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 */
76 enum wined3d_data_type data_type
;
77 const char *glsl_scalar_type
;
78 const char *glsl_vector_type
;
80 component_type_info
[] =
82 {WINED3D_DATA_FLOAT
, "float", "vec"}, /* WINED3D_TYPE_UNKNOWN */
83 {WINED3D_DATA_UINT
, "uint", "uvec"}, /* WINED3D_TYPE_UINT */
84 {WINED3D_DATA_INT
, "int", "ivec"}, /* WINED3D_TYPE_INT */
85 {WINED3D_DATA_FLOAT
, "float", "vec"}, /* WINED3D_TYPE_FLOAT */
100 struct glsl_sample_function
102 struct wined3d_string_buffer
*name
;
103 unsigned int coord_mask
;
104 unsigned int deriv_mask
;
105 enum wined3d_data_type data_type
;
106 BOOL output_single_component
;
107 unsigned int offset_size
;
112 HEAP_NODE_TRAVERSE_LEFT
,
113 HEAP_NODE_TRAVERSE_RIGHT
,
117 struct constant_entry
120 unsigned int version
;
125 struct constant_entry
*entries
;
127 unsigned int *positions
;
131 /* GLSL shader private data */
132 struct shader_glsl_priv
134 struct wined3d_string_buffer shader_buffer
;
135 struct wined3d_string_buffer_list string_buffers
;
136 struct wine_rb_tree program_lookup
;
137 struct constant_heap vconst_heap
;
138 struct constant_heap pconst_heap
;
139 unsigned char *stack
;
140 UINT next_constant_version
;
142 const struct wined3d_vertex_pipe_ops
*vertex_pipe
;
143 const struct fragment_pipeline
*fragment_pipe
;
144 struct wine_rb_tree ffp_vertex_shaders
;
145 struct wine_rb_tree ffp_fragment_shaders
;
146 BOOL ffp_proj_control
;
147 BOOL legacy_lighting
;
150 struct glsl_vs_program
152 struct list shader_entry
;
154 GLenum vertex_color_clamp
;
155 GLint uniform_f_locations
[WINED3D_MAX_VS_CONSTS_F
];
156 GLint uniform_i_locations
[WINED3D_MAX_CONSTS_I
];
157 GLint uniform_b_locations
[WINED3D_MAX_CONSTS_B
];
158 GLint pos_fixup_location
;
160 GLint modelview_matrix_location
[MAX_VERTEX_BLENDS
];
161 GLint projection_matrix_location
;
162 GLint normal_matrix_location
;
163 GLint texture_matrix_location
[MAX_TEXTURES
];
164 GLint material_ambient_location
;
165 GLint material_diffuse_location
;
166 GLint material_specular_location
;
167 GLint material_emissive_location
;
168 GLint material_shininess_location
;
169 GLint light_ambient_location
;
184 } light_location
[MAX_ACTIVE_LIGHTS
];
185 GLint pointsize_location
;
186 GLint pointsize_min_location
;
187 GLint pointsize_max_location
;
188 GLint pointsize_c_att_location
;
189 GLint pointsize_l_att_location
;
190 GLint pointsize_q_att_location
;
191 GLint clip_planes_location
;
194 struct glsl_hs_program
196 struct list shader_entry
;
200 struct glsl_ds_program
202 struct list shader_entry
;
205 GLint pos_fixup_location
;
208 struct glsl_gs_program
210 struct list shader_entry
;
213 GLint pos_fixup_location
;
216 struct glsl_ps_program
218 struct list shader_entry
;
220 GLint uniform_f_locations
[WINED3D_MAX_PS_CONSTS_F
];
221 GLint uniform_i_locations
[WINED3D_MAX_CONSTS_I
];
222 GLint uniform_b_locations
[WINED3D_MAX_CONSTS_B
];
223 GLint bumpenv_mat_location
[MAX_TEXTURES
];
224 GLint bumpenv_lum_scale_location
[MAX_TEXTURES
];
225 GLint bumpenv_lum_offset_location
[MAX_TEXTURES
];
226 GLint tss_constant_location
[MAX_TEXTURES
];
227 GLint tex_factor_location
;
228 GLint specular_enable_location
;
229 GLint fog_color_location
;
230 GLint fog_density_location
;
231 GLint fog_end_location
;
232 GLint fog_scale_location
;
233 GLint alpha_test_ref_location
;
234 GLint ycorrection_location
;
235 GLint np2_fixup_location
;
236 GLint color_key_location
;
237 const struct ps_np2fixup_info
*np2_fixup_info
;
240 struct glsl_cs_program
242 struct list shader_entry
;
246 /* Struct to maintain data about a linked GLSL program */
247 struct glsl_shader_prog_link
249 struct wine_rb_entry program_lookup_entry
;
250 struct glsl_vs_program vs
;
251 struct glsl_hs_program hs
;
252 struct glsl_ds_program ds
;
253 struct glsl_gs_program gs
;
254 struct glsl_ps_program ps
;
255 struct glsl_cs_program cs
;
257 DWORD constant_update_mask
;
258 unsigned int constant_version
;
259 DWORD shader_controlled_clip_distances
: 1;
260 DWORD clip_distance_mask
: 8; /* MAX_CLIP_DISTANCES, 8 */
264 struct glsl_program_key
274 struct shader_glsl_ctx_priv
{
275 const struct vs_compile_args
*cur_vs_args
;
276 const struct ds_compile_args
*cur_ds_args
;
277 const struct ps_compile_args
*cur_ps_args
;
278 struct ps_np2fixup_info
*cur_np2fixup_info
;
279 struct wined3d_string_buffer_list
*string_buffers
;
282 struct glsl_context_data
284 struct glsl_shader_prog_link
*glsl_program
;
285 GLenum vertex_color_clamp
;
286 BOOL rasterization_disabled
;
289 struct glsl_ps_compiled_shader
291 struct ps_compile_args args
;
292 struct ps_np2fixup_info np2fixup
;
296 struct glsl_vs_compiled_shader
298 struct vs_compile_args args
;
302 struct glsl_hs_compiled_shader
307 struct glsl_ds_compiled_shader
309 struct ds_compile_args args
;
313 struct glsl_gs_compiled_shader
315 struct gs_compile_args args
;
319 struct glsl_cs_compiled_shader
324 struct glsl_shader_private
328 struct glsl_vs_compiled_shader
*vs
;
329 struct glsl_hs_compiled_shader
*hs
;
330 struct glsl_ds_compiled_shader
*ds
;
331 struct glsl_gs_compiled_shader
*gs
;
332 struct glsl_ps_compiled_shader
*ps
;
333 struct glsl_cs_compiled_shader
*cs
;
335 unsigned int num_gl_shaders
, shader_array_size
;
338 struct glsl_ffp_vertex_shader
340 struct wined3d_ffp_vs_desc desc
;
342 struct list linked_programs
;
345 struct glsl_ffp_fragment_shader
347 struct ffp_frag_desc entry
;
349 struct list linked_programs
;
352 struct glsl_ffp_destroy_ctx
354 struct shader_glsl_priv
*priv
;
355 const struct wined3d_gl_info
*gl_info
;
358 static void shader_glsl_generate_shader_epilogue(const struct wined3d_shader_context
*ctx
);
360 static const char *debug_gl_shader_type(GLenum type
)
364 #define WINED3D_TO_STR(u) case u: return #u
365 WINED3D_TO_STR(GL_VERTEX_SHADER
);
366 WINED3D_TO_STR(GL_TESS_CONTROL_SHADER
);
367 WINED3D_TO_STR(GL_TESS_EVALUATION_SHADER
);
368 WINED3D_TO_STR(GL_GEOMETRY_SHADER
);
369 WINED3D_TO_STR(GL_FRAGMENT_SHADER
);
370 WINED3D_TO_STR(GL_COMPUTE_SHADER
);
371 #undef WINED3D_TO_STR
373 return wine_dbg_sprintf("UNKNOWN(%#x)", type
);
377 static const char *shader_glsl_get_prefix(enum wined3d_shader_type type
)
381 case WINED3D_SHADER_TYPE_VERTEX
:
384 case WINED3D_SHADER_TYPE_HULL
:
387 case WINED3D_SHADER_TYPE_DOMAIN
:
390 case WINED3D_SHADER_TYPE_GEOMETRY
:
393 case WINED3D_SHADER_TYPE_PIXEL
:
396 case WINED3D_SHADER_TYPE_COMPUTE
:
400 FIXME("Unhandled shader type %#x.\n", type
);
405 static unsigned int shader_glsl_get_version(const struct wined3d_gl_info
*gl_info
)
407 if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(4, 40))
409 else if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 50))
411 else if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 30))
417 static void shader_glsl_add_version_declaration(struct wined3d_string_buffer
*buffer
,
418 const struct wined3d_gl_info
*gl_info
)
420 shader_addline(buffer
, "#version %u\n", shader_glsl_get_version(gl_info
));
423 static void shader_glsl_append_imm_vec4(struct wined3d_string_buffer
*buffer
, const float *values
)
427 wined3d_ftoa(values
[0], str
[0]);
428 wined3d_ftoa(values
[1], str
[1]);
429 wined3d_ftoa(values
[2], str
[2]);
430 wined3d_ftoa(values
[3], str
[3]);
431 shader_addline(buffer
, "vec4(%s, %s, %s, %s)", str
[0], str
[1], str
[2], str
[3]);
434 static void shader_glsl_append_imm_ivec(struct wined3d_string_buffer
*buffer
,
435 const int *values
, unsigned int size
)
439 if (!size
|| size
> 4)
441 ERR("Invalid vector size %u.\n", size
);
446 shader_addline(buffer
, "ivec%u(", size
);
448 for (i
= 0; i
< size
; ++i
)
449 shader_addline(buffer
, i
? ", %#x" : "%#x", values
[i
]);
452 shader_addline(buffer
, ")");
455 static const char *get_info_log_line(const char **ptr
)
460 if (!(q
= strstr(p
, "\n")))
462 if (!*p
) return NULL
;
471 /* Context activation is done by the caller. */
472 void print_glsl_info_log(const struct wined3d_gl_info
*gl_info
, GLuint id
, BOOL program
)
477 if (!WARN_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
481 GL_EXTCALL(glGetProgramiv(id
, GL_INFO_LOG_LENGTH
, &length
));
483 GL_EXTCALL(glGetShaderiv(id
, GL_INFO_LOG_LENGTH
, &length
));
485 /* A size of 1 is just a null-terminated string, so the log should be bigger than
486 * that if there are errors. */
489 const char *ptr
, *line
;
491 log
= heap_alloc(length
);
492 /* The info log is supposed to be zero-terminated, but at least some
493 * versions of fglrx don't terminate the string properly. The reported
494 * length does include the terminator, so explicitly set it to zero
498 GL_EXTCALL(glGetProgramInfoLog(id
, length
, NULL
, log
));
500 GL_EXTCALL(glGetShaderInfoLog(id
, length
, NULL
, log
));
503 if (gl_info
->quirks
& WINED3D_QUIRK_INFO_LOG_SPAM
)
505 WARN("Info log received from GLSL shader #%u:\n", id
);
506 while ((line
= get_info_log_line(&ptr
))) WARN(" %.*s", (int)(ptr
- line
), line
);
510 FIXME("Info log received from GLSL shader #%u:\n", id
);
511 while ((line
= get_info_log_line(&ptr
))) FIXME(" %.*s", (int)(ptr
- line
), line
);
517 /* Context activation is done by the caller. */
518 static void shader_glsl_compile(const struct wined3d_gl_info
*gl_info
, GLuint shader
, const char *src
)
520 const char *ptr
, *line
;
522 TRACE("Compiling shader object %u.\n", shader
);
524 if (TRACE_ON(d3d_shader
))
527 while ((line
= get_info_log_line(&ptr
))) TRACE_(d3d_shader
)(" %.*s", (int)(ptr
- line
), line
);
530 GL_EXTCALL(glShaderSource(shader
, 1, &src
, NULL
));
531 checkGLcall("glShaderSource");
532 GL_EXTCALL(glCompileShader(shader
));
533 checkGLcall("glCompileShader");
534 print_glsl_info_log(gl_info
, shader
, FALSE
);
537 /* Context activation is done by the caller. */
538 static void shader_glsl_dump_program_source(const struct wined3d_gl_info
*gl_info
, GLuint program
)
540 GLint i
, shader_count
, source_size
= -1;
544 GL_EXTCALL(glGetProgramiv(program
, GL_ATTACHED_SHADERS
, &shader_count
));
545 if (!(shaders
= heap_calloc(shader_count
, sizeof(*shaders
))))
547 ERR("Failed to allocate shader array memory.\n");
551 GL_EXTCALL(glGetAttachedShaders(program
, shader_count
, NULL
, shaders
));
552 for (i
= 0; i
< shader_count
; ++i
)
554 const char *ptr
, *line
;
557 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_SHADER_SOURCE_LENGTH
, &tmp
));
559 if (source_size
< tmp
)
563 if (!(source
= heap_alloc_zero(tmp
)))
565 ERR("Failed to allocate %d bytes for shader source.\n", tmp
);
572 FIXME("Shader %u:\n", shaders
[i
]);
573 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_SHADER_TYPE
, &tmp
));
574 FIXME(" GL_SHADER_TYPE: %s.\n", debug_gl_shader_type(tmp
));
575 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_COMPILE_STATUS
, &tmp
));
576 FIXME(" GL_COMPILE_STATUS: %d.\n", tmp
);
580 GL_EXTCALL(glGetShaderSource(shaders
[i
], source_size
, NULL
, source
));
581 while ((line
= get_info_log_line(&ptr
))) FIXME(" %.*s", (int)(ptr
- line
), line
);
589 /* Context activation is done by the caller. */
590 void shader_glsl_validate_link(const struct wined3d_gl_info
*gl_info
, GLuint program
)
594 if (!TRACE_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
597 GL_EXTCALL(glGetProgramiv(program
, GL_LINK_STATUS
, &tmp
));
600 FIXME("Program %u link status invalid.\n", program
);
601 shader_glsl_dump_program_source(gl_info
, program
);
604 print_glsl_info_log(gl_info
, program
, TRUE
);
607 static BOOL
shader_glsl_use_layout_qualifier(const struct wined3d_gl_info
*gl_info
)
609 /* Layout qualifiers were introduced in GLSL 1.40. The Nvidia Legacy GPU
610 * driver (series 340.xx) doesn't parse layout qualifiers in older GLSL
612 return shader_glsl_get_version(gl_info
) >= 140;
615 static BOOL
shader_glsl_use_layout_binding_qualifier(const struct wined3d_gl_info
*gl_info
)
617 return gl_info
->supported
[ARB_SHADING_LANGUAGE_420PACK
] && shader_glsl_use_layout_qualifier(gl_info
);
620 static void shader_glsl_init_uniform_block_bindings(const struct wined3d_gl_info
*gl_info
,
621 struct shader_glsl_priv
*priv
, GLuint program_id
,
622 const struct wined3d_shader_reg_maps
*reg_maps
)
624 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
625 struct wined3d_string_buffer
*name
;
626 unsigned int i
, base
, count
;
629 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
632 name
= string_buffer_get(&priv
->string_buffers
);
633 wined3d_gl_limits_get_uniform_block_range(&gl_info
->limits
, reg_maps
->shader_version
.type
, &base
, &count
);
634 for (i
= 0; i
< count
; ++i
)
636 if (!reg_maps
->cb_sizes
[i
])
639 string_buffer_sprintf(name
, "block_%s_cb%u", prefix
, i
);
640 block_idx
= GL_EXTCALL(glGetUniformBlockIndex(program_id
, name
->buffer
));
641 GL_EXTCALL(glUniformBlockBinding(program_id
, block_idx
, base
+ i
));
643 checkGLcall("glUniformBlockBinding");
644 string_buffer_release(&priv
->string_buffers
, name
);
647 /* Context activation is done by the caller. */
648 static void shader_glsl_load_samplers_range(const struct wined3d_gl_info
*gl_info
,
649 struct shader_glsl_priv
*priv
, GLuint program_id
, const char *prefix
,
650 unsigned int base
, unsigned int count
, const DWORD
*tex_unit_map
)
652 struct wined3d_string_buffer
*sampler_name
= string_buffer_get(&priv
->string_buffers
);
653 unsigned int i
, mapped_unit
;
656 for (i
= 0; i
< count
; ++i
)
658 string_buffer_sprintf(sampler_name
, "%s_sampler%u", prefix
, i
);
659 name_loc
= GL_EXTCALL(glGetUniformLocation(program_id
, sampler_name
->buffer
));
663 mapped_unit
= tex_unit_map
? tex_unit_map
[base
+ i
] : base
+ i
;
664 if (mapped_unit
== WINED3D_UNMAPPED_STAGE
|| mapped_unit
>= gl_info
->limits
.combined_samplers
)
666 ERR("Trying to load sampler %s on unsupported unit %u.\n", sampler_name
->buffer
, mapped_unit
);
670 TRACE("Loading sampler %s on unit %u.\n", sampler_name
->buffer
, mapped_unit
);
671 GL_EXTCALL(glUniform1i(name_loc
, mapped_unit
));
673 checkGLcall("Load sampler bindings");
674 string_buffer_release(&priv
->string_buffers
, sampler_name
);
677 static unsigned int shader_glsl_map_tex_unit(const struct wined3d_context
*context
,
678 const struct wined3d_shader_version
*shader_version
, unsigned int sampler_idx
)
680 const DWORD
*tex_unit_map
;
681 unsigned int base
, count
;
683 tex_unit_map
= context_get_tex_unit_mapping(context
, shader_version
, &base
, &count
);
684 if (sampler_idx
>= count
)
685 return WINED3D_UNMAPPED_STAGE
;
687 return base
+ sampler_idx
;
688 return tex_unit_map
[base
+ sampler_idx
];
691 static void shader_glsl_append_sampler_binding_qualifier(struct wined3d_string_buffer
*buffer
,
692 const struct wined3d_context
*context
, const struct wined3d_shader_version
*shader_version
,
693 unsigned int sampler_idx
)
695 unsigned int mapped_unit
= shader_glsl_map_tex_unit(context
, shader_version
, sampler_idx
);
696 if (mapped_unit
!= WINED3D_UNMAPPED_STAGE
)
697 shader_addline(buffer
, "layout(binding = %u)\n", mapped_unit
);
699 ERR("Unmapped sampler %u.\n", sampler_idx
);
702 /* Context activation is done by the caller. */
703 static void shader_glsl_load_samplers(const struct wined3d_context
*context
,
704 struct shader_glsl_priv
*priv
, GLuint program_id
, const struct wined3d_shader_reg_maps
*reg_maps
)
706 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
707 const struct wined3d_shader_version
*shader_version
;
708 const DWORD
*tex_unit_map
;
709 unsigned int base
, count
;
712 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
715 shader_version
= reg_maps
? ®_maps
->shader_version
: NULL
;
716 prefix
= shader_glsl_get_prefix(shader_version
? shader_version
->type
: WINED3D_SHADER_TYPE_PIXEL
);
717 tex_unit_map
= context_get_tex_unit_mapping(context
, shader_version
, &base
, &count
);
718 shader_glsl_load_samplers_range(gl_info
, priv
, program_id
, prefix
, base
, count
, tex_unit_map
);
721 static void shader_glsl_load_icb(const struct wined3d_gl_info
*gl_info
, struct shader_glsl_priv
*priv
,
722 GLuint program_id
, const struct wined3d_shader_reg_maps
*reg_maps
)
724 const struct wined3d_shader_immediate_constant_buffer
*icb
= reg_maps
->icb
;
728 struct wined3d_string_buffer
*icb_name
= string_buffer_get(&priv
->string_buffers
);
729 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
732 string_buffer_sprintf(icb_name
, "%s_icb", prefix
);
733 icb_location
= GL_EXTCALL(glGetUniformLocation(program_id
, icb_name
->buffer
));
734 GL_EXTCALL(glUniform4fv(icb_location
, icb
->vec4_count
, (const GLfloat
*)icb
->data
));
735 checkGLcall("Load immediate constant buffer");
737 string_buffer_release(&priv
->string_buffers
, icb_name
);
741 /* Context activation is done by the caller. */
742 static void shader_glsl_load_images(const struct wined3d_gl_info
*gl_info
, struct shader_glsl_priv
*priv
,
743 GLuint program_id
, const struct wined3d_shader_reg_maps
*reg_maps
)
745 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
746 struct wined3d_string_buffer
*name
;
750 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
753 name
= string_buffer_get(&priv
->string_buffers
);
754 for (i
= 0; i
< MAX_UNORDERED_ACCESS_VIEWS
; ++i
)
756 if (!reg_maps
->uav_resource_info
[i
].type
)
759 string_buffer_sprintf(name
, "%s_image%u", prefix
, i
);
760 location
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
764 TRACE("Loading image %s on unit %u.\n", name
->buffer
, i
);
765 GL_EXTCALL(glUniform1i(location
, i
));
767 checkGLcall("Load image bindings");
768 string_buffer_release(&priv
->string_buffers
, name
);
771 /* Context activation is done by the caller. */
772 static void shader_glsl_load_program_resources(const struct wined3d_context
*context
,
773 struct shader_glsl_priv
*priv
, GLuint program_id
, const struct wined3d_shader
*shader
)
775 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
777 shader_glsl_init_uniform_block_bindings(context
->gl_info
, priv
, program_id
, reg_maps
);
778 shader_glsl_load_icb(context
->gl_info
, priv
, program_id
, reg_maps
);
779 /* Texture unit mapping is set up to be the same each time the shader
780 * program is used so we can hardcode the sampler uniform values. */
781 shader_glsl_load_samplers(context
, priv
, program_id
, reg_maps
);
784 static void append_transform_feedback_varying(const char **varyings
, unsigned int *varying_count
,
785 char **strings
, unsigned int *strings_length
, struct wined3d_string_buffer
*buffer
)
787 if (varyings
&& *strings
)
789 char *ptr
= *strings
;
791 varyings
[*varying_count
] = ptr
;
793 memcpy(ptr
, buffer
->buffer
, buffer
->content_size
+ 1);
794 ptr
+= buffer
->content_size
+ 1;
799 *strings_length
+= buffer
->content_size
+ 1;
803 static void append_transform_feedback_skip_components(const char **varyings
,
804 unsigned int *varying_count
, char **strings
, unsigned int *strings_length
,
805 struct wined3d_string_buffer
*buffer
, unsigned int component_count
)
809 for (j
= 0; j
< component_count
/ 4; ++j
)
811 string_buffer_sprintf(buffer
, "gl_SkipComponents4");
812 append_transform_feedback_varying(varyings
, varying_count
, strings
, strings_length
, buffer
);
814 if (component_count
% 4)
816 string_buffer_sprintf(buffer
, "gl_SkipComponents%u", component_count
% 4);
817 append_transform_feedback_varying(varyings
, varying_count
, strings
, strings_length
, buffer
);
821 static BOOL
shader_glsl_generate_transform_feedback_varyings(const struct wined3d_stream_output_desc
*so_desc
,
822 struct wined3d_string_buffer
*buffer
, const char **varyings
, unsigned int *varying_count
,
823 char *strings
, unsigned int *strings_length
, GLenum buffer_mode
)
825 unsigned int i
, buffer_idx
, count
, length
, highest_output_slot
, stride
;
826 BOOL have_varyings_to_record
= FALSE
;
829 highest_output_slot
= 0;
830 for (buffer_idx
= 0; buffer_idx
< WINED3D_MAX_STREAM_OUTPUT_BUFFERS
; ++buffer_idx
)
834 for (i
= 0; i
< so_desc
->element_count
; ++i
)
836 const struct wined3d_stream_output_element
*e
= &so_desc
->elements
[i
];
838 highest_output_slot
= max(highest_output_slot
, e
->output_slot
);
839 if (e
->output_slot
!= buffer_idx
)
844 FIXME("Unhandled stream %u.\n", e
->stream_idx
);
848 stride
+= e
->component_count
;
850 if (e
->register_idx
== WINED3D_STREAM_OUTPUT_GAP
)
852 append_transform_feedback_skip_components(varyings
, &count
,
853 &strings
, &length
, buffer
, e
->component_count
);
857 if (e
->component_idx
|| e
->component_count
!= 4)
859 if (so_desc
->rasterizer_stream_idx
!= WINED3D_NO_RASTERIZER_STREAM
)
861 FIXME("Unsupported component range %u-%u.\n", e
->component_idx
, e
->component_count
);
862 append_transform_feedback_skip_components(varyings
, &count
,
863 &strings
, &length
, buffer
, e
->component_count
);
867 string_buffer_sprintf(buffer
, "shader_in_out.reg%u_%u_%u",
868 e
->register_idx
, e
->component_idx
, e
->component_idx
+ e
->component_count
- 1);
869 append_transform_feedback_varying(varyings
, &count
, &strings
, &length
, buffer
);
873 string_buffer_sprintf(buffer
, "shader_in_out.reg%u", e
->register_idx
);
874 append_transform_feedback_varying(varyings
, &count
, &strings
, &length
, buffer
);
877 have_varyings_to_record
= TRUE
;
880 if (buffer_idx
< so_desc
->buffer_stride_count
881 && stride
< so_desc
->buffer_strides
[buffer_idx
] / 4)
883 unsigned int component_count
= so_desc
->buffer_strides
[buffer_idx
] / 4 - stride
;
884 append_transform_feedback_skip_components(varyings
, &count
,
885 &strings
, &length
, buffer
, component_count
);
888 if (highest_output_slot
<= buffer_idx
)
891 if (buffer_mode
== GL_INTERLEAVED_ATTRIBS
)
893 string_buffer_sprintf(buffer
, "gl_NextBuffer");
894 append_transform_feedback_varying(varyings
, &count
, &strings
, &length
, buffer
);
899 *varying_count
= count
;
901 *strings_length
= length
;
903 return have_varyings_to_record
;
906 static void shader_glsl_init_transform_feedback(const struct wined3d_context
*context
,
907 struct shader_glsl_priv
*priv
, GLuint program_id
, struct wined3d_shader
*shader
)
909 const struct wined3d_stream_output_desc
*so_desc
= &shader
->u
.gs
.so_desc
;
910 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
911 struct wined3d_string_buffer
*buffer
;
912 unsigned int i
, count
, length
;
913 const char **varyings
;
917 if (!so_desc
->element_count
)
920 if (gl_info
->supported
[ARB_TRANSFORM_FEEDBACK3
])
922 mode
= GL_INTERLEAVED_ATTRIBS
;
926 unsigned int element_count
[WINED3D_MAX_STREAM_OUTPUT_BUFFERS
] = {0};
928 for (i
= 0; i
< so_desc
->element_count
; ++i
)
930 if (so_desc
->elements
[i
].register_idx
== WINED3D_STREAM_OUTPUT_GAP
)
932 FIXME("ARB_transform_feedback3 is needed for stream output gaps.\n");
935 ++element_count
[so_desc
->elements
[i
].output_slot
];
938 if (element_count
[0] == so_desc
->element_count
)
940 mode
= GL_INTERLEAVED_ATTRIBS
;
944 mode
= GL_SEPARATE_ATTRIBS
;
945 for (i
= 0; i
< ARRAY_SIZE(element_count
); ++i
)
947 if (element_count
[i
] != 1)
950 for (; i
< ARRAY_SIZE(element_count
); ++i
)
952 if (element_count
[i
])
954 FIXME("Only single element per buffer is allowed in separate mode.\n");
961 buffer
= string_buffer_get(&priv
->string_buffers
);
963 if (!shader_glsl_generate_transform_feedback_varyings(so_desc
, buffer
, NULL
, &count
, NULL
, &length
, mode
))
965 FIXME("No varyings to record, disabling transform feedback.\n");
966 shader
->u
.gs
.so_desc
.element_count
= 0;
967 string_buffer_release(&priv
->string_buffers
, buffer
);
971 if (!(varyings
= heap_calloc(count
, sizeof(*varyings
))))
973 ERR("Out of memory.\n");
974 string_buffer_release(&priv
->string_buffers
, buffer
);
977 if (!(strings
= heap_calloc(length
, sizeof(*strings
))))
979 ERR("Out of memory.\n");
981 string_buffer_release(&priv
->string_buffers
, buffer
);
985 shader_glsl_generate_transform_feedback_varyings(so_desc
, buffer
, varyings
, NULL
, strings
, NULL
, mode
);
986 GL_EXTCALL(glTransformFeedbackVaryings(program_id
, count
, varyings
, mode
));
987 checkGLcall("glTransformFeedbackVaryings");
991 string_buffer_release(&priv
->string_buffers
, buffer
);
994 /* Context activation is done by the caller. */
995 static inline void walk_constant_heap(const struct wined3d_gl_info
*gl_info
, const struct wined3d_vec4
*constants
,
996 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
998 unsigned int start
= ~0U, end
= 0;
1000 unsigned int heap_idx
= 1;
1003 if (heap
->entries
[heap_idx
].version
<= version
) return;
1005 idx
= heap
->entries
[heap_idx
].idx
;
1006 if (constant_locations
[idx
] != -1)
1008 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
1010 while (stack_idx
>= 0)
1012 /* Note that we fall through to the next case statement. */
1013 switch(stack
[stack_idx
])
1015 case HEAP_NODE_TRAVERSE_LEFT
:
1017 unsigned int left_idx
= heap_idx
<< 1;
1018 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
1020 heap_idx
= left_idx
;
1021 idx
= heap
->entries
[heap_idx
].idx
;
1022 if (constant_locations
[idx
] != -1)
1030 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
1031 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
1036 case HEAP_NODE_TRAVERSE_RIGHT
:
1038 unsigned int right_idx
= (heap_idx
<< 1) + 1;
1039 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
1041 heap_idx
= right_idx
;
1042 idx
= heap
->entries
[heap_idx
].idx
;
1043 if (constant_locations
[idx
] != -1)
1051 stack
[stack_idx
++] = HEAP_NODE_POP
;
1052 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
1064 GL_EXTCALL(glUniform4fv(constant_locations
[start
], end
- start
+ 1, &constants
[start
].x
));
1065 checkGLcall("walk_constant_heap()");
1068 /* Context activation is done by the caller. */
1069 static inline void apply_clamped_constant(const struct wined3d_gl_info
*gl_info
,
1070 GLint location
, const struct wined3d_vec4
*data
)
1072 GLfloat clamped_constant
[4];
1074 if (location
== -1) return;
1076 clamped_constant
[0] = data
->x
< -1.0f
? -1.0f
: data
->x
> 1.0f
? 1.0f
: data
->x
;
1077 clamped_constant
[1] = data
->y
< -1.0f
? -1.0f
: data
->y
> 1.0f
? 1.0f
: data
->y
;
1078 clamped_constant
[2] = data
->z
< -1.0f
? -1.0f
: data
->z
> 1.0f
? 1.0f
: data
->z
;
1079 clamped_constant
[3] = data
->w
< -1.0f
? -1.0f
: data
->w
> 1.0f
? 1.0f
: data
->w
;
1081 GL_EXTCALL(glUniform4fv(location
, 1, clamped_constant
));
1084 /* Context activation is done by the caller. */
1085 static inline void walk_constant_heap_clamped(const struct wined3d_gl_info
*gl_info
,
1086 const struct wined3d_vec4
*constants
, const GLint
*constant_locations
,
1087 const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
1090 unsigned int heap_idx
= 1;
1093 if (heap
->entries
[heap_idx
].version
<= version
) return;
1095 idx
= heap
->entries
[heap_idx
].idx
;
1096 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
]);
1097 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
1099 while (stack_idx
>= 0)
1101 /* Note that we fall through to the next case statement. */
1102 switch(stack
[stack_idx
])
1104 case HEAP_NODE_TRAVERSE_LEFT
:
1106 unsigned int left_idx
= heap_idx
<< 1;
1107 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
1109 heap_idx
= left_idx
;
1110 idx
= heap
->entries
[heap_idx
].idx
;
1111 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
]);
1113 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
1114 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
1119 case HEAP_NODE_TRAVERSE_RIGHT
:
1121 unsigned int right_idx
= (heap_idx
<< 1) + 1;
1122 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
1124 heap_idx
= right_idx
;
1125 idx
= heap
->entries
[heap_idx
].idx
;
1126 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
]);
1128 stack
[stack_idx
++] = HEAP_NODE_POP
;
1129 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
1140 checkGLcall("walk_constant_heap_clamped()");
1143 /* Context activation is done by the caller. */
1144 static void shader_glsl_load_constants_f(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
1145 const struct wined3d_vec4
*constants
, const GLint
*constant_locations
, const struct constant_heap
*heap
,
1146 unsigned char *stack
, unsigned int version
)
1148 const struct wined3d_shader_lconst
*lconst
;
1150 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
1151 if (shader
->reg_maps
.shader_version
.major
== 1
1152 && shader
->reg_maps
.shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
1153 walk_constant_heap_clamped(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
1155 walk_constant_heap(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
1157 if (!shader
->load_local_constsF
)
1159 TRACE("No need to load local float constants for this shader.\n");
1163 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
1164 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
1166 GL_EXTCALL(glUniform4fv(constant_locations
[lconst
->idx
], 1, (const GLfloat
*)lconst
->value
));
1168 checkGLcall("glUniform4fv()");
1171 /* Context activation is done by the caller. */
1172 static void shader_glsl_load_constants_i(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
1173 const struct wined3d_ivec4
*constants
, const GLint locations
[WINED3D_MAX_CONSTS_I
], WORD constants_set
)
1178 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
1180 if (!(constants_set
& 1)) continue;
1182 /* We found this uniform name in the program - go ahead and send the data */
1183 GL_EXTCALL(glUniform4iv(locations
[i
], 1, &constants
[i
].x
));
1186 /* Load immediate constants */
1187 ptr
= list_head(&shader
->constantsI
);
1190 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
1191 unsigned int idx
= lconst
->idx
;
1192 const GLint
*values
= (const GLint
*)lconst
->value
;
1194 /* We found this uniform name in the program - go ahead and send the data */
1195 GL_EXTCALL(glUniform4iv(locations
[idx
], 1, values
));
1196 ptr
= list_next(&shader
->constantsI
, ptr
);
1198 checkGLcall("glUniform4iv()");
1201 /* Context activation is done by the caller. */
1202 static void shader_glsl_load_constantsB(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
1203 const GLint locations
[WINED3D_MAX_CONSTS_B
], const BOOL
*constants
, WORD constants_set
)
1208 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
1210 if (!(constants_set
& 1)) continue;
1212 GL_EXTCALL(glUniform1iv(locations
[i
], 1, &constants
[i
]));
1215 /* Load immediate constants */
1216 ptr
= list_head(&shader
->constantsB
);
1219 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
1220 unsigned int idx
= lconst
->idx
;
1221 const GLint
*values
= (const GLint
*)lconst
->value
;
1223 GL_EXTCALL(glUniform1iv(locations
[idx
], 1, values
));
1224 ptr
= list_next(&shader
->constantsB
, ptr
);
1226 checkGLcall("glUniform1iv()");
1229 static void reset_program_constant_version(struct wine_rb_entry
*entry
, void *context
)
1231 WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
)->constant_version
= 0;
1234 /* Context activation is done by the caller (state handler). */
1235 static void shader_glsl_load_np2fixup_constants(const struct glsl_ps_program
*ps
,
1236 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
1242 np2fixup_constants
[MAX_FRAGMENT_SAMPLERS
];
1243 UINT fixup
= ps
->np2_fixup_info
->active
;
1246 for (i
= 0; fixup
; fixup
>>= 1, ++i
)
1248 const struct wined3d_texture
*tex
= state
->textures
[i
];
1249 unsigned char idx
= ps
->np2_fixup_info
->idx
[i
];
1253 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
1257 np2fixup_constants
[idx
].sx
= tex
->pow2_matrix
[0];
1258 np2fixup_constants
[idx
].sy
= tex
->pow2_matrix
[5];
1261 GL_EXTCALL(glUniform4fv(ps
->np2_fixup_location
, ps
->np2_fixup_info
->num_consts
, &np2fixup_constants
[0].sx
));
1264 /* Taken and adapted from Mesa. */
1265 static BOOL
invert_matrix_3d(struct wined3d_matrix
*out
, const struct wined3d_matrix
*in
)
1267 float pos
, neg
, t
, det
;
1268 struct wined3d_matrix temp
;
1270 /* Calculate the determinant of upper left 3x3 submatrix and
1271 * determine if the matrix is singular. */
1273 t
= in
->_11
* in
->_22
* in
->_33
;
1279 t
= in
->_21
* in
->_32
* in
->_13
;
1284 t
= in
->_31
* in
->_12
* in
->_23
;
1290 t
= -in
->_31
* in
->_22
* in
->_13
;
1295 t
= -in
->_21
* in
->_12
* in
->_33
;
1301 t
= -in
->_11
* in
->_32
* in
->_23
;
1309 if (fabsf(det
) < 1e-25f
)
1313 temp
._11
= (in
->_22
* in
->_33
- in
->_32
* in
->_23
) * det
;
1314 temp
._12
= -(in
->_12
* in
->_33
- in
->_32
* in
->_13
) * det
;
1315 temp
._13
= (in
->_12
* in
->_23
- in
->_22
* in
->_13
) * det
;
1316 temp
._21
= -(in
->_21
* in
->_33
- in
->_31
* in
->_23
) * det
;
1317 temp
._22
= (in
->_11
* in
->_33
- in
->_31
* in
->_13
) * det
;
1318 temp
._23
= -(in
->_11
* in
->_23
- in
->_21
* in
->_13
) * det
;
1319 temp
._31
= (in
->_21
* in
->_32
- in
->_31
* in
->_22
) * det
;
1320 temp
._32
= -(in
->_11
* in
->_32
- in
->_31
* in
->_12
) * det
;
1321 temp
._33
= (in
->_11
* in
->_22
- in
->_21
* in
->_12
) * det
;
1327 static void swap_rows(float **a
, float **b
)
1335 static BOOL
invert_matrix(struct wined3d_matrix
*out
, const struct wined3d_matrix
*m
)
1338 float m0
, m1
, m2
, m3
, s
;
1339 float *r0
, *r1
, *r2
, *r3
;
1351 r0
[5] = r0
[6] = r0
[7] = 0.0f
;
1358 r1
[4] = r1
[6] = r1
[7] = 0.0f
;
1365 r2
[4] = r2
[5] = r2
[7] = 0.0f
;
1372 r3
[4] = r3
[5] = r3
[6] = 0.0f
;
1374 /* Choose pivot - or die. */
1375 if (fabsf(r3
[0]) > fabsf(r2
[0]))
1376 swap_rows(&r3
, &r2
);
1377 if (fabsf(r2
[0]) > fabsf(r1
[0]))
1378 swap_rows(&r2
, &r1
);
1379 if (fabsf(r1
[0]) > fabsf(r0
[0]))
1380 swap_rows(&r1
, &r0
);
1384 /* Eliminate first variable. */
1385 m1
= r1
[0] / r0
[0]; m2
= r2
[0] / r0
[0]; m3
= r3
[0] / r0
[0];
1386 s
= r0
[1]; r1
[1] -= m1
* s
; r2
[1] -= m2
* s
; r3
[1] -= m3
* s
;
1387 s
= r0
[2]; r1
[2] -= m1
* s
; r2
[2] -= m2
* s
; r3
[2] -= m3
* s
;
1388 s
= r0
[3]; r1
[3] -= m1
* s
; r2
[3] -= m2
* s
; r3
[3] -= m3
* s
;
1418 /* Choose pivot - or die. */
1419 if (fabsf(r3
[1]) > fabsf(r2
[1]))
1420 swap_rows(&r3
, &r2
);
1421 if (fabsf(r2
[1]) > fabsf(r1
[1]))
1422 swap_rows(&r2
, &r1
);
1426 /* Eliminate second variable. */
1427 m2
= r2
[1] / r1
[1]; m3
= r3
[1] / r1
[1];
1428 r2
[2] -= m2
* r1
[2]; r3
[2] -= m3
* r1
[2];
1429 r2
[3] -= m2
* r1
[3]; r3
[3] -= m3
* r1
[3];
1455 /* Choose pivot - or die. */
1456 if (fabsf(r3
[2]) > fabsf(r2
[2]))
1457 swap_rows(&r3
, &r2
);
1461 /* Eliminate third variable. */
1463 r3
[3] -= m3
* r2
[3];
1464 r3
[4] -= m3
* r2
[4];
1465 r3
[5] -= m3
* r2
[5];
1466 r3
[6] -= m3
* r2
[6];
1467 r3
[7] -= m3
* r2
[7];
1473 /* Back substitute row 3. */
1480 /* Back substitute row 2. */
1483 r2
[4] = s
* (r2
[4] - r3
[4] * m2
);
1484 r2
[5] = s
* (r2
[5] - r3
[5] * m2
);
1485 r2
[6] = s
* (r2
[6] - r3
[6] * m2
);
1486 r2
[7] = s
* (r2
[7] - r3
[7] * m2
);
1488 r1
[4] -= r3
[4] * m1
;
1489 r1
[5] -= r3
[5] * m1
;
1490 r1
[6] -= r3
[6] * m1
;
1491 r1
[7] -= r3
[7] * m1
;
1493 r0
[4] -= r3
[4] * m0
;
1494 r0
[5] -= r3
[5] * m0
;
1495 r0
[6] -= r3
[6] * m0
;
1496 r0
[7] -= r3
[7] * m0
;
1498 /* Back substitute row 1. */
1501 r1
[4] = s
* (r1
[4] - r2
[4] * m1
);
1502 r1
[5] = s
* (r1
[5] - r2
[5] * m1
);
1503 r1
[6] = s
* (r1
[6] - r2
[6] * m1
);
1504 r1
[7] = s
* (r1
[7] - r2
[7] * m1
);
1506 r0
[4] -= r2
[4] * m0
;
1507 r0
[5] -= r2
[5] * m0
;
1508 r0
[6] -= r2
[6] * m0
;
1509 r0
[7] -= r2
[7] * m0
;
1511 /* Back substitute row 0. */
1514 r0
[4] = s
* (r0
[4] - r1
[4] * m0
);
1515 r0
[5] = s
* (r0
[5] - r1
[5] * m0
);
1516 r0
[6] = s
* (r0
[6] - r1
[6] * m0
);
1517 r0
[7] = s
* (r0
[7] - r1
[7] * m0
);
1539 static void transpose_matrix(struct wined3d_matrix
*out
, const struct wined3d_matrix
*m
)
1541 struct wined3d_matrix temp
;
1544 for (i
= 0; i
< 4; ++i
)
1545 for (j
= 0; j
< 4; ++j
)
1546 (&temp
._11
)[4 * j
+ i
] = (&m
->_11
)[4 * i
+ j
];
1551 static void shader_glsl_ffp_vertex_normalmatrix_uniform(const struct wined3d_context
*context
,
1552 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1554 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1556 struct wined3d_matrix mv
;
1559 if (prog
->vs
.normal_matrix_location
== -1)
1562 get_modelview_matrix(context
, state
, 0, &mv
);
1563 if (context
->d3d_info
->wined3d_creation_flags
& WINED3D_LEGACY_FFP_LIGHTING
)
1564 invert_matrix_3d(&mv
, &mv
);
1566 invert_matrix(&mv
, &mv
);
1567 /* Tests show that singular modelview matrices are used unchanged as normal
1568 * matrices on D3D3 and older. There seems to be no clearly consistent
1569 * behavior on newer D3D versions so always follow older ddraw behavior. */
1570 for (i
= 0; i
< 3; ++i
)
1571 for (j
= 0; j
< 3; ++j
)
1572 mat
[i
* 3 + j
] = (&mv
._11
)[j
* 4 + i
];
1574 GL_EXTCALL(glUniformMatrix3fv(prog
->vs
.normal_matrix_location
, 1, FALSE
, mat
));
1575 checkGLcall("glUniformMatrix3fv");
1578 static void shader_glsl_ffp_vertex_texmatrix_uniform(const struct wined3d_context
*context
,
1579 const struct wined3d_state
*state
, unsigned int tex
, struct glsl_shader_prog_link
*prog
)
1581 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1582 struct wined3d_matrix mat
;
1584 if (tex
>= MAX_TEXTURES
)
1586 if (prog
->vs
.texture_matrix_location
[tex
] == -1)
1589 get_texture_matrix(context
, state
, tex
, &mat
);
1590 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.texture_matrix_location
[tex
], 1, FALSE
, &mat
._11
));
1591 checkGLcall("glUniformMatrix4fv");
1594 static void shader_glsl_ffp_vertex_material_uniform(const struct wined3d_context
*context
,
1595 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1597 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1599 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
1601 GL_EXTCALL(glUniform4fv(prog
->vs
.material_specular_location
, 1, &state
->material
.specular
.r
));
1602 GL_EXTCALL(glUniform1f(prog
->vs
.material_shininess_location
, state
->material
.power
));
1606 static const float black
[] = {0.0f
, 0.0f
, 0.0f
, 0.0f
};
1608 GL_EXTCALL(glUniform4fv(prog
->vs
.material_specular_location
, 1, black
));
1610 GL_EXTCALL(glUniform4fv(prog
->vs
.material_ambient_location
, 1, &state
->material
.ambient
.r
));
1611 GL_EXTCALL(glUniform4fv(prog
->vs
.material_diffuse_location
, 1, &state
->material
.diffuse
.r
));
1612 GL_EXTCALL(glUniform4fv(prog
->vs
.material_emissive_location
, 1, &state
->material
.emissive
.r
));
1613 checkGLcall("setting FFP material uniforms");
1616 static void shader_glsl_ffp_vertex_lightambient_uniform(const struct wined3d_context
*context
,
1617 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1619 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1620 struct wined3d_color color
;
1622 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_AMBIENT
]);
1623 GL_EXTCALL(glUniform3fv(prog
->vs
.light_ambient_location
, 1, &color
.r
));
1624 checkGLcall("glUniform3fv");
1627 static void multiply_vector_matrix(struct wined3d_vec4
*dest
, const struct wined3d_vec4
*src1
,
1628 const struct wined3d_matrix
*src2
)
1630 struct wined3d_vec4 temp
;
1632 temp
.x
= (src1
->x
* src2
->_11
) + (src1
->y
* src2
->_21
) + (src1
->z
* src2
->_31
) + (src1
->w
* src2
->_41
);
1633 temp
.y
= (src1
->x
* src2
->_12
) + (src1
->y
* src2
->_22
) + (src1
->z
* src2
->_32
) + (src1
->w
* src2
->_42
);
1634 temp
.z
= (src1
->x
* src2
->_13
) + (src1
->y
* src2
->_23
) + (src1
->z
* src2
->_33
) + (src1
->w
* src2
->_43
);
1635 temp
.w
= (src1
->x
* src2
->_14
) + (src1
->y
* src2
->_24
) + (src1
->z
* src2
->_34
) + (src1
->w
* src2
->_44
);
1640 static void shader_glsl_ffp_vertex_light_uniform(const struct wined3d_context
*context
,
1641 const struct wined3d_state
*state
, unsigned int light
, const struct wined3d_light_info
*light_info
,
1642 struct glsl_shader_prog_link
*prog
)
1644 const struct wined3d_matrix
*view
= &state
->transforms
[WINED3D_TS_VIEW
];
1645 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1646 struct wined3d_vec4 vec4
;
1648 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].diffuse
, 1, &light_info
->OriginalParms
.diffuse
.r
));
1649 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].specular
, 1, &light_info
->OriginalParms
.specular
.r
));
1650 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].ambient
, 1, &light_info
->OriginalParms
.ambient
.r
));
1652 switch (light_info
->OriginalParms
.type
)
1654 case WINED3D_LIGHT_POINT
:
1655 multiply_vector_matrix(&vec4
, &light_info
->position
, view
);
1656 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1657 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].range
, light_info
->OriginalParms
.range
));
1658 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].c_att
, light_info
->OriginalParms
.attenuation0
));
1659 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].l_att
, light_info
->OriginalParms
.attenuation1
));
1660 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].q_att
, light_info
->OriginalParms
.attenuation2
));
1663 case WINED3D_LIGHT_SPOT
:
1664 multiply_vector_matrix(&vec4
, &light_info
->position
, view
);
1665 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1667 multiply_vector_matrix(&vec4
, &light_info
->direction
, view
);
1668 GL_EXTCALL(glUniform3fv(prog
->vs
.light_location
[light
].direction
, 1, &vec4
.x
));
1670 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].range
, light_info
->OriginalParms
.range
));
1671 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].falloff
, light_info
->OriginalParms
.falloff
));
1672 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].c_att
, light_info
->OriginalParms
.attenuation0
));
1673 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].l_att
, light_info
->OriginalParms
.attenuation1
));
1674 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].q_att
, light_info
->OriginalParms
.attenuation2
));
1675 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].cos_htheta
, cosf(light_info
->OriginalParms
.theta
/ 2.0f
)));
1676 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].cos_hphi
, cosf(light_info
->OriginalParms
.phi
/ 2.0f
)));
1679 case WINED3D_LIGHT_DIRECTIONAL
:
1680 multiply_vector_matrix(&vec4
, &light_info
->direction
, view
);
1681 GL_EXTCALL(glUniform3fv(prog
->vs
.light_location
[light
].direction
, 1, &vec4
.x
));
1684 case WINED3D_LIGHT_PARALLELPOINT
:
1685 multiply_vector_matrix(&vec4
, &light_info
->position
, view
);
1686 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1690 FIXME("Unrecognized light type %#x.\n", light_info
->OriginalParms
.type
);
1692 checkGLcall("setting FFP lights uniforms");
1695 static void shader_glsl_pointsize_uniform(const struct wined3d_context
*context
,
1696 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1698 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1702 get_pointsize_minmax(context
, state
, &min
, &max
);
1704 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_min_location
, min
));
1705 checkGLcall("glUniform1f");
1706 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_max_location
, max
));
1707 checkGLcall("glUniform1f");
1709 get_pointsize(context
, state
, &size
, att
);
1711 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_location
, size
));
1712 checkGLcall("glUniform1f");
1713 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_c_att_location
, att
[0]));
1714 checkGLcall("glUniform1f");
1715 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_l_att_location
, att
[1]));
1716 checkGLcall("glUniform1f");
1717 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_q_att_location
, att
[2]));
1718 checkGLcall("glUniform1f");
1721 static void shader_glsl_load_fog_uniform(const struct wined3d_context
*context
,
1722 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1724 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1725 struct wined3d_color color
;
1726 float start
, end
, scale
;
1733 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_FOGCOLOR
]);
1734 GL_EXTCALL(glUniform4fv(prog
->ps
.fog_color_location
, 1, &color
.r
));
1735 tmpvalue
.d
= state
->render_states
[WINED3D_RS_FOGDENSITY
];
1736 GL_EXTCALL(glUniform1f(prog
->ps
.fog_density_location
, tmpvalue
.f
));
1737 get_fog_start_end(context
, state
, &start
, &end
);
1738 scale
= 1.0f
/ (end
- start
);
1739 GL_EXTCALL(glUniform1f(prog
->ps
.fog_end_location
, end
));
1740 GL_EXTCALL(glUniform1f(prog
->ps
.fog_scale_location
, scale
));
1741 checkGLcall("fog emulation uniforms");
1744 static void shader_glsl_clip_plane_uniform(const struct wined3d_context
*context
,
1745 const struct wined3d_state
*state
, unsigned int index
, struct glsl_shader_prog_link
*prog
)
1747 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1748 struct wined3d_matrix matrix
;
1749 struct wined3d_vec4 plane
;
1751 plane
= state
->clip_planes
[index
];
1753 /* Clip planes are affected by the view transform in d3d for FFP draws. */
1756 invert_matrix(&matrix
, &state
->transforms
[WINED3D_TS_VIEW
]);
1757 transpose_matrix(&matrix
, &matrix
);
1758 multiply_vector_matrix(&plane
, &plane
, &matrix
);
1761 GL_EXTCALL(glUniform4fv(prog
->vs
.clip_planes_location
+ index
, 1, &plane
.x
));
1764 /* Context activation is done by the caller (state handler). */
1765 static void shader_glsl_load_color_key_constant(const struct glsl_ps_program
*ps
,
1766 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
1768 struct wined3d_color float_key
[2];
1769 const struct wined3d_texture
*texture
= state
->textures
[0];
1771 wined3d_format_get_float_color_key(texture
->resource
.format
, &texture
->async
.src_blt_color_key
, float_key
);
1772 GL_EXTCALL(glUniform4fv(ps
->color_key_location
, 2, &float_key
[0].r
));
1775 /* Context activation is done by the caller (state handler). */
1776 static void shader_glsl_load_constants(void *shader_priv
, struct wined3d_context
*context
,
1777 const struct wined3d_state
*state
)
1779 const struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
1780 const struct wined3d_shader
*vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
1781 const struct wined3d_shader
*pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
1782 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1783 struct shader_glsl_priv
*priv
= shader_priv
;
1784 float position_fixup
[4 * WINED3D_MAX_VIEWPORTS
];
1787 struct glsl_shader_prog_link
*prog
= ctx_data
->glsl_program
;
1788 UINT constant_version
;
1792 /* No GLSL program set - nothing to do. */
1795 constant_version
= prog
->constant_version
;
1796 update_mask
= context
->constant_update_mask
& prog
->constant_update_mask
;
1798 if (update_mask
& WINED3D_SHADER_CONST_VS_F
)
1799 shader_glsl_load_constants_f(vshader
, gl_info
, state
->vs_consts_f
,
1800 prog
->vs
.uniform_f_locations
, &priv
->vconst_heap
, priv
->stack
, constant_version
);
1802 if (update_mask
& WINED3D_SHADER_CONST_VS_I
)
1803 shader_glsl_load_constants_i(vshader
, gl_info
, state
->vs_consts_i
,
1804 prog
->vs
.uniform_i_locations
, vshader
->reg_maps
.integer_constants
);
1806 if (update_mask
& WINED3D_SHADER_CONST_VS_B
)
1807 shader_glsl_load_constantsB(vshader
, gl_info
, prog
->vs
.uniform_b_locations
, state
->vs_consts_b
,
1808 vshader
->reg_maps
.boolean_constants
);
1810 if (update_mask
& WINED3D_SHADER_CONST_VS_CLIP_PLANES
)
1812 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
1813 shader_glsl_clip_plane_uniform(context
, state
, i
, prog
);
1816 if (update_mask
& WINED3D_SHADER_CONST_VS_POINTSIZE
)
1817 shader_glsl_pointsize_uniform(context
, state
, prog
);
1819 if (update_mask
& WINED3D_SHADER_CONST_POS_FIXUP
)
1821 unsigned int fixup_count
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
] ?
1822 max(state
->viewport_count
, 1) : 1;
1823 shader_get_position_fixup(context
, state
, fixup_count
, position_fixup
);
1824 if (state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
])
1825 GL_EXTCALL(glUniform4fv(prog
->gs
.pos_fixup_location
, fixup_count
, position_fixup
));
1826 else if (state
->shader
[WINED3D_SHADER_TYPE_DOMAIN
])
1827 GL_EXTCALL(glUniform4fv(prog
->ds
.pos_fixup_location
, 1, position_fixup
));
1829 GL_EXTCALL(glUniform4fv(prog
->vs
.pos_fixup_location
, 1, position_fixup
));
1830 checkGLcall("glUniform4fv");
1833 if (update_mask
& WINED3D_SHADER_CONST_FFP_MODELVIEW
)
1835 struct wined3d_matrix mat
;
1837 get_modelview_matrix(context
, state
, 0, &mat
);
1838 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.modelview_matrix_location
[0], 1, FALSE
, &mat
._11
));
1839 checkGLcall("glUniformMatrix4fv");
1841 shader_glsl_ffp_vertex_normalmatrix_uniform(context
, state
, prog
);
1844 if (update_mask
& WINED3D_SHADER_CONST_FFP_VERTEXBLEND
)
1846 struct wined3d_matrix mat
;
1848 for (i
= 1; i
< MAX_VERTEX_BLENDS
; ++i
)
1850 if (prog
->vs
.modelview_matrix_location
[i
] == -1)
1853 get_modelview_matrix(context
, state
, i
, &mat
);
1854 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.modelview_matrix_location
[i
], 1, FALSE
, &mat
._11
));
1855 checkGLcall("glUniformMatrix4fv");
1859 if (update_mask
& WINED3D_SHADER_CONST_FFP_PROJ
)
1861 struct wined3d_matrix projection
;
1863 get_projection_matrix(context
, state
, &projection
);
1864 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.projection_matrix_location
, 1, FALSE
, &projection
._11
));
1865 checkGLcall("glUniformMatrix4fv");
1868 if (update_mask
& WINED3D_SHADER_CONST_FFP_TEXMATRIX
)
1870 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1871 shader_glsl_ffp_vertex_texmatrix_uniform(context
, state
, i
, prog
);
1874 if (update_mask
& WINED3D_SHADER_CONST_FFP_MATERIAL
)
1875 shader_glsl_ffp_vertex_material_uniform(context
, state
, prog
);
1877 if (update_mask
& WINED3D_SHADER_CONST_FFP_LIGHTS
)
1879 unsigned int point_idx
, spot_idx
, directional_idx
, parallel_point_idx
;
1880 DWORD point_count
= 0;
1881 DWORD spot_count
= 0;
1882 DWORD directional_count
= 0;
1883 DWORD parallel_point_count
= 0;
1885 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
1887 if (!state
->lights
[i
])
1890 switch (state
->lights
[i
]->OriginalParms
.type
)
1892 case WINED3D_LIGHT_POINT
:
1895 case WINED3D_LIGHT_SPOT
:
1898 case WINED3D_LIGHT_DIRECTIONAL
:
1899 ++directional_count
;
1901 case WINED3D_LIGHT_PARALLELPOINT
:
1902 ++parallel_point_count
;
1905 FIXME("Unhandled light type %#x.\n", state
->lights
[i
]->OriginalParms
.type
);
1910 spot_idx
= point_idx
+ point_count
;
1911 directional_idx
= spot_idx
+ spot_count
;
1912 parallel_point_idx
= directional_idx
+ directional_count
;
1914 shader_glsl_ffp_vertex_lightambient_uniform(context
, state
, prog
);
1915 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
1917 const struct wined3d_light_info
*light_info
= state
->lights
[i
];
1923 switch (light_info
->OriginalParms
.type
)
1925 case WINED3D_LIGHT_POINT
:
1928 case WINED3D_LIGHT_SPOT
:
1931 case WINED3D_LIGHT_DIRECTIONAL
:
1932 idx
= directional_idx
++;
1934 case WINED3D_LIGHT_PARALLELPOINT
:
1935 idx
= parallel_point_idx
++;
1938 FIXME("Unhandled light type %#x.\n", light_info
->OriginalParms
.type
);
1941 shader_glsl_ffp_vertex_light_uniform(context
, state
, idx
, light_info
, prog
);
1945 if (update_mask
& WINED3D_SHADER_CONST_PS_F
)
1946 shader_glsl_load_constants_f(pshader
, gl_info
, state
->ps_consts_f
,
1947 prog
->ps
.uniform_f_locations
, &priv
->pconst_heap
, priv
->stack
, constant_version
);
1949 if (update_mask
& WINED3D_SHADER_CONST_PS_I
)
1950 shader_glsl_load_constants_i(pshader
, gl_info
, state
->ps_consts_i
,
1951 prog
->ps
.uniform_i_locations
, pshader
->reg_maps
.integer_constants
);
1953 if (update_mask
& WINED3D_SHADER_CONST_PS_B
)
1954 shader_glsl_load_constantsB(pshader
, gl_info
, prog
->ps
.uniform_b_locations
, state
->ps_consts_b
,
1955 pshader
->reg_maps
.boolean_constants
);
1957 if (update_mask
& WINED3D_SHADER_CONST_PS_BUMP_ENV
)
1959 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1961 if (prog
->ps
.bumpenv_mat_location
[i
] == -1)
1964 GL_EXTCALL(glUniformMatrix2fv(prog
->ps
.bumpenv_mat_location
[i
], 1, 0,
1965 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_MAT00
]));
1967 if (prog
->ps
.bumpenv_lum_scale_location
[i
] != -1)
1969 GL_EXTCALL(glUniform1fv(prog
->ps
.bumpenv_lum_scale_location
[i
], 1,
1970 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LSCALE
]));
1971 GL_EXTCALL(glUniform1fv(prog
->ps
.bumpenv_lum_offset_location
[i
], 1,
1972 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LOFFSET
]));
1976 checkGLcall("bump env uniforms");
1979 if (update_mask
& WINED3D_SHADER_CONST_PS_Y_CORR
)
1981 const struct wined3d_vec4 correction_params
=
1983 /* Position is relative to the framebuffer, not the viewport. */
1984 context
->render_offscreen
? 0.0f
: (float)state
->fb
->render_targets
[0]->height
,
1985 context
->render_offscreen
? 1.0f
: -1.0f
,
1990 GL_EXTCALL(glUniform4fv(prog
->ps
.ycorrection_location
, 1, &correction_params
.x
));
1993 if (update_mask
& WINED3D_SHADER_CONST_PS_NP2_FIXUP
)
1994 shader_glsl_load_np2fixup_constants(&prog
->ps
, gl_info
, state
);
1995 if (update_mask
& WINED3D_SHADER_CONST_FFP_COLOR_KEY
)
1996 shader_glsl_load_color_key_constant(&prog
->ps
, gl_info
, state
);
1998 if (update_mask
& WINED3D_SHADER_CONST_FFP_PS
)
2000 struct wined3d_color color
;
2002 if (prog
->ps
.tex_factor_location
!= -1)
2004 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_TEXTUREFACTOR
]);
2005 GL_EXTCALL(glUniform4fv(prog
->ps
.tex_factor_location
, 1, &color
.r
));
2008 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
2009 GL_EXTCALL(glUniform4f(prog
->ps
.specular_enable_location
, 1.0f
, 1.0f
, 1.0f
, 0.0f
));
2011 GL_EXTCALL(glUniform4f(prog
->ps
.specular_enable_location
, 0.0f
, 0.0f
, 0.0f
, 0.0f
));
2013 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
2015 if (prog
->ps
.tss_constant_location
[i
] == -1)
2018 wined3d_color_from_d3dcolor(&color
, state
->texture_states
[i
][WINED3D_TSS_CONSTANT
]);
2019 GL_EXTCALL(glUniform4fv(prog
->ps
.tss_constant_location
[i
], 1, &color
.r
));
2022 checkGLcall("fixed function uniforms");
2025 if (update_mask
& WINED3D_SHADER_CONST_PS_FOG
)
2026 shader_glsl_load_fog_uniform(context
, state
, prog
);
2028 if (update_mask
& WINED3D_SHADER_CONST_PS_ALPHA_TEST
)
2030 float ref
= state
->render_states
[WINED3D_RS_ALPHAREF
] / 255.0f
;
2032 GL_EXTCALL(glUniform1f(prog
->ps
.alpha_test_ref_location
, ref
));
2033 checkGLcall("alpha test emulation uniform");
2036 if (priv
->next_constant_version
== UINT_MAX
)
2038 TRACE("Max constant version reached, resetting to 0.\n");
2039 wine_rb_for_each_entry(&priv
->program_lookup
, reset_program_constant_version
, NULL
);
2040 priv
->next_constant_version
= 1;
2044 prog
->constant_version
= priv
->next_constant_version
++;
2048 static void update_heap_entry(struct constant_heap
*heap
, unsigned int idx
, DWORD new_version
)
2050 struct constant_entry
*entries
= heap
->entries
;
2051 unsigned int *positions
= heap
->positions
;
2052 unsigned int heap_idx
, parent_idx
;
2054 if (!heap
->contained
[idx
])
2056 heap_idx
= heap
->size
++;
2057 heap
->contained
[idx
] = TRUE
;
2061 heap_idx
= positions
[idx
];
2064 while (heap_idx
> 1)
2066 parent_idx
= heap_idx
>> 1;
2068 if (new_version
<= entries
[parent_idx
].version
) break;
2070 entries
[heap_idx
] = entries
[parent_idx
];
2071 positions
[entries
[parent_idx
].idx
] = heap_idx
;
2072 heap_idx
= parent_idx
;
2075 entries
[heap_idx
].version
= new_version
;
2076 entries
[heap_idx
].idx
= idx
;
2077 positions
[idx
] = heap_idx
;
2080 static void shader_glsl_update_float_vertex_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
2082 struct shader_glsl_priv
*priv
= device
->shader_priv
;
2083 struct constant_heap
*heap
= &priv
->vconst_heap
;
2086 for (i
= start
; i
< count
+ start
; ++i
)
2088 update_heap_entry(heap
, i
, priv
->next_constant_version
);
2092 static void shader_glsl_update_float_pixel_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
2094 struct shader_glsl_priv
*priv
= device
->shader_priv
;
2095 struct constant_heap
*heap
= &priv
->pconst_heap
;
2098 for (i
= start
; i
< count
+ start
; ++i
)
2100 update_heap_entry(heap
, i
, priv
->next_constant_version
);
2104 static unsigned int vec4_varyings(DWORD shader_major
, const struct wined3d_gl_info
*gl_info
)
2106 unsigned int ret
= gl_info
->limits
.glsl_varyings
/ 4;
2107 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
2108 if(shader_major
> 3) return ret
;
2110 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
2111 if (gl_info
->quirks
& WINED3D_QUIRK_GLSL_CLIP_VARYING
) ret
-= 1;
2115 static BOOL
needs_legacy_glsl_syntax(const struct wined3d_gl_info
*gl_info
)
2117 return gl_info
->glsl_version
< MAKEDWORD_VERSION(1, 30);
2120 static BOOL
shader_glsl_use_explicit_attrib_location(const struct wined3d_gl_info
*gl_info
)
2122 return gl_info
->supported
[ARB_EXPLICIT_ATTRIB_LOCATION
]
2123 && shader_glsl_use_layout_qualifier(gl_info
) && !needs_legacy_glsl_syntax(gl_info
);
2126 static BOOL
shader_glsl_use_interface_blocks(const struct wined3d_gl_info
*gl_info
)
2128 return shader_glsl_get_version(gl_info
) >= 150;
2131 static const char *get_attribute_keyword(const struct wined3d_gl_info
*gl_info
)
2133 return needs_legacy_glsl_syntax(gl_info
) ? "attribute" : "in";
2136 static void PRINTF_ATTR(4, 5) declare_in_varying(const struct wined3d_gl_info
*gl_info
,
2137 struct wined3d_string_buffer
*buffer
, BOOL flat
, const char *format
, ...)
