glsl_free_ffp_vertex_shader(struct wine_rb_entry
*entry
, void *context
)
9917 struct glsl_ffp_vertex_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
9918 struct glsl_ffp_vertex_shader
, desc
.entry
);
9919 struct glsl_shader_prog_link
*program
, *program2
;
9920 struct glsl_ffp_destroy_ctx
*ctx
= context
;
9922 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
9923 struct glsl_shader_prog_link
, vs
.shader_entry
)
9925 delete_glsl_program_entry(ctx
->priv
, ctx
->gl_info
, program
);
9927 ctx
->gl_info
->gl_ops
.ext
.p_glDeleteShader(shader
->id
);
9928 HeapFree(GetProcessHeap(), 0, shader
);
9931 /* Context activation is done by the caller. */
9932 static void glsl_vertex_pipe_vp_free(struct wined3d_device
*device
)
9934 struct shader_glsl_priv
*priv
= device
->vertex_priv
;
9935 struct glsl_ffp_destroy_ctx ctx
;
9938 ctx
.gl_info
= &device
->adapter
->gl_info
;
9939 wine_rb_destroy(&priv
->ffp_vertex_shaders
, shader_glsl_free_ffp_vertex_shader
, &ctx
);
9942 static void glsl_vertex_pipe_nop(struct wined3d_context
*context
,
9943 const struct wined3d_state
*state
, DWORD state_id
) {}
9945 static void glsl_vertex_pipe_shader(struct wined3d_context
*context
,
9946 const struct wined3d_state
*state
, DWORD state_id
)
9948 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
9951 static void glsl_vertex_pipe_vdecl(struct wined3d_context
*context
,
9952 const struct wined3d_state
*state
, DWORD state_id
)
9954 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
9955 BOOL normal
= !!(context
->stream_info
.use_map
& (1u << WINED3D_FFP_NORMAL
));
9956 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
9957 BOOL transformed
= context
->stream_info
.position_transformed
;
9958 BOOL wasrhw
= context
->last_was_rhw
;
9961 context
->last_was_rhw
= transformed
;
9963 /* If the vertex declaration contains a transformed position attribute,
9964 * the draw uses the fixed function vertex pipeline regardless of any
9965 * vertex shader set by the application. */
9966 if (transformed
!= wasrhw
9967 || context
->stream_info
.swizzle_map
!= context
->last_swizzle_map
)
9968 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
9970 context
->last_swizzle_map
= context
->stream_info
.swizzle_map
;
9974 if (context
->last_was_vshader
)
9977 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
9978 clipplane(context
, state
, STATE_CLIPPLANE(i
));
9980 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
9983 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
9985 /* Because of settings->texcoords, we have to regenerate the vertex
9986 * shader on a vdecl change if there aren't enough varyings to just
9987 * always output all the texture coordinates. */
9988 if (gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(gl_info
)
9989 || normal
!= context
->last_was_normal
)
9990 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
9993 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.major
== 1
9994 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.minor
<= 3)
9995 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
9999 if (!context
->last_was_vshader
)
10001 /* Vertex shader clipping ignores the view matrix. Update all clip planes. */
10002 if (legacy_context
)
10003 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
10004 clipplane(context
, state
, STATE_CLIPPLANE(i
));
10006 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
10010 context
->last_was_vshader
= use_vs(state
);
10011 context
->last_was_normal
= normal
;
10014 static void glsl_vertex_pipe_vs(struct wined3d_context
*context
,
10015 const struct wined3d_state
*state
, DWORD state_id
)
10017 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
10018 /* Different vertex shaders potentially require a different vertex attributes setup. */
10019 if (!isStateDirty(context
, STATE_VDECL
))
10020 context_apply_state(context
, state
, STATE_VDECL
);
10023 static void glsl_vertex_pipe_geometry_shader(struct wined3d_context
*context
,
10024 const struct wined3d_state
*state
, DWORD state_id
)
10026 if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]
10027 && state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.shader_version
.major
>= 4)
10028 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
10031 static void glsl_vertex_pipe_pixel_shader(struct wined3d_context
*context
,
10032 const struct wined3d_state
*state
, DWORD state_id
)
10034 if (state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
])
10035 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_GEOMETRY
;
10036 else if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]
10037 && state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.shader_version
.major
>= 4)
10038 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
10041 static void glsl_vertex_pipe_world(struct wined3d_context
*context
,
10042 const struct wined3d_state
*state
, DWORD state_id
)
10044 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
;
10047 static void glsl_vertex_pipe_vertexblend(struct wined3d_context
*context
,
10048 const struct wined3d_state
*state
, DWORD state_id
)
10050 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
10053 static void glsl_vertex_pipe_view(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
