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"
38 #include "wined3d_private.h"
40 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
41 WINE_DECLARE_DEBUG_CHANNEL(d3d_constants
);
42 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
43 WINE_DECLARE_DEBUG_CHANNEL(winediag
);
45 #define WINED3D_GLSL_SAMPLE_PROJECTED 0x1
46 #define WINED3D_GLSL_SAMPLE_NPOT 0x2
47 #define WINED3D_GLSL_SAMPLE_LOD 0x4
48 #define WINED3D_GLSL_SAMPLE_GRAD 0x8
50 static const float srgb_const0
[] = {0.41666f
, 1.055f
, 0.055f
, 12.92f
}; /* pow, mul_high, sub_high, mul_low */
51 static const float srgb_const1
[] = {0.0031308f
, 0.0f
, 0.0f
, 0.0f
}; /* cmp */
65 struct glsl_sample_function
73 HEAP_NODE_TRAVERSE_LEFT
,
74 HEAP_NODE_TRAVERSE_RIGHT
,
86 struct constant_entry
*entries
;
87 unsigned int *positions
;
91 /* GLSL shader private data */
92 struct shader_glsl_priv
{
93 struct wined3d_shader_buffer shader_buffer
;
94 struct wine_rb_tree program_lookup
;
95 struct glsl_shader_prog_link
*glsl_program
;
96 struct constant_heap vconst_heap
;
97 struct constant_heap pconst_heap
;
99 GLhandleARB depth_blt_program_full
[tex_type_count
];
100 GLhandleARB depth_blt_program_masked
[tex_type_count
];
101 UINT next_constant_version
;
103 const struct wined3d_vertex_pipe_ops
*vertex_pipe
;
104 const struct fragment_pipeline
*fragment_pipe
;
105 struct wine_rb_tree ffp_vertex_shaders
;
106 struct wine_rb_tree ffp_fragment_shaders
;
107 BOOL ffp_proj_control
;
110 struct glsl_vs_program
112 struct list shader_entry
;
114 GLenum vertex_color_clamp
;
115 GLint
*uniform_f_locations
;
116 GLint uniform_i_locations
[MAX_CONST_I
];
117 GLint pos_fixup_location
;
120 struct glsl_gs_program
122 struct list shader_entry
;
126 struct glsl_ps_program
128 struct list shader_entry
;
130 GLint
*uniform_f_locations
;
131 GLint uniform_i_locations
[MAX_CONST_I
];
132 GLint bumpenv_mat_location
[MAX_TEXTURES
];
133 GLint bumpenv_lum_scale_location
[MAX_TEXTURES
];
134 GLint bumpenv_lum_offset_location
[MAX_TEXTURES
];
135 GLint tex_factor_location
;
136 GLint specular_enable_location
;
137 GLint ycorrection_location
;
138 GLint np2_fixup_location
;
139 const struct ps_np2fixup_info
*np2_fixup_info
;
142 /* Struct to maintain data about a linked GLSL program */
143 struct glsl_shader_prog_link
145 struct wine_rb_entry program_lookup_entry
;
146 struct glsl_vs_program vs
;
147 struct glsl_gs_program gs
;
148 struct glsl_ps_program ps
;
149 GLhandleARB programId
;
150 UINT constant_version
;
153 struct glsl_program_key
160 struct shader_glsl_ctx_priv
{
161 const struct vs_compile_args
*cur_vs_args
;
162 const struct ps_compile_args
*cur_ps_args
;
163 struct ps_np2fixup_info
*cur_np2fixup_info
;
166 struct glsl_ps_compiled_shader
168 struct ps_compile_args args
;
169 struct ps_np2fixup_info np2fixup
;
173 struct glsl_vs_compiled_shader
175 struct vs_compile_args args
;
179 struct glsl_gs_compiled_shader
184 struct glsl_shader_private
188 struct glsl_vs_compiled_shader
*vs
;
189 struct glsl_gs_compiled_shader
*gs
;
190 struct glsl_ps_compiled_shader
*ps
;
192 UINT num_gl_shaders
, shader_array_size
;
195 struct glsl_ffp_vertex_shader
197 struct wined3d_ffp_vs_desc desc
;
199 struct list linked_programs
;
202 struct glsl_ffp_fragment_shader
204 struct ffp_frag_desc entry
;
206 struct list linked_programs
;
209 struct glsl_ffp_destroy_ctx
211 struct shader_glsl_priv
*priv
;
212 const struct wined3d_gl_info
*gl_info
;
215 static const char *debug_gl_shader_type(GLenum type
)
219 #define WINED3D_TO_STR(u) case u: return #u
220 WINED3D_TO_STR(GL_VERTEX_SHADER_ARB
);
221 WINED3D_TO_STR(GL_GEOMETRY_SHADER_ARB
);
222 WINED3D_TO_STR(GL_FRAGMENT_SHADER_ARB
);
223 #undef WINED3D_TO_STR
225 return wine_dbg_sprintf("UNKNOWN(%#x)", type
);
229 static const char *shader_glsl_get_prefix(enum wined3d_shader_type type
)
233 case WINED3D_SHADER_TYPE_VERTEX
:
236 case WINED3D_SHADER_TYPE_GEOMETRY
:
239 case WINED3D_SHADER_TYPE_PIXEL
:
243 FIXME("Unhandled shader type %#x.\n", type
);
248 /* This should be equivalent to using the %.8e format specifier, but always
249 * using '.' as decimal separator. This doesn't handle +/-INF or NAN, since
250 * the GLSL parser wouldn't be able to handle those anyway. */
251 static void shader_glsl_ftoa(float value
, char *s
)
253 int x
, frac
, exponent
;
254 const char *sign
= "";
258 if (copysignf(1.0f
, value
) < 0.0f
)
274 exponent
= floorf(log10f(d
));
275 d
/= pow(10.0, exponent
);
278 t
= (d
- x
) * 100000000;
282 if ((diff
> 0.5) || (diff
== 0.5 && (frac
& 1)))
284 if (++frac
>= 100000000)
292 sprintf(s
, "%s%d.%08de%+03d", sign
, x
, frac
, exponent
);
295 static void shader_glsl_append_imm_vec4(struct wined3d_shader_buffer
*buffer
, const float *values
)
299 shader_glsl_ftoa(values
[0], str
[0]);
300 shader_glsl_ftoa(values
[1], str
[1]);
301 shader_glsl_ftoa(values
[2], str
[2]);
302 shader_glsl_ftoa(values
[3], str
[3]);
303 shader_addline(buffer
, "vec4(%s, %s, %s, %s)", str
[0], str
[1], str
[2], str
[3]);
306 /* Extract a line from the info log.
307 * Note that this modifies the source string. */
308 static char *get_info_log_line(char **ptr
)
313 if (!(q
= strstr(p
, "\n")))
315 if (!*p
) return NULL
;
325 /* Context activation is done by the caller. */
326 static void print_glsl_info_log(const struct wined3d_gl_info
*gl_info
, GLhandleARB obj
)
328 int infologLength
= 0;
331 if (!WARN_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
334 GL_EXTCALL(glGetObjectParameterivARB(obj
,
335 GL_OBJECT_INFO_LOG_LENGTH_ARB
,
338 /* A size of 1 is just a null-terminated string, so the log should be bigger than
339 * that if there are errors. */
340 if (infologLength
> 1)
344 infoLog
= HeapAlloc(GetProcessHeap(), 0, infologLength
);
345 /* The info log is supposed to be zero-terminated, but at least some
346 * versions of fglrx don't terminate the string properly. The reported
347 * length does include the terminator, so explicitly set it to zero
349 infoLog
[infologLength
- 1] = 0;
350 GL_EXTCALL(glGetInfoLogARB(obj
, infologLength
, NULL
, infoLog
));
353 if (gl_info
->quirks
& WINED3D_QUIRK_INFO_LOG_SPAM
)
355 WARN("Info log received from GLSL shader #%u:\n", obj
);
356 while ((line
= get_info_log_line(&ptr
))) WARN(" %s\n", line
);
360 FIXME("Info log received from GLSL shader #%u:\n", obj
);
361 while ((line
= get_info_log_line(&ptr
))) FIXME(" %s\n", line
);
363 HeapFree(GetProcessHeap(), 0, infoLog
);
367 /* Context activation is done by the caller. */
368 static void shader_glsl_compile(const struct wined3d_gl_info
*gl_info
, GLhandleARB shader
, const char *src
)
370 TRACE("Compiling shader object %u.\n", shader
);
371 GL_EXTCALL(glShaderSourceARB(shader
, 1, &src
, NULL
));
372 checkGLcall("glShaderSourceARB");
373 GL_EXTCALL(glCompileShaderARB(shader
));
374 checkGLcall("glCompileShaderARB");
375 print_glsl_info_log(gl_info
, shader
);
378 /* Context activation is done by the caller. */
379 static void shader_glsl_dump_program_source(const struct wined3d_gl_info
*gl_info
, GLhandleARB program
)
381 GLint i
, object_count
, source_size
= -1;
382 GLhandleARB
*objects
;
385 GL_EXTCALL(glGetObjectParameterivARB(program
, GL_OBJECT_ATTACHED_OBJECTS_ARB
, &object_count
));
386 objects
= HeapAlloc(GetProcessHeap(), 0, object_count
* sizeof(*objects
));
389 ERR("Failed to allocate object array memory.\n");
393 GL_EXTCALL(glGetAttachedObjectsARB(program
, object_count
, NULL
, objects
));
394 for (i
= 0; i
< object_count
; ++i
)
399 GL_EXTCALL(glGetObjectParameterivARB(objects
[i
], GL_OBJECT_SHADER_SOURCE_LENGTH_ARB
, &tmp
));
401 if (source_size
< tmp
)
403 HeapFree(GetProcessHeap(), 0, source
);
405 source
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, tmp
);
408 ERR("Failed to allocate %d bytes for shader source.\n", tmp
);
409 HeapFree(GetProcessHeap(), 0, objects
);
415 FIXME("Object %u:\n", objects
[i
]);
416 GL_EXTCALL(glGetObjectParameterivARB(objects
[i
], GL_OBJECT_SUBTYPE_ARB
, &tmp
));
417 FIXME(" GL_OBJECT_SUBTYPE_ARB: %s.\n", debug_gl_shader_type(tmp
));
418 GL_EXTCALL(glGetObjectParameterivARB(objects
[i
], GL_OBJECT_COMPILE_STATUS_ARB
, &tmp
));
419 FIXME(" GL_OBJECT_COMPILE_STATUS_ARB: %d.\n", tmp
);
423 GL_EXTCALL(glGetShaderSourceARB(objects
[i
], source_size
, NULL
, source
));
424 while ((line
= get_info_log_line(&ptr
))) FIXME(" %s\n", line
);
428 HeapFree(GetProcessHeap(), 0, source
);
429 HeapFree(GetProcessHeap(), 0, objects
);
432 /* Context activation is done by the caller. */
433 static void shader_glsl_validate_link(const struct wined3d_gl_info
*gl_info
, GLhandleARB program
)
437 if (!TRACE_ON(d3d_shader
) && !FIXME_ON(d3d_shader
)) return;
439 GL_EXTCALL(glGetObjectParameterivARB(program
, GL_OBJECT_TYPE_ARB
, &tmp
));
440 if (tmp
== GL_PROGRAM_OBJECT_ARB
)
442 GL_EXTCALL(glGetObjectParameterivARB(program
, GL_OBJECT_LINK_STATUS_ARB
, &tmp
));
445 FIXME("Program %u link status invalid.\n", program
);
446 shader_glsl_dump_program_source(gl_info
, program
);
450 print_glsl_info_log(gl_info
, program
);
453 /* Context activation is done by the caller. */
454 static void shader_glsl_load_psamplers(const struct wined3d_gl_info
*gl_info
,
455 const DWORD
*tex_unit_map
, GLhandleARB programId
)
458 char sampler_name
[20];
461 for (i
= 0; i
< MAX_FRAGMENT_SAMPLERS
; ++i
)
463 snprintf(sampler_name
, sizeof(sampler_name
), "ps_sampler%u", i
);
464 name_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, sampler_name
));
465 if (name_loc
!= -1) {
466 DWORD mapped_unit
= tex_unit_map
[i
];
467 if (mapped_unit
!= WINED3D_UNMAPPED_STAGE
&& mapped_unit
< gl_info
->limits
.fragment_samplers
)
469 TRACE("Loading %s for texture %d\n", sampler_name
, mapped_unit
);
470 GL_EXTCALL(glUniform1iARB(name_loc
, mapped_unit
));
471 checkGLcall("glUniform1iARB");
473 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name
, mapped_unit
);
479 /* Context activation is done by the caller. */
480 static void shader_glsl_load_vsamplers(const struct wined3d_gl_info
*gl_info
,
481 const DWORD
*tex_unit_map
, GLhandleARB programId
)
484 char sampler_name
[20];
487 for (i
= 0; i
< MAX_VERTEX_SAMPLERS
; ++i
)
489 snprintf(sampler_name
, sizeof(sampler_name
), "vs_sampler%u", i
);
490 name_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, sampler_name
));
491 if (name_loc
!= -1) {
492 DWORD mapped_unit
= tex_unit_map
[MAX_FRAGMENT_SAMPLERS
+ i
];
493 if (mapped_unit
!= WINED3D_UNMAPPED_STAGE
&& mapped_unit
< gl_info
->limits
.combined_samplers
)
495 TRACE("Loading %s for texture %d\n", sampler_name
, mapped_unit
);
496 GL_EXTCALL(glUniform1iARB(name_loc
, mapped_unit
));
497 checkGLcall("glUniform1iARB");
499 ERR("Trying to load sampler %s on unsupported unit %d\n", sampler_name
, mapped_unit
);
505 /* Context activation is done by the caller. */
506 static inline void walk_constant_heap(const struct wined3d_gl_info
*gl_info
, const float *constants
,
507 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
510 unsigned int heap_idx
= 1;
513 if (heap
->entries
[heap_idx
].version
<= version
) return;
515 idx
= heap
->entries
[heap_idx
].idx
;
516 if (constant_locations
[idx
] != -1) GL_EXTCALL(glUniform4fvARB(constant_locations
[idx
], 1, &constants
[idx
* 4]));
517 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
519 while (stack_idx
>= 0)
521 /* Note that we fall through to the next case statement. */
522 switch(stack
[stack_idx
])
524 case HEAP_NODE_TRAVERSE_LEFT
:
526 unsigned int left_idx
= heap_idx
<< 1;
527 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
530 idx
= heap
->entries
[heap_idx
].idx
;
531 if (constant_locations
[idx
] != -1)
532 GL_EXTCALL(glUniform4fvARB(constant_locations
[idx
], 1, &constants
[idx
* 4]));
534 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
535 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
540 case HEAP_NODE_TRAVERSE_RIGHT
:
542 unsigned int right_idx
= (heap_idx
<< 1) + 1;
543 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
545 heap_idx
= right_idx
;
546 idx
= heap
->entries
[heap_idx
].idx
;
547 if (constant_locations
[idx
] != -1)
548 GL_EXTCALL(glUniform4fvARB(constant_locations
[idx
], 1, &constants
[idx
* 4]));
550 stack
[stack_idx
++] = HEAP_NODE_POP
;
551 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
562 checkGLcall("walk_constant_heap()");
565 /* Context activation is done by the caller. */
566 static inline void apply_clamped_constant(const struct wined3d_gl_info
*gl_info
, GLint location
, const GLfloat
*data
)
568 GLfloat clamped_constant
[4];
570 if (location
== -1) return;
572 clamped_constant
[0] = data
[0] < -1.0f
? -1.0f
: data
[0] > 1.0f
? 1.0f
: data
[0];
573 clamped_constant
[1] = data
[1] < -1.0f
? -1.0f
: data
[1] > 1.0f
? 1.0f
: data
[1];
574 clamped_constant
[2] = data
[2] < -1.0f
? -1.0f
: data
[2] > 1.0f
? 1.0f
: data
[2];
575 clamped_constant
[3] = data
[3] < -1.0f
? -1.0f
: data
[3] > 1.0f
? 1.0f
: data
[3];
577 GL_EXTCALL(glUniform4fvARB(location
, 1, clamped_constant
));
580 /* Context activation is done by the caller. */
581 static inline void walk_constant_heap_clamped(const struct wined3d_gl_info
*gl_info
, const float *constants
,
582 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
585 unsigned int heap_idx
= 1;
588 if (heap
->entries
[heap_idx
].version
<= version
) return;
590 idx
= heap
->entries
[heap_idx
].idx
;
591 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
592 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
594 while (stack_idx
>= 0)
596 /* Note that we fall through to the next case statement. */
597 switch(stack
[stack_idx
])
599 case HEAP_NODE_TRAVERSE_LEFT
:
601 unsigned int left_idx
= heap_idx
<< 1;
602 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
605 idx
= heap
->entries
[heap_idx
].idx
;
606 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
608 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
609 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
614 case HEAP_NODE_TRAVERSE_RIGHT
:
616 unsigned int right_idx
= (heap_idx
<< 1) + 1;
617 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
619 heap_idx
= right_idx
;
620 idx
= heap
->entries
[heap_idx
].idx
;