2142 shader_addline(buffer
, "%s%s ", flat
? "flat " : "",
2143 needs_legacy_glsl_syntax(gl_info
) ? "varying" : "in");
2146 va_start(args
, format
);
2147 ret
= shader_vaddline(buffer
, format
, args
);
2151 if (!string_buffer_resize(buffer
, ret
))
2156 static void PRINTF_ATTR(4, 5) declare_out_varying(const struct wined3d_gl_info
*gl_info
,
2157 struct wined3d_string_buffer
*buffer
, BOOL flat
, const char *format
, ...)
2162 shader_addline(buffer
, "%s%s ", flat
? "flat " : "",
2163 needs_legacy_glsl_syntax(gl_info
) ? "varying" : "out");
2166 va_start(args
, format
);
2167 ret
= shader_vaddline(buffer
, format
, args
);
2171 if (!string_buffer_resize(buffer
, ret
))
2176 static const char *shader_glsl_shader_input_name(const struct wined3d_gl_info
*gl_info
)
2178 return shader_glsl_use_interface_blocks(gl_info
) ? "shader_in.reg" : "ps_link";
2181 static const char *shader_glsl_shader_output_name(const struct wined3d_gl_info
*gl_info
)
2183 return shader_glsl_use_interface_blocks(gl_info
) ? "shader_out.reg" : "ps_link";
2186 static const char *shader_glsl_interpolation_qualifiers(enum wined3d_shader_interpolation_mode mode
)
2190 case WINED3DSIM_CONSTANT
:
2192 case WINED3DSIM_LINEAR_NOPERSPECTIVE
:
2193 return "noperspective ";
2195 FIXME("Unhandled interpolation mode %#x.\n", mode
);
2196 case WINED3DSIM_NONE
:
2197 case WINED3DSIM_LINEAR
:
2202 static enum wined3d_shader_interpolation_mode
wined3d_extract_interpolation_mode(
2203 const DWORD
*packed_interpolation_mode
, unsigned int register_idx
)
2205 return wined3d_extract_bits(packed_interpolation_mode
,
2206 register_idx
* WINED3D_PACKED_INTERPOLATION_BIT_COUNT
, WINED3D_PACKED_INTERPOLATION_BIT_COUNT
);
2209 static void shader_glsl_declare_shader_inputs(const struct wined3d_gl_info
*gl_info
,
2210 struct wined3d_string_buffer
*buffer
, unsigned int element_count
,
2211 const DWORD
*interpolation_mode
, BOOL unroll
)
2213 enum wined3d_shader_interpolation_mode mode
;
2216 if (shader_glsl_use_interface_blocks(gl_info
))
2220 shader_addline(buffer
, "in shader_in_out {\n");
2221 for (i
= 0; i
< element_count
; ++i
)
2223 mode
= wined3d_extract_interpolation_mode(interpolation_mode
, i
);
2224 shader_addline(buffer
, " %svec4 reg%u;\n", shader_glsl_interpolation_qualifiers(mode
), i
);
2226 shader_addline(buffer
, "} shader_in;\n");
2230 shader_addline(buffer
, "in shader_in_out { vec4 reg[%u]; } shader_in;\n", element_count
);
2235 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 ps_link[%u];\n", element_count
);
2239 static void shader_glsl_declare_shader_outputs(const struct wined3d_gl_info
*gl_info
,
2240 struct wined3d_string_buffer
*buffer
, unsigned int element_count
, BOOL rasterizer_setup
,
2241 const DWORD
*interpolation_mode
)
2243 enum wined3d_shader_interpolation_mode mode
;
2246 if (shader_glsl_use_interface_blocks(gl_info
))
2248 if (rasterizer_setup
)
2250 shader_addline(buffer
, "out shader_in_out {\n");
2251 for (i
= 0; i
< element_count
; ++i
)
2253 const char *interpolation_qualifiers
= "";
2254 if (needs_interpolation_qualifiers_for_shader_outputs(gl_info
))
2256 mode
= wined3d_extract_interpolation_mode(interpolation_mode
, i
);
2257 interpolation_qualifiers
= shader_glsl_interpolation_qualifiers(mode
);
2259 shader_addline(buffer
, " %svec4 reg%u;\n", interpolation_qualifiers
, i
);
2261 shader_addline(buffer
, "} shader_out;\n");
2265 shader_addline(buffer
, "out shader_in_out { vec4 reg[%u]; } shader_out;\n", element_count
);
2270 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ps_link[%u];\n", element_count
);
2274 static const char *get_fragment_output(const struct wined3d_gl_info
*gl_info
)
2276 return needs_legacy_glsl_syntax(gl_info
) ? "gl_FragData" : "ps_out";
2279 static const char *glsl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type
)
2281 switch (primitive_type
)
2283 case WINED3D_PT_POINTLIST
:
2286 case WINED3D_PT_LINELIST
:
2289 case WINED3D_PT_LINESTRIP
:
2290 return "line_strip";
2292 case WINED3D_PT_TRIANGLELIST
:
2295 case WINED3D_PT_TRIANGLESTRIP
:
2296 return "triangle_strip";
2298 case WINED3D_PT_LINELIST_ADJ
:
2299 return "lines_adjacency";
2301 case WINED3D_PT_TRIANGLELIST_ADJ
:
2302 return "triangles_adjacency";
2305 FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(primitive_type
));
2310 static BOOL
glsl_is_color_reg_read(const struct wined3d_shader
*shader
, unsigned int idx
)
2312 const struct wined3d_shader_signature
*input_signature
= &shader
->input_signature
;
2313 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
2314 DWORD input_reg_used
= shader
->u
.ps
.input_reg_used
;
2317 if (reg_maps
->shader_version
.major
< 3)
2318 return input_reg_used
& (1u << idx
);
2320 for (i
= 0; i
< input_signature
->element_count
; ++i
)
2322 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
2324 if (!(reg_maps
->input_registers
& (1u << input
->register_idx
)))
2327 if (shader_match_semantic(input
->semantic_name
, WINED3D_DECL_USAGE_COLOR
)
2328 && input
->semantic_idx
== idx
)
2329 return input_reg_used
& (1u << input
->register_idx
);
2334 static BOOL
glsl_is_shadow_sampler(const struct wined3d_shader
*shader
,
2335 const struct ps_compile_args
*ps_args
, unsigned int resource_idx
, unsigned int sampler_idx
)
2337 const struct wined3d_shader_version
*version
= &shader
->reg_maps
.shader_version
;
2339 if (version
->major
>= 4)
2340 return shader
->reg_maps
.sampler_comparison_mode
& (1u << sampler_idx
);
2342 return version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& (ps_args
->shadow
& (1u << resource_idx
));
2345 static void shader_glsl_declare_typed_vertex_attribute(struct wined3d_string_buffer
*buffer
,
2346 const struct wined3d_gl_info
*gl_info
, const char *vector_type
, const char *scalar_type
,
2349 shader_addline(buffer
, "%s %s4 vs_in_%s%u;\n",
2350 get_attribute_keyword(gl_info
), vector_type
, scalar_type
, index
);
2351 shader_addline(buffer
, "vec4 vs_in%u = %sBitsToFloat(vs_in_%s%u);\n",
2352 index
, scalar_type
, scalar_type
, index
);
2355 static void shader_glsl_declare_generic_vertex_attribute(struct wined3d_string_buffer
*buffer
,
2356 const struct wined3d_gl_info
*gl_info
, const struct wined3d_shader_signature_element
*e
)
2358 unsigned int index
= e
->register_idx
;
2359 enum wined3d_component_type type
;
2361 if (e
->sysval_semantic
== WINED3D_SV_VERTEX_ID
)
2363 shader_addline(buffer
, "vec4 vs_in%u = vec4(intBitsToFloat(gl_VertexID), 0.0, 0.0, 0.0);\n",
2367 if (e
->sysval_semantic
== WINED3D_SV_INSTANCE_ID
)
2369 shader_addline(buffer
, "vec4 vs_in%u = vec4(intBitsToFloat(gl_InstanceID), 0.0, 0.0, 0.0);\n",
2373 if (e
->sysval_semantic
&& e
->sysval_semantic
!= WINED3D_SV_POSITION
)
2374 FIXME("Unhandled sysval semantic %#x.\n", e
->sysval_semantic
);
2376 if (shader_glsl_use_explicit_attrib_location(gl_info
))
2377 shader_addline(buffer
, "layout(location = %u) ", index
);
2379 type
= e
->component_type
;
2380 if ((unsigned int)type
>= ARRAY_SIZE(component_type_info
))
2382 FIXME("Unhandled type %#x.\n", type
);
2383 type
= WINED3D_TYPE_FLOAT
;
2385 if (type
== WINED3D_TYPE_FLOAT
|| type
== WINED3D_TYPE_UNKNOWN
)
2386 shader_addline(buffer
, "%s vec4 vs_in%u;\n", get_attribute_keyword(gl_info
), index
);
2388 shader_glsl_declare_typed_vertex_attribute(buffer
, gl_info
,
2389 component_type_info
[type
].glsl_vector_type
,
2390 component_type_info
[type
].glsl_scalar_type
, index
);
2393 /** Generate the variable & register declarations for the GLSL output target */
2394 static void shader_generate_glsl_declarations(const struct wined3d_context
*context
,
2395 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
2396 const struct wined3d_shader_reg_maps
*reg_maps
, const struct shader_glsl_ctx_priv
*ctx_priv
)
2398 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
2399 const struct vs_compile_args
*vs_args
= ctx_priv
->cur_vs_args
;
2400 const struct ps_compile_args
*ps_args
= ctx_priv
->cur_ps_args
;
2401 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
2402 const struct wined3d_shader_indexable_temp
*idx_temp_reg
;
2403 unsigned int uniform_block_base
, uniform_block_count
;
2404 const struct wined3d_shader_lconst
*lconst
;
2409 prefix
= shader_glsl_get_prefix(version
->type
);
2411 /* Prototype the subroutines */
2412 for (i
= 0, map
= reg_maps
->labels
; map
; map
>>= 1, ++i
)
2414 if (map
& 1) shader_addline(buffer
, "void subroutine%u();\n", i
);
2417 /* Declare the constants (aka uniforms) */
2418 if (shader
->limits
->constant_float
> 0)
2420 unsigned max_constantsF
;
2422 /* Unless the shader uses indirect addressing, always declare the
2423 * maximum array size and ignore that we need some uniforms privately.
2424 * E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup
2425 * and immediate values, still declare VC[256]. If the shader needs
2426 * more uniforms than we have it won't work in any case. If it uses
2427 * less, the compiler will figure out which uniforms are really used
2428 * and strip them out. This allows a shader to use c255 on a dx9 card,
2429 * as long as it doesn't also use all the other constants.
2431 * If the shader uses indirect addressing the compiler must assume
2432 * that all declared uniforms are used. In this case, declare only the
2433 * amount that we're assured to have.
2435 * Thus we run into problems in these two cases:
2436 * 1) The shader really uses more uniforms than supported.
2437 * 2) The shader uses indirect addressing, less constants than
2438 * supported, but uses a constant index > #supported consts. */
2439 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
2441 /* No indirect addressing here. */
2442 max_constantsF
= gl_info
->limits
.glsl_ps_float_constants
;
2446 if (reg_maps
->usesrelconstF
)
2448 /* Subtract the other potential uniforms from the max
2449 * available (bools, ints, and 1 row of projection matrix).
2450 * Subtract another uniform for immediate values, which have
2451 * to be loaded via uniform by the driver as well. The shader
2452 * code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex
2453 * shader code, so one vec4 should be enough. (Unfortunately
2454 * the Nvidia driver doesn't store 128 and -128 in one float).
2456 * Writing gl_ClipVertex requires one uniform for each
2457 * clipplane as well. */
2458 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
- 3;
2459 if (vs_args
->clip_enabled
)
2460 max_constantsF
-= gl_info
->limits
.user_clip_distances
;
2461 max_constantsF
-= wined3d_popcount(reg_maps
->integer_constants
);
2462 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
2463 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
2464 * for now take this into account when calculating the number of available constants
2466 max_constantsF
-= wined3d_popcount(reg_maps
->boolean_constants
);
2467 /* Set by driver quirks in directx.c */
2468 max_constantsF
-= gl_info
->reserved_glsl_constants
;
2470 if (max_constantsF
< shader
->limits
->constant_float
)
2472 static unsigned int once
;
2475 ERR_(winediag
)("The hardware does not support enough uniform components to run this shader,"
2476 " it may not render correctly.\n");
2478 WARN("The hardware does not support enough uniform components to run this shader.\n");
2483 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
;
2486 max_constantsF
= min(shader
->limits
->constant_float
, max_constantsF
);
2487 shader_addline(buffer
, "uniform vec4 %s_c[%u];\n", prefix
, max_constantsF
);
2490 /* Always declare the full set of constants, the compiler can remove the
2491 * unused ones because d3d doesn't (yet) support indirect int and bool
2492 * constant addressing. This avoids problems if the app uses e.g. i0 and i9. */
2493 if (shader
->limits
->constant_int
> 0 && reg_maps
->integer_constants
)
2494 shader_addline(buffer
, "uniform ivec4 %s_i[%u];\n", prefix
, shader
->limits
->constant_int
);
2496 if (shader
->limits
->constant_bool
> 0 && reg_maps
->boolean_constants
)
2497 shader_addline(buffer
, "uniform bool %s_b[%u];\n", prefix
, shader
->limits
->constant_bool
);
2499 /* Declare immediate constant buffer */
2501 shader_addline(buffer
, "uniform vec4 %s_icb[%u];\n", prefix
, reg_maps
->icb
->vec4_count
);
2503 /* Declare constant buffers */
2504 wined3d_gl_limits_get_uniform_block_range(&gl_info
->limits
, version
->type
,
2505 &uniform_block_base
, &uniform_block_count
);
2506 for (i
= 0; i
< min(uniform_block_count
, WINED3D_MAX_CBS
); ++i
)
2508 if (reg_maps
->cb_sizes
[i
])
2510 shader_addline(buffer
, "layout(std140");
2511 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
2512 shader_addline(buffer
, ", binding = %u", uniform_block_base
+ i
);
2513 shader_addline(buffer
, ") uniform block_%s_cb%u { vec4 %s_cb%u[%u]; };\n",
2514 prefix
, i
, prefix
, i
, reg_maps
->cb_sizes
[i
]);
2518 /* Declare texture samplers */
2519 for (i
= 0; i
< reg_maps
->sampler_map
.count
; ++i
)
2521 struct wined3d_shader_sampler_map_entry
*entry
;
2522 const char *sampler_type_prefix
, *sampler_type
;
2523 BOOL shadow_sampler
, tex_rect
;
2525 entry
= ®_maps
->sampler_map
.entries
[i
];
2527 if (entry
->resource_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
2529 ERR("Invalid resource index %u.\n", entry
->resource_idx
);
2533 switch (reg_maps
->resource_info
[entry
->resource_idx
].data_type
)
2535 case WINED3D_DATA_FLOAT
:
2536 case WINED3D_DATA_UNORM
:
2537 case WINED3D_DATA_SNORM
:
2538 sampler_type_prefix
= "";
2541 case WINED3D_DATA_INT
:
2542 sampler_type_prefix
= "i";
2545 case WINED3D_DATA_UINT
:
2546 sampler_type_prefix
= "u";
2550 sampler_type_prefix
= "";
2551 ERR("Unhandled resource data type %#x.\n", reg_maps
->resource_info
[i
].data_type
);
2555 shadow_sampler
= glsl_is_shadow_sampler(shader
, ps_args
, entry
->resource_idx
, entry
->sampler_idx
);
2556 switch (reg_maps
->resource_info
[entry
->resource_idx
].type
)
2558 case WINED3D_SHADER_RESOURCE_BUFFER
:
2559 sampler_type
= "samplerBuffer";
2562 case WINED3D_SHADER_RESOURCE_TEXTURE_1D
:
2564 sampler_type
= "sampler1DShadow";
2566 sampler_type
= "sampler1D";
2569 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
2570 tex_rect
= version
->type
== WINED3D_SHADER_TYPE_PIXEL
2571 && (ps_args
->np2_fixup
& (1u << entry
->resource_idx
))
2572 && gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
2576 sampler_type
= "sampler2DRectShadow";
2578 sampler_type
= "sampler2DShadow";
2583 sampler_type
= "sampler2DRect";
2585 sampler_type
= "sampler2D";
2589 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
2591 FIXME("Unsupported 3D shadow sampler.\n");
2592 sampler_type
= "sampler3D";
2595 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
2597 sampler_type
= "samplerCubeShadow";
2599 sampler_type
= "samplerCube";
2602 case WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY
:
2604 sampler_type
= "sampler1DArrayShadow";
2606 sampler_type
= "sampler1DArray";
2609 case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
:
2611 sampler_type
= "sampler2DArrayShadow";
2613 sampler_type
= "sampler2DArray";
2616 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY
:
2618 sampler_type
= "samplerCubeArrayShadow";
2620 sampler_type
= "samplerCubeArray";
2623 case WINED3D_SHADER_RESOURCE_TEXTURE_2DMS
:
2624 sampler_type
= "sampler2DMS";
2627 case WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY
:
2628 sampler_type
= "sampler2DMSArray";
2632 sampler_type
= "unsupported_sampler";
2633 FIXME("Unhandled resource type %#x.\n", reg_maps
->resource_info
[entry
->resource_idx
].type
);
2637 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
2638 shader_glsl_append_sampler_binding_qualifier(buffer
, context
, version
, entry
->bind_idx
);
2639 shader_addline(buffer
, "uniform %s%s %s_sampler%u;\n",
2640 sampler_type_prefix
, sampler_type
, prefix
, entry
->bind_idx
);
2643 /* Declare images */
2644 for (i
= 0; i
< ARRAY_SIZE(reg_maps
->uav_resource_info
); ++i
)
2646 const char *image_type_prefix
, *image_type
, *read_format
;
2648 if (!reg_maps
->uav_resource_info
[i
].type
)
2651 switch (reg_maps
->uav_resource_info
[i
].data_type
)
2653 case WINED3D_DATA_FLOAT
:
2654 case WINED3D_DATA_UNORM
:
2655 case WINED3D_DATA_SNORM
:
2656 image_type_prefix
= "";
2657 read_format
= "r32f";
2660 case WINED3D_DATA_INT
:
2661 image_type_prefix
= "i";
2662 read_format
= "r32i";
2665 case WINED3D_DATA_UINT
:
2666 image_type_prefix
= "u";
2667 read_format
= "r32ui";
2671 image_type_prefix
= "";
2673 ERR("Unhandled resource data type %#x.\n", reg_maps
->uav_resource_info
[i
].data_type
);
2677 switch (reg_maps
->uav_resource_info
[i
].type
)
2679 case WINED3D_SHADER_RESOURCE_BUFFER
:
2680 image_type
= "imageBuffer";
2683 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
2684 image_type
= "image2D";
2687 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
2688 image_type
= "image3D";
2691 case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
:
2692 image_type
= "image2DArray";
2696 image_type
= "unsupported_image";
2697 FIXME("Unhandled resource type %#x.\n", reg_maps
->uav_resource_info
[i
].type
);
2701 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
2702 shader_addline(buffer
, "layout(binding = %u)\n", i
);
2703 if (reg_maps
->uav_read_mask
& (1u << i
))
2704 shader_addline(buffer
, "layout(%s) uniform %s%s %s_image%u;\n",
2705 read_format
, image_type_prefix
, image_type
, prefix
, i
);
2707 shader_addline(buffer
, "writeonly uniform %s%s %s_image%u;\n",
2708 image_type_prefix
, image_type
, prefix
, i
);
2710 if (reg_maps
->uav_counter_mask
& (1u << i
))
2711 shader_addline(buffer
, "layout(binding = %u) uniform atomic_uint %s_counter%u;\n",
2715 /* Declare address variables */
2716 for (i
= 0, map
= reg_maps
->address
; map
; map
>>= 1, ++i
)
2718 if (map
& 1) shader_addline(buffer
, "ivec4 A%u;\n", i
);
2721 /* Declare output register temporaries */
2722 if (shader
->limits
->packed_output
)
2723 shader_addline(buffer
, "vec4 %s_out[%u];\n", prefix
, shader
->limits
->packed_output
);
2725 /* Declare temporary variables */
2726 if (reg_maps
->temporary_count
)
2728 for (i
= 0; i
< reg_maps
->temporary_count
; ++i
)
2729 shader_addline(buffer
, "vec4 R%u;\n", i
);
2731 else if (version
->major
< 4)
2733 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
2736 shader_addline(buffer
, "vec4 R%u;\n", i
);
2740 /* Declare indexable temporary variables */
2741 LIST_FOR_EACH_ENTRY(idx_temp_reg
, ®_maps
->indexable_temps
, struct wined3d_shader_indexable_temp
, entry
)
2743 if (idx_temp_reg
->component_count
!= 4)
2744 FIXME("Ignoring component count %u.\n", idx_temp_reg
->component_count
);
2745 shader_addline(buffer
, "vec4 X%u[%u];\n", idx_temp_reg
->register_idx
, idx_temp_reg
->register_size
);
2748 /* Declare loop registers aLx */
2749 if (version
->major
< 4)
2751 for (i
= 0; i
< reg_maps
->loop_depth
; ++i
)
2753 shader_addline(buffer
, "int aL%u;\n", i
);
2754 shader_addline(buffer
, "int tmpInt%u;\n", i
);
2758 /* Temporary variables for matrix operations */
2759 shader_addline(buffer
, "vec4 tmp0;\n");
2760 shader_addline(buffer
, "vec4 tmp1;\n");
2762 if (!shader
->load_local_constsF
)
2764 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
2766 shader_addline(buffer
, "const vec4 %s_lc%u = ", prefix
, lconst
->idx
);
2767 shader_glsl_append_imm_vec4(buffer
, (const float *)lconst
->value
);
2768 shader_addline(buffer
, ";\n");
2774 static void shader_glsl_add_src_param_ext(const struct wined3d_shader_context
*ctx
,
2775 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
,
2776 enum wined3d_data_type data_type
);
2778 /** Used for opcode modifiers - They multiply the result by the specified amount */
2779 static const char * const shift_glsl_tab
[] = {
2781 "2.0 * ", /* 1 (x2) */
2782 "4.0 * ", /* 2 (x4) */
2783 "8.0 * ", /* 3 (x8) */
2784 "16.0 * ", /* 4 (x16) */
2785 "32.0 * ", /* 5 (x32) */
2792 "0.0625 * ", /* 12 (d16) */
2793 "0.125 * ", /* 13 (d8) */
2794 "0.25 * ", /* 14 (d4) */
2795 "0.5 * " /* 15 (d2) */
2798 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
2799 static void shader_glsl_gen_modifier(enum wined3d_shader_src_modifier src_modifier
,
2800 const char *in_reg
, const char *in_regswizzle
, char *out_str
)
2802 switch (src_modifier
)
2804 case WINED3DSPSM_DZ
: /* Need to handle this in the instructions itself (texld & texcrd). */
2805 case WINED3DSPSM_DW
:
2806 case WINED3DSPSM_NONE
:
2807 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
2809 case WINED3DSPSM_NEG
:
2810 sprintf(out_str
, "-%s%s", in_reg
, in_regswizzle
);
2812 case WINED3DSPSM_NOT
:
2813 sprintf(out_str
, "!%s%s", in_reg
, in_regswizzle
);
2815 case WINED3DSPSM_BIAS
:
2816 sprintf(out_str
, "(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
2818 case WINED3DSPSM_BIASNEG
:
2819 sprintf(out_str
, "-(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
2821 case WINED3DSPSM_SIGN
:
2822 sprintf(out_str
, "(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
2824 case WINED3DSPSM_SIGNNEG
:
2825 sprintf(out_str
, "-(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
2827 case WINED3DSPSM_COMP
:
2828 sprintf(out_str
, "(1.0 - %s%s)", in_reg
, in_regswizzle
);
2830 case WINED3DSPSM_X2
:
2831 sprintf(out_str
, "(2.0 * %s%s)", in_reg
, in_regswizzle
);
2833 case WINED3DSPSM_X2NEG
:
2834 sprintf(out_str
, "-(2.0 * %s%s)", in_reg
, in_regswizzle
);
2836 case WINED3DSPSM_ABS
:
2837 sprintf(out_str
, "abs(%s%s)", in_reg
, in_regswizzle
);
2839 case WINED3DSPSM_ABSNEG
:
2840 sprintf(out_str
, "-abs(%s%s)", in_reg
, in_regswizzle
);
2843 FIXME("Unhandled modifier %u\n", src_modifier
);
2844 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
2848 static void shader_glsl_fixup_scalar_register_variable(char *register_name
,
2849 const char *glsl_variable
, const struct wined3d_gl_info
*gl_info
)
2851 /* The ARB_shading_language_420pack extension allows swizzle operations on
2853 if (gl_info
->supported
[ARB_SHADING_LANGUAGE_420PACK
])
2854 sprintf(register_name
, "%s", glsl_variable
);
2856 sprintf(register_name
, "ivec2(%s, 0)", glsl_variable
);
2859 /** Writes the GLSL variable name that corresponds to the register that the
2860 * DX opcode parameter is trying to access */
2861 static void shader_glsl_get_register_name(const struct wined3d_shader_register
*reg
,
2862 enum wined3d_data_type data_type
, char *register_name
, BOOL
*is_color
,
2863 const struct wined3d_shader_context
*ctx
)
2865 /* oPos, oFog and oPts in D3D */
2866 static const char * const hwrastout_reg_names
[] = {"vs_out[10]", "vs_out[11].x", "vs_out[11].y"};
2868 const struct wined3d_shader
*shader
= ctx
->shader
;
2869 const struct wined3d_shader_reg_maps
*reg_maps
= ctx
->reg_maps
;
2870 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
2871 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
2872 const char *prefix
= shader_glsl_get_prefix(version
->type
);
2873 struct glsl_src_param rel_param0
, rel_param1
;
2874 char imm_str
[4][17];
2876 if (reg
->idx
[0].offset
!= ~0u && reg
->idx
[0].rel_addr
)
2877 shader_glsl_add_src_param_ext(ctx
, reg
->idx
[0].rel_addr
, WINED3DSP_WRITEMASK_0
,
2878 &rel_param0
, reg
->idx
[0].rel_addr
->reg
.data_type
);
2879 if (reg
->idx
[1].offset
!= ~0u && reg
->idx
[1].rel_addr
)
2880 shader_glsl_add_src_param_ext(ctx
, reg
->idx
[1].rel_addr
, WINED3DSP_WRITEMASK_0
,
2881 &rel_param1
, reg
->idx
[1].rel_addr
->reg
.data_type
);
2886 case WINED3DSPR_TEMP
:
2887 sprintf(register_name
, "R%u", reg
->idx
[0].offset
);
2890 case WINED3DSPR_INPUT
:
2891 case WINED3DSPR_INCONTROLPOINT
:
2892 if (version
->type
== WINED3D_SHADER_TYPE_VERTEX
)
2894 struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
2896 if (reg
->idx
[0].rel_addr
)
2897 FIXME("VS3 input registers relative addressing.\n");
2898 if (priv
->cur_vs_args
->swizzle_map
& (1u << reg
->idx
[0].offset
))
2900 if (reg
->idx
[0].rel_addr
)
2902 sprintf(register_name
, "%s_in[%s + %u]",
2903 prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2907 sprintf(register_name
, "%s_in%u", prefix
, reg
->idx
[0].offset
);
2912 if (version
->type
== WINED3D_SHADER_TYPE_HULL
2913 || version
->type
== WINED3D_SHADER_TYPE_DOMAIN
2914 || version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
2916 if (reg
->idx
[0].rel_addr
)
2918 if (reg
->idx
[1].rel_addr
)
2919 sprintf(register_name
, "shader_in[%s + %u].reg[%s + %u]",
2920 rel_param0
.param_str
, reg
->idx
[0].offset
,
2921 rel_param1
.param_str
, reg
->idx
[1].offset
);
2923 sprintf(register_name
, "shader_in[%s + %u].reg[%u]",
2924 rel_param0
.param_str
, reg
->idx
[0].offset
,
2925 reg
->idx
[1].offset
);
2927 else if (reg
->idx
[1].rel_addr
)
2928 sprintf(register_name
, "shader_in[%u].reg[%s + %u]", reg
->idx
[0].offset
,
2929 rel_param1
.param_str
, reg
->idx
[1].offset
);
2931 sprintf(register_name
, "shader_in[%u].reg[%u]",
2932 reg
->idx
[0].offset
, reg
->idx
[1].offset
);
2936 /* pixel shaders >= 3.0 */
2937 if (version
->major
>= 3)
2939 DWORD idx
= shader
->u
.ps
.input_reg_map
[reg
->idx
[0].offset
];
2940 unsigned int in_count
= vec4_varyings(version
->major
, gl_info
);
2942 if (reg
->idx
[0].rel_addr
)
2944 /* Removing a + 0 would be an obvious optimization, but
2945 * OS X doesn't see the NOP operation there. */
2948 if (needs_legacy_glsl_syntax(gl_info
)
2949 && shader
->u
.ps
.declared_in_count
> in_count
)
2951 sprintf(register_name
,
2952 "((%s + %u) > %u ? (%s + %u) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s + %u])",
2953 rel_param0
.param_str
, idx
, in_count
- 1, rel_param0
.param_str
, idx
, in_count
,
2954 prefix
, rel_param0
.param_str
, idx
);
2958 sprintf(register_name
, "%s_in[%s + %u]", prefix
, rel_param0
.param_str
, idx
);
2963 if (needs_legacy_glsl_syntax(gl_info
)
2964 && shader
->u
.ps
.declared_in_count
> in_count
)
2966 sprintf(register_name
, "((%s) > %u ? (%s) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s])",
2967 rel_param0
.param_str
, in_count
- 1, rel_param0
.param_str
, in_count
,
2968 prefix
, rel_param0
.param_str
);
2972 sprintf(register_name
, "%s_in[%s]", prefix
, rel_param0
.param_str
);
2978 if (idx
== in_count
) sprintf(register_name
, "gl_Color");
2979 else if (idx
== in_count
+ 1) sprintf(register_name
, "gl_SecondaryColor");
2980 else sprintf(register_name
, "%s_in[%u]", prefix
, idx
);
2985 if (!reg
->idx
[0].offset
)
2986 strcpy(register_name
, "ffp_varying_diffuse");
2988 strcpy(register_name
, "ffp_varying_specular");
2993 case WINED3DSPR_CONST
:
2995 /* Relative addressing */
2996 if (reg
->idx
[0].rel_addr
)
2998 if (wined3d_settings
.check_float_constants
)
2999 sprintf(register_name
, "(%s + %u >= 0 && %s + %u < %u ? %s_c[%s + %u] : vec4(0.0))",
3000 rel_param0
.param_str
, reg
->idx
[0].offset
,
3001 rel_param0
.param_str
, reg
->idx
[0].offset
, shader
->limits
->constant_float
,
3002 prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
3003 else if (reg
->idx
[0].offset
)
3004 sprintf(register_name
, "%s_c[%s + %u]", prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
3006 sprintf(register_name
, "%s_c[%s]", prefix
, rel_param0
.param_str
);
3010 if (shader_constant_is_local(shader
, reg
->idx
[0].offset
))
3011 sprintf(register_name
, "%s_lc%u", prefix
, reg
->idx
[0].offset
);
3013 sprintf(register_name
, "%s_c[%u]", prefix
, reg
->idx
[0].offset
);
3018 case WINED3DSPR_CONSTINT
:
3019 sprintf(register_name
, "%s_i[%u]", prefix
, reg
->idx
[0].offset
);
3022 case WINED3DSPR_CONSTBOOL
:
3023 sprintf(register_name
, "%s_b[%u]", prefix
, reg
->idx
[0].offset
);
3026 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
3027 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
3028 sprintf(register_name
, "T%u", reg
->idx
[0].offset
);
3030 sprintf(register_name
, "A%u", reg
->idx
[0].offset
);
3033 case WINED3DSPR_LOOP
:
3034 sprintf(register_name
, "aL%u", ctx
->state
->current_loop_reg
- 1);
3037 case WINED3DSPR_SAMPLER
:
3038 sprintf(register_name
, "%s_sampler%u", prefix
, reg
->idx
[0].offset
);
3041 case WINED3DSPR_COLOROUT
:
3042 if (reg
->idx
[0].offset
>= gl_info
->limits
.buffers
)
3043 WARN("Write to render target %u, only %d supported.\n",
3044 reg
->idx
[0].offset
, gl_info
->limits
.buffers
);
3046 sprintf(register_name
, "%s[%u]", get_fragment_output(gl_info
), reg
->idx
[0].offset
);
3049 case WINED3DSPR_RASTOUT
:
3050 sprintf(register_name
, "%s", hwrastout_reg_names
[reg
->idx
[0].offset
]);
3053 case WINED3DSPR_DEPTHOUT
:
3054 case WINED3DSPR_DEPTHOUTGE
:
3055 case WINED3DSPR_DEPTHOUTLE
:
3056 sprintf(register_name
, "gl_FragDepth");
3059 case WINED3DSPR_ATTROUT
:
3060 if (!reg
->idx
[0].offset
)
3061 sprintf(register_name
, "%s_out[8]", prefix
);
3063 sprintf(register_name
, "%s_out[9]", prefix
);
3066 case WINED3DSPR_TEXCRDOUT
:
3067 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
3068 if (reg
->idx
[0].rel_addr
)
3069 sprintf(register_name
, "%s_out[%s + %u]",
3070 prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
3072 sprintf(register_name
, "%s_out[%u]", prefix
, reg
->idx
[0].offset
);
3075 case WINED3DSPR_MISCTYPE
:
3076 if (!reg
->idx
[0].offset
)
3079 sprintf(register_name
, "vpos");
3081 else if (reg
->idx
[0].offset
== 1)
3083 /* Note that gl_FrontFacing is a bool, while vFace is
3084 * a float for which the sign determines front/back */
3085 sprintf(register_name
, "(gl_FrontFacing ? 1.0 : -1.0)");
3089 FIXME("Unhandled misctype register %u.\n", reg
->idx
[0].offset
);
3090 sprintf(register_name
, "unrecognized_register");
3094 case WINED3DSPR_IMMCONST
:
3095 switch (reg
->immconst_type
)
3097 case WINED3D_IMMCONST_SCALAR
:
3100 case WINED3D_DATA_UNORM
:
3101 case WINED3D_DATA_SNORM
:
3102 case WINED3D_DATA_FLOAT
:
3103 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
3104 sprintf(register_name
, "uintBitsToFloat(%#xu)", reg
->u
.immconst_data
[0]);
3106 wined3d_ftoa(*(const float *)reg
->u
.immconst_data
, register_name
);
3108 case WINED3D_DATA_INT
:
3109 sprintf(register_name
, "%#x", reg
->u
.immconst_data
[0]);
3111 case WINED3D_DATA_RESOURCE
:
3112 case WINED3D_DATA_SAMPLER
:
3113 case WINED3D_DATA_UINT
:
3114 sprintf(register_name
, "%#xu", reg
->u
.immconst_data
[0]);
3117 sprintf(register_name
, "<unhandled data type %#x>", data_type
);
3122 case WINED3D_IMMCONST_VEC4
:
3125 case WINED3D_DATA_UNORM
:
3126 case WINED3D_DATA_SNORM
:
3127 case WINED3D_DATA_FLOAT
:
3128 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
3130 sprintf(register_name
, "uintBitsToFloat(uvec4(%#xu, %#xu, %#xu, %#xu))",
3131 reg
->u
.immconst_data
[0], reg
->u
.immconst_data
[1],
3132 reg
->u
.immconst_data
[2], reg
->u
.immconst_data
[3]);
3136 wined3d_ftoa(*(const float *)®
->u
.immconst_data
[0], imm_str
[0]);
3137 wined3d_ftoa(*(const float *)®
->u
.immconst_data
[1], imm_str
[1]);
3138 wined3d_ftoa(*(const float *)®
->u
.immconst_data
[2], imm_str
[2]);
3139 wined3d_ftoa(*(const float *)®
->u
.immconst_data
[3], imm_str
[3]);
3140 sprintf(register_name
, "vec4(%s, %s, %s, %s)",
3141 imm_str
[0], imm_str
[1], imm_str
[2], imm_str
[3]);
3144 case WINED3D_DATA_INT
:
3145 sprintf(register_name
, "ivec4(%#x, %#x, %#x, %#x)",
3146 reg
->u
.immconst_data
[0], reg
->u
.immconst_data
[1],
3147 reg
->u
.immconst_data
[2], reg
->u
.immconst_data
[3]);
3149 case WINED3D_DATA_RESOURCE
:
3150 case WINED3D_DATA_SAMPLER
:
3151 case WINED3D_DATA_UINT
:
3152 sprintf(register_name
, "uvec4(%#xu, %#xu, %#xu, %#xu)",
3153 reg
->u
.immconst_data
[0], reg
->u
.immconst_data
[1],
3154 reg
->u
.immconst_data
[2], reg
->u
.immconst_data
[3]);
3157 sprintf(register_name
, "<unhandled data type %#x>", data_type
);
3163 FIXME("Unhandled immconst type %#x\n", reg
->immconst_type
);
3164 sprintf(register_name
, "<unhandled_immconst_type %#x>", reg
->immconst_type
);
3168 case WINED3DSPR_CONSTBUFFER
:
3169 if (reg
->idx
[1].rel_addr
)
3170 sprintf(register_name
, "%s_cb%u[%s + %u]",
3171 prefix
, reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
3173 sprintf(register_name
, "%s_cb%u[%u]", prefix
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
3176 case WINED3DSPR_IMMCONSTBUFFER
:
3177 if (reg
->idx
[0].rel_addr
)
3178 sprintf(register_name
, "%s_icb[%s + %u]", prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
3180 sprintf(register_name
, "%s_icb[%u]", prefix
, reg
->idx
[0].offset
);
3183 case WINED3DSPR_PRIMID
:
3184 if (version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
3185 sprintf(register_name
, "gl_PrimitiveIDIn");
3187 sprintf(register_name
, "gl_PrimitiveID");
3190 case WINED3DSPR_IDXTEMP
:
3191 if (reg
->idx
[1].rel_addr
)
3192 sprintf(register_name
, "X%u[%s + %u]", reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
3194 sprintf(register_name
, "X%u[%u]", reg
->idx
[0].offset
, reg
->idx
[1].offset
);
3197 case WINED3DSPR_LOCALTHREADINDEX
:
3198 shader_glsl_fixup_scalar_register_variable(register_name
,
3199 "int(gl_LocalInvocationIndex)", gl_info
);
3202 case WINED3DSPR_GSINSTID
:
3203 case WINED3DSPR_OUTPOINTID
:
3204 shader_glsl_fixup_scalar_register_variable(register_name
,
3205 "gl_InvocationID", gl_info
);
3208 case WINED3DSPR_THREADID
:
3209 sprintf(register_name
, "ivec3(gl_GlobalInvocationID)");
3212 case WINED3DSPR_THREADGROUPID
:
3213 sprintf(register_name
, "ivec3(gl_WorkGroupID)");
3216 case WINED3DSPR_LOCALTHREADID
:
3217 sprintf(register_name
, "ivec3(gl_LocalInvocationID)");
3220 case WINED3DSPR_FORKINSTID
:
3221 case WINED3DSPR_JOININSTID
:
3222 shader_glsl_fixup_scalar_register_variable(register_name
,
3223 "phase_instance_id", gl_info
);
3226 case WINED3DSPR_TESSCOORD
:
3227 sprintf(register_name
, "gl_TessCoord");
3230 case WINED3DSPR_OUTCONTROLPOINT
:
3231 if (reg
->idx
[0].rel_addr
)
3233 if (reg
->idx
[1].rel_addr
)
3234 sprintf(register_name
, "shader_out[%s + %u].reg[%s + %u]",
3235 rel_param0
.param_str
, reg
->idx
[0].offset
,
3236 rel_param1
.param_str
, reg
->idx
[1].offset
);
3238 sprintf(register_name
, "shader_out[%s + %u].reg[%u]",
3239 rel_param0
.param_str
, reg
->idx
[0].offset
,
3240 reg
->idx
[1].offset
);
3242 else if (reg
->idx
[1].rel_addr
)
3244 sprintf(register_name
, "shader_out[%u].reg[%s + %u]",
3245 reg
->idx
[0].offset
, rel_param1
.param_str
,
3246 reg
->idx
[1].offset
);
3250 sprintf(register_name
, "shader_out[%u].reg[%u]",
3251 reg
->idx
[0].offset
, reg
->idx
[1].offset
);
3255 case WINED3DSPR_PATCHCONST
:
3256 if (version
->type
== WINED3D_SHADER_TYPE_HULL
)
3257 sprintf(register_name
, "hs_out[%u]", reg
->idx
[0].offset
);
3259 sprintf(register_name
, "vpc[%u]", reg
->idx
[0].offset
);
3262 case WINED3DSPR_SAMPLEMASK
:
3263 sprintf(register_name
, "sample_mask");
3267 FIXME("Unhandled register type %#x.\n", reg
->type
);
3268 sprintf(register_name
, "unrecognized_register");
3273 static void shader_glsl_write_mask_to_str(DWORD write_mask
, char *str
)
3276 if (write_mask
& WINED3DSP_WRITEMASK_0
) *str
++ = 'x';
3277 if (write_mask
& WINED3DSP_WRITEMASK_1
) *str
++ = 'y';
3278 if (write_mask
& WINED3DSP_WRITEMASK_2
) *str
++ = 'z';
3279 if (write_mask
& WINED3DSP_WRITEMASK_3
) *str
++ = 'w';
3283 /* Get the GLSL write mask for the destination register */
3284 static DWORD
shader_glsl_get_write_mask(const struct wined3d_shader_dst_param
*param
, char *write_mask
)
3286 DWORD mask
= param
->write_mask
;
3288 if (shader_is_scalar(¶m
->reg
))
3290 mask
= WINED3DSP_WRITEMASK_0
;
3295 shader_glsl_write_mask_to_str(mask
, write_mask
);
3301 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask
)
3303 unsigned int size
= 0;
3305 if (write_mask
& WINED3DSP_WRITEMASK_0
) ++size
;
3306 if (write_mask
& WINED3DSP_WRITEMASK_1
) ++size
;
3307 if (write_mask
& WINED3DSP_WRITEMASK_2
) ++size
;
3308 if (write_mask
& WINED3DSP_WRITEMASK_3
) ++size
;
3313 static unsigned int shader_glsl_swizzle_get_component(DWORD swizzle
,
3314 unsigned int component_idx
)
3316 /* swizzle bits fields: wwzzyyxx */
3317 return (swizzle
>> (2 * component_idx
)) & 0x3;
3320 static void shader_glsl_swizzle_to_str(DWORD swizzle
, BOOL fixup
, DWORD mask
, char *str
)
3322 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
3323 * but addressed as "rgba". To fix this we need to swap the register's x
3324 * and z components. */
3325 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
3329 for (i
= 0; i
< 4; ++i
)
3331 if (mask
& (WINED3DSP_WRITEMASK_0
<< i
))
3332 *str
++ = swizzle_chars
[shader_glsl_swizzle_get_component(swizzle
, i
)];
3337 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param
*param
,
3338 BOOL fixup
, DWORD mask
, char *swizzle_str
)
3340 if (shader_is_scalar(¶m
->reg
))
3341 *swizzle_str
= '\0';
3343 shader_glsl_swizzle_to_str(param
->swizzle
, fixup
, mask
, swizzle_str
);
3346 static void shader_glsl_sprintf_cast(struct wined3d_string_buffer
*dst_param
, const char *src_param
,
3347 enum wined3d_data_type dst_data_type
, enum wined3d_data_type src_data_type
)
3349 if (dst_data_type
== src_data_type
)
3351 string_buffer_sprintf(dst_param
, "%s", src_param
);
3355 if (src_data_type
== WINED3D_DATA_FLOAT
)
3357 switch (dst_data_type
)
3359 case WINED3D_DATA_INT
:
3360 string_buffer_sprintf(dst_param
, "floatBitsToInt(%s)", src_param
);
3362 case WINED3D_DATA_RESOURCE
:
3363 case WINED3D_DATA_SAMPLER
:
3364 case WINED3D_DATA_UINT
:
3365 string_buffer_sprintf(dst_param
, "floatBitsToUint(%s)", src_param
);
3372 if (src_data_type
== WINED3D_DATA_UINT
&& dst_data_type
== WINED3D_DATA_FLOAT
)
3374 string_buffer_sprintf(dst_param
, "uintBitsToFloat(%s)", src_param
);
3378 if (src_data_type
== WINED3D_DATA_INT
&& dst_data_type
== WINED3D_DATA_FLOAT
)
3380 string_buffer_sprintf(dst_param
, "intBitsToFloat(%s)", src_param
);
3384 FIXME("Unhandled cast from %#x to %#x.\n", src_data_type
, dst_data_type
);
3385 string_buffer_sprintf(dst_param
, "%s", src_param
);
3388 /* From a given parameter token, generate the corresponding GLSL string.
3389 * Also, return the actual register name and swizzle in case the
3390 * caller needs this information as well. */
3391 static void shader_glsl_add_src_param_ext(const struct wined3d_shader_context
*ctx
,
3392 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
,
3393 enum wined3d_data_type data_type
)
3395 struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
3396 struct wined3d_string_buffer
*reg_name
= string_buffer_get(priv
->string_buffers
);
3397 enum wined3d_data_type param_data_type
;
3398 BOOL is_color
= FALSE
;
3399 char swizzle_str
[6];
3401 glsl_src
->reg_name
[0] = '\0';
3402 glsl_src
->param_str
[0] = '\0';
3403 swizzle_str
[0] = '\0';
3405 shader_glsl_get_register_name(&wined3d_src
->reg
, data_type
, glsl_src
->reg_name
, &is_color
, ctx
);
3406 shader_glsl_get_swizzle(wined3d_src
, is_color
, mask
, swizzle_str
);
3408 switch (wined3d_src
->reg
.type
)
3410 case WINED3DSPR_IMMCONST
:
3411 param_data_type
= data_type
;
3413 case WINED3DSPR_FORKINSTID
:
3414 case WINED3DSPR_GSINSTID
:
3415 case WINED3DSPR_JOININSTID
:
3416 case WINED3DSPR_LOCALTHREADID
:
3417 case WINED3DSPR_LOCALTHREADINDEX
:
3418 case WINED3DSPR_OUTPOINTID
:
3419 case WINED3DSPR_PRIMID
:
3420 case WINED3DSPR_THREADGROUPID
:
3421 case WINED3DSPR_THREADID
:
3422 param_data_type
= WINED3D_DATA_INT
;
3425 param_data_type
= WINED3D_DATA_FLOAT
;
3429 shader_glsl_sprintf_cast(reg_name
, glsl_src
->reg_name
, data_type
, param_data_type
);
3430 shader_glsl_gen_modifier(wined3d_src
->modifiers
, reg_name
->buffer
, swizzle_str
, glsl_src
->param_str
);
3432 string_buffer_release(priv
->string_buffers
, reg_name
);
3435 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
3436 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
)
3438 shader_glsl_add_src_param_ext(ins
->ctx
, wined3d_src
, mask
, glsl_src
, wined3d_src
->reg
.data_type
);
3441 /* From a given parameter token, generate the corresponding GLSL string.
3442 * Also, return the actual register name and swizzle in case the
3443 * caller needs this information as well. */
3444 static DWORD
shader_glsl_add_dst_param(const struct wined3d_shader_instruction
*ins
,
3445 const struct wined3d_shader_dst_param
*wined3d_dst
, struct glsl_dst_param
*glsl_dst
)
3447 BOOL is_color
= FALSE
;
3449 glsl_dst
->mask_str
[0] = '\0';
3450 glsl_dst
->reg_name
[0] = '\0';
3452 shader_glsl_get_register_name(&wined3d_dst
->reg
, wined3d_dst
->reg
.data_type
,
3453 glsl_dst
->reg_name
, &is_color
, ins
->ctx
);
3454 return shader_glsl_get_write_mask(wined3d_dst
, glsl_dst
->mask_str
);
3457 /* Append the destination part of the instruction to the buffer, return the effective write mask */
3458 static DWORD
shader_glsl_append_dst_ext(struct wined3d_string_buffer
*buffer
,
3459 const struct wined3d_shader_instruction
*ins
, const struct wined3d_shader_dst_param
*dst
,
3460 enum wined3d_data_type data_type
)
3462 struct glsl_dst_param glsl_dst
;
3465 if ((mask
= shader_glsl_add_dst_param(ins
, dst
, &glsl_dst
)))
3469 case WINED3D_DATA_FLOAT
:
3470 shader_addline(buffer
, "%s%s = %s(",
3471 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
3473 case WINED3D_DATA_INT
:
3474 shader_addline(buffer
, "%s%s = %sintBitsToFloat(",
3475 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
3477 case WINED3D_DATA_RESOURCE
:
3478 case WINED3D_DATA_SAMPLER
:
3479 case WINED3D_DATA_UINT
:
3480 shader_addline(buffer
, "%s%s = %suintBitsToFloat(",
3481 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
3484 FIXME("Unhandled data type %#x.\n", data_type
);
3485 shader_addline(buffer
, "%s%s = %s(",
3486 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
3494 /* Append the destination part of the instruction to the buffer, return the effective write mask */
3495 static DWORD
shader_glsl_append_dst(struct wined3d_string_buffer
*buffer
, const struct wined3d_shader_instruction
*ins
)
3497 return shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
3500 /** Process GLSL instruction modifiers */
3501 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
)
3503 struct glsl_dst_param dst_param
;
3506 if (!ins
->dst_count
) return;
3508 modifiers
= ins
->dst
[0].modifiers
;
3509 if (!modifiers
) return;
3511 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
3513 if (modifiers
& WINED3DSPDM_SATURATE
)
3515 /* _SAT means to clamp the value of the register to between 0 and 1 */
3516 shader_addline(ins
->ctx
->buffer
, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param
.reg_name
,
3517 dst_param
.mask_str
, dst_param
.reg_name
, dst_param
.mask_str
);
3520 if (modifiers
& WINED3DSPDM_MSAMPCENTROID
)
3522 FIXME("_centroid modifier not handled\n");
3525 if (modifiers
& WINED3DSPDM_PARTIALPRECISION
)
3527 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
3531 static const char *shader_glsl_get_rel_op(enum wined3d_shader_rel_op op
)
3535 case WINED3D_SHADER_REL_OP_GT
: return ">";
3536 case WINED3D_SHADER_REL_OP_EQ
: return "==";
3537 case WINED3D_SHADER_REL_OP_GE
: return ">=";
3538 case WINED3D_SHADER_REL_OP_LT
: return "<";
3539 case WINED3D_SHADER_REL_OP_NE
: return "!=";
3540 case WINED3D_SHADER_REL_OP_LE
: return "<=";
3542 FIXME("Unrecognized operator %#x.\n", op
);
3547 static BOOL
shader_glsl_has_core_grad(const struct wined3d_gl_info
*gl_info
)
3549 return shader_glsl_get_version(gl_info
) >= 130 || gl_info
->supported
[EXT_GPU_SHADER4
];
3552 static void shader_glsl_get_coord_size(enum wined3d_shader_resource_type resource_type
,
3553 unsigned int *coord_size
, unsigned int *deriv_size
)
3555 const BOOL is_array
= resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY
3556 || resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
;
3558 *coord_size
= resource_type_info
[resource_type
].coord_size
;
3559 *deriv_size
= *coord_size
;
3564 static void shader_glsl_get_sample_function(const struct wined3d_shader_context
*ctx
,
3565 DWORD resource_idx
, DWORD sampler_idx
, DWORD flags
, struct glsl_sample_function
*sample_function
)
3567 enum wined3d_shader_resource_type resource_type
= ctx
->reg_maps
->resource_info
[resource_idx
].type
;
3568 struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
3569 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
3570 BOOL shadow
= glsl_is_shadow_sampler(ctx
->shader
, priv
->cur_ps_args
, resource_idx
, sampler_idx
);
3571 BOOL projected
= flags
& WINED3D_GLSL_SAMPLE_PROJECTED
;
3572 BOOL texrect
= ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
3573 && priv
->cur_ps_args
->np2_fixup
& (1u << resource_idx
)
3574 && gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
3575 BOOL lod
= flags
& WINED3D_GLSL_SAMPLE_LOD
;
3576 BOOL grad
= flags
& WINED3D_GLSL_SAMPLE_GRAD
;
3577 BOOL offset
= flags
& WINED3D_GLSL_SAMPLE_OFFSET
;
3578 const char *base
= "texture", *type_part
= "", *suffix
= "";
3579 unsigned int coord_size
, deriv_size
;
3581 sample_function
->data_type
= ctx
->reg_maps
->resource_info
[resource_idx
].data_type
;
3583 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
3585 ERR("Unexpected resource type %#x.\n", resource_type
);
3586 resource_type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
3589 /* Note that there's no such thing as a projected cube texture. */
3590 if (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
3593 if (needs_legacy_glsl_syntax(gl_info
))
3598 type_part
= resource_type_info
[resource_type
].type_part
;
3599 if (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2D
&& texrect
)
3600 type_part
= "2DRect";
3601 if (!type_part
[0] && resource_type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY
)
3602 FIXME("Unhandled resource type %#x.\n", resource_type
);
3604 if (!lod
&& grad
&& !shader_glsl_has_core_grad(gl_info
))
3606 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
3609 FIXME("Unsupported grad function.\n");
3613 if (flags
& WINED3D_GLSL_SAMPLE_LOAD
)
3615 static const DWORD texel_fetch_flags
= WINED3D_GLSL_SAMPLE_LOAD
| WINED3D_GLSL_SAMPLE_OFFSET
;
3616 if (flags
& ~texel_fetch_flags
)
3617 ERR("Unexpected flags %#x for texelFetch.\n", flags
& ~texel_fetch_flags
);
3619 base
= "texelFetch";
3623 sample_function
->name
= string_buffer_get(priv
->string_buffers
);
3624 string_buffer_sprintf(sample_function
->name
, "%s%s%s%s%s%s", base
, type_part
, projected
? "Proj" : "",
3625 lod
? "Lod" : grad
? "Grad" : "", offset
? "Offset" : "", suffix
);
3627 shader_glsl_get_coord_size(resource_type
, &coord_size
, &deriv_size
);
3630 sample_function
->offset_size
= offset
? deriv_size
: 0;
3631 sample_function
->coord_mask
= (1u << coord_size
) - 1;
3632 sample_function
->deriv_mask
= (1u << deriv_size
) - 1;
3633 sample_function
->output_single_component
= shadow
&& !needs_legacy_glsl_syntax(gl_info
);
3636 static void shader_glsl_release_sample_function(const struct wined3d_shader_context
*ctx
,
3637 struct glsl_sample_function
*sample_function
)
3639 const struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
3641 string_buffer_release(priv
->string_buffers
, sample_function
->name
);
3644 static void shader_glsl_append_fixup_arg(char *arguments
, const char *reg_name
,
3645 BOOL sign_fixup
, enum fixup_channel_source channel_source
)
3647 switch(channel_source
)
3649 case CHANNEL_SOURCE_ZERO
:
3650 strcat(arguments
, "0.0");
3653 case CHANNEL_SOURCE_ONE
:
3654 strcat(arguments
, "1.0");
3657 case CHANNEL_SOURCE_X
:
3658 strcat(arguments
, reg_name
);
3659 strcat(arguments
, ".x");
3662 case CHANNEL_SOURCE_Y
:
3663 strcat(arguments
, reg_name
);
3664 strcat(arguments
, ".y");
3667 case CHANNEL_SOURCE_Z
:
3668 strcat(arguments
, reg_name
);
3669 strcat(arguments
, ".z");
3672 case CHANNEL_SOURCE_W
:
3673 strcat(arguments
, reg_name
);
3674 strcat(arguments
, ".w");
3678 FIXME("Unhandled channel source %#x\n", channel_source
);
3679 strcat(arguments
, "undefined");
3683 if (sign_fixup
) strcat(arguments
, " * 2.0 - 1.0");
3686 static void shader_glsl_color_correction_ext(struct wined3d_string_buffer
*buffer
,
3687 const char *reg_name
, DWORD mask
, struct color_fixup_desc fixup
)
3689 unsigned int mask_size
, remaining
;
3690 DWORD fixup_mask
= 0;
3691 char arguments
[256];
3694 if (fixup
.x_sign_fixup
|| fixup
.x_source
!= CHANNEL_SOURCE_X
) fixup_mask
|= WINED3DSP_WRITEMASK_0
;
3695 if (fixup
.y_sign_fixup
|| fixup
.y_source
!= CHANNEL_SOURCE_Y
) fixup_mask
|= WINED3DSP_WRITEMASK_1
;
3696 if (fixup
.z_sign_fixup
|| fixup
.z_source
!= CHANNEL_SOURCE_Z
) fixup_mask
|= WINED3DSP_WRITEMASK_2
;
3697 if (fixup
.w_sign_fixup
|| fixup
.w_source
!= CHANNEL_SOURCE_W
) fixup_mask
|= WINED3DSP_WRITEMASK_3
;
3698 if (!(mask
&= fixup_mask
))
3701 if (is_complex_fixup(fixup
))
3703 enum complex_fixup complex_fixup
= get_complex_fixup(fixup
);
3704 FIXME("Complex fixup (%#x) not supported\n",complex_fixup
);
3708 shader_glsl_write_mask_to_str(mask
, mask_str
);
3709 mask_size
= shader_glsl_get_write_mask_size(mask
);
3711 arguments
[0] = '\0';
3712 remaining
= mask_size
;
3713 if (mask
& WINED3DSP_WRITEMASK_0
)
3715 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.x_sign_fixup
, fixup
.x_source
);
3716 if (--remaining
) strcat(arguments
, ", ");
3718 if (mask
& WINED3DSP_WRITEMASK_1
)
3720 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.y_sign_fixup
, fixup
.y_source
);
3721 if (--remaining
) strcat(arguments
, ", ");
3723 if (mask
& WINED3DSP_WRITEMASK_2
)
3725 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.z_sign_fixup
, fixup
.z_source
);
3726 if (--remaining
) strcat(arguments
, ", ");
3728 if (mask
& WINED3DSP_WRITEMASK_3
)
3730 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.w_sign_fixup
, fixup
.w_source
);
3731 if (--remaining
) strcat(arguments
, ", ");
3735 shader_addline(buffer
, "%s%s = vec%u(%s);\n", reg_name
, mask_str
, mask_size
, arguments
);
3737 shader_addline(buffer
, "%s%s = %s;\n", reg_name
, mask_str
, arguments
);
3740 static void shader_glsl_color_correction(const struct wined3d_shader_instruction
*ins
, struct color_fixup_desc fixup
)
3745 shader_glsl_get_register_name(&ins
->dst
[0].reg
, ins
->dst
[0].reg
.data_type
, reg_name
, &is_color
, ins
->ctx
);
3746 shader_glsl_color_correction_ext(ins
->ctx
->buffer
, reg_name
, ins
->dst
[0].write_mask
, fixup
);
3749 static void PRINTF_ATTR(9, 10) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction
*ins
,
3750 unsigned int sampler_bind_idx
, const struct glsl_sample_function
*sample_function
, DWORD swizzle
,
3751 const char *dx
, const char *dy
, const char *bias
, const struct wined3d_shader_texel_offset
*offset
,
3752 const char *coord_reg_fmt
, ...)