10055 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
10058 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
10059 | WINED3D_SHADER_CONST_FFP_LIGHTS
10060 | WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
10062 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
10064 for (k
= 0; k
< gl_info
->limits
.user_clip_distances
; ++k
)
10066 if (!isStateDirty(context
, STATE_CLIPPLANE(k
)))
10067 clipplane(context
, state
, STATE_CLIPPLANE(k
));
10072 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
10076 static void glsl_vertex_pipe_projection(struct wined3d_context
*context
,
10077 const struct wined3d_state
*state
, DWORD state_id
)
10079 /* Table fog behavior depends on the projection matrix. */
10080 if (state
->render_states
[WINED3D_RS_FOGENABLE
]
10081 && state
->render_states
[WINED3D_RS_FOGTABLEMODE
] != WINED3D_FOG_NONE
)
10082 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
10083 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PROJ
;
10086 static void glsl_vertex_pipe_viewport(struct wined3d_context
*context
,
10087 const struct wined3d_state
*state
, DWORD state_id
)
10089 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
)))
10090 glsl_vertex_pipe_projection(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
10091 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
))
10092 && state
->render_states
[WINED3D_RS_POINTSCALEENABLE
])
10093 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
10094 context
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
10097 static void glsl_vertex_pipe_texmatrix(struct wined3d_context
*context
,
10098 const struct wined3d_state
*state
, DWORD state_id
)
10100 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
10103 static void glsl_vertex_pipe_texmatrix_np2(struct wined3d_context
*context
,
10104 const struct wined3d_state
*state
, DWORD state_id
)
10106 DWORD sampler
= state_id
- STATE_SAMPLER(0);
10107 const struct wined3d_texture
*texture
= state
->textures
[sampler
];
10113 if (sampler
>= MAX_TEXTURES
)
10116 if ((np2
= !(texture
->flags
& WINED3D_TEXTURE_POW2_MAT_IDENT
))
10117 || context
->lastWasPow2Texture
& (1u << sampler
))
10120 context
->lastWasPow2Texture
|= 1u << sampler
;
10122 context
->lastWasPow2Texture
&= ~(1u << sampler
);
10124 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
10128 static void glsl_vertex_pipe_material(struct wined3d_context
*context
,
10129 const struct wined3d_state
*state
, DWORD state_id
)
10131 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MATERIAL
;
10134 static void glsl_vertex_pipe_light(struct wined3d_context
*context
,
10135 const struct wined3d_state
*state
, DWORD state_id
)
10137 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_LIGHTS
;
10140 static void glsl_vertex_pipe_pointsize(struct wined3d_context
*context
,
10141 const struct wined3d_state
*state
, DWORD state_id
)
10143 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
10146 static void glsl_vertex_pipe_pointscale(struct wined3d_context
*context
,
10147 const struct wined3d_state
*state
, DWORD state_id
)
10149 if (!use_vs(state
))
10150 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
10153 static void glsl_vertex_pointsprite_core(struct wined3d_context
*context
,
10154 const struct wined3d_state
*state
, DWORD state_id
)
10156 static unsigned int once
;
10158 if (state
->gl_primitive_type
== GL_POINTS
&& !state
->render_states
[WINED3D_RS_POINTSPRITEENABLE
] && !once
++)
10159 FIXME("Non-point sprite points not supported in core profile.\n");
10162 static void glsl_vertex_pipe_shademode(struct wined3d_context
*context
,
10163 const struct wined3d_state
*state
, DWORD state_id
)
10165 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
10168 static void glsl_vertex_pipe_clip_plane(struct wined3d_context
*context
,
10169 const struct wined3d_state
*state
, DWORD state_id
)
10171 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
10172 UINT index
= state_id
- STATE_CLIPPLANE(0);
10174 if (index
>= gl_info
->limits
.user_clip_distances
)
10177 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
10180 static const struct StateEntryTemplate glsl_vertex_pipe_vp_states
[] =
10182 {STATE_VDECL
, {STATE_VDECL
, glsl_vertex_pipe_vdecl
}, WINED3D_GL_EXT_NONE
},
10183 {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), glsl_vertex_pipe_vs
}, WINED3D_GL_EXT_NONE
},
10184 {STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
), {STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
), glsl_vertex_pipe_geometry_shader
}, WINED3D_GL_EXT_NONE
},
10185 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), glsl_vertex_pipe_pixel_shader
}, WINED3D_GL_EXT_NONE
},
10186 {STATE_MATERIAL
, {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
10187 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), glsl_vertex_pipe_material
}, WINED3D_GL_EXT_NONE
},