621 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
* 4]);
623 stack
[stack_idx
++] = HEAP_NODE_POP
;
624 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
635 checkGLcall("walk_constant_heap_clamped()");
638 /* Context activation is done by the caller. */
639 static void shader_glsl_load_constantsF(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
640 const float *constants
, const GLint
*constant_locations
, const struct constant_heap
*heap
,
641 unsigned char *stack
, UINT version
)
643 const struct wined3d_shader_lconst
*lconst
;
645 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
646 if (shader
->reg_maps
.shader_version
.major
== 1
647 && shader
->reg_maps
.shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
648 walk_constant_heap_clamped(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
650 walk_constant_heap(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
652 if (!shader
->load_local_constsF
)
654 TRACE("No need to load local float constants for this shader\n");
658 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
659 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
661 GL_EXTCALL(glUniform4fvARB(constant_locations
[lconst
->idx
], 1, (const GLfloat
*)lconst
->value
));
663 checkGLcall("glUniform4fvARB()");
666 /* Context activation is done by the caller. */
667 static void shader_glsl_load_constantsI(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
668 const GLint locations
[MAX_CONST_I
], const int *constants
, WORD constants_set
)
673 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
675 if (!(constants_set
& 1)) continue;
677 TRACE_(d3d_constants
)("Loading constants %u: %i, %i, %i, %i\n",
678 i
, constants
[i
*4], constants
[i
*4+1], constants
[i
*4+2], constants
[i
*4+3]);
680 /* We found this uniform name in the program - go ahead and send the data */
681 GL_EXTCALL(glUniform4ivARB(locations
[i
], 1, &constants
[i
*4]));
682 checkGLcall("glUniform4ivARB");
685 /* Load immediate constants */
686 ptr
= list_head(&shader
->constantsI
);
689 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
690 unsigned int idx
= lconst
->idx
;
691 const GLint
*values
= (const GLint
*)lconst
->value
;
693 TRACE_(d3d_constants
)("Loading local constants %i: %i, %i, %i, %i\n", idx
,
694 values
[0], values
[1], values
[2], values
[3]);
696 /* We found this uniform name in the program - go ahead and send the data */
697 GL_EXTCALL(glUniform4ivARB(locations
[idx
], 1, values
));
698 checkGLcall("glUniform4ivARB");
699 ptr
= list_next(&shader
->constantsI
, ptr
);
703 /* Context activation is done by the caller. */
704 static void shader_glsl_load_constantsB(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
705 GLhandleARB programId
, const BOOL
*constants
, WORD constants_set
)
713 prefix
= shader_glsl_get_prefix(shader
->reg_maps
.shader_version
.type
);
715 /* TODO: Benchmark and see if it would be beneficial to store the
716 * locations of the constants to avoid looking up each time */
717 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
719 if (!(constants_set
& 1)) continue;
721 TRACE_(d3d_constants
)("Loading constants %i: %i;\n", i
, constants
[i
]);
723 /* TODO: Benchmark and see if it would be beneficial to store the
724 * locations of the constants to avoid looking up each time */
725 snprintf(tmp_name
, sizeof(tmp_name
), "%s_b[%i]", prefix
, i
);
726 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
727 GL_EXTCALL(glUniform1ivARB(tmp_loc
, 1, &constants
[i
]));
730 /* Load immediate constants */
731 ptr
= list_head(&shader
->constantsB
);
734 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
735 unsigned int idx
= lconst
->idx
;
736 const GLint
*values
= (const GLint
*)lconst
->value
;
738 TRACE_(d3d_constants
)("Loading local constants %i: %i\n", idx
, values
[0]);
740 snprintf(tmp_name
, sizeof(tmp_name
), "%s_b[%i]", prefix
, idx
);
741 tmp_loc
= GL_EXTCALL(glGetUniformLocationARB(programId
, tmp_name
));
742 GL_EXTCALL(glUniform1ivARB(tmp_loc
, 1, values
));
743 ptr
= list_next(&shader
->constantsB
, ptr
);
746 checkGLcall("shader_glsl_load_constantsB()");
749 static void reset_program_constant_version(struct wine_rb_entry
*entry
, void *context
)
751 WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
)->constant_version
= 0;
754 /* Context activation is done by the caller (state handler). */
755 static void shader_glsl_load_np2fixup_constants(void *shader_priv
,
756 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
758 struct shader_glsl_priv
*glsl_priv
= shader_priv
;
759 const struct glsl_shader_prog_link
*prog
= glsl_priv
->glsl_program
;
761 /* No GLSL program set - nothing to do. */
764 /* NP2 texcoord fixup is (currently) only done for pixelshaders. */
765 if (!use_ps(state
)) return;
767 if (prog
->ps
.np2_fixup_info
&& prog
->ps
.np2_fixup_location
!= -1)
770 UINT fixup
= prog
->ps
.np2_fixup_info
->active
;
771 GLfloat np2fixup_constants
[4 * MAX_FRAGMENT_SAMPLERS
];
773 for (i
= 0; fixup
; fixup
>>= 1, ++i
)
775 const struct wined3d_texture
*tex
= state
->textures
[i
];
776 const unsigned char idx
= prog
->ps
.np2_fixup_info
->idx
[i
];
777 GLfloat
*tex_dim
= &np2fixup_constants
[(idx
>> 1) * 4];
781 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
787 tex_dim
[2] = tex
->pow2_matrix
[0];
788 tex_dim
[3] = tex
->pow2_matrix
[5];
792 tex_dim
[0] = tex
->pow2_matrix
[0];
793 tex_dim
[1] = tex
->pow2_matrix
[5];
797 GL_EXTCALL(glUniform4fvARB(prog
->ps
.np2_fixup_location
,
798 prog
->ps
.np2_fixup_info
->num_consts
, np2fixup_constants
));
802 /* Context activation is done by the caller (state handler). */
803 static void shader_glsl_load_constants(void *shader_priv
, const struct wined3d_context
*context
,
804 const struct wined3d_state
*state
)
806 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
807 struct shader_glsl_priv
*priv
= shader_priv
;
808 float position_fixup
[4];
810 GLhandleARB programId
;
811 struct glsl_shader_prog_link
*prog
= priv
->glsl_program
;
812 UINT constant_version
;
816 /* No GLSL program set - nothing to do. */
819 programId
= prog
->programId
;
820 constant_version
= prog
->constant_version
;
824 const struct wined3d_shader
*vshader
= state
->vertex_shader
;
826 /* Load DirectX 9 float constants/uniforms for vertex shader */
827 shader_glsl_load_constantsF(vshader
, gl_info
, state
->vs_consts_f
,
828 prog
->vs
.uniform_f_locations
, &priv
->vconst_heap
, priv
->stack
, constant_version
);
830 /* Load DirectX 9 integer constants/uniforms for vertex shader */
831 shader_glsl_load_constantsI(vshader
, gl_info
, prog
->vs
.uniform_i_locations
, state
->vs_consts_i
,
832 vshader
->reg_maps
.integer_constants
);
834 /* Load DirectX 9 boolean constants/uniforms for vertex shader */
835 shader_glsl_load_constantsB(vshader
, gl_info
, programId
, state
->vs_consts_b
,
836 vshader
->reg_maps
.boolean_constants
);
838 /* Upload the position fixup params */
839 shader_get_position_fixup(context
, state
, position_fixup
);
840 GL_EXTCALL(glUniform4fvARB(prog
->vs
.pos_fixup_location
, 1, position_fixup
));
841 checkGLcall("glUniform4fvARB");
846 const struct wined3d_shader
*pshader
= state
->pixel_shader
;
848 /* Load DirectX 9 float constants/uniforms for pixel shader */
849 shader_glsl_load_constantsF(pshader
, gl_info
, state
->ps_consts_f
,
850 prog
->ps
.uniform_f_locations
, &priv
->pconst_heap
, priv
->stack
, constant_version
);
852 /* Load DirectX 9 integer constants/uniforms for pixel shader */
853 shader_glsl_load_constantsI(pshader
, gl_info
, prog
->ps
.uniform_i_locations
, state
->ps_consts_i
,
854 pshader
->reg_maps
.integer_constants
);
856 /* Load DirectX 9 boolean constants/uniforms for pixel shader */
857 shader_glsl_load_constantsB(pshader
, gl_info
, programId
, state
->ps_consts_b
,
858 pshader
->reg_maps
.boolean_constants
);
860 /* Upload the environment bump map matrix if needed. The needsbumpmat
861 * member specifies the texture stage to load the matrix from. It
862 * can't be 0 for a valid texbem instruction. */
863 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
867 if (prog
->ps
.bumpenv_mat_location
[i
] == -1)
870 data
= (const float *)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_MAT00
];
871 GL_EXTCALL(glUniformMatrix2fvARB(prog
->ps
.bumpenv_mat_location
[i
], 1, 0, data
));
872 checkGLcall("glUniformMatrix2fvARB");
874 /* texbeml needs the luminance scale and offset too. If texbeml
875 * is used, needsbumpmat is set too, so we can check that in the
876 * needsbumpmat check. */
877 if (prog
->ps
.bumpenv_lum_scale_location
[i
] != -1)
879 const GLfloat
*scale
= (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LSCALE
];
880 const GLfloat
*offset
= (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LOFFSET
];
882 GL_EXTCALL(glUniform1fvARB(prog
->ps
.bumpenv_lum_scale_location
[i
], 1, scale
));
883 checkGLcall("glUniform1fvARB");
884 GL_EXTCALL(glUniform1fvARB(prog
->ps
.bumpenv_lum_offset_location
[i
], 1, offset
));
885 checkGLcall("glUniform1fvARB");
889 if (prog
->ps
.ycorrection_location
!= -1)
891 float correction_params
[4];
893 if (context
->render_offscreen
)
895 correction_params
[0] = 0.0f
;
896 correction_params
[1] = 1.0f
;
898 /* position is window relative, not viewport relative */
899 correction_params
[0] = (float) context
->current_rt
->resource
.height
;
900 correction_params
[1] = -1.0f
;
902 GL_EXTCALL(glUniform4fvARB(prog
->ps
.ycorrection_location
, 1, correction_params
));
905 else if (priv
->fragment_pipe
== &glsl_fragment_pipe
)
909 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
911 GL_EXTCALL(glUniformMatrix2fvARB(prog
->ps
.bumpenv_mat_location
[i
], 1, 0,
912 (const float *)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_MAT00
]));
913 GL_EXTCALL(glUniform1fARB(prog
->ps
.bumpenv_lum_scale_location
[i
],
914 *(const float *)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LSCALE
]));
915 GL_EXTCALL(glUniform1fARB(prog
->ps
.bumpenv_lum_offset_location
[i
],
916 *(const float *)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LOFFSET
]));
919 D3DCOLORTOGLFLOAT4(state
->render_states
[WINED3D_RS_TEXTUREFACTOR
], col
);
920 GL_EXTCALL(glUniform4fARB(prog
->ps
.tex_factor_location
, col
[0], col
[1], col
[2], col
[3]));
922 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
923 GL_EXTCALL(glUniform4fARB(prog
->ps
.specular_enable_location
, 1.0f
, 1.0f
, 1.0f
, 0.0f
));
925 GL_EXTCALL(glUniform4fARB(prog
->ps
.specular_enable_location
, 0.0f
, 0.0f
, 0.0f
, 0.0f
));
927 checkGLcall("fixed function uniforms");
930 if (priv
->next_constant_version
== UINT_MAX
)
932 TRACE("Max constant version reached, resetting to 0.\n");
933 wine_rb_for_each_entry(&priv
->program_lookup
, reset_program_constant_version
, NULL
);
934 priv
->next_constant_version
= 1;
938 prog
->constant_version
= priv
->next_constant_version
++;
942 static void update_heap_entry(const struct constant_heap
*heap
, unsigned int idx
,
943 unsigned int heap_idx
, DWORD new_version
)
945 struct constant_entry
*entries
= heap
->entries
;
946 unsigned int *positions
= heap
->positions
;
947 unsigned int parent_idx
;
951 parent_idx
= heap_idx
>> 1;
953 if (new_version
<= entries
[parent_idx
].version
) break;
955 entries
[heap_idx
] = entries
[parent_idx
];
956 positions
[entries
[parent_idx
].idx
] = heap_idx
;
957 heap_idx
= parent_idx
;
960 entries
[heap_idx
].version
= new_version
;
961 entries
[heap_idx
].idx
= idx
;
962 positions
[idx
] = heap_idx
;
965 static void shader_glsl_update_float_vertex_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
967 struct shader_glsl_priv
*priv
= device
->shader_priv
;
968 struct constant_heap
*heap
= &priv
->vconst_heap
;
971 for (i
= start
; i
< count
+ start
; ++i
)
973 if (!device
->stateBlock
->changed
.vertexShaderConstantsF
[i
])
974 update_heap_entry(heap
, i
, heap
->size
++, priv
->next_constant_version
);
976 update_heap_entry(heap
, i
, heap
->positions
[i
], priv
->next_constant_version
);
980 static void shader_glsl_update_float_pixel_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
982 struct shader_glsl_priv
*priv
= device
->shader_priv
;
983 struct constant_heap
*heap
= &priv
->pconst_heap
;
986 for (i
= start
; i
< count
+ start
; ++i
)
988 if (!device
->stateBlock
->changed
.pixelShaderConstantsF
[i
])
989 update_heap_entry(heap
, i
, heap
->size
++, priv
->next_constant_version
);
991 update_heap_entry(heap
, i
, heap
->positions
[i
], priv
->next_constant_version
);
995 static unsigned int vec4_varyings(DWORD shader_major
, const struct wined3d_gl_info
*gl_info
)
997 unsigned int ret
= gl_info
->limits
.glsl_varyings
/ 4;
998 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
999 if(shader_major
> 3) return ret
;
1001 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
1002 if (gl_info
->quirks
& WINED3D_QUIRK_GLSL_CLIP_VARYING
) ret
-= 1;
1006 /** Generate the variable & register declarations for the GLSL output target */
1007 static void shader_generate_glsl_declarations(const struct wined3d_context
*context
,
1008 struct wined3d_shader_buffer
*buffer
, const struct wined3d_shader
*shader
,
1009 const struct wined3d_shader_reg_maps
*reg_maps
, const struct shader_glsl_ctx_priv
*ctx_priv
)
1011 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
1012 const struct wined3d_state
*state
= &shader
->device
->stateBlock
->state
;
1013 const struct ps_compile_args
*ps_args
= ctx_priv
->cur_ps_args
;
1014 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1015 const struct wined3d_fb_state
*fb
= &shader
->device
->fb
;
1016 unsigned int i
, extra_constants_needed
= 0;
1017 const struct wined3d_shader_lconst
*lconst
;
1021 prefix
= shader_glsl_get_prefix(version
->type
);
1023 /* Prototype the subroutines */
1024 for (i
= 0, map
= reg_maps
->labels
; map
; map
>>= 1, ++i
)
1026 if (map
& 1) shader_addline(buffer
, "void subroutine%u();\n", i
);
1029 /* Declare the constants (aka uniforms) */
1030 if (shader
->limits
.constant_float
> 0)
1032 unsigned max_constantsF
;
1034 /* Unless the shader uses indirect addressing, always declare the
1035 * maximum array size and ignore that we need some uniforms privately.