3754 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
3755 char dst_swizzle
[6];
3756 struct color_fixup_desc fixup
;
3757 BOOL np2_fixup
= FALSE
;
3761 shader_glsl_swizzle_to_str(swizzle
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
3763 /* If ARB_texture_swizzle is supported we don't need to do anything here.
3764 * We actually rely on it for vertex shaders and SM4+. */
3765 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& version
->major
< 4)
3767 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3768 fixup
= priv
->cur_ps_args
->color_fixup
[sampler_bind_idx
];
3770 if (priv
->cur_ps_args
->np2_fixup
& (1u << sampler_bind_idx
))
3775 fixup
= COLOR_FIXUP_IDENTITY
;
3778 shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], sample_function
->data_type
);
3780 if (sample_function
->output_single_component
)
3781 shader_addline(ins
->ctx
->buffer
, "vec4(");
3783 shader_addline(ins
->ctx
->buffer
, "%s(%s_sampler%u, ",
3784 sample_function
->name
->buffer
, shader_glsl_get_prefix(version
->type
), sampler_bind_idx
);
3788 va_start(args
, coord_reg_fmt
);
3789 ret
= shader_vaddline(ins
->ctx
->buffer
, coord_reg_fmt
, args
);
3793 if (!string_buffer_resize(ins
->ctx
->buffer
, ret
))
3799 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3800 const unsigned char idx
= priv
->cur_np2fixup_info
->idx
[sampler_bind_idx
];
3802 switch (shader_glsl_get_write_mask_size(sample_function
->coord_mask
))
3805 shader_addline(ins
->ctx
->buffer
, " * ps_samplerNP2Fixup[%u].%s",
3806 idx
>> 1, (idx
% 2) ? "z" : "x");
3809 shader_addline(ins
->ctx
->buffer
, " * ps_samplerNP2Fixup[%u].%s",
3810 idx
>> 1, (idx
% 2) ? "zw" : "xy");
3813 shader_addline(ins
->ctx
->buffer
, " * vec3(ps_samplerNP2Fixup[%u].%s, 1.0)",
3814 idx
>> 1, (idx
% 2) ? "zw" : "xy");
3817 shader_addline(ins
->ctx
->buffer
, " * vec4(ps_samplerNP2Fixup[%u].%s, 1.0, 1.0)",
3818 idx
>> 1, (idx
% 2) ? "zw" : "xy");
3823 shader_addline(ins
->ctx
->buffer
, ", %s, %s", dx
, dy
);
3825 shader_addline(ins
->ctx
->buffer
, ", %s", bias
);
3826 if (sample_function
->offset_size
)
3828 int offset_immdata
[4] = {offset
->u
, offset
->v
, offset
->w
};
3829 shader_addline(ins
->ctx
->buffer
, ", ");
3830 shader_glsl_append_imm_ivec(ins
->ctx
->buffer
, offset_immdata
, sample_function
->offset_size
);
3832 shader_addline(ins
->ctx
->buffer
, ")");
3834 if (sample_function
->output_single_component
)
3835 shader_addline(ins
->ctx
->buffer
, ")");
3837 shader_addline(ins
->ctx
->buffer
, "%s);\n", dst_swizzle
);
3839 if (!is_identity_fixup(fixup
))
3840 shader_glsl_color_correction(ins
, fixup
);
3843 static void shader_glsl_fixup_position(struct wined3d_string_buffer
*buffer
, BOOL use_viewport_index
)
3845 /* Write the final position.
3847 * OpenGL coordinates specify the center of the pixel while D3D coords
3848 * specify the corner. The offsets are stored in z and w in
3849 * pos_fixup. pos_fixup.y contains 1.0 or -1.0 to turn the rendering
3850 * upside down for offscreen rendering. pos_fixup.x contains 1.0 to allow
3852 if (use_viewport_index
)
3854 shader_addline(buffer
, "gl_Position.y = gl_Position.y * pos_fixup[gl_ViewportIndex].y;\n");
3855 shader_addline(buffer
, "gl_Position.xy += pos_fixup[gl_ViewportIndex].zw * gl_Position.ww;\n");
3859 shader_addline(buffer
, "gl_Position.y = gl_Position.y * pos_fixup.y;\n");
3860 shader_addline(buffer
, "gl_Position.xy += pos_fixup.zw * gl_Position.ww;\n");
3863 /* Z coord [0;1]->[-1;1] mapping, see comment in get_projection_matrix()
3866 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However,
3867 * shaders are run before the homogeneous divide, so we have to take the w
3868 * into account: z = ((z / w) * 2 - 1) * w, which is the same as
3870 shader_addline(buffer
, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
3873 /*****************************************************************************
3874 * Begin processing individual instruction opcodes
3875 ****************************************************************************/
3877 static void shader_glsl_binop(const struct wined3d_shader_instruction
*ins
)
3879 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3880 struct glsl_src_param src0_param
;
3881 struct glsl_src_param src1_param
;
3885 /* Determine the GLSL operator to use based on the opcode */
3886 switch (ins
->handler_idx
)
3888 case WINED3DSIH_ADD
: op
= "+"; break;
3889 case WINED3DSIH_AND
: op
= "&"; break;
3890 case WINED3DSIH_DIV
: op
= "/"; break;
3891 case WINED3DSIH_IADD
: op
= "+"; break;
3892 case WINED3DSIH_ISHL
: op
= "<<"; break;
3893 case WINED3DSIH_ISHR
: op
= ">>"; break;
3894 case WINED3DSIH_MUL
: op
= "*"; break;
3895 case WINED3DSIH_OR
: op
= "|"; break;
3896 case WINED3DSIH_SUB
: op
= "-"; break;
3897 case WINED3DSIH_USHR
: op
= ">>"; break;
3898 case WINED3DSIH_XOR
: op
= "^"; break;
3900 op
= "<unhandled operator>";
3901 FIXME("Opcode %s not yet handled in GLSL.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3905 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3906 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3907 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3908 shader_addline(buffer
, "%s %s %s);\n", src0_param
.param_str
, op
, src1_param
.param_str
);
3911 static void shader_glsl_relop(const struct wined3d_shader_instruction
*ins
)
3913 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3914 struct glsl_src_param src0_param
;
3915 struct glsl_src_param src1_param
;
3916 unsigned int mask_size
;
3920 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3921 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3922 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3923 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3927 switch (ins
->handler_idx
)
3929 case WINED3DSIH_EQ
: op
= "equal"; break;
3930 case WINED3DSIH_IEQ
: op
= "equal"; break;
3931 case WINED3DSIH_GE
: op
= "greaterThanEqual"; break;
3932 case WINED3DSIH_IGE
: op
= "greaterThanEqual"; break;
3933 case WINED3DSIH_UGE
: op
= "greaterThanEqual"; break;
3934 case WINED3DSIH_LT
: op
= "lessThan"; break;
3935 case WINED3DSIH_ILT
: op
= "lessThan"; break;
3936 case WINED3DSIH_ULT
: op
= "lessThan"; break;
3937 case WINED3DSIH_NE
: op
= "notEqual"; break;
3938 case WINED3DSIH_INE
: op
= "notEqual"; break;
3940 op
= "<unhandled operator>";
3941 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
3945 shader_addline(buffer
, "uvec%u(%s(%s, %s)) * 0xffffffffu);\n",
3946 mask_size
, op
, src0_param
.param_str
, src1_param
.param_str
);
3950 switch (ins
->handler_idx
)
3952 case WINED3DSIH_EQ
: op
= "=="; break;
3953 case WINED3DSIH_IEQ
: op
= "=="; break;
3954 case WINED3DSIH_GE
: op
= ">="; break;
3955 case WINED3DSIH_IGE
: op
= ">="; break;
3956 case WINED3DSIH_UGE
: op
= ">="; break;
3957 case WINED3DSIH_LT
: op
= "<"; break;
3958 case WINED3DSIH_ILT
: op
= "<"; break;
3959 case WINED3DSIH_ULT
: op
= "<"; break;
3960 case WINED3DSIH_NE
: op
= "!="; break;
3961 case WINED3DSIH_INE
: op
= "!="; break;
3963 op
= "<unhandled operator>";
3964 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
3968 shader_addline(buffer
, "%s %s %s ? 0xffffffffu : 0u);\n",
3969 src0_param
.param_str
, op
, src1_param
.param_str
);
3973 static void shader_glsl_unary_op(const struct wined3d_shader_instruction
*ins
)
3975 struct glsl_src_param src_param
;
3979 switch (ins
->handler_idx
)
3981 case WINED3DSIH_INEG
: op
= "-"; break;
3982 case WINED3DSIH_NOT
: op
= "~"; break;
3984 op
= "<unhandled operator>";
3985 ERR("Unhandled opcode %s.\n",
3986 debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3990 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3991 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3992 shader_addline(ins
->ctx
->buffer
, "%s%s);\n", op
, src_param
.param_str
);
3995 static void shader_glsl_mul_extended(const struct wined3d_shader_instruction
*ins
)
3997 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3998 struct glsl_src_param src0_param
;
3999 struct glsl_src_param src1_param
;
4002 /* If we have ARB_gpu_shader5, we can use imulExtended() / umulExtended().
4003 * If not, we can emulate it. */
4004 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
4005 FIXME("64-bit integer multiplies not implemented.\n");
4007 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
4009 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
4010 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4011 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4013 shader_addline(ins
->ctx
->buffer
, "%s * %s);\n",
4014 src0_param
.param_str
, src1_param
.param_str
);
4018 static void shader_glsl_udiv(const struct wined3d_shader_instruction
*ins
)
4020 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4021 struct glsl_src_param src0_param
, src1_param
;
4024 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
4026 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
4030 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4031 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4032 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4033 shader_addline(buffer
, "tmp0%s = uintBitsToFloat(%s / %s);\n",
4034 dst_mask
, src0_param
.param_str
, src1_param
.param_str
);
4036 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
4037 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4038 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4039 shader_addline(buffer
, "%s %% %s);\n", src0_param
.param_str
, src1_param
.param_str
);
4041 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], WINED3D_DATA_FLOAT
);
4042 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
4046 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
4047 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4048 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4049 shader_addline(buffer
, "%s / %s);\n", src0_param
.param_str
, src1_param
.param_str
);
4052 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
4054 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
4055 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4056 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4057 shader_addline(buffer
, "%s %% %s);\n", src0_param
.param_str
, src1_param
.param_str
);
4061 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
4062 static void shader_glsl_mov(const struct wined3d_shader_instruction
*ins
)
4064 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
4065 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4066 struct glsl_src_param src0_param
;
4069 write_mask
= shader_glsl_append_dst(buffer
, ins
);
4070 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4072 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
4073 * shader versions WINED3DSIO_MOVA is used for this. */
4074 if (ins
->ctx
->reg_maps
->shader_version
.major
== 1
4075 && ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_VERTEX
4076 && ins
->dst
[0].reg
.type
== WINED3DSPR_ADDR
)
4078 /* This is a simple floor() */
4079 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4080 if (mask_size
> 1) {
4081 shader_addline(buffer
, "ivec%d(floor(%s)));\n", mask_size
, src0_param
.param_str
);
4083 shader_addline(buffer
, "int(floor(%s)));\n", src0_param
.param_str
);
4086 else if (ins
->handler_idx
== WINED3DSIH_MOVA
)
4088 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4090 if (shader_glsl_get_version(gl_info
) >= 130 || gl_info
->supported
[EXT_GPU_SHADER4
])
4093 shader_addline(buffer
, "ivec%d(round(%s)));\n", mask_size
, src0_param
.param_str
);
4095 shader_addline(buffer
, "int(round(%s)));\n", src0_param
.param_str
);
4100 shader_addline(buffer
, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
4101 mask_size
, src0_param
.param_str
, mask_size
, src0_param
.param_str
);
4103 shader_addline(buffer
, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
4104 src0_param
.param_str
, src0_param
.param_str
);
4109 shader_addline(buffer
, "%s);\n", src0_param
.param_str
);
4113 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
4114 static void shader_glsl_dot(const struct wined3d_shader_instruction
*ins
)
4116 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4117 struct glsl_src_param src0_param
;
4118 struct glsl_src_param src1_param
;
4119 DWORD dst_write_mask
, src_write_mask
;
4120 unsigned int dst_size
;
4122 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
4123 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
4125 /* dp4 works on vec4, dp3 on vec3, etc. */
4126 if (ins
->handler_idx
== WINED3DSIH_DP4
)
4127 src_write_mask
= WINED3DSP_WRITEMASK_ALL
;
4128 else if (ins
->handler_idx
== WINED3DSIH_DP3
)
4129 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4131 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
4133 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_write_mask
, &src0_param
);
4134 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_write_mask
, &src1_param
);
4137 shader_addline(buffer
, "vec%d(dot(%s, %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
4139 shader_addline(buffer
, "dot(%s, %s));\n", src0_param
.param_str
, src1_param
.param_str
);
4143 /* Note that this instruction has some restrictions. The destination write mask
4144 * can't contain the w component, and the source swizzles have to be .xyzw */
4145 static void shader_glsl_cross(const struct wined3d_shader_instruction
*ins
)
4147 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
4148 struct glsl_src_param src0_param
;
4149 struct glsl_src_param src1_param
;
4152 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4153 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4154 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
4155 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
4156 shader_addline(ins
->ctx
->buffer
, "cross(%s, %s)%s);\n", src0_param
.param_str
, src1_param
.param_str
, dst_mask
);
4159 static void shader_glsl_cut(const struct wined3d_shader_instruction
*ins
)
4161 unsigned int stream
= ins
->handler_idx
== WINED3DSIH_CUT
? 0 : ins
->src
[0].reg
.idx
[0].offset
;
4164 shader_addline(ins
->ctx
->buffer
, "EndPrimitive();\n");
4166 FIXME("Unhandled primitive stream %u.\n", stream
);
4169 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
4170 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
4171 * GLSL uses the value as-is. */
4172 static void shader_glsl_pow(const struct wined3d_shader_instruction
*ins
)
4174 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4175 struct glsl_src_param src0_param
;
4176 struct glsl_src_param src1_param
;
4177 DWORD dst_write_mask
;
4178 unsigned int dst_size
;
4180 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
4181 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
4183 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4184 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
4188 shader_addline(buffer
, "vec%u(%s == 0.0 ? 1.0 : pow(abs(%s), %s)));\n",
4189 dst_size
, src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
4193 shader_addline(buffer
, "%s == 0.0 ? 1.0 : pow(abs(%s), %s));\n",
4194 src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
4198 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
4199 static void shader_glsl_map2gl(const struct wined3d_shader_instruction
*ins
)
4201 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4202 struct glsl_src_param src_param
;
4203 const char *instruction
;
4207 /* Determine the GLSL function to use based on the opcode */
4208 /* TODO: Possibly make this a table for faster lookups */
4209 switch (ins
->handler_idx
)
4211 case WINED3DSIH_ABS
: instruction
= "abs"; break;
4212 case WINED3DSIH_BFREV
: instruction
= "bitfieldReverse"; break;
4213 case WINED3DSIH_COUNTBITS
: instruction
= "bitCount"; break;
4214 case WINED3DSIH_DSX
: instruction
= "dFdx"; break;
4215 case WINED3DSIH_DSX_COARSE
: instruction
= "dFdxCoarse"; break;
4216 case WINED3DSIH_DSX_FINE
: instruction
= "dFdxFine"; break;
4217 case WINED3DSIH_DSY
: instruction
= "ycorrection.y * dFdy"; break;
4218 case WINED3DSIH_DSY_COARSE
: instruction
= "ycorrection.y * dFdyCoarse"; break;
4219 case WINED3DSIH_DSY_FINE
: instruction
= "ycorrection.y * dFdyFine"; break;
4220 case WINED3DSIH_FIRSTBIT_HI
: instruction
= "findMSB"; break;
4221 case WINED3DSIH_FIRSTBIT_LO
: instruction
= "findLSB"; break;
4222 case WINED3DSIH_FIRSTBIT_SHI
: instruction
= "findMSB"; break;
4223 case WINED3DSIH_FRC
: instruction
= "fract"; break;
4224 case WINED3DSIH_IMAX
: instruction
= "max"; break;
4225 case WINED3DSIH_IMIN
: instruction
= "min"; break;
4226 case WINED3DSIH_MAX
: instruction
= "max"; break;
4227 case WINED3DSIH_MIN
: instruction
= "min"; break;
4228 case WINED3DSIH_ROUND_NE
: instruction
= "roundEven"; break;
4229 case WINED3DSIH_ROUND_NI
: instruction
= "floor"; break;
4230 case WINED3DSIH_ROUND_PI
: instruction
= "ceil"; break;
4231 case WINED3DSIH_ROUND_Z
: instruction
= "trunc"; break;
4232 case WINED3DSIH_SQRT
: instruction
= "sqrt"; break;
4233 case WINED3DSIH_UMAX
: instruction
= "max"; break;
4234 case WINED3DSIH_UMIN
: instruction
= "min"; break;
4235 default: instruction
= "";
4236 ERR("Opcode %s not yet handled in GLSL.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
4240 write_mask
= shader_glsl_append_dst(buffer
, ins
);
4242 /* In D3D bits are numbered from the most significant bit. */
4243 if (ins
->handler_idx
== WINED3DSIH_FIRSTBIT_HI
|| ins
->handler_idx
== WINED3DSIH_FIRSTBIT_SHI
)
4244 shader_addline(buffer
, "31 - ");
4245 shader_addline(buffer
, "%s(", instruction
);
4249 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
4250 shader_addline(buffer
, "%s", src_param
.param_str
);
4251 for (i
= 1; i
< ins
->src_count
; ++i
)
4253 shader_glsl_add_src_param(ins
, &ins
->src
[i
], write_mask
, &src_param
);
4254 shader_addline(buffer
, ", %s", src_param
.param_str
);
4258 shader_addline(buffer
, "));\n");
4261 static void shader_glsl_float16(const struct wined3d_shader_instruction
*ins
)
4263 struct wined3d_shader_dst_param dst
;
4264 struct glsl_src_param src
;
4269 fmt
= ins
->handler_idx
== WINED3DSIH_F16TOF32
4270 ? "unpackHalf2x16(%s).x);\n" : "packHalf2x16(vec2(%s, 0.0)));\n";
4273 for (i
= 0; i
< 4; ++i
)
4275 dst
.write_mask
= ins
->dst
[0].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
);
4276 if (!(write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
,
4277 &dst
, dst
.reg
.data_type
)))
4280 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src
);
4281 shader_addline(ins
->ctx
->buffer
, fmt
, src
.param_str
);
4285 static void shader_glsl_bitwise_op(const struct wined3d_shader_instruction
*ins
)
4287 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4288 struct wined3d_shader_dst_param dst
;
4289 struct glsl_src_param src
[4];
4290 const char *instruction
;
4291 BOOL tmp_dst
= FALSE
;
4296 switch (ins
->handler_idx
)
4298 case WINED3DSIH_BFI
: instruction
= "bitfieldInsert"; break;
4299 case WINED3DSIH_IBFE
: instruction
= "bitfieldExtract"; break;
4300 case WINED3DSIH_UBFE
: instruction
= "bitfieldExtract"; break;
4302 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
4306 for (i
= 0; i
< ins
->src_count
; ++i
)
4308 if (ins
->dst
[0].reg
.idx
[0].offset
== ins
->src
[i
].reg
.idx
[0].offset
4309 && ins
->dst
[0].reg
.type
== ins
->src
[i
].reg
.type
)
4314 for (i
= 0; i
< 4; ++i
)
4316 dst
.write_mask
= ins
->dst
[0].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
);
4317 if (tmp_dst
&& (write_mask
= shader_glsl_get_write_mask(&dst
, mask_char
)))
4318 shader_addline(buffer
, "tmp0%s = %sBitsToFloat(", mask_char
,
4319 dst
.reg
.data_type
== WINED3D_DATA_INT
? "int" : "uint");
4320 else if (!(write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &dst
, dst
.reg
.data_type
)))
4323 for (j
= 0; j
< ins
->src_count
; ++j
)
4324 shader_glsl_add_src_param(ins
, &ins
->src
[j
], write_mask
, &src
[j
]);
4325 shader_addline(buffer
, "%s(", instruction
);
4326 for (j
= 0; j
< ins
->src_count
- 2; ++j
)
4327 shader_addline(buffer
, "%s, ", src
[ins
->src_count
- j
- 1].param_str
);
4328 shader_addline(buffer
, "%s & 0x1f, %s & 0x1f));\n", src
[1].param_str
, src
[0].param_str
);
4333 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], WINED3D_DATA_FLOAT
);
4334 shader_glsl_get_write_mask(&ins
->dst
[0], mask_char
);
4335 shader_addline(buffer
, "tmp0%s);\n", mask_char
);
4339 static void shader_glsl_nop(const struct wined3d_shader_instruction
*ins
) {}
4341 static void shader_glsl_nrm(const struct wined3d_shader_instruction
*ins
)
4343 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4344 struct glsl_src_param src_param
;
4345 unsigned int mask_size
;
4349 write_mask
= shader_glsl_get_write_mask(ins
->dst
, dst_mask
);
4350 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4351 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
4353 shader_addline(buffer
, "tmp0.x = dot(%s, %s);\n",
4354 src_param
.param_str
, src_param
.param_str
);
4355 shader_glsl_append_dst(buffer
, ins
);
4359 shader_addline(buffer
, "tmp0.x == 0.0 ? vec%u(0.0) : (%s * inversesqrt(tmp0.x)));\n",
4360 mask_size
, src_param
.param_str
);
4364 shader_addline(buffer
, "tmp0.x == 0.0 ? 0.0 : (%s * inversesqrt(tmp0.x)));\n",
4365 src_param
.param_str
);
4369 static void shader_glsl_scalar_op(const struct wined3d_shader_instruction
*ins
)
4371 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
4372 ins
->ctx
->reg_maps
->shader_version
.minor
);
4373 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4374 struct glsl_src_param src0_param
;
4375 const char *prefix
, *suffix
;
4376 unsigned int dst_size
;
4377 DWORD dst_write_mask
;
4379 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
4380 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
4382 if (shader_version
< WINED3D_SHADER_VERSION(4, 0))
4383 dst_write_mask
= WINED3DSP_WRITEMASK_3
;
4385 shader_glsl_add_src_param(ins
, &ins
->src
[0], dst_write_mask
, &src0_param
);
4387 switch (ins
->handler_idx
)
4389 case WINED3DSIH_EXP
:
4390 case WINED3DSIH_EXPP
:
4395 case WINED3DSIH_LOG
:
4396 case WINED3DSIH_LOGP
:
4397 prefix
= "log2(abs(";
4401 case WINED3DSIH_RCP
:
4406 case WINED3DSIH_RSQ
:
4407 prefix
= "inversesqrt(abs(";
4414 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
4418 if (dst_size
> 1 && shader_version
< WINED3D_SHADER_VERSION(4, 0))
4419 shader_addline(buffer
, "vec%u(%s%s%s));\n", dst_size
, prefix
, src0_param
.param_str
, suffix
);
4421 shader_addline(buffer
, "%s%s%s);\n", prefix
, src0_param
.param_str
, suffix
);
4424 /** Process the WINED3DSIO_EXPP instruction in GLSL:
4425 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
4426 * dst.x = 2^(floor(src))
4427 * dst.y = src - floor(src)
4428 * dst.z = 2^src (partial precision is allowed, but optional)
4430 * For 2.0 shaders, just do this (honoring writemask and swizzle):
4431 * dst = 2^src; (partial precision is allowed, but optional)
4433 static void shader_glsl_expp(const struct wined3d_shader_instruction
*ins
)
4435 if (ins
->ctx
->reg_maps
->shader_version
.major
< 2)
4437 struct glsl_src_param src_param
;
4440 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
4442 shader_addline(ins
->ctx
->buffer
, "tmp0.x = exp2(floor(%s));\n", src_param
.param_str
);
4443 shader_addline(ins
->ctx
->buffer
, "tmp0.y = %s - floor(%s);\n", src_param
.param_str
, src_param
.param_str
);
4444 shader_addline(ins
->ctx
->buffer
, "tmp0.z = exp2(%s);\n", src_param
.param_str
);
4445 shader_addline(ins
->ctx
->buffer
, "tmp0.w = 1.0;\n");
4447 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4448 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4449 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", dst_mask
);
4453 shader_glsl_scalar_op(ins
);
4456 static void shader_glsl_cast(const struct wined3d_shader_instruction
*ins
,
4457 const char *vector_constructor
, const char *scalar_constructor
)
4459 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4460 struct glsl_src_param src_param
;
4461 unsigned int mask_size
;
4464 write_mask
= shader_glsl_append_dst(buffer
, ins
);
4465 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4466 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
4469 shader_addline(buffer
, "%s%u(%s));\n", vector_constructor
, mask_size
, src_param
.param_str
);
4471 shader_addline(buffer
, "%s(%s));\n", scalar_constructor
, src_param
.param_str
);
4474 static void shader_glsl_to_int(const struct wined3d_shader_instruction
*ins
)
4476 shader_glsl_cast(ins
, "ivec", "int");
4479 static void shader_glsl_to_uint(const struct wined3d_shader_instruction
*ins
)
4481 shader_glsl_cast(ins
, "uvec", "uint");
4484 static void shader_glsl_to_float(const struct wined3d_shader_instruction
*ins
)
4486 shader_glsl_cast(ins
, "vec", "float");
4489 /** Process signed comparison opcodes in GLSL. */
4490 static void shader_glsl_compare(const struct wined3d_shader_instruction
*ins
)
4492 struct glsl_src_param src0_param
;
4493 struct glsl_src_param src1_param
;
4495 unsigned int mask_size
;
4497 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4498 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4499 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4500 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4502 if (mask_size
> 1) {
4503 const char *compare
;
4505 switch(ins
->handler_idx
)
4507 case WINED3DSIH_SLT
: compare
= "lessThan"; break;
4508 case WINED3DSIH_SGE
: compare
= "greaterThanEqual"; break;
4509 default: compare
= "";
4510 FIXME("Can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
4513 shader_addline(ins
->ctx
->buffer
, "vec%d(%s(%s, %s)));\n", mask_size
, compare
,
4514 src0_param
.param_str
, src1_param
.param_str
);
4516 switch(ins
->handler_idx
)
4518 case WINED3DSIH_SLT
:
4519 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
4520 * to return 0.0 but step returns 1.0 because step is not < x
4521 * An alternative is a bvec compare padded with an unused second component.
4522 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
4523 * issue. Playing with not() is not possible either because not() does not accept
4526 shader_addline(ins
->ctx
->buffer
, "(%s < %s) ? 1.0 : 0.0);\n",
4527 src0_param
.param_str
, src1_param
.param_str
);
4529 case WINED3DSIH_SGE
:
4530 /* Here we can use the step() function and safe a conditional */
4531 shader_addline(ins
->ctx
->buffer
, "step(%s, %s));\n", src1_param
.param_str
, src0_param
.param_str
);
4534 FIXME("Can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
4540 static void shader_glsl_swapc(const struct wined3d_shader_instruction
*ins
)
4542 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4543 struct wined3d_shader_dst_param dst
[2];
4544 struct glsl_src_param src
[3];
4545 unsigned int i
, j
, k
;
4550 for (i
= 0; i
< ins
->dst_count
; ++i
)
4553 for (j
= 0; j
< ins
->src_count
; ++j
)
4555 if (ins
->dst
[i
].reg
.idx
[0].offset
== ins
->src
[j
].reg
.idx
[0].offset
4556 && ins
->dst
[i
].reg
.type
== ins
->src
[j
].reg
.type
)
4561 dst
[0] = ins
->dst
[0];
4562 dst
[1] = ins
->dst
[1];
4563 for (i
= 0; i
< 4; ++i
)
4565 for (j
= 0; j
< ARRAY_SIZE(dst
); ++j
)
4567 dst
[j
].write_mask
= ins
->dst
[j
].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
);
4568 if (tmp_dst
[j
] && (write_mask
= shader_glsl_get_write_mask(&dst
[j
], mask_char
)))
4569 shader_addline(buffer
, "tmp%u%s = (", j
, mask_char
);
4570 else if (!(write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &dst
[j
], dst
[j
].reg
.data_type
)))
4573 for (k
= 0; k
< ARRAY_SIZE(src
); ++k
)
4574 shader_glsl_add_src_param(ins
, &ins
->src
[k
], write_mask
, &src
[k
]);
4576 shader_addline(buffer
, "%sbool(%s) ? %s : %s);\n", !j
? "!" : "",
4577 src
[0].param_str
, src
[1].param_str
, src
[2].param_str
);
4581 for (i
= 0; i
< ARRAY_SIZE(tmp_dst
); ++i
)
4585 shader_glsl_get_write_mask(&ins
->dst
[i
], mask_char
);
4586 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[i
], ins
->dst
[i
].reg
.data_type
);
4587 shader_addline(buffer
, "tmp%u%s);\n", i
, mask_char
);
4592 static void shader_glsl_conditional_move(const struct wined3d_shader_instruction
*ins
)
4594 const char *condition_prefix
, *condition_suffix
;
4595 struct wined3d_shader_dst_param dst
;
4596 struct glsl_src_param src0_param
;
4597 struct glsl_src_param src1_param
;
4598 struct glsl_src_param src2_param
;
4599 BOOL temp_destination
= FALSE
;
4600 DWORD cmp_channel
= 0;
4605 switch (ins
->handler_idx
)
4607 case WINED3DSIH_CMP
:
4608 condition_prefix
= "";
4609 condition_suffix
= " >= 0.0";
4612 case WINED3DSIH_CND
:
4613 condition_prefix
= "";
4614 condition_suffix
= " > 0.5";
4617 case WINED3DSIH_MOVC
:
4618 condition_prefix
= "bool(";
4619 condition_suffix
= ")";
4623 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
4624 condition_prefix
= "<unhandled prefix>";
4625 condition_suffix
= "<unhandled suffix>";
4629 if (shader_is_scalar(&ins
->dst
[0].reg
) || shader_is_scalar(&ins
->src
[0].reg
))
4631 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4632 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4633 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4634 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4636 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
4637 condition_prefix
, src0_param
.param_str
, condition_suffix
,
4638 src1_param
.param_str
, src2_param
.param_str
);
4644 /* Splitting the instruction up in multiple lines imposes a problem:
4645 * The first lines may overwrite source parameters of the following lines.
4646 * Deal with that by using a temporary destination register if needed. */
4647 if ((ins
->src
[0].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
4648 && ins
->src
[0].reg
.type
== dst
.reg
.type
)
4649 || (ins
->src
[1].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
4650 && ins
->src
[1].reg
.type
== dst
.reg
.type
)
4651 || (ins
->src
[2].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
4652 && ins
->src
[2].reg
.type
== dst
.reg
.type
))
4653 temp_destination
= TRUE
;
4655 /* Cycle through all source0 channels. */
4656 for (i
= 0; i
< 4; ++i
)
4659 /* Find the destination channels which use the current source0 channel. */
4660 for (j
= 0; j
< 4; ++j
)
4662 if (shader_glsl_swizzle_get_component(ins
->src
[0].swizzle
, j
) == i
)
4664 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
4665 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
4668 dst
.write_mask
= ins
->dst
[0].write_mask
& write_mask
;
4670 if (temp_destination
)
4672 if (!(write_mask
= shader_glsl_get_write_mask(&dst
, mask_char
)))
4674 shader_addline(ins
->ctx
->buffer
, "tmp0%s = (", mask_char
);
4676 else if (!(write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
, dst
.reg
.data_type
)))
4679 shader_glsl_add_src_param(ins
, &ins
->src
[0], cmp_channel
, &src0_param
);
4680 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4681 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4683 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
4684 condition_prefix
, src0_param
.param_str
, condition_suffix
,
4685 src1_param
.param_str
, src2_param
.param_str
);
4688 if (temp_destination
)
4690 shader_glsl_get_write_mask(&ins
->dst
[0], mask_char
);
4691 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4692 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", mask_char
);
4696 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
4697 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
4698 * the compare is done per component of src0. */
4699 static void shader_glsl_cnd(const struct wined3d_shader_instruction
*ins
)
4701 struct glsl_src_param src0_param
;
4702 struct glsl_src_param src1_param
;
4703 struct glsl_src_param src2_param
;
4705 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
4706 ins
->ctx
->reg_maps
->shader_version
.minor
);
4708 if (shader_version
< WINED3D_SHADER_VERSION(1, 4))
4710 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4711 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4712 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4713 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4715 if (ins
->coissue
&& ins
->dst
->write_mask
!= WINED3DSP_WRITEMASK_3
)
4716 shader_addline(ins
->ctx
->buffer
, "%s /* COISSUE! */);\n", src1_param
.param_str
);
4718 shader_addline(ins
->ctx
->buffer
, "%s > 0.5 ? %s : %s);\n",
4719 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
4723 shader_glsl_conditional_move(ins
);
4726 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
4727 static void shader_glsl_mad(const struct wined3d_shader_instruction
*ins
)
4729 struct glsl_src_param src0_param
;
4730 struct glsl_src_param src1_param
;
4731 struct glsl_src_param src2_param
;
4734 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4735 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4736 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4737 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4738 shader_addline(ins
->ctx
->buffer
, "(%s * %s) + %s);\n",
4739 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
4742 /* Handles transforming all WINED3DSIO_M?x? opcodes for
4743 Vertex shaders to GLSL codes */
4744 static void shader_glsl_mnxn(const struct wined3d_shader_instruction
*ins
)
4747 int nComponents
= 0;
4748 struct wined3d_shader_dst_param tmp_dst
= {{0}};
4749 struct wined3d_shader_src_param tmp_src
[2] = {{{0}}};
4750 struct wined3d_shader_instruction tmp_ins
;
4752 memset(&tmp_ins
, 0, sizeof(tmp_ins
));
4754 /* Set constants for the temporary argument */
4755 tmp_ins
.ctx
= ins
->ctx
;
4756 tmp_ins
.dst_count
= 1;
4757 tmp_ins
.dst
= &tmp_dst
;
4758 tmp_ins
.src_count
= 2;
4759 tmp_ins
.src
= tmp_src
;
4761 switch(ins
->handler_idx
)
4763 case WINED3DSIH_M4x4
:
4765 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
4767 case WINED3DSIH_M4x3
:
4769 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
4771 case WINED3DSIH_M3x4
:
4773 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
4775 case WINED3DSIH_M3x3
:
4777 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
4779 case WINED3DSIH_M3x2
:
4781 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
4787 tmp_dst
= ins
->dst
[0];
4788 tmp_src
[0] = ins
->src
[0];
4789 tmp_src
[1] = ins
->src
[1];
4790 for (i
= 0; i
< nComponents
; ++i
)
4792 tmp_dst
.write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
4793 shader_glsl_dot(&tmp_ins
);
4794 ++tmp_src
[1].reg
.idx
[0].offset
;
4799 The LRP instruction performs a component-wise linear interpolation
4800 between the second and third operands using the first operand as the
4801 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
4802 This is equivalent to mix(src2, src1, src0);
4804 static void shader_glsl_lrp(const struct wined3d_shader_instruction
*ins
)
4806 struct glsl_src_param src0_param
;
4807 struct glsl_src_param src1_param
;
4808 struct glsl_src_param src2_param
;
4811 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4813 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4814 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4815 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4817 shader_addline(ins
->ctx
->buffer
, "mix(%s, %s, %s));\n",
4818 src2_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
);
4821 /** Process the WINED3DSIO_LIT instruction in GLSL:
4822 * dst.x = dst.w = 1.0
4823 * dst.y = (src0.x > 0) ? src0.x
4824 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
4825 * where src.w is clamped at +- 128
4827 static void shader_glsl_lit(const struct wined3d_shader_instruction
*ins
)
4829 struct glsl_src_param src0_param
;
4830 struct glsl_src_param src1_param
;
4831 struct glsl_src_param src3_param
;
4834 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4835 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4837 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4838 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src1_param
);
4839 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src3_param
);
4841 /* The sdk specifies the instruction like this
4843 * if(src.x > 0.0) dst.y = src.x
4845 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
4848 * (where power = src.w clamped between -128 and 128)
4850 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
4851 * dst.x = 1.0 ... No further explanation needed
4852 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
4853 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
4854 * dst.w = 1.0. ... Nothing fancy.
4856 * So we still have one conditional in there. So do this:
4857 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
4859 * 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),
4860 * 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.
4861 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to.
4863 * Unfortunately pow(0.0 ^ 0.0) returns NaN on most GPUs, but lit with src.y = 0 and src.w = 0 returns
4864 * a non-NaN value in dst.z. What we return doesn't matter, as long as it is not NaN. Return 0, which is
4865 * what all Windows HW drivers and GL_ARB_vertex_program's LIT do.
4867 shader_addline(ins
->ctx
->buffer
,
4868 "vec4(1.0, max(%s, 0.0), %s == 0.0 ? 0.0 : "
4869 "pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
4870 src0_param
.param_str
, src3_param
.param_str
, src1_param
.param_str
,
4871 src0_param
.param_str
, src3_param
.param_str
, dst_mask
);
4874 /** Process the WINED3DSIO_DST instruction in GLSL:
4876 * dst.y = src0.x * src0.y
4880 static void shader_glsl_dst(const struct wined3d_shader_instruction
*ins
)
4882 struct glsl_src_param src0y_param
;
4883 struct glsl_src_param src0z_param
;
4884 struct glsl_src_param src1y_param
;
4885 struct glsl_src_param src1w_param
;
4888 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4889 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4891 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src0y_param
);
4892 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &src0z_param
);
4893 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_1
, &src1y_param
);
4894 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_3
, &src1w_param
);
4896 shader_addline(ins
->ctx
->buffer
, "vec4(1.0, %s * %s, %s, %s))%s;\n",
4897 src0y_param
.param_str
, src1y_param
.param_str
, src0z_param
.param_str
, src1w_param
.param_str
, dst_mask
);
4900 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
4901 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
4902 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
4904 * dst.x = cos(src0.?)
4905 * dst.y = sin(src0.?)
4909 static void shader_glsl_sincos(const struct wined3d_shader_instruction
*ins
)
4911 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4912 struct glsl_src_param src0_param
;
4915 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
4917 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4919 write_mask
= shader_glsl_append_dst(buffer
, ins
);
4922 case WINED3DSP_WRITEMASK_0
:
4923 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
4926 case WINED3DSP_WRITEMASK_1
:
4927 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
4930 case (WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
):
4931 shader_addline(buffer
, "vec2(cos(%s), sin(%s)));\n",
4932 src0_param
.param_str
, src0_param
.param_str
);
4936 ERR("Write mask should be .x, .y or .xy\n");
4943 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
4946 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
4950 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4951 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4952 shader_addline(buffer
, "tmp0%s = sin(%s);\n", dst_mask
, src0_param
.param_str
);
4954 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
4955 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4956 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
4958 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
4959 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
4963 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
4964 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4965 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
4968 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
4970 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
4971 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4972 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
4976 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
4977 * here. But those extra parameters require a dedicated function for sgn, since map2gl would
4978 * generate invalid code
4980 static void shader_glsl_sgn(const struct wined3d_shader_instruction
*ins
)
4982 struct glsl_src_param src0_param
;
4985 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4986 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4988 shader_addline(ins
->ctx
->buffer
, "sign(%s));\n", src0_param
.param_str
);
4991 /** Process the WINED3DSIO_LOOP instruction in GLSL:
4992 * Start a for() loop where src1.y is the initial value of aL,
4993 * increment aL by src1.z for a total of src1.x iterations.
4994 * Need to use a temporary variable for this operation.
4996 /* FIXME: I don't think nested loops will work correctly this way. */
4997 static void shader_glsl_loop(const struct wined3d_shader_instruction
*ins
)
4999 struct wined3d_shader_parser_state
*state
= ins
->ctx
->state
;
5000 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5001 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
5002 const struct wined3d_shader_lconst
*constant
;
5003 struct glsl_src_param src1_param
;
5004 const DWORD
*control_values
= NULL
;
5006 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
5008 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_ALL
, &src1_param
);
5010 /* Try to hardcode the loop control parameters if possible. Direct3D 9
5011 * class hardware doesn't support real varying indexing, but Microsoft
5012 * designed this feature for Shader model 2.x+. If the loop control is
5013 * known at compile time, the GLSL compiler can unroll the loop, and
5014 * replace indirect addressing with direct addressing. */
5015 if (ins
->src
[1].reg
.type
== WINED3DSPR_CONSTINT
)
5017 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
5019 if (constant
->idx
== ins
->src
[1].reg
.idx
[0].offset
)
5021 control_values
= constant
->value
;
5029 struct wined3d_shader_loop_control loop_control
;
5030 loop_control
.count
= control_values
[0];
5031 loop_control
.start
= control_values
[1];
5032 loop_control
.step
= (int)control_values
[2];
5034 if (loop_control
.step
> 0)
5036 shader_addline(buffer
, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d)\n{\n",
5037 state
->current_loop_depth
, loop_control
.start
,
5038 state
->current_loop_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
5039 state
->current_loop_depth
, loop_control
.step
);
5041 else if (loop_control
.step
< 0)
5043 shader_addline(buffer
, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d)\n{\n",
5044 state
->current_loop_depth
, loop_control
.start
,
5045 state
->current_loop_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
5046 state
->current_loop_depth
, loop_control
.step
);
5050 shader_addline(buffer
, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++)\n{\n",
5051 state
->current_loop_depth
, loop_control
.start
, state
->current_loop_depth
,
5052 state
->current_loop_depth
, loop_control
.count
,
5053 state
->current_loop_depth
);
5058 shader_addline(buffer
, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z)\n{\n",
5059 state
->current_loop_depth
, state
->current_loop_reg
,
5060 src1_param
.reg_name
, state
->current_loop_depth
, src1_param
.reg_name
,
5061 state
->current_loop_depth
, state
->current_loop_reg
, src1_param
.reg_name
);
5064 ++state
->current_loop_reg
;
5068 shader_addline(buffer
, "for (;;)\n{\n");
5071 ++state
->current_loop_depth
;
5074 static void shader_glsl_end(const struct wined3d_shader_instruction
*ins
)
5076 struct wined3d_shader_parser_state
*state
= ins
->ctx
->state
;
5078 shader_addline(ins
->ctx
->buffer
, "}\n");
5080 if (ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
5082 --state
->current_loop_depth
;
5083 --state
->current_loop_reg
;
5086 if (ins
->handler_idx
== WINED3DSIH_ENDREP
)
5088 --state
->current_loop_depth
;
5092 static void shader_glsl_rep(const struct wined3d_shader_instruction
*ins
)
5094 struct wined3d_shader_parser_state
*state
= ins
->ctx
->state
;
5095 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
5096 const struct wined3d_shader_lconst
*constant
;
5097 struct glsl_src_param src0_param
;
5098 const DWORD
*control_values
= NULL
;
5100 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
5101 if (ins
->src
[0].reg
.type
== WINED3DSPR_CONSTINT
)
5103 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
5105 if (constant
->idx
== ins
->src
[0].reg
.idx
[0].offset
)
5107 control_values
= constant
->value
;
5115 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
5116 state
->current_loop_depth
, state
->current_loop_depth
,
5117 control_values
[0], state
->current_loop_depth
);
5121 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
5122 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
5123 state
->current_loop_depth
, state
->current_loop_depth
,
5124 src0_param
.param_str
, state
->current_loop_depth
);
5127 ++state
->current_loop_depth
;
5130 static void shader_glsl_switch(const struct wined3d_shader_instruction
*ins
)
5132 struct glsl_src_param src0_param
;
5134 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
5135 shader_addline(ins
->ctx
->buffer
, "switch (%s)\n{\n", src0_param
.param_str
);
5138 static void shader_glsl_case(const struct wined3d_shader_instruction
*ins
)
5140 struct glsl_src_param src0_param
;
5142 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
5143 shader_addline(ins
->ctx
->buffer
, "case %s:\n", src0_param
.param_str
);
5146 static void shader_glsl_default(const struct wined3d_shader_instruction
*ins
)
5148 shader_addline(ins
->ctx
->buffer
, "default:\n");
5151 static void shader_glsl_generate_condition(const struct wined3d_shader_instruction
*ins
)
5153 struct glsl_src_param src_param
;
5154 const char *condition
;
5156 condition
= ins
->flags
== WINED3D_SHADER_CONDITIONAL_OP_NZ
? "bool" : "!bool";
5157 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
5158 shader_addline(ins
->ctx
->buffer
, "if (%s(%s))\n", condition
, src_param
.param_str
);
5161 static void shader_glsl_if(const struct wined3d_shader_instruction
*ins
)
5163 shader_glsl_generate_condition(ins
);
5164 shader_addline(ins
->ctx
->buffer
, "{\n");
5167 static void shader_glsl_ifc(const struct wined3d_shader_instruction
*ins
)
5169 struct glsl_src_param src0_param
;
5170 struct glsl_src_param src1_param
;
5172 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
5173 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
5175 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) {\n",
5176 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
5179 static void shader_glsl_else(const struct wined3d_shader_instruction
*ins
)
5181 shader_addline(ins
->ctx
->buffer
, "} else {\n");
5184 static void shader_glsl_emit(const struct wined3d_shader_instruction
*ins
)
5186 unsigned int stream
= ins
->handler_idx
== WINED3DSIH_EMIT
? 0 : ins
->src
[0].reg
.idx
[0].offset
;
5187 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5189 shader_addline(ins
->ctx
->buffer
, "setup_gs_output(gs_out);\n");
5190 if (!ins
->ctx
->gl_info
->supported
[ARB_CLIP_CONTROL
])
5191 shader_glsl_fixup_position(ins
->ctx
->buffer
, reg_maps
->viewport_array
);
5194 shader_addline(ins
->ctx
->buffer
, "EmitVertex();\n");
5196 FIXME("Unhandled primitive stream %u.\n", stream
);
5199 static void shader_glsl_break(const struct wined3d_shader_instruction
*ins
)
5201 shader_addline(ins
->ctx
->buffer
, "break;\n");
5204 /* FIXME: According to MSDN the compare is done per component. */
5205 static void shader_glsl_breakc(const struct wined3d_shader_instruction
*ins
)
5207 struct glsl_src_param src0_param
;
5208 struct glsl_src_param src1_param
;
5210 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
5211 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
5213 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) break;\n",
5214 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
5217 static void shader_glsl_conditional_op(const struct wined3d_shader_instruction
*ins
)
5221 switch (ins
->handler_idx
)
5223 case WINED3DSIH_BREAKP
:
5226 case WINED3DSIH_CONTINUEP
:
5229 case WINED3DSIH_RETP
:
5233 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
5237 shader_glsl_generate_condition(ins
);
5238 if (ins
->handler_idx
== WINED3DSIH_RETP
)
5240 shader_addline(ins
->ctx
->buffer
, "{\n");
5241 shader_glsl_generate_shader_epilogue(ins
->ctx
);
5243 shader_addline(ins
->ctx
->buffer
, " %s\n", op
);
5244 if (ins
->handler_idx
== WINED3DSIH_RETP
)
5245 shader_addline(ins
->ctx
->buffer
, "}\n");
5248 static void shader_glsl_continue(const struct wined3d_shader_instruction
*ins
)
5250 shader_addline(ins
->ctx
->buffer
, "continue;\n");
5253 static void shader_glsl_label(const struct wined3d_shader_instruction
*ins
)
5255 shader_addline(ins
->ctx
->buffer
, "}\n");
5256 shader_addline(ins
->ctx
->buffer
, "void subroutine%u()\n{\n", ins
->src
[0].reg
.idx
[0].offset
);
5258 /* Subroutines appear at the end of the shader. */
5259 ins
->ctx
->state
->in_subroutine
= TRUE
;
5262 static void shader_glsl_call(const struct wined3d_shader_instruction
*ins
)
5264 shader_addline(ins
->ctx
->buffer
, "subroutine%u();\n", ins
->src
[0].reg
.idx
[0].offset
);
5267 static void shader_glsl_callnz(const struct wined3d_shader_instruction
*ins
)
5269 struct glsl_src_param src1_param
;
5271 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
5272 shader_addline(ins
->ctx
->buffer
, "if (%s) subroutine%u();\n",
5273 src1_param
.param_str
, ins
->src
[0].reg
.idx
[0].offset
);
5276 static void shader_glsl_ret(const struct wined3d_shader_instruction
*ins
)
5278 const struct wined3d_shader_version
*version
= &ins
->ctx
->shader
->reg_maps
.shader_version
;
5280 if (version
->major
>= 4 && !ins
->ctx
->state
->in_subroutine
)
5282 shader_glsl_generate_shader_epilogue(ins
->ctx
);
5283 shader_addline(ins
->ctx
->buffer
, "return;\n");
5287 static void shader_glsl_tex(const struct wined3d_shader_instruction
*ins
)
5289 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
5290 ins
->ctx
->reg_maps
->shader_version
.minor
);
5291 struct glsl_sample_function sample_function
;
5292 DWORD sample_flags
= 0;
5294 DWORD mask
= 0, swizzle
;
5295 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5297 /* 1.0-1.4: Use destination register as sampler source.
5298 * 2.0+: Use provided sampler source. */
5299 if (shader_version
< WINED3D_SHADER_VERSION(2,0))
5300 resource_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5302 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5304 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
5306 DWORD flags
= (priv
->cur_ps_args
->tex_transform
>> resource_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
5307 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
5308 enum wined3d_shader_resource_type resource_type
= ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
;
5310 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
5311 if (flags
& WINED3D_PSARGS_PROJECTED
&& resource_type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
5313 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
5314 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
5316 case WINED3D_TTFF_COUNT1
:
5317 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
5319 case WINED3D_TTFF_COUNT2
:
5320 mask
= WINED3DSP_WRITEMASK_1
;
5322 case WINED3D_TTFF_COUNT3
:
5323 mask
= WINED3DSP_WRITEMASK_2
;
5325 case WINED3D_TTFF_COUNT4
:
5326 case WINED3D_TTFF_DISABLE
:
5327 mask
= WINED3DSP_WRITEMASK_3
;
5332 else if (shader_version
< WINED3D_SHADER_VERSION(2,0))
5334 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
5336 if (src_mod
== WINED3DSPSM_DZ
) {
5337 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
5338 mask
= WINED3DSP_WRITEMASK_2
;
5339 } else if (src_mod
== WINED3DSPSM_DW
) {
5340 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
5341 mask
= WINED3DSP_WRITEMASK_3
;
5346 if ((ins
->flags
& WINED3DSI_TEXLD_PROJECT
)
5347 && ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
5349 /* ps 2.0 texldp instruction always divides by the fourth component. */
5350 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
5351 mask
= WINED3DSP_WRITEMASK_3
;
5355 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, resource_idx
, sample_flags
, &sample_function
);
5356 mask
|= sample_function
.coord_mask
;
5357 sample_function
.coord_mask
= mask
;
5359 if (shader_version
< WINED3D_SHADER_VERSION(2,0)) swizzle
= WINED3DSP_NOSWIZZLE
;
5360 else swizzle
= ins
->src
[1].swizzle
;
5362 /* 1.0-1.3: Use destination register as coordinate source.
5363 1.4+: Use provided coordinate source register. */
5364 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
5367 shader_glsl_write_mask_to_str(mask
, coord_mask
);
5368 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
, NULL
,
5369 "T%u%s", resource_idx
, coord_mask
);
5373 struct glsl_src_param coord_param
;
5374 shader_glsl_add_src_param(ins
, &ins
->src
[0], mask
, &coord_param
);
5375 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
)
5377 struct glsl_src_param bias
;
5378 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &bias
);
5379 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, bias
.param_str
,
5380 NULL
, "%s", coord_param
.param_str
);
5382 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
, NULL
,
5383 "%s", coord_param
.param_str
);
5386 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5389 static void shader_glsl_texldd(const struct wined3d_shader_instruction
*ins
)
5391 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
5392 struct glsl_src_param coord_param
, dx_param
, dy_param
;
5393 struct glsl_sample_function sample_function
;
5395 DWORD swizzle
= ins
->src
[1].swizzle
;
5397 if (!shader_glsl_has_core_grad(gl_info
) && !gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
5399 FIXME("texldd used, but not supported by hardware. Falling back to regular tex.\n");
5400 shader_glsl_tex(ins
);
5404 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5406 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, WINED3D_GLSL_SAMPLE_GRAD
, &sample_function
);
5407 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
5408 shader_glsl_add_src_param(ins
, &ins
->src
[2], sample_function
.deriv_mask
, &dx_param
);
5409 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.deriv_mask
, &dy_param
);
5411 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, dx_param
.param_str
, dy_param
.param_str
,
5412 NULL
, NULL
, "%s", coord_param
.param_str
);
5413 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5416 static void shader_glsl_texldl(const struct wined3d_shader_instruction
*ins
)
5418 const struct wined3d_shader_version
*shader_version
= &ins
->ctx
->reg_maps
->shader_version
;
5419 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
5420 struct glsl_src_param coord_param
, lod_param
;
5421 struct glsl_sample_function sample_function
;
5422 DWORD swizzle
= ins
->src
[1].swizzle
;
5425 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5427 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, WINED3D_GLSL_SAMPLE_LOD
, &sample_function
);
5428 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
5430 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
5432 if (shader_version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& !shader_glsl_has_core_grad(gl_info
)
5433 && !gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
5435 /* Plain GLSL only supports Lod sampling functions in vertex shaders.