10189 {STATE_CLIPPLANE(0), {STATE_CLIPPLANE(0), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10190 {STATE_CLIPPLANE(0), {STATE_CLIPPLANE(0), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10191 {STATE_CLIPPLANE(1), {STATE_CLIPPLANE(1), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10192 {STATE_CLIPPLANE(1), {STATE_CLIPPLANE(1), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10193 {STATE_CLIPPLANE(2), {STATE_CLIPPLANE(2), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10194 {STATE_CLIPPLANE(2), {STATE_CLIPPLANE(2), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10195 {STATE_CLIPPLANE(3), {STATE_CLIPPLANE(3), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10196 {STATE_CLIPPLANE(3), {STATE_CLIPPLANE(3), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10197 {STATE_CLIPPLANE(4), {STATE_CLIPPLANE(4), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10198 {STATE_CLIPPLANE(4), {STATE_CLIPPLANE(4), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10199 {STATE_CLIPPLANE(5), {STATE_CLIPPLANE(5), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10200 {STATE_CLIPPLANE(5), {STATE_CLIPPLANE(5), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10201 {STATE_CLIPPLANE(6), {STATE_CLIPPLANE(6), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10202 {STATE_CLIPPLANE(6), {STATE_CLIPPLANE(6), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10203 {STATE_CLIPPLANE(7), {STATE_CLIPPLANE(7), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10204 {STATE_CLIPPLANE(7), {STATE_CLIPPLANE(7), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10205 {STATE_CLIPPLANE(8), {STATE_CLIPPLANE(8), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10206 {STATE_CLIPPLANE(8), {STATE_CLIPPLANE(8), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10207 {STATE_CLIPPLANE(9), {STATE_CLIPPLANE(9), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10208 {STATE_CLIPPLANE(9), {STATE_CLIPPLANE(9), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10209 {STATE_CLIPPLANE(10), {STATE_CLIPPLANE(10), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10210 {STATE_CLIPPLANE(10), {STATE_CLIPPLANE(10), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10211 {STATE_CLIPPLANE(11), {STATE_CLIPPLANE(11), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10212 {STATE_CLIPPLANE(11), {STATE_CLIPPLANE(11), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10213 {STATE_CLIPPLANE(12), {STATE_CLIPPLANE(12), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10214 {STATE_CLIPPLANE(12), {STATE_CLIPPLANE(12), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10215 {STATE_CLIPPLANE(13), {STATE_CLIPPLANE(13), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10216 {STATE_CLIPPLANE(13), {STATE_CLIPPLANE(13), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10217 {STATE_CLIPPLANE(14), {STATE_CLIPPLANE(14), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10218 {STATE_CLIPPLANE(14), {STATE_CLIPPLANE(14), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10219 {STATE_CLIPPLANE(15), {STATE_CLIPPLANE(15), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10220 {STATE_CLIPPLANE(15), {STATE_CLIPPLANE(15), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10221 {STATE_CLIPPLANE(16), {STATE_CLIPPLANE(16), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10222 {STATE_CLIPPLANE(16), {STATE_CLIPPLANE(16), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10223 {STATE_CLIPPLANE(17), {STATE_CLIPPLANE(17), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10224 {STATE_CLIPPLANE(17), {STATE_CLIPPLANE(17), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10225 {STATE_CLIPPLANE(18), {STATE_CLIPPLANE(18), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10226 {STATE_CLIPPLANE(18), {STATE_CLIPPLANE(18), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10227 {STATE_CLIPPLANE(19), {STATE_CLIPPLANE(19), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10228 {STATE_CLIPPLANE(19), {STATE_CLIPPLANE(19), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10229 {STATE_CLIPPLANE(20), {STATE_CLIPPLANE(20), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10230 {STATE_CLIPPLANE(20), {STATE_CLIPPLANE(20), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10231 {STATE_CLIPPLANE(21), {STATE_CLIPPLANE(21), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10232 {STATE_CLIPPLANE(21), {STATE_CLIPPLANE(21), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10233 {STATE_CLIPPLANE(22), {STATE_CLIPPLANE(22), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10234 {STATE_CLIPPLANE(22), {STATE_CLIPPLANE(22), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10235 {STATE_CLIPPLANE(23), {STATE_CLIPPLANE(23), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10236 {STATE_CLIPPLANE(23), {STATE_CLIPPLANE(23), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10237 {STATE_CLIPPLANE(24), {STATE_CLIPPLANE(24), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10238 {STATE_CLIPPLANE(24), {STATE_CLIPPLANE(24), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10239 {STATE_CLIPPLANE(25), {STATE_CLIPPLANE(25), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10240 {STATE_CLIPPLANE(25), {STATE_CLIPPLANE(25), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10241 {STATE_CLIPPLANE(26), {STATE_CLIPPLANE(26), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10242 {STATE_CLIPPLANE(26), {STATE_CLIPPLANE(26), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10243 {STATE_CLIPPLANE(27), {STATE_CLIPPLANE(27), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10244 {STATE_CLIPPLANE(27), {STATE_CLIPPLANE(27), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10245 {STATE_CLIPPLANE(28), {STATE_CLIPPLANE(28), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10246 {STATE_CLIPPLANE(28), {STATE_CLIPPLANE(28), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10247 {STATE_CLIPPLANE(29), {STATE_CLIPPLANE(29), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10248 {STATE_CLIPPLANE(29), {STATE_CLIPPLANE(29), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10249 {STATE_CLIPPLANE(30), {STATE_CLIPPLANE(30), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10250 {STATE_CLIPPLANE(30), {STATE_CLIPPLANE(30), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10251 {STATE_CLIPPLANE(31), {STATE_CLIPPLANE(31), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