1036 * E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup
1037 * and immediate values, still declare VC[256]. If the shader needs
1038 * more uniforms than we have it won't work in any case. If it uses
1039 * less, the compiler will figure out which uniforms are really used
1040 * and strip them out. This allows a shader to use c255 on a dx9 card,
1041 * as long as it doesn't also use all the other constants.
1043 * If the shader uses indirect addressing the compiler must assume
1044 * that all declared uniforms are used. In this case, declare only the
1045 * amount that we're assured to have.
1047 * Thus we run into problems in these two cases:
1048 * 1) The shader really uses more uniforms than supported.
1049 * 2) The shader uses indirect addressing, less constants than
1050 * supported, but uses a constant index > #supported consts. */
1051 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
1053 /* No indirect addressing here. */
1054 max_constantsF
= gl_info
->limits
.glsl_ps_float_constants
;
1058 if (reg_maps
->usesrelconstF
)
1060 /* Subtract the other potential uniforms from the max
1061 * available (bools, ints, and 1 row of projection matrix).
1062 * Subtract another uniform for immediate values, which have
1063 * to be loaded via uniform by the driver as well. The shader
1064 * code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex
1065 * shader code, so one vec4 should be enough. (Unfortunately
1066 * the Nvidia driver doesn't store 128 and -128 in one float).
1068 * Writing gl_ClipVertex requires one uniform for each
1069 * clipplane as well. */
1070 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
- 3;
1071 if(ctx_priv
->cur_vs_args
->clip_enabled
)
1073 max_constantsF
-= gl_info
->limits
.clipplanes
;
1075 max_constantsF
-= count_bits(reg_maps
->integer_constants
);
1076 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
1077 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
1078 * for now take this into account when calculating the number of available constants
1080 max_constantsF
-= count_bits(reg_maps
->boolean_constants
);
1081 /* Set by driver quirks in directx.c */
1082 max_constantsF
-= gl_info
->reserved_glsl_constants
;
1084 if (max_constantsF
< shader
->limits
.constant_float
)
1086 static unsigned int once
;
1089 ERR_(winediag
)("The hardware does not support enough uniform components to run this shader,"
1090 " it may not render correctly.\n");
1092 WARN("The hardware does not support enough uniform components to run this shader.\n");
1097 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
;
1100 max_constantsF
= min(shader
->limits
.constant_float
, max_constantsF
);
1101 shader_addline(buffer
, "uniform vec4 %s_c[%u];\n", prefix
, max_constantsF
);
1104 /* Always declare the full set of constants, the compiler can remove the
1105 * unused ones because d3d doesn't (yet) support indirect int and bool
1106 * constant addressing. This avoids problems if the app uses e.g. i0 and i9. */
1107 if (shader
->limits
.constant_int
> 0 && reg_maps
->integer_constants
)
1108 shader_addline(buffer
, "uniform ivec4 %s_i[%u];\n", prefix
, shader
->limits
.constant_int
);
1110 if (shader
->limits
.constant_bool
> 0 && reg_maps
->boolean_constants
)
1111 shader_addline(buffer
, "uniform bool %s_b[%u];\n", prefix
, shader
->limits
.constant_bool
);
1113 for (i
= 0; i
< WINED3D_MAX_CBS
; ++i
)
1115 if (reg_maps
->cb_sizes
[i
])
1116 shader_addline(buffer
, "uniform vec4 %s_cb%u[%u];\n", prefix
, i
, reg_maps
->cb_sizes
[i
]);
1119 /* Declare texture samplers */
1120 for (i
= 0; i
< shader
->limits
.sampler
; ++i
)
1122 if (reg_maps
->sampler_type
[i
])
1124 BOOL shadow_sampler
= version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& (ps_args
->shadow
& (1 << i
));
1127 switch (reg_maps
->sampler_type
[i
])
1131 shader_addline(buffer
, "uniform sampler1DShadow %s_sampler%u;\n", prefix
, i
);
1133 shader_addline(buffer
, "uniform sampler1D %s_sampler%u;\n", prefix
, i
);
1136 tex_rect
= version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& (ps_args
->np2_fixup
& (1 << i
));
1137 tex_rect
= tex_rect
&& gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
1141 shader_addline(buffer
, "uniform sampler2DRectShadow %s_sampler%u;\n", prefix
, i
);
1143 shader_addline(buffer
, "uniform sampler2DShadow %s_sampler%u;\n", prefix
, i
);
1148 shader_addline(buffer
, "uniform sampler2DRect %s_sampler%u;\n", prefix
, i
);
1150 shader_addline(buffer
, "uniform sampler2D %s_sampler%u;\n", prefix
, i
);
1153 case WINED3DSTT_CUBE
:
1155 FIXME("Unsupported Cube shadow sampler.\n");
1156 shader_addline(buffer
, "uniform samplerCube %s_sampler%u;\n", prefix
, i
);
1158 case WINED3DSTT_VOLUME
:
1160 FIXME("Unsupported 3D shadow sampler.\n");
1161 shader_addline(buffer
, "uniform sampler3D %s_sampler%u;\n", prefix
, i
);
1164 shader_addline(buffer
, "uniform unsupported_sampler %s_sampler%u;\n", prefix
, i
);
1165 FIXME("Unrecognized sampler type: %#x\n", reg_maps
->sampler_type
[i
]);
1171 /* Declare uniforms for NP2 texcoord fixup:
1172 * This is NOT done inside the loop that declares the texture samplers
1173 * since the NP2 fixup code is currently only used for the GeforceFX
1174 * series and when forcing the ARB_npot extension off. Modern cards just
1175 * skip the code anyway, so put it inside a separate loop. */
1176 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& ps_args
->np2_fixup
)
1178 struct ps_np2fixup_info
*fixup
= ctx_priv
->cur_np2fixup_info
;
1181 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
1182 * while D3D has them in the (normalized) [0,1]x[0,1] range.
1183 * samplerNP2Fixup stores texture dimensions and is updated through
1184 * shader_glsl_load_np2fixup_constants when the sampler changes. */
1186 for (i
= 0; i
< shader
->limits
.sampler
; ++i
)
1188 if (reg_maps
->sampler_type
[i
])
1190 if (!(ps_args
->np2_fixup
& (1 << i
))) continue;
1192 if (WINED3DSTT_2D
!= reg_maps
->sampler_type
[i
]) {
1193 FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
1197 fixup
->idx
[i
] = cur
++;
1201 fixup
->num_consts
= (cur
+ 1) >> 1;
1202 fixup
->active
= ps_args
->np2_fixup
;
1203 shader_addline(buffer
, "uniform vec4 %s_samplerNP2Fixup[%u];\n", prefix
, fixup
->num_consts
);
1206 /* Declare address variables */
1207 for (i
= 0, map
= reg_maps
->address
; map
; map
>>= 1, ++i
)
1209 if (map
& 1) shader_addline(buffer
, "ivec4 A%u;\n", i
);
1212 /* Declare texture coordinate temporaries and initialize them */
1213 for (i
= 0, map
= reg_maps
->texcoord
; map
; map
>>= 1, ++i
)
1215 if (map
& 1) shader_addline(buffer
, "vec4 T%u = gl_TexCoord[%u];\n", i
, i
);
1218 if (version
->type
== WINED3D_SHADER_TYPE_VERTEX
)
1220 /* Declare attributes. */
1221 for (i
= 0, map
= reg_maps
->input_registers
; map
; map
>>= 1, ++i
)
1224 shader_addline(buffer
, "attribute vec4 %s_in%u;\n", prefix
, i
);
1227 shader_addline(buffer
, "uniform vec4 posFixup;\n");
1228 shader_addline(buffer
, "void order_ps_input(in vec4[%u]);\n", shader
->limits
.packed_output
);
1230 else if (version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
1232 shader_addline(buffer
, "varying in vec4 gs_in[][%u];\n", shader
->limits
.packed_input
);
1234 else if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
1236 if (version
->major
>= 3)
1238 UINT in_count
= min(vec4_varyings(version
->major
, gl_info
), shader
->limits
.packed_input
);
1241 shader_addline(buffer
, "varying vec4 %s_in[%u];\n", prefix
, in_count
);
1243 /* TODO: Write a replacement shader for the fixed function
1244 * vertex pipeline, so this isn't needed. For fixed function
1245 * vertex processing + 3.0 pixel shader we need a separate
1246 * function in the pixel shader that reads the fixed function
1247 * color into the packed input registers. */
1248 shader_addline(buffer
, "vec4 %s_in[%u];\n", prefix
, in_count
);
1251 for (i
= 0, map
= reg_maps
->bumpmat
; map
; map
>>= 1, ++i
)
1256 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", i
);
1258 if (reg_maps
->luminanceparams
& (1 << i
))
1260 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", i
);
1261 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", i
);
1262 extra_constants_needed
++;
1265 extra_constants_needed
++;
1268 if (ps_args
->srgb_correction
)
1270 shader_addline(buffer
, "const vec4 srgb_const0 = ");
1271 shader_glsl_append_imm_vec4(buffer
, srgb_const0
);
1272 shader_addline(buffer
, ";\n");
1273 shader_addline(buffer
, "const vec4 srgb_const1 = ");
1274 shader_glsl_append_imm_vec4(buffer
, srgb_const1
);
1275 shader_addline(buffer
, ";\n");
1277 if (reg_maps
->vpos
|| reg_maps
->usesdsy
)
1279 if (shader
->limits
.constant_float
+ extra_constants_needed
1280 + 1 < gl_info
->limits
.glsl_ps_float_constants
)
1282 shader_addline(buffer
, "uniform vec4 ycorrection;\n");
1283 extra_constants_needed
++;
1287 float ycorrection
[] =
1289 context
->render_offscreen
? 0.0f
: fb
->render_targets
[0]->resource
.height
,
1290 context
->render_offscreen
? 1.0f
: -1.0f
,
1295 /* This happens because we do not have proper tracking of the
1296 * constant registers that are actually used, only the max
1297 * limit of the shader version. */
1298 FIXME("Cannot find a free uniform for vpos correction params\n");
1299 shader_addline(buffer
, "const vec4 ycorrection = ");
1300 shader_glsl_append_imm_vec4(buffer
, ycorrection
);
1301 shader_addline(buffer
, ";\n");
1303 shader_addline(buffer
, "vec4 vpos;\n");
1307 /* Declare output register temporaries */
1308 if (shader
->limits
.packed_output
)
1309 shader_addline(buffer
, "vec4 %s_out[%u];\n", prefix
, shader
->limits
.packed_output
);
1311 /* Declare temporary variables */
1312 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
1314 if (map
& 1) shader_addline(buffer
, "vec4 R%u;\n", i
);
1317 /* Declare loop registers aLx */
1318 if (version
->major
< 4)
1320 for (i
= 0; i
< reg_maps
->loop_depth
; ++i
)
1322 shader_addline(buffer
, "int aL%u;\n", i
);
1323 shader_addline(buffer
, "int tmpInt%u;\n", i
);
1327 /* Temporary variables for matrix operations */
1328 shader_addline(buffer
, "vec4 tmp0;\n");
1329 shader_addline(buffer
, "vec4 tmp1;\n");
1331 if (!shader
->load_local_constsF
)
1333 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
1335 shader_addline(buffer
, "const vec4 %s_lc%u = ", prefix
, lconst
->idx
);
1336 shader_glsl_append_imm_vec4(buffer
, (const float *)lconst
->value
);
1337 shader_addline(buffer
, ";\n");
1341 /* Start the main program. */
1342 shader_addline(buffer
, "void main()\n{\n");
1344 /* Direct3D applications expect integer vPos values, while OpenGL drivers
1345 * add approximately 0.5. This causes off-by-one problems as spotted by
1346 * the vPos d3d9 visual test. Unfortunately ATI cards do not add exactly
1347 * 0.5, but rather something like 0.49999999 or 0.50000001, which still
1348 * causes precision troubles when we just subtract 0.5.