5436 * However, the NVIDIA drivers allow them in fragment shaders as well,
5437 * even without the appropriate extension. */
5438 WARN("Using %s in fragment shader.\n", sample_function
.name
->buffer
);
5440 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, lod_param
.param_str
, NULL
,
5441 "%s", coord_param
.param_str
);
5442 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5445 static unsigned int shader_glsl_find_sampler(const struct wined3d_shader_sampler_map
*sampler_map
,
5446 unsigned int resource_idx
, unsigned int sampler_idx
)
5448 struct wined3d_shader_sampler_map_entry
*entries
= sampler_map
->entries
;
5451 for (i
= 0; i
< sampler_map
->count
; ++i
)
5453 if (entries
[i
].resource_idx
== resource_idx
&& entries
[i
].sampler_idx
== sampler_idx
)
5454 return entries
[i
].bind_idx
;
5457 ERR("No GLSL sampler found for resource %u / sampler %u.\n", resource_idx
, sampler_idx
);
5462 static void shader_glsl_atomic(const struct wined3d_shader_instruction
*ins
)
5464 const BOOL is_imm_instruction
= WINED3DSIH_IMM_ATOMIC_AND
<= ins
->handler_idx
5465 && ins
->handler_idx
<= WINED3DSIH_IMM_ATOMIC_XOR
;
5466 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5467 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
5468 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5469 struct glsl_src_param structure_idx
, offset
, data
, data2
;
5470 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5471 enum wined3d_shader_resource_type resource_type
;
5472 struct wined3d_string_buffer
*address
;
5473 enum wined3d_data_type data_type
;
5474 unsigned int resource_idx
, stride
;
5475 const char *op
, *resource
;
5479 resource_idx
= ins
->dst
[is_imm_instruction
].reg
.idx
[0].offset
;
5480 is_tgsm
= ins
->dst
[is_imm_instruction
].reg
.type
== WINED3DSPR_GROUPSHAREDMEM
;
5483 if (resource_idx
>= reg_maps
->tgsm_count
)
5485 ERR("Invalid TGSM index %u.\n", resource_idx
);
5489 data_type
= WINED3D_DATA_UINT
;
5491 stride
= reg_maps
->tgsm
[resource_idx
].stride
;
5495 if (resource_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5497 ERR("Invalid UAV index %u.\n", resource_idx
);
5500 resource_type
= reg_maps
->uav_resource_info
[resource_idx
].type
;
5501 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
5503 ERR("Unexpected resource type %#x.\n", resource_type
);
5507 data_type
= reg_maps
->uav_resource_info
[resource_idx
].data_type
;
5508 coord_mask
= (1u << resource_type_info
[resource_type
].coord_size
) - 1;
5509 stride
= reg_maps
->uav_resource_info
[resource_idx
].stride
;
5512 switch (ins
->handler_idx
)
5514 case WINED3DSIH_ATOMIC_AND
:
5515 case WINED3DSIH_IMM_ATOMIC_AND
:
5519 op
= "imageAtomicAnd";
5521 case WINED3DSIH_ATOMIC_CMP_STORE
:
5522 case WINED3DSIH_IMM_ATOMIC_CMP_EXCH
:
5524 op
= "atomicCompSwap";
5526 op
= "imageAtomicCompSwap";
5528 case WINED3DSIH_ATOMIC_IADD
:
5529 case WINED3DSIH_IMM_ATOMIC_IADD
:
5533 op
= "imageAtomicAdd";
5535 case WINED3DSIH_ATOMIC_IMAX
:
5536 case WINED3DSIH_IMM_ATOMIC_IMAX
:
5540 op
= "imageAtomicMax";
5541 if (data_type
!= WINED3D_DATA_INT
)
5543 FIXME("Unhandled opcode %#x for unsigned integers.\n", ins
->handler_idx
);
5547 case WINED3DSIH_ATOMIC_IMIN
:
5548 case WINED3DSIH_IMM_ATOMIC_IMIN
:
5552 op
= "imageAtomicMin";
5553 if (data_type
!= WINED3D_DATA_INT
)
5555 FIXME("Unhandled opcode %#x for unsigned integers.\n", ins
->handler_idx
);
5559 case WINED3DSIH_ATOMIC_OR
:
5560 case WINED3DSIH_IMM_ATOMIC_OR
:
5564 op
= "imageAtomicOr";
5566 case WINED3DSIH_ATOMIC_UMAX
:
5567 case WINED3DSIH_IMM_ATOMIC_UMAX
:
5571 op
= "imageAtomicMax";
5572 if (data_type
!= WINED3D_DATA_UINT
)
5574 FIXME("Unhandled opcode %#x for signed integers.\n", ins
->handler_idx
);
5578 case WINED3DSIH_ATOMIC_UMIN
:
5579 case WINED3DSIH_IMM_ATOMIC_UMIN
:
5583 op
= "imageAtomicMin";
5584 if (data_type
!= WINED3D_DATA_UINT
)
5586 FIXME("Unhandled opcode %#x for signed integers.\n", ins
->handler_idx
);
5590 case WINED3DSIH_ATOMIC_XOR
:
5591 case WINED3DSIH_IMM_ATOMIC_XOR
:
5595 op
= "imageAtomicXor";
5597 case WINED3DSIH_IMM_ATOMIC_EXCH
:
5599 op
= "atomicExchange";
5601 op
= "imageAtomicExchange";
5604 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
5608 address
= string_buffer_get(priv
->string_buffers
);
5611 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &structure_idx
);
5612 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &offset
);
5613 string_buffer_sprintf(address
, "%s * %u + %s / 4", structure_idx
.param_str
, stride
, offset
.param_str
);
5617 shader_glsl_add_src_param(ins
, &ins
->src
[0], coord_mask
, &offset
);
5618 string_buffer_sprintf(address
, "%s", offset
.param_str
);
5619 if (is_tgsm
|| (reg_maps
->uav_resource_info
[resource_idx
].flags
& WINED3D_VIEW_BUFFER_RAW
))
5620 shader_addline(address
, "/ 4");
5623 if (is_imm_instruction
)
5624 shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], data_type
);
5627 shader_addline(buffer
, "%s(%s_%s%u[%s], ",
5628 op
, shader_glsl_get_prefix(version
->type
), resource
, resource_idx
, address
->buffer
);
5630 shader_addline(buffer
, "%s(%s_%s%u, %s, ",
5631 op
, shader_glsl_get_prefix(version
->type
), resource
, resource_idx
, address
->buffer
);
5633 shader_glsl_add_src_param_ext(ins
->ctx
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &data
, data_type
);
5634 shader_addline(buffer
, "%s", data
.param_str
);
5635 if (ins
->src_count
>= 3)
5637 shader_glsl_add_src_param_ext(ins
->ctx
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &data2
, data_type
);
5638 shader_addline(buffer
, ", %s", data2
.param_str
);
5641 if (is_imm_instruction
)
5642 shader_addline(buffer
, ")");
5643 shader_addline(buffer
, ");\n");
5645 string_buffer_release(priv
->string_buffers
, address
);
5648 static void shader_glsl_uav_counter(const struct wined3d_shader_instruction
*ins
)
5650 const char *prefix
= shader_glsl_get_prefix(ins
->ctx
->reg_maps
->shader_version
.type
);
5653 if (ins
->handler_idx
== WINED3DSIH_IMM_ATOMIC_ALLOC
)
5654 op
= "atomicCounterIncrement";
5656 op
= "atomicCounterDecrement";
5658 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
5659 shader_addline(ins
->ctx
->buffer
, "%s(%s_counter%u));\n", op
, prefix
, ins
->src
[0].reg
.idx
[0].offset
);
5662 static void shader_glsl_ld_uav(const struct wined3d_shader_instruction
*ins
)
5664 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5665 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
5666 enum wined3d_shader_resource_type resource_type
;
5667 struct glsl_src_param image_coord_param
;
5668 enum wined3d_data_type data_type
;
5669 DWORD coord_mask
, write_mask
;
5670 unsigned int uav_idx
;
5671 char dst_swizzle
[6];
5673 uav_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5674 if (uav_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5676 ERR("Invalid UAV index %u.\n", uav_idx
);
5679 resource_type
= reg_maps
->uav_resource_info
[uav_idx
].type
;
5680 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
5682 ERR("Unexpected resource type %#x.\n", resource_type
);
5683 resource_type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
5685 data_type
= reg_maps
->uav_resource_info
[uav_idx
].data_type
;
5686 coord_mask
= (1u << resource_type_info
[resource_type
].coord_size
) - 1;
5688 write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], data_type
);
5689 shader_glsl_get_swizzle(&ins
->src
[1], FALSE
, write_mask
, dst_swizzle
);
5691 shader_glsl_add_src_param(ins
, &ins
->src
[0], coord_mask
, &image_coord_param
);
5692 shader_addline(ins
->ctx
->buffer
, "imageLoad(%s_image%u, %s)%s);\n",
5693 shader_glsl_get_prefix(version
->type
), uav_idx
, image_coord_param
.param_str
, dst_swizzle
);
5696 static void shader_glsl_ld_raw_structured(const struct wined3d_shader_instruction
*ins
)
5698 const char *prefix
= shader_glsl_get_prefix(ins
->ctx
->reg_maps
->shader_version
.type
);
5699 const struct wined3d_shader_src_param
*src
= &ins
->src
[ins
->src_count
- 1];
5700 unsigned int i
, swizzle
, resource_idx
, bind_idx
, stride
, src_idx
= 0;
5701 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5702 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5703 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5704 struct glsl_src_param structure_idx
, offset
;
5705 struct wined3d_string_buffer
*address
;
5706 struct wined3d_shader_dst_param dst
;
5707 const char *function
, *resource
;
5709 resource_idx
= src
->reg
.idx
[0].offset
;
5710 if (src
->reg
.type
== WINED3DSPR_RESOURCE
)
5712 if (resource_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
5714 ERR("Invalid resource index %u.\n", resource_idx
);
5717 stride
= reg_maps
->resource_info
[resource_idx
].stride
;
5718 bind_idx
= shader_glsl_find_sampler(®_maps
->sampler_map
, resource_idx
, WINED3D_SAMPLER_DEFAULT
);
5719 function
= "texelFetch";
5720 resource
= "sampler";
5722 else if (src
->reg
.type
== WINED3DSPR_UAV
)
5724 if (resource_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5726 ERR("Invalid UAV index %u.\n", resource_idx
);
5729 stride
= reg_maps
->uav_resource_info
[resource_idx
].stride
;
5730 bind_idx
= resource_idx
;
5731 function
= "imageLoad";
5736 if (resource_idx
>= reg_maps
->tgsm_count
)
5738 ERR("Invalid TGSM index %u.\n", resource_idx
);
5741 stride
= reg_maps
->tgsm
[resource_idx
].stride
;
5742 bind_idx
= resource_idx
;
5747 address
= string_buffer_get(priv
->string_buffers
);
5748 if (ins
->handler_idx
== WINED3DSIH_LD_STRUCTURED
)
5750 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
++], WINED3DSP_WRITEMASK_0
, &structure_idx
);
5751 shader_addline(address
, "%s * %u + ", structure_idx
.param_str
, stride
);
5753 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
++], WINED3DSP_WRITEMASK_0
, &offset
);
5754 shader_addline(address
, "%s / 4", offset
.param_str
);
5757 if (shader_glsl_get_write_mask_size(dst
.write_mask
) > 1)
5759 /* The instruction is split into multiple lines. The first lines may
5760 * overwrite source parameters of the following lines. */
5761 shader_addline(buffer
, "tmp0.x = intBitsToFloat(%s);\n", address
->buffer
);
5762 string_buffer_sprintf(address
, "floatBitsToInt(tmp0.x)");
5765 for (i
= 0; i
< 4; ++i
)
5767 dst
.write_mask
= ins
->dst
[0].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
);
5768 if (!shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
, dst
.reg
.data_type
))
5771 swizzle
= shader_glsl_swizzle_get_component(src
->swizzle
, i
);
5773 shader_addline(buffer
, "%s(%s_%s%u, %s + %u).x);\n",
5774 function
, prefix
, resource
, bind_idx
, address
->buffer
, swizzle
);
5776 shader_addline(buffer
, "%s_%s%u[%s + %u]);\n",
5777 prefix
, resource
, bind_idx
, address
->buffer
, swizzle
);
5780 string_buffer_release(priv
->string_buffers
, address
);
5783 static void shader_glsl_store_uav(const struct wined3d_shader_instruction
*ins
)
5785 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5786 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
5787 struct glsl_src_param image_coord_param
, image_data_param
;
5788 enum wined3d_shader_resource_type resource_type
;
5789 enum wined3d_data_type data_type
;
5790 unsigned int uav_idx
;
5793 uav_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5794 if (uav_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5796 ERR("Invalid UAV index %u.\n", uav_idx
);
5799 resource_type
= reg_maps
->uav_resource_info
[uav_idx
].type
;
5800 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
5802 ERR("Unexpected resource type %#x.\n", resource_type
);
5805 data_type
= reg_maps
->uav_resource_info
[uav_idx
].data_type
;
5806 coord_mask
= (1u << resource_type_info
[resource_type
].coord_size
) - 1;
5808 shader_glsl_add_src_param(ins
, &ins
->src
[0], coord_mask
, &image_coord_param
);
5809 shader_glsl_add_src_param_ext(ins
->ctx
, &ins
->src
[1], WINED3DSP_WRITEMASK_ALL
, &image_data_param
, data_type
);
5810 shader_addline(ins
->ctx
->buffer
, "imageStore(%s_image%u, %s, %s);\n",
5811 shader_glsl_get_prefix(version
->type
), uav_idx
,
5812 image_coord_param
.param_str
, image_data_param
.param_str
);
5815 static void shader_glsl_store_raw_structured(const struct wined3d_shader_instruction
*ins
)
5817 const char *prefix
= shader_glsl_get_prefix(ins
->ctx
->reg_maps
->shader_version
.type
);
5818 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5819 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5820 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5821 struct glsl_src_param structure_idx
, offset
, data
;
5822 unsigned int i
, resource_idx
, stride
, src_idx
= 0;
5823 struct wined3d_string_buffer
*address
;
5827 resource_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5828 is_tgsm
= ins
->dst
[0].reg
.type
== WINED3DSPR_GROUPSHAREDMEM
;
5831 if (resource_idx
>= reg_maps
->tgsm_count
)
5833 ERR("Invalid TGSM index %u.\n", resource_idx
);
5836 stride
= reg_maps
->tgsm
[resource_idx
].stride
;
5840 if (resource_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5842 ERR("Invalid UAV index %u.\n", resource_idx
);
5845 stride
= reg_maps
->uav_resource_info
[resource_idx
].stride
;
5848 address
= string_buffer_get(priv
->string_buffers
);
5849 if (ins
->handler_idx
== WINED3DSIH_STORE_STRUCTURED
)
5851 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
++], WINED3DSP_WRITEMASK_0
, &structure_idx
);
5852 shader_addline(address
, "%s * %u + ", structure_idx
.param_str
, stride
);
5854 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
++], WINED3DSP_WRITEMASK_0
, &offset
);
5855 shader_addline(address
, "%s / 4", offset
.param_str
);
5857 for (i
= 0; i
< 4; ++i
)
5859 if (!(write_mask
= ins
->dst
[0].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
)))
5862 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
], write_mask
, &data
);
5865 shader_addline(buffer
, "%s_g%u[%s + %u] = %s;\n",
5866 prefix
, resource_idx
, address
->buffer
, i
, data
.param_str
);
5868 shader_addline(buffer
, "imageStore(%s_image%u, %s + %u, uvec4(%s, 0, 0, 0));\n",
5869 prefix
, resource_idx
, address
->buffer
, i
, data
.param_str
);
5872 string_buffer_release(priv
->string_buffers
, address
);
5875 static void shader_glsl_sync(const struct wined3d_shader_instruction
*ins
)
5877 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5878 unsigned int sync_flags
= ins
->flags
;
5880 if (sync_flags
& WINED3DSSF_THREAD_GROUP
)
5882 shader_addline(buffer
, "barrier();\n");
5883 sync_flags
&= ~(WINED3DSSF_THREAD_GROUP
| WINED3DSSF_GROUP_SHARED_MEMORY
);
5886 if (sync_flags
& WINED3DSSF_GROUP_SHARED_MEMORY
)
5888 shader_addline(buffer
, "memoryBarrierShared();\n");
5889 sync_flags
&= ~WINED3DSSF_GROUP_SHARED_MEMORY
;
5893 FIXME("Unhandled sync flags %#x.\n", sync_flags
);
5896 static const struct wined3d_shader_resource_info
*shader_glsl_get_resource_info(
5897 const struct wined3d_shader_instruction
*ins
, const struct wined3d_shader_register
*reg
)
5899 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5900 unsigned int idx
= reg
->idx
[0].offset
;
5902 if (reg
->type
== WINED3DSPR_RESOURCE
)
5904 if (idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
5906 ERR("Invalid resource index %u.\n", idx
);
5909 return ®_maps
->resource_info
[idx
];
5912 if (reg
->type
== WINED3DSPR_UAV
)
5914 if (idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5916 ERR("Invalid UAV index %u.\n", idx
);
5919 return ®_maps
->uav_resource_info
[idx
];
5922 FIXME("Unhandled register type %#x.\n", reg
->type
);
5926 static void shader_glsl_bufinfo(const struct wined3d_shader_instruction
*ins
)
5928 const char *prefix
= shader_glsl_get_prefix(ins
->ctx
->reg_maps
->shader_version
.type
);
5929 const struct wined3d_shader_resource_info
*resource_info
;
5930 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5931 unsigned int resource_idx
;
5932 char dst_swizzle
[6];
5935 write_mask
= shader_glsl_append_dst(buffer
, ins
);
5936 shader_glsl_get_swizzle(&ins
->src
[0], FALSE
, write_mask
, dst_swizzle
);
5938 if (!(resource_info
= shader_glsl_get_resource_info(ins
, &ins
->src
[0].reg
)))
5940 resource_idx
= ins
->src
[0].reg
.idx
[0].offset
;
5942 shader_addline(buffer
, "ivec2(");
5943 if (ins
->src
[0].reg
.type
== WINED3DSPR_RESOURCE
)
5945 unsigned int bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
,
5946 resource_idx
, WINED3D_SAMPLER_DEFAULT
);
5947 shader_addline(buffer
, "textureSize(%s_sampler%u)", prefix
, bind_idx
);
5951 shader_addline(buffer
, "imageSize(%s_image%u)", prefix
, resource_idx
);
5953 if (resource_info
->stride
)
5954 shader_addline(buffer
, " / %u", resource_info
->stride
);
5955 else if (resource_info
->flags
& WINED3D_VIEW_BUFFER_RAW
)
5956 shader_addline(buffer
, " * 4");
5957 shader_addline(buffer
, ", %u)%s);\n", resource_info
->stride
, dst_swizzle
);
5960 static BOOL
is_multisampled(enum wined3d_shader_resource_type resource_type
)
5962 return resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2DMS
5963 || resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY
;
5966 static BOOL
is_mipmapped(enum wined3d_shader_resource_type resource_type
)
5968 return resource_type
!= WINED3D_SHADER_RESOURCE_BUFFER
&& !is_multisampled(resource_type
);
5971 static void shader_glsl_resinfo(const struct wined3d_shader_instruction
*ins
)
5973 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
5974 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
5975 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5976 enum wined3d_shader_resource_type resource_type
;
5977 enum wined3d_shader_register_type reg_type
;
5978 unsigned int resource_idx
, bind_idx
, i
;
5979 enum wined3d_data_type dst_data_type
;
5980 struct glsl_src_param lod_param
;
5981 BOOL supports_mipmaps
;
5982 char dst_swizzle
[6];
5985 dst_data_type
= ins
->dst
[0].reg
.data_type
;
5986 if (ins
->flags
== WINED3DSI_RESINFO_UINT
)
5987 dst_data_type
= WINED3D_DATA_UINT
;
5988 else if (ins
->flags
)
5989 FIXME("Unhandled flags %#x.\n", ins
->flags
);
5991 reg_type
= ins
->src
[1].reg
.type
;
5992 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5993 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &lod_param
);
5994 if (reg_type
== WINED3DSPR_RESOURCE
)
5996 resource_type
= ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
;
5997 bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
,
5998 resource_idx
, WINED3D_SAMPLER_DEFAULT
);
6002 resource_type
= ins
->ctx
->reg_maps
->uav_resource_info
[resource_idx
].type
;
6003 bind_idx
= resource_idx
;
6006 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
6008 ERR("Unexpected resource type %#x.\n", resource_type
);
6012 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], dst_data_type
);
6013 shader_glsl_get_swizzle(&ins
->src
[1], FALSE
, write_mask
, dst_swizzle
);
6015 if (dst_data_type
== WINED3D_DATA_UINT
)
6016 shader_addline(buffer
, "uvec4(");
6018 shader_addline(buffer
, "vec4(");
6020 if (reg_type
== WINED3DSPR_RESOURCE
)
6022 shader_addline(buffer
, "textureSize(%s_sampler%u",
6023 shader_glsl_get_prefix(version
->type
), bind_idx
);
6027 shader_addline(buffer
, "imageSize(%s_image%u",
6028 shader_glsl_get_prefix(version
->type
), bind_idx
);
6031 supports_mipmaps
= is_mipmapped(resource_type
) && reg_type
!= WINED3DSPR_UAV
;
6032 if (supports_mipmaps
)
6033 shader_addline(buffer
, ", %s", lod_param
.param_str
);
6034 shader_addline(buffer
, "), ");
6036 for (i
= 0; i
< 3 - resource_type_info
[resource_type
].resinfo_size
; ++i
)
6037 shader_addline(buffer
, "0, ");
6039 if (supports_mipmaps
)
6041 if (gl_info
->supported
[ARB_TEXTURE_QUERY_LEVELS
])
6043 shader_addline(buffer
, "textureQueryLevels(%s_sampler%u)",
6044 shader_glsl_get_prefix(version
->type
), bind_idx
);
6048 FIXME("textureQueryLevels is not supported, returning 1 level.\n");
6049 shader_addline(buffer
, "1");
6054 shader_addline(buffer
, "1");
6057 shader_addline(buffer
, ")%s);\n", dst_swizzle
);
6060 static void shader_glsl_sample_info(const struct wined3d_shader_instruction
*ins
)
6062 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
6063 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
6064 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6065 const struct wined3d_shader_dst_param
*dst
= ins
->dst
;
6066 const struct wined3d_shader_src_param
*src
= ins
->src
;
6067 enum wined3d_shader_resource_type resource_type
;
6068 enum wined3d_data_type dst_data_type
;
6069 unsigned int resource_idx
, bind_idx
;
6070 char dst_swizzle
[6];
6073 dst_data_type
= dst
->reg
.data_type
;
6074 if (ins
->flags
== WINED3DSI_SAMPLE_INFO_UINT
)
6075 dst_data_type
= WINED3D_DATA_UINT
;
6076 else if (ins
->flags
)
6077 FIXME("Unhandled flags %#x.\n", ins
->flags
);
6079 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, dst
, dst_data_type
);
6080 shader_glsl_get_swizzle(src
, FALSE
, write_mask
, dst_swizzle
);
6082 if (dst_data_type
== WINED3D_DATA_UINT
)
6083 shader_addline(buffer
, "uvec4(");
6085 shader_addline(buffer
, "vec4(");
6087 if (src
->reg
.type
== WINED3DSPR_RASTERIZER
)
6089 if (gl_info
->supported
[ARB_SAMPLE_SHADING
])
6091 shader_addline(buffer
, "gl_NumSamples");
6095 FIXME("OpenGL implementation does not support ARB_sample_shading.\n");
6096 shader_addline(buffer
, "1");
6101 resource_idx
= src
->reg
.idx
[0].offset
;
6102 resource_type
= reg_maps
->resource_info
[resource_idx
].type
;
6103 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
6105 ERR("Unexpected resource type %#x.\n", resource_type
);
6108 bind_idx
= shader_glsl_find_sampler(®_maps
->sampler_map
, resource_idx
, WINED3D_SAMPLER_DEFAULT
);
6110 if (gl_info
->supported
[ARB_SHADER_TEXTURE_IMAGE_SAMPLES
])
6112 shader_addline(buffer
, "textureSamples(%s_sampler%u)",
6113 shader_glsl_get_prefix(reg_maps
->shader_version
.type
), bind_idx
);
6117 FIXME("textureSamples() is not supported.\n");
6118 shader_addline(buffer
, "1");
6122 shader_addline(buffer
, ", 0, 0, 0)%s);\n", dst_swizzle
);
6125 static void shader_glsl_ld(const struct wined3d_shader_instruction
*ins
)
6127 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
6128 struct glsl_src_param coord_param
, lod_param
, sample_param
;
6129 unsigned int resource_idx
, sampler_idx
, sampler_bind_idx
;
6130 struct glsl_sample_function sample_function
;
6131 DWORD flags
= WINED3D_GLSL_SAMPLE_LOAD
;
6134 if (wined3d_shader_instruction_has_texel_offset(ins
))
6135 flags
|= WINED3D_GLSL_SAMPLE_OFFSET
;
6137 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
6138 sampler_idx
= WINED3D_SAMPLER_DEFAULT
;
6140 if (resource_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
6142 ERR("Invalid resource index %u.\n", resource_idx
);
6145 has_lod_param
= is_mipmapped(reg_maps
->resource_info
[resource_idx
].type
);
6147 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sampler_idx
, flags
, &sample_function
);
6148 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
6149 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
6150 sampler_bind_idx
= shader_glsl_find_sampler(®_maps
->sampler_map
, resource_idx
, sampler_idx
);
6151 if (is_multisampled(reg_maps
->resource_info
[resource_idx
].type
))
6153 shader_glsl_add_src_param(ins
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &sample_param
);
6154 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, ins
->src
[1].swizzle
,
6155 NULL
, NULL
, NULL
, &ins
->texel_offset
, "%s, %s", coord_param
.param_str
, sample_param
.param_str
);
6159 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, ins
->src
[1].swizzle
,
6160 NULL
, NULL
, has_lod_param
? lod_param
.param_str
: NULL
, &ins
->texel_offset
,
6161 "%s", coord_param
.param_str
);
6163 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6166 static void shader_glsl_sample(const struct wined3d_shader_instruction
*ins
)
6168 const char *lod_param_str
= NULL
, *dx_param_str
= NULL
, *dy_param_str
= NULL
;
6169 struct glsl_src_param coord_param
, lod_param
, dx_param
, dy_param
;
6170 unsigned int resource_idx
, sampler_idx
, sampler_bind_idx
;
6171 struct glsl_sample_function sample_function
;
6174 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_GRAD
)
6175 flags
|= WINED3D_GLSL_SAMPLE_GRAD
;
6176 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_LOD
)
6177 flags
|= WINED3D_GLSL_SAMPLE_LOD
;
6178 if (wined3d_shader_instruction_has_texel_offset(ins
))
6179 flags
|= WINED3D_GLSL_SAMPLE_OFFSET
;
6181 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
6182 sampler_idx
= ins
->src
[2].reg
.idx
[0].offset
;
6184 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sampler_idx
, flags
, &sample_function
);
6185 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
6187 switch (ins
->handler_idx
)
6189 case WINED3DSIH_SAMPLE
:
6191 case WINED3DSIH_SAMPLE_B
:
6192 shader_glsl_add_src_param(ins
, &ins
->src
[3], WINED3DSP_WRITEMASK_0
, &lod_param
);
6193 lod_param_str
= lod_param
.param_str
;
6195 case WINED3DSIH_SAMPLE_GRAD
:
6196 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.deriv_mask
, &dx_param
);
6197 shader_glsl_add_src_param(ins
, &ins
->src
[4], sample_function
.deriv_mask
, &dy_param
);
6198 dx_param_str
= dx_param
.param_str
;
6199 dy_param_str
= dy_param
.param_str
;
6201 case WINED3DSIH_SAMPLE_LOD
:
6202 shader_glsl_add_src_param(ins
, &ins
->src
[3], WINED3DSP_WRITEMASK_0
, &lod_param
);
6203 lod_param_str
= lod_param
.param_str
;
6206 ERR("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
6210 sampler_bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
, resource_idx
, sampler_idx
);
6211 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, ins
->src
[1].swizzle
,
6212 dx_param_str
, dy_param_str
, lod_param_str
, &ins
->texel_offset
, "%s", coord_param
.param_str
);
6213 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6216 /* GLSL doesn't provide a function to sample from level zero with depth
6217 * comparison for array textures and cube textures. We use textureGrad*()
6218 * to implement sample_c_lz.
6220 static void shader_glsl_gen_sample_c_lz(const struct wined3d_shader_instruction
*ins
,
6221 unsigned int sampler_bind_idx
, const struct glsl_sample_function
*sample_function
,
6222 unsigned int coord_size
, const char *coord_param
, const char *ref_param
)
6224 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
6225 unsigned int deriv_size
= wined3d_popcount(sample_function
->deriv_mask
);
6226 const struct wined3d_shader_texel_offset
*offset
= &ins
->texel_offset
;
6227 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6228 char dst_swizzle
[6];
6230 WARN("Emitting textureGrad() for sample_c_lz.\n");
6232 shader_glsl_swizzle_to_str(WINED3DSP_NOSWIZZLE
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
6233 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], sample_function
->data_type
);
6234 shader_addline(buffer
, "vec4(textureGrad%s(%s_sampler%u, vec%u(%s, %s), vec%u(0.0), vec%u(0.0)",
6235 sample_function
->offset_size
? "Offset" : "",
6236 shader_glsl_get_prefix(version
->type
), sampler_bind_idx
,
6237 coord_size
, coord_param
, ref_param
, deriv_size
, deriv_size
);
6238 if (sample_function
->offset_size
)
6240 int offset_immdata
[4] = {offset
->u
, offset
->v
, offset
->w
};
6241 shader_addline(buffer
, ", ");
6242 shader_glsl_append_imm_ivec(buffer
, offset_immdata
, sample_function
->offset_size
);
6244 shader_addline(buffer
, "))%s);\n", dst_swizzle
);
6247 static void shader_glsl_sample_c(const struct wined3d_shader_instruction
*ins
)
6249 unsigned int resource_idx
, sampler_idx
, sampler_bind_idx
;
6250 const struct wined3d_shader_resource_info
*resource_info
;
6251 struct glsl_src_param coord_param
, compare_param
;
6252 struct glsl_sample_function sample_function
;
6253 const char *lod_param
= NULL
;
6254 unsigned int coord_size
;
6257 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_C_LZ
)
6260 flags
|= WINED3D_GLSL_SAMPLE_LOD
;
6263 if (wined3d_shader_instruction_has_texel_offset(ins
))
6264 flags
|= WINED3D_GLSL_SAMPLE_OFFSET
;
6266 if (!(resource_info
= shader_glsl_get_resource_info(ins
, &ins
->src
[1].reg
)))
6268 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
6269 sampler_idx
= ins
->src
[2].reg
.idx
[0].offset
;
6271 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sampler_idx
, flags
, &sample_function
);
6272 coord_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
6273 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
>> 1, &coord_param
);
6274 shader_glsl_add_src_param(ins
, &ins
->src
[3], WINED3DSP_WRITEMASK_0
, &compare_param
);
6275 sampler_bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
, resource_idx
, sampler_idx
);
6276 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_C_LZ
6277 && (resource_info
->type
== WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
6278 || resource_info
->type
== WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
))
6280 shader_glsl_gen_sample_c_lz(ins
, sampler_bind_idx
, &sample_function
,
6281 coord_size
, coord_param
.param_str
, compare_param
.param_str
);
6285 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
,
6286 NULL
, NULL
, lod_param
, &ins
->texel_offset
, "vec%u(%s, %s)",
6287 coord_size
, coord_param
.param_str
, compare_param
.param_str
);
6289 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6292 static void shader_glsl_gather4(const struct wined3d_shader_instruction
*ins
)
6294 unsigned int resource_param_idx
, resource_idx
, sampler_idx
, sampler_bind_idx
, component_idx
;
6295 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
6296 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
6297 struct glsl_src_param coord_param
, compare_param
, offset_param
;
6298 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
6299 const struct wined3d_shader_resource_info
*resource_info
;
6300 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6301 unsigned int coord_size
, offset_size
;
6302 char dst_swizzle
[6];
6305 if (!gl_info
->supported
[ARB_TEXTURE_GATHER
])
6307 FIXME("OpenGL implementation does not support textureGather.\n");
6311 has_offset
= ins
->handler_idx
== WINED3DSIH_GATHER4_PO
6312 || ins
->handler_idx
== WINED3DSIH_GATHER4_PO_C
6313 || wined3d_shader_instruction_has_texel_offset(ins
);
6315 resource_param_idx
=
6316 (ins
->handler_idx
== WINED3DSIH_GATHER4_PO
|| ins
->handler_idx
== WINED3DSIH_GATHER4_PO_C
) ? 2 : 1;
6317 resource_idx
= ins
->src
[resource_param_idx
].reg
.idx
[0].offset
;
6318 sampler_idx
= ins
->src
[resource_param_idx
+ 1].reg
.idx
[0].offset
;
6319 component_idx
= shader_glsl_swizzle_get_component(ins
->src
[resource_param_idx
+ 1].swizzle
, 0);
6320 sampler_bind_idx
= shader_glsl_find_sampler(®_maps
->sampler_map
, resource_idx
, sampler_idx
);
6322 if (!(resource_info
= shader_glsl_get_resource_info(ins
, &ins
->src
[resource_param_idx
].reg
)))
6325 if (resource_info
->type
>= ARRAY_SIZE(resource_type_info
))
6327 ERR("Unexpected resource type %#x.\n", resource_info
->type
);
6330 shader_glsl_get_coord_size(resource_info
->type
, &coord_size
, &offset_size
);
6332 shader_glsl_swizzle_to_str(ins
->src
[resource_param_idx
].swizzle
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
6333 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], resource_info
->data_type
);
6335 shader_glsl_add_src_param(ins
, &ins
->src
[0], (1u << coord_size
) - 1, &coord_param
);
6337 shader_addline(buffer
, "textureGather%s(%s_sampler%u, %s",
6338 has_offset
? "Offset" : "", prefix
, sampler_bind_idx
, coord_param
.param_str
);
6339 if (ins
->handler_idx
== WINED3DSIH_GATHER4_C
|| ins
->handler_idx
== WINED3DSIH_GATHER4_PO_C
)
6341 shader_glsl_add_src_param(ins
, &ins
->src
[resource_param_idx
+ 2], WINED3DSP_WRITEMASK_0
, &compare_param
);
6342 shader_addline(buffer
, ", %s", compare_param
.param_str
);
6344 if (ins
->handler_idx
== WINED3DSIH_GATHER4_PO
|| ins
->handler_idx
== WINED3DSIH_GATHER4_PO_C
)
6346 shader_glsl_add_src_param(ins
, &ins
->src
[1], (1u << offset_size
) - 1, &offset_param
);
6347 shader_addline(buffer
, ", %s", offset_param
.param_str
);
6349 else if (has_offset
)
6351 int offset_immdata
[4] = {ins
->texel_offset
.u
, ins
->texel_offset
.v
, ins
->texel_offset
.w
};
6352 shader_addline(buffer
, ", ");
6353 shader_glsl_append_imm_ivec(buffer
, offset_immdata
, offset_size
);
6356 shader_addline(buffer
, ", %u", component_idx
);
6358 shader_addline(buffer
, ")%s);\n", dst_swizzle
);
6361 static void shader_glsl_texcoord(const struct wined3d_shader_instruction
*ins
)
6363 /* FIXME: Make this work for more than just 2D textures */
6364 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6365 DWORD write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
6367 if (!(ins
->ctx
->reg_maps
->shader_version
.major
== 1 && ins
->ctx
->reg_maps
->shader_version
.minor
== 4))
6371 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
6372 shader_addline(buffer
, "clamp(ffp_texcoord[%u], 0.0, 1.0)%s);\n",
6373 ins
->dst
[0].reg
.idx
[0].offset
, dst_mask
);
6377 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
6378 DWORD reg
= ins
->src
[0].reg
.idx
[0].offset
;
6379 char dst_swizzle
[6];
6381 shader_glsl_get_swizzle(&ins
->src
[0], FALSE
, write_mask
, dst_swizzle
);
6383 if (src_mod
== WINED3DSPSM_DZ
|| src_mod
== WINED3DSPSM_DW
)
6385 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
6386 struct glsl_src_param div_param
;
6387 DWORD src_writemask
= src_mod
== WINED3DSPSM_DZ
? WINED3DSP_WRITEMASK_2
: WINED3DSP_WRITEMASK_3
;
6389 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_writemask
, &div_param
);
6392 shader_addline(buffer
, "ffp_texcoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
6394 shader_addline(buffer
, "ffp_texcoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
6398 shader_addline(buffer
, "ffp_texcoord[%u]%s);\n", reg
, dst_swizzle
);
6403 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
6404 * Take a 3-component dot product of the TexCoord[dstreg] and src,
6405 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
6406 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction
*ins
)
6408 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6409 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6410 struct glsl_sample_function sample_function
;
6411 struct glsl_src_param src0_param
;
6414 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6416 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
6417 * scalar, and projected sampling would require 4.
6419 * It is a dependent read - not valid with conditional NP2 textures
6421 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
6422 mask_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
6427 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
6428 NULL
, "dot(ffp_texcoord[%u].xyz, %s)", sampler_idx
, src0_param
.param_str
);
6432 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
6433 NULL
, "vec2(dot(ffp_texcoord[%u].xyz, %s), 0.0)", sampler_idx
, src0_param
.param_str
);
6437 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
6438 NULL
, "vec3(dot(ffp_texcoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx
, src0_param
.param_str
);
6442 FIXME("Unexpected mask size %u\n", mask_size
);
6445 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6448 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
6449 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
6450 static void shader_glsl_texdp3(const struct wined3d_shader_instruction
*ins
)
6452 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6453 DWORD dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
6454 struct glsl_src_param src0_param
;
6456 unsigned int mask_size
;
6458 dst_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
6459 mask_size
= shader_glsl_get_write_mask_size(dst_mask
);
6460 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6462 if (mask_size
> 1) {
6463 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(T%u.xyz, %s)));\n", mask_size
, dstreg
, src0_param
.param_str
);
6465 shader_addline(ins
->ctx
->buffer
, "dot(T%u.xyz, %s));\n", dstreg
, src0_param
.param_str
);
6469 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
6470 * Calculate the depth as dst.x / dst.y */
6471 static void shader_glsl_texdepth(const struct wined3d_shader_instruction
*ins
)
6473 struct glsl_dst_param dst_param
;
6475 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
6477 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
6478 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
6479 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
6480 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
6483 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
6484 dst_param
.reg_name
, dst_param
.reg_name
);
6487 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
6488 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
6489 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
6490 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
6492 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction
*ins
)
6494 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6495 DWORD dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
6496 struct glsl_src_param src0_param
;
6498 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6500 shader_addline(ins
->ctx
->buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg
, src0_param
.param_str
);
6501 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
6504 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
6505 * Calculate the 1st of a 2-row matrix multiplication. */
6506 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction
*ins
)
6508 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6509 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6510 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6511 struct glsl_src_param src0_param
;
6513 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6514 shader_addline(buffer
, "tmp0.x = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
6517 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
6518 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
6519 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction
*ins
)
6521 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6522 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6523 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
6524 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6525 struct glsl_src_param src0_param
;
6527 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6528 shader_addline(buffer
, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + tex_mx
->current_row
, reg
, src0_param
.param_str
);
6529 tex_mx
->texcoord_w
[tex_mx
->current_row
++] = reg
;
6532 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction
*ins
)
6534 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6535 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6536 struct glsl_sample_function sample_function
;
6537 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6538 struct glsl_src_param src0_param
;
6540 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6541 shader_addline(buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
6543 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
6545 /* Sample the texture using the calculated coordinates */
6546 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
, "tmp0.xy");
6547 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6550 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
6551 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
6552 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction
*ins
)
6554 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6555 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
6556 struct glsl_sample_function sample_function
;
6557 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6558 struct glsl_src_param src0_param
;
6560 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6561 shader_addline(ins
->ctx
->buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
6563 /* Dependent read, not valid with conditional NP2 */
6564 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
6566 /* Sample the texture using the calculated coordinates */
6567 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
, "tmp0.xyz");
6568 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6570 tex_mx
->current_row
= 0;
6573 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
6574 * Perform the 3rd row of a 3x3 matrix multiply */
6575 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction
*ins
)
6577 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6578 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
6579 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6580 struct glsl_src_param src0_param
;
6583 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6585 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
6586 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
6587 shader_addline(ins
->ctx
->buffer
, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg
, src0_param
.param_str
, dst_mask
);
6589 tex_mx
->current_row
= 0;
6592 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
6593 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
6594 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction
*ins
)
6596 struct glsl_src_param src0_param
;
6597 struct glsl_src_param src1_param
;
6598 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6599 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
6600 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6601 struct glsl_sample_function sample_function
;
6602 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6605 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6606 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
6608 /* Perform the last matrix multiply operation */
6609 shader_addline(buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
6610 /* Reflection calculation */
6611 shader_addline(buffer
, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param
.param_str
);
6613 /* Dependent read, not valid with conditional NP2 */
6614 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
6615 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
6617 /* Sample the texture */
6618 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
6619 NULL
, NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
6620 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6622 tex_mx
->current_row
= 0;
6625 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
6626 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
6627 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction
*ins
)
6629 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6630 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
6631 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6632 struct glsl_sample_function sample_function
;
6633 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6634 struct glsl_src_param src0_param
;
6637 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6639 /* Perform the last matrix multiply operation */
6640 shader_addline(buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_param
.param_str
);
6642 /* Construct the eye-ray vector from w coordinates */
6643 shader_addline(buffer
, "tmp1.xyz = normalize(vec3(ffp_texcoord[%u].w, ffp_texcoord[%u].w, ffp_texcoord[%u].w));\n",
6644 tex_mx
->texcoord_w
[0], tex_mx
->texcoord_w
[1], reg
);
6645 shader_addline(buffer
, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
6647 /* Dependent read, not valid with conditional NP2 */
6648 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
6649 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
6651 /* Sample the texture using the calculated coordinates */
6652 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
6653 NULL
, NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
6654 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6656 tex_mx
->current_row
= 0;
6659 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
6660 * Apply a fake bump map transform.
6661 * texbem is pshader <= 1.3 only, this saves a few version checks
6663 static void shader_glsl_texbem(const struct wined3d_shader_instruction
*ins
)
6665 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
6666 struct glsl_sample_function sample_function
;
6667 struct glsl_src_param coord_param
;
6673 sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6674 flags
= (priv
->cur_ps_args
->tex_transform
>> sampler_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
6675 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
6677 /* Dependent read, not valid with conditional NP2 */
6678 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
6679 mask
= sample_function
.coord_mask
;
6681 shader_glsl_write_mask_to_str(mask
, coord_mask
);
6683 /* With projected textures, texbem only divides the static texture coord,
6684 * not the displacement, so we can't let GL handle this. */
6685 if (flags
& WINED3D_PSARGS_PROJECTED
)
6688 char coord_div_mask
[3];
6689 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
6691 case WINED3D_TTFF_COUNT1
:
6692 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
6694 case WINED3D_TTFF_COUNT2
:
6695 div_mask
= WINED3DSP_WRITEMASK_1
;
6697 case WINED3D_TTFF_COUNT3
:
6698 div_mask
= WINED3DSP_WRITEMASK_2
;
6700 case WINED3D_TTFF_COUNT4
:
6701 case WINED3D_TTFF_DISABLE
:
6702 div_mask
= WINED3DSP_WRITEMASK_3
;
6705 shader_glsl_write_mask_to_str(div_mask
, coord_div_mask
);
6706 shader_addline(ins
->ctx
->buffer
, "T%u%s /= T%u%s;\n", sampler_idx
, coord_mask
, sampler_idx
, coord_div_mask
);
6709 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &coord_param
);
6711 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
6712 "T%u%s + vec4(bumpenv_mat%u * %s, 0.0, 0.0)%s", sampler_idx
, coord_mask
, sampler_idx
,
6713 coord_param
.param_str
, coord_mask
);
6715 if (ins
->handler_idx
== WINED3DSIH_TEXBEML
)
6717 struct glsl_src_param luminance_param
;
6718 struct glsl_dst_param dst_param
;
6720 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &luminance_param
);
6721 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
6723 shader_addline(ins
->ctx
->buffer
, "%s%s *= (%s * bumpenv_lum_scale%u + bumpenv_lum_offset%u);\n",
6724 dst_param
.reg_name
, dst_param
.mask_str
,
6725 luminance_param
.param_str
, sampler_idx
, sampler_idx
);
6727 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6730 static void shader_glsl_bem(const struct wined3d_shader_instruction
*ins
)
6732 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6733 struct glsl_src_param src0_param
, src1_param
;
6735 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
6736 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
6738 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
6739 shader_addline(ins
->ctx
->buffer
, "%s + bumpenv_mat%u * %s);\n",
6740 src0_param
.param_str
, sampler_idx
, src1_param
.param_str
);
6743 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
6744 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
6745 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction
*ins
)
6747 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6748 struct glsl_sample_function sample_function
;
6749 struct glsl_src_param src0_param
;
6751 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
6753 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
6754 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
6755 "%s.wx", src0_param
.reg_name
);
6756 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6759 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
6760 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
6761 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction
*ins
)
6763 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6764 struct glsl_sample_function sample_function
;
6765 struct glsl_src_param src0_param
;
6767 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
6769 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
6770 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
6771 "%s.yz", src0_param
.reg_name
);
6772 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6775 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
6776 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
6777 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction
*ins
)
6779 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6780 struct glsl_sample_function sample_function
;
6781 struct glsl_src_param src0_param
;
6783 /* Dependent read, not valid with conditional NP2 */
6784 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
6785 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &src0_param
);
6787 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
6788 "%s", src0_param
.param_str
);
6789 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6792 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
6793 * If any of the first 3 components are < 0, discard this pixel */
6794 static void shader_glsl_texkill(const struct wined3d_shader_instruction
*ins
)
6796 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 4)
6798 shader_glsl_generate_condition(ins
);
6799 shader_addline(ins
->ctx
->buffer
, " discard;\n");
6803 struct glsl_dst_param dst_param
;
6805 /* The argument is a destination parameter, and no writemasks are allowed */
6806 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
6808 /* 2.0 shaders compare all 4 components in texkill. */
6809 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 2)
6810 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param
.reg_name
);
6811 /* 1.x shaders only compare the first 3 components, probably due to
6812 * the nature of the texkill instruction as a tex* instruction, and
6813 * phase, which kills all .w components. Even if all 4 components are
6814 * defined, only the first 3 are used. */
6816 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param
.reg_name
);
6820 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
6821 * dst = dot2(src0, src1) + src2 */
6822 static void shader_glsl_dp2add(const struct wined3d_shader_instruction
*ins
)
6824 struct glsl_src_param src0_param
;
6825 struct glsl_src_param src1_param
;
6826 struct glsl_src_param src2_param
;
6828 unsigned int mask_size
;
6830 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
6831 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
6833 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
6834 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
6835 shader_glsl_add_src_param(ins
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &src2_param
);
6837 if (mask_size
> 1) {
6838 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(%s, %s) + %s));\n",
6839 mask_size
, src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
6841 shader_addline(ins
->ctx
->buffer
, "dot(%s, %s) + %s);\n",
6842 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
6846 static void shader_glsl_input_pack(const struct wined3d_shader
*shader
, struct wined3d_string_buffer
*buffer
,
6847 const struct wined3d_shader_signature
*input_signature
,
6848 const struct wined3d_shader_reg_maps
*reg_maps
,
6849 const struct ps_compile_args
*args
, const struct wined3d_gl_info
*gl_info
, BOOL unroll
)
6853 for (i
= 0; i
< input_signature
->element_count
; ++i
)
6855 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
6856 const char *semantic_name
;
6861 if (!(reg_maps
->input_registers
& (1u << input
->register_idx
)))
6864 semantic_name
= input
->semantic_name
;
6865 semantic_idx
= input
->semantic_idx
;
6866 shader_glsl_write_mask_to_str(input
->mask
, reg_mask
);
6868 if (args
->vp_mode
== WINED3D_VP_MODE_SHADER
)
6870 if (input
->sysval_semantic
== WINED3D_SV_POSITION
&& !semantic_idx
)
6872 shader_addline(buffer
, "ps_in[%u]%s = vpos%s;\n",
6873 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6875 else if (args
->pointsprite
&& shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
6877 shader_addline(buffer
, "ps_in[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", input
->register_idx
);
6879 else if (input
->sysval_semantic
== WINED3D_SV_IS_FRONT_FACE
)
6881 shader_addline(buffer
, "ps_in[%u]%s = uintBitsToFloat(gl_FrontFacing ? 0xffffffffu : 0u);\n",
6882 input
->register_idx
, reg_mask
);
6884 else if (input
->sysval_semantic
== WINED3D_SV_SAMPLE_INDEX
)
6886 if (gl_info
->supported
[ARB_SAMPLE_SHADING
])
6887 shader_addline(buffer
, "ps_in[%u]%s = intBitsToFloat(gl_SampleID);\n",
6888 input
->register_idx
, reg_mask
);
6890 FIXME("ARB_sample_shading is not supported.\n");
6892 else if (input
->sysval_semantic
== WINED3D_SV_RENDER_TARGET_ARRAY_INDEX
&& !semantic_idx
)
6894 if (gl_info
->supported
[ARB_FRAGMENT_LAYER_VIEWPORT
])
6895 shader_addline(buffer
, "ps_in[%u]%s = intBitsToFloat(gl_Layer);\n",
6896 input
->register_idx
, reg_mask
);
6898 FIXME("ARB_fragment_layer_viewport is not supported.\n");
6900 else if (input
->sysval_semantic
== WINED3D_SV_VIEWPORT_ARRAY_INDEX
&& !semantic_idx
)
6902 if (gl_info
->supported
[ARB_VIEWPORT_ARRAY
])
6903 shader_addline(buffer
, "ps_in[%u]%s = intBitsToFloat(gl_ViewportIndex);\n",
6904 input
->register_idx
, reg_mask
);
6906 FIXME("ARB_viewport_array is not supported.\n");
6910 if (input
->sysval_semantic
)
6911 FIXME("Unhandled sysval semantic %#x.\n", input
->sysval_semantic
);
6912 shader_addline(buffer
, unroll
? "ps_in[%u]%s = %s%u%s;\n" : "ps_in[%u]%s = %s[%u]%s;\n",
6913 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
,
6914 shader_glsl_shader_input_name(gl_info
),
6915 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
);
6918 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
6920 if (args
->pointsprite
)
6921 shader_addline(buffer
, "ps_in[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n",
6922 shader
->u
.ps
.input_reg_map
[input
->register_idx
]);
6923 else if (args
->vp_mode
== WINED3D_VP_MODE_NONE
&& args
->texcoords_initialized
& (1u << semantic_idx
))
6924 shader_addline(buffer
, "ps_in[%u]%s = %s[%u]%s;\n",
6925 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
,
6926 needs_legacy_glsl_syntax(gl_info
)
6927 ? "gl_TexCoord" : "ffp_varying_texcoord", semantic_idx
, reg_mask
);
6929 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
6930 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6932 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
))
6935 shader_addline(buffer
, "ps_in[%u]%s = vec4(ffp_varying_diffuse)%s;\n",
6936 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6937 else if (semantic_idx
== 1)
6938 shader_addline(buffer
, "ps_in[%u]%s = vec4(ffp_varying_specular)%s;\n",
6939 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6941 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
6942 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6946 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
6947 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6952 static void add_glsl_program_entry(struct shader_glsl_priv
*priv
, struct glsl_shader_prog_link
*entry
)
6954 struct glsl_program_key key
;
6956 key
.vs_id
= entry
->vs
.id
;
6957 key
.hs_id
= entry
->hs
.id
;
6958 key
.ds_id
= entry
->ds
.id
;
6959 key
.gs_id
= entry
->gs
.id
;
6960 key
.ps_id
= entry
->ps
.id
;
6961 key
.cs_id
= entry
->cs
.id
;
6963 if (wine_rb_put(&priv
->program_lookup
, &key
, &entry
->program_lookup_entry
) == -1)
6965 ERR("Failed to insert program entry.\n");
6969 static struct glsl_shader_prog_link
*get_glsl_program_entry(const struct shader_glsl_priv
*priv
,
6970 const struct glsl_program_key
*key
)
6972 struct wine_rb_entry
*entry
;
6974 entry
= wine_rb_get(&priv
->program_lookup
, key
);
6975 return entry
? WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
) : NULL
;
6978 /* Context activation is done by the caller. */
6979 static void delete_glsl_program_entry(struct shader_glsl_priv
*priv
, const struct wined3d_gl_info
*gl_info
,
6980 struct glsl_shader_prog_link
*entry
)
6982 wine_rb_remove(&priv
->program_lookup
, &entry
->program_lookup_entry
);
6984 GL_EXTCALL(glDeleteProgram(entry
->id
));
6986 list_remove(&entry
->vs
.shader_entry
);
6988 list_remove(&entry
->hs
.shader_entry
);
6990 list_remove(&entry
->ds
.shader_entry
);
6992 list_remove(&entry
->gs
.shader_entry
);
6994 list_remove(&entry
->ps
.shader_entry
);
6996 list_remove(&entry
->cs
.shader_entry
);
7000 static void shader_glsl_setup_vs3_output(struct shader_glsl_priv
*priv
,
7001 const struct wined3d_gl_info
*gl_info
, const DWORD
*map
,