10252 {STATE_CLIPPLANE(31), {STATE_CLIPPLANE(31), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
10254 {STATE_LIGHT_TYPE
, {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
10255 {STATE_ACTIVELIGHT(0), {STATE_ACTIVELIGHT(0), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
10256 {STATE_ACTIVELIGHT(1), {STATE_ACTIVELIGHT(1), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
10257 {STATE_ACTIVELIGHT(2), {STATE_ACTIVELIGHT(2), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
10258 {STATE_ACTIVELIGHT(3), {STATE_ACTIVELIGHT(3), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
10259 {STATE_ACTIVELIGHT(4), {STATE_ACTIVELIGHT(4), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
10260 {STATE_ACTIVELIGHT(5), {STATE_ACTIVELIGHT(5), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
10261 {STATE_ACTIVELIGHT(6), {STATE_ACTIVELIGHT(6), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
10262 {STATE_ACTIVELIGHT(7), {STATE_ACTIVELIGHT(7), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
10264 {STATE_VIEWPORT
, {STATE_VIEWPORT
, glsl_vertex_pipe_viewport
}, WINED3D_GL_EXT_NONE
},
10265 /* Transform states */
10266 {STATE_TRANSFORM(WINED3D_TS_VIEW
), {STATE_TRANSFORM(WINED3D_TS_VIEW
), glsl_vertex_pipe_view
}, WINED3D_GL_EXT_NONE
},
10267 {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), glsl_vertex_pipe_projection
}, WINED3D_GL_EXT_NONE
},
10268 {STATE_TRANSFORM(WINED3D_TS_TEXTURE0
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
10269 {STATE_TRANSFORM(WINED3D_TS_TEXTURE1
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
10270 {STATE_TRANSFORM(WINED3D_TS_TEXTURE2
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
10271 {STATE_TRANSFORM(WINED3D_TS_TEXTURE3
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
10272 {STATE_TRANSFORM(WINED3D_TS_TEXTURE4
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
10273 {STATE_TRANSFORM(WINED3D_TS_TEXTURE5
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
10274 {STATE_TRANSFORM(WINED3D_TS_TEXTURE6
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
10275 {STATE_TRANSFORM(WINED3D_TS_TEXTURE7
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
10276 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), glsl_vertex_pipe_world
}, WINED3D_GL_EXT_NONE
},
10277 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
10278 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
10279 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
10280 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
10281 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
10282 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
10283 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
10284 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
10285 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
10286 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
10287 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
10288 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
10289 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
10290 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
10291 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
10292 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
10293 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
10294 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
10295 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
10297 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
10298 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
10299 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
10300 {STATE_RENDER(WINED3D_RS_RANGEFOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
10301 {STATE_RENDER(WINED3D_RS_CLIPPING
), {STATE_RENDER(WINED3D_RS_CLIPPING
), state_clipping
}, WINED3D_GL_EXT_NONE
},
10302 {STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
), {STATE_RENDER(WINED3D_RS_CLIPPING
), NULL
}, WINED3D_GL_EXT_NONE
},
10303 {STATE_RENDER(WINED3D_RS_LIGHTING
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
10304 {STATE_RENDER(WINED3D_RS_AMBIENT
), {STATE_RENDER(WINED3D_RS_AMBIENT
), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
10305 {STATE_RENDER(WINED3D_RS_COLORVERTEX
), {STATE_RENDER(WINED3D_RS_COLORVERTEX
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
10306 {STATE_RENDER(WINED3D_RS_LOCALVIEWER
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
10307 {STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
10308 {STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