1350 * To deal with that, just floor() the position. This will eliminate the
1351 * fraction on all cards.
1353 * TODO: Test how this behaves with multisampling.
1355 * An advantage of floor is that it works even if the driver doesn't add
1356 * 0.5. It is somewhat questionable if 1.5, 2.5, ... are the proper values
1357 * to return in gl_FragCoord, even though coordinates specify the pixel
1358 * centers instead of the pixel corners. This code will behave correctly
1359 * on drivers that returns integer values. */
1360 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& reg_maps
->vpos
)
1361 shader_addline(buffer
,
1362 "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
1365 /*****************************************************************************
1366 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
1368 * For more information, see http://wiki.winehq.org/DirectX-Shaders
1369 ****************************************************************************/
1372 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
1373 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
);
1375 /** Used for opcode modifiers - They multiply the result by the specified amount */
1376 static const char * const shift_glsl_tab
[] = {
1378 "2.0 * ", /* 1 (x2) */
1379 "4.0 * ", /* 2 (x4) */
1380 "8.0 * ", /* 3 (x8) */
1381 "16.0 * ", /* 4 (x16) */
1382 "32.0 * ", /* 5 (x32) */
1389 "0.0625 * ", /* 12 (d16) */
1390 "0.125 * ", /* 13 (d8) */
1391 "0.25 * ", /* 14 (d4) */
1392 "0.5 * " /* 15 (d2) */
1395 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
1396 static void shader_glsl_gen_modifier(enum wined3d_shader_src_modifier src_modifier
,
1397 const char *in_reg
, const char *in_regswizzle
, char *out_str
)
1401 switch (src_modifier
)
1403 case WINED3DSPSM_DZ
: /* Need to handle this in the instructions itself (texld & texcrd). */
1404 case WINED3DSPSM_DW
:
1405 case WINED3DSPSM_NONE
:
1406 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
1408 case WINED3DSPSM_NEG
:
1409 sprintf(out_str
, "-%s%s", in_reg
, in_regswizzle
);
1411 case WINED3DSPSM_NOT
:
1412 sprintf(out_str
, "!%s%s", in_reg
, in_regswizzle
);
1414 case WINED3DSPSM_BIAS
:
1415 sprintf(out_str
, "(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
1417 case WINED3DSPSM_BIASNEG
:
1418 sprintf(out_str
, "-(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
1420 case WINED3DSPSM_SIGN
:
1421 sprintf(out_str
, "(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
1423 case WINED3DSPSM_SIGNNEG
:
1424 sprintf(out_str
, "-(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
1426 case WINED3DSPSM_COMP
:
1427 sprintf(out_str
, "(1.0 - %s%s)", in_reg
, in_regswizzle
);
1429 case WINED3DSPSM_X2
:
1430 sprintf(out_str
, "(2.0 * %s%s)", in_reg
, in_regswizzle
);
1432 case WINED3DSPSM_X2NEG
:
1433 sprintf(out_str
, "-(2.0 * %s%s)", in_reg
, in_regswizzle
);
1435 case WINED3DSPSM_ABS
:
1436 sprintf(out_str
, "abs(%s%s)", in_reg
, in_regswizzle
);
1438 case WINED3DSPSM_ABSNEG
:
1439 sprintf(out_str
, "-abs(%s%s)", in_reg
, in_regswizzle
);
1442 FIXME("Unhandled modifier %u\n", src_modifier
);
1443 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
1447 /** Writes the GLSL variable name that corresponds to the register that the
1448 * DX opcode parameter is trying to access */
1449 static void shader_glsl_get_register_name(const struct wined3d_shader_register
*reg
,
1450 char *register_name
, BOOL
*is_color
, const struct wined3d_shader_instruction
*ins
)
1452 /* oPos, oFog and oPts in D3D */
1453 static const char * const hwrastout_reg_names
[] = {"vs_out[10]", "vs_out[11].x", "vs_out[11].y"};
1455 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
1456 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
1457 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
1458 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
1459 const char *prefix
= shader_glsl_get_prefix(version
->type
);
1460 struct glsl_src_param rel_param0
, rel_param1
;
1461 char imm_str
[4][16];
1463 if (reg
->idx
[0].offset
!= ~0U && reg
->idx
[0].rel_addr
)
1464 shader_glsl_add_src_param(ins
, reg
->idx
[0].rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param0
);
1465 if (reg
->idx
[1].offset
!= ~0U && reg
->idx
[1].rel_addr
)
1466 shader_glsl_add_src_param(ins
, reg
->idx
[1].rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param1
);
1471 case WINED3DSPR_TEMP
:
1472 sprintf(register_name
, "R%u", reg
->idx
[0].offset
);
1475 case WINED3DSPR_INPUT
:
1476 /* vertex shaders */
1477 if (version
->type
== WINED3D_SHADER_TYPE_VERTEX
)
1479 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
1480 if (priv
->cur_vs_args
->swizzle_map
& (1 << reg
->idx
[0].offset
))
1482 sprintf(register_name
, "%s_in%u", prefix
, reg
->idx
[0].offset
);
1486 if (version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
1488 if (reg
->idx
[0].rel_addr
)
1490 if (reg
->idx
[1].rel_addr
)
1491 sprintf(register_name
, "gs_in[%s + %u][%s + %u]",
1492 rel_param0
.param_str
, reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
1494 sprintf(register_name
, "gs_in[%s + %u][%u]",
1495 rel_param0
.param_str
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
1497 else if (reg
->idx
[1].rel_addr
)
1498 sprintf(register_name
, "gs_in[%u][%s + %u]",
1499 reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
1501 sprintf(register_name
, "gs_in[%u][%u]", reg
->idx
[0].offset
, reg
->idx
[1].offset
);
1505 /* pixel shaders >= 3.0 */
1506 if (version
->major
>= 3)
1508 DWORD idx
= shader
->u
.ps
.input_reg_map
[reg
->idx
[0].offset
];
1509 unsigned int in_count
= vec4_varyings(version
->major
, gl_info
);
1511 if (reg
->idx
[0].rel_addr
)
1513 /* Removing a + 0 would be an obvious optimization, but
1514 * OS X doesn't see the NOP operation there. */
1517 if (shader
->u
.ps
.declared_in_count
> in_count
)
1519 sprintf(register_name
,
1520 "((%s + %u) > %u ? (%s + %u) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s + %u])",
1521 rel_param0
.param_str
, idx
, in_count
- 1, rel_param0
.param_str
, idx
, in_count
,
1522 prefix
, rel_param0
.param_str
, idx
);
1526 sprintf(register_name
, "%s_in[%s + %u]", prefix
, rel_param0
.param_str
, idx
);
1531 if (shader
->u
.ps
.declared_in_count
> in_count
)
1533 sprintf(register_name
, "((%s) > %u ? (%s) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s])",
1534 rel_param0
.param_str
, in_count
- 1, rel_param0
.param_str
, in_count
,
1535 prefix
, rel_param0
.param_str
);
1539 sprintf(register_name
, "%s_in[%s]", prefix
, rel_param0
.param_str
);
1545 if (idx
== in_count
) sprintf(register_name
, "gl_Color");
1546 else if (idx
== in_count
+ 1) sprintf(register_name
, "gl_SecondaryColor");
1547 else sprintf(register_name
, "%s_in[%u]", prefix
, idx
);
1552 if (!reg
->idx
[0].offset
)
1553 strcpy(register_name
, "gl_Color");
1555 strcpy(register_name
, "gl_SecondaryColor");
1560 case WINED3DSPR_CONST
:
1562 /* Relative addressing */
1563 if (reg
->idx
[0].rel_addr
)
1565 if (reg
->idx
[0].offset
)
1566 sprintf(register_name
, "%s_c[%s + %u]", prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
1568 sprintf(register_name
, "%s_c[%s]", prefix
, rel_param0
.param_str
);
1572 if (shader_constant_is_local(shader
, reg
->idx
[0].offset
))
1573 sprintf(register_name
, "%s_lc%u", prefix
, reg
->idx
[0].offset
);
1575 sprintf(register_name
, "%s_c[%u]", prefix
, reg
->idx
[0].offset
);
1580 case WINED3DSPR_CONSTINT
:
1581 sprintf(register_name
, "%s_i[%u]", prefix
, reg
->idx
[0].offset
);
1584 case WINED3DSPR_CONSTBOOL
:
1585 sprintf(register_name
, "%s_b[%u]", prefix
, reg
->idx
[0].offset
);
1588 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
1589 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
1590 sprintf(register_name
, "T%u", reg
->idx
[0].offset
);
1592 sprintf(register_name
, "A%u", reg
->idx
[0].offset
);
1595 case WINED3DSPR_LOOP
:
1596 sprintf(register_name
, "aL%u", ins
->ctx
->loop_state
->current_reg
- 1);
1599 case WINED3DSPR_SAMPLER
:
1600 sprintf(register_name
, "%s_sampler%u", prefix
, reg
->idx
[0].offset
);
1603 case WINED3DSPR_COLOROUT
:
1604 if (reg
->idx
[0].offset
>= gl_info
->limits
.buffers
)
1605 WARN("Write to render target %u, only %d supported.\n",
1606 reg
->idx
[0].offset
, gl_info
->limits
.buffers
);
1608 sprintf(register_name
, "gl_FragData[%u]", reg
->idx
[0].offset
);
1611 case WINED3DSPR_RASTOUT
:
1612 sprintf(register_name
, "%s", hwrastout_reg_names
[reg
->idx
[0].offset
]);
1615 case WINED3DSPR_DEPTHOUT
:
1616 sprintf(register_name
, "gl_FragDepth");
1619 case WINED3DSPR_ATTROUT
:
1620 if (!reg
->idx
[0].offset
)
1621 sprintf(register_name
, "%s_out[8]", prefix
);
1623 sprintf(register_name
, "%s_out[9]", prefix
);
1626 case WINED3DSPR_TEXCRDOUT
:
1627 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
1628 sprintf(register_name
, "%s_out[%u]", prefix
, reg
->idx
[0].offset
);
1631 case WINED3DSPR_MISCTYPE
:
1632 if (!reg
->idx
[0].offset
)
1635 sprintf(register_name
, "vpos");
1637 else if (reg
->idx
[0].offset
== 1)
1639 /* Note that gl_FrontFacing is a bool, while vFace is
1640 * a float for which the sign determines front/back */
1641 sprintf(register_name
, "(gl_FrontFacing ? 1.0 : -1.0)");
1645 FIXME("Unhandled misctype register %u.\n", reg
->idx
[0].offset
);
1646 sprintf(register_name
, "unrecognized_register");
1650 case WINED3DSPR_IMMCONST
:
1651 switch (reg
->immconst_type
)
1653 case WINED3D_IMMCONST_SCALAR
:
1654 switch (reg
->data_type
)
1656 case WINED3D_DATA_FLOAT
:
1657 shader_glsl_ftoa(*(const float *)reg
->immconst_data
, register_name
);
1659 case WINED3D_DATA_INT
:
1660 sprintf(register_name
, "%#x", reg
->immconst_data
[0]);
1662 case WINED3D_DATA_RESOURCE
:
1663 case WINED3D_DATA_SAMPLER
:
1664 case WINED3D_DATA_UINT
:
1665 sprintf(register_name
, "%#xu", reg
->immconst_data
[0]);
1668 sprintf(register_name
, "<unhandled data type %#x>", reg
->data_type
);
1673 case WINED3D_IMMCONST_VEC4
:
1674 switch (reg
->data_type
)
1676 case WINED3D_DATA_FLOAT
:
1677 shader_glsl_ftoa(*(const float *)®
->immconst_data
[0], imm_str
[0]);
1678 shader_glsl_ftoa(*(const float *)®
->immconst_data
[1], imm_str
[1]);
1679 shader_glsl_ftoa(*(const float *)®
->immconst_data
[2], imm_str
[2]);
1680 shader_glsl_ftoa(*(const float *)®
->immconst_data
[3], imm_str
[3]);
1681 sprintf(register_name
, "vec4(%s, %s, %s, %s)",
1682 imm_str
[0], imm_str
[1], imm_str
[2], imm_str
[3]);
1684 case WINED3D_DATA_INT
:
1685 sprintf(register_name
, "ivec4(%#x, %#x, %#x, %#x)",
1686 reg
->immconst_data
[0], reg
->immconst_data
[1],
1687 reg
->immconst_data
[2], reg
->immconst_data
[3]);
1689 case WINED3D_DATA_RESOURCE
:
1690 case WINED3D_DATA_SAMPLER
:
1691 case WINED3D_DATA_UINT
:
1692 sprintf(register_name
, "uvec4(%#xu, %#xu, %#xu, %#xu)",
1693 reg
->immconst_data
[0], reg
->immconst_data
[1],
1694 reg
->immconst_data
[2], reg
->immconst_data
[3]);
1697 sprintf(register_name
, "<unhandled data type %#x>", reg
->data_type
);
1703 FIXME("Unhandled immconst type %#x\n", reg
->immconst_type
);
1704 sprintf(register_name
, "<unhandled_immconst_type %#x>", reg
->immconst_type
);
1708 case WINED3DSPR_CONSTBUFFER
:
1709 if (reg
->idx
[1].rel_addr
)
1710 sprintf(register_name
, "%s_cb%u[%s + %u]",
1711 prefix
, reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
1713 sprintf(register_name
, "%s_cb%u[%u]", prefix
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
1716 case WINED3DSPR_PRIMID
:
1717 sprintf(register_name
, "uint(gl_PrimitiveIDIn)");
1721 FIXME("Unhandled register type %#x.\n", reg
->type
);
1722 sprintf(register_name
, "unrecognized_register");
1727 static void shader_glsl_write_mask_to_str(DWORD write_mask
, char *str
)
1730 if (write_mask
& WINED3DSP_WRITEMASK_0
) *str
++ = 'x';
1731 if (write_mask
& WINED3DSP_WRITEMASK_1
) *str
++ = 'y';
1732 if (write_mask
& WINED3DSP_WRITEMASK_2
) *str
++ = 'z';
1733 if (write_mask
& WINED3DSP_WRITEMASK_3
) *str
++ = 'w';
1737 /* Get the GLSL write mask for the destination register */
1738 static DWORD
shader_glsl_get_write_mask(const struct wined3d_shader_dst_param
*param
, char *write_mask
)
1740 DWORD mask
= param
->write_mask
;
1742 if (shader_is_scalar(¶m
->reg
))
1744 mask
= WINED3DSP_WRITEMASK_0
;
1749 shader_glsl_write_mask_to_str(mask
, write_mask
);
1755 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask
) {
1756 unsigned int size
= 0;
1758 if (write_mask
& WINED3DSP_WRITEMASK_0
) ++size
;
1759 if (write_mask
& WINED3DSP_WRITEMASK_1
) ++size
;
1760 if (write_mask
& WINED3DSP_WRITEMASK_2
) ++size
;
1761 if (write_mask
& WINED3DSP_WRITEMASK_3
) ++size
;
1766 static void shader_glsl_swizzle_to_str(const DWORD swizzle
, BOOL fixup
, DWORD mask
, char *str
)
1768 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
1769 * but addressed as "rgba". To fix this we need to swap the register's x
1770 * and z components. */
1771 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
1774 /* swizzle bits fields: wwzzyyxx */
1775 if (mask
& WINED3DSP_WRITEMASK_0
) *str
++ = swizzle_chars
[swizzle
& 0x03];
1776 if (mask
& WINED3DSP_WRITEMASK_1
) *str
++ = swizzle_chars
[(swizzle
>> 2) & 0x03];
1777 if (mask
& WINED3DSP_WRITEMASK_2
) *str
++ = swizzle_chars
[(swizzle
>> 4) & 0x03];
1778 if (mask
& WINED3DSP_WRITEMASK_3
) *str
++ = swizzle_chars
[(swizzle
>> 6) & 0x03];
1782 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param
*param
,
1783 BOOL fixup
, DWORD mask
, char *swizzle_str
)
1785 if (shader_is_scalar(¶m
->reg
))
1786 *swizzle_str
= '\0';
1788 shader_glsl_swizzle_to_str(param
->swizzle
, fixup
, mask
, swizzle_str
);
1791 /* From a given parameter token, generate the corresponding GLSL string.