7002 const struct wined3d_shader_signature
*input_signature
,
7003 const struct wined3d_shader_reg_maps
*reg_maps_in
,
7004 const struct wined3d_shader_signature
*output_signature
,
7005 const struct wined3d_shader_reg_maps
*reg_maps_out
)
7007 struct wined3d_string_buffer
*destination
= string_buffer_get(&priv
->string_buffers
);
7008 const char *out_array_name
= shader_glsl_shader_output_name(gl_info
);
7009 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
7010 unsigned int in_count
= vec4_varyings(3, gl_info
);
7011 unsigned int max_varyings
= needs_legacy_glsl_syntax(gl_info
) ? in_count
+ 2 : in_count
;
7012 DWORD in_idx
, *set
= NULL
;
7016 set
= heap_calloc(max_varyings
, sizeof(*set
));
7018 for (i
= 0; i
< input_signature
->element_count
; ++i
)
7020 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
7022 if (!(reg_maps_in
->input_registers
& (1u << input
->register_idx
)))
7025 in_idx
= map
[input
->register_idx
];
7026 /* Declared, but not read register */
7029 if (in_idx
>= max_varyings
)
7031 FIXME("More input varyings declared than supported, expect issues.\n");
7035 if (in_idx
== in_count
)
7036 string_buffer_sprintf(destination
, "gl_FrontColor");
7037 else if (in_idx
== in_count
+ 1)
7038 string_buffer_sprintf(destination
, "gl_FrontSecondaryColor");
7040 string_buffer_sprintf(destination
, "%s[%u]", out_array_name
, in_idx
);
7045 for (j
= 0; j
< output_signature
->element_count
; ++j
)
7047 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[j
];
7050 if (!(reg_maps_out
->output_registers
& (1u << output
->register_idx
))
7051 || input
->semantic_idx
!= output
->semantic_idx
7052 || strcmp(input
->semantic_name
, output
->semantic_name
)
7053 || !(mask
= input
->mask
& output
->mask
))
7056 if (set
[in_idx
] == ~0u)
7058 set
[in_idx
] |= mask
& reg_maps_out
->u
.output_registers_mask
[output
->register_idx
];
7059 shader_glsl_write_mask_to_str(mask
, reg_mask
);
7061 shader_addline(buffer
, "%s%s = outputs[%u]%s;\n",
7062 destination
->buffer
, reg_mask
, output
->register_idx
, reg_mask
);
7066 for (i
= 0; i
< max_varyings
; ++i
)
7070 if (!set
[i
] || set
[i
] == WINED3DSP_WRITEMASK_ALL
)
7077 if (!(set
[i
] & WINED3DSP_WRITEMASK_0
))
7078 reg_mask
[size
++] = 'x';
7079 if (!(set
[i
] & WINED3DSP_WRITEMASK_1
))
7080 reg_mask
[size
++] = 'y';
7081 if (!(set
[i
] & WINED3DSP_WRITEMASK_2
))
7082 reg_mask
[size
++] = 'z';
7083 if (!(set
[i
] & WINED3DSP_WRITEMASK_3
))
7084 reg_mask
[size
++] = 'w';
7085 reg_mask
[size
] = '\0';
7088 string_buffer_sprintf(destination
, "gl_FrontColor");
7089 else if (i
== in_count
+ 1)
7090 string_buffer_sprintf(destination
, "gl_FrontSecondaryColor");
7092 string_buffer_sprintf(destination
, "%s[%u]", out_array_name
, i
);
7095 shader_addline(buffer
, "%s.%s = 0.0;\n", destination
->buffer
, reg_mask
);
7097 shader_addline(buffer
, "%s.%s = vec%u(0.0);\n", destination
->buffer
, reg_mask
, size
);
7101 string_buffer_release(&priv
->string_buffers
, destination
);
7104 static void shader_glsl_setup_sm4_shader_output(struct shader_glsl_priv
*priv
,
7105 unsigned int input_count
, const struct wined3d_shader_signature
*output_signature
,
7106 const struct wined3d_shader_reg_maps
*reg_maps_out
, const char *output_variable_name
,
7107 BOOL rasterizer_setup
)
7109 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
7113 for (i
= 0; i
< output_signature
->element_count
; ++i
)
7115 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[i
];
7117 if (!(reg_maps_out
->output_registers
& (1u << output
->register_idx
)))
7120 if (output
->stream_idx
)
7123 if (output
->register_idx
>= input_count
)
7126 shader_glsl_write_mask_to_str(output
->mask
, reg_mask
);
7128 shader_addline(buffer
,
7129 rasterizer_setup
? "%s.reg%u%s = outputs[%u]%s;\n" : "%s.reg[%u]%s = outputs[%u]%s;\n",
7130 output_variable_name
, output
->register_idx
, reg_mask
, output
->register_idx
, reg_mask
);
7134 static void shader_glsl_generate_clip_or_cull_distances(struct wined3d_string_buffer
*buffer
,
7135 const struct wined3d_shader_signature_element
*element
, DWORD clip_or_cull_distance_mask
)
7137 unsigned int i
, clip_or_cull_index
;
7141 name
= element
->sysval_semantic
== WINED3D_SV_CLIP_DISTANCE
? "Clip" : "Cull";
7142 /* Assign consecutive indices starting from 0. */
7143 clip_or_cull_index
= element
->semantic_idx
? wined3d_popcount(clip_or_cull_distance_mask
& 0xf) : 0;
7144 for (i
= 0; i
< 4; ++i
)
7146 if (!(element
->mask
& (WINED3DSP_WRITEMASK_0
<< i
)))
7149 shader_glsl_write_mask_to_str(WINED3DSP_WRITEMASK_0
<< i
, reg_mask
);
7150 shader_addline(buffer
, "gl_%sDistance[%u] = outputs[%u]%s;\n",
7151 name
, clip_or_cull_index
, element
->register_idx
, reg_mask
);
7152 ++clip_or_cull_index
;
7156 static void shader_glsl_setup_sm3_rasterizer_input(struct shader_glsl_priv
*priv
,
7157 const struct wined3d_gl_info
*gl_info
, const DWORD
*map
,
7158 const struct wined3d_shader_signature
*input_signature
,
7159 const struct wined3d_shader_reg_maps
*reg_maps_in
, unsigned int input_count
,
7160 const struct wined3d_shader_signature
*output_signature
,
7161 const struct wined3d_shader_reg_maps
*reg_maps_out
, BOOL per_vertex_point_size
)
7163 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
7164 const char *semantic_name
;
7165 unsigned int semantic_idx
;
7169 /* First, sort out position and point size system values. */
7170 for (i
= 0; i
< output_signature
->element_count
; ++i
)
7172 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[i
];
7174 if (!(reg_maps_out
->output_registers
& (1u << output
->register_idx
)))
7177 if (output
->stream_idx
)
7180 semantic_name
= output
->semantic_name
;
7181 semantic_idx
= output
->semantic_idx
;
7182 shader_glsl_write_mask_to_str(output
->mask
, reg_mask
);
7184 if (output
->sysval_semantic
== WINED3D_SV_POSITION
&& !semantic_idx
)
7186 shader_addline(buffer
, "gl_Position%s = outputs[%u]%s;\n",
7187 reg_mask
, output
->register_idx
, reg_mask
);
7189 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
) && per_vertex_point_size
)
7191 shader_addline(buffer
, "gl_PointSize = clamp(outputs[%u].%c, "
7192 "ffp_point.size_min, ffp_point.size_max);\n", output
->register_idx
, reg_mask
[1]);
7194 else if (output
->sysval_semantic
== WINED3D_SV_RENDER_TARGET_ARRAY_INDEX
&& !semantic_idx
)
7196 shader_addline(buffer
, "gl_Layer = floatBitsToInt(outputs[%u])%s;\n",
7197 output
->register_idx
, reg_mask
);
7199 else if (output
->sysval_semantic
== WINED3D_SV_VIEWPORT_ARRAY_INDEX
&& !semantic_idx
)
7201 shader_addline(buffer
, "gl_ViewportIndex = floatBitsToInt(outputs[%u])%s;\n",
7202 output
->register_idx
, reg_mask
);
7204 else if (output
->sysval_semantic
== WINED3D_SV_CLIP_DISTANCE
)
7206 shader_glsl_generate_clip_or_cull_distances(buffer
, output
, reg_maps_out
->clip_distance_mask
);
7208 else if (output
->sysval_semantic
== WINED3D_SV_CULL_DISTANCE
)
7210 shader_glsl_generate_clip_or_cull_distances(buffer
, output
, reg_maps_out
->cull_distance_mask
);
7212 else if (output
->sysval_semantic
)
7214 FIXME("Unhandled sysval semantic %#x.\n", output
->sysval_semantic
);
7218 /* Then, setup the pixel shader input. */
7219 if (reg_maps_out
->shader_version
.major
< 4)
7220 shader_glsl_setup_vs3_output(priv
, gl_info
, map
, input_signature
, reg_maps_in
,
7221 output_signature
, reg_maps_out
);
7223 shader_glsl_setup_sm4_shader_output(priv
, input_count
, output_signature
, reg_maps_out
, "shader_out", TRUE
);
7226 /* Context activation is done by the caller. */
7227 static GLuint
shader_glsl_generate_vs3_rasterizer_input_setup(struct shader_glsl_priv
*priv
,
7228 const struct wined3d_shader
*vs
, const struct wined3d_shader
*ps
,
7229 BOOL per_vertex_point_size
, BOOL flatshading
, const struct wined3d_gl_info
*gl_info
)
7231 const BOOL legacy_syntax
= needs_legacy_glsl_syntax(gl_info
);
7232 DWORD ps_major
= ps
? ps
->reg_maps
.shader_version
.major
: 0;
7233 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
7234 const char *semantic_name
;
7240 string_buffer_clear(buffer
);
7242 shader_glsl_add_version_declaration(buffer
, gl_info
);
7244 if (per_vertex_point_size
)
7246 shader_addline(buffer
, "uniform struct\n{\n");
7247 shader_addline(buffer
, " float size_min;\n");
7248 shader_addline(buffer
, " float size_max;\n");
7249 shader_addline(buffer
, "} ffp_point;\n");
7254 DWORD colors_written_mask
[2] = {0};
7255 DWORD texcoords_written_mask
[MAX_TEXTURES
] = {0};
7259 declare_out_varying(gl_info
, buffer
, flatshading
, "vec4 ffp_varying_diffuse;\n");
7260 declare_out_varying(gl_info
, buffer
, flatshading
, "vec4 ffp_varying_specular;\n");
7261 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
7262 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
7265 shader_addline(buffer
, "void setup_vs_output(in vec4 outputs[%u])\n{\n", vs
->limits
->packed_output
);
7267 for (i
= 0; i
< vs
->output_signature
.element_count
; ++i
)
7269 const struct wined3d_shader_signature_element
*output
= &vs
->output_signature
.elements
[i
];
7272 if (!(vs
->reg_maps
.output_registers
& (1u << output
->register_idx
)))
7275 semantic_name
= output
->semantic_name
;
7276 semantic_idx
= output
->semantic_idx
;
7277 write_mask
= output
->mask
;
7278 shader_glsl_write_mask_to_str(write_mask
, reg_mask
);
7280 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
) && semantic_idx
< 2)
7283 shader_addline(buffer
, "gl_Front%sColor%s = outputs[%u]%s;\n",
7284 semantic_idx
? "Secondary" : "", reg_mask
, output
->register_idx
, reg_mask
);
7286 shader_addline(buffer
, "ffp_varying_%s%s = clamp(outputs[%u]%s, 0.0, 1.0);\n",
7287 semantic_idx
? "specular" : "diffuse", reg_mask
, output
->register_idx
, reg_mask
);
7289 colors_written_mask
[semantic_idx
] = write_mask
;
7291 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_POSITION
) && !semantic_idx
)
7293 shader_addline(buffer
, "gl_Position%s = outputs[%u]%s;\n",
7294 reg_mask
, output
->register_idx
, reg_mask
);
7296 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
7298 if (semantic_idx
< MAX_TEXTURES
)
7300 shader_addline(buffer
, "%s[%u]%s = outputs[%u]%s;\n",
7301 legacy_syntax
? "gl_TexCoord" : "ffp_varying_texcoord",
7302 semantic_idx
, reg_mask
, output
->register_idx
, reg_mask
);
7303 texcoords_written_mask
[semantic_idx
] = write_mask
;
7306 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
) && per_vertex_point_size
)
7308 shader_addline(buffer
, "gl_PointSize = clamp(outputs[%u].%c, "
7309 "ffp_point.size_min, ffp_point.size_max);\n", output
->register_idx
, reg_mask
[1]);
7311 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_FOG
))
7313 shader_addline(buffer
, "%s = clamp(outputs[%u].%c, 0.0, 1.0);\n",
7314 legacy_syntax
? "gl_FogFragCoord" : "ffp_varying_fogcoord",
7315 output
->register_idx
, reg_mask
[1]);
7319 for (i
= 0; i
< 2; ++i
)
7321 if (colors_written_mask
[i
] != WINED3DSP_WRITEMASK_ALL
)
7323 shader_glsl_write_mask_to_str(~colors_written_mask
[i
] & WINED3DSP_WRITEMASK_ALL
, reg_mask
);
7325 shader_addline(buffer
, "%s%s = vec4(1.0)%s;\n",
7326 legacy_syntax
? "gl_FrontColor" : "ffp_varying_diffuse",
7327 reg_mask
, reg_mask
);
7329 shader_addline(buffer
, "%s%s = vec4(0.0)%s;\n",
7330 legacy_syntax
? "gl_FrontSecondaryColor" : "ffp_varying_specular",
7331 reg_mask
, reg_mask
);
7334 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
7336 if (ps
&& !(ps
->reg_maps
.texcoord
& (1u << i
)))
7339 if (texcoords_written_mask
[i
] != WINED3DSP_WRITEMASK_ALL
)
7341 if (gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(gl_info
)
7342 && !texcoords_written_mask
[i
])
7345 shader_glsl_write_mask_to_str(~texcoords_written_mask
[i
] & WINED3DSP_WRITEMASK_ALL
, reg_mask
);
7346 shader_addline(buffer
, "%s[%u]%s = vec4(0.0)%s;\n",
7347 legacy_syntax
? "gl_TexCoord" : "ffp_varying_texcoord", i
, reg_mask
, reg_mask
);
7353 unsigned int in_count
= min(vec4_varyings(ps_major
, gl_info
), ps
->limits
->packed_input
);
7355 shader_glsl_declare_shader_outputs(gl_info
, buffer
, in_count
, FALSE
, NULL
);
7356 shader_addline(buffer
, "void setup_vs_output(in vec4 outputs[%u])\n{\n", vs
->limits
->packed_output
);
7357 shader_glsl_setup_sm3_rasterizer_input(priv
, gl_info
, ps
->u
.ps
.input_reg_map
, &ps
->input_signature
,
7358 &ps
->reg_maps
, 0, &vs
->output_signature
, &vs
->reg_maps
, per_vertex_point_size
);
7361 shader_addline(buffer
, "}\n");
7363 ret
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
7364 checkGLcall("glCreateShader(GL_VERTEX_SHADER)");
7365 shader_glsl_compile(gl_info
, ret
, buffer
->buffer
);
7370 static void shader_glsl_generate_stream_output_setup(struct shader_glsl_priv
*priv
,
7371 const struct wined3d_shader
*shader
, const struct wined3d_stream_output_desc
*so_desc
)
7373 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
7376 shader_addline(buffer
, "out shader_in_out\n{\n");
7377 for (i
= 0; i
< so_desc
->element_count
; ++i
)
7379 const struct wined3d_stream_output_element
*e
= &so_desc
->elements
[i
];
7383 FIXME("Unhandled stream %u.\n", e
->stream_idx
);
7386 if (e
->register_idx
== WINED3D_STREAM_OUTPUT_GAP
)
7389 if (e
->component_idx
|| e
->component_count
!= 4)
7391 if (e
->component_count
== 1)
7392 shader_addline(buffer
, "float");
7394 shader_addline(buffer
, "vec%u", e
->component_count
);
7395 shader_addline(buffer
, " reg%u_%u_%u;\n",
7396 e
->register_idx
, e
->component_idx
, e
->component_idx
+ e
->component_count
- 1);
7400 shader_addline(buffer
, "vec4 reg%u;\n", e
->register_idx
);
7403 shader_addline(buffer
, "} shader_out;\n");
7405 shader_addline(buffer
, "void setup_gs_output(in vec4 outputs[%u])\n{\n",
7406 shader
->limits
->packed_output
);
7407 for (i
= 0; i
< so_desc
->element_count
; ++i
)
7409 const struct wined3d_stream_output_element
*e
= &so_desc
->elements
[i
];
7413 FIXME("Unhandled stream %u.\n", e
->stream_idx
);
7416 if (e
->register_idx
== WINED3D_STREAM_OUTPUT_GAP
)
7419 if (e
->component_idx
|| e
->component_count
!= 4)
7424 write_mask
= ((1u << e
->component_count
) - 1) << e
->component_idx
;
7425 shader_glsl_write_mask_to_str(write_mask
, str_mask
);
7426 shader_addline(buffer
, "shader_out.reg%u_%u_%u = outputs[%u]%s;\n",
7427 e
->register_idx
, e
->component_idx
, e
->component_idx
+ e
->component_count
- 1,
7428 e
->register_idx
, str_mask
);
7432 shader_addline(buffer
, "shader_out.reg%u = outputs[%u];\n",
7433 e
->register_idx
, e
->register_idx
);
7436 shader_addline(buffer
, "}\n");
7439 static void shader_glsl_generate_sm4_output_setup(struct shader_glsl_priv
*priv
,
7440 const struct wined3d_shader
*shader
, unsigned int input_count
,
7441 const struct wined3d_gl_info
*gl_info
, BOOL rasterizer_setup
, const DWORD
*interpolation_mode
)
7443 const char *prefix
= shader_glsl_get_prefix(shader
->reg_maps
.shader_version
.type
);
7444 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
7446 if (rasterizer_setup
)
7447 input_count
= min(vec4_varyings(4, gl_info
), input_count
);
7450 shader_glsl_declare_shader_outputs(gl_info
, buffer
, input_count
, rasterizer_setup
, interpolation_mode
);
7452 shader_addline(buffer
, "void setup_%s_output(in vec4 outputs[%u])\n{\n",
7453 prefix
, shader
->limits
->packed_output
);
7455 if (rasterizer_setup
)
7456 shader_glsl_setup_sm3_rasterizer_input(priv
, gl_info
, NULL
, NULL
,
7457 NULL
, input_count
, &shader
->output_signature
, &shader
->reg_maps
, FALSE
);
7459 shader_glsl_setup_sm4_shader_output(priv
, input_count
, &shader
->output_signature
,
7460 &shader
->reg_maps
, "shader_out", rasterizer_setup
);
7462 shader_addline(buffer
, "}\n");
7465 static void shader_glsl_generate_patch_constant_name(struct wined3d_string_buffer
*buffer
,
7466 const struct wined3d_shader_signature_element
*constant
, unsigned int *user_constant_idx
,
7467 const char *reg_mask
)
7469 if (!constant
->sysval_semantic
)
7471 shader_addline(buffer
, "user_patch_constant[%u]%s", (*user_constant_idx
)++, reg_mask
);
7475 switch (constant
->sysval_semantic
)
7477 case WINED3D_SV_TESS_FACTOR_QUADEDGE
:
7478 case WINED3D_SV_TESS_FACTOR_TRIEDGE
:
7479 case WINED3D_SV_TESS_FACTOR_LINEDET
:
7480 case WINED3D_SV_TESS_FACTOR_LINEDEN
:
7481 shader_addline(buffer
, "gl_TessLevelOuter[%u]", constant
->semantic_idx
);
7483 case WINED3D_SV_TESS_FACTOR_QUADINT
:
7484 case WINED3D_SV_TESS_FACTOR_TRIINT
:
7485 shader_addline(buffer
, "gl_TessLevelInner[%u]", constant
->semantic_idx
);
7488 FIXME("Unhandled sysval semantic %#x.\n", constant
->sysval_semantic
);
7489 shader_addline(buffer
, "vec4(0.0)%s", reg_mask
);
7493 static void shader_glsl_generate_patch_constant_setup(struct wined3d_string_buffer
*buffer
,
7494 const struct wined3d_shader_signature
*signature
, BOOL input_setup
)
7496 unsigned int i
, register_count
, user_constant_index
, user_constant_count
;
7498 register_count
= user_constant_count
= 0;
7499 for (i
= 0; i
< signature
->element_count
; ++i
)
7501 const struct wined3d_shader_signature_element
*constant
= &signature
->elements
[i
];
7502 register_count
= max(constant
->register_idx
+ 1, register_count
);
7503 if (!constant
->sysval_semantic
)
7504 ++user_constant_count
;
7507 if (user_constant_count
)
7508 shader_addline(buffer
, "patch %s vec4 user_patch_constant[%u];\n",
7509 input_setup
? "in" : "out", user_constant_count
);
7511 shader_addline(buffer
, "vec4 vpc[%u];\n", register_count
);
7513 shader_addline(buffer
, "void setup_patch_constant_%s()\n{\n", input_setup
? "input" : "output");
7514 for (i
= 0, user_constant_index
= 0; i
< signature
->element_count
; ++i
)
7516 const struct wined3d_shader_signature_element
*constant
= &signature
->elements
[i
];
7519 shader_glsl_write_mask_to_str(constant
->mask
, reg_mask
);
7522 shader_addline(buffer
, "vpc[%u]%s", constant
->register_idx
, reg_mask
);
7524 shader_glsl_generate_patch_constant_name(buffer
, constant
, &user_constant_index
, reg_mask
);
7526 shader_addline(buffer
, " = ");
7529 shader_glsl_generate_patch_constant_name(buffer
, constant
, &user_constant_index
, reg_mask
);
7531 shader_addline(buffer
, "hs_out[%u]%s", constant
->register_idx
, reg_mask
);
7533 shader_addline(buffer
, ";\n");
7535 shader_addline(buffer
, "}\n");
7538 static void shader_glsl_generate_srgb_write_correction(struct wined3d_string_buffer
*buffer
,
7539 const struct wined3d_gl_info
*gl_info
)
7541 const char *output
= get_fragment_output(gl_info
);
7543 shader_addline(buffer
, "tmp0.xyz = pow(%s[0].xyz, vec3(srgb_const0.x));\n", output
);
7544 shader_addline(buffer
, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
7545 shader_addline(buffer
, "tmp1.xyz = %s[0].xyz * vec3(srgb_const0.w);\n", output
);
7546 shader_addline(buffer
, "bvec3 srgb_compare = lessThan(%s[0].xyz, vec3(srgb_const1.x));\n", output
);
7547 shader_addline(buffer
, "%s[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n", output
);
7548 shader_addline(buffer
, "%s[0] = clamp(%s[0], 0.0, 1.0);\n", output
, output
);
7551 static void shader_glsl_generate_fog_code(struct wined3d_string_buffer
*buffer
,
7552 const struct wined3d_gl_info
*gl_info
, enum wined3d_ffp_ps_fog_mode mode
)
7554 const char *output
= get_fragment_output(gl_info
);
7558 case WINED3D_FFP_PS_FOG_OFF
:
7561 case WINED3D_FFP_PS_FOG_LINEAR
:
7562 shader_addline(buffer
, "float fog = (ffp_fog.end - ffp_varying_fogcoord) * ffp_fog.scale;\n");
7565 case WINED3D_FFP_PS_FOG_EXP
:
7566 shader_addline(buffer
, "float fog = exp(-ffp_fog.density * ffp_varying_fogcoord);\n");
7569 case WINED3D_FFP_PS_FOG_EXP2
:
7570 shader_addline(buffer
, "float fog = exp(-ffp_fog.density * ffp_fog.density"
7571 " * ffp_varying_fogcoord * ffp_varying_fogcoord);\n");
7575 ERR("Invalid fog mode %#x.\n", mode
);
7579 shader_addline(buffer
, "%s[0].xyz = mix(ffp_fog.color.xyz, %s[0].xyz, clamp(fog, 0.0, 1.0));\n",
7583 static void shader_glsl_generate_alpha_test(struct wined3d_string_buffer
*buffer
,
7584 const struct wined3d_gl_info
*gl_info
, enum wined3d_cmp_func alpha_func
)
7586 /* alpha_func is the PASS condition, not the DISCARD condition. Instead of
7587 * flipping all the operators here, just negate the comparison below. */
7588 static const char * const comparison_operator
[] =
7590 "", /* WINED3D_CMP_NEVER */
7591 "<", /* WINED3D_CMP_LESS */
7592 "==", /* WINED3D_CMP_EQUAL */
7593 "<=", /* WINED3D_CMP_LESSEQUAL */
7594 ">", /* WINED3D_CMP_GREATER */
7595 "!=", /* WINED3D_CMP_NOTEQUAL */
7596 ">=", /* WINED3D_CMP_GREATEREQUAL */
7597 "" /* WINED3D_CMP_ALWAYS */
7600 if (alpha_func
== WINED3D_CMP_ALWAYS
)
7603 if (alpha_func
!= WINED3D_CMP_NEVER
)
7604 shader_addline(buffer
, "if (!(%s[0].a %s alpha_test_ref))\n",
7605 get_fragment_output(gl_info
), comparison_operator
[alpha_func
- WINED3D_CMP_NEVER
]);
7606 shader_addline(buffer
, " discard;\n");
7609 static void shader_glsl_enable_extensions(struct wined3d_string_buffer
*buffer
,
7610 const struct wined3d_gl_info
*gl_info
)
7612 if (gl_info
->supported
[ARB_CULL_DISTANCE
])
7613 shader_addline(buffer
, "#extension GL_ARB_cull_distance : enable\n");
7614 if (gl_info
->supported
[ARB_GPU_SHADER5
])
7615 shader_addline(buffer
, "#extension GL_ARB_gpu_shader5 : enable\n");
7616 if (gl_info
->supported
[ARB_SHADER_ATOMIC_COUNTERS
])
7617 shader_addline(buffer
, "#extension GL_ARB_shader_atomic_counters : enable\n");
7618 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
7619 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
7620 if (gl_info
->supported
[ARB_SHADER_IMAGE_LOAD_STORE
])
7621 shader_addline(buffer
, "#extension GL_ARB_shader_image_load_store : enable\n");
7622 if (gl_info
->supported
[ARB_SHADER_IMAGE_SIZE
])
7623 shader_addline(buffer
, "#extension GL_ARB_shader_image_size : enable\n");
7624 if (gl_info
->supported
[ARB_SHADER_STORAGE_BUFFER_OBJECT
])
7625 shader_addline(buffer
, "#extension GL_ARB_shader_storage_buffer_object : enable\n");
7626 if (gl_info
->supported
[ARB_SHADER_TEXTURE_IMAGE_SAMPLES
])
7627 shader_addline(buffer
, "#extension GL_ARB_shader_texture_image_samples : enable\n");
7628 if (gl_info
->supported
[ARB_SHADING_LANGUAGE_420PACK
])
7629 shader_addline(buffer
, "#extension GL_ARB_shading_language_420pack : enable\n");
7630 if (gl_info
->supported
[ARB_SHADING_LANGUAGE_PACKING
])
7631 shader_addline(buffer
, "#extension GL_ARB_shading_language_packing : enable\n");
7632 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP_ARRAY
])
7633 shader_addline(buffer
, "#extension GL_ARB_texture_cube_map_array : enable\n");
7634 if (gl_info
->supported
[ARB_TEXTURE_GATHER
])
7635 shader_addline(buffer
, "#extension GL_ARB_texture_gather : enable\n");
7636 if (gl_info
->supported
[ARB_TEXTURE_QUERY_LEVELS
])
7637 shader_addline(buffer
, "#extension GL_ARB_texture_query_levels : enable\n");
7638 if (gl_info
->supported
[ARB_UNIFORM_BUFFER_OBJECT
])
7639 shader_addline(buffer
, "#extension GL_ARB_uniform_buffer_object : enable\n");
7640 if (gl_info
->supported
[ARB_VIEWPORT_ARRAY
])
7641 shader_addline(buffer
, "#extension GL_ARB_viewport_array : enable\n");
7642 if (gl_info
->supported
[EXT_GPU_SHADER4
])
7643 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
7644 if (gl_info
->supported
[EXT_TEXTURE_ARRAY
])
7645 shader_addline(buffer
, "#extension GL_EXT_texture_array : enable\n");
7648 static void shader_glsl_generate_color_output(struct wined3d_string_buffer
*buffer
,
7649 const struct wined3d_gl_info
*gl_info
, const struct wined3d_shader
*shader
,
7650 struct wined3d_string_buffer_list
*string_buffers
)
7652 const struct wined3d_shader_signature
*output_signature
= &shader
->output_signature
;
7653 struct wined3d_string_buffer
*src
, *assignment
;
7654 enum wined3d_data_type dst_data_type
;
7657 if (output_signature
->element_count
)
7659 src
= string_buffer_get(string_buffers
);
7660 assignment
= string_buffer_get(string_buffers
);
7661 for (i
= 0; i
< output_signature
->element_count
; ++i
)
7663 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[i
];
7665 /* register_idx is set to ~0u for non-color outputs. */
7666 if (output
->register_idx
== ~0u)
7668 if ((unsigned int)output
->component_type
>= ARRAY_SIZE(component_type_info
))
7670 FIXME("Unhandled component type %#x.\n", output
->component_type
);
7673 dst_data_type
= component_type_info
[output
->component_type
].data_type
;
7674 shader_addline(buffer
, "color_out%u = ", output
->semantic_idx
);
7675 string_buffer_sprintf(src
, "ps_out[%u]", output
->semantic_idx
);
7676 shader_glsl_sprintf_cast(assignment
, src
->buffer
, dst_data_type
, WINED3D_DATA_FLOAT
);
7677 shader_addline(buffer
, "%s;\n", assignment
->buffer
);
7679 string_buffer_release(string_buffers
, src
);
7680 string_buffer_release(string_buffers
, assignment
);
7684 DWORD mask
= shader
->reg_maps
.rt_mask
;
7688 i
= wined3d_bit_scan(&mask
);
7689 shader_addline(buffer
, "color_out%u = ps_out[%u];\n", i
, i
);
7694 static void shader_glsl_generate_ps_epilogue(const struct wined3d_gl_info
*gl_info
,
7695 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
7696 const struct ps_compile_args
*args
, struct wined3d_string_buffer_list
*string_buffers
)
7698 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
7700 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly. */
7701 if (reg_maps
->shader_version
.major
< 2)
7702 shader_addline(buffer
, "%s[0] = R0;\n", get_fragment_output(gl_info
));
7704 if (args
->srgb_correction
)
7705 shader_glsl_generate_srgb_write_correction(buffer
, gl_info
);
7707 /* SM < 3 does not replace the fog stage. */
7708 if (reg_maps
->shader_version
.major
< 3)
7709 shader_glsl_generate_fog_code(buffer
, gl_info
, args
->fog
);
7711 shader_glsl_generate_alpha_test(buffer
, gl_info
, args
->alpha_test_func
+ 1);
7713 if (reg_maps
->sample_mask
)
7714 shader_addline(buffer
, "gl_SampleMask[0] = floatBitsToInt(sample_mask);\n");
7716 if (!needs_legacy_glsl_syntax(gl_info
))
7717 shader_glsl_generate_color_output(buffer
, gl_info
, shader
, string_buffers
);
7720 /* Context activation is done by the caller. */
7721 static GLuint
shader_glsl_generate_pshader(const struct wined3d_context
*context
,
7722 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
7723 const struct wined3d_shader
*shader
,
7724 const struct ps_compile_args
*args
, struct ps_np2fixup_info
*np2fixup_info
)
7726 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
7727 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
7728 const char *prefix
= shader_glsl_get_prefix(version
->type
);
7729 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
7730 const BOOL legacy_syntax
= needs_legacy_glsl_syntax(gl_info
);
7731 unsigned int i
, extra_constants_needed
= 0;
7732 struct shader_glsl_ctx_priv priv_ctx
;
7736 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
7737 priv_ctx
.cur_ps_args
= args
;
7738 priv_ctx
.cur_np2fixup_info
= np2fixup_info
;
7739 priv_ctx
.string_buffers
= string_buffers
;
7741 shader_glsl_add_version_declaration(buffer
, gl_info
);
7743 shader_glsl_enable_extensions(buffer
, gl_info
);
7744 if (gl_info
->supported
[ARB_CONSERVATIVE_DEPTH
])
7745 shader_addline(buffer
, "#extension GL_ARB_conservative_depth : enable\n");
7746 if (gl_info
->supported
[ARB_DERIVATIVE_CONTROL
])
7747 shader_addline(buffer
, "#extension GL_ARB_derivative_control : enable\n");
7748 if (shader_glsl_use_explicit_attrib_location(gl_info
))
7749 shader_addline(buffer
, "#extension GL_ARB_explicit_attrib_location : enable\n");
7750 if (gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
7751 shader_addline(buffer
, "#extension GL_ARB_fragment_coord_conventions : enable\n");
7752 if (gl_info
->supported
[ARB_FRAGMENT_LAYER_VIEWPORT
])
7753 shader_addline(buffer
, "#extension GL_ARB_fragment_layer_viewport : enable\n");
7754 if (gl_info
->supported
[ARB_SAMPLE_SHADING
])
7755 shader_addline(buffer
, "#extension GL_ARB_sample_shading : enable\n");
7756 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
7757 shader_addline(buffer
, "#extension GL_ARB_shader_texture_lod : enable\n");
7758 /* The spec says that it doesn't have to be explicitly enabled, but the
7759 * nvidia drivers write a warning if we don't do so. */
7760 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
7761 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
7763 /* Base Declarations */
7764 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
7766 if (gl_info
->supported
[ARB_CONSERVATIVE_DEPTH
])
7768 if (shader
->u
.ps
.depth_output
== WINED3DSPR_DEPTHOUTGE
)
7769 shader_addline(buffer
, "layout (depth_greater) out float gl_FragDepth;\n");
7770 else if (shader
->u
.ps
.depth_output
== WINED3DSPR_DEPTHOUTLE
)
7771 shader_addline(buffer
, "layout (depth_less) out float gl_FragDepth;\n");
7774 /* Declare uniforms for NP2 texcoord fixup:
7775 * This is NOT done inside the loop that declares the texture samplers
7776 * since the NP2 fixup code is currently only used for the GeforceFX
7777 * series and when forcing the ARB_npot extension off. Modern cards just
7778 * skip the code anyway, so put it inside a separate loop. */
7779 if (args
->np2_fixup
)
7781 struct ps_np2fixup_info
*fixup
= priv_ctx
.cur_np2fixup_info
;
7782 unsigned int cur
= 0;
7784 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
7785 * while D3D has them in the (normalized) [0,1]x[0,1] range.
7786 * samplerNP2Fixup stores texture dimensions and is updated through
7787 * shader_glsl_load_np2fixup_constants when the sampler changes. */
7789 for (i
= 0; i
< shader
->limits
->sampler
; ++i
)
7791 if (!reg_maps
->resource_info
[i
].type
|| !(args
->np2_fixup
& (1u << i
)))
7794 if (reg_maps
->resource_info
[i
].type
!= WINED3D_SHADER_RESOURCE_TEXTURE_2D
)
7796 FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
7800 fixup
->idx
[i
] = cur
++;
7803 fixup
->num_consts
= (cur
+ 1) >> 1;
7804 fixup
->active
= args
->np2_fixup
;
7805 shader_addline(buffer
, "uniform vec4 %s_samplerNP2Fixup[%u];\n", prefix
, fixup
->num_consts
);
7808 if (version
->major
< 3 || args
->vp_mode
!= WINED3D_VP_MODE_SHADER
)
7810 shader_addline(buffer
, "uniform struct\n{\n");
7811 shader_addline(buffer
, " vec4 color;\n");
7812 shader_addline(buffer
, " float density;\n");
7813 shader_addline(buffer
, " float end;\n");
7814 shader_addline(buffer
, " float scale;\n");
7815 shader_addline(buffer
, "} ffp_fog;\n");
7817 if (needs_legacy_glsl_syntax(gl_info
))
7819 if (glsl_is_color_reg_read(shader
, 0))
7820 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
7821 if (glsl_is_color_reg_read(shader
, 1))
7822 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
7823 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
7824 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
7828 if (glsl_is_color_reg_read(shader
, 0))
7829 declare_in_varying(gl_info
, buffer
, args
->flatshading
, "vec4 ffp_varying_diffuse;\n");
7830 if (glsl_is_color_reg_read(shader
, 1))
7831 declare_in_varying(gl_info
, buffer
, args
->flatshading
, "vec4 ffp_varying_specular;\n");
7832 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
7833 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
7834 declare_in_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
7838 if (version
->major
>= 3)
7840 unsigned int in_count
= min(vec4_varyings(version
->major
, gl_info
), shader
->limits
->packed_input
);
7842 if (args
->vp_mode
== WINED3D_VP_MODE_SHADER
&& reg_maps
->input_registers
)
7843 shader_glsl_declare_shader_inputs(gl_info
, buffer
, in_count
,
7844 shader
->u
.ps
.interpolation_mode
, version
->major
>= 4);
7845 shader_addline(buffer
, "vec4 %s_in[%u];\n", prefix
, in_count
);
7848 for (i
= 0, map
= reg_maps
->bumpmat
; map
; map
>>= 1, ++i
)
7853 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", i
);
7855 if (reg_maps
->luminanceparams
& (1u << i
))
7857 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", i
);
7858 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", i
);
7859 extra_constants_needed
++;
7862 extra_constants_needed
++;
7865 if (args
->srgb_correction
)
7867 shader_addline(buffer
, "const vec4 srgb_const0 = ");
7868 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const0
);
7869 shader_addline(buffer
, ";\n");
7870 shader_addline(buffer
, "const vec4 srgb_const1 = ");
7871 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const1
);
7872 shader_addline(buffer
, ";\n");
7874 if (reg_maps
->vpos
|| reg_maps
->usesdsy
)
7876 if (reg_maps
->usesdsy
|| !gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
7878 ++extra_constants_needed
;
7879 shader_addline(buffer
, "uniform vec4 ycorrection;\n");
7883 if (gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
7885 if (context
->d3d_info
->wined3d_creation_flags
& WINED3D_PIXEL_CENTER_INTEGER
)
7886 shader_addline(buffer
, "layout(%spixel_center_integer) in vec4 gl_FragCoord;\n",
7887 args
->render_offscreen
? "" : "origin_upper_left, ");
7888 else if (!args
->render_offscreen
)
7889 shader_addline(buffer
, "layout(origin_upper_left) in vec4 gl_FragCoord;\n");
7891 shader_addline(buffer
, "vec4 vpos;\n");
7895 if (args
->alpha_test_func
+ 1 != WINED3D_CMP_ALWAYS
)
7896 shader_addline(buffer
, "uniform float alpha_test_ref;\n");
7898 if (!needs_legacy_glsl_syntax(gl_info
))
7900 const struct wined3d_shader_signature
*output_signature
= &shader
->output_signature
;
7902 shader_addline(buffer
, "vec4 ps_out[%u];\n", gl_info
->limits
.buffers
);
7903 if (output_signature
->element_count
)
7905 for (i
= 0; i
< output_signature
->element_count
; ++i
)
7907 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[i
];
7909 if (output
->register_idx
== ~0u)
7911 if ((unsigned int)output
->component_type
>= ARRAY_SIZE(component_type_info
))
7913 FIXME("Unhandled component type %#x.\n", output
->component_type
);
7916 if (shader_glsl_use_explicit_attrib_location(gl_info
))
7917 shader_addline(buffer
, "layout(location = %u) ", output
->semantic_idx
);
7918 shader_addline(buffer
, "out %s4 color_out%u;\n",
7919 component_type_info
[output
->component_type
].glsl_vector_type
, output
->semantic_idx
);
7924 DWORD mask
= reg_maps
->rt_mask
;
7928 i
= wined3d_bit_scan(&mask
);
7929 if (shader_glsl_use_explicit_attrib_location(gl_info
))
7930 shader_addline(buffer
, "layout(location = %u) ", i
);
7931 shader_addline(buffer
, "out vec4 color_out%u;\n", i
);
7936 if (shader
->limits
->constant_float
+ extra_constants_needed
>= gl_info
->limits
.glsl_ps_float_constants
)
7937 FIXME("Insufficient uniforms to run this shader.\n");
7939 if (shader
->u
.ps
.force_early_depth_stencil
)
7940 shader_addline(buffer
, "layout(early_fragment_tests) in;\n");
7942 shader_addline(buffer
, "void main()\n{\n");
7944 if (reg_maps
->sample_mask
)
7945 shader_addline(buffer
, "float sample_mask = uintBitsToFloat(0xffffffffu);\n");
7947 /* Direct3D applications expect integer vPos values, while OpenGL drivers
7948 * add approximately 0.5. This causes off-by-one problems as spotted by
7949 * the vPos d3d9 visual test. Unfortunately ATI cards do not add exactly
7950 * 0.5, but rather something like 0.49999999 or 0.50000001, which still
7951 * causes precision troubles when we just subtract 0.5.
7953 * To deal with that, just floor() the position. This will eliminate the
7954 * fraction on all cards.
7956 * TODO: Test how this behaves with multisampling.
7958 * An advantage of floor is that it works even if the driver doesn't add
7959 * 0.5. It is somewhat questionable if 1.5, 2.5, ... are the proper values
7960 * to return in gl_FragCoord, even though coordinates specify the pixel
7961 * centers instead of the pixel corners. This code will behave correctly
7962 * on drivers that returns integer values. */
7965 if (gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
7966 shader_addline(buffer
, "vpos = gl_FragCoord;\n");
7967 else if (context
->d3d_info
->wined3d_creation_flags
& WINED3D_PIXEL_CENTER_INTEGER
)
7968 shader_addline(buffer
,
7969 "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
7971 shader_addline(buffer
,
7972 "vpos = vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1);\n");
7975 if (reg_maps
->shader_version
.major
< 3 || args
->vp_mode
!= WINED3D_VP_MODE_SHADER
)
7978 WORD map
= reg_maps
->texcoord
;
7982 if (glsl_is_color_reg_read(shader
, 0))
7983 shader_addline(buffer
, "ffp_varying_diffuse = gl_Color;\n");
7984 if (glsl_is_color_reg_read(shader
, 1))
7985 shader_addline(buffer
, "ffp_varying_specular = gl_SecondaryColor;\n");
7988 for (i
= 0; map
; map
>>= 1, ++i
)
7992 if (args
->pointsprite
)
7993 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", i
);
7994 else if (args
->texcoords_initialized
& (1u << i
))
7995 shader_addline(buffer
, "ffp_texcoord[%u] = %s[%u];\n", i
,
7996 legacy_syntax
? "gl_TexCoord" : "ffp_varying_texcoord", i
);
7998 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(0.0);\n", i
);
7999 shader_addline(buffer
, "vec4 T%u = ffp_texcoord[%u];\n", i
, i
);
8004 shader_addline(buffer
, "ffp_varying_fogcoord = gl_FogFragCoord;\n");
8007 /* Pack 3.0 inputs */
8008 if (reg_maps
->shader_version
.major
>= 3)
8009 shader_glsl_input_pack(shader
, buffer
, &shader
->input_signature
, reg_maps
, args
, gl_info
,
8010 reg_maps
->shader_version
.major
>= 4);
8012 /* Base Shader Body */
8013 if (FAILED(shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, NULL
, NULL
)))
8016 /* In SM4+ the shader epilogue is generated by the "ret" instruction. */
8017 if (reg_maps
->shader_version
.major
< 4)
8018 shader_glsl_generate_ps_epilogue(gl_info
, buffer
, shader
, args
, string_buffers
);
8020 shader_addline(buffer
, "}\n");
8022 shader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
8023 TRACE("Compiling shader object %u.\n", shader_id
);
8024 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
8029 static void shader_glsl_generate_vs_epilogue(const struct wined3d_gl_info
*gl_info
,
8030 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
8031 const struct vs_compile_args
*args
)
8033 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
8034 const BOOL legacy_syntax
= needs_legacy_glsl_syntax(gl_info
);
8037 /* Unpack outputs. */
8038 shader_addline(buffer
, "setup_vs_output(vs_out);\n");
8040 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
8041 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
8042 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
8043 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0).
8045 if (reg_maps
->shader_version
.major
< 3)
8047 if (args
->fog_src
== VS_FOG_Z
)
8048 shader_addline(buffer
, "%s = gl_Position.z;\n",
8049 legacy_syntax
? "gl_FogFragCoord" : "ffp_varying_fogcoord");
8050 else if (!reg_maps
->fog
)
8051 shader_addline(buffer
, "%s = 0.0;\n",
8052 legacy_syntax
? "gl_FogFragCoord" : "ffp_varying_fogcoord");
8055 /* We always store the clipplanes without y inversion. */
8056 if (args
->clip_enabled
)
8059 shader_addline(buffer
, "gl_ClipVertex = gl_Position;\n");
8061 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
8062 shader_addline(buffer
, "gl_ClipDistance[%u] = dot(gl_Position, clip_planes[%u]);\n", i
, i
);
8065 if (args
->point_size
&& !args
->per_vertex_point_size
)
8066 shader_addline(buffer
, "gl_PointSize = clamp(ffp_point.size, ffp_point.size_min, ffp_point.size_max);\n");
8068 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
&& !gl_info
->supported
[ARB_CLIP_CONTROL
])
8069 shader_glsl_fixup_position(buffer
, FALSE
);
8072 /* Context activation is done by the caller. */
8073 static GLuint
shader_glsl_generate_vshader(const struct wined3d_context
*context
,
8074 struct shader_glsl_priv
*priv
, const struct wined3d_shader
*shader
, const struct vs_compile_args
*args
)
8076 struct wined3d_string_buffer_list
*string_buffers
= &priv
->string_buffers
;
8077 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
8078 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
8079 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
8080 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8081 struct shader_glsl_ctx_priv priv_ctx
;
8085 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
8086 priv_ctx
.cur_vs_args
= args
;
8087 priv_ctx
.string_buffers
= string_buffers
;
8089 shader_glsl_add_version_declaration(buffer
, gl_info
);
8091 shader_glsl_enable_extensions(buffer
, gl_info
);
8092 if (gl_info
->supported
[ARB_DRAW_INSTANCED
])
8093 shader_addline(buffer
, "#extension GL_ARB_draw_instanced : enable\n");
8094 if (shader_glsl_use_explicit_attrib_location(gl_info
))
8095 shader_addline(buffer
, "#extension GL_ARB_explicit_attrib_location : enable\n");
8097 /* Base Declarations */
8098 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
8100 for (i
= 0; i
< shader
->input_signature
.element_count
; ++i
)
8101 shader_glsl_declare_generic_vertex_attribute(buffer
, gl_info
, &shader
->input_signature
.elements
[i
]);
8103 if (args
->point_size
&& !args
->per_vertex_point_size
)
8105 shader_addline(buffer
, "uniform struct\n{\n");
8106 shader_addline(buffer
, " float size;\n");
8107 shader_addline(buffer
, " float size_min;\n");
8108 shader_addline(buffer
, " float size_max;\n");
8109 shader_addline(buffer
, "} ffp_point;\n");
8112 if (!needs_legacy_glsl_syntax(gl_info
))
8114 if (args
->clip_enabled
)
8115 shader_addline(buffer
, "uniform vec4 clip_planes[%u];\n", gl_info
->limits
.user_clip_distances
);
8117 if (version
->major
< 3)
8119 declare_out_varying(gl_info
, buffer
, args
->flatshading
, "vec4 ffp_varying_diffuse;\n");
8120 declare_out_varying(gl_info
, buffer
, args
->flatshading
, "vec4 ffp_varying_specular;\n");
8121 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
8122 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
8126 if (version
->major
< 4)
8127 shader_addline(buffer
, "void setup_vs_output(in vec4[%u]);\n", shader
->limits
->packed_output
);
8129 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
&& !gl_info
->supported
[ARB_CLIP_CONTROL
])
8130 shader_addline(buffer
, "uniform vec4 pos_fixup;\n");
8132 if (reg_maps
->shader_version
.major
>= 4)
8133 shader_glsl_generate_sm4_output_setup(priv
, shader
, args
->next_shader_input_count
,
8134 gl_info
, args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
, args
->interpolation_mode
);
8136 shader_addline(buffer
, "void main()\n{\n");
8138 if (reg_maps
->input_rel_addressing
)
8140 unsigned int highest_input_register
= wined3d_log2i(reg_maps
->input_registers
);
8141 shader_addline(buffer
, "vec4 vs_in[%u];\n", highest_input_register
+ 1);
8142 for (i
= 0; i
< shader
->input_signature
.element_count
; ++i
)
8144 const struct wined3d_shader_signature_element
*e
= &shader
->input_signature
.elements
[i
];
8145 shader_addline(buffer
, "vs_in[%u] = vs_in%u;\n", e
->register_idx
, e
->register_idx
);
8149 if (FAILED(shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, NULL
, NULL
)))
8152 /* In SM4+ the shader epilogue is generated by the "ret" instruction. */
8153 if (reg_maps
->shader_version
.major
< 4)
8154 shader_glsl_generate_vs_epilogue(gl_info
, buffer
, shader
, args
);
8156 shader_addline(buffer
, "}\n");
8158 shader_id
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
8159 TRACE("Compiling shader object %u.\n", shader_id
);
8160 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
8165 static void shader_glsl_generate_default_control_point_phase(const struct wined3d_shader
*shader
,
8166 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader_reg_maps
*reg_maps
)
8168 const struct wined3d_shader_signature
*output_signature
= &shader
->output_signature
;
8172 for (i
= 0; i
< output_signature
->element_count
; ++i
)
8174 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[i
];
8176 shader_glsl_write_mask_to_str(output
->mask
, reg_mask
);
8177 shader_addline(buffer
, "shader_out[gl_InvocationID].reg[%u]%s = shader_in[gl_InvocationID].reg[%u]%s;\n",
8178 output
->register_idx
, reg_mask
, output
->register_idx
, reg_mask
);
8182 static HRESULT
shader_glsl_generate_shader_phase(const struct wined3d_shader
*shader
,
8183 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader_reg_maps
*reg_maps
,
8184 struct shader_glsl_ctx_priv
*priv_ctx
, const struct wined3d_shader_phase
*phase
,
8185 const char *phase_name
, unsigned phase_idx
)
8190 shader_addline(buffer
, "void hs_%s_phase%u(%s)\n{\n",
8191 phase_name
, phase_idx
, phase
->instance_count
? "int phase_instance_id" : "");
8192 for (i
= 0; i
< phase
->temporary_count
; ++i
)
8193 shader_addline(buffer
, "vec4 R%u;\n", i
);
8194 hr
= shader_generate_code(shader
, buffer
, reg_maps
, priv_ctx
, phase
->start
, phase
->end
);
8195 shader_addline(buffer
, "}\n");
8199 static void shader_glsl_generate_shader_phase_invocation(struct wined3d_string_buffer
*buffer
,
8200 const struct wined3d_shader_phase
*phase
, const char *phase_name
, unsigned int phase_idx
)
8202 if (phase
->instance_count
)
8204 shader_addline(buffer
, "for (int i = 0; i < %u; ++i)\n{\n", phase
->instance_count
);
8205 shader_addline(buffer
, "hs_%s_phase%u(i);\n", phase_name
, phase_idx
);
8206 shader_addline(buffer
, "}\n");
8210 shader_addline(buffer
, "hs_%s_phase%u();\n", phase_name
, phase_idx
);
8214 static GLuint
shader_glsl_generate_hull_shader(const struct wined3d_context
*context
,
8215 struct shader_glsl_priv
*priv
, const struct wined3d_shader
*shader
)
8217 struct wined3d_string_buffer_list
*string_buffers
= &priv
->string_buffers
;
8218 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
8219 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
8220 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8221 const struct wined3d_hull_shader
*hs
= &shader
->u
.hs
;
8222 const struct wined3d_shader_phase
*phase
;
8223 struct shader_glsl_ctx_priv priv_ctx
;
8227 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
8228 priv_ctx
.string_buffers
= string_buffers
;
8230 shader_glsl_add_version_declaration(buffer
, gl_info
);
8232 shader_glsl_enable_extensions(buffer
, gl_info
);
8233 shader_addline(buffer
, "#extension GL_ARB_tessellation_shader : enable\n");
8235 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
8237 shader_addline(buffer
, "layout(vertices = %u) out;\n", hs
->output_vertex_count
);
8239 shader_addline(buffer
, "in shader_in_out { vec4 reg[%u]; } shader_in[];\n", shader
->limits
->packed_input
);
8240 shader_addline(buffer
, "out shader_in_out { vec4 reg[%u]; } shader_out[];\n", shader
->limits
->packed_output
);
8242 shader_glsl_generate_patch_constant_setup(buffer
, &shader
->patch_constant_signature
, FALSE
);
8244 if (hs
->phases
.control_point
)
8246 shader_addline(buffer
, "void setup_hs_output(in vec4 outputs[%u])\n{\n",
8247 shader
->limits
->packed_output
);
8248 shader_glsl_setup_sm4_shader_output(priv
, shader
->limits
->packed_output
, &shader
->output_signature
,
8249 &shader
->reg_maps
, "shader_out[gl_InvocationID]", FALSE
);
8250 shader_addline(buffer
, "}\n");
8253 shader_addline(buffer
, "void hs_control_point_phase()\n{\n");
8254 if ((phase
= hs
->phases
.control_point
))
8256 for (i
= 0; i
< phase
->temporary_count
; ++i
)
8257 shader_addline(buffer
, "vec4 R%u;\n", i
);
8258 if (FAILED(shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, phase
->start
, phase
->end
)))
8260 shader_addline(buffer
, "setup_hs_output(hs_out);\n");
8264 shader_glsl_generate_default_control_point_phase(shader
, buffer
, reg_maps
);
8266 shader_addline(buffer
, "}\n");
8268 for (i
= 0; i
< hs
->phases
.fork_count
; ++i
)
8270 if (FAILED(shader_glsl_generate_shader_phase(shader
, buffer
, reg_maps
, &priv_ctx
,
8271 &hs
->phases
.fork
[i
], "fork", i
)))
8275 for (i
= 0; i
< hs
->phases
.join_count
; ++i
)
8277 if (FAILED(shader_glsl_generate_shader_phase(shader
, buffer
, reg_maps
, &priv_ctx
,
8278 &hs
->phases
.join
[i
], "join", i
)))
8282 shader_addline(buffer
, "void main()\n{\n");
8283 shader_addline(buffer
, "hs_control_point_phase();\n");
8285 shader_addline(buffer
, "barrier();\n");
8286 for (i
= 0; i
< hs
->phases
.fork_count
; ++i
)
8287 shader_glsl_generate_shader_phase_invocation(buffer
, &hs
->phases
.fork
[i
], "fork", i
);
8288 for (i
= 0; i
< hs
->phases
.join_count
; ++i
)
8289 shader_glsl_generate_shader_phase_invocation(buffer
, &hs
->phases
.join
[i
], "join", i
);
8290 shader_addline(buffer
, "setup_patch_constant_output();\n");
8291 shader_addline(buffer
, "}\n");
8293 shader_id
= GL_EXTCALL(glCreateShader(GL_TESS_CONTROL_SHADER
));
8294 TRACE("Compiling shader object %u.\n", shader_id
);
8295 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
8300 static void shader_glsl_generate_ds_epilogue(const struct wined3d_gl_info
*gl_info
,
8301 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
8302 const struct ds_compile_args
*args
)
8304 shader_addline(buffer
, "setup_ds_output(ds_out);\n");
8306 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
&& !gl_info
->supported
[ARB_CLIP_CONTROL
])
8307 shader_glsl_fixup_position(buffer
, FALSE
);
8310 static GLuint
shader_glsl_generate_domain_shader(const struct wined3d_context
*context
,
8311 struct shader_glsl_priv
*priv
, const struct wined3d_shader
*shader
, const struct ds_compile_args
*args
)
8313 struct wined3d_string_buffer_list
*string_buffers
= &priv
->string_buffers
;
8314 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
8315 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
8316 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8317 struct shader_glsl_ctx_priv priv_ctx
;
8320 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
8321 priv_ctx
.cur_ds_args
= args
;
8322 priv_ctx
.string_buffers
= string_buffers
;
8324 shader_glsl_add_version_declaration(buffer
, gl_info
);
8326 shader_glsl_enable_extensions(buffer
, gl_info
);
8327 shader_addline(buffer
, "#extension GL_ARB_tessellation_shader : enable\n");
8329 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
8331 shader_addline(buffer
, "layout(");
8332 switch (shader
->u
.ds
.tessellator_domain
)
8334 case WINED3D_TESSELLATOR_DOMAIN_LINE
:
8335 shader_addline(buffer
, "isolines");
8337 case WINED3D_TESSELLATOR_DOMAIN_QUAD
:
8338 shader_addline(buffer
, "quads");
8340 case WINED3D_TESSELLATOR_DOMAIN_TRIANGLE
:
8341 shader_addline(buffer
, "triangles");
8344 switch (args
->tessellator_output_primitive
)
8346 case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CW
:
8347 if (args
->render_offscreen
)
8348 shader_addline(buffer
, ", ccw");
8350 shader_addline(buffer
, ", cw");
8352 case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW
:
8353 if (args
->render_offscreen
)
8354 shader_addline(buffer
, ", cw");
8356 shader_addline(buffer
, ", ccw");
8358 case WINED3D_TESSELLATOR_OUTPUT_POINT
:
8359 shader_addline(buffer
, ", point_mode");
8361 case WINED3D_TESSELLATOR_OUTPUT_LINE
:
8364 switch (args
->tessellator_partitioning
)
8366 case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD
:
8367 shader_addline(buffer
, ", fractional_odd_spacing");
8369 case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN
:
8370 shader_addline(buffer
, ", fractional_even_spacing");
8372 case WINED3D_TESSELLATOR_PARTITIONING_INTEGER
:
8373 case WINED3D_TESSELLATOR_PARTITIONING_POW2
:
8374 shader_addline(buffer
, ", equal_spacing");
8377 shader_addline(buffer
, ") in;\n");
8379 shader_addline(buffer
, "in shader_in_out { vec4 reg[%u]; } shader_in[];\n", shader
->limits
->packed_input
);
8381 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
&& !gl_info
->supported
[ARB_CLIP_CONTROL
])
8382 shader_addline(buffer
, "uniform vec4 pos_fixup;\n");
8384 shader_glsl_generate_sm4_output_setup(priv
, shader
, args
->output_count
, gl_info
,
8385 args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
, args
->interpolation_mode
);
8386 shader_glsl_generate_patch_constant_setup(buffer
, &shader
->patch_constant_signature
, TRUE
);
8388 shader_addline(buffer
, "void main()\n{\n");
8389 shader_addline(buffer
, "setup_patch_constant_input();\n");
8391 if (FAILED(shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, NULL
, NULL
)))
8394 shader_addline(buffer
, "}\n");
8396 shader_id
= GL_EXTCALL(glCreateShader(GL_TESS_EVALUATION_SHADER
));
8397 TRACE("Compiling shader object %u.\n", shader_id
);
8398 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
8403 /* Context activation is done by the caller. */
8404 static GLuint
shader_glsl_generate_geometry_shader(const struct wined3d_context
*context
,
8405 struct shader_glsl_priv
*priv
, const struct wined3d_shader
*shader
, const struct gs_compile_args
*args
)
8407 struct wined3d_string_buffer_list
*string_buffers
= &priv
->string_buffers
;
8408 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
8409 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
8410 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8411 const struct wined3d_shader_signature_element
*output
;
8412 enum wined3d_primitive_type primitive_type
;
8413 struct shader_glsl_ctx_priv priv_ctx
;
8414 unsigned int max_vertices
;
8418 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
8419 priv_ctx
.string_buffers
= string_buffers
;
8421 shader_glsl_add_version_declaration(buffer
, gl_info
);
8423 shader_glsl_enable_extensions(buffer
, gl_info
);
8425 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
8427 primitive_type
= shader
->u
.gs
.input_type
? shader
->u
.gs
.input_type
: args
->primitive_type
;
8428 shader_addline(buffer
, "layout(%s", glsl_primitive_type_from_d3d(primitive_type
));
8429 if (shader
->u
.gs
.instance_count
> 1)
8430 shader_addline(buffer
, ", invocations = %u", shader
->u
.gs
.instance_count
);
8431 shader_addline(buffer
, ") in;\n");
8433 primitive_type
= shader
->u
.gs
.output_type
? shader
->u
.gs
.output_type
: args
->primitive_type
;
8434 if (!(max_vertices
= shader
->u
.gs
.vertices_out
))
8436 switch (args
->primitive_type
)
8438 case WINED3D_PT_POINTLIST
:
8441 case WINED3D_PT_LINELIST
:
8444 case WINED3D_PT_TRIANGLELIST
:
8448 FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(args
->primitive_type
));
8452 shader_addline(buffer
, "layout(%s, max_vertices = %u) out;\n",
8453 glsl_primitive_type_from_d3d(primitive_type
), max_vertices
);
8454 shader_addline(buffer
, "in shader_in_out { vec4 reg[%u]; } shader_in[];\n", shader
->limits
->packed_input
);
8456 if (!gl_info
->supported
[ARB_CLIP_CONTROL
])
8458 shader_addline(buffer
, "uniform vec4 pos_fixup");
8459 if (reg_maps
->viewport_array
)
8460 shader_addline(buffer
, "[%u]", WINED3D_MAX_VIEWPORTS
);
8461 shader_addline(buffer
, ";\n");
8464 if (is_rasterization_disabled(shader
))
8466 shader_glsl_generate_stream_output_setup(priv
, shader
, &shader
->u
.gs
.so_desc
);
8470 shader_glsl_generate_sm4_output_setup(priv
, shader
, args
->output_count
,
8471 gl_info
, TRUE
, args
->interpolation_mode
);
8474 shader_addline(buffer
, "void main()\n{\n");
8475 if (shader
->function
)
8477 if (FAILED(shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, NULL
, NULL
)))
8482 for (i
= 0; i
< max_vertices
; ++i
)
8484 for (j
= 0; j
< shader
->output_signature
.element_count
; ++j
)
8486 output
= &shader
->output_signature
.elements
[j
];
8487 shader_addline(buffer
, "gs_out[%u] = shader_in[%u].reg[%u];\n",
8488 output
->register_idx
, i
, output
->register_idx
);
8490 shader_addline(buffer
, "setup_gs_output(gs_out);\n");
8491 if (!gl_info
->supported
[ARB_CLIP_CONTROL
])
8492 shader_glsl_fixup_position(buffer
, FALSE
);
8493 shader_addline(buffer
, "EmitVertex();\n");
8496 shader_addline(buffer
, "}\n");
8498 shader_id
= GL_EXTCALL(glCreateShader(GL_GEOMETRY_SHADER
));
8499 TRACE("Compiling shader object %u.\n", shader_id
);
8500 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
8505 static void shader_glsl_generate_shader_epilogue(const struct wined3d_shader_context
*ctx
)
8507 const struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
8508 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
8509 struct wined3d_string_buffer
*buffer
= ctx
->buffer
;
8510 const struct wined3d_shader
*shader
= ctx
->shader
;
8512 switch (shader
->reg_maps
.shader_version
.type
)
8514 case WINED3D_SHADER_TYPE_PIXEL
:
8515 shader_glsl_generate_ps_epilogue(gl_info
, buffer
, shader
, priv
->cur_ps_args
, priv
->string_buffers
);
8517 case WINED3D_SHADER_TYPE_VERTEX
:
8518 shader_glsl_generate_vs_epilogue(gl_info
, buffer
, shader
, priv
->cur_vs_args
);
8520 case WINED3D_SHADER_TYPE_DOMAIN
:
8521 shader_glsl_generate_ds_epilogue(gl_info
, buffer
, shader
, priv
->cur_ds_args
);
8523 case WINED3D_SHADER_TYPE_GEOMETRY
:
8524 case WINED3D_SHADER_TYPE_COMPUTE