10309 {STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
10310 {STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
10311 {STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
10312 {STATE_RENDER(WINED3D_RS_VERTEXBLEND
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
10313 {STATE_RENDER(WINED3D_RS_POINTSIZE
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
10314 {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), glsl_vertex_pipe_pointsize
}, WINED3D_GL_EXT_NONE
},
10315 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite
}, ARB_POINT_SPRITE
},
10316 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite_w
}, WINED3D_GL_LEGACY_CONTEXT
},
10317 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), glsl_vertex_pointsprite_core
}, WINED3D_GL_EXT_NONE
},
10318 {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), glsl_vertex_pipe_pointscale
}, WINED3D_GL_EXT_NONE
},
10319 {STATE_RENDER(WINED3D_RS_POINTSCALE_A
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
10320 {STATE_RENDER(WINED3D_RS_POINTSCALE_B
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
10321 {STATE_RENDER(WINED3D_RS_POINTSCALE_C
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
10322 {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
10323 {STATE_RENDER(WINED3D_RS_TWEENFACTOR
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
10324 {STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
10325 /* NP2 texture matrix fixups. They are not needed if
10326 * GL_ARB_texture_non_power_of_two is supported. Otherwise, register
10327 * glsl_vertex_pipe_texmatrix(), which takes care of updating the texture
10329 {STATE_SAMPLER(0), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
10330 {STATE_SAMPLER(0), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
10331 {STATE_SAMPLER(0), {STATE_SAMPLER(0), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
10332 {STATE_SAMPLER(1), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
10333 {STATE_SAMPLER(1), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
10334 {STATE_SAMPLER(1), {STATE_SAMPLER(1), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
10335 {STATE_SAMPLER(2), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
10336 {STATE_SAMPLER(2), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
10337 {STATE_SAMPLER(2), {STATE_SAMPLER(2), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
10338 {STATE_SAMPLER(3), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
10339 {STATE_SAMPLER(3), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
10340 {STATE_SAMPLER(3), {STATE_SAMPLER(3), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
10341 {STATE_SAMPLER(4), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
10342 {STATE_SAMPLER(4), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
10343 {STATE_SAMPLER(4), {STATE_SAMPLER(4), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
10344 {STATE_SAMPLER(5), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
10345 {STATE_SAMPLER(5), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
10346 {STATE_SAMPLER(5), {STATE_SAMPLER(5), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
10347 {STATE_SAMPLER(6), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
10348 {STATE_SAMPLER(6), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
10349 {STATE_SAMPLER(6), {STATE_SAMPLER(6), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
10350 {STATE_SAMPLER(7), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
10351 {STATE_SAMPLER(7), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
10352 {STATE_SAMPLER(7), {STATE_SAMPLER(7), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
10353 {STATE_POINT_ENABLE
, {STATE_POINT_ENABLE
, glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
10354 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_vertex_pipe_nop
}, WINED3D_GL_LEGACY_CONTEXT
},
10355 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_vertex_pipe_shademode
}, WINED3D_GL_EXT_NONE
},
10356 {0 /* Terminate */, {0, NULL
}, WINED3D_GL_EXT_NONE
},
10360 * - Implement vertex tweening. */
10361 const struct wined3d_vertex_pipe_ops glsl_vertex_pipe
=
10363 glsl_vertex_pipe_vp_enable
,
10364 glsl_vertex_pipe_vp_get_caps
,
10365 glsl_vertex_pipe_vp_get_emul_mask
,
10366 glsl_vertex_pipe_vp_alloc
,
10367 glsl_vertex_pipe_vp_free
,
10368 glsl_vertex_pipe_vp_states
,
10371 static void glsl_fragment_pipe_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
)
10373 /* Nothing to do. */
10376 static void glsl_fragment_pipe_get_caps(const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*caps
)
10378 caps
->wined3d_caps
= WINED3D_FRAGMENT_CAP_PROJ_CONTROL
10379 | WINED3D_FRAGMENT_CAP_SRGB_WRITE
10380 | WINED3D_FRAGMENT_CAP_COLOR_KEY
;
10381 caps
->PrimitiveMiscCaps
= WINED3DPMISCCAPS_TSSARGTEMP
10382 | WINED3DPMISCCAPS_PERSTAGECONSTANT
;
10383 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_DISABLE
10384 | WINED3DTEXOPCAPS_SELECTARG1
10385 | WINED3DTEXOPCAPS_SELECTARG2
10386 | WINED3DTEXOPCAPS_MODULATE4X
10387 | WINED3DTEXOPCAPS_MODULATE2X
10388 | WINED3DTEXOPCAPS_MODULATE
10389 | WINED3DTEXOPCAPS_ADDSIGNED2X
10390 | WINED3DTEXOPCAPS_ADDSIGNED
10391 | WINED3DTEXOPCAPS_ADD
10392 | WINED3DTEXOPCAPS_SUBTRACT
10393 | WINED3DTEXOPCAPS_ADDSMOOTH