1792 * Also, return the actual register name and swizzle in case the
1793 * caller needs this information as well. */
1794 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
1795 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
)
1797 BOOL is_color
= FALSE
;
1798 char swizzle_str
[6];
1800 glsl_src
->reg_name
[0] = '\0';
1801 glsl_src
->param_str
[0] = '\0';
1802 swizzle_str
[0] = '\0';
1804 shader_glsl_get_register_name(&wined3d_src
->reg
, glsl_src
->reg_name
, &is_color
, ins
);
1805 shader_glsl_get_swizzle(wined3d_src
, is_color
, mask
, swizzle_str
);
1807 if (wined3d_src
->reg
.type
== WINED3DSPR_IMMCONST
|| wined3d_src
->reg
.type
== WINED3DSPR_PRIMID
)
1809 shader_glsl_gen_modifier(wined3d_src
->modifiers
, glsl_src
->reg_name
, swizzle_str
, glsl_src
->param_str
);
1813 char param_str
[200];
1815 shader_glsl_gen_modifier(wined3d_src
->modifiers
, glsl_src
->reg_name
, swizzle_str
, param_str
);
1817 switch (wined3d_src
->reg
.data_type
)
1819 case WINED3D_DATA_FLOAT
:
1820 sprintf(glsl_src
->param_str
, "%s", param_str
);
1822 case WINED3D_DATA_INT
:
1823 sprintf(glsl_src
->param_str
, "floatBitsToInt(%s)", param_str
);
1825 case WINED3D_DATA_RESOURCE
:
1826 case WINED3D_DATA_SAMPLER
:
1827 case WINED3D_DATA_UINT
:
1828 sprintf(glsl_src
->param_str
, "floatBitsToUint(%s)", param_str
);
1831 FIXME("Unhandled data type %#x.\n", wined3d_src
->reg
.data_type
);
1832 sprintf(glsl_src
->param_str
, "%s", param_str
);
1838 /* From a given parameter token, generate the corresponding GLSL string.
1839 * Also, return the actual register name and swizzle in case the
1840 * caller needs this information as well. */
1841 static DWORD
shader_glsl_add_dst_param(const struct wined3d_shader_instruction
*ins
,
1842 const struct wined3d_shader_dst_param
*wined3d_dst
, struct glsl_dst_param
*glsl_dst
)
1844 BOOL is_color
= FALSE
;
1846 glsl_dst
->mask_str
[0] = '\0';
1847 glsl_dst
->reg_name
[0] = '\0';
1849 shader_glsl_get_register_name(&wined3d_dst
->reg
, glsl_dst
->reg_name
, &is_color
, ins
);
1850 return shader_glsl_get_write_mask(wined3d_dst
, glsl_dst
->mask_str
);
1853 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1854 static DWORD
shader_glsl_append_dst_ext(struct wined3d_shader_buffer
*buffer
,
1855 const struct wined3d_shader_instruction
*ins
, const struct wined3d_shader_dst_param
*dst
)
1857 struct glsl_dst_param glsl_dst
;
1860 if ((mask
= shader_glsl_add_dst_param(ins
, dst
, &glsl_dst
)))
1862 switch (dst
->reg
.data_type
)
1864 case WINED3D_DATA_FLOAT
:
1865 shader_addline(buffer
, "%s%s = %s(",
1866 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
1868 case WINED3D_DATA_INT
:
1869 shader_addline(buffer
, "%s%s = %sintBitsToFloat(",
1870 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
1872 case WINED3D_DATA_RESOURCE
:
1873 case WINED3D_DATA_SAMPLER
:
1874 case WINED3D_DATA_UINT
:
1875 shader_addline(buffer
, "%s%s = %suintBitsToFloat(",
1876 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
1879 FIXME("Unhandled data type %#x.\n", dst
->reg
.data_type
);
1880 shader_addline(buffer
, "%s%s = %s(",
1881 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
1889 /* Append the destination part of the instruction to the buffer, return the effective write mask */
1890 static DWORD
shader_glsl_append_dst(struct wined3d_shader_buffer
*buffer
, const struct wined3d_shader_instruction
*ins
)
1892 return shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0]);
1895 /** Process GLSL instruction modifiers */
1896 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
)
1898 struct glsl_dst_param dst_param
;
1901 if (!ins
->dst_count
) return;
1903 modifiers
= ins
->dst
[0].modifiers
;
1904 if (!modifiers
) return;
1906 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
1908 if (modifiers
& WINED3DSPDM_SATURATE
)
1910 /* _SAT means to clamp the value of the register to between 0 and 1 */
1911 shader_addline(ins
->ctx
->buffer
, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param
.reg_name
,
1912 dst_param
.mask_str
, dst_param
.reg_name
, dst_param
.mask_str
);
1915 if (modifiers
& WINED3DSPDM_MSAMPCENTROID
)
1917 FIXME("_centroid modifier not handled\n");
1920 if (modifiers
& WINED3DSPDM_PARTIALPRECISION
)
1922 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
1926 static const char *shader_glsl_get_rel_op(enum wined3d_shader_rel_op op
)
1930 case WINED3D_SHADER_REL_OP_GT
: return ">";
1931 case WINED3D_SHADER_REL_OP_EQ
: return "==";
1932 case WINED3D_SHADER_REL_OP_GE
: return ">=";
1933 case WINED3D_SHADER_REL_OP_LT
: return "<";
1934 case WINED3D_SHADER_REL_OP_NE
: return "!=";
1935 case WINED3D_SHADER_REL_OP_LE
: return "<=";
1937 FIXME("Unrecognized operator %#x.\n", op
);
1942 static void shader_glsl_get_sample_function(const struct wined3d_shader_context
*ctx
,
1943 DWORD sampler_idx
, DWORD flags
, struct glsl_sample_function
*sample_function
)
1945 enum wined3d_sampler_texture_type sampler_type
= ctx
->reg_maps
->sampler_type
[sampler_idx
];
1946 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
1947 BOOL shadow
= ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
1948 && (((const struct shader_glsl_ctx_priv
*)ctx
->backend_data
)->cur_ps_args
->shadow
& (1 << sampler_idx
));
1949 BOOL projected
= flags
& WINED3D_GLSL_SAMPLE_PROJECTED
;
1950 BOOL texrect
= flags
& WINED3D_GLSL_SAMPLE_NPOT
&& gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
1951 BOOL lod
= flags
& WINED3D_GLSL_SAMPLE_LOD
;
1952 BOOL grad
= flags
& WINED3D_GLSL_SAMPLE_GRAD
;
1954 /* Note that there's no such thing as a projected cube texture. */
1955 switch(sampler_type
) {
1961 sample_function
->name
= projected
? "shadow1DProjLod" : "shadow1DLod";
1965 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1966 sample_function
->name
= projected
? "shadow1DProjGrad" : "shadow1DGrad";
1967 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1968 sample_function
->name
= projected
? "shadow1DProjGradARB" : "shadow1DGradARB";
1971 FIXME("Unsupported 1D shadow grad function.\n");
1972 sample_function
->name
= "unsupported1DGrad";
1977 sample_function
->name
= projected
? "shadow1DProj" : "shadow1D";
1979 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
1985 sample_function
->name
= projected
? "texture1DProjLod" : "texture1DLod";
1989 if (gl_info
->supported
[EXT_GPU_SHADER4
])
1990 sample_function
->name
= projected
? "texture1DProjGrad" : "texture1DGrad";
1991 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
1992 sample_function
->name
= projected
? "texture1DProjGradARB" : "texture1DGradARB";
1995 FIXME("Unsupported 1D grad function.\n");
1996 sample_function
->name
= "unsupported1DGrad";
2001 sample_function
->name
= projected
? "texture1DProj" : "texture1D";
2003 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
;
2014 sample_function
->name
= projected
? "shadow2DRectProjLod" : "shadow2DRectLod";
2018 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2019 sample_function
->name
= projected
? "shadow2DRectProjGrad" : "shadow2DRectGrad";
2020 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2021 sample_function
->name
= projected
? "shadow2DRectProjGradARB" : "shadow2DRectGradARB";
2024 FIXME("Unsupported RECT shadow grad function.\n");
2025 sample_function
->name
= "unsupported2DRectGrad";
2030 sample_function
->name
= projected
? "shadow2DRectProj" : "shadow2DRect";
2037 sample_function
->name
= projected
? "shadow2DProjLod" : "shadow2DLod";
2041 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2042 sample_function
->name
= projected
? "shadow2DProjGrad" : "shadow2DGrad";
2043 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2044 sample_function
->name
= projected
? "shadow2DProjGradARB" : "shadow2DGradARB";
2047 FIXME("Unsupported 2D shadow grad function.\n");
2048 sample_function
->name
= "unsupported2DGrad";
2053 sample_function
->name
= projected
? "shadow2DProj" : "shadow2D";
2056 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2064 sample_function
->name
= projected
? "texture2DRectProjLod" : "texture2DRectLod";
2068 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2069 sample_function
->name
= projected
? "texture2DRectProjGrad" : "texture2DRectGrad";
2070 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2071 sample_function
->name
= projected
? "texture2DRectProjGradARB" : "texture2DRectGradARB";
2074 FIXME("Unsupported RECT grad function.\n");
2075 sample_function
->name
= "unsupported2DRectGrad";
2080 sample_function
->name
= projected
? "texture2DRectProj" : "texture2DRect";
2087 sample_function
->name
= projected
? "texture2DProjLod" : "texture2DLod";
2091 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2092 sample_function
->name
= projected
? "texture2DProjGrad" : "texture2DGrad";
2093 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2094 sample_function
->name
= projected
? "texture2DProjGradARB" : "texture2DGradARB";
2097 FIXME("Unsupported 2D grad function.\n");
2098 sample_function
->name
= "unsupported2DGrad";
2103 sample_function
->name
= projected
? "texture2DProj" : "texture2D";
2106 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
2110 case WINED3DSTT_CUBE
:
2113 FIXME("Unsupported Cube shadow function.\n");
2114 sample_function
->name
= "unsupportedCubeShadow";
2115 sample_function
->coord_mask
= 0;
2121 sample_function
->name
= "textureCubeLod";
2125 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2126 sample_function
->name
= "textureCubeGrad";
2127 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2128 sample_function
->name
= "textureCubeGradARB";
2131 FIXME("Unsupported Cube grad function.\n");
2132 sample_function
->name
= "unsupportedCubeGrad";
2137 sample_function
->name
= "textureCube";
2139 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2143 case WINED3DSTT_VOLUME
:
2146 FIXME("Unsupported 3D shadow function.\n");
2147 sample_function
->name
= "unsupported3DShadow";
2148 sample_function
->coord_mask
= 0;
2154 sample_function
->name
= projected
? "texture3DProjLod" : "texture3DLod";
2158 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2159 sample_function
->name
= projected
? "texture3DProjGrad" : "texture3DGrad";
2160 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
2161 sample_function
->name
= projected
? "texture3DProjGradARB" : "texture3DGradARB";
2164 FIXME("Unsupported 3D grad function.\n");
2165 sample_function
->name
= "unsupported3DGrad";
2170 sample_function
->name
= projected
? "texture3DProj" : "texture3D";
2172 sample_function
->coord_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2177 sample_function
->name
= "";
2178 sample_function
->coord_mask
= 0;
2179 FIXME("Unrecognized sampler type: %#x;\n", sampler_type
);
2184 static void shader_glsl_append_fixup_arg(char *arguments
, const char *reg_name
,
2185 BOOL sign_fixup
, enum fixup_channel_source channel_source
)
2187 switch(channel_source
)
2189 case CHANNEL_SOURCE_ZERO
:
2190 strcat(arguments
, "0.0");
2193 case CHANNEL_SOURCE_ONE
:
2194 strcat(arguments
, "1.0");
2197 case CHANNEL_SOURCE_X
:
2198 strcat(arguments
, reg_name
);
2199 strcat(arguments
, ".x");
2202 case CHANNEL_SOURCE_Y
:
2203 strcat(arguments
, reg_name
);
2204 strcat(arguments
, ".y");
2207 case CHANNEL_SOURCE_Z
:
2208 strcat(arguments
, reg_name
);
2209 strcat(arguments
, ".z");
2212 case CHANNEL_SOURCE_W
:
2213 strcat(arguments
, reg_name
);
2214 strcat(arguments
, ".w");
2218 FIXME("Unhandled channel source %#x\n", channel_source
);
2219 strcat(arguments
, "undefined");
2223 if (sign_fixup
) strcat(arguments
, " * 2.0 - 1.0");
2226 static void shader_glsl_color_correction_ext(struct wined3d_shader_buffer
*buffer
,
2227 const char *reg_name
, DWORD mask
, struct color_fixup_desc fixup
)
2229 unsigned int mask_size
, remaining
;
2230 DWORD fixup_mask
= 0;
2231 char arguments
[256];
2234 if (fixup
.x_sign_fixup
|| fixup
.x_source
!= CHANNEL_SOURCE_X
) fixup_mask
|= WINED3DSP_WRITEMASK_0
;
2235 if (fixup
.y_sign_fixup
|| fixup
.y_source
!= CHANNEL_SOURCE_Y
) fixup_mask
|= WINED3DSP_WRITEMASK_1
;
2236 if (fixup
.z_sign_fixup
|| fixup
.z_source
!= CHANNEL_SOURCE_Z
) fixup_mask
|= WINED3DSP_WRITEMASK_2
;
2237 if (fixup
.w_sign_fixup
|| fixup
.w_source
!= CHANNEL_SOURCE_W
) fixup_mask
|= WINED3DSP_WRITEMASK_3
;
2238 if (!(mask
&= fixup_mask
))
2241 if (is_complex_fixup(fixup
))
2243 enum complex_fixup complex_fixup
= get_complex_fixup(fixup
);
2244 FIXME("Complex fixup (%#x) not supported\n",complex_fixup
);
2248 shader_glsl_write_mask_to_str(mask
, mask_str
);
2249 mask_size
= shader_glsl_get_write_mask_size(mask
);
2251 arguments
[0] = '\0';
2252 remaining
= mask_size
;
2253 if (mask
& WINED3DSP_WRITEMASK_0
)
2255 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.x_sign_fixup
, fixup
.x_source
);
2256 if (--remaining
) strcat(arguments
, ", ");
2258 if (mask
& WINED3DSP_WRITEMASK_1
)
2260 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.y_sign_fixup
, fixup
.y_source
);
2261 if (--remaining
) strcat(arguments
, ", ");
2263 if (mask
& WINED3DSP_WRITEMASK_2
)
2265 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.z_sign_fixup
, fixup
.z_source
);
2266 if (--remaining
) strcat(arguments
, ", ");
2268 if (mask
& WINED3DSP_WRITEMASK_3
)
2270 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.w_sign_fixup
, fixup
.w_source
);
2271 if (--remaining
) strcat(arguments
, ", ");
2275 shader_addline(buffer
, "%s%s = vec%u(%s);\n", reg_name
, mask_str
, mask_size
, arguments
);
2277 shader_addline(buffer
, "%s%s = %s;\n", reg_name
, mask_str
, arguments
);
2280 static void shader_glsl_color_correction(const struct wined3d_shader_instruction
*ins
, struct color_fixup_desc fixup
)
2285 shader_glsl_get_register_name(&ins
->dst
[0].reg
, reg_name
, &is_color
, ins
);
2286 shader_glsl_color_correction_ext(ins
->ctx
->buffer
, reg_name
, ins
->dst
[0].write_mask
, fixup
);
2289 static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction
*ins
,
2290 DWORD sampler
, const struct glsl_sample_function
*sample_function
, DWORD swizzle
,
2291 const char *dx
, const char *dy
, const char *bias
, const char *coord_reg_fmt
, ...)