:
8527 FIXME("Unhandled shader type %#x.\n", shader
->reg_maps
.shader_version
.type
);
8532 /* Context activation is done by the caller. */
8533 static GLuint
shader_glsl_generate_compute_shader(const struct wined3d_context
*context
,
8534 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
8535 const struct wined3d_shader
*shader
)
8537 const struct wined3d_shader_thread_group_size
*thread_group_size
= &shader
->u
.cs
.thread_group_size
;
8538 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
8539 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8540 struct shader_glsl_ctx_priv priv_ctx
;
8544 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
8545 priv_ctx
.string_buffers
= string_buffers
;
8547 shader_glsl_add_version_declaration(buffer
, gl_info
);
8549 shader_glsl_enable_extensions(buffer
, gl_info
);
8550 shader_addline(buffer
, "#extension GL_ARB_compute_shader : enable\n");
8552 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
8554 for (i
= 0; i
< reg_maps
->tgsm_count
; ++i
)
8556 if (reg_maps
->tgsm
[i
].size
)
8557 shader_addline(buffer
, "shared uint cs_g%u[%u];\n", i
, reg_maps
->tgsm
[i
].size
);
8560 shader_addline(buffer
, "layout(local_size_x = %u, local_size_y = %u, local_size_z = %u) in;\n",
8561 thread_group_size
->x
, thread_group_size
->y
, thread_group_size
->z
);
8563 shader_addline(buffer
, "void main()\n{\n");
8564 shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, NULL
, NULL
);
8565 shader_addline(buffer
, "}\n");
8567 shader_id
= GL_EXTCALL(glCreateShader(GL_COMPUTE_SHADER
));
8568 TRACE("Compiling shader object %u.\n", shader_id
);
8569 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
8574 static GLuint
find_glsl_pshader(const struct wined3d_context
*context
,
8575 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
8576 struct wined3d_shader
*shader
,
8577 const struct ps_compile_args
*args
, const struct ps_np2fixup_info
**np2fixup_info
)
8579 struct glsl_ps_compiled_shader
*gl_shaders
, *new_array
;
8580 struct glsl_shader_private
*shader_data
;
8581 struct ps_np2fixup_info
*np2fixup
;
8586 if (!shader
->backend_data
)
8588 if (!(shader
->backend_data
= heap_alloc_zero(sizeof(*shader_data
))))
8590 ERR("Failed to allocate backend data.\n");
8594 shader_data
= shader
->backend_data
;
8595 gl_shaders
= shader_data
->gl_shaders
.ps
;
8597 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
8598 * so a linear search is more performant than a hashmap or a binary search
8599 * (cache coherency etc)
8601 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
8603 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
8605 if (args
->np2_fixup
)
8606 *np2fixup_info
= &gl_shaders
[i
].np2fixup
;
8607 return gl_shaders
[i
].id
;
8611 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
8612 if (shader_data
->shader_array_size
== shader_data
->num_gl_shaders
)
8614 if (shader_data
->num_gl_shaders
)
8616 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
8617 new_array
= heap_realloc(shader_data
->gl_shaders
.ps
, new_size
* sizeof(*gl_shaders
));
8621 new_array
= heap_alloc(sizeof(*gl_shaders
));
8626 ERR("Out of memory\n");
8629 shader_data
->gl_shaders
.ps
= new_array
;
8630 shader_data
->shader_array_size
= new_size
;
8631 gl_shaders
= new_array
;
8634 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
8636 np2fixup
= &gl_shaders
[shader_data
->num_gl_shaders
].np2fixup
;
8637 memset(np2fixup
, 0, sizeof(*np2fixup
));
8638 *np2fixup_info
= args
->np2_fixup
? np2fixup
: NULL
;
8640 pixelshader_update_resource_types(shader
, args
->tex_types
);
8642 string_buffer_clear(buffer
);
8643 ret
= shader_glsl_generate_pshader(context
, buffer
, string_buffers
, shader
, args
, np2fixup
);
8644 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
8649 static inline BOOL
vs_args_equal(const struct vs_compile_args
*stored
, const struct vs_compile_args
*new,
8650 const DWORD use_map
)
8652 if ((stored
->swizzle_map
& use_map
) != new->swizzle_map
)
8654 if ((stored
->clip_enabled
) != new->clip_enabled
)
8656 if (stored
->point_size
!= new->point_size
)
8658 if (stored
->per_vertex_point_size
!= new->per_vertex_point_size
)
8660 if (stored
->flatshading
!= new->flatshading
)
8662 if (stored
->next_shader_type
!= new->next_shader_type
)
8664 if (stored
->next_shader_input_count
!= new->next_shader_input_count
)
8666 if (stored
->fog_src
!= new->fog_src
)
8668 return !memcmp(stored
->interpolation_mode
, new->interpolation_mode
, sizeof(new->interpolation_mode
));
8671 static GLuint
find_glsl_vshader(const struct wined3d_context
*context
, struct shader_glsl_priv
*priv
,
8672 struct wined3d_shader
*shader
, const struct vs_compile_args
*args
)
8676 DWORD use_map
= context
->stream_info
.use_map
;
8677 struct glsl_vs_compiled_shader
*gl_shaders
, *new_array
;
8678 struct glsl_shader_private
*shader_data
;
8681 if (!shader
->backend_data
)
8683 if (!(shader
->backend_data
= heap_alloc_zero(sizeof(*shader_data
))))
8685 ERR("Failed to allocate backend data.\n");
8689 shader_data
= shader
->backend_data
;
8690 gl_shaders
= shader_data
->gl_shaders
.vs
;
8692 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
8693 * so a linear search is more performant than a hashmap or a binary search
8694 * (cache coherency etc)
8696 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
8698 if (vs_args_equal(&gl_shaders
[i
].args
, args
, use_map
))
8699 return gl_shaders
[i
].id
;
8702 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
8704 if (shader_data
->shader_array_size
== shader_data
->num_gl_shaders
)
8706 if (shader_data
->num_gl_shaders
)
8708 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
8709 new_array
= heap_realloc(shader_data
->gl_shaders
.vs
, new_size
* sizeof(*gl_shaders
));
8713 new_array
= heap_alloc(sizeof(*gl_shaders
));
8718 ERR("Out of memory\n");
8721 shader_data
->gl_shaders
.vs
= new_array
;
8722 shader_data
->shader_array_size
= new_size
;
8723 gl_shaders
= new_array
;
8726 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
8728 string_buffer_clear(&priv
->shader_buffer
);
8729 ret
= shader_glsl_generate_vshader(context
, priv
, shader
, args
);
8730 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
8735 static GLuint
find_glsl_hull_shader(const struct wined3d_context
*context
,
8736 struct shader_glsl_priv
*priv
, struct wined3d_shader
*shader
)
8738 struct glsl_hs_compiled_shader
*gl_shaders
, *new_array
;
8739 struct glsl_shader_private
*shader_data
;
8740 unsigned int new_size
;
8743 if (!shader
->backend_data
)
8745 if (!(shader
->backend_data
= heap_alloc_zero(sizeof(*shader_data
))))
8747 ERR("Failed to allocate backend data.\n");
8751 shader_data
= shader
->backend_data
;
8752 gl_shaders
= shader_data
->gl_shaders
.hs
;
8754 if (shader_data
->num_gl_shaders
> 0)
8756 assert(shader_data
->num_gl_shaders
== 1);
8757 return gl_shaders
[0].id
;
8760 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
8762 assert(!shader_data
->gl_shaders
.hs
);
8764 if (!(new_array
= heap_alloc(sizeof(*new_array
))))
8766 ERR("Failed to allocate GL shaders array.\n");
8769 shader_data
->gl_shaders
.hs
= new_array
;
8770 shader_data
->shader_array_size
= new_size
;
8771 gl_shaders
= new_array
;
8773 string_buffer_clear(&priv
->shader_buffer
);
8774 ret
= shader_glsl_generate_hull_shader(context
, priv
, shader
);
8775 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
8780 static GLuint
find_glsl_domain_shader(const struct wined3d_context
*context
,
8781 struct shader_glsl_priv
*priv
, struct wined3d_shader
*shader
, const struct ds_compile_args
*args
)
8783 struct glsl_ds_compiled_shader
*gl_shaders
, *new_array
;
8784 struct glsl_shader_private
*shader_data
;
8785 unsigned int i
, new_size
;
8788 if (!shader
->backend_data
)
8790 if (!(shader
->backend_data
= heap_alloc_zero(sizeof(*shader_data
))))
8792 ERR("Failed to allocate backend data.\n");
8796 shader_data
= shader
->backend_data
;
8797 gl_shaders
= shader_data
->gl_shaders
.ds
;
8799 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
8801 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
8802 return gl_shaders
[i
].id
;
8805 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
8807 if (shader_data
->num_gl_shaders
)
8809 new_size
= shader_data
->shader_array_size
+ 1;
8810 new_array
= heap_realloc(shader_data
->gl_shaders
.ds
, new_size
* sizeof(*new_array
));
8814 new_array
= heap_alloc(sizeof(*new_array
));
8820 ERR("Failed to allocate GL shaders array.\n");
8823 shader_data
->gl_shaders
.ds
= new_array
;
8824 shader_data
->shader_array_size
= new_size
;
8825 gl_shaders
= new_array
;
8827 string_buffer_clear(&priv
->shader_buffer
);
8828 ret
= shader_glsl_generate_domain_shader(context
, priv
, shader
, args
);
8829 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
8830 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
8835 static GLuint
find_glsl_geometry_shader(const struct wined3d_context
*context
,
8836 struct shader_glsl_priv
*priv
, struct wined3d_shader
*shader
, const struct gs_compile_args
*args
)
8838 struct glsl_gs_compiled_shader
*gl_shaders
, *new_array
;
8839 struct glsl_shader_private
*shader_data
;
8840 unsigned int i
, new_size
;
8843 if (!shader
->backend_data
)
8845 if (!(shader
->backend_data
= heap_alloc_zero(sizeof(*shader_data
))))
8847 ERR("Failed to allocate backend data.\n");
8851 shader_data
= shader
->backend_data
;
8852 gl_shaders
= shader_data
->gl_shaders
.gs
;
8854 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
8856 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
8857 return gl_shaders
[i
].id
;
8860 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
8862 if (shader_data
->num_gl_shaders
)
8864 new_size
= shader_data
->shader_array_size
+ 1;
8865 new_array
= heap_realloc(shader_data
->gl_shaders
.gs
, new_size
* sizeof(*new_array
));
8869 new_array
= heap_alloc(sizeof(*new_array
));
8875 ERR("Failed to allocate GL shaders array.\n");
8878 shader_data
->gl_shaders
.gs
= new_array
;
8879 shader_data
->shader_array_size
= new_size
;
8880 gl_shaders
= new_array
;
8882 string_buffer_clear(&priv
->shader_buffer
);
8883 ret
= shader_glsl_generate_geometry_shader(context
, priv
, shader
, args
);
8884 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
8885 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
8890 static const char *shader_glsl_ffp_mcs(enum wined3d_material_color_source mcs
, const char *material
)
8894 case WINED3D_MCS_MATERIAL
:
8896 case WINED3D_MCS_COLOR1
:
8897 return "ffp_attrib_diffuse";
8898 case WINED3D_MCS_COLOR2
:
8899 return "ffp_attrib_specular";
8901 ERR("Invalid material color source %#x.\n", mcs
);
8906 static void shader_glsl_ffp_vertex_lighting_footer(struct wined3d_string_buffer
*buffer
,
8907 const struct wined3d_ffp_vs_settings
*settings
, unsigned int idx
)
8909 shader_addline(buffer
, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)"
8910 " * ffp_light[%u].diffuse.xyz * att;\n", idx
);
8911 if (settings
->localviewer
)
8912 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
8914 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
8915 shader_addline(buffer
, "if (dot(dir, normal) > 0.0 && t > 0.0) specular +="
8916 " pow(t, ffp_material.shininess) * ffp_light[%u].specular * att;\n", idx
);
8919 static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer
*buffer
,
8920 const struct wined3d_ffp_vs_settings
*settings
, BOOL legacy_lighting
)
8922 const char *diffuse
, *specular
, *emissive
, *ambient
;
8923 unsigned int i
, idx
;
8925 if (!settings
->lighting
)
8927 shader_addline(buffer
, "ffp_varying_diffuse = ffp_attrib_diffuse;\n");
8928 shader_addline(buffer
, "ffp_varying_specular = ffp_attrib_specular;\n");
8932 shader_addline(buffer
, "vec3 ambient = ffp_light_ambient;\n");
8933 shader_addline(buffer
, "vec3 diffuse = vec3(0.0);\n");
8934 shader_addline(buffer
, "vec4 specular = vec4(0.0);\n");
8935 shader_addline(buffer
, "vec3 dir, dst;\n");
8936 shader_addline(buffer
, "float att, t;\n");
8938 ambient
= shader_glsl_ffp_mcs(settings
->ambient_source
, "ffp_material.ambient");
8939 diffuse
= shader_glsl_ffp_mcs(settings
->diffuse_source
, "ffp_material.diffuse");
8940 specular
= shader_glsl_ffp_mcs(settings
->specular_source
, "ffp_material.specular");
8941 emissive
= shader_glsl_ffp_mcs(settings
->emissive_source
, "ffp_material.emissive");
8944 for (i
= 0; i
< settings
->point_light_count
; ++i
, ++idx
)
8946 shader_addline(buffer
, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", idx
);
8947 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
8948 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
8949 shader_addline(buffer
, "dst.x = 1.0;\n");
8950 if (legacy_lighting
)
8952 shader_addline(buffer
, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", idx
, idx
);
8953 shader_addline(buffer
, "dst.z = dst.y * dst.y;\n");
8954 shader_addline(buffer
, "if (dst.y > 0.0)\n{\n");
8958 shader_addline(buffer
, "if (dst.y <= ffp_light[%u].range)\n{\n", idx
);
8960 shader_addline(buffer
, "att = dot(dst.xyz, vec3(ffp_light[%u].c_att,"
8961 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n", idx
, idx
, idx
);
8962 if (!legacy_lighting
)
8963 shader_addline(buffer
, "att = 1.0 / att;\n");
8964 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz * att;\n", idx
);
8965 if (!settings
->normal
)
8967 shader_addline(buffer
, "}\n");
8970 shader_addline(buffer
, "dir = normalize(dir);\n");
8971 shader_glsl_ffp_vertex_lighting_footer(buffer
, settings
, idx
);
8972 shader_addline(buffer
, "}\n");
8975 for (i
= 0; i
< settings
->spot_light_count
; ++i
, ++idx
)
8977 shader_addline(buffer
, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", idx
);
8978 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
8979 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
8980 shader_addline(buffer
, "dst.x = 1.0;\n");
8981 if (legacy_lighting
)
8983 shader_addline(buffer
, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", idx
, idx
);
8984 shader_addline(buffer
, "dst.z = dst.y * dst.y;\n");
8985 shader_addline(buffer
, "if (dst.y > 0.0)\n{\n");
8989 shader_addline(buffer
, "if (dst.y <= ffp_light[%u].range)\n{\n", idx
);
8991 shader_addline(buffer
, "dir = normalize(dir);\n");
8992 shader_addline(buffer
, "t = dot(-dir, normalize(ffp_light[%u].direction));\n", idx
);
8993 shader_addline(buffer
, "if (t > ffp_light[%u].cos_htheta) att = 1.0;\n", idx
);
8994 shader_addline(buffer
, "else if (t <= ffp_light[%u].cos_hphi) att = 0.0;\n", idx
);
8995 shader_addline(buffer
, "else att = pow((t - ffp_light[%u].cos_hphi)"
8996 " / (ffp_light[%u].cos_htheta - ffp_light[%u].cos_hphi), ffp_light[%u].falloff);\n",
8997 idx
, idx
, idx
, idx
);
8998 if (legacy_lighting
)
8999 shader_addline(buffer
, "att *= dot(dst.xyz, vec3(ffp_light[%u].c_att,"
9000 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n",
9003 shader_addline(buffer
, "att /= dot(dst.xyz, vec3(ffp_light[%u].c_att,"
9004 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n",
9006 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz * att;\n", idx
);
9007 if (!settings
->normal
)
9009 shader_addline(buffer
, "}\n");
9012 shader_glsl_ffp_vertex_lighting_footer(buffer
, settings
, idx
);
9013 shader_addline(buffer
, "}\n");
9016 for (i
= 0; i
< settings
->directional_light_count
; ++i
, ++idx
)
9018 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz;\n", idx
);
9019 if (!settings
->normal
)
9021 shader_addline(buffer
, "att = 1.0;\n");
9022 shader_addline(buffer
, "dir = normalize(ffp_light[%u].direction.xyz);\n", idx
);
9023 shader_glsl_ffp_vertex_lighting_footer(buffer
, settings
, idx
);
9026 for (i
= 0; i
< settings
->parallel_point_light_count
; ++i
, ++idx
)
9028 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz;\n", idx
);
9029 if (!settings
->normal
)
9031 shader_addline(buffer
, "att = 1.0;\n");
9032 shader_addline(buffer
, "dir = normalize(ffp_light[%u].position.xyz);\n", idx
);
9033 shader_glsl_ffp_vertex_lighting_footer(buffer
, settings
, idx
);
9036 shader_addline(buffer
, "ffp_varying_diffuse.xyz = %s.xyz * ambient + %s.xyz * diffuse + %s.xyz;\n",
9037 ambient
, diffuse
, emissive
);
9038 shader_addline(buffer
, "ffp_varying_diffuse.w = %s.w;\n", diffuse
);
9039 shader_addline(buffer
, "ffp_varying_specular = %s * specular;\n", specular
);
9042 /* Context activation is done by the caller. */
9043 static GLuint
shader_glsl_generate_ffp_vertex_shader(struct shader_glsl_priv
*priv
,
9044 const struct wined3d_ffp_vs_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
9046 static const struct attrib_info
9049 const char name
[24];
9053 {"vec4", "ffp_attrib_position"}, /* WINED3D_FFP_POSITION */
9054 {"vec4", "ffp_attrib_blendweight"}, /* WINED3D_FFP_BLENDWEIGHT */
9055 /* TODO: Indexed vertex blending */
9056 {"float", ""}, /* WINED3D_FFP_BLENDINDICES */
9057 {"vec3", "ffp_attrib_normal"}, /* WINED3D_FFP_NORMAL */
9058 {"float", "ffp_attrib_psize"}, /* WINED3D_FFP_PSIZE */
9059 {"vec4", "ffp_attrib_diffuse"}, /* WINED3D_FFP_DIFFUSE */
9060 {"vec4", "ffp_attrib_specular"}, /* WINED3D_FFP_SPECULAR */
9062 const BOOL legacy_syntax
= needs_legacy_glsl_syntax(gl_info
);
9063 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
9064 BOOL output_legacy_fogcoord
= legacy_syntax
;
9065 BOOL legacy_lighting
= priv
->legacy_lighting
;
9069 string_buffer_clear(buffer
);
9071 shader_glsl_add_version_declaration(buffer
, gl_info
);
9073 if (shader_glsl_use_explicit_attrib_location(gl_info
))
9074 shader_addline(buffer
, "#extension GL_ARB_explicit_attrib_location : enable\n");
9076 for (i
= 0; i
< WINED3D_FFP_ATTRIBS_COUNT
; ++i
)
9078 const char *type
= i
< ARRAY_SIZE(attrib_info
) ? attrib_info
[i
].type
: "vec4";
9080 if (shader_glsl_use_explicit_attrib_location(gl_info
))
9081 shader_addline(buffer
, "layout(location = %u) ", i
);
9082 shader_addline(buffer
, "%s %s vs_in%u;\n", get_attribute_keyword(gl_info
), type
, i
);
9084 shader_addline(buffer
, "\n");
9086 shader_addline(buffer
, "uniform mat4 ffp_modelview_matrix[%u];\n", MAX_VERTEX_BLENDS
);
9087 shader_addline(buffer
, "uniform mat4 ffp_projection_matrix;\n");
9088 shader_addline(buffer
, "uniform mat3 ffp_normal_matrix;\n");
9089 shader_addline(buffer
, "uniform mat4 ffp_texture_matrix[%u];\n", MAX_TEXTURES
);
9091 shader_addline(buffer
, "uniform struct\n{\n");
9092 shader_addline(buffer
, " vec4 emissive;\n");
9093 shader_addline(buffer
, " vec4 ambient;\n");
9094 shader_addline(buffer
, " vec4 diffuse;\n");
9095 shader_addline(buffer
, " vec4 specular;\n");
9096 shader_addline(buffer
, " float shininess;\n");
9097 shader_addline(buffer
, "} ffp_material;\n");
9099 shader_addline(buffer
, "uniform vec3 ffp_light_ambient;\n");
9100 shader_addline(buffer
, "uniform struct\n{\n");
9101 shader_addline(buffer
, " vec4 diffuse;\n");
9102 shader_addline(buffer
, " vec4 specular;\n");
9103 shader_addline(buffer
, " vec4 ambient;\n");
9104 shader_addline(buffer
, " vec4 position;\n");
9105 shader_addline(buffer
, " vec3 direction;\n");
9106 shader_addline(buffer
, " float range;\n");
9107 shader_addline(buffer
, " float falloff;\n");
9108 shader_addline(buffer
, " float c_att;\n");
9109 shader_addline(buffer
, " float l_att;\n");
9110 shader_addline(buffer
, " float q_att;\n");
9111 shader_addline(buffer
, " float cos_htheta;\n");
9112 shader_addline(buffer
, " float cos_hphi;\n");
9113 shader_addline(buffer
, "} ffp_light[%u];\n", MAX_ACTIVE_LIGHTS
);
9115 if (settings
->point_size
)
9117 shader_addline(buffer
, "uniform struct\n{\n");
9118 shader_addline(buffer
, " float size;\n");
9119 shader_addline(buffer
, " float size_min;\n");
9120 shader_addline(buffer
, " float size_max;\n");
9121 shader_addline(buffer
, " float c_att;\n");
9122 shader_addline(buffer
, " float l_att;\n");
9123 shader_addline(buffer
, " float q_att;\n");
9124 shader_addline(buffer
, "} ffp_point;\n");
9129 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
9130 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
9131 shader_addline(buffer
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
9132 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
9136 if (settings
->clipping
)
9137 shader_addline(buffer
, "uniform vec4 clip_planes[%u];\n", gl_info
->limits
.user_clip_distances
);
9139 declare_out_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_diffuse;\n");
9140 declare_out_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_specular;\n");
9141 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
9142 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
9145 shader_addline(buffer
, "\nvoid main()\n{\n");
9146 shader_addline(buffer
, "float m;\n");
9147 shader_addline(buffer
, "vec3 r;\n");
9149 for (i
= 0; i
< ARRAY_SIZE(attrib_info
); ++i
)
9151 if (attrib_info
[i
].name
[0])
9152 shader_addline(buffer
, "%s %s = vs_in%u%s;\n", attrib_info
[i
].type
, attrib_info
[i
].name
,
9153 i
, settings
->swizzle_map
& (1u << i
) ? ".zyxw" : "");
9155 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
9157 unsigned int coord_idx
= settings
->texgen
[i
] & 0x0000ffff;
9158 if ((settings
->texgen
[i
] & 0xffff0000) == WINED3DTSS_TCI_PASSTHRU
9159 && settings
->texcoords
& (1u << i
))
9160 shader_addline(buffer
, "vec4 ffp_attrib_texcoord%u = vs_in%u;\n", i
, coord_idx
+ WINED3D_FFP_TEXCOORD0
);
9163 shader_addline(buffer
, "ffp_attrib_blendweight[%u] = 1.0;\n", settings
->vertexblends
);
9165 if (settings
->transformed
)
9167 shader_addline(buffer
, "vec4 ec_pos = vec4(ffp_attrib_position.xyz, 1.0);\n");
9168 shader_addline(buffer
, "gl_Position = ffp_projection_matrix * ec_pos;\n");
9169 shader_addline(buffer
, "if (ffp_attrib_position.w != 0.0) gl_Position /= ffp_attrib_position.w;\n");
9173 for (i
= 0; i
< settings
->vertexblends
; ++i
)
9174 shader_addline(buffer
, "ffp_attrib_blendweight[%u] -= ffp_attrib_blendweight[%u];\n", settings
->vertexblends
, i
);
9176 shader_addline(buffer
, "vec4 ec_pos = vec4(0.0);\n");
9177 for (i
= 0; i
< settings
->vertexblends
+ 1; ++i
)
9178 shader_addline(buffer
, "ec_pos += ffp_attrib_blendweight[%u] * (ffp_modelview_matrix[%u] * ffp_attrib_position);\n", i
, i
);
9180 shader_addline(buffer
, "gl_Position = ffp_projection_matrix * ec_pos;\n");
9181 if (settings
->clipping
)
9184 shader_addline(buffer
, "gl_ClipVertex = ec_pos;\n");
9186 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
9187 shader_addline(buffer
, "gl_ClipDistance[%u] = dot(ec_pos, clip_planes[%u]);\n", i
, i
);
9189 shader_addline(buffer
, "ec_pos /= ec_pos.w;\n");
9192 shader_addline(buffer
, "vec3 normal = vec3(0.0);\n");
9193 if (settings
->normal
)
9195 if (!settings
->vertexblends
)
9197 shader_addline(buffer
, "normal = ffp_normal_matrix * ffp_attrib_normal;\n");
9201 for (i
= 0; i
< settings
->vertexblends
+ 1; ++i
)
9202 shader_addline(buffer
, "normal += ffp_attrib_blendweight[%u] * (mat3(ffp_modelview_matrix[%u]) * ffp_attrib_normal);\n", i
, i
);
9205 if (settings
->normalize
)
9206 shader_addline(buffer
, "normal = normalize(normal);\n");
9209 shader_glsl_ffp_vertex_lighting(buffer
, settings
, legacy_lighting
);
9212 shader_addline(buffer
, "gl_FrontColor = ffp_varying_diffuse;\n");
9213 shader_addline(buffer
, "gl_FrontSecondaryColor = ffp_varying_specular;\n");
9217 shader_addline(buffer
, "ffp_varying_diffuse = clamp(ffp_varying_diffuse, 0.0, 1.0);\n");
9218 shader_addline(buffer
, "ffp_varying_specular = clamp(ffp_varying_specular, 0.0, 1.0);\n");
9221 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
9223 BOOL output_legacy_texcoord
= legacy_syntax
;
9225 switch (settings
->texgen
[i
] & 0xffff0000)
9227 case WINED3DTSS_TCI_PASSTHRU
:
9228 if (settings
->texcoords
& (1u << i
))
9229 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * ffp_attrib_texcoord%u;\n",
9231 else if (gl_info
->limits
.glsl_varyings
>= wined3d_max_compat_varyings(gl_info
))
9232 shader_addline(buffer
, "ffp_varying_texcoord[%u] = vec4(0.0);\n", i
);
9234 output_legacy_texcoord
= FALSE
;
9237 case WINED3DTSS_TCI_CAMERASPACENORMAL
:
9238 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * vec4(normal, 1.0);\n", i
, i
);
9241 case WINED3DTSS_TCI_CAMERASPACEPOSITION
:
9242 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * ec_pos;\n", i
, i
);
9245 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR
:
9246 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u]"
9247 " * vec4(reflect(normalize(ec_pos.xyz), normal), 1.0);\n", i
, i
);
9250 case WINED3DTSS_TCI_SPHEREMAP
:
9251 shader_addline(buffer
, "r = reflect(normalize(ec_pos.xyz), normal);\n");
9252 shader_addline(buffer
, "m = 2.0 * length(vec3(r.x, r.y, r.z + 1.0));\n");
9253 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u]"
9254 " * vec4(r.x / m + 0.5, r.y / m + 0.5, 0.0, 1.0);\n", i
, i
);
9258 ERR("Unhandled texgen %#x.\n", settings
->texgen
[i
]);
9261 if (output_legacy_texcoord
)
9262 shader_addline(buffer
, "gl_TexCoord[%u] = ffp_varying_texcoord[%u];\n", i
, i
);
9265 switch (settings
->fog_mode
)
9267 case WINED3D_FFP_VS_FOG_OFF
:
9268 output_legacy_fogcoord
= FALSE
;
9271 case WINED3D_FFP_VS_FOG_FOGCOORD
:
9272 shader_addline(buffer
, "ffp_varying_fogcoord = ffp_attrib_specular.w * 255.0;\n");
9275 case WINED3D_FFP_VS_FOG_RANGE
:
9276 shader_addline(buffer
, "ffp_varying_fogcoord = length(ec_pos.xyz);\n");
9279 case WINED3D_FFP_VS_FOG_DEPTH
:
9280 if (settings
->ortho_fog
)
9282 if (gl_info
->supported
[ARB_CLIP_CONTROL
])
9283 shader_addline(buffer
, "ffp_varying_fogcoord = gl_Position.z;\n");
9285 /* Need to undo the [0.0 - 1.0] -> [-1.0 - 1.0] transformation from D3D to GL coordinates. */
9286 shader_addline(buffer
, "ffp_varying_fogcoord = gl_Position.z * 0.5 + 0.5;\n");
9288 else if (settings
->transformed
)
9290 shader_addline(buffer
, "ffp_varying_fogcoord = ec_pos.z;\n");
9294 shader_addline(buffer
, "ffp_varying_fogcoord = abs(ec_pos.z);\n");
9299 ERR("Unhandled fog mode %#x.\n", settings
->fog_mode
);
9302 if (output_legacy_fogcoord
)
9303 shader_addline(buffer
, "gl_FogFragCoord = ffp_varying_fogcoord;\n");
9305 if (settings
->point_size
)
9307 shader_addline(buffer
, "gl_PointSize = %s / sqrt(ffp_point.c_att"
9308 " + ffp_point.l_att * length(ec_pos.xyz)"
9309 " + ffp_point.q_att * dot(ec_pos.xyz, ec_pos.xyz));\n",
9310 settings
->per_vertex_point_size
? "ffp_attrib_psize" : "ffp_point.size");
9311 shader_addline(buffer
, "gl_PointSize = clamp(gl_PointSize, ffp_point.size_min, ffp_point.size_max);\n");
9314 shader_addline(buffer
, "}\n");
9316 shader_obj
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
9317 shader_glsl_compile(gl_info
, shader_obj
, buffer
->buffer
);
9322 static const char *shader_glsl_get_ffp_fragment_op_arg(struct wined3d_string_buffer
*buffer
,
9323 DWORD argnum
, unsigned int stage
, DWORD arg
)
9327 if (arg
== ARG_UNUSED
)
9328 return "<unused arg>";
9330 switch (arg
& WINED3DTA_SELECTMASK
)
9332 case WINED3DTA_DIFFUSE
:
9333 ret
= "ffp_varying_diffuse";
9336 case WINED3DTA_CURRENT
:
9340 case WINED3DTA_TEXTURE
:
9343 case 0: ret
= "tex0"; break;
9344 case 1: ret
= "tex1"; break;
9345 case 2: ret
= "tex2"; break;
9346 case 3: ret
= "tex3"; break;
9347 case 4: ret
= "tex4"; break;
9348 case 5: ret
= "tex5"; break;
9349 case 6: ret
= "tex6"; break;
9350 case 7: ret
= "tex7"; break;
9352 ret
= "<invalid texture>";
9357 case WINED3DTA_TFACTOR
:
9361 case WINED3DTA_SPECULAR
:
9362 ret
= "ffp_varying_specular";
9365 case WINED3DTA_TEMP
:
9369 case WINED3DTA_CONSTANT
:
9372 case 0: ret
= "tss_const0"; break;
9373 case 1: ret
= "tss_const1"; break;
9374 case 2: ret
= "tss_const2"; break;
9375 case 3: ret
= "tss_const3"; break;
9376 case 4: ret
= "tss_const4"; break;
9377 case 5: ret
= "tss_const5"; break;
9378 case 6: ret
= "tss_const6"; break;
9379 case 7: ret
= "tss_const7"; break;
9381 ret
= "<invalid constant>";
9387 return "<unhandled arg>";
9390 if (arg
& WINED3DTA_COMPLEMENT
)
9392 shader_addline(buffer
, "arg%u = vec4(1.0) - %s;\n", argnum
, ret
);
9395 else if (argnum
== 1)
9397 else if (argnum
== 2)
9401 if (arg
& WINED3DTA_ALPHAREPLICATE
)
9403 shader_addline(buffer
, "arg%u = vec4(%s.w);\n", argnum
, ret
);
9406 else if (argnum
== 1)
9408 else if (argnum
== 2)
9415 static void shader_glsl_ffp_fragment_op(struct wined3d_string_buffer
*buffer
, unsigned int stage
, BOOL color
,
9416 BOOL alpha
, BOOL tmp_dst
, DWORD op
, DWORD dw_arg0
, DWORD dw_arg1
, DWORD dw_arg2
)
9418 const char *dstmask
, *dstreg
, *arg0
, *arg1
, *arg2
;
9427 dstreg
= tmp_dst
? "temp_reg" : "ret";
9429 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, dw_arg0
);
9430 arg1
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 1, stage
, dw_arg1
);
9431 arg2
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 2, stage
, dw_arg2
);
9435 case WINED3D_TOP_DISABLE
:
9438 case WINED3D_TOP_SELECT_ARG1
:
9439 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
);
9442 case WINED3D_TOP_SELECT_ARG2
:
9443 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg2
, dstmask
);
9446 case WINED3D_TOP_MODULATE
:
9447 shader_addline(buffer
, "%s%s = %s%s * %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9450 case WINED3D_TOP_MODULATE_4X
:
9451 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 4.0, 0.0, 1.0);\n",
9452 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9455 case WINED3D_TOP_MODULATE_2X
:
9456 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 2.0, 0.0, 1.0);\n",
9457 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9460 case WINED3D_TOP_ADD
:
9461 shader_addline(buffer
, "%s%s = clamp(%s%s + %s%s, 0.0, 1.0);\n",
9462 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9465 case WINED3D_TOP_ADD_SIGNED
:
9466 shader_addline(buffer
, "%s%s = clamp(%s%s + (%s - vec4(0.5))%s, 0.0, 1.0);\n",
9467 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9470 case WINED3D_TOP_ADD_SIGNED_2X
:
9471 shader_addline(buffer
, "%s%s = clamp((%s%s + (%s - vec4(0.5))%s) * 2.0, 0.0, 1.0);\n",
9472 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9475 case WINED3D_TOP_SUBTRACT
:
9476 shader_addline(buffer
, "%s%s = clamp(%s%s - %s%s, 0.0, 1.0);\n",
9477 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9480 case WINED3D_TOP_ADD_SMOOTH
:
9481 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s%s, 0.0, 1.0);\n",
9482 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
, dstmask
);
9485 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
9486 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_DIFFUSE
);
9487 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
9488 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
9491 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
9492 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
9493 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
9494 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
9497 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
9498 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TFACTOR
);
9499 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
9500 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
9503 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
9504 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
9505 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
9506 dstreg
, dstmask
, arg2
, dstmask
, arg0
, arg1
, dstmask
);
9509 case WINED3D_TOP_BLEND_CURRENT_ALPHA
:
9510 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_CURRENT
);
9511 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
9512 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
9515 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
9516 shader_addline(buffer
, "%s%s = clamp(%s%s * %s.w + %s%s, 0.0, 1.0);\n",
9517 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
9520 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
9521 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s.w, 0.0, 1.0);\n",
9522 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
9525 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
9526 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
9527 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
9529 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
9530 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s.w, 0.0, 1.0);\n",
9531 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
9534 case WINED3D_TOP_BUMPENVMAP
:
9535 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
9536 /* These are handled in the first pass, nothing to do. */
9539 case WINED3D_TOP_DOTPRODUCT3
:
9540 shader_addline(buffer
, "%s%s = vec4(clamp(dot(%s.xyz - 0.5, %s.xyz - 0.5) * 4.0, 0.0, 1.0))%s;\n",
9541 dstreg
, dstmask
, arg1
, arg2
, dstmask
);
9544 case WINED3D_TOP_MULTIPLY_ADD
:
9545 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s%s, 0.0, 1.0);\n",
9546 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg0
, dstmask
);
9549 case WINED3D_TOP_LERP
:
9550 /* MSDN isn't quite right here. */
9551 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s%s);\n",
9552 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
, dstmask
);
9556 FIXME("Unhandled operation %#x.\n", op
);
9561 /* Context activation is done by the caller. */
9562 static GLuint
shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv
*priv
,
9563 const struct ffp_frag_settings
*settings
, const struct wined3d_context
*context
)
9565 struct wined3d_string_buffer
*tex_reg_name
= string_buffer_get(&priv
->string_buffers
);
9566 enum wined3d_cmp_func alpha_test_func
= settings
->alpha_test_func
+ 1;
9567 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
9568 BYTE lum_map
= 0, bump_map
= 0, tex_map
= 0, tss_const_map
= 0;
9569 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
9570 const BOOL legacy_syntax
= needs_legacy_glsl_syntax(gl_info
);
9571 BOOL tempreg_used
= FALSE
, tfactor_used
= FALSE
;
9572 UINT lowest_disabled_stage
;
9574 DWORD arg0
, arg1
, arg2
;
9577 string_buffer_clear(buffer
);
9579 /* Find out which textures are read */
9580 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
9582 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
9585 arg0
= settings
->op
[stage
].carg0
& WINED3DTA_SELECTMASK
;
9586 arg1
= settings
->op
[stage
].carg1
& WINED3DTA_SELECTMASK
;
9587 arg2
= settings
->op
[stage
].carg2
& WINED3DTA_SELECTMASK
;
9589 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
9590 || (stage
== 0 && settings
->color_key_enabled
))
9591 tex_map
|= 1u << stage
;
9592 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
9593 tfactor_used
= TRUE
;
9594 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
9595 tempreg_used
= TRUE
;
9596 if (settings
->op
[stage
].tmp_dst
)
9597 tempreg_used
= TRUE
;
9598 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
9599 tss_const_map
|= 1u << stage
;
9601 switch (settings
->op
[stage
].cop
)
9603 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
9604 lum_map
|= 1u << stage
;
9606 case WINED3D_TOP_BUMPENVMAP
:
9607 bump_map
|= 1u << stage
;
9609 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
9610 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
9611 tex_map
|= 1u << stage
;
9614 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
9615 tfactor_used
= TRUE
;
9622 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
9625 arg0
= settings
->op
[stage
].aarg0
& WINED3DTA_SELECTMASK
;
9626 arg1
= settings
->op
[stage
].aarg1
& WINED3DTA_SELECTMASK
;
9627 arg2
= settings
->op
[stage
].aarg2
& WINED3DTA_SELECTMASK
;
9629 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
)
9630 tex_map
|= 1u << stage
;
9631 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
9632 tfactor_used
= TRUE
;
9633 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
9634 tempreg_used
= TRUE
;
9635 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
9636 tss_const_map
|= 1u << stage
;
9638 lowest_disabled_stage
= stage
;
9640 shader_glsl_add_version_declaration(buffer
, gl_info
);
9642 if (shader_glsl_use_explicit_attrib_location(gl_info
))
9643 shader_addline(buffer
, "#extension GL_ARB_explicit_attrib_location : enable\n");
9644 if (gl_info
->supported
[ARB_SHADING_LANGUAGE_420PACK
])
9645 shader_addline(buffer
, "#extension GL_ARB_shading_language_420pack : enable\n");
9646 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
9647 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
9649 if (!needs_legacy_glsl_syntax(gl_info
))
9651 shader_addline(buffer
, "vec4 ps_out[1];\n");
9652 if (shader_glsl_use_explicit_attrib_location(gl_info
))
9653 shader_addline(buffer
, "layout(location = 0) ");
9654 shader_addline(buffer
, "out vec4 color_out0;\n");
9657 shader_addline(buffer
, "vec4 tmp0, tmp1;\n");
9658 shader_addline(buffer
, "vec4 ret;\n");
9659 if (tempreg_used
|| settings
->sRGB_write
)
9660 shader_addline(buffer
, "vec4 temp_reg = vec4(0.0);\n");
9661 shader_addline(buffer
, "vec4 arg0, arg1, arg2;\n");
9663 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
9665 const char *sampler_type
;
9667 if (tss_const_map
& (1u << stage
))
9668 shader_addline(buffer
, "uniform vec4 tss_const%u;\n", stage
);
9670 if (!(tex_map
& (1u << stage
)))
9673 switch (settings
->op
[stage
].tex_type
)
9675 case WINED3D_GL_RES_TYPE_TEX_1D
:
9676 sampler_type
= "1D";
9678 case WINED3D_GL_RES_TYPE_TEX_2D
:
9679 sampler_type
= "2D";
9681 case WINED3D_GL_RES_TYPE_TEX_3D
:
9682 sampler_type
= "3D";
9684 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
9685 sampler_type
= "Cube";
9687 case WINED3D_GL_RES_TYPE_TEX_RECT
:
9688 sampler_type
= "2DRect";
9691 FIXME("Unhandled sampler type %#x.\n", settings
->op
[stage
].tex_type
);
9692 sampler_type
= NULL
;
9697 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
9698 shader_glsl_append_sampler_binding_qualifier(buffer
, context
, NULL
, stage
);
9699 shader_addline(buffer
, "uniform sampler%s ps_sampler%u;\n", sampler_type
, stage
);
9702 shader_addline(buffer
, "vec4 tex%u;\n", stage
);
9704 if (!(bump_map
& (1u << stage
)))
9706 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", stage
);
9708 if (!(lum_map
& (1u << stage
)))
9710 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", stage
);
9711 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", stage
);
9714 shader_addline(buffer
, "uniform vec4 tex_factor;\n");
9715 if (settings
->color_key_enabled
)
9716 shader_addline(buffer
, "uniform vec4 color_key[2];\n");
9717 shader_addline(buffer
, "uniform vec4 specular_enable;\n");
9719 if (settings
->sRGB_write
)
9721 shader_addline(buffer
, "const vec4 srgb_const0 = ");
9722 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const0
);
9723 shader_addline(buffer
, ";\n");
9724 shader_addline(buffer
, "const vec4 srgb_const1 = ");
9725 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const1
);
9726 shader_addline(buffer
, ";\n");
9729 shader_addline(buffer
, "uniform struct\n{\n");
9730 shader_addline(buffer
, " vec4 color;\n");
9731 shader_addline(buffer
, " float density;\n");
9732 shader_addline(buffer
, " float end;\n");
9733 shader_addline(buffer
, " float scale;\n");
9734 shader_addline(buffer
, "} ffp_fog;\n");
9736 if (alpha_test_func
!= WINED3D_CMP_ALWAYS
)
9737 shader_addline(buffer
, "uniform float alpha_test_ref;\n");
9741 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
9742 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
9743 shader_addline(buffer
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
9744 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
9745 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
9749 declare_in_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_diffuse;\n");
9750 declare_in_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_specular;\n");
9751 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
9752 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
9753 declare_in_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
9756 shader_addline(buffer
, "void main()\n{\n");
9760 shader_addline(buffer
, "ffp_varying_diffuse = gl_Color;\n");
9761 shader_addline(buffer
, "ffp_varying_specular = gl_SecondaryColor;\n");
9764 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
9766 if (tex_map
& (1u << stage
))
9768 if (settings
->pointsprite
)
9769 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", stage
);
9770 else if (settings
->texcoords_initialized
& (1u << stage
))
9771 shader_addline(buffer
, "ffp_texcoord[%u] = %s[%u];\n",
9772 stage
, legacy_syntax
? "gl_TexCoord" : "ffp_varying_texcoord", stage
);
9774 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(0.0);\n", stage
);
9778 if (legacy_syntax
&& settings
->fog
!= WINED3D_FFP_PS_FOG_OFF
)
9779 shader_addline(buffer
, "ffp_varying_fogcoord = gl_FogFragCoord;\n");
9781 if (lowest_disabled_stage
< 7 && settings
->emul_clipplanes
)
9782 shader_addline(buffer
, "if (any(lessThan(ffp_texcoord[7], vec4(0.0)))) discard;\n");
9784 /* Generate texture sampling instructions */
9785 for (stage
= 0; stage
< MAX_TEXTURES
&& settings
->op
[stage
].cop
!= WINED3D_TOP_DISABLE
; ++stage
)
9787 const char *texture_function
, *coord_mask
;
9790 if (!(tex_map
& (1u << stage
)))
9793 if (settings
->op
[stage
].projected
== WINED3D_PROJECTION_NONE
)
9797 else if (settings
->op
[stage
].projected
== WINED3D_PROJECTION_COUNT4
9798 || settings
->op
[stage
].projected
== WINED3D_PROJECTION_COUNT3
)
9804 FIXME("Unexpected projection mode %d\n", settings
->op
[stage
].projected
);
9808 if (settings
->op
[stage
].tex_type
== WINED3D_GL_RES_TYPE_TEX_CUBE
)
9811 switch (settings
->op
[stage
].tex_type
)
9813 case WINED3D_GL_RES_TYPE_TEX_1D
:
9816 texture_function
= "texture1DProj";
9821 texture_function
= "texture1D";
9825 case WINED3D_GL_RES_TYPE_TEX_2D
:
9828 texture_function
= "texture2DProj";
9833 texture_function
= "texture2D";
9837 case WINED3D_GL_RES_TYPE_TEX_3D
:
9840 texture_function
= "texture3DProj";
9841 coord_mask
= "xyzw";
9845 texture_function
= "texture3D";
9849 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
9850 texture_function
= "textureCube";
9853 case WINED3D_GL_RES_TYPE_TEX_RECT
:
9856 texture_function
= "texture2DRectProj";
9861 texture_function
= "texture2DRect";
9866 FIXME("Unhandled texture type %#x.\n", settings
->op
[stage
].tex_type
);
9867 texture_function
= "";
9868 coord_mask
= "xyzw";
9872 texture_function
= proj
? "textureProj" : "texture";
9875 && (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP
9876 || settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
))
9878 shader_addline(buffer
, "ret.xy = bumpenv_mat%u * tex%u.xy;\n", stage
- 1, stage
- 1);
9880 /* With projective textures, texbem only divides the static
9881 * texture coordinate, not the displacement, so multiply the
9882 * displacement with the dividing parameter before passing it to
9884 if (settings
->op
[stage
].projected
!= WINED3D_PROJECTION_NONE
)
9886 if (settings
->op
[stage
].projected
== WINED3D_PROJECTION_COUNT4
)
9888 shader_addline(buffer
, "ret.xy = (ret.xy * ffp_texcoord[%u].w) + ffp_texcoord[%u].xy;\n",
9890 shader_addline(buffer
, "ret.zw = ffp_texcoord[%u].ww;\n", stage
);
9894 shader_addline(buffer
, "ret.xy = (ret.xy * ffp_texcoord[%u].z) + ffp_texcoord[%u].xy;\n",
9896 shader_addline(buffer
, "ret.zw = ffp_texcoord[%u].zz;\n", stage
);
9901 shader_addline(buffer
, "ret = ffp_texcoord[%u] + ret.xyxy;\n", stage
);
9904 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ret.%s);\n",
9905 stage
, texture_function
, stage
, coord_mask
);
9907 if (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
9908 shader_addline(buffer
, "tex%u *= clamp(tex%u.z * bumpenv_lum_scale%u + bumpenv_lum_offset%u, 0.0, 1.0);\n",
9909 stage
, stage
- 1, stage
- 1, stage
- 1);
9911 else if (settings
->op
[stage
].projected
== WINED3D_PROJECTION_COUNT3
)
9913 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ffp_texcoord[%u].xyz);\n",
9914 stage
, texture_function
, stage
, stage
);
9918 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ffp_texcoord[%u].%s);\n",
9919 stage
, texture_function
, stage
, stage
, coord_mask
);
9922 string_buffer_sprintf(tex_reg_name
, "tex%u", stage
);
9923 shader_glsl_color_correction_ext(buffer
, tex_reg_name
->buffer
, WINED3DSP_WRITEMASK_ALL
,
9924 settings
->op
[stage
].color_fixup
);
9927 if (settings
->color_key_enabled
)
9929 shader_addline(buffer
, "if (all(greaterThanEqual(tex0, color_key[0])) && all(lessThan(tex0, color_key[1])))\n");
9930 shader_addline(buffer
, " discard;\n");
9933 shader_addline(buffer
, "ret = ffp_varying_diffuse;\n");
9935 /* Generate the main shader */
9936 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
9940 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
9943 if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
9944 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
9945 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
;
9946 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
9947 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
9948 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg2
;
9949 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
9950 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
9951 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg1
;
9952 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
9953 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
9954 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
9956 op_equal
= settings
->op
[stage
].aop
== settings
->op
[stage
].cop
9957 && settings
->op
[stage
].carg0
== settings
->op
[stage
].aarg0
9958 && settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
9959 && settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
9961 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
9963 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].tmp_dst
,
9964 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
9965 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
9969 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, TRUE
, settings
->op
[stage
].tmp_dst
,
9970 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
9971 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
9973 else if (settings
->op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP
9974 && settings
->op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
9976 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].tmp_dst
,
9977 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
9978 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
9979 shader_glsl_ffp_fragment_op(buffer
, stage
, FALSE
, TRUE
, settings
->op
[stage
].tmp_dst
,
9980 settings
->op
[stage
].aop
, settings
->op
[stage
].aarg0
,
9981 settings
->op
[stage
].aarg1
, settings
->op
[stage
].aarg2
);
9985 shader_addline(buffer
, "%s[0] = ffp_varying_specular * specular_enable + ret;\n",
9986 get_fragment_output(gl_info
));
9988 if (settings
->sRGB_write
)
9989 shader_glsl_generate_srgb_write_correction(buffer
, gl_info
);
9991 shader_glsl_generate_fog_code(buffer
, gl_info
, settings
->fog
);
9993 shader_glsl_generate_alpha_test(buffer
, gl_info
, alpha_test_func
);
9994 if (!needs_legacy_glsl_syntax(gl_info
))
9995 shader_addline(buffer
, "color_out0 = ps_out[0];\n");
9997 shader_addline(buffer
, "}\n");
9999 shader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
10000 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
10002 string_buffer_release(&priv
->string_buffers
, tex_reg_name
);
10006 static struct glsl_ffp_vertex_shader
*shader_glsl_find_ffp_vertex_shader(struct shader_glsl_priv
*priv
,
10007 const struct wined3d_gl_info
*gl_info
, const struct wined3d_ffp_vs_settings
*settings
)
10009 struct glsl_ffp_vertex_shader
*shader
;
10010 const struct wine_rb_entry
*entry
;
10012 if ((entry
= wine_rb_get(&priv
->ffp_vertex_shaders
, settings
)))
10013 return WINE_RB_ENTRY_VALUE(entry
, struct glsl_ffp_vertex_shader
, desc
.entry
);
10015 if (!(shader
= heap_alloc(sizeof(*shader
))))
10018 shader
->desc
.settings
= *settings
;
10019 shader
->id
= shader_glsl_generate_ffp_vertex_shader(priv
, settings
, gl_info
);
10020 list_init(&shader
->linked_programs
);
10021 if (wine_rb_put(&priv
->ffp_vertex_shaders
, &shader
->desc
.settings
, &shader
->desc
.entry
) == -1)
10022 ERR("Failed to insert ffp vertex shader.\n");
10027 static struct glsl_ffp_fragment_shader
*shader_glsl_find_ffp_fragment_shader(struct shader_glsl_priv
*priv
,
10028 const struct ffp_frag_settings
*args
, const struct wined3d_context
*context
)
10030 struct glsl_ffp_fragment_shader
*glsl_desc
;
10031 const struct ffp_frag_desc
*desc
;
10033 if ((desc
= find_ffp_frag_shader(&priv
->ffp_fragment_shaders
, args
)))
10034 return CONTAINING_RECORD(desc
, struct glsl_ffp_fragment_shader
, entry
);
10036 if (!(glsl_desc
= heap_alloc(sizeof(*glsl_desc
))))
10039 glsl_desc
->entry
.settings
= *args
;
10040 glsl_desc
->id
= shader_glsl_generate_ffp_fragment_shader(priv
, args
, context
);
10041 list_init(&glsl_desc
->linked_programs
);
10042 add_ffp_frag_shader(&priv
->ffp_fragment_shaders
, &glsl_desc
->entry
);
10048 static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info
*gl_info
,
10049 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_vs_program
*vs
, unsigned int vs_c_count
)
10052 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
10054 for (i
= 0; i
< vs_c_count
; ++i
)
10056 string_buffer_sprintf(name
, "vs_c[%u]", i
);
10057 vs
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10059 memset(&vs
->uniform_f_locations
[vs_c_count
], 0xff, (WINED3D_MAX_VS_CONSTS_F
- vs_c_count
) * sizeof(GLuint
));
10061 for (i
= 0; i
< WINED3D_MAX_CONSTS_I
; ++i
)
10063 string_buffer_sprintf(name
, "vs_i[%u]", i
);
10064 vs
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10067 for (i
= 0; i
< WINED3D_MAX_CONSTS_B
; ++i
)
10069 string_buffer_sprintf(name
, "vs_b[%u]", i
);
10070 vs
->uniform_b_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10073 vs
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "pos_fixup"));
10075 for (i
= 0; i
< MAX_VERTEX_BLENDS
; ++i
)
10077 string_buffer_sprintf(name
, "ffp_modelview_matrix[%u]", i
);
10078 vs
->modelview_matrix_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10080 vs
->projection_matrix_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_projection_matrix"));
10081 vs
->normal_matrix_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_normal_matrix"));
10082 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
10084 string_buffer_sprintf(name
, "ffp_texture_matrix[%u]", i
);
10085 vs
->texture_matrix_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10087 vs
->material_ambient_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.ambient"));
10088 vs
->material_diffuse_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.diffuse"));
10089 vs
->material_specular_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.specular"));
10090 vs
->material_emissive_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.emissive"));
10091 vs
->material_shininess_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.shininess"));
10092 vs
->light_ambient_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_light_ambient"));
10093 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
10095 string_buffer_sprintf(name
, "ffp_light[%u].diffuse", i
);
10096 vs
->light_location
[i
].diffuse
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10097 string_buffer_sprintf(name
, "ffp_light[%u].specular", i
);
10098 vs
->light_location
[i
].specular
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10099 string_buffer_sprintf(name
, "ffp_light[%u].ambient", i
);
10100 vs
->light_location
[i
].ambient
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10101 string_buffer_sprintf(name
, "ffp_light[%u].position", i
);
10102 vs
->light_location
[i
].position
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10103 string_buffer_sprintf(name
, "ffp_light[%u].direction", i
);
10104 vs
->light_location
[i
].direction
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10105 string_buffer_sprintf(name
, "ffp_light[%u].range", i
);
10106 vs
->light_location
[i
].range
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10107 string_buffer_sprintf(name
, "ffp_light[%u].falloff", i
);
10108 vs
->light_location
[i
].falloff
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10109 string_buffer_sprintf(name
, "ffp_light[%u].c_att", i
);
10110 vs
->light_location
[i
].c_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10111 string_buffer_sprintf(name
, "ffp_light[%u].l_att", i
);
10112 vs
->light_location
[i
].l_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10113 string_buffer_sprintf(name
, "ffp_light[%u].q_att", i
);
10114 vs
->light_location
[i
].q_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10115 string_buffer_sprintf(name
, "ffp_light[%u].cos_htheta", i
);
10116 vs
->light_location
[i
].cos_htheta
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10117 string_buffer_sprintf(name
, "ffp_light[%u].cos_hphi", i
);
10118 vs
->light_location
[i
].cos_hphi
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10120 vs
->pointsize_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size"));
10121 vs
->pointsize_min_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size_min"));
10122 vs
->pointsize_max_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size_max"));
10123 vs
->pointsize_c_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.c_att"));
10124 vs
->pointsize_l_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.l_att"));
10125 vs
->pointsize_q_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.q_att"));
10126 vs
->clip_planes_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "clip_planes"));
10128 string_buffer_release(&priv
->string_buffers
, name
);
10131 static void shader_glsl_init_ds_uniform_locations(const struct wined3d_gl_info
*gl_info
,
10132 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_ds_program
*ds
)
10134 ds
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "pos_fixup"));
10137 static void shader_glsl_init_gs_uniform_locations(const struct wined3d_gl_info
*gl_info
,
10138 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_gs_program
*gs
)
10140 gs
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "pos_fixup"));
10143 static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info
*gl_info
,
10144 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_ps_program
*ps
, unsigned int ps_c_count
)
10147 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
10149 for (i
= 0; i
< ps_c_count
; ++i
)
10151 string_buffer_sprintf(name
, "ps_c[%u]", i
);
10152 ps
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10154 memset(&ps
->uniform_f_locations
[ps_c_count
], 0xff, (WINED3D_MAX_PS_CONSTS_F
- ps_c_count
) * sizeof(GLuint
));
10156 for (i
= 0; i
< WINED3D_MAX_CONSTS_I
; ++i
)
10158 string_buffer_sprintf(name
, "ps_i[%u]", i
);
10159 ps
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10162 for (i
= 0; i
< WINED3D_MAX_CONSTS_B
; ++i
)
10164 string_buffer_sprintf(name
, "ps_b[%u]", i
);
10165 ps
->uniform_b_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10168 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
10170 string_buffer_sprintf(name
, "bumpenv_mat%u", i
);
10171 ps
->bumpenv_mat_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10172 string_buffer_sprintf(name
, "bumpenv_lum_scale%u", i
);
10173 ps
->bumpenv_lum_scale_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10174 string_buffer_sprintf(name
, "bumpenv_lum_offset%u", i
);
10175 ps
->bumpenv_lum_offset_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10176 string_buffer_sprintf(name
, "tss_const%u", i
);
10177 ps
->tss_constant_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10180 ps
->tex_factor_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "tex_factor"));
10181 ps
->specular_enable_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "specular_enable"));
10183 ps
->fog_color_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.color"));
10184 ps
->fog_density_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.density"));
10185 ps
->fog_end_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.end"));
10186 ps
->fog_scale_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.scale"));
10188 ps
->alpha_test_ref_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "alpha_test_ref"));
10190 ps