10394 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
10395 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
10396 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
10397 | WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
10398 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
10399 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
10400 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
10401 | WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
10402 | WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
10403 | WINED3DTEXOPCAPS_DOTPRODUCT3
10404 | WINED3DTEXOPCAPS_MULTIPLYADD
10405 | WINED3DTEXOPCAPS_LERP
10406 | WINED3DTEXOPCAPS_BUMPENVMAP
10407 | WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
;
10408 caps
->MaxTextureBlendStages
= MAX_TEXTURES
;
10409 caps
->MaxSimultaneousTextures
= min(gl_info
->limits
.fragment_samplers
, MAX_TEXTURES
);
10412 static DWORD
glsl_fragment_pipe_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
10414 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
10415 return GL_EXT_EMUL_ARB_MULTITEXTURE
;
10419 static void *glsl_fragment_pipe_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
10421 struct shader_glsl_priv
*priv
;
10423 if (shader_backend
== &glsl_shader_backend
)
10425 priv
= shader_priv
;
10426 wine_rb_init(&priv
->ffp_fragment_shaders
, wined3d_ffp_frag_program_key_compare
);
10430 FIXME("GLSL fragment pipe without GLSL shader backend not implemented.\n");
10435 static void shader_glsl_free_ffp_fragment_shader(struct wine_rb_entry
*entry
, void *context
)
10437 struct glsl_ffp_fragment_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
10438 struct glsl_ffp_fragment_shader
, entry
.entry
);
10439 struct glsl_shader_prog_link
*program
, *program2
;
10440 struct glsl_ffp_destroy_ctx
*ctx
= context
;
10442 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
10443 struct glsl_shader_prog_link
, ps
.shader_entry
)
10445 delete_glsl_program_entry(ctx
->priv
, ctx
->gl_info
, program
);
10447 ctx
->gl_info
->gl_ops
.ext
.p_glDeleteShader(shader
->id
);
10448 HeapFree(GetProcessHeap(), 0, shader
);
10451 /* Context activation is done by the caller. */
10452 static void glsl_fragment_pipe_free(struct wined3d_device
*device
)
10454 struct shader_glsl_priv
*priv
= device
->fragment_priv
;
10455 struct glsl_ffp_destroy_ctx ctx
;
10458 ctx
.gl_info
= &device
->adapter
->gl_info
;
10459 wine_rb_destroy(&priv
->ffp_fragment_shaders
, shader_glsl_free_ffp_fragment_shader
, &ctx
);
10462 static void glsl_fragment_pipe_shader(struct wined3d_context
*context
,
10463 const struct wined3d_state
*state
, DWORD state_id
)
10465 context
->last_was_pshader
= use_ps(state
);
10467 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
10470 static void glsl_fragment_pipe_fogparams(struct wined3d_context
*context
,
10471 const struct wined3d_state
*state
, DWORD state_id
)
10473 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
10476 static void glsl_fragment_pipe_fog(struct wined3d_context
*context
,
10477 const struct wined3d_state
*state
, DWORD state_id
)
10479 BOOL use_vshader
= use_vs(state
);
10480 enum fogsource new_source
;
10481 DWORD fogstart
= state
->render_states
[WINED3D_RS_FOGSTART
];
10482 DWORD fogend
= state
->render_states
[WINED3D_RS_FOGEND
];
10484 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
10486 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
10489 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
10492 new_source
= FOGSOURCE_VS
;
10493 else if (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
|| context
->stream_info
.position_transformed
)
10494 new_source
= FOGSOURCE_COORD
;
10496 new_source
= FOGSOURCE_FFP
;
10500 new_source
= FOGSOURCE_FFP
;
10503 if (new_source
!= context
->fog_source
|| fogstart
== fogend
)
10505 context
->fog_source
= new_source
;
10506 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
10510 static void glsl_fragment_pipe_vdecl(struct wined3d_context
*context
,
10511 const struct wined3d_state
*state
, DWORD state_id
)
10513 /* Because of settings->texcoords_initialized and args->texcoords_initialized. */
10514 if (context
->gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(context
->gl_info
))
10515 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
10517 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_FOGENABLE
)))
10518 glsl_fragment_pipe_fog(context
, state
, state_id
);
10521 static void glsl_fragment_pipe_vs(struct wined3d_context
*context
,
10522 const struct wined3d_state
*state
, DWORD state_id
)
10524 /* Because of settings->texcoords_initialized and args->texcoords_initialized. */
10525 if (context
->gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(context
->gl_info
))
10526 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
10529 static void glsl_fragment_pipe_tex_transform(struct wined3d_context
*context
,
10530 const struct wined3d_state
*state
, DWORD state_id
)
10532 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
10535 static void glsl_fragment_pipe_invalidate_constants(struct wined3d_context
*context
,
10536 const struct wined3d_state
*state
, DWORD state_id
)
10538 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PS
;