2293 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
2294 char dst_swizzle
[6];
2295 struct color_fixup_desc fixup
;
2296 BOOL np2_fixup
= FALSE
;
2299 shader_glsl_swizzle_to_str(swizzle
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
2301 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
2303 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2304 fixup
= priv
->cur_ps_args
->color_fixup
[sampler
];
2306 if(priv
->cur_ps_args
->np2_fixup
& (1 << sampler
)) {
2308 FIXME("Biased sampling from NP2 textures is unsupported\n");
2316 fixup
= COLOR_FIXUP_IDENTITY
; /* FIXME: Vshader color fixup */
2319 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2321 shader_addline(ins
->ctx
->buffer
, "%s(%s_sampler%u, ",
2322 sample_function
->name
, shader_glsl_get_prefix(version
->type
), sampler
);
2324 va_start(args
, coord_reg_fmt
);
2325 shader_vaddline(ins
->ctx
->buffer
, coord_reg_fmt
, args
);
2329 shader_addline(ins
->ctx
->buffer
, ", %s)%s);\n", bias
, dst_swizzle
);
2332 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2333 const unsigned char idx
= priv
->cur_np2fixup_info
->idx
[sampler
];
2335 shader_addline(ins
->ctx
->buffer
, " * ps_samplerNP2Fixup[%u].%s)%s);\n", idx
>> 1,
2336 (idx
% 2) ? "zw" : "xy", dst_swizzle
);
2337 } else if(dx
&& dy
) {
2338 shader_addline(ins
->ctx
->buffer
, ", %s, %s)%s);\n", dx
, dy
, dst_swizzle
);
2340 shader_addline(ins
->ctx
->buffer
, ")%s);\n", dst_swizzle
);
2344 if(!is_identity_fixup(fixup
)) {
2345 shader_glsl_color_correction(ins
, fixup
);
2349 /*****************************************************************************
2350 * Begin processing individual instruction opcodes
2351 ****************************************************************************/
2353 static void shader_glsl_binop(const struct wined3d_shader_instruction
*ins
)
2355 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2356 struct glsl_src_param src0_param
;
2357 struct glsl_src_param src1_param
;
2361 /* Determine the GLSL operator to use based on the opcode */
2362 switch (ins
->handler_idx
)
2364 case WINED3DSIH_ADD
: op
= "+"; break;
2365 case WINED3DSIH_AND
: op
= "&"; break;
2366 case WINED3DSIH_DIV
: op
= "/"; break;
2367 case WINED3DSIH_IADD
: op
= "+"; break;
2368 case WINED3DSIH_MUL
: op
= "*"; break;
2369 case WINED3DSIH_SUB
: op
= "-"; break;
2370 case WINED3DSIH_USHR
: op
= ">>"; break;
2371 case WINED3DSIH_XOR
: op
= "^"; break;
2373 op
= "<unhandled operator>";
2374 FIXME("Opcode %#x not yet handled in GLSL\n", ins
->handler_idx
);
2378 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2379 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2380 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2381 shader_addline(buffer
, "%s %s %s);\n", src0_param
.param_str
, op
, src1_param
.param_str
);
2384 static void shader_glsl_relop(const struct wined3d_shader_instruction
*ins
)
2386 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2387 struct glsl_src_param src0_param
;
2388 struct glsl_src_param src1_param
;
2389 unsigned int mask_size
;
2393 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2394 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2395 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2396 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2400 switch (ins
->handler_idx
)
2402 case WINED3DSIH_EQ
: op
= "equal"; break;
2403 case WINED3DSIH_GE
: op
= "greaterThanEqual"; break;
2404 case WINED3DSIH_IGE
: op
= "greaterThanEqual"; break;
2405 case WINED3DSIH_LT
: op
= "lessThan"; break;
2407 op
= "<unhandled operator>";
2408 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
2412 shader_addline(buffer
, "uvec%u(%s(%s, %s)) * 0xffffffffu);\n",
2413 mask_size
, op
, src0_param
.param_str
, src1_param
.param_str
);
2417 switch (ins
->handler_idx
)
2419 case WINED3DSIH_EQ
: op
= "=="; break;
2420 case WINED3DSIH_GE
: op
= ">="; break;
2421 case WINED3DSIH_IGE
: op
= ">="; break;
2422 case WINED3DSIH_LT
: op
= "<"; break;
2424 op
= "<unhandled operator>";
2425 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
2429 shader_addline(buffer
, "%s %s %s ? 0xffffffffu : 0u);\n",
2430 src0_param
.param_str
, op
, src1_param
.param_str
);
2434 static void shader_glsl_imul(const struct wined3d_shader_instruction
*ins
)
2436 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2437 struct glsl_src_param src0_param
;
2438 struct glsl_src_param src1_param
;
2441 /* If we have ARB_gpu_shader5 or GLSL 4.0, we can use imulExtended(). If
2442 * not, we can emulate it. */
2443 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
2444 FIXME("64-bit integer multiplies not implemented.\n");
2446 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
2448 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1]);
2449 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2450 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2452 shader_addline(ins
->ctx
->buffer
, "%s * %s);\n",
2453 src0_param
.param_str
, src1_param
.param_str
);
2457 static void shader_glsl_udiv(const struct wined3d_shader_instruction
*ins
)
2459 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2460 struct glsl_src_param src0_param
, src1_param
;
2463 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
2466 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
2470 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2471 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2472 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2473 shader_addline(buffer
, "tmp0%s = %s / %s;\n",
2474 dst_mask
, src0_param
.param_str
, src1_param
.param_str
);
2476 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1]);
2477 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2478 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2479 shader_addline(buffer
, "%s %% %s));\n", src0_param
.param_str
, src1_param
.param_str
);
2481 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0]);
2482 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
2486 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0]);
2487 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2488 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2489 shader_addline(buffer
, "%s / %s);\n", src0_param
.param_str
, src1_param
.param_str
);
2492 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
2494 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1]);
2495 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2496 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2497 shader_addline(buffer
, "%s %% %s);\n", src0_param
.param_str
, src1_param
.param_str
);
2501 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
2502 static void shader_glsl_mov(const struct wined3d_shader_instruction
*ins
)
2504 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
2505 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2506 struct glsl_src_param src0_param
;
2509 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2510 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2512 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
2513 * shader versions WINED3DSIO_MOVA is used for this. */
2514 if (ins
->ctx
->reg_maps
->shader_version
.major
== 1
2515 && ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_VERTEX
2516 && ins
->dst
[0].reg
.type
== WINED3DSPR_ADDR
)
2518 /* This is a simple floor() */
2519 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2520 if (mask_size
> 1) {
2521 shader_addline(buffer
, "ivec%d(floor(%s)));\n", mask_size
, src0_param
.param_str
);
2523 shader_addline(buffer
, "int(floor(%s)));\n", src0_param
.param_str
);
2526 else if(ins
->handler_idx
== WINED3DSIH_MOVA
)
2528 /* We need to *round* to the nearest int here. */
2529 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2531 if (gl_info
->supported
[EXT_GPU_SHADER4
])
2534 shader_addline(buffer
, "ivec%d(round(%s)));\n", mask_size
, src0_param
.param_str
);
2536 shader_addline(buffer
, "int(round(%s)));\n", src0_param
.param_str
);
2541 shader_addline(buffer
, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
2542 mask_size
, src0_param
.param_str
, mask_size
, src0_param
.param_str
);
2544 shader_addline(buffer
, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
2545 src0_param
.param_str
, src0_param
.param_str
);
2550 shader_addline(buffer
, "%s);\n", src0_param
.param_str
);
2554 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
2555 static void shader_glsl_dot(const struct wined3d_shader_instruction
*ins
)
2557 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2558 struct glsl_src_param src0_param
;
2559 struct glsl_src_param src1_param
;
2560 DWORD dst_write_mask
, src_write_mask
;
2561 unsigned int dst_size
= 0;
2563 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
2564 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
2566 /* dp3 works on vec3, dp4 on vec4 */
2567 if (ins
->handler_idx
== WINED3DSIH_DP4
)
2569 src_write_mask
= WINED3DSP_WRITEMASK_ALL
;
2571 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2574 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_write_mask
, &src0_param
);
2575 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_write_mask
, &src1_param
);
2578 shader_addline(buffer
, "vec%d(dot(%s, %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
2580 shader_addline(buffer
, "dot(%s, %s));\n", src0_param
.param_str
, src1_param
.param_str
);
2584 /* Note that this instruction has some restrictions. The destination write mask
2585 * can't contain the w component, and the source swizzles have to be .xyzw */
2586 static void shader_glsl_cross(const struct wined3d_shader_instruction
*ins
)
2588 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
2589 struct glsl_src_param src0_param
;
2590 struct glsl_src_param src1_param
;
2593 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2594 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2595 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
2596 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
2597 shader_addline(ins
->ctx
->buffer
, "cross(%s, %s)%s);\n", src0_param
.param_str
, src1_param
.param_str
, dst_mask
);
2600 static void shader_glsl_cut(const struct wined3d_shader_instruction
*ins
)
2602 shader_addline(ins
->ctx
->buffer
, "EndPrimitive();\n");
2605 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
2606 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
2607 * GLSL uses the value as-is. */
2608 static void shader_glsl_pow(const struct wined3d_shader_instruction
*ins
)
2610 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2611 struct glsl_src_param src0_param
;
2612 struct glsl_src_param src1_param
;
2613 DWORD dst_write_mask
;
2614 unsigned int dst_size
;
2616 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
2617 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
2619 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2620 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
2624 shader_addline(buffer
, "vec%u(%s == 0.0 ? 1.0 : pow(abs(%s), %s)));\n",
2625 dst_size
, src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
2629 shader_addline(buffer
, "%s == 0.0 ? 1.0 : pow(abs(%s), %s));\n",
2630 src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
2634 /* Process the WINED3DSIO_LOG instruction in GLSL (dst = log2(|src0|))
2635 * Src0 is a scalar. Note that D3D uses the absolute of src0, while
2636 * GLSL uses the value as-is. */
2637 static void shader_glsl_log(const struct wined3d_shader_instruction
*ins
)
2639 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2640 struct glsl_src_param src0_param
;
2641 DWORD dst_write_mask
;
2642 unsigned int dst_size
;
2644 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
2645 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
2647 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
2651 shader_addline(buffer
, "vec%u(log2(abs(%s))));\n",
2652 dst_size
, src0_param
.param_str
);
2656 shader_addline(buffer
, "log2(abs(%s)));\n",
2657 src0_param
.param_str
);
2661 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
2662 static void shader_glsl_map2gl(const struct wined3d_shader_instruction
*ins
)
2664 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2665 struct glsl_src_param src_param
;
2666 const char *instruction
;
2670 /* Determine the GLSL function to use based on the opcode */
2671 /* TODO: Possibly make this a table for faster lookups */
2672 switch (ins
->handler_idx
)
2674 case WINED3DSIH_MIN
: instruction
= "min"; break;
2675 case WINED3DSIH_MAX
: instruction
= "max"; break;
2676 case WINED3DSIH_ABS
: instruction
= "abs"; break;
2677 case WINED3DSIH_FRC
: instruction
= "fract"; break;
2678 case WINED3DSIH_EXP
: instruction
= "exp2"; break;
2679 case WINED3DSIH_DSX
: instruction
= "dFdx"; break;
2680 case WINED3DSIH_DSY
: instruction
= "ycorrection.y * dFdy"; break;
2681 case WINED3DSIH_ROUND_NI
: instruction
= "floor"; break;
2682 default: instruction
= "";
2683 FIXME("Opcode %#x not yet handled in GLSL\n", ins
->handler_idx
);
2687 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2689 shader_addline(buffer
, "%s(", instruction
);
2693 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
2694 shader_addline(buffer
, "%s", src_param
.param_str
);
2695 for (i
= 1; i
< ins
->src_count
; ++i
)
2697 shader_glsl_add_src_param(ins
, &ins
->src
[i
], write_mask
, &src_param
);
2698 shader_addline(buffer
, ", %s", src_param
.param_str
);
2702 shader_addline(buffer
, "));\n");
2705 static void shader_glsl_nop(const struct wined3d_shader_instruction
*ins
) {}
2707 static void shader_glsl_nrm(const struct wined3d_shader_instruction
*ins
)
2709 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2710 struct glsl_src_param src_param
;
2711 unsigned int mask_size
;
2715 write_mask
= shader_glsl_get_write_mask(ins
->dst
, dst_mask
);
2716 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2717 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
2719 shader_addline(buffer
, "tmp0.x = dot(%s, %s);\n",
2720 src_param
.param_str
, src_param
.param_str
);
2721 shader_glsl_append_dst(buffer
, ins
);
2725 shader_addline(buffer