->np2_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ps_samplerNP2Fixup"));
10191 ps
->ycorrection_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ycorrection"));
10192 ps
->color_key_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "color_key"));
10194 string_buffer_release(&priv
->string_buffers
, name
);
10197 static HRESULT
shader_glsl_compile_compute_shader(struct shader_glsl_priv
*priv
,
10198 const struct wined3d_context
*context
, struct wined3d_shader
*shader
)
10200 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
10201 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
10202 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
10203 struct glsl_cs_compiled_shader
*gl_shaders
;
10204 struct glsl_shader_private
*shader_data
;
10205 struct glsl_shader_prog_link
*entry
;
10206 GLuint shader_id
, program_id
;
10208 if (!(entry
= heap_alloc(sizeof(*entry
))))
10210 ERR("Out of memory.\n");
10211 return E_OUTOFMEMORY
;
10214 if (!(shader
->backend_data
= heap_alloc_zero(sizeof(*shader_data
))))
10216 ERR("Failed to allocate backend data.\n");
10218 return E_OUTOFMEMORY
;
10220 shader_data
= shader
->backend_data
;
10221 gl_shaders
= shader_data
->gl_shaders
.cs
;
10223 if (!(shader_data
->gl_shaders
.cs
= heap_alloc(sizeof(*gl_shaders
))))
10225 ERR("Failed to allocate GL shader array.\n");
10227 heap_free(shader
->backend_data
);
10228 shader
->backend_data
= NULL
;
10229 return E_OUTOFMEMORY
;
10231 shader_data
->shader_array_size
= 1;
10232 gl_shaders
= shader_data
->gl_shaders
.cs
;
10234 TRACE("Compiling compute shader %p.\n", shader
);
10236 string_buffer_clear(buffer
);
10237 shader_id
= shader_glsl_generate_compute_shader(context
, buffer
, &priv
->string_buffers
, shader
);
10238 gl_shaders
[shader_data
->num_gl_shaders
++].id
= shader_id
;
10240 program_id
= GL_EXTCALL(glCreateProgram());
10241 TRACE("Created new GLSL shader program %u.\n", program_id
);
10243 entry
->id
= program_id
;
10249 entry
->cs
.id
= shader_id
;
10250 entry
->constant_version
= 0;
10251 entry
->shader_controlled_clip_distances
= 0;
10252 entry
->ps
.np2_fixup_info
= NULL
;
10253 add_glsl_program_entry(priv
, entry
);
10255 TRACE("Attaching GLSL shader object %u to program %u.\n", shader_id
, program_id
);
10256 GL_EXTCALL(glAttachShader(program_id
, shader_id
));
10257 checkGLcall("glAttachShader");
10259 list_add_head(&shader
->linked_programs
, &entry
->cs
.shader_entry
);
10261 TRACE("Linking GLSL shader program %u.\n", program_id
);
10262 GL_EXTCALL(glLinkProgram(program_id
));
10263 shader_glsl_validate_link(gl_info
, program_id
);
10265 GL_EXTCALL(glUseProgram(program_id
));
10266 checkGLcall("glUseProgram");
10267 shader_glsl_load_program_resources(context
, priv
, program_id
, shader
);
10268 shader_glsl_load_images(gl_info
, priv
, program_id
, &shader
->reg_maps
);
10270 entry
->constant_update_mask
= 0;
10272 GL_EXTCALL(glUseProgram(ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0));
10273 checkGLcall("glUseProgram");
10277 static GLuint
find_glsl_compute_shader(const struct wined3d_context
*context
,
10278 struct shader_glsl_priv
*priv
, struct wined3d_shader
*shader
)
10280 struct glsl_shader_private
*shader_data
;
10282 if (!shader
->backend_data
)
10284 WARN("Failed to find GLSL program for compute shader %p.\n", shader
);
10285 if (FAILED(shader_glsl_compile_compute_shader(priv
, context
, shader
)))
10287 ERR("Failed to compile compute shader %p.\n", shader
);
10291 shader_data
= shader
->backend_data
;
10292 return shader_data
->gl_shaders
.cs
[0].id
;
10295 /* Context activation is done by the caller. */
10296 static void set_glsl_compute_shader_program(const struct wined3d_context
*context
,
10297 const struct wined3d_state
*state
, struct shader_glsl_priv
*priv
, struct glsl_context_data
*ctx_data
)
10299 struct glsl_shader_prog_link
*entry
;
10300 struct wined3d_shader
*shader
;
10301 struct glsl_program_key key
;
10304 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_COMPUTE
)))
10307 if (!(shader
= state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
]))
10309 WARN("Compute shader is NULL.\n");
10310 ctx_data
->glsl_program
= NULL
;
10314 cs_id
= find_glsl_compute_shader(context
, priv
, shader
);
10315 memset(&key
, 0, sizeof(key
));
10317 if (!(entry
= get_glsl_program_entry(priv
, &key
)))
10318 ERR("Failed to find GLSL program for compute shader %p.\n", shader
);
10319 ctx_data
->glsl_program
= entry
;
10322 /* Context activation is done by the caller. */
10323 static void set_glsl_shader_program(const struct wined3d_context
*context
, const struct wined3d_state
*state
,
10324 struct shader_glsl_priv
*priv
, struct glsl_context_data
*ctx_data
)
10326 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
10327 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
10328 const struct wined3d_shader
*pre_rasterization_shader
;
10329 const struct ps_np2fixup_info
*np2fixup_info
= NULL
;
10330 struct wined3d_shader
*hshader
, *dshader
, *gshader
;
10331 struct glsl_shader_prog_link
*entry
= NULL
;
10332 struct wined3d_shader
*vshader
= NULL
;
10333 struct wined3d_shader
*pshader
= NULL
;
10334 GLuint reorder_shader_id
= 0;
10335 struct glsl_program_key key
;
10343 struct list
*ps_list
, *vs_list
;
10345 struct wined3d_string_buffer
*tmp_name
;
10347 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_VERTEX
)) && ctx_data
->glsl_program
)
10349 vs_id
= ctx_data
->glsl_program
->vs
.id
;
10350 vs_list
= &ctx_data
->glsl_program
->vs
.shader_entry
;
10353 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
10355 else if (use_vs(state
))
10357 struct vs_compile_args vs_compile_args
;
10359 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
10361 find_vs_compile_args(state
, vshader
, context
->stream_info
.swizzle_map
, &vs_compile_args
, context
);
10362 vs_id
= find_glsl_vshader(context
, priv
, vshader
, &vs_compile_args
);
10363 vs_list
= &vshader
->linked_programs
;
10365 else if (priv
->vertex_pipe
== &glsl_vertex_pipe
)
10367 struct glsl_ffp_vertex_shader
*ffp_shader
;
10368 struct wined3d_ffp_vs_settings settings
;
10370 wined3d_ffp_get_vs_settings(context
, state
, &settings
);
10371 ffp_shader
= shader_glsl_find_ffp_vertex_shader(priv
, gl_info
, &settings
);
10372 vs_id
= ffp_shader
->id
;
10373 vs_list
= &ffp_shader
->linked_programs
;
10376 hshader
= state
->shader
[WINED3D_SHADER_TYPE_HULL
];
10377 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_HULL
)) && ctx_data
->glsl_program
)
10378 hs_id
= ctx_data
->glsl_program
->hs
.id
;
10380 hs_id
= find_glsl_hull_shader(context
, priv
, hshader
);
10382 dshader
= state
->shader
[WINED3D_SHADER_TYPE_DOMAIN
];
10383 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_DOMAIN
)) && ctx_data
->glsl_program
)
10385 ds_id
= ctx_data
->glsl_program
->ds
.id
;
10389 struct ds_compile_args args
;
10391 find_ds_compile_args(state
, dshader
, &args
, context
);
10392 ds_id
= find_glsl_domain_shader(context
, priv
, dshader
, &args
);
10395 gshader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
10396 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_GEOMETRY
)) && ctx_data
->glsl_program
)
10398 gs_id
= ctx_data
->glsl_program
->gs
.id
;
10402 struct gs_compile_args args
;
10404 find_gs_compile_args(state
, gshader
, &args
, context
);
10405 gs_id
= find_glsl_geometry_shader(context
, priv
, gshader
, &args
);
10408 /* A pixel shader is not used when rasterization is disabled. */
10409 if (is_rasterization_disabled(gshader
))
10414 else if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_PIXEL
)) && ctx_data
->glsl_program
)
10416 ps_id
= ctx_data
->glsl_program
->ps
.id
;
10417 ps_list
= &ctx_data
->glsl_program
->ps
.shader_entry
;
10420 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
10422 else if (use_ps(state
))
10424 struct ps_compile_args ps_compile_args
;
10425 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
10426 find_ps_compile_args(state
, pshader
, context
->stream_info
.position_transformed
, &ps_compile_args
, context
);
10427 ps_id
= find_glsl_pshader(context
, &priv
->shader_buffer
, &priv
->string_buffers
,
10428 pshader
, &ps_compile_args
, &np2fixup_info
);
10429 ps_list
= &pshader
->linked_programs
;
10431 else if (priv
->fragment_pipe
== &glsl_fragment_pipe
10432 && !(vshader
&& vshader
->reg_maps
.shader_version
.major
>= 4))
10434 struct glsl_ffp_fragment_shader
*ffp_shader
;
10435 struct ffp_frag_settings settings
;
10437 gen_ffp_frag_op(context
, state
, &settings
, FALSE
);
10438 ffp_shader
= shader_glsl_find_ffp_fragment_shader(priv
, &settings
, context
);
10439 ps_id
= ffp_shader
->id
;
10440 ps_list
= &ffp_shader
->linked_programs
;
10449 if ((!vs_id
&& !hs_id
&& !ds_id
&& !gs_id
&& !ps_id
) || (entry
= get_glsl_program_entry(priv
, &key
)))
10451 ctx_data
->glsl_program
= entry
;
10455 /* If we get to this point, then no matching program exists, so we create one */
10456 program_id
= GL_EXTCALL(glCreateProgram());
10457 TRACE("Created new GLSL shader program %u.\n", program_id
);
10459 /* Create the entry */
10460 entry
= heap_alloc(sizeof(*entry
));
10461 entry
->id
= program_id
;
10462 entry
->vs
.id
= vs_id
;
10463 entry
->hs
.id
= hs_id
;
10464 entry
->ds
.id
= ds_id
;
10465 entry
->gs
.id
= gs_id
;
10466 entry
->ps
.id
= ps_id
;
10468 entry
->constant_version
= 0;
10469 entry
->shader_controlled_clip_distances
= 0;
10470 entry
->ps
.np2_fixup_info
= np2fixup_info
;
10471 /* Add the hash table entry */
10472 add_glsl_program_entry(priv
, entry
);
10474 /* Set the current program */
10475 ctx_data
->glsl_program
= entry
;
10477 /* Attach GLSL vshader */
10480 TRACE("Attaching GLSL shader object %u to program %u.\n", vs_id
, program_id
);
10481 GL_EXTCALL(glAttachShader(program_id
, vs_id
));
10482 checkGLcall("glAttachShader");
10484 list_add_head(vs_list
, &entry
->vs
.shader_entry
);
10489 attribs_map
= vshader
->reg_maps
.input_registers
;
10490 if (vshader
->reg_maps
.shader_version
.major
< 4)
10492 reorder_shader_id
= shader_glsl_generate_vs3_rasterizer_input_setup(priv
, vshader
, pshader
,
10493 state
->gl_primitive_type
== GL_POINTS
&& vshader
->reg_maps
.point_size
,
10494 d3d_info
->emulated_flatshading
10495 && state
->render_states
[WINED3D_RS_SHADEMODE
] == WINED3D_SHADE_FLAT
, gl_info
);
10496 TRACE("Attaching GLSL shader object %u to program %u.\n", reorder_shader_id
, program_id
);
10497 GL_EXTCALL(glAttachShader(program_id
, reorder_shader_id
));
10498 checkGLcall("glAttachShader");
10499 /* Flag the reorder function for deletion, it will be freed
10500 * automatically when the program is destroyed. */
10501 GL_EXTCALL(glDeleteShader(reorder_shader_id
));
10506 attribs_map
= (1u << WINED3D_FFP_ATTRIBS_COUNT
) - 1;
10509 if (!shader_glsl_use_explicit_attrib_location(gl_info
))
10511 /* Bind vertex attributes to a corresponding index number to match
10512 * the same index numbers as ARB_vertex_programs (makes loading
10513 * vertex attributes simpler). With this method, we can use the
10514 * exact same code to load the attributes later for both ARB and
10517 * We have to do this here because we need to know the Program ID
10518 * in order to make the bindings work, and it has to be done prior
10519 * to linking the GLSL program. */
10520 tmp_name
= string_buffer_get(&priv
->string_buffers
);
10521 for (i
= 0; attribs_map
; attribs_map
>>= 1, ++i
)
10523 if (!(attribs_map
& 1))
10526 string_buffer_sprintf(tmp_name
, "vs_in%u", i
);
10527 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
10528 if (vshader
&& vshader
->reg_maps
.shader_version
.major
>= 4)
10530 string_buffer_sprintf(tmp_name
, "vs_in_uint%u", i
);
10531 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
10532 string_buffer_sprintf(tmp_name
, "vs_in_int%u", i
);
10533 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
10536 checkGLcall("glBindAttribLocation");
10538 if (!needs_legacy_glsl_syntax(gl_info
))
10540 for (i
= 0; i
< MAX_RENDER_TARGET_VIEWS
; ++i
)
10542 string_buffer_sprintf(tmp_name
, "color_out%u", i
);
10543 GL_EXTCALL(glBindFragDataLocation(program_id
, i
, tmp_name
->buffer
));
10544 checkGLcall("glBindFragDataLocation");
10547 string_buffer_release(&priv
->string_buffers
, tmp_name
);
10552 TRACE("Attaching GLSL tessellation control shader object %u to program %u.\n", hs_id
, program_id
);
10553 GL_EXTCALL(glAttachShader(program_id
, hs_id
));
10554 checkGLcall("glAttachShader");
10556 list_add_head(&hshader
->linked_programs
, &entry
->hs
.shader_entry
);
10561 TRACE("Attaching GLSL tessellation evaluation shader object %u to program %u.\n", ds_id
, program_id
);
10562 GL_EXTCALL(glAttachShader(program_id
, ds_id
));
10563 checkGLcall("glAttachShader");
10565 list_add_head(&dshader
->linked_programs
, &entry
->ds
.shader_entry
);
10570 TRACE("Attaching GLSL geometry shader object %u to program %u.\n", gs_id
, program_id
);
10571 GL_EXTCALL(glAttachShader(program_id
, gs_id
));
10572 checkGLcall("glAttachShader");
10574 shader_glsl_init_transform_feedback(context
, priv
, program_id
, gshader
);
10576 list_add_head(&gshader
->linked_programs
, &entry
->gs
.shader_entry
);
10579 /* Attach GLSL pshader */
10582 TRACE("Attaching GLSL shader object %u to program %u.\n", ps_id
, program_id
);
10583 GL_EXTCALL(glAttachShader(program_id
, ps_id
));
10584 checkGLcall("glAttachShader");
10586 list_add_head(ps_list
, &entry
->ps
.shader_entry
);
10589 /* Link the program */
10590 TRACE("Linking GLSL shader program %u.\n", program_id
);
10591 GL_EXTCALL(glLinkProgram(program_id
));
10592 shader_glsl_validate_link(gl_info
, program_id
);
10594 shader_glsl_init_vs_uniform_locations(gl_info
, priv
, program_id
, &entry
->vs
,
10595 vshader
? vshader
->limits
->constant_float
: 0);
10596 shader_glsl_init_ds_uniform_locations(gl_info
, priv
, program_id
, &entry
->ds
);
10597 shader_glsl_init_gs_uniform_locations(gl_info
, priv
, program_id
, &entry
->gs
);
10598 shader_glsl_init_ps_uniform_locations(gl_info
, priv
, program_id
, &entry
->ps
,
10599 pshader
? pshader
->limits
->constant_float
: 0);
10600 checkGLcall("find glsl program uniform locations");
10602 pre_rasterization_shader
= gshader
? gshader
: dshader
? dshader
: vshader
;
10603 if (pre_rasterization_shader
&& pre_rasterization_shader
->reg_maps
.shader_version
.major
>= 4)
10605 unsigned int clip_distance_count
= wined3d_popcount(pre_rasterization_shader
->reg_maps
.clip_distance_mask
);
10606 entry
->shader_controlled_clip_distances
= 1;
10607 entry
->clip_distance_mask
= (1u << clip_distance_count
) - 1;
10610 if (needs_legacy_glsl_syntax(gl_info
))
10612 if (pshader
&& pshader
->reg_maps
.shader_version
.major
>= 3
10613 && pshader
->u
.ps
.declared_in_count
> vec4_varyings(3, gl_info
))
10615 TRACE("Shader %d needs vertex color clamping disabled.\n", program_id
);
10616 entry
->vs
.vertex_color_clamp
= GL_FALSE
;
10620 entry
->vs
.vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
10625 /* With core profile we never change vertex_color_clamp from
10626 * GL_FIXED_ONLY_MODE (which is also the initial value) so we never call
10627 * glClampColorARB(). */
10628 entry
->vs
.vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
10631 /* Set the shader to allow uniform loading on it */
10632 GL_EXTCALL(glUseProgram(program_id
));
10633 checkGLcall("glUseProgram");
10635 entry
->constant_update_mask
= 0;
10638 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_F
;
10639 if (vshader
->reg_maps
.integer_constants
)
10640 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_I
;
10641 if (vshader
->reg_maps
.boolean_constants
)
10642 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_B
;
10643 if (entry
->vs
.pos_fixup_location
!= -1)
10644 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
10646 shader_glsl_load_program_resources(context
, priv
, program_id
, vshader
);
10650 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
10651 | WINED3D_SHADER_CONST_FFP_PROJ
;
10653 for (i
= 1; i
< MAX_VERTEX_BLENDS
; ++i
)
10655 if (entry
->vs
.modelview_matrix_location
[i
] != -1)
10657 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
10662 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
10664 if (entry
->vs
.texture_matrix_location
[i
] != -1)
10666 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
10670 if (entry
->vs
.material_ambient_location
!= -1 || entry
->vs
.material_diffuse_location
!= -1
10671 || entry
->vs
.material_specular_location
!= -1
10672 || entry
->vs
.material_emissive_location
!= -1
10673 || entry
->vs
.material_shininess_location
!= -1)
10674 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MATERIAL
;
10675 if (entry
->vs
.light_ambient_location
!= -1)
10676 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_LIGHTS
;
10678 if (entry
->vs
.clip_planes_location
!= -1)
10679 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
10680 if (entry
->vs
.pointsize_min_location
!= -1)
10681 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
10684 shader_glsl_load_program_resources(context
, priv
, program_id
, hshader
);
10688 if (entry
->ds
.pos_fixup_location
!= -1)
10689 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
10691 shader_glsl_load_program_resources(context
, priv
, program_id
, dshader
);
10696 if (entry
->gs
.pos_fixup_location
!= -1)
10697 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
10699 shader_glsl_load_program_resources(context
, priv
, program_id
, gshader
);
10706 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_F
;
10707 if (pshader
->reg_maps
.integer_constants
)
10708 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_I
;
10709 if (pshader
->reg_maps
.boolean_constants
)
10710 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_B
;
10711 if (entry
->ps
.ycorrection_location
!= -1)
10712 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_Y_CORR
;
10714 shader_glsl_load_program_resources(context
, priv
, program_id
, pshader
);
10715 shader_glsl_load_images(gl_info
, priv
, program_id
, &pshader
->reg_maps
);
10719 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PS
;
10721 shader_glsl_load_samplers(context
, priv
, program_id
, NULL
);
10724 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
10726 if (entry
->ps
.bumpenv_mat_location
[i
] != -1)
10728 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_BUMP_ENV
;
10733 if (entry
->ps
.fog_color_location
!= -1)
10734 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
10735 if (entry
->ps
.alpha_test_ref_location
!= -1)
10736 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_ALPHA_TEST
;
10737 if (entry
->ps
.np2_fixup_location
!= -1)
10738 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_NP2_FIXUP
;
10739 if (entry
->ps
.color_key_location
!= -1)
10740 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_COLOR_KEY
;
10744 static void shader_glsl_precompile(void *shader_priv
, struct wined3d_shader
*shader
)
10746 struct wined3d_device
*device
= shader
->device
;
10747 struct wined3d_context
*context
;
10749 if (shader
->reg_maps
.shader_version
.type
== WINED3D_SHADER_TYPE_COMPUTE
)
10751 context
= context_acquire(device
, NULL
, 0);
10752 shader_glsl_compile_compute_shader(shader_priv
, context
, shader
);
10753 context_release(context
);
10757 /* Context activation is done by the caller. */
10758 static void shader_glsl_select(void *shader_priv
, struct wined3d_context
*context
,
10759 const struct wined3d_state
*state
)
10761 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
10762 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
10763 struct shader_glsl_priv
*priv
= shader_priv
;
10764 struct glsl_shader_prog_link
*glsl_program
;
10765 GLenum current_vertex_color_clamp
;
10766 GLuint program_id
, prev_id
;
10768 priv
->vertex_pipe
->vp_enable(gl_info
, !use_vs(state
));
10769 priv
->fragment_pipe
->enable_extension(gl_info
, !use_ps(state
));
10771 prev_id
= ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0;
10772 set_glsl_shader_program(context
, state
, priv
, ctx_data
);
10773 glsl_program
= ctx_data
->glsl_program
;
10777 program_id
= glsl_program
->id
;
10778 current_vertex_color_clamp
= glsl_program
->vs
.vertex_color_clamp
;
10779 if (glsl_program
->shader_controlled_clip_distances
)
10780 context_enable_clip_distances(context
, glsl_program
->clip_distance_mask
);
10785 current_vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
10788 if (ctx_data
->vertex_color_clamp
!= current_vertex_color_clamp
)
10790 ctx_data
->vertex_color_clamp
= current_vertex_color_clamp
;
10791 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
10793 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, current_vertex_color_clamp
));
10794 checkGLcall("glClampColorARB");
10798 FIXME("Vertex color clamp needs to be changed, but extension not supported.\n");
10802 TRACE("Using GLSL program %u.\n", program_id
);
10804 if (prev_id
!= program_id
)
10806 GL_EXTCALL(glUseProgram(program_id
));
10807 checkGLcall("glUseProgram");
10810 context
->constant_update_mask
|= glsl_program
->constant_update_mask
;
10813 context
->shader_update_mask
|= (1u << WINED3D_SHADER_TYPE_COMPUTE
);
10816 /* Context activation is done by the caller. */
10817 static void shader_glsl_select_compute(void *shader_priv
, struct wined3d_context
*context
,
10818 const struct wined3d_state
*state
)
10820 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
10821 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
10822 struct shader_glsl_priv
*priv
= shader_priv
;
10823 GLuint program_id
, prev_id
;
10825 prev_id
= ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0;
10826 set_glsl_compute_shader_program(context
, state
, priv
, ctx_data
);
10827 program_id
= ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0;
10829 TRACE("Using GLSL program %u.\n", program_id
);
10831 if (prev_id
!= program_id
)
10833 GL_EXTCALL(glUseProgram(program_id
));
10834 checkGLcall("glUseProgram");
10837 context
->shader_update_mask
|= (1u << WINED3D_SHADER_TYPE_PIXEL
)
10838 | (1u << WINED3D_SHADER_TYPE_VERTEX
)
10839 | (1u << WINED3D_SHADER_TYPE_GEOMETRY
)
10840 | (1u << WINED3D_SHADER_TYPE_HULL
)
10841 | (1u << WINED3D_SHADER_TYPE_DOMAIN
);
10844 /* "context" is not necessarily the currently active context. */
10845 static void shader_glsl_invalidate_current_program(struct wined3d_context
*context
)
10847 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
10849 ctx_data
->glsl_program
= NULL
;
10850 context
->shader_update_mask
= (1u << WINED3D_SHADER_TYPE_PIXEL
)
10851 | (1u << WINED3D_SHADER_TYPE_VERTEX
)
10852 | (1u << WINED3D_SHADER_TYPE_GEOMETRY
)
10853 | (1u << WINED3D_SHADER_TYPE_HULL
)
10854 | (1u << WINED3D_SHADER_TYPE_DOMAIN
)
10855 | (1u << WINED3D_SHADER_TYPE_COMPUTE
);
10858 /* Context activation is done by the caller. */
10859 static void shader_glsl_disable(void *shader_priv
, struct wined3d_context
*context
)
10861 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
10862 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
10863 struct shader_glsl_priv
*priv
= shader_priv
;
10865 shader_glsl_invalidate_current_program(context
);
10866 GL_EXTCALL(glUseProgram(0));
10867 checkGLcall("glUseProgram");
10869 priv
->vertex_pipe
->vp_enable(gl_info
, FALSE
);
10870 priv
->fragment_pipe
->enable_extension(gl_info
, FALSE
);
10872 if (needs_legacy_glsl_syntax(gl_info
) && gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
10874 ctx_data
->vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
10875 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, GL_FIXED_ONLY_ARB
));
10876 checkGLcall("glClampColorARB");
10880 static void shader_glsl_invalidate_contexts_program(struct wined3d_device
*device
,
10881 const struct glsl_shader_prog_link
*program
)
10883 const struct glsl_context_data
*ctx_data
;
10884 struct wined3d_context
*context
;
10887 for (i
= 0; i
< device
->context_count
; ++i
)
10889 context
= device
->contexts
[i
];
10890 ctx_data
= context
->shader_backend_data
;
10892 if (ctx_data
->glsl_program
== program
)
10893 shader_glsl_invalidate_current_program(context
);
10897 static void shader_glsl_destroy(struct wined3d_shader
*shader
)
10899 struct glsl_shader_private
*shader_data
= shader
->backend_data
;
10900 struct wined3d_device
*device
= shader
->device
;
10901 struct shader_glsl_priv
*priv
= device
->shader_priv
;
10902 const struct wined3d_gl_info
*gl_info
;
10903 const struct list
*linked_programs
;
10904 struct wined3d_context
*context
;
10906 if (!shader_data
|| !shader_data
->num_gl_shaders
)
10908 heap_free(shader_data
);
10909 shader
->backend_data
= NULL
;
10913 context
= context_acquire(device
, NULL
, 0);
10914 gl_info
= context
->gl_info
;
10916 TRACE("Deleting linked programs.\n");
10917 linked_programs
= &shader
->linked_programs
;
10918 if (linked_programs
->next
)
10920 struct glsl_shader_prog_link
*entry
, *entry2
;
10923 switch (shader
->reg_maps
.shader_version
.type
)
10925 case WINED3D_SHADER_TYPE_PIXEL
:
10927 struct glsl_ps_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.ps
;
10929 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
10931 TRACE("Deleting pixel shader %u.\n", gl_shaders
[i
].id
);
10932 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
10933 checkGLcall("glDeleteShader");
10935 heap_free(shader_data
->gl_shaders
.ps
);
10937 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
10938 struct glsl_shader_prog_link
, ps
.shader_entry
)
10940 shader_glsl_invalidate_contexts_program(device
, entry
);
10941 delete_glsl_program_entry(priv
, gl_info
, entry
);
10947 case WINED3D_SHADER_TYPE_VERTEX
:
10949 struct glsl_vs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.vs
;
10951 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
10953 TRACE("Deleting vertex shader %u.\n", gl_shaders
[i
].id
);
10954 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
10955 checkGLcall("glDeleteShader");
10957 heap_free(shader_data
->gl_shaders
.vs
);
10959 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
10960 struct glsl_shader_prog_link
, vs
.shader_entry
)
10962 shader_glsl_invalidate_contexts_program(device
, entry
);
10963 delete_glsl_program_entry(priv
, gl_info
, entry
);
10969 case WINED3D_SHADER_TYPE_HULL
:
10971 struct glsl_hs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.hs
;
10973 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
10975 TRACE("Deleting hull shader %u.\n", gl_shaders
[i
].id
);
10976 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
10977 checkGLcall("glDeleteShader");
10979 heap_free(shader_data
->gl_shaders
.hs
);
10981 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
10982 struct glsl_shader_prog_link
, hs
.shader_entry
)
10984 shader_glsl_invalidate_contexts_program(device
, entry
);
10985 delete_glsl_program_entry(priv
, gl_info
, entry
);
10991 case WINED3D_SHADER_TYPE_DOMAIN
:
10993 struct glsl_ds_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.ds
;
10995 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
10997 TRACE("Deleting domain shader %u.\n", gl_shaders
[i
].id
);
10998 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
10999 checkGLcall("glDeleteShader");
11001 heap_free(shader_data
->gl_shaders
.ds
);
11003 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
11004 struct glsl_shader_prog_link
, ds
.shader_entry
)
11006 shader_glsl_invalidate_contexts_program(device
, entry
);
11007 delete_glsl_program_entry(priv
, gl_info
, entry
);
11013 case WINED3D_SHADER_TYPE_GEOMETRY
:
11015 struct glsl_gs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.gs
;
11017 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
11019 TRACE("Deleting geometry shader %u.\n", gl_shaders
[i
].id
);
11020 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
11021 checkGLcall("glDeleteShader");
11023 heap_free(shader_data
->gl_shaders
.gs
);
11025 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
11026 struct glsl_shader_prog_link
, gs
.shader_entry
)
11028 shader_glsl_invalidate_contexts_program(device
, entry
);
11029 delete_glsl_program_entry(priv
, gl_info
, entry
);
11035 case WINED3D_SHADER_TYPE_COMPUTE
:
11037 struct glsl_cs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.cs
;
11039 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
11041 TRACE("Deleting compute shader %u.\n", gl_shaders
[i
].id
);
11042 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
11043 checkGLcall("glDeleteShader");
11045 heap_free(shader_data
->gl_shaders
.cs
);
11047 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
11048 struct glsl_shader_prog_link
, cs
.shader_entry
)
11050 shader_glsl_invalidate_contexts_program(device
, entry
);
11051 delete_glsl_program_entry(priv
, gl_info
, entry
);
11058 ERR("Unhandled shader type %#x.\n", shader
->reg_maps
.shader_version
.type
);
11063 heap_free(shader
->backend_data
);
11064 shader
->backend_data
= NULL
;
11066 context_release(context
);
11069 static int glsl_program_key_compare(const void *key
, const struct wine_rb_entry
*entry
)
11071 const struct glsl_program_key
*k
= key
;
11072 const struct glsl_shader_prog_link
*prog
= WINE_RB_ENTRY_VALUE(entry
,
11073 const struct glsl_shader_prog_link
, program_lookup_entry
);
11075 if (k
->vs_id
> prog
->vs
.id
) return 1;
11076 else if (k
->vs_id
< prog
->vs
.id
) return -1;
11078 if (k
->gs_id
> prog
->gs
.id
) return 1;
11079 else if (k
->gs_id
< prog
->gs
.id
) return -1;
11081 if (k
->ps_id
> prog
->ps
.id
) return 1;
11082 else if (k
->ps_id
< prog
->ps
.id
) return -1;
11084 if (k
->hs_id
> prog
->hs
.id
) return 1;
11085 else if (k
->hs_id
< prog
->hs
.id
) return -1;
11087 if (k
->ds_id
> prog
->ds
.id
) return 1;
11088 else if (k
->ds_id
< prog
->ds
.id
) return -1;
11090 if (k
->cs_id
> prog
->cs
.id
) return 1;
11091 else if (k
->cs_id
< prog
->cs
.id
) return -1;
11096 static BOOL
constant_heap_init(struct constant_heap
*heap
, unsigned int constant_count
)
11098 SIZE_T size
= (constant_count
+ 1) * sizeof(*heap
->entries
)
11099 + constant_count
* sizeof(*heap
->contained
)
11100 + constant_count
* sizeof(*heap
->positions
);
11103 if (!(mem
= heap_alloc(size
)))
11105 ERR("Failed to allocate memory\n");
11109 heap
->entries
= mem
;
11110 heap
->entries
[1].version
= 0;
11111 heap
->contained
= (BOOL
*)(heap
->entries
+ constant_count
+ 1);
11112 memset(heap
->contained
, 0, constant_count
* sizeof(*heap
->contained
));
11113 heap
->positions
= (unsigned int *)(heap
->contained
+ constant_count
);
11119 static void constant_heap_free(struct constant_heap
*heap
)
11121 heap_free(heap
->entries
);
11124 static HRESULT
shader_glsl_alloc(struct wined3d_device
*device
, const struct wined3d_vertex_pipe_ops
*vertex_pipe
,
11125 const struct fragment_pipeline
*fragment_pipe
)
11127 SIZE_T stack_size
= wined3d_log2i(max(WINED3D_MAX_VS_CONSTS_F
, WINED3D_MAX_PS_CONSTS_F
)) + 1;
11128 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
11129 struct fragment_caps fragment_caps
;
11130 void *vertex_priv
, *fragment_priv
;
11131 struct shader_glsl_priv
*priv
;
11133 if (!(priv
= heap_alloc_zero(sizeof(*priv
))))
11134 return E_OUTOFMEMORY
;
11136 string_buffer_list_init(&priv
->string_buffers
);
11138 if (!(vertex_priv
= vertex_pipe
->vp_alloc(&glsl_shader_backend
, priv
)))
11140 ERR("Failed to initialize vertex pipe.\n");
11145 if (!(fragment_priv
= fragment_pipe
->alloc_private(&glsl_shader_backend
, priv
)))
11147 ERR("Failed to initialize fragment pipe.\n");
11148 vertex_pipe
->vp_free(device
);
11153 if (!string_buffer_init(&priv
->shader_buffer
))
11155 ERR("Failed to initialize shader buffer.\n");
11159 if (!(priv
->stack
= heap_calloc(stack_size
, sizeof(*priv
->stack
))))
11161 ERR("Failed to allocate memory.\n");
11165 if (!constant_heap_init(&priv
->vconst_heap
, WINED3D_MAX_VS_CONSTS_F
))
11167 ERR("Failed to initialize vertex shader constant heap\n");
11171 if (!constant_heap_init(&priv
->pconst_heap
, WINED3D_MAX_PS_CONSTS_F
))
11173 ERR("Failed to initialize pixel shader constant heap\n");
11177 wine_rb_init(&priv
->program_lookup
, glsl_program_key_compare
);
11179 priv
->next_constant_version
= 1;
11180 priv
->vertex_pipe
= vertex_pipe
;
11181 priv
->fragment_pipe
= fragment_pipe
;
11182 fragment_pipe
->get_caps(gl_info
, &fragment_caps
);
11183 priv
->ffp_proj_control
= fragment_caps
.wined3d_caps
& WINED3D_FRAGMENT_CAP_PROJ_CONTROL
;
11184 priv
->legacy_lighting
= device
->wined3d
->flags
& WINED3D_LEGACY_FFP_LIGHTING
;
11186 device
->vertex_priv
= vertex_priv
;
11187 device
->fragment_priv
= fragment_priv
;
11188 device
->shader_priv
= priv
;
11193 constant_heap_free(&priv
->pconst_heap
);
11194 constant_heap_free(&priv
->vconst_heap
);
11195 heap_free(priv
->stack
);
11196 string_buffer_free(&priv
->shader_buffer
);
11197 fragment_pipe
->free_private(device
);
11198 vertex_pipe
->vp_free(device
);
11200 return E_OUTOFMEMORY
;
11203 /* Context activation is done by the caller. */
11204 static void shader_glsl_free(struct wined3d_device
*device
)
11206 struct shader_glsl_priv
*priv
= device
->shader_priv
;
11208 wine_rb_destroy(&priv
->program_lookup
, NULL
, NULL
);
11209 constant_heap_free(&priv
->pconst_heap
);
11210 constant_heap_free(&priv
->vconst_heap
);
11211 heap_free(priv
->stack
);
11212 string_buffer_list_cleanup(&priv
->string_buffers
);
11213 string_buffer_free(&priv
->shader_buffer
);
11214 priv
->fragment_pipe
->free_private(device
);
11215 priv
->vertex_pipe
->vp_free(device
);
11217 heap_free(device
->shader_priv
);
11218 device
->shader_priv
= NULL
;
11221 static BOOL
shader_glsl_allocate_context_data(struct wined3d_context
*context
)
11223 struct glsl_context_data
*ctx_data
;
11225 if (!(ctx_data
= heap_alloc_zero(sizeof(*ctx_data
))))
11227 ctx_data
->vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
11228 context
->shader_backend_data
= ctx_data
;
11232 static void shader_glsl_free_context_data(struct wined3d_context
*context
)
11234 heap_free(context
->shader_backend_data
);
11237 static void shader_glsl_init_context_state(struct wined3d_context
*context
)
11239 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
11241 gl_info
->gl_ops
.gl
.p_glEnable(GL_PROGRAM_POINT_SIZE
);
11242 checkGLcall("GL_PROGRAM_POINT_SIZE");
11245 static unsigned int shader_glsl_get_shader_model(const struct wined3d_gl_info
*gl_info
)
11247 BOOL shader_model_4
= gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 50)
11248 && gl_info
->supported
[ARB_SHADER_BIT_ENCODING
]
11249 && gl_info
->supported
[ARB_TEXTURE_SWIZZLE
];
11252 && gl_info
->supported
[ARB_COMPUTE_SHADER
]
11253 && gl_info
->supported
[ARB_CULL_DISTANCE
]
11254 && gl_info
->supported
[ARB_DERIVATIVE_CONTROL
]
11255 && gl_info
->supported
[ARB_GPU_SHADER5
]
11256 && gl_info
->supported
[ARB_SHADER_ATOMIC_COUNTERS
]
11257 && gl_info
->supported
[ARB_SHADER_IMAGE_LOAD_STORE
]
11258 && gl_info
->supported
[ARB_SHADER_IMAGE_SIZE
]
11259 && gl_info
->supported
[ARB_SHADING_LANGUAGE_PACKING
]
11260 && gl_info
->supported
[ARB_TESSELLATION_SHADER
]
11261 && gl_info
->supported
[ARB_TEXTURE_GATHER
]
11262 && gl_info
->supported
[ARB_TRANSFORM_FEEDBACK3
])
11265 if (shader_model_4
)
11268 /* Support for texldd and texldl instructions in pixel shaders is required
11270 if (shader_glsl_has_core_grad(gl_info
) || gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
11276 static void shader_glsl_get_caps(const struct wined3d_gl_info
*gl_info
, struct shader_caps
*caps
)
11278 unsigned int shader_model
= shader_glsl_get_shader_model(gl_info
);
11280 TRACE("Shader model %u.\n", shader_model
);
11282 caps
->vs_version
= min(wined3d_settings
.max_sm_vs
, shader_model
);
11283 caps
->hs_version
= min(wined3d_settings
.max_sm_hs
, shader_model
);
11284 caps
->ds_version
= min(wined3d_settings
.max_sm_ds
, shader_model
);
11285 caps
->gs_version
= min(wined3d_settings
.max_sm_gs
, shader_model
);
11286 caps
->ps_version
= min(wined3d_settings
.max_sm_ps
, shader_model
);
11287 caps
->cs_version
= min(wined3d_settings
.max_sm_cs
, shader_model
);
11289 caps
->vs_version
= gl_info
->supported
[ARB_VERTEX_SHADER
] ? caps
->vs_version
: 0;
11290 caps
->ps_version
= gl_info
->supported
[ARB_FRAGMENT_SHADER
] ? caps
->ps_version
: 0;
11292 caps
->vs_uniform_count
= min(WINED3D_MAX_VS_CONSTS_F
, gl_info
->limits
.glsl_vs_float_constants
);
11293 caps
->ps_uniform_count
= min(WINED3D_MAX_PS_CONSTS_F
, gl_info
->limits
.glsl_ps_float_constants
);
11294 caps
->varying_count
= gl_info
->limits
.glsl_varyings
;
11296 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
11297 * Direct3D minimum requirement.
11299 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
11300 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
11302 * The problem is that the refrast clamps temporary results in the shader to
11303 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
11304 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
11305 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
11306 * offer a way to query this.
11308 if (shader_model
>= 4)
11309 caps
->ps_1x_max_value
= FLT_MAX
;
11311 caps
->ps_1x_max_value
= 1024.0f
;
11313 /* Ideally we'd only set caps like sRGB writes here if supported by both
11314 * the shader backend and the fragment pipe, but we can get called before
11315 * shader_glsl_alloc(). */
11316 caps
->wined3d_caps
= WINED3D_SHADER_CAP_VS_CLIPPING
11317 | WINED3D_SHADER_CAP_SRGB_WRITE
;
11320 static BOOL
shader_glsl_color_fixup_supported(struct color_fixup_desc fixup
)
11322 /* We support everything except YUV conversions. */
11323 return !is_complex_fixup(fixup
);
11326 static const SHADER_HANDLER shader_glsl_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
11328 /* WINED3DSIH_ABS */ shader_glsl_map2gl
,
11329 /* WINED3DSIH_ADD */ shader_glsl_binop
,
11330 /* WINED3DSIH_AND */ shader_glsl_binop
,
11331 /* WINED3DSIH_ATOMIC_AND */ shader_glsl_atomic
,
11332 /* WINED3DSIH_ATOMIC_CMP_STORE */ shader_glsl_atomic
,
11333 /* WINED3DSIH_ATOMIC_IADD */ shader_glsl_atomic
,
11334 /* WINED3DSIH_ATOMIC_IMAX */ shader_glsl_atomic
,
11335 /* WINED3DSIH_ATOMIC_IMIN */ shader_glsl_atomic
,
11336 /* WINED3DSIH_ATOMIC_OR */ shader_glsl_atomic
,
11337 /* WINED3DSIH_ATOMIC_UMAX */ shader_glsl_atomic
,
11338 /* WINED3DSIH_ATOMIC_UMIN */ shader_glsl_atomic
,
11339 /* WINED3DSIH_ATOMIC_XOR */ shader_glsl_atomic
,
11340 /* WINED3DSIH_BEM */ shader_glsl_bem
,
11341 /* WINED3DSIH_BFI */ shader_glsl_bitwise_op
,
11342 /* WINED3DSIH_BFREV */ shader_glsl_map2gl
,
11343 /* WINED3DSIH_BREAK */ shader_glsl_break
,
11344 /* WINED3DSIH_BREAKC */ shader_glsl_breakc
,
11345 /* WINED3DSIH_BREAKP */ shader_glsl_conditional_op
,
11346 /* WINED3DSIH_BUFINFO */ shader_glsl_bufinfo
,
11347 /* WINED3DSIH_CALL */ shader_glsl_call
,
11348 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz
,
11349 /* WINED3DSIH_CASE */ shader_glsl_case
,
11350 /* WINED3DSIH_CMP */ shader_glsl_conditional_move
,
11351 /* WINED3DSIH_CND */ shader_glsl_cnd
,
11352 /* WINED3DSIH_CONTINUE */ shader_glsl_continue
,
11353 /* WINED3DSIH_CONTINUEP */ shader_glsl_conditional_op
,
11354 /* WINED3DSIH_COUNTBITS */ shader_glsl_map2gl
,
11355 /* WINED3DSIH_CRS */ shader_glsl_cross
,
11356 /* WINED3DSIH_CUT */ shader_glsl_cut
,
11357 /* WINED3DSIH_CUT_STREAM */ shader_glsl_cut
,
11358 /* WINED3DSIH_DCL */ shader_glsl_nop
,
11359 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_glsl_nop
,
11360 /* WINED3DSIH_DCL_FUNCTION_BODY */ NULL
,
11361 /* WINED3DSIH_DCL_FUNCTION_TABLE */ NULL
,
11362 /* WINED3DSIH_DCL_GLOBAL_FLAGS */ shader_glsl_nop
,
11363 /* WINED3DSIH_DCL_GS_INSTANCES */ shader_glsl_nop
,
11364 /* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ shader_glsl_nop
,
11365 /* WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT */ shader_glsl_nop
,
11366 /* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ shader_glsl_nop
,
11367 /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ shader_glsl_nop
,
11368 /* WINED3DSIH_DCL_INDEX_RANGE */ shader_glsl_nop
,
11369 /* WINED3DSIH_DCL_INDEXABLE_TEMP */ shader_glsl_nop
,
11370 /* WINED3DSIH_DCL_INPUT */ shader_glsl_nop
,
11371 /* WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT */ shader_glsl_nop
,
11372 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_glsl_nop
,
11373 /* WINED3DSIH_DCL_INPUT_PS */ shader_glsl_nop
,
11374 /* WINED3DSIH_DCL_INPUT_PS_SGV */ NULL
,
11375 /* WINED3DSIH_DCL_INPUT_PS_SIV */ NULL
,
11376 /* WINED3DSIH_DCL_INPUT_SGV */ shader_glsl_nop
,
11377 /* WINED3DSIH_DCL_INPUT_SIV */ shader_glsl_nop
,
11378 /* WINED3DSIH_DCL_INTERFACE */ NULL
,
11379 /* WINED3DSIH_DCL_OUTPUT */ shader_glsl_nop
,
11380 /* WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT */ shader_glsl_nop
,
11381 /* WINED3DSIH_DCL_OUTPUT_SIV */ shader_glsl_nop
,
11382 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_glsl_nop
,
11383 /* WINED3DSIH_DCL_RESOURCE_RAW */ shader_glsl_nop
,
11384 /* WINED3DSIH_DCL_RESOURCE_STRUCTURED */ shader_glsl_nop
,
11385 /* WINED3DSIH_DCL_SAMPLER */ shader_glsl_nop
,
11386 /* WINED3DSIH_DCL_STREAM */ NULL
,
11387 /* WINED3DSIH_DCL_TEMPS */ shader_glsl_nop
,
11388 /* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ shader_glsl_nop
,
11389 /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ shader_glsl_nop
,
11390 /* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ shader_glsl_nop
,
11391 /* WINED3DSIH_DCL_TGSM_RAW */ shader_glsl_nop
,
11392 /* WINED3DSIH_DCL_TGSM_STRUCTURED */ shader_glsl_nop
,
11393 /* WINED3DSIH_DCL_THREAD_GROUP */ shader_glsl_nop
,
11394 /* WINED3DSIH_DCL_UAV_RAW */ shader_glsl_nop
,
11395 /* WINED3DSIH_DCL_UAV_STRUCTURED */ shader_glsl_nop
,
11396 /* WINED3DSIH_DCL_UAV_TYPED */ shader_glsl_nop
,
11397 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_glsl_nop
,
11398 /* WINED3DSIH_DEF */ shader_glsl_nop
,
11399 /* WINED3DSIH_DEFAULT */ shader_glsl_default
,
11400 /* WINED3DSIH_DEFB */ shader_glsl_nop
,
11401 /* WINED3DSIH_DEFI */ shader_glsl_nop
,
11402 /* WINED3DSIH_DIV */ shader_glsl_binop
,
11403 /* WINED3DSIH_DP2 */ shader_glsl_dot
,
11404 /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add
,
11405 /* WINED3DSIH_DP3 */ shader_glsl_dot
,
11406 /* WINED3DSIH_DP4 */ shader_glsl_dot
,
11407 /* WINED3DSIH_DST */ shader_glsl_dst
,
11408 /* WINED3DSIH_DSX */ shader_glsl_map2gl
,
11409 /* WINED3DSIH_DSX_COARSE */ shader_glsl_map2gl
,
11410 /* WINED3DSIH_DSX_FINE */ shader_glsl_map2gl
,
11411 /* WINED3DSIH_DSY */ shader_glsl_map2gl
,
11412 /* WINED3DSIH_DSY_COARSE */ shader_glsl_map2gl
,
11413 /* WINED3DSIH_DSY_FINE */ shader_glsl_map2gl
,
11414 /* WINED3DSIH_ELSE */ shader_glsl_else
,
11415 /* WINED3DSIH_EMIT */ shader_glsl_emit
,
11416 /* WINED3DSIH_EMIT_STREAM */ shader_glsl_emit
,
11417 /* WINED3DSIH_ENDIF */ shader_glsl_end
,
11418 /* WINED3DSIH_ENDLOOP */ shader_glsl_end
,
11419 /* WINED3DSIH_ENDREP */ shader_glsl_end
,
11420 /* WINED3DSIH_ENDSWITCH */ shader_glsl_end
,
11421 /* WINED3DSIH_EQ */ shader_glsl_relop
,
11422 /* WINED3DSIH_EVAL_SAMPLE_INDEX */ NULL
,
11423 /* WINED3DSIH_EXP */ shader_glsl_scalar_op
,
11424 /* WINED3DSIH_EXPP */ shader_glsl_expp
,
11425 /* WINED3DSIH_F16TOF32 */ shader_glsl_float16
,
11426 /* WINED3DSIH_F32TOF16 */ shader_glsl_float16
,
11427 /* WINED3DSIH_FCALL */ NULL
,
11428 /* WINED3DSIH_FIRSTBIT_HI */ shader_glsl_map2gl
,
11429 /* WINED3DSIH_FIRSTBIT_LO */ shader_glsl_map2gl
,
11430 /* WINED3DSIH_FIRSTBIT_SHI */ shader_glsl_map2gl
,
11431 /* WINED3DSIH_FRC */ shader_glsl_map2gl
,
11432 /* WINED3DSIH_FTOI */ shader_glsl_to_int
,
11433 /* WINED3DSIH_FTOU */ shader_glsl_to_uint
,
11434 /* WINED3DSIH_GATHER4 */ shader_glsl_gather4
,
11435 /* WINED3DSIH_GATHER4_C */ shader_glsl_gather4
,
11436 /* WINED3DSIH_GATHER4_PO */ shader_glsl_gather4
,
11437 /* WINED3DSIH_GATHER4_PO_C */ shader_glsl_gather4
,
11438 /* WINED3DSIH_GE */ shader_glsl_relop
,
11439 /* WINED3DSIH_HS_CONTROL_POINT_PHASE */ shader_glsl_nop
,
11440 /* WINED3DSIH_HS_DECLS */ shader_glsl_nop
,
11441 /* WINED3DSIH_HS_FORK_PHASE */ shader_glsl_nop
,
11442 /* WINED3DSIH_HS_JOIN_PHASE */ shader_glsl_nop
,
11443 /* WINED3DSIH_IADD */ shader_glsl_binop
,
11444 /* WINED3DSIH_IBFE */ shader_glsl_bitwise_op
,
11445 /* WINED3DSIH_IEQ */ shader_glsl_relop
,
11446 /* WINED3DSIH_IF */ shader_glsl_if
,
11447 /* WINED3DSIH_IFC */ shader_glsl_ifc
,
11448 /* WINED3DSIH_IGE */ shader_glsl_relop
,
11449 /* WINED3DSIH_ILT */ shader_glsl_relop
,
11450 /* WINED3DSIH_IMAD */ shader_glsl_mad
,
11451 /* WINED3DSIH_IMAX */ shader_glsl_map2gl
,
11452 /* WINED3DSIH_IMIN */ shader_glsl_map2gl
,
11453 /* WINED3DSIH_IMM_ATOMIC_ALLOC */ shader_glsl_uav_counter
,
11454 /* WINED3DSIH_IMM_ATOMIC_AND */ shader_glsl_atomic
,
11455 /* WINED3DSIH_IMM_ATOMIC_CMP_EXCH */ shader_glsl_atomic
,
11456 /* WINED3DSIH_IMM_ATOMIC_CONSUME */ shader_glsl_uav_counter
,
11457 /* WINED3DSIH_IMM_ATOMIC_EXCH */ shader_glsl_atomic
,
11458 /* WINED3DSIH_IMM_ATOMIC_IADD */ shader_glsl_atomic
,
11459 /* WINED3DSIH_IMM_ATOMIC_IMAX */ shader_glsl_atomic
,
11460 /* WINED3DSIH_IMM_ATOMIC_IMIN */ shader_glsl_atomic
,
11461 /* WINED3DSIH_IMM_ATOMIC_OR */ shader_glsl_atomic
,
11462 /* WINED3DSIH_IMM_ATOMIC_UMAX */ shader_glsl_atomic
,
11463 /* WINED3DSIH_IMM_ATOMIC_UMIN */ shader_glsl_atomic
,
11464 /* WINED3DSIH_IMM_ATOMIC_XOR */ shader_glsl_atomic
,
11465 /* WINED3DSIH_IMUL */ shader_glsl_mul_extended
,
11466 /* WINED3DSIH_INE */ shader_glsl_relop
,
11467 /* WINED3DSIH_INEG */ shader_glsl_unary_op
,
11468 /* WINED3DSIH_ISHL */ shader_glsl_binop
,
11469 /* WINED3DSIH_ISHR */ shader_glsl_binop
,
11470 /* WINED3DSIH_ITOF */ shader_glsl_to_float
,
11471 /* WINED3DSIH_LABEL */ shader_glsl_label
,
11472 /* WINED3DSIH_LD */ shader_glsl_ld
,
11473 /* WINED3DSIH_LD2DMS */ shader_glsl_ld
,
11474 /* WINED3DSIH_LD_RAW */ shader_glsl_ld_raw_structured
,
11475 /* WINED3DSIH_LD_STRUCTURED */ shader_glsl_ld_raw_structured
,
11476 /* WINED3DSIH_LD_UAV_TYPED */ shader_glsl_ld_uav
,
11477 /* WINED3DSIH_LIT */ shader_glsl_lit
,
11478 /* WINED3DSIH_LOD */ NULL
,
11479 /* WINED3DSIH_LOG */ shader_glsl_scalar_op
,
11480 /* WINED3DSIH_LOGP */ shader_glsl_scalar_op
,
11481 /* WINED3DSIH_LOOP */ shader_glsl_loop
,
11482 /* WINED3DSIH_LRP */ shader_glsl_lrp
,
11483 /* WINED3DSIH_LT */ shader_glsl_relop
,
11484 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn
,
11485 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn
,
11486 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn
,
11487 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn
,
11488 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn
,
11489 /* WINED3DSIH_MAD */ shader_glsl_mad
,
11490 /* WINED3DSIH_MAX */ shader_glsl_map2gl
,
11491 /* WINED3DSIH_MIN */ shader_glsl_map2gl
,
11492 /* WINED3DSIH_MOV */ shader_glsl_mov
,
11493 /* WINED3DSIH_MOVA */ shader_glsl_mov
,
11494 /* WINED3DSIH_MOVC */ shader_glsl_conditional_move
,
11495 /* WINED3DSIH_MUL */ shader_glsl_binop
,
11496 /* WINED3DSIH_NE */ shader_glsl_relop
,
11497 /* WINED3DSIH_NOP */ shader_glsl_nop
,
11498 /* WINED3DSIH_NOT */ shader_glsl_unary_op
,
11499 /* WINED3DSIH_NRM */ shader_glsl_nrm
,
11500 /* WINED3DSIH_OR */ shader_glsl_binop
,
11501 /* WINED3DSIH_PHASE */ shader_glsl_nop
,
11502 /* WINED3DSIH_POW */ shader_glsl_pow
,
11503 /* WINED3DSIH_RCP */ shader_glsl_scalar_op
,
11504 /* WINED3DSIH_REP */ shader_glsl_rep
,
11505 /* WINED3DSIH_RESINFO */ shader_glsl_resinfo
,
11506 /* WINED3DSIH_RET */ shader_glsl_ret
,
11507 /* WINED3DSIH_RETP */ shader_glsl_conditional_op
,
11508 /* WINED3DSIH_ROUND_NE */ shader_glsl_map2gl
,
11509 /* WINED3DSIH_ROUND_NI */ shader_glsl_map2gl
,
11510 /* WINED3DSIH_ROUND_PI */ shader_glsl_map2gl
,
11511 /* WINED3DSIH_ROUND_Z */ shader_glsl_map2gl
,
11512 /* WINED3DSIH_RSQ */ shader_glsl_scalar_op
,
11513 /* WINED3DSIH_SAMPLE */ shader_glsl_sample
,
11514 /* WINED3DSIH_SAMPLE_B */ shader_glsl_sample
,
11515 /* WINED3DSIH_SAMPLE_C */ shader_glsl_sample_c
,
11516 /* WINED3DSIH_SAMPLE_C_LZ */ shader_glsl_sample_c
,
11517 /* WINED3DSIH_SAMPLE_GRAD */ shader_glsl_sample
,
11518 /* WINED3DSIH_SAMPLE_INFO */ shader_glsl_sample_info
,
11519 /* WINED3DSIH_SAMPLE_LOD */ shader_glsl_sample
,
11520 /* WINED3DSIH_SAMPLE_POS */ NULL
,
11521 /* WINED3DSIH_SETP */ NULL
,
11522 /* WINED3DSIH_SGE */ shader_glsl_compare
,
11523 /* WINED3DSIH_SGN */ shader_glsl_sgn
,
11524 /* WINED3DSIH_SINCOS */ shader_glsl_sincos
,
11525 /* WINED3DSIH_SLT */ shader_glsl_compare
,
11526 /* WINED3DSIH_SQRT */ shader_glsl_map2gl
,
11527 /* WINED3DSIH_STORE_RAW */ shader_glsl_store_raw_structured
,
11528 /* WINED3DSIH_STORE_STRUCTURED */ shader_glsl_store_raw_structured
,
11529 /* WINED3DSIH_STORE_UAV_TYPED */ shader_glsl_store_uav
,
11530 /* WINED3DSIH_SUB */ shader_glsl_binop
,
11531 /* WINED3DSIH_SWAPC */ shader_glsl_swapc
,
11532 /* WINED3DSIH_SWITCH */ shader_glsl_switch
,
11533 /* WINED3DSIH_SYNC */ shader_glsl_sync
,
11534 /* WINED3DSIH_TEX */ shader_glsl_tex
,
11535 /* WINED3DSIH_TEXBEM */ shader_glsl_texbem
,
11536 /* WINED3DSIH_TEXBEML */ shader_glsl_texbem
,
11537 /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord
,
11538 /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth
,
11539 /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3
,
11540 /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex
,
11541 /* WINED3DSIH_TEXKILL */ shader_glsl_texkill
,
11542 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd
,
11543 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl
,
11544 /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth
,
11545 /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad
,
11546 /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex
,
11547 /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3
,
11548 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
11549 /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad
,
11550 /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec
,
11551 /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex
,
11552 /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec
,
11553 /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar
,
11554 /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb
,
11555 /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb
,
11556 /* WINED3DSIH_UBFE */ shader_glsl_bitwise_op
,
11557 /* WINED3DSIH_UDIV */ shader_glsl_udiv
,
11558 /* WINED3DSIH_UGE */ shader_glsl_relop
,
11559 /* WINED3DSIH_ULT */ shader_glsl_relop
,
11560 /* WINED3DSIH_UMAX */ shader_glsl_map2gl
,
11561 /* WINED3DSIH_UMIN */ shader_glsl_map2gl
,
11562 /* WINED3DSIH_UMUL */ shader_glsl_mul_extended
,
11563 /* WINED3DSIH_USHR */ shader_glsl_binop
,
11564 /* WINED3DSIH_UTOF */ shader_glsl_to_float
,
11565 /* WINED3DSIH_XOR */ shader_glsl_binop
,
11568 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction
*ins
) {
11569 SHADER_HANDLER hw_fct
;
11571 /* Select handler */
11572 hw_fct
= shader_glsl_instruction_handler_table
[ins
->handler_idx
];
11574 /* Unhandled opcode */
11577 FIXME("Backend can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
11582 shader_glsl_add_instruction_modifiers(ins
);
11585 static BOOL
shader_glsl_has_ffp_proj_control(void *shader_priv
)
11587 struct shader_glsl_priv
*priv
= shader_priv
;
11589 return priv
->ffp_proj_control
;
11592 const struct wined3d_shader_backend_ops glsl_shader_backend
=
11594 shader_glsl_handle_instruction
,
11595 shader_glsl_precompile
,
11596 shader_glsl_select
,
11597 shader_glsl_select_compute
,
11598 shader_glsl_disable
,
11599 shader_glsl_update_float_vertex_constants
,
11600 shader_glsl_update_float_pixel_constants
,
11601 shader_glsl_load_constants
,
11602 shader_glsl_destroy
,
11605 shader_glsl_allocate_context_data
,
11606 shader_glsl_free_context_data
,
11607 shader_glsl_init_context_state
,
11608 shader_glsl_get_caps
,
11609 shader_glsl_color_fixup_supported
,
11610 shader_glsl_has_ffp_proj_control
,
11613 static void glsl_vertex_pipe_vp_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
) {}
11615 static void glsl_vertex_pipe_vp_get_caps(const struct wined3d_gl_info
*gl_info
, struct wined3d_vertex_caps
*caps
)
11617 caps
->xyzrhw
= TRUE
;
11618 caps
->emulated_flatshading
= !needs_legacy_glsl_syntax(gl_info
);
11619 caps
->ffp_generic_attributes
= TRUE
;
11620 caps
->max_active_lights
= MAX_ACTIVE_LIGHTS
;
11621 caps
->max_vertex_blend_matrices
= MAX_VERTEX_BLENDS
;
11622 caps
->max_vertex_blend_matrix_index
= 0;
11623 caps
->vertex_processing_caps
= WINED3DVTXPCAPS_TEXGEN
11624 | WINED3DVTXPCAPS_MATERIALSOURCE7
11625 | WINED3DVTXPCAPS_VERTEXFOG
11626 | WINED3DVTXPCAPS_DIRECTIONALLIGHTS
11627 | WINED3DVTXPCAPS_POSITIONALLIGHTS
11628 | WINED3DVTXPCAPS_LOCALVIEWER
11629 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP
;
11630 caps
->fvf_caps
= WINED3DFVFCAPS_PSIZE
| 8; /* 8 texture coordinates. */
11631 caps
->max_user_clip_planes
= gl_info
->limits
.user_clip_distances
;
11632 caps
->raster_caps
= WINED3DPRASTERCAPS_FOGRANGE
;
11635 static DWORD
glsl_vertex_pipe_vp_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
11637 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
11638 return GL_EXT_EMUL_ARB_MULTITEXTURE
;
11642 static void *glsl_vertex_pipe_vp_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
11644 struct shader_glsl_priv
*priv
;
11646 if (shader_backend
== &glsl_shader_backend
)
11648 priv
= shader_priv
;
11649 wine_rb_init(&priv
->ffp_vertex_shaders
, wined3d_ffp_vertex_program_key_compare
);
11653 FIXME("GLSL vertex pipe without GLSL shader backend not implemented.\n");
11658 static void shader_glsl_free_ffp_vertex_shader(struct wine_rb_entry
*entry
, void *context
)
11660 struct glsl_ffp_vertex_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
11661 struct glsl_ffp_vertex_shader
, desc
.entry
);
11662 struct glsl_shader_prog_link
*program
, *program2
;
11663 struct glsl_ffp_destroy_ctx
*ctx
= context
;
11665 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
11666 struct glsl_shader_prog_link
, vs
.shader_entry
)
11668 delete_glsl_program_entry(ctx
->priv
, ctx
->gl_info
, program
);
11670 ctx
->gl_info
->gl_ops
.ext
.p_glDeleteShader(shader
->id
);
11674 /* Context activation is done by the caller. */
11675 static void glsl_vertex_pipe_vp_free(struct wined3d_device
*device
)
11677 struct shader_glsl_priv
*priv
= device
->vertex_priv
;
11678 struct glsl_ffp_destroy_ctx ctx
;
11681 ctx
.gl_info
= &device
->adapter
->gl_info
;
11682 wine_rb_destroy(&priv
->ffp_vertex_shaders
, shader_glsl_free_ffp_vertex_shader
, &ctx
);
11685 static void glsl_vertex_pipe_nop(struct wined3d_context
*context
,
11686 const struct wined3d_state
*state
, DWORD state_id
) {}
11688 static void glsl_vertex_pipe_shader(struct wined3d_context
*context
,
11689 const struct wined3d_state
*state
, DWORD state_id
)
11691 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11694 static void glsl_vertex_pipe_vdecl(struct wined3d_context
*context
,
11695 const struct wined3d_state
*state
, DWORD state_id
)
11697 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
11698 BOOL specular
= !!(context
->stream_info
.use_map
& (1u << WINED3D_FFP_SPECULAR
));
11699 BOOL diffuse
= !!(context
->stream_info
.use_map
& (1u << WINED3D_FFP_DIFFUSE
));
11700 BOOL normal
= !!(context
->stream_info
.use_map
& (1u << WINED3D_FFP_NORMAL
));
11701 const BOOL legacy_clip_planes
= needs_legacy_glsl_syntax(gl_info
);
11702 BOOL transformed
= context
->stream_info
.position_transformed
;
11703 BOOL wasrhw
= context
->last_was_rhw
;
11706 context
->last_was_rhw
= transformed
;
11708 /* If the vertex declaration contains a transformed position attribute,
11709 * the draw uses the fixed function vertex pipeline regardless of any
11710 * vertex shader set by the application. */
11711 if (transformed
!= wasrhw
11712 || context
->stream_info
.swizzle_map
!= context
->last_swizzle_map
)
11713 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11715 context
->last_swizzle_map
= context
->stream_info
.swizzle_map
;
11717 if (!use_vs(state
))
11719 if (context
->last_was_vshader
)
11721 if (legacy_clip_planes
)
11722 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
11723 clipplane(context
, state
, STATE_CLIPPLANE(i
));
11725 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
11728 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
11730 /* Because of settings->texcoords, we have to regenerate the vertex
11731 * shader on a vdecl change if there aren't enough varyings to just
11732 * always output all the texture coordinates.