10541 static void glsl_fragment_pipe_alpha_test_func(struct wined3d_context
*context
,
10542 const struct wined3d_state
*state
, DWORD state_id
)
10544 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
10545 GLint func
= wined3d_gl_compare_func(state
->render_states
[WINED3D_RS_ALPHAFUNC
]);
10546 float ref
= state
->render_states
[WINED3D_RS_ALPHAREF
] / 255.0f
;
10550 gl_info
->gl_ops
.gl
.p_glAlphaFunc(func
, ref
);
10551 checkGLcall("glAlphaFunc");
10555 static void glsl_fragment_pipe_core_alpha_test(struct wined3d_context
*context
,
10556 const struct wined3d_state
*state
, DWORD state_id
)
10558 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
10561 static void glsl_fragment_pipe_alpha_test(struct wined3d_context
*context
,
10562 const struct wined3d_state
*state
, DWORD state_id
)
10564 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
10566 if (state
->render_states
[WINED3D_RS_ALPHATESTENABLE
])
10568 gl_info
->gl_ops
.gl
.p_glEnable(GL_ALPHA_TEST
);
10569 checkGLcall("glEnable(GL_ALPHA_TEST)");
10573 gl_info
->gl_ops
.gl
.p_glDisable(GL_ALPHA_TEST
);
10574 checkGLcall("glDisable(GL_ALPHA_TEST)");
10578 static void glsl_fragment_pipe_core_alpha_test_ref(struct wined3d_context
*context
,
10579 const struct wined3d_state
*state
, DWORD state_id
)
10581 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_ALPHA_TEST
;
10584 static void glsl_fragment_pipe_color_key(struct wined3d_context
*context
,
10585 const struct wined3d_state
*state
, DWORD state_id
)
10587 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_COLOR_KEY
;
10590 static void glsl_fragment_pipe_shademode(struct wined3d_context
*context
,
10591 const struct wined3d_state
*state
, DWORD state_id
)
10593 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
10596 static const struct StateEntryTemplate glsl_fragment_pipe_state_template
[] =
10598 {STATE_VDECL
, {STATE_VDECL
, glsl_fragment_pipe_vdecl
}, WINED3D_GL_EXT_NONE
},
10599 {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), glsl_fragment_pipe_vs
}, WINED3D_GL_EXT_NONE
},
10600 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
10601 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10602 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10603 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10604 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10605 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10606 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10607 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10608 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10609 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10610 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10611 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10612 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10613 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10614 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10615 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10616 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10617 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10618 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10619 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10620 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10621 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10622 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10623 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10624 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10625 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10626 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10627 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10628 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10629 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10630 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10631 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10632 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10633 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10634 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10635 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10636 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10637 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10638 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10639 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10640 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10641 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10642 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10643 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10644 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10645 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10646 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10647 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10648 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10649 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10650 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10651 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10652 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10653 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10654 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10655 