, "tmp0.x == 0.0 ? vec%u(0.0) : (%s * inversesqrt(tmp0.x)));\n",
2726 mask_size
, src_param
.param_str
);
2730 shader_addline(buffer
, "tmp0.x == 0.0 ? 0.0 : (%s * inversesqrt(tmp0.x)));\n",
2731 src_param
.param_str
);
2735 /** Process the WINED3DSIO_EXPP instruction in GLSL:
2736 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
2737 * dst.x = 2^(floor(src))
2738 * dst.y = src - floor(src)
2739 * dst.z = 2^src (partial precision is allowed, but optional)
2741 * For 2.0 shaders, just do this (honoring writemask and swizzle):
2742 * dst = 2^src; (partial precision is allowed, but optional)
2744 static void shader_glsl_expp(const struct wined3d_shader_instruction
*ins
)
2746 struct glsl_src_param src_param
;
2748 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
2750 if (ins
->ctx
->reg_maps
->shader_version
.major
< 2)
2754 shader_addline(ins
->ctx
->buffer
, "tmp0.x = exp2(floor(%s));\n", src_param
.param_str
);
2755 shader_addline(ins
->ctx
->buffer
, "tmp0.y = %s - floor(%s);\n", src_param
.param_str
, src_param
.param_str
);
2756 shader_addline(ins
->ctx
->buffer
, "tmp0.z = exp2(%s);\n", src_param
.param_str
);
2757 shader_addline(ins
->ctx
->buffer
, "tmp0.w = 1.0;\n");
2759 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2760 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
2761 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", dst_mask
);
2764 unsigned int mask_size
;
2766 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2767 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2769 if (mask_size
> 1) {
2770 shader_addline(ins
->ctx
->buffer
, "vec%d(exp2(%s)));\n", mask_size
, src_param
.param_str
);
2772 shader_addline(ins
->ctx
->buffer
, "exp2(%s));\n", src_param
.param_str
);
2777 static void shader_glsl_to_int(const struct wined3d_shader_instruction
*ins
)
2779 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2780 struct glsl_src_param src_param
;
2781 unsigned int mask_size
;
2784 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2785 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2786 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
2789 shader_addline(buffer
, "ivec%u(%s));\n", mask_size
, src_param
.param_str
);
2791 shader_addline(buffer
, "int(%s));\n", src_param
.param_str
);
2794 static void shader_glsl_to_float(const struct wined3d_shader_instruction
*ins
)
2796 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2797 struct glsl_src_param src_param
;
2798 unsigned int mask_size
;
2801 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2802 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2803 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
2806 shader_addline(buffer
, "vec%u(%s));\n", mask_size
, src_param
.param_str
);
2808 shader_addline(buffer
, "float(%s));\n", src_param
.param_str
);
2811 /** Process the RCP (reciprocal or inverse) opcode in GLSL (dst = 1 / src) */
2812 static void shader_glsl_rcp(const struct wined3d_shader_instruction
*ins
)
2814 struct glsl_src_param src_param
;
2816 unsigned int mask_size
;
2818 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2819 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2820 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
2824 shader_addline(ins
->ctx
->buffer
, "vec%u(1.0 / %s));\n",
2825 mask_size
, src_param
.param_str
);
2829 shader_addline(ins
->ctx
->buffer
, "1.0 / %s);\n",
2830 src_param
.param_str
);
2834 static void shader_glsl_rsq(const struct wined3d_shader_instruction
*ins
)
2836 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
2837 struct glsl_src_param src_param
;
2839 unsigned int mask_size
;
2841 write_mask
= shader_glsl_append_dst(buffer
, ins
);
2842 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2844 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
2848 shader_addline(buffer
, "vec%u(inversesqrt(abs(%s))));\n",
2849 mask_size
, src_param
.param_str
);
2853 shader_addline(buffer
, "inversesqrt(abs(%s)));\n",
2854 src_param
.param_str
);
2858 /** Process signed comparison opcodes in GLSL. */
2859 static void shader_glsl_compare(const struct wined3d_shader_instruction
*ins
)
2861 struct glsl_src_param src0_param
;
2862 struct glsl_src_param src1_param
;
2864 unsigned int mask_size
;
2866 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2867 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
2868 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2869 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2871 if (mask_size
> 1) {
2872 const char *compare
;
2874 switch(ins
->handler_idx
)
2876 case WINED3DSIH_SLT
: compare
= "lessThan"; break;
2877 case WINED3DSIH_SGE
: compare
= "greaterThanEqual"; break;
2878 default: compare
= "";
2879 FIXME("Can't handle opcode %#x\n", ins
->handler_idx
);
2882 shader_addline(ins
->ctx
->buffer
, "vec%d(%s(%s, %s)));\n", mask_size
, compare
,
2883 src0_param
.param_str
, src1_param
.param_str
);
2885 switch(ins
->handler_idx
)
2887 case WINED3DSIH_SLT
:
2888 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
2889 * to return 0.0 but step returns 1.0 because step is not < x
2890 * An alternative is a bvec compare padded with an unused second component.
2891 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
2892 * issue. Playing with not() is not possible either because not() does not accept
2895 shader_addline(ins
->ctx
->buffer
, "(%s < %s) ? 1.0 : 0.0);\n",
2896 src0_param
.param_str
, src1_param
.param_str
);
2898 case WINED3DSIH_SGE
:
2899 /* Here we can use the step() function and safe a conditional */
2900 shader_addline(ins
->ctx
->buffer
, "step(%s, %s));\n", src1_param
.param_str
, src0_param
.param_str
);
2903 FIXME("Can't handle opcode %#x\n", ins
->handler_idx
);
2909 static void shader_glsl_conditional_move(const struct wined3d_shader_instruction
*ins
)
2911 const char *condition_prefix
, *condition_suffix
;
2912 struct wined3d_shader_dst_param dst
;
2913 struct glsl_src_param src0_param
;
2914 struct glsl_src_param src1_param
;
2915 struct glsl_src_param src2_param
;
2916 BOOL temp_destination
= FALSE
;
2917 DWORD cmp_channel
= 0;
2922 switch (ins
->handler_idx
)
2924 case WINED3DSIH_CMP
:
2925 condition_prefix
= "";
2926 condition_suffix
= " >= 0.0";
2929 case WINED3DSIH_CND
:
2930 condition_prefix
= "";
2931 condition_suffix
= " > 0.5";
2934 case WINED3DSIH_MOVC
:
2935 condition_prefix
= "bool(";
2936 condition_suffix
= ")";
2940 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
2941 condition_prefix
= "<unhandled prefix>";
2942 condition_suffix
= "<unhandled suffix>";
2946 if (shader_is_scalar(&ins
->dst
[0].reg
) || shader_is_scalar(&ins
->src
[0].reg
))
2948 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
2949 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
2950 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2951 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
2953 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
2954 condition_prefix
, src0_param
.param_str
, condition_suffix
,
2955 src1_param
.param_str
, src2_param
.param_str
);
2961 /* Splitting the instruction up in multiple lines imposes a problem:
2962 * The first lines may overwrite source parameters of the following lines.
2963 * Deal with that by using a temporary destination register if needed. */
2964 if ((ins
->src
[0].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
2965 && ins
->src
[0].reg
.type
== dst
.reg
.type
)
2966 || (ins
->src
[1].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
2967 && ins
->src
[1].reg
.type
== dst
.reg
.type
)
2968 || (ins
->src
[2].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
2969 && ins
->src
[2].reg
.type
== dst
.reg
.type
))
2970 temp_destination
= TRUE
;
2972 /* Cycle through all source0 channels. */
2973 for (i
= 0; i
< 4; ++i
)
2976 /* Find the destination channels which use the current source0 channel. */
2977 for (j
= 0; j
< 4; ++j
)
2979 if (((ins
->src
[0].swizzle
>> (2 * j
)) & 0x3) == i
)
2981 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
2982 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
2985 dst
.write_mask
= ins
->dst
[0].write_mask
& write_mask
;
2987 if (temp_destination
)
2989 if (!(write_mask
= shader_glsl_get_write_mask(&dst
, mask_char
)))
2991 shader_addline(ins
->ctx
->buffer
, "tmp0%s = (", mask_char
);
2993 else if (!(write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
)))
2996 shader_glsl_add_src_param(ins
, &ins
->src
[0], cmp_channel
, &src0_param
);
2997 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
2998 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3000 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
3001 condition_prefix
, src0_param
.param_str
, condition_suffix
,
3002 src1_param
.param_str
, src2_param
.param_str
);
3005 if (temp_destination
)
3007 shader_glsl_get_write_mask(&ins
->dst
[0], mask_char
);
3008 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3009 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", mask_char
);
3013 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
3014 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
3015 * the compare is done per component of src0. */
3016 static void shader_glsl_cnd(const struct wined3d_shader_instruction
*ins
)
3018 struct glsl_src_param src0_param
;
3019 struct glsl_src_param src1_param
;
3020 struct glsl_src_param src2_param
;
3022 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
3023 ins
->ctx
->reg_maps
->shader_version
.minor
);
3025 if (shader_version
< WINED3D_SHADER_VERSION(1, 4))
3027 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3028 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3029 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3030 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3032 /* Fun: The D3DSI_COISSUE flag changes the semantic of the cnd instruction for < 1.4 shaders */
3035 shader_addline(ins
->ctx
->buffer
, "%s /* COISSUE! */);\n", src1_param
.param_str
);
3037 shader_addline(ins
->ctx
->buffer
, "%s > 0.5 ? %s : %s);\n",
3038 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
3043 shader_glsl_conditional_move(ins
);
3046 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
3047 static void shader_glsl_mad(const struct wined3d_shader_instruction
*ins
)
3049 struct glsl_src_param src0_param
;
3050 struct glsl_src_param src1_param
;
3051 struct glsl_src_param src2_param
;
3054 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3055 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3056 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3057 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3058 shader_addline(ins
->ctx
->buffer
, "(%s * %s) + %s);\n",
3059 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
3062 /* Handles transforming all WINED3DSIO_M?x? opcodes for
3063 Vertex shaders to GLSL codes */
3064 static void shader_glsl_mnxn(const struct wined3d_shader_instruction
*ins
)
3067 int nComponents
= 0;
3068 struct wined3d_shader_dst_param tmp_dst
= {{0}};
3069 struct wined3d_shader_src_param tmp_src
[2] = {{{0}}};
3070 struct wined3d_shader_instruction tmp_ins
;
3072 memset(&tmp_ins
, 0, sizeof(tmp_ins
));
3074 /* Set constants for the temporary argument */
3075 tmp_ins
.ctx
= ins
->ctx
;
3076 tmp_ins
.dst_count
= 1;
3077 tmp_ins
.dst
= &tmp_dst
;
3078 tmp_ins
.src_count
= 2;
3079 tmp_ins
.src
= tmp_src
;
3081 switch(ins
->handler_idx
)
3083 case WINED3DSIH_M4x4
:
3085 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
3087 case WINED3DSIH_M4x3
:
3089 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
3091 case WINED3DSIH_M3x4
:
3093 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
3095 case WINED3DSIH_M3x3
:
3097 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
3099 case WINED3DSIH_M3x2
:
3101 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
3107 tmp_dst
= ins
->dst
[0];
3108 tmp_src
[0] = ins
->src
[0];
3109 tmp_src
[1] = ins
->src
[1];
3110 for (i
= 0; i
< nComponents
; ++i
)
3112 tmp_dst
.write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
3113 shader_glsl_dot(&tmp_ins
);
3114 ++tmp_src
[1].reg
.idx
[0].offset
;
3119 The LRP instruction performs a component-wise linear interpolation
3120 between the second and third operands using the first operand as the
3121 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
3122 This is equivalent to mix(src2, src1, src0);
3124 static void shader_glsl_lrp(const struct wined3d_shader_instruction
*ins
)
3126 struct glsl_src_param src0_param
;
3127 struct glsl_src_param src1_param
;
3128 struct glsl_src_param src2_param
;
3131 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3133 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3134 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3135 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
3137 shader_addline(ins
->ctx
->buffer
, "mix(%s, %s, %s));\n",
3138 src2_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
);
3141 /** Process the WINED3DSIO_LIT instruction in GLSL:
3142 * dst.x = dst.w = 1.0
3143 * dst.y = (src0.x > 0) ? src0.x
3144 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
3145 * where src.w is clamped at +- 128
3147 static void shader_glsl_lit(const struct wined3d_shader_instruction
*ins
)
3149 struct glsl_src_param src0_param
;
3150 struct glsl_src_param src1_param
;
3151 struct glsl_src_param src3_param
;
3154 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3155 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3157 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3158 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src1_param
);
3159 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src3_param
);
3161 /* The sdk specifies the instruction like this
3163 * if(src.x > 0.0) dst.y = src.x
3165 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
3168 * (where power = src.w clamped between -128 and 128)
3170 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
3171 * dst.x = 1.0 ... No further explanation needed
3172 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
3173 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
3174 * dst.w = 1.0. ... Nothing fancy.