11734 * Likewise, we have to invalidate the shader when using per-vertex
11735 * colours and diffuse/specular attribute presence changes, or when
11736 * normal presence changes. */
11737 if (gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(gl_info
)
11738 || (state
->render_states
[WINED3D_RS_COLORVERTEX
]
11739 && (diffuse
!= context
->last_was_diffuse
|| specular
!= context
->last_was_specular
))
11740 || normal
!= context
->last_was_normal
)
11741 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11744 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.major
== 1
11745 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.minor
<= 3)
11746 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
11750 if (!context
->last_was_vshader
)
11752 /* Vertex shader clipping ignores the view matrix. Update all clip planes. */
11753 if (legacy_clip_planes
)
11754 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
11755 clipplane(context
, state
, STATE_CLIPPLANE(i
));
11757 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
11761 context
->last_was_vshader
= use_vs(state
);
11762 context
->last_was_diffuse
= diffuse
;
11763 context
->last_was_specular
= specular
;
11764 context
->last_was_normal
= normal
;
11767 static void glsl_vertex_pipe_vs(struct wined3d_context
*context
,
11768 const struct wined3d_state
*state
, DWORD state_id
)
11770 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11771 /* Different vertex shaders potentially require a different vertex attributes setup. */
11772 if (!isStateDirty(context
, STATE_VDECL
))
11773 context_apply_state(context
, state
, STATE_VDECL
);
11776 static void glsl_vertex_pipe_hs(struct wined3d_context
*context
,
11777 const struct wined3d_state
*state
, DWORD state_id
)
11779 /* In Direct3D tessellator options (e.g. output primitive type, primitive
11780 * winding) are defined in Hull Shaders, while in GLSL those are
11781 * specified in Tessellation Evaluation Shaders. */
11782 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_DOMAIN
;
11784 if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
])
11785 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11788 static void glsl_vertex_pipe_geometry_shader(struct wined3d_context
*context
,
11789 const struct wined3d_state
*state
, DWORD state_id
)
11791 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
11792 BOOL rasterization_disabled
;
11794 rasterization_disabled
= is_rasterization_disabled(state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
]);
11795 if (ctx_data
->rasterization_disabled
!= rasterization_disabled
)
11796 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
11797 ctx_data
->rasterization_disabled
= rasterization_disabled
;
11799 if (state
->shader
[WINED3D_SHADER_TYPE_DOMAIN
])
11800 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_DOMAIN
;
11801 else if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]
11802 && state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.shader_version
.major
>= 4)
11803 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11806 static void glsl_vertex_pipe_pixel_shader(struct wined3d_context
*context
,
11807 const struct wined3d_state
*state
, DWORD state_id
)
11809 if (state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
])
11810 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_GEOMETRY
;
11811 else if (state
->shader
[WINED3D_SHADER_TYPE_DOMAIN
])
11812 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_DOMAIN
;
11813 else if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]
11814 && state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.shader_version
.major
>= 4)
11815 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11818 static void glsl_vertex_pipe_world(struct wined3d_context
*context
,
11819 const struct wined3d_state
*state
, DWORD state_id
)
11821 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
;
11824 static void glsl_vertex_pipe_vertexblend(struct wined3d_context
*context
,
11825 const struct wined3d_state
*state
, DWORD state_id
)
11827 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
11830 static void glsl_vertex_pipe_view(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
11832 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
11835 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
11836 | WINED3D_SHADER_CONST_FFP_LIGHTS
11837 | WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
11839 if (needs_legacy_glsl_syntax(gl_info
))
11841 for (k
= 0; k
< gl_info
->limits
.user_clip_distances
; ++k
)
11843 if (!isStateDirty(context
, STATE_CLIPPLANE(k
)))
11844 clipplane(context
, state
, STATE_CLIPPLANE(k
));
11849 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
11853 static void glsl_vertex_pipe_projection(struct wined3d_context
*context
,
11854 const struct wined3d_state
*state
, DWORD state_id
)
11856 /* Table fog behavior depends on the projection matrix. */
11857 if (state
->render_states
[WINED3D_RS_FOGENABLE
]
11858 && state
->render_states
[WINED3D_RS_FOGTABLEMODE
] != WINED3D_FOG_NONE
)
11859 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11860 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PROJ
;
11863 static void glsl_vertex_pipe_viewport(struct wined3d_context
*context
,
11864 const struct wined3d_state
*state
, DWORD state_id
)
11866 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
)))
11867 glsl_vertex_pipe_projection(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
11868 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
))
11869 && state
->render_states
[WINED3D_RS_POINTSCALEENABLE
])
11870 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
11871 context
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
11874 static void glsl_vertex_pipe_texmatrix(struct wined3d_context
*context
,
11875 const struct wined3d_state
*state
, DWORD state_id
)
11877 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
11880 static void glsl_vertex_pipe_texmatrix_np2(struct wined3d_context
*context
,
11881 const struct wined3d_state
*state
, DWORD state_id
)
11883 DWORD sampler
= state_id
- STATE_SAMPLER(0);
11884 const struct wined3d_texture
*texture
= state
->textures
[sampler
];
11890 if (sampler
>= MAX_TEXTURES
)
11893 if ((np2
= !(texture
->flags
& WINED3D_TEXTURE_POW2_MAT_IDENT
))
11894 || context
->lastWasPow2Texture
& (1u << sampler
))
11897 context
->lastWasPow2Texture
|= 1u << sampler
;
11899 context
->lastWasPow2Texture
&= ~(1u << sampler
);
11901 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
11905 static void glsl_vertex_pipe_material(struct wined3d_context
*context
,
11906 const struct wined3d_state
*state
, DWORD state_id
)
11908 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MATERIAL
;
11911 static void glsl_vertex_pipe_light(struct wined3d_context
*context
,
11912 const struct wined3d_state
*state
, DWORD state_id
)
11914 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_LIGHTS
;
11917 static void glsl_vertex_pipe_pointsize(struct wined3d_context
*context
,
11918 const struct wined3d_state
*state
, DWORD state_id
)
11920 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
11923 static void glsl_vertex_pipe_pointscale(struct wined3d_context
*context
,
11924 const struct wined3d_state
*state
, DWORD state_id
)
11926 if (!use_vs(state
))
11927 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
11930 static void glsl_vertex_pointsprite_core(struct wined3d_context
*context
,
11931 const struct wined3d_state
*state
, DWORD state_id
)
11933 static unsigned int once
;
11935 if (state
->gl_primitive_type
== GL_POINTS
&& !state
->render_states
[WINED3D_RS_POINTSPRITEENABLE
] && !once
++)
11936 FIXME("Non-point sprite points not supported in core profile.\n");
11939 static void glsl_vertex_pipe_shademode(struct wined3d_context
*context
,
11940 const struct wined3d_state
*state
, DWORD state_id
)
11942 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11945 static void glsl_vertex_pipe_clip_plane(struct wined3d_context
*context
,
11946 const struct wined3d_state
*state
, DWORD state_id
)
11948 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
11949 UINT index
= state_id
- STATE_CLIPPLANE(0);
11951 if (index
>= gl_info
->limits
.user_clip_distances
)
11954 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
11957 static const struct StateEntryTemplate glsl_vertex_pipe_vp_states
[] =
11959 {STATE_VDECL
, {STATE_VDECL
, glsl_vertex_pipe_vdecl
}, WINED3D_GL_EXT_NONE
},
11960 {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), glsl_vertex_pipe_vs
}, WINED3D_GL_EXT_NONE
},
11961 {STATE_SHADER(WINED3D_SHADER_TYPE_HULL
), {STATE_SHADER(WINED3D_SHADER_TYPE_HULL
), glsl_vertex_pipe_hs
}, WINED3D_GL_EXT_NONE
},
11962 {STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
), {STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
), glsl_vertex_pipe_geometry_shader
}, WINED3D_GL_EXT_NONE
},
11963 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), glsl_vertex_pipe_pixel_shader
}, WINED3D_GL_EXT_NONE
},
11964 {STATE_MATERIAL
, {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11965 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), glsl_vertex_pipe_material
}, WINED3D_GL_EXT_NONE
},
11967 {STATE_CLIPPLANE(0), {STATE_CLIPPLANE(0), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11968 {STATE_CLIPPLANE(0), {STATE_CLIPPLANE(0), clipplane
}, WINED3D_GL_EXT_NONE
},
11969 {STATE_CLIPPLANE(1), {STATE_CLIPPLANE(1), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11970 {STATE_CLIPPLANE(1), {STATE_CLIPPLANE(1), clipplane
}, WINED3D_GL_EXT_NONE
},
11971 {STATE_CLIPPLANE(2), {STATE_CLIPPLANE(2), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11972 {STATE_CLIPPLANE(2), {STATE_CLIPPLANE(2), clipplane
}, WINED3D_GL_EXT_NONE
},
11973 {STATE_CLIPPLANE(3), {STATE_CLIPPLANE(3), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11974 {STATE_CLIPPLANE(3), {STATE_CLIPPLANE(3), clipplane
}, WINED3D_GL_EXT_NONE
},
11975 {STATE_CLIPPLANE(4), {STATE_CLIPPLANE(4), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11976 {STATE_CLIPPLANE(4), {STATE_CLIPPLANE(4), clipplane
}, WINED3D_GL_EXT_NONE
},
11977 {STATE_CLIPPLANE(5), {STATE_CLIPPLANE(5), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11978 {STATE_CLIPPLANE(5), {STATE_CLIPPLANE(5), clipplane
}, WINED3D_GL_EXT_NONE
},
11979 {STATE_CLIPPLANE(6), {STATE_CLIPPLANE(6), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11980 {STATE_CLIPPLANE(6), {STATE_CLIPPLANE(6), clipplane
}, WINED3D_GL_EXT_NONE
},
11981 {STATE_CLIPPLANE(7), {STATE_CLIPPLANE(7), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11982 {STATE_CLIPPLANE(7), {STATE_CLIPPLANE(7), clipplane
}, WINED3D_GL_EXT_NONE
},
11984 {STATE_LIGHT_TYPE
, {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11985 {STATE_ACTIVELIGHT(0), {STATE_ACTIVELIGHT(0), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11986 {STATE_ACTIVELIGHT(1), {STATE_ACTIVELIGHT(1), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11987 {STATE_ACTIVELIGHT(2), {STATE_ACTIVELIGHT(2), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11988 {STATE_ACTIVELIGHT(3), {STATE_ACTIVELIGHT(3), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11989 {STATE_ACTIVELIGHT(4), {STATE_ACTIVELIGHT(4), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11990 {STATE_ACTIVELIGHT(5), {STATE_ACTIVELIGHT(5), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11991 {STATE_ACTIVELIGHT(6), {STATE_ACTIVELIGHT(6), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11992 {STATE_ACTIVELIGHT(7), {STATE_ACTIVELIGHT(7), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11994 {STATE_VIEWPORT
, {STATE_VIEWPORT
, glsl_vertex_pipe_viewport
}, WINED3D_GL_EXT_NONE
},
11995 /* Transform states */
11996 {STATE_TRANSFORM(WINED3D_TS_VIEW
), {STATE_TRANSFORM(WINED3D_TS_VIEW
), glsl_vertex_pipe_view
}, WINED3D_GL_EXT_NONE
},
11997 {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), glsl_vertex_pipe_projection
}, WINED3D_GL_EXT_NONE
},
11998 {STATE_TRANSFORM(WINED3D_TS_TEXTURE0
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11999 {STATE_TRANSFORM(WINED3D_TS_TEXTURE1
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
12000 {STATE_TRANSFORM(WINED3D_TS_TEXTURE2
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
12001 {STATE_TRANSFORM(WINED3D_TS_TEXTURE3
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
12002 {STATE_TRANSFORM(WINED3D_TS_TEXTURE4
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
12003 {STATE_TRANSFORM(WINED3D_TS_TEXTURE5
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
12004 {STATE_TRANSFORM(WINED3D_TS_TEXTURE6
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
12005 {STATE_TRANSFORM(WINED3D_TS_TEXTURE7
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
12006 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), glsl_vertex_pipe_world
}, WINED3D_GL_EXT_NONE
},
12007 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
12008 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
12009 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
12010 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
12011 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
12012 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
12013 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
12014 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
12015 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
12016 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
12017 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
12018 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
12019 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
12020 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
12021 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
12022 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
12023 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
12024 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
12025 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
12027 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
12028 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
12029 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
12030 {STATE_RENDER(WINED3D_RS_RANGEFOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
12031 {STATE_RENDER(WINED3D_RS_CLIPPING
), {STATE_RENDER(WINED3D_RS_CLIPPING
), state_clipping
}, WINED3D_GL_EXT_NONE
},
12032 {STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
), {STATE_RENDER(WINED3D_RS_CLIPPING
), NULL
}, WINED3D_GL_EXT_NONE
},
12033 {STATE_RENDER(WINED3D_RS_LIGHTING
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
12034 {STATE_RENDER(WINED3D_RS_AMBIENT
), {STATE_RENDER(WINED3D_RS_AMBIENT
), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
12035 {STATE_RENDER(WINED3D_RS_COLORVERTEX
), {STATE_RENDER(WINED3D_RS_COLORVERTEX
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
12036 {STATE_RENDER(WINED3D_RS_LOCALVIEWER
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
12037 {STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
12038 {STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
12039 {STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
12040 {STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
12041 {STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
12042 {STATE_RENDER(WINED3D_RS_VERTEXBLEND
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
12043 {STATE_RENDER(WINED3D_RS_POINTSIZE
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
12044 {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), glsl_vertex_pipe_pointsize
}, WINED3D_GL_EXT_NONE
},
12045 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite
}, ARB_POINT_SPRITE
},
12046 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite_w
}, WINED3D_GL_LEGACY_CONTEXT
},
12047 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), glsl_vertex_pointsprite_core
}, WINED3D_GL_EXT_NONE
},
12048 {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), glsl_vertex_pipe_pointscale
}, WINED3D_GL_EXT_NONE
},
12049 {STATE_RENDER(WINED3D_RS_POINTSCALE_A
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
12050 {STATE_RENDER(WINED3D_RS_POINTSCALE_B
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
12051 {STATE_RENDER(WINED3D_RS_POINTSCALE_C
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
12052 {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
12053 {STATE_RENDER(WINED3D_RS_TWEENFACTOR
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
12054 {STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
12055 /* NP2 texture matrix fixups. They are not needed if
12056 * GL_ARB_texture_non_power_of_two is supported. Otherwise, register
12057 * glsl_vertex_pipe_texmatrix(), which takes care of updating the texture
12059 {STATE_SAMPLER(0), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
12060 {STATE_SAMPLER(0), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
12061 {STATE_SAMPLER(0), {STATE_SAMPLER(0), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
12062 {STATE_SAMPLER(1), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
12063 {STATE_SAMPLER(1), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
12064 {STATE_SAMPLER(1), {STATE_SAMPLER(1), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
12065 {STATE_SAMPLER(2), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
12066 {STATE_SAMPLER(2), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
12067 {STATE_SAMPLER(2), {STATE_SAMPLER(2), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
12068 {STATE_SAMPLER(3), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
12069 {STATE_SAMPLER(3), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
12070 {STATE_SAMPLER(3), {STATE_SAMPLER(3), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
12071 {STATE_SAMPLER(4), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
12072 {STATE_SAMPLER(4), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
12073 {STATE_SAMPLER(4), {STATE_SAMPLER(4), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
12074 {STATE_SAMPLER(5), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
12075 {STATE_SAMPLER(5), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
12076 {STATE_SAMPLER(5), {STATE_SAMPLER(5), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
12077 {STATE_SAMPLER(6), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
12078 {STATE_SAMPLER(6), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
12079 {STATE_SAMPLER(6), {STATE_SAMPLER(6), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
12080 {STATE_SAMPLER(7), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
12081 {STATE_SAMPLER(7), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
12082 {STATE_SAMPLER(7), {STATE_SAMPLER(7), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
12083 {STATE_POINT_ENABLE
, {STATE_POINT_ENABLE
, glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
12084 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_vertex_pipe_shademode
}, WINED3D_GLSL_130
},
12085 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_vertex_pipe_nop
}, WINED3D_GL_EXT_NONE
},
12086 {0 /* Terminate */, {0, NULL
}, WINED3D_GL_EXT_NONE
},
12090 * - Implement vertex tweening. */
12091 const struct wined3d_vertex_pipe_ops glsl_vertex_pipe
=
12093 glsl_vertex_pipe_vp_enable
,
12094 glsl_vertex_pipe_vp_get_caps
,
12095 glsl_vertex_pipe_vp_get_emul_mask
,
12096 glsl_vertex_pipe_vp_alloc
,
12097 glsl_vertex_pipe_vp_free
,
12098 glsl_vertex_pipe_vp_states
,
12101 static void glsl_fragment_pipe_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
)
12103 /* Nothing to do. */
12106 static void glsl_fragment_pipe_get_caps(const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*caps
)
12108 caps
->wined3d_caps
= WINED3D_FRAGMENT_CAP_PROJ_CONTROL
12109 | WINED3D_FRAGMENT_CAP_SRGB_WRITE
12110 | WINED3D_FRAGMENT_CAP_COLOR_KEY
;
12111 caps
->PrimitiveMiscCaps
= WINED3DPMISCCAPS_TSSARGTEMP
12112 | WINED3DPMISCCAPS_PERSTAGECONSTANT
;
12113 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_DISABLE
12114 | WINED3DTEXOPCAPS_SELECTARG1
12115 | WINED3DTEXOPCAPS_SELECTARG2
12116 | WINED3DTEXOPCAPS_MODULATE4X
12117 | WINED3DTEXOPCAPS_MODULATE2X
12118 | WINED3DTEXOPCAPS_MODULATE
12119 | WINED3DTEXOPCAPS_ADDSIGNED2X
12120 | WINED3DTEXOPCAPS_ADDSIGNED
12121 | WINED3DTEXOPCAPS_ADD
12122 | WINED3DTEXOPCAPS_SUBTRACT
12123 | WINED3DTEXOPCAPS_ADDSMOOTH
12124 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
12125 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
12126 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
12127 | WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
12128 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
12129 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
12130 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
12131 | WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
12132 | WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
12133 | WINED3DTEXOPCAPS_DOTPRODUCT3
12134 | WINED3DTEXOPCAPS_MULTIPLYADD
12135 | WINED3DTEXOPCAPS_LERP
12136 | WINED3DTEXOPCAPS_BUMPENVMAP
12137 | WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
;
12138 caps
->MaxTextureBlendStages
= MAX_TEXTURES
;
12139 caps
->MaxSimultaneousTextures
= min(gl_info
->limits
.samplers
[WINED3D_SHADER_TYPE_PIXEL
], MAX_TEXTURES
);
12142 static DWORD
glsl_fragment_pipe_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
12144 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
12145 return GL_EXT_EMUL_ARB_MULTITEXTURE
;
12149 static void *glsl_fragment_pipe_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
12151 struct shader_glsl_priv
*priv
;
12153 if (shader_backend
== &glsl_shader_backend
)
12155 priv
= shader_priv
;
12156 wine_rb_init(&priv
->ffp_fragment_shaders
, wined3d_ffp_frag_program_key_compare
);
12160 FIXME("GLSL fragment pipe without GLSL shader backend not implemented.\n");
12165 static void shader_glsl_free_ffp_fragment_shader(struct wine_rb_entry
*entry
, void *context
)
12167 struct glsl_ffp_fragment_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
12168 struct glsl_ffp_fragment_shader
, entry
.entry
);
12169 struct glsl_shader_prog_link
*program
, *program2
;
12170 struct glsl_ffp_destroy_ctx
*ctx
= context
;
12172 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
12173 struct glsl_shader_prog_link
, ps
.shader_entry
)
12175 delete_glsl_program_entry(ctx
->priv
, ctx
->gl_info
, program
);
12177 ctx
->gl_info
->gl_ops
.ext
.p_glDeleteShader(shader
->id
);
12181 /* Context activation is done by the caller. */
12182 static void glsl_fragment_pipe_free(struct wined3d_device
*device
)
12184 struct shader_glsl_priv
*priv
= device
->fragment_priv
;
12185 struct glsl_ffp_destroy_ctx ctx
;
12188 ctx
.gl_info
= &device
->adapter
->gl_info
;
12189 wine_rb_destroy(&priv
->ffp_fragment_shaders
, shader_glsl_free_ffp_fragment_shader
, &ctx
);
12192 static void glsl_fragment_pipe_shader(struct wined3d_context
*context
,
12193 const struct wined3d_state
*state
, DWORD state_id
)
12195 context
->last_was_pshader
= use_ps(state
);
12197 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
12200 static void glsl_fragment_pipe_fogparams(struct wined3d_context
*context
,
12201 const struct wined3d_state
*state
, DWORD state_id
)
12203 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
12206 static void glsl_fragment_pipe_fog(struct wined3d_context
*context
,
12207 const struct wined3d_state
*state
, DWORD state_id
)
12209 BOOL use_vshader
= use_vs(state
);
12210 enum fogsource new_source
;
12211 DWORD fogstart
= state
->render_states
[WINED3D_RS_FOGSTART
];
12212 DWORD fogend
= state
->render_states
[WINED3D_RS_FOGEND
];
12214 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
12216 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
12219 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
12222 new_source
= FOGSOURCE_VS
;
12223 else if (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
|| context
->stream_info
.position_transformed
)
12224 new_source
= FOGSOURCE_COORD
;
12226 new_source
= FOGSOURCE_FFP
;
12230 new_source
= FOGSOURCE_FFP
;
12233 if (new_source
!= context
->fog_source
|| fogstart
== fogend
)
12235 context
->fog_source
= new_source
;
12236 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
12240 static void glsl_fragment_pipe_vdecl(struct wined3d_context
*context
,
12241 const struct wined3d_state
*state
, DWORD state_id
)
12243 /* Because of settings->texcoords_initialized and args->texcoords_initialized. */
12244 if (context
->gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(context
->gl_info
))
12245 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
12247 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_FOGENABLE
)))
12248 glsl_fragment_pipe_fog(context
, state
, state_id
);
12251 static void glsl_fragment_pipe_vs(struct wined3d_context
*context
,
12252 const struct wined3d_state
*state
, DWORD state_id
)
12254 /* Because of settings->texcoords_initialized and args->texcoords_initialized. */
12255 if (context
->gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(context
->gl_info
))
12256 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
12259 static void glsl_fragment_pipe_tex_transform(struct wined3d_context
*context
,
12260 const struct wined3d_state
*state
, DWORD state_id
)
12262 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
12265 static void glsl_fragment_pipe_invalidate_constants(struct wined3d_context
*context
,
12266 const struct wined3d_state
*state
, DWORD state_id
)
12268 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PS
;
12271 static void glsl_fragment_pipe_alpha_test_func(struct wined3d_context
*context
,
12272 const struct wined3d_state
*state
, DWORD state_id
)
12274 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
12275 GLint func
= wined3d_gl_compare_func(state
->render_states
[WINED3D_RS_ALPHAFUNC
]);
12276 float ref
= state
->render_states
[WINED3D_RS_ALPHAREF
] / 255.0f
;
12280 gl_info
->gl_ops
.gl
.p_glAlphaFunc(func
, ref
);
12281 checkGLcall("glAlphaFunc");
12285 static void glsl_fragment_pipe_core_alpha_test(struct wined3d_context
*context
,
12286 const struct wined3d_state
*state
, DWORD state_id
)
12288 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
12291 static void glsl_fragment_pipe_alpha_test(struct wined3d_context
*context
,
12292 const struct wined3d_state
*state
, DWORD state_id
)
12294 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
12296 if (state
->render_states
[WINED3D_RS_ALPHATESTENABLE
])
12298 gl_info
->gl_ops
.gl
.p_glEnable(GL_ALPHA_TEST
);
12299 checkGLcall("glEnable(GL_ALPHA_TEST)");
12303 gl_info
->gl_ops
.gl
.p_glDisable(GL_ALPHA_TEST
);
12304 checkGLcall("glDisable(GL_ALPHA_TEST)");
12308 static void glsl_fragment_pipe_core_alpha_test_ref(struct wined3d_context
*context
,
12309 const struct wined3d_state
*state
, DWORD state_id
)
12311 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_ALPHA_TEST
;
12314 static void glsl_fragment_pipe_color_key(struct wined3d_context
*context
,
12315 const struct wined3d_state
*state
, DWORD state_id
)
12317 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_COLOR_KEY
;
12320 static void glsl_fragment_pipe_shademode(struct wined3d_context
*context
,
12321 const struct wined3d_state
*state
, DWORD state_id
)
12323 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
12326 static const struct StateEntryTemplate glsl_fragment_pipe_state_template
[] =
12328 {STATE_VDECL
, {STATE_VDECL
, glsl_fragment_pipe_vdecl
}, WINED3D_GL_EXT_NONE
},
12329 {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), glsl_fragment_pipe_vs
}, WINED3D_GL_EXT_NONE
},
12330 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12331 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12332 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12333 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12334 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12335 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12336 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12337 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12338 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12339 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12340 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12341 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12342 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12343 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12344 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12345 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12346 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12347 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12348 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12349 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12350 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12351 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12352 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12353 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12354 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12355 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12356 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12357 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12358 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12359 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12360 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12361 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12362 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12363 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12364 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12365 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12366 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12367 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12368 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12369 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12370 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12371 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12372 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12373 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12374 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12375 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12376 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12377 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12378 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12379 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12380 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12381 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12382 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12383 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12384 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12385 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12386 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12387 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12388 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12389 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12390 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12391 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12392 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12393 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12394 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12395 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12396 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12397 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12398 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12399 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12400 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12401 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12402 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12403 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), glsl_fragment_pipe_shader
}, WINED3D_GL_EXT_NONE
},
12404 {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), glsl_fragment_pipe_alpha_test_func
}, WINED3D_GL_LEGACY_CONTEXT
},
12405 {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
12406 {STATE_RENDER(WINED3D_RS_ALPHAREF
), {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), NULL
}, WINED3D_GL_LEGACY_CONTEXT
},
12407 {STATE_RENDER(WINED3D_RS_ALPHAREF
), {STATE_RENDER(WINED3D_RS_ALPHAREF
), glsl_fragment_pipe_core_alpha_test_ref
}, WINED3D_GL_EXT_NONE
},
12408 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), glsl_fragment_pipe_alpha_test
}, WINED3D_GL_LEGACY_CONTEXT
},
12409 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), glsl_fragment_pipe_core_alpha_test
}, WINED3D_GL_EXT_NONE
},
12410 {STATE_RENDER(WINED3D_RS_COLORKEYENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12411 {STATE_COLOR_KEY
, { STATE_COLOR_KEY
, glsl_fragment_pipe_color_key
}, WINED3D_GL_EXT_NONE
},
12412 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_fragment_pipe_fog
}, WINED3D_GL_EXT_NONE
},
12413 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
12414 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
12415 {STATE_RENDER(WINED3D_RS_FOGSTART
), {STATE_RENDER(WINED3D_RS_FOGSTART
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
12416 {STATE_RENDER(WINED3D_RS_FOGEND
), {STATE_RENDER(WINED3D_RS_FOGSTART
), NULL
}, WINED3D_GL_EXT_NONE
},
12417 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), state_srgbwrite
}, ARB_FRAMEBUFFER_SRGB
},
12418 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12419 {STATE_RENDER(WINED3D_RS_FOGCOLOR
), {STATE_RENDER(WINED3D_RS_FOGCOLOR
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
12420 {STATE_RENDER(WINED3D_RS_FOGDENSITY
), {STATE_RENDER(WINED3D_RS_FOGDENSITY
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
12421 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), glsl_fragment_pipe_shader
}, ARB_POINT_SPRITE
},
12422 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), glsl_fragment_pipe_shader
}, WINED3D_GL_VERSION_2_0
},
12423 {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
},
12424 {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
},
12425 {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
},
12426 {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
},
12427 {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
},
12428 {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
},
12429 {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
},
12430 {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
},
12431 {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12432 {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12433 {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12434 {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12435 {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12436 {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12437 {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12438 {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12439 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12440 {STATE_POINT_ENABLE
, {STATE_POINT_ENABLE
, glsl_fragment_pipe_shader
}, WINED3D_GL_EXT_NONE
},
12441 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_fragment_pipe_shademode
}, WINED3D_GLSL_130
},
12442 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), state_shademode
}, WINED3D_GL_EXT_NONE
},
12443 {0 /* Terminate */, {0, 0 }, WINED3D_GL_EXT_NONE
},
12446 static BOOL
glsl_fragment_pipe_alloc_context_data(struct wined3d_context
*context
)
12451 static void glsl_fragment_pipe_free_context_data(struct wined3d_context
*context
)
12455 const struct fragment_pipeline glsl_fragment_pipe
=
12457 glsl_fragment_pipe_enable
,
12458 glsl_fragment_pipe_get_caps
,
12459 glsl_fragment_pipe_get_emul_mask
,
12460 glsl_fragment_pipe_alloc
,
12461 glsl_fragment_pipe_free
,
12462 glsl_fragment_pipe_alloc_context_data
,
12463 glsl_fragment_pipe_free_context_data
,
12464 shader_glsl_color_fixup_supported
,
12465 glsl_fragment_pipe_state_template
,
12468 struct glsl_blitter_args
12470 GLenum texture_type
;
12471 struct color_fixup_desc fixup
;
12472 unsigned short padding
;
12475 struct glsl_blitter_program
12477 struct wine_rb_entry entry
;
12478 struct glsl_blitter_args args
;
12482 struct wined3d_glsl_blitter
12484 struct wined3d_blitter blitter
;
12485 struct wined3d_string_buffer_list string_buffers
;
12486 struct wine_rb_tree programs
;
12487 GLuint palette_texture
;
12490 static int glsl_blitter_args_compare(const void *key
, const struct wine_rb_entry
*entry
)
12492 const struct glsl_blitter_args
*a
= key
;
12493 const struct glsl_blitter_args
*b
= &WINE_RB_ENTRY_VALUE(entry
, const struct glsl_blitter_program
, entry
)->args
;
12495 return memcmp(a
, b
, sizeof(*a
));
12498 /* Context activation is done by the caller. */
12499 static void glsl_free_blitter_program(struct wine_rb_entry
*entry
, void *ctx
)
12501 struct glsl_blitter_program
*program
= WINE_RB_ENTRY_VALUE(entry
, struct glsl_blitter_program
, entry
);
12502 struct wined3d_context
*context
= ctx
;
12503 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
12505 GL_EXTCALL(glDeleteProgram(program
->id
));
12506 checkGLcall("glDeleteProgram()");
12507 heap_free(program
);
12510 /* Context activation is done by the caller. */
12511 static void glsl_blitter_destroy(struct wined3d_blitter
*blitter
, struct wined3d_context
*context
)
12513 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
12514 struct wined3d_glsl_blitter
*glsl_blitter
;
12515 struct wined3d_blitter
*next
;
12517 if ((next
= blitter
->next
))
12518 next
->ops
->blitter_destroy(next
, context
);
12520 glsl_blitter
= CONTAINING_RECORD(blitter
, struct wined3d_glsl_blitter
, blitter
);
12522 if (glsl_blitter
->palette_texture
)
12523 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &glsl_blitter
->palette_texture
);
12525 wine_rb_destroy(&glsl_blitter
->programs
, glsl_free_blitter_program
, context
);
12526 string_buffer_list_cleanup(&glsl_blitter
->string_buffers
);
12528 heap_free(glsl_blitter
);
12531 static void glsl_blitter_generate_p8_shader(struct wined3d_string_buffer
*buffer
,
12532 const struct wined3d_gl_info
*gl_info
, const struct glsl_blitter_args
*args
,
12533 const char *output
, const char *tex_type
, const char *swizzle
)
12535 shader_addline(buffer
, "uniform sampler1D sampler_palette;\n");
12536 shader_addline(buffer
, "\nvoid main()\n{\n");
12537 /* The alpha-component contains the palette index. */
12538 shader_addline(buffer
, " float index = texture%s(sampler, out_texcoord.%s).%c;\n",
12539 needs_legacy_glsl_syntax(gl_info
) ? tex_type
: "", swizzle
,
12540 gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? 'w' : 'x');
12541 /* Scale the index by 255/256 and add a bias of 0.5 in order to sample in
12543 shader_addline(buffer
, " index = (index * 255.0 + 0.5) / 256.0;\n");
12544 shader_addline(buffer
, " %s = texture%s(sampler_palette, index);\n",
12545 output
, needs_legacy_glsl_syntax(gl_info
) ? "1D" : "");
12546 shader_addline(buffer
, "}\n");
12549 static void gen_packed_yuv_read(struct wined3d_string_buffer
*buffer
,
12550 const struct wined3d_gl_info
*gl_info
, const struct glsl_blitter_args
*args
,
12551 const char *tex_type
)
12553 enum complex_fixup complex_fixup
= get_complex_fixup(args
->fixup
);
12554 char chroma
, luminance
;
12557 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit
12558 * macropixel, giving effectively 16 bits per pixel. The color consists of
12559 * a luminance(Y) and two chroma(U and V) values. Each macropixel has two
12560 * luminance values, one for each single pixel it contains, and one U and
12561 * one V value shared between both pixels.
12563 * The data is loaded into an A8L8 texture. With YUY2, the luminance
12564 * component contains the luminance and alpha the chroma. With UYVY it is
12565 * vice versa. Thus take the format into account when generating the read
12568 * Reading the Y value is straightforward - just sample the texture. The
12569 * hardware takes care of filtering in the horizontal and vertical
12572 * Reading the U and V values is harder. We have to avoid filtering
12573 * horizontally, because that would mix the U and V values of one pixel or
12574 * two adjacent pixels. Thus floor the texture coordinate and add 0.5 to
12575 * get an unfiltered read, regardless of the filtering setting. Vertical
12576 * filtering works automatically though - the U and V values of two rows
12577 * are mixed nicely.
12579 * Apart of avoiding filtering issues, the code has to know which value it
12580 * just read, and where it can find the other one. To determine this, it
12581 * checks if it sampled an even or odd pixel, and shifts the 2nd read
12584 * Handling horizontal filtering of U and V values requires reading a 2nd
12585 * pair of pixels, extracting U and V and mixing them. This is not
12588 * An alternative implementation idea is to load the texture as A8R8G8B8
12589 * texture, with width / 2. This way one read gives all 3 values, finding
12590 * U and V is easy in an unfiltered situation. Finding the luminance on
12591 * the other hand requires finding out if it is an odd or even pixel. The
12592 * real drawback of this approach is filtering. This would have to be
12593 * emulated completely in the shader, reading up two 2 packed pixels in up
12594 * to 2 rows and interpolating both horizontally and vertically. Beyond
12595 * that it would require adjustments to the texture handling code to deal
12596 * with the width scaling. */
12598 if (complex_fixup
== COMPLEX_FIXUP_UYVY
)
12601 luminance
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? 'w' : 'y';
12605 chroma
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? 'w' : 'y';
12609 tex
= needs_legacy_glsl_syntax(gl_info
) ? tex_type
: "";
12611 /* First we have to read the chroma values. This means we need at least
12612 * two pixels (no filtering), or 4 pixels (with filtering). To get the
12613 * unmodified chroma, we have to rid ourselves of the filtering when we
12614 * sample the texture. */
12615 shader_addline(buffer
, " texcoord.xy = out_texcoord.xy;\n");
12616 /* We must not allow filtering between pixel x and x+1, this would mix U
12617 * and V. Vertical filtering is ok. However, bear in mind that the pixel
12618 * center is at 0.5, so add 0.5. */
12619 shader_addline(buffer
, " texcoord.x = (floor(texcoord.x * size.x) + 0.5) / size.x;\n");
12620 shader_addline(buffer
, " luminance = texture%s(sampler, texcoord.xy).%c;\n", tex
, chroma
);
12622 /* Multiply the x coordinate by 0.5 and get the fraction. This gives 0.25
12623 * and 0.75 for the even and odd pixels respectively. */
12624 /* Put the value into either of the chroma values. */
12625 shader_addline(buffer
, " bool even = fract(texcoord.x * size.x * 0.5) < 0.5;\n");
12626 shader_addline(buffer
, " if (even)\n");
12627 shader_addline(buffer
, " chroma.y = luminance;\n");
12628 shader_addline(buffer
, " else\n");
12629 shader_addline(buffer
, " chroma.x = luminance;\n");
12631 /* Sample pixel 2. If we read an even pixel, sample the pixel right to the
12632 * current one. Otherwise, sample the left pixel. */
12633 shader_addline(buffer
, " texcoord.x += even ? 1.0 / size.x : -1.0 / size.x;\n");
12634 shader_addline(buffer
, " luminance = texture%s(sampler, texcoord.xy).%c;\n", tex
, chroma
);
12636 /* Put the value into the other chroma. */
12637 shader_addline(buffer
, " if (even)\n");
12638 shader_addline(buffer
, " chroma.x = luminance;\n");
12639 shader_addline(buffer
, " else\n");
12640 shader_addline(buffer
, " chroma.y = luminance;\n");
12642 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
12643 * the current one and lerp the two U and V values. */
12645 /* This gives the correctly filtered luminance value. */
12646 shader_addline(buffer
, " luminance = texture%s(sampler, out_texcoord.xy).%c;\n", tex
, luminance
);
12649 static void gen_yv12_read(struct wined3d_string_buffer
*buffer
,
12650 const struct wined3d_gl_info
*gl_info
, const char *tex_type
)
12652 char component
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? 'w' : 'x';
12653 const char *tex
= needs_legacy_glsl_syntax(gl_info
) ? tex_type
: "";
12655 /* YV12 surfaces contain a WxH sized luminance plane, followed by a
12656 * (W/2)x(H/2) V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So
12657 * the effective bitdepth is 12 bits per pixel. Since the U and V planes
12658 * have only half the pitch of the luminance plane, the packing into the
12659 * gl texture is a bit unfortunate. If the whole texture is interpreted as
12660 * luminance data it looks approximately like this:
12662 * +----------------------------------+----
12674 * +----------------+-----------------+----
12676 * | V even rows | V odd rows |
12678 * +----------------+------------------ -
12680 * | U even rows | U odd rows |
12682 * +----------------+-----------------+----
12686 * So it appears as if there are 4 chroma images, but in fact the odd rows
12687 * in the chroma images are in the same row as the even ones. So it is
12688 * kinda tricky to read. */
12690 /* First sample the chroma values. */
12691 shader_addline(buffer
, " texcoord.xy = out_texcoord.xy;\n");
12692 /* The chroma planes have only half the width. */
12693 shader_addline(buffer
, " texcoord.x *= 0.5;\n");
12695 /* The first value is between 2/3 and 5/6 of the texture's height, so
12696 * scale+bias the coordinate. Also read the right side of the image when
12697 * reading odd lines.
12699 * Don't forget to clamp the y values in into the range, otherwise we'll
12700 * get filtering bleeding. */
12702 /* Read odd lines from the right side (add 0.5 to the x coordinate). */
12703 shader_addline(buffer
, " if (fract(floor(texcoord.y * size.y) * 0.5 + 1.0 / 6.0) >= 0.5)\n");
12704 shader_addline(buffer
, " texcoord.x += 0.5;\n");
12706 /* Clamp, keep the half pixel origin in mind. */
12707 shader_addline(buffer
, " texcoord.y = clamp(2.0 / 3.0 + texcoord.y / 6.0, "
12708 "2.0 / 3.0 + 0.5 / size.y, 5.0 / 6.0 - 0.5 / size.y);\n");
12710 shader_addline(buffer
, " chroma.x = texture%s(sampler, texcoord.xy).%c;\n", tex
, component
);
12712 /* The other chroma value is 1/6th of the texture lower, from 5/6th to
12713 * 6/6th No need to clamp because we're just reusing the already clamped
12714 * value from above. */
12715 shader_addline(buffer
, " texcoord.y += 1.0 / 6.0;\n");
12716 shader_addline(buffer
, " chroma.y = texture%s(sampler, texcoord.xy).%c;\n", tex
, component
);
12718 /* Sample the luminance value. It is in the top 2/3rd of the texture, so
12719 * scale the y coordinate. Clamp the y coordinate to prevent the chroma
12720 * values from bleeding into the sampled luminance values due to
12722 shader_addline(buffer
, " texcoord.xy = out_texcoord.xy;\n");
12723 /* Multiply the y coordinate by 2/3 and clamp it. */
12724 shader_addline(buffer
, " texcoord.y = min(texcoord.y * 2.0 / 3.0, 2.0 / 3.0 - 0.5 / size.y);\n");
12725 shader_addline(buffer
, " luminance = texture%s(sampler, texcoord.xy).%c;\n", tex
, component
);
12728 static void gen_nv12_read(struct wined3d_string_buffer
*buffer
,
12729 const struct wined3d_gl_info
*gl_info
, const char *tex_type
)
12731 char component
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? 'w' : 'x';
12732 const char *tex
= needs_legacy_glsl_syntax(gl_info
) ? tex_type
: "";
12734 /* NV12 surfaces contain a WxH sized luminance plane, followed by a
12735 * (W/2)x(H/2) sized plane where each component is an UV pair. So the
12736 * effective bitdepth is 12 bits per pixel. If the whole texture is
12737 * interpreted as luminance data it looks approximately like this:
12739 * +----------------------------------+----
12751 * +----------------------------------+----
12752 * |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV|
12753 * |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV|
12759 * +----------------------------------+---- */
12761 /* First sample the chroma values. */
12762 shader_addline(buffer
, " texcoord.xy = out_texcoord.xy;\n");
12763 /* We only have half the number of chroma pixels. */
12764 shader_addline(buffer
, " texcoord.x *= 0.5;\n");
12765 shader_addline(buffer
, " texcoord.y = (texcoord.y + 2.0) / 3.0;\n");
12767 /* We must not allow filtering horizontally, this would mix U and V.
12768 * Vertical filtering is ok. However, bear in mind that the pixel center
12769 * is at 0.5, so add 0.5. */
12771 /* Convert to non-normalised coordinates so we can find the individual
12773 shader_addline(buffer
, " texcoord.x = floor(texcoord.x * size.x);\n");
12774 /* Multiply by 2 since chroma components are stored in UV pixel pairs, add
12775 * 0.5 to hit the center of the pixel. Then convert back to normalised
12777 shader_addline(buffer
, " texcoord.x = (texcoord.x * 2.0 + 0.5) / size.x;\n");
12778 /* Clamp, keep the half pixel origin in mind. */
12779 shader_addline(buffer
, " texcoord.y = max(texcoord.y, 2.0 / 3.0 + 0.5 / size.y);\n");
12781 shader_addline(buffer
, " chroma.y = texture%s(sampler, texcoord.xy).%c;\n", tex
, component
);
12782 /* Add 1.0 / size.x to sample the adjacent texel. */
12783 shader_addline(buffer
, " texcoord.x += 1.0 / size.x;\n");
12784 shader_addline(buffer
, " chroma.x = texture%s(sampler, texcoord.xy).%c;\n", tex
, component
);
12786 /* Sample the luminance value. It is in the top 2/3rd of the texture, so
12787 * scale the y coordinate. Clamp the y coordinate to prevent the chroma
12788 * values from bleeding into the sampled luminance values due to
12790 shader_addline(buffer
, " texcoord.xy = out_texcoord.xy;\n");
12791 /* Multiply the y coordinate by 2/3 and clamp it. */
12792 shader_addline(buffer
, " texcoord.y = min(texcoord.y * 2.0 / 3.0, 2.0 / 3.0 - 0.5 / size.y);\n");
12793 shader_addline(buffer
, " luminance = texture%s(sampler, texcoord.xy).%c;\n", tex
, component
);
12796 static void glsl_blitter_generate_yuv_shader(struct wined3d_string_buffer
*buffer
,
12797 const struct wined3d_gl_info
*gl_info
, const struct glsl_blitter_args
*args
,
12798 const char *output
, const char *tex_type
, const char *swizzle
)
12800 enum complex_fixup complex_fixup
= get_complex_fixup(args
->fixup
);
12802 shader_addline(buffer
, "const vec4 yuv_coef = vec4(1.403, -0.344, -0.714, 1.770);\n");
12803 shader_addline(buffer
, "float luminance;\n");
12804 shader_addline(buffer
, "vec2 texcoord;\n");
12805 shader_addline(buffer
, "vec2 chroma;\n");
12806 shader_addline(buffer
, "uniform vec2 size;\n");
12808 shader_addline(buffer
, "\nvoid main()\n{\n");
12810 switch (complex_fixup
)
12812 case COMPLEX_FIXUP_UYVY
:
12813 case COMPLEX_FIXUP_YUY2
:
12814 gen_packed_yuv_read(buffer
, gl_info
, args
, tex_type
);
12817 case COMPLEX_FIXUP_YV12
:
12818 gen_yv12_read(buffer
, gl_info
, tex_type
);
12821 case COMPLEX_FIXUP_NV12
:
12822 gen_nv12_read(buffer
, gl_info
, tex_type
);
12826 FIXME("Unsupported fixup %#x.\n", complex_fixup
);
12827 string_buffer_free(buffer
);
12831 /* Calculate the final result. Formula is taken from
12832 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
12833 * ranges from -0.5 to 0.5. */
12834 shader_addline(buffer
, "\n chroma.xy -= 0.5;\n");
12836 shader_addline(buffer
, " %s.x = luminance + chroma.x * yuv_coef.x;\n", output
);
12837 shader_addline(buffer
, " %s.y = luminance + chroma.y * yuv_coef.y + chroma.x * yuv_coef.z;\n", output
);
12838 shader_addline(buffer
, " %s.z = luminance + chroma.y * yuv_coef.w;\n", output
);
12840 shader_addline(buffer
, "}\n");
12843 static void glsl_blitter_generate_plain_shader(struct wined3d_string_buffer
*buffer
,
12844 const struct wined3d_gl_info
*gl_info
, const struct glsl_blitter_args
*args
,
12845 const char *output
, const char *tex_type
, const char *swizzle
)
12847 shader_addline(buffer
, "\nvoid main()\n{\n");
12848 shader_addline(buffer
, " %s = texture%s(sampler, out_texcoord.%s);\n",
12849 output
, needs_legacy_glsl_syntax(gl_info
) ? tex_type
: "", swizzle
);
12850 shader_glsl_color_correction_ext(buffer
, output
, WINED3DSP_WRITEMASK_ALL
, args
->fixup
);
12851 shader_addline(buffer
, "}\n");
12854 /* Context activation is done by the caller. */
12855 static GLuint
glsl_blitter_generate_program(struct wined3d_glsl_blitter
*blitter
,
12856 const struct wined3d_gl_info
*gl_info
, const struct glsl_blitter_args
*args
)
12858 static const struct
12860 GLenum texture_target
;
12861 const char texture_type
[7];
12862 const char texcoord_swizzle
[4];
12866 {GL_TEXTURE_2D
, "2D", "xy"},
12867 {GL_TEXTURE_CUBE_MAP
, "Cube", "xyz"},
12868 {GL_TEXTURE_RECTANGLE_ARB
, "2DRect", "xy"},
12870 static const char vshader_main
[] =
12874 " gl_Position = vec4(pos, 0.0, 1.0);\n"
12875 " out_texcoord = texcoord;\n"
12877 enum complex_fixup complex_fixup
= get_complex_fixup(args
->fixup
);
12878 struct wined3d_string_buffer
*buffer
, *output
;
12879 GLuint program
, vshader_id
, fshader_id
;
12880 const char *tex_type
, *swizzle
, *ptr
;
12884 for (i
= 0; i
< ARRAY_SIZE(texture_data
); ++i
)
12886 if (args
->texture_type
== texture_data
[i
].texture_target
)
12888 tex_type
= texture_data
[i
].texture_type
;
12889 swizzle
= texture_data
[i
].texcoord_swizzle
;
12893 if (i
== ARRAY_SIZE(texture_data
))
12895 FIXME("Unsupported texture type %#x.\n", args
->texture_type
);
12899 program
= GL_EXTCALL(glCreateProgram());
12901 vshader_id
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
12903 buffer
= string_buffer_get(&blitter
->string_buffers
);
12904 shader_glsl_add_version_declaration(buffer
, gl_info
);
12905 shader_addline(buffer
, "%s vec2 pos;\n", get_attribute_keyword(gl_info
));
12906 shader_addline(buffer
, "%s vec3 texcoord;\n", get_attribute_keyword(gl_info
));
12907 declare_out_varying(gl_info
, buffer
, FALSE
, "vec3 out_texcoord;\n");
12908 shader_addline(buffer
, vshader_main
);
12910 ptr
= buffer
->buffer
;
12911 GL_EXTCALL(glShaderSource(vshader_id
, 1, &ptr
, NULL
));
12912 GL_EXTCALL(glAttachShader(program
, vshader_id
));
12913 GL_EXTCALL(glDeleteShader(vshader_id
));
12915 fshader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
12917 string_buffer_clear(buffer
);
12918 shader_glsl_add_version_declaration(buffer
, gl_info
);
12919 shader_addline(buffer
, "uniform sampler%s sampler;\n", tex_type
);
12920 declare_in_varying(gl_info
, buffer
, FALSE
, "vec3 out_texcoord;\n");
12921 /* TODO: Declare the out variable with the correct type (and put it in the
12922 * blitter args). */
12923 if (!needs_legacy_glsl_syntax(gl_info
))
12924 shader_addline(buffer
, "out vec4 ps_out[1];\n");
12926 output
= string_buffer_get(&blitter
->string_buffers
);
12927 string_buffer_sprintf(output
, "%s[0]", get_fragment_output(gl_info
));
12929 switch (complex_fixup
)
12931 case COMPLEX_FIXUP_P8
:
12932 glsl_blitter_generate_p8_shader(buffer
, gl_info
, args
, output
->buffer
, tex_type
, swizzle
);
12934 case COMPLEX_FIXUP_YUY2
:
12935 case COMPLEX_FIXUP_UYVY
:
12936 case COMPLEX_FIXUP_YV12
:
12937 case COMPLEX_FIXUP_NV12
:
12938 glsl_blitter_generate_yuv_shader(buffer
, gl_info
, args
, output
->buffer
, tex_type
, swizzle
);
12940 case COMPLEX_FIXUP_NONE
:
12941 glsl_blitter_generate_plain_shader(buffer
, gl_info
, args
, output
->buffer
, tex_type
, swizzle
);
12944 string_buffer_release(&blitter
->string_buffers
, output
);
12946 ptr
= buffer
->buffer
;
12947 GL_EXTCALL(glShaderSource(fshader_id
, 1, &ptr
, NULL
));
12948 string_buffer_release(&blitter
->string_buffers
, buffer
);
12949 GL_EXTCALL(glAttachShader(program
, fshader_id
));
12950 GL_EXTCALL(glDeleteShader(fshader_id
));
12952 GL_EXTCALL(glBindAttribLocation(program
, 0, "pos"));
12953 GL_EXTCALL(glBindAttribLocation(program
, 1, "texcoord"));
12955 if (!needs_legacy_glsl_syntax(gl_info
))
12956 GL_EXTCALL(glBindFragDataLocation(program
, 0, "ps_out"));
12958 GL_EXTCALL(glCompileShader(vshader_id
));
12959 print_glsl_info_log(gl_info
, vshader_id
, FALSE
);
12960 GL_EXTCALL(glCompileShader(fshader_id
));
12961 print_glsl_info_log(gl_info
, fshader_id
, FALSE
);
12962 GL_EXTCALL(glLinkProgram(program
));
12963 shader_glsl_validate_link(gl_info
, program
);
12965 GL_EXTCALL(glUseProgram(program
));
12966 loc
= GL_EXTCALL(glGetUniformLocation(program
, "sampler"));
12967 GL_EXTCALL(glUniform1i(loc
, 0));
12968 if (complex_fixup
== COMPLEX_FIXUP_P8
)
12970 loc
= GL_EXTCALL(glGetUniformLocation(program
, "sampler_palette"));
12971 GL_EXTCALL(glUniform1i(loc
, 1));
12977 /* Context activation is done by the caller. */
12978 static void glsl_blitter_upload_palette(struct wined3d_glsl_blitter
*blitter
,
12979 struct wined3d_context
*context
, const struct wined3d_texture
*texture
)
12981 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
12982 const struct wined3d_palette
*palette
;
12984 palette
= texture
->swapchain
? texture
->swapchain
->palette
: NULL
;
12986 if (!blitter
->palette_texture
)
12987 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &blitter
->palette_texture
);
12989 context_active_texture(context
, gl_info
, 1);
12990 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_1D
, blitter
->palette_texture
);
12991 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_1D
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
12992 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_1D
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
12993 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_1D
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
12997 gl_info
->gl_ops
.gl
.p_glTexImage1D(GL_TEXTURE_1D
, 0, GL_RGB
, 256, 0, GL_BGRA
,
12998 GL_UNSIGNED_INT_8_8_8_8_REV
, palette
->colors
);
13002 static const DWORD black
;
13004 FIXME("P8 texture loaded without a palette.\n");
13005 gl_info
->gl_ops
.gl
.p_glTexImage1D(GL_TEXTURE_1D
, 0, GL_RGB
, 1, 0, GL_BGRA
,
13006 GL_UNSIGNED_INT_8_8_8_8_REV
, &black
);
13009 context_active_texture(context
, gl_info
, 0);
13012 /* Context activation is done by the caller. */
13013 static struct glsl_blitter_program
*glsl_blitter_get_program(struct wined3d_glsl_blitter
*blitter
,
13014 struct wined3d_context
*context
, const struct wined3d_texture
*texture
)
13016 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
13017 struct glsl_blitter_program
*program
;
13018 struct glsl_blitter_args args
;
13019 struct wine_rb_entry
*entry
;
13021 memset(&args
, 0, sizeof(args
));
13022 args
.texture_type
= texture
->target
;
13023 args
.fixup
= texture
->resource
.format
->color_fixup
;
13025 if ((entry
= wine_rb_get(&blitter
->programs
, &args
)))
13026 return WINE_RB_ENTRY_VALUE(entry
, struct glsl_blitter_program
, entry
);
13028 if (!(program
= heap_alloc(sizeof(*program
))))
13030 ERR("Failed to allocate blitter program memory.\n");
13034 program
->args
= args
;
13035 if (!(program
->id
= glsl_blitter_generate_program(blitter
, gl_info
, &args
)))
13037 WARN("Failed to generate blitter program.\n");
13038 heap_free(program
);
13042 if (wine_rb_put(&blitter
->programs
, &program
->args
, &program
->entry
) == -1)
13044 ERR("Failed to store blitter program.\n");
13045 GL_EXTCALL(glDeleteProgram(program
->id
));
13046 heap_free(program
);
13053 static BOOL
glsl_blitter_supported(enum wined3d_blit_op blit_op
, const struct wined3d_context
*context
,
13054 const struct wined3d_texture
*src_texture
, DWORD src_location
,
13055 const struct wined3d_texture
*dst_texture
, DWORD dst_location
)
13057 const struct wined3d_resource
*src_resource
= &src_texture
->resource
;
13058 const struct wined3d_resource
*dst_resource
= &dst_texture
->resource
;
13059 const struct wined3d_format
*src_format
= src_resource
->format
;
13060 const struct wined3d_format
*dst_format
= dst_resource
->format
;
13063 if (blit_op
== WINED3D_BLIT_OP_RAW_BLIT
&& dst_format
->id
== src_format
->id
)
13065 if (dst_format
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & (WINED3DFMT_FLAG_DEPTH
| WINED3DFMT_FLAG_STENCIL
))
13066 blit_op
= WINED3D_BLIT_OP_DEPTH_BLIT
;
13068 blit_op
= WINED3D_BLIT_OP_COLOR_BLIT
;
13071 if (blit_op
!= WINED3D_BLIT_OP_COLOR_BLIT
)
13073 TRACE("Unsupported blit_op %#x.\n", blit_op
);
13077 if (src_resource
->type
!= WINED3D_RTYPE_TEXTURE_2D
)
13080 if (src_texture
->target
== GL_TEXTURE_2D_MULTISAMPLE
13081 || dst_texture
->target
== GL_TEXTURE_2D_MULTISAMPLE
13082 || src_texture
->target
== GL_TEXTURE_2D_MULTISAMPLE_ARRAY
13083 || dst_texture
->target
== GL_TEXTURE_2D_MULTISAMPLE_ARRAY
)
13085 TRACE("Multi-sample textures not supported.\n");
13089 /* We don't necessarily want to blit from resources without
13090 * WINED3D_RESOURCE_ACCESS_GPU, but that may be the only way to decompress
13091 * compressed textures. */
13092 decompress
= src_format
&& (src_format
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3DFMT_FLAG_COMPRESSED
)
13093 && !(dst_format
->flags
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3DFMT_FLAG_COMPRESSED
);
13094 if (!decompress
&& !(src_resource
->access
& dst_resource
->access
& WINED3D_RESOURCE_ACCESS_GPU
))
13096 TRACE("Source or destination resource does not have GPU access.\n");
13100 if (!is_identity_fixup(dst_format
->color_fixup
)
13101 && (dst_format
->id
!= src_format
->id
|| dst_location
!= WINED3D_LOCATION_DRAWABLE
))
13103 TRACE("Destination fixups are not supported.\n");
13107 TRACE("Returning supported.\n");
13111 static DWORD
glsl_blitter_blit(struct wined3d_blitter
*blitter
, enum wined3d_blit_op op
,
13112 struct wined3d_context
*context
, struct wined3d_texture
*src_texture
, unsigned int src_sub_resource_idx
,
13113 DWORD src_location
, const RECT
*src_rect
, struct wined3d_texture
*dst_texture
,
13114 unsigned int dst_sub_resource_idx
, DWORD dst_location
, const RECT
*dst_rect
,
13115 const struct wined3d_color_key
*colour_key
, enum wined3d_texture_filter_type filter
)
13117 struct wined3d_device
*device
= dst_texture
->resource
.device
;
13118 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
13119 struct wined3d_texture
*staging_texture
= NULL
;
13120 struct wined3d_glsl_blitter
*glsl_blitter
;
13121 struct glsl_blitter_program
*program
;
13122 struct wined3d_blitter
*next
;
13123 unsigned int src_level
;
13127 TRACE("blitter %p, op %#x, context %p, src_texture %p, src_sub_resource_idx %u, src_location %s, src_rect %s, "
13128 "dst_texture %p, dst_sub_resource_idx %u, dst_location %s, dst_rect %s, colour_key %p, filter %s.\n",
13129 blitter
, op
, context
, src_texture
, src_sub_resource_idx
, wined3d_debug_location(src_location
),
13130 wine_dbgstr_rect(src_rect
), dst_texture
, dst_sub_resource_idx
, wined3d_debug_location(dst_location
),
13131 wine_dbgstr_rect(dst_rect
), colour_key
, debug_d3dtexturefiltertype(filter
));
13133 if (!glsl_blitter_supported(op
, context
, src_texture
, src_location
, dst_texture
, dst_location
))
13135 if (!(next
= blitter
->next
))
13137 ERR("No blitter to handle blit op %#x.\n", op
);
13138 return dst_location
;
13141 TRACE("Forwarding to blitter %p.\n", next
);
13142 return next
->ops
->blitter_blit(next
, op
, context
, src_texture
, src_sub_resource_idx
, src_location
,
13143 src_rect
, dst_texture
, dst_sub_resource_idx
, dst_location
, dst_rect
, colour_key
, filter
);
13146 glsl_blitter
= CONTAINING_RECORD(blitter
, struct wined3d_glsl_blitter
, blitter
);
13148 if (!(src_texture
->resource
.access
& WINED3D_RESOURCE_ACCESS_GPU
))
13150 struct wined3d_resource_desc desc
;
13151 struct wined3d_box upload_box
;
13154 TRACE("Source texture is not GPU accessible, creating a staging texture.\n");
13156 src_level
= src_sub_resource_idx
% src_texture
->level_count
;
13157 desc
.resource_type
= WINED3D_RTYPE_TEXTURE_2D
;
13158 desc
.format
= src_texture
->resource
.format
->id
;
13159 desc
.multisample_type
= src_texture
->resource
.multisample_type
;
13160 desc
.multisample_quality
= src_texture
->resource
.multisample_quality
;
13161 desc
.usage
= WINED3DUSAGE_PRIVATE
;
13162 desc
.access
= WINED3D_RESOURCE_ACCESS_GPU
;
13163 desc
.width
= wined3d_texture_get_level_width(src_texture
, src_level
);
13164 desc
.height
= wined3d_texture_get_level_height(src_texture
, src_level
);
13168 if (FAILED(hr
= wined3d_texture_create(device
, &desc
, 1, 1, 0,
13169 NULL
, NULL
, &wined3d_null_parent_ops
, &staging_texture
)))
13171 ERR("Failed to create staging texture, hr %#x.\n", hr
);
13172 return dst_location
;
13175 wined3d_box_set(&upload_box
, 0, 0, desc
.width
, desc
.height
, 0, desc
.depth
);
13176 wined3d_texture_upload_from_texture(staging_texture
, 0, 0, 0, 0,
13177 src_texture
, src_sub_resource_idx
, &upload_box
);
13179 src_texture
= staging_texture
;
13180 src_sub_resource_idx
= 0;
13182 else if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
13183 && (src_texture
->sub_resources
[src_sub_resource_idx
].locations
13184 & (WINED3D_LOCATION_TEXTURE_RGB
| WINED3D_LOCATION_DRAWABLE
)) == WINED3D_LOCATION_DRAWABLE
13185 && !wined3d_resource_is_offscreen(&src_texture
->resource
))
13188 /* Without FBO blits transferring from the drawable to the texture is
13189 * expensive, because we have to flip the data in sysmem. Since we can
13190 * flip in the blitter, we don't actually need that flip anyway. So we
13191 * use the surface's texture as scratch texture, and flip the source
13192 * rectangle instead. */
13193 texture2d_load_fb_texture(src_texture
, src_sub_resource_idx
, FALSE
, context
);
13196 src_level
= src_sub_resource_idx
% src_texture
->level_count
;
13197 s
.top
= wined3d_texture_get_level_height(src_texture
, src_level
) - s
.top
;
13198 s
.bottom
= wined3d_texture_get_level_height(src_texture
, src_level
) - s
.bottom
;
13203 wined3d_texture_load(src_texture
, context
, FALSE
);
13206 context_apply_blit_state(context
, device
);
13208 if (dst_location
== WINED3D_LOCATION_DRAWABLE
)
13211 wined3d_texture_translate_drawable_coords(dst_texture
, context
->win_handle
, &d
);
13215 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
)
13219 if (dst_location
== WINED3D_LOCATION_DRAWABLE
)
13221 TRACE("Destination texture %p is onscreen.\n", dst_texture
);
13222 buffer
= wined3d_texture_get_gl_buffer(dst_texture
);
13226 TRACE("Destination texture %p is offscreen.\n", dst_texture
);
13227 buffer
= GL_COLOR_ATTACHMENT0
;
13229 context_apply_fbo_state_blit(context
, GL_DRAW_FRAMEBUFFER
,
13230 &dst_texture
->resource
, dst_sub_resource_idx
, NULL
, 0, dst_location
);
13231 context_set_draw_buffer(context
, buffer
);
13232 context_check_fbo_status(context
, GL_DRAW_FRAMEBUFFER
);
13233 context_invalidate_state(context
, STATE_FRAMEBUFFER
);
13236 if (!(program
= glsl_blitter_get_program(glsl_blitter
, context
, src_texture
)))
13238 ERR("Failed to get blitter program.\n");
13239 return dst_location
;
13241 GL_EXTCALL(glUseProgram(program
->id
));
13242 switch (get_complex_fixup(program
->args
.fixup
))
13244 case COMPLEX_FIXUP_P8
:
13245 glsl_blitter_upload_palette(glsl_blitter
, context
, src_texture
);
13248 case COMPLEX_FIXUP_YUY2
:
13249 case COMPLEX_FIXUP_UYVY
:
13250 case COMPLEX_FIXUP_YV12
:
13251 case COMPLEX_FIXUP_NV12
:
13252 src_level
= src_sub_resource_idx
% src_texture
->level_count
;
13253 location
= GL_EXTCALL(glGetUniformLocation(program
->id
, "size"));
13254 GL_EXTCALL(glUniform2f(location
, wined3d_texture_get_level_pow2_width(src_texture
, src_level
),
13255 wined3d_texture_get_level_pow2_height(src_texture
, src_level
)));
13261 context_draw_shaded_quad(context
, src_texture
, src_sub_resource_idx
, src_rect
, dst_rect
, filter
);
13262 GL_EXTCALL(glUseProgram(0));
13264 if (dst_texture
->swapchain
&& (dst_texture
->swapchain
->front_buffer
== dst_texture
))
13265 gl_info
->gl_ops
.gl
.p_glFlush();
13267 if (staging_texture
)
13268 wined3d_texture_decref(staging_texture
);
13270 return dst_location
;
13273 static void glsl_blitter_clear(struct wined3d_blitter
*blitter
, struct wined3d_device
*device
,
13274 unsigned int rt_count
, const struct wined3d_fb_state
*fb
, unsigned int rect_count
, const RECT
*clear_rects
,
13275 const RECT
*draw_rect
, DWORD flags
, const struct wined3d_color
*color
, float depth
, DWORD stencil
)
13277 struct wined3d_blitter
*next
;
13279 if ((next
= blitter
->next
))
13280 next
->ops
->blitter_clear(next
, device
, rt_count
, fb
, rect_count
,
13281 clear_rects
, draw_rect
, flags
, color
, depth
, stencil
);
13284 static const struct wined3d_blitter_ops glsl_blitter_ops
=
13286 glsl_blitter_destroy
,
13287 glsl_blitter_clear
,
13291 struct wined3d_blitter
*wined3d_glsl_blitter_create(struct wined3d_blitter
**next
,
13292 const struct wined3d_device
*device
)
13294 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
13295 struct wined3d_glsl_blitter
*blitter
;
13297 if (device
->shader_backend
!= &glsl_shader_backend
)
13300 if (!gl_info
->supported
[ARB_VERTEX_SHADER
] || !gl_info
->supported
[ARB_FRAGMENT_SHADER
])
13303 if (!(blitter
= heap_alloc(sizeof(*blitter
))))
13305 ERR("Failed to allocate blitter.\n");
13309 TRACE("Created blitter %p.\n", blitter
);
13311 blitter
->blitter
.ops
= &glsl_blitter_ops
;
13312 blitter
->blitter
.next
= *next
;
13313 string_buffer_list_init(&blitter
->string_buffers
);
13314 wine_rb_init(&blitter
->programs
, glsl_blitter_args_compare
);
13315 blitter
->palette_texture
= 0;
13316 *next
= &blitter
->blitter
;