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10656 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10657 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10658 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10659 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10660 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10661 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10662 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10663 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10664 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10665 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10666 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10667 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10668 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10669 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10670 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10671 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10672 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10673 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), glsl_fragment_pipe_shader
}, WINED3D_GL_EXT_NONE
},
10674 {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), glsl_fragment_pipe_alpha_test_func
}, WINED3D_GL_LEGACY_CONTEXT
},
10675 {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
10676 {STATE_RENDER(WINED3D_RS_ALPHAREF
), {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), NULL
}, WINED3D_GL_LEGACY_CONTEXT
},
10677 {STATE_RENDER(WINED3D_RS_ALPHAREF
), {STATE_RENDER(WINED3D_RS_ALPHAREF
), glsl_fragment_pipe_core_alpha_test_ref
}, WINED3D_GL_EXT_NONE
},
10678 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), glsl_fragment_pipe_alpha_test
}, WINED3D_GL_LEGACY_CONTEXT
},
10679 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), glsl_fragment_pipe_core_alpha_test
}, WINED3D_GL_EXT_NONE
},
10680 {STATE_RENDER(WINED3D_RS_COLORKEYENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10681 {STATE_COLOR_KEY
, { STATE_COLOR_KEY
, glsl_fragment_pipe_color_key
}, WINED3D_GL_EXT_NONE
},
10682 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_fragment_pipe_fog
}, WINED3D_GL_EXT_NONE
},
10683 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
10684 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
10685 {STATE_RENDER(WINED3D_RS_FOGSTART
), {STATE_RENDER(WINED3D_RS_FOGSTART
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
10686 {STATE_RENDER(WINED3D_RS_FOGEND
), {STATE_RENDER(WINED3D_RS_FOGSTART
), NULL
}, WINED3D_GL_EXT_NONE
},
10687 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), state_srgbwrite
}, ARB_FRAMEBUFFER_SRGB
},
10688 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
10689 {STATE_RENDER(WINED3D_RS_FOGCOLOR
), {STATE_RENDER(WINED3D_RS_FOGCOLOR
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
10690 {STATE_RENDER(WINED3D_RS_FOGDENSITY
), {STATE_RENDER(WINED3D_RS_FOGDENSITY
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
10691 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), glsl_fragment_pipe_shader
}, ARB_POINT_SPRITE
},
10692 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), glsl_fragment_pipe_shader
}, WINED3D_GL_VERSION_2_0
},
10693 {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
},
10694 {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
},
10695 {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
},
10696 {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
},
10697 {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
},
10698 {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
},
10699 {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
},
10700 {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
},
10701 {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
10702 {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
10703 {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
10704 {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
10705 {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
10706 {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
10707 {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
10708 {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
10709 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
10710 {STATE_POINT_ENABLE
, {STATE_POINT_ENABLE
, glsl_fragment_pipe_shader
}, WINED3D_GL_EXT_NONE
},
10711 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), state_shademode
}, WINED3D_GL_LEGACY_CONTEXT
},
10712 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_fragment_pipe_shademode
}, WINED3D_GL_EXT_NONE
},
10713 {0 /* Terminate */, {0, 0 }, WINED3D_GL_EXT_NONE
},
10716 static BOOL
glsl_fragment_pipe_alloc_context_data(struct wined3d_context
*context
)
10721 static void glsl_fragment_pipe_free_context_data(struct wined3d_context
*context
)
10725 const struct fragment_pipeline glsl_fragment_pipe
=
10727 glsl_fragment_pipe_enable
,
10728 glsl_fragment_pipe_get_caps
,
10729 glsl_fragment_pipe_get_emul_mask
,
10730 glsl_fragment_pipe_alloc
,
10731 glsl_fragment_pipe_free
,
10732 glsl_fragment_pipe_alloc_context_data
,
10733 glsl_fragment_pipe_free_context_data
,
10734 shader_glsl_color_fixup_supported
,
10735 glsl_fragment_pipe_state_template
,