3176 * So we still have one conditional in there. So do this:
3177 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
3179 * 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),
3180 * 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.
3181 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to.
3183 * Unfortunately pow(0.0 ^ 0.0) returns NaN on most GPUs, but lit with src.y = 0 and src.w = 0 returns
3184 * a non-NaN value in dst.z. What we return doesn't matter, as long as it is not NaN. Return 0, which is
3185 * what all Windows HW drivers and GL_ARB_vertex_program's LIT do.
3187 shader_addline(ins
->ctx
->buffer
,
3188 "vec4(1.0, max(%s, 0.0), %s == 0.0 ? 0.0 : "
3189 "pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
3190 src0_param
.param_str
, src3_param
.param_str
, src1_param
.param_str
,
3191 src0_param
.param_str
, src3_param
.param_str
, dst_mask
);
3194 /** Process the WINED3DSIO_DST instruction in GLSL:
3196 * dst.y = src0.x * src0.y
3200 static void shader_glsl_dst(const struct wined3d_shader_instruction
*ins
)
3202 struct glsl_src_param src0y_param
;
3203 struct glsl_src_param src0z_param
;
3204 struct glsl_src_param src1y_param
;
3205 struct glsl_src_param src1w_param
;
3208 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3209 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3211 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src0y_param
);
3212 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &src0z_param
);
3213 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_1
, &src1y_param
);
3214 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_3
, &src1w_param
);
3216 shader_addline(ins
->ctx
->buffer
, "vec4(1.0, %s * %s, %s, %s))%s;\n",
3217 src0y_param
.param_str
, src1y_param
.param_str
, src0z_param
.param_str
, src1w_param
.param_str
, dst_mask
);
3220 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
3221 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
3222 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
3224 * dst.x = cos(src0.?)
3225 * dst.y = sin(src0.?)
3229 static void shader_glsl_sincos(const struct wined3d_shader_instruction
*ins
)
3231 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3232 struct glsl_src_param src0_param
;
3235 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
3237 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3239 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3242 case WINED3DSP_WRITEMASK_0
:
3243 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
3246 case WINED3DSP_WRITEMASK_1
:
3247 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
3250 case (WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
):
3251 shader_addline(buffer
, "vec2(cos(%s), sin(%s)));\n",
3252 src0_param
.param_str
, src0_param
.param_str
);
3256 ERR("Write mask should be .x, .y or .xy\n");
3263 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
3266 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3270 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3271 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3272 shader_addline(buffer
, "tmp0%s = sin(%s);\n", dst_mask
, src0_param
.param_str
);
3274 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1]);
3275 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3276 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
3278 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0]);
3279 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
3283 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0]);
3284 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3285 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
3288 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3290 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1]);
3291 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3292 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
3296 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
3297 * here. But those extra parameters require a dedicated function for sgn, since map2gl would
3298 * generate invalid code
3300 static void shader_glsl_sgn(const struct wined3d_shader_instruction
*ins
)
3302 struct glsl_src_param src0_param
;
3305 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3306 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3308 shader_addline(ins
->ctx
->buffer
, "sign(%s));\n", src0_param
.param_str
);
3311 /** Process the WINED3DSIO_LOOP instruction in GLSL:
3312 * Start a for() loop where src1.y is the initial value of aL,
3313 * increment aL by src1.z for a total of src1.x iterations.
3314 * Need to use a temporary variable for this operation.
3316 /* FIXME: I don't think nested loops will work correctly this way. */
3317 static void shader_glsl_loop(const struct wined3d_shader_instruction
*ins
)
3319 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
3320 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3321 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
3322 const struct wined3d_shader_lconst
*constant
;
3323 struct glsl_src_param src1_param
;
3324 const DWORD
*control_values
= NULL
;
3326 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
3328 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_ALL
, &src1_param
);
3330 /* Try to hardcode the loop control parameters if possible. Direct3D 9
3331 * class hardware doesn't support real varying indexing, but Microsoft
3332 * designed this feature for Shader model 2.x+. If the loop control is
3333 * known at compile time, the GLSL compiler can unroll the loop, and
3334 * replace indirect addressing with direct addressing. */
3335 if (ins
->src
[1].reg
.type
== WINED3DSPR_CONSTINT
)
3337 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
3339 if (constant
->idx
== ins
->src
[1].reg
.idx
[0].offset
)
3341 control_values
= constant
->value
;
3349 struct wined3d_shader_loop_control loop_control
;
3350 loop_control
.count
= control_values
[0];
3351 loop_control
.start
= control_values
[1];
3352 loop_control
.step
= (int)control_values
[2];
3354 if (loop_control
.step
> 0)
3356 shader_addline(buffer
, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d)\n{\n",
3357 loop_state
->current_depth
, loop_control
.start
,
3358 loop_state
->current_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
3359 loop_state
->current_depth
, loop_control
.step
);
3361 else if (loop_control
.step
< 0)
3363 shader_addline(buffer
, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d)\n{\n",
3364 loop_state
->current_depth
, loop_control
.start
,
3365 loop_state
->current_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
3366 loop_state
->current_depth
, loop_control
.step
);
3370 shader_addline(buffer
, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++)\n{\n",
3371 loop_state
->current_depth
, loop_control
.start
, loop_state
->current_depth
,
3372 loop_state
->current_depth
, loop_control
.count
,
3373 loop_state
->current_depth
);
3378 shader_addline(buffer
, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z)\n{\n",
3379 loop_state
->current_depth
, loop_state
->current_reg
,
3380 src1_param
.reg_name
, loop_state
->current_depth
, src1_param
.reg_name
,
3381 loop_state
->current_depth
, loop_state
->current_reg
, src1_param
.reg_name
);
3384 ++loop_state
->current_reg
;
3388 shader_addline(buffer
, "for (;;)\n{\n");
3391 ++loop_state
->current_depth
;
3394 static void shader_glsl_end(const struct wined3d_shader_instruction
*ins
)
3396 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
3398 shader_addline(ins
->ctx
->buffer
, "}\n");
3400 if (ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
3402 --loop_state
->current_depth
;
3403 --loop_state
->current_reg
;
3406 if (ins
->handler_idx
== WINED3DSIH_ENDREP
)
3408 --loop_state
->current_depth
;
3412 static void shader_glsl_rep(const struct wined3d_shader_instruction
*ins
)
3414 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
3415 struct wined3d_shader_loop_state
*loop_state
= ins
->ctx
->loop_state
;
3416 const struct wined3d_shader_lconst
*constant
;
3417 struct glsl_src_param src0_param
;
3418 const DWORD
*control_values
= NULL
;
3420 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
3421 if (ins
->src
[0].reg
.type
== WINED3DSPR_CONSTINT
)
3423 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
3425 if (constant
->idx
== ins
->src
[0].reg
.idx
[0].offset
)
3427 control_values
= constant
->value
;
3435 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
3436 loop_state
->current_depth
, loop_state
->current_depth
,
3437 control_values
[0], loop_state
->current_depth
);
3441 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3442 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
3443 loop_state
->current_depth
, loop_state
->current_depth
,
3444 src0_param
.param_str
, loop_state
->current_depth
);
3447 ++loop_state
->current_depth
;
3450 static void shader_glsl_if(const struct wined3d_shader_instruction
*ins
)
3452 struct glsl_src_param src0_param
;
3454 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3455 shader_addline(ins
->ctx
->buffer
, "if (%s) {\n", src0_param
.param_str
);
3458 static void shader_glsl_ifc(const struct wined3d_shader_instruction
*ins
)
3460 struct glsl_src_param src0_param
;
3461 struct glsl_src_param src1_param
;
3463 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3464 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
3466 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) {\n",
3467 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
3470 static void shader_glsl_else(const struct wined3d_shader_instruction
*ins
)
3472 shader_addline(ins
->ctx
->buffer
, "} else {\n");
3475 static void shader_glsl_emit(const struct wined3d_shader_instruction
*ins
)
3477 shader_addline(ins
->ctx
->buffer
, "EmitVertex();\n");
3480 static void shader_glsl_break(const struct wined3d_shader_instruction
*ins
)
3482 shader_addline(ins
->ctx
->buffer
, "break;\n");
3485 /* FIXME: According to MSDN the compare is done per component. */
3486 static void shader_glsl_breakc(const struct wined3d_shader_instruction
*ins
)
3488 struct glsl_src_param src0_param
;
3489 struct glsl_src_param src1_param
;
3491 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3492 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
3494 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) break;\n",
3495 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
3498 static void shader_glsl_breakp(const struct wined3d_shader_instruction
*ins
)
3500 struct glsl_src_param src_param
;
3502 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
3503 shader_addline(ins
->ctx
->buffer
, "if (bool(%s)) break;\n", src_param
.param_str
);
3506 static void shader_glsl_label(const struct wined3d_shader_instruction
*ins
)
3508 shader_addline(ins
->ctx
->buffer
, "}\n");
3509 shader_addline(ins
->ctx
->buffer
, "void subroutine%u()\n{\n", ins
->src
[0].reg
.idx
[0].offset
);
3512 static void shader_glsl_call(const struct wined3d_shader_instruction
*ins
)
3514 shader_addline(ins
->ctx
->buffer
, "subroutine%u();\n", ins
->src
[0].reg
.idx
[0].offset
);
3517 static void shader_glsl_callnz(const struct wined3d_shader_instruction
*ins
)
3519 struct glsl_src_param src1_param
;
3521 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
3522 shader_addline(ins
->ctx
->buffer
, "if (%s) subroutine%u();\n",
3523 src1_param
.param_str
, ins
->src
[0].reg
.idx
[0].offset
);
3526 static void shader_glsl_ret(const struct wined3d_shader_instruction
*ins
)
3528 /* No-op. The closing } is written when a new function is started, and at the end of the shader. This
3529 * function only suppresses the unhandled instruction warning
3533 /*********************************************
3534 * Pixel Shader Specific Code begins here
3535 ********************************************/
3536 static void shader_glsl_tex(const struct wined3d_shader_instruction
*ins
)
3538 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
3539 ins
->ctx
->reg_maps
->shader_version
.minor
);
3540 struct glsl_sample_function sample_function
;
3541 DWORD sample_flags
= 0;
3543 DWORD mask
= 0, swizzle
;
3544 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3546 /* 1.0-1.4: Use destination register as sampler source.
3547 * 2.0+: Use provided sampler source. */
3548 if (shader_version
< WINED3D_SHADER_VERSION(2,0))
3549 sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
3551 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
3553 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
3555 DWORD flags
= (priv
->cur_ps_args
->tex_transform
>> sampler_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
3556 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
3557 enum wined3d_sampler_texture_type sampler_type
= ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
];
3559 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
3560 if (flags
& WINED3D_PSARGS_PROJECTED
&& sampler_type
!= WINED3DSTT_CUBE
)
3562 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
3563 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
3565 case WINED3D_TTFF_COUNT1
:
3566 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
3568 case WINED3D_TTFF_COUNT2
:
3569 mask
= WINED3DSP_WRITEMASK_1
;
3571 case WINED3D_TTFF_COUNT3
:
3572 mask
= WINED3DSP_WRITEMASK_2
;
3574 case WINED3D_TTFF_COUNT4
:
3575 case WINED3D_TTFF_DISABLE
:
3576 mask
= WINED3DSP_WRITEMASK_3
;
3581 else if (shader_version
< WINED3D_SHADER_VERSION(2,0))
3583 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
3585 if (src_mod
== WINED3DSPSM_DZ
) {
3586 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
3587 mask
= WINED3DSP_WRITEMASK_2
;
3588 } else if (src_mod
== WINED3DSPSM_DW
) {
3589 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
3590 mask
= WINED3DSP_WRITEMASK_3
;
3595 if ((ins
->flags
& WINED3DSI_TEXLD_PROJECT
)
3596 && ins
->ctx
->reg_maps
->sampler_type
[sampler_idx
] != WINED3DSTT_CUBE
)
3598 /* ps 2.0 texldp instruction always divides by the fourth component. */
3599 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
3600 mask
= WINED3DSP_WRITEMASK_3
;
3604 if (priv
->cur_ps_args
->np2_fixup
& (1 << sampler_idx
))
3605 sample_flags
|= WINED3D_GLSL_SAMPLE_NPOT
;
3607 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sample_flags
, &sample_function
);
3608 mask
|= sample_function
.coord_mask
;
3610 if (shader_version
< WINED3D_SHADER_VERSION(2,0)) swizzle
= WINED3DSP_NOSWIZZLE
;
3611 else swizzle
= ins
->src
[1].swizzle
;
3613 /* 1.0-1.3: Use destination register as coordinate source.
3614 1.4+: Use provided coordinate source register. */
3615 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
3618 shader_glsl_write_mask_to_str(mask
, coord_mask
);
3619 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
,
3620 "T%u%s", sampler_idx
, coord_mask
);
3624 struct glsl_src_param coord_param
;
3625 shader_glsl_add_src_param(ins
, &ins
->src
[0], mask
, &coord_param
);
3626 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
)
3628 struct glsl_src_param bias
;
3629 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &bias
);
3630 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, bias
.param_str
,
3631 "%s", coord_param
.param_str
);
3633 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
,
3634 "%s", coord_param
.param_str
);
3639 static void shader_glsl_texldd(const struct wined3d_shader_instruction
*ins
)
3641 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
3642 struct glsl_src_param coord_param
, dx_param
, dy_param
;
3643 DWORD sample_flags
= WINED3D_GLSL_SAMPLE_GRAD
;
3644 struct glsl_sample_function sample_function
;
3646 DWORD swizzle
= ins
->src
[1].swizzle
;
3647 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3649 if (!gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] && !gl_info
->supported
[EXT_GPU_SHADER4
])
3651 FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
3652 shader_glsl_tex(ins
);
3656 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
3657 if (priv
->cur_ps_args
->np2_fixup
& (1 << sampler_idx
))
3658 sample_flags
|= WINED3D_GLSL_SAMPLE_NPOT
;
3660 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sample_flags
, &sample_function
);
3661 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
3662 shader_glsl_add_src_param(ins
, &ins
->src
[2], sample_function
.coord_mask
, &dx_param
);
3663 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.coord_mask
, &dy_param
);
3665 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, dx_param
.param_str
, dy_param
.param_str
, NULL
,
3666 "%s", coord_param
.param_str
);
3669 static void shader_glsl_texldl(const struct wined3d_shader_instruction
*ins
)
3671 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
3672 struct glsl_src_param coord_param
, lod_param
;
3673 DWORD sample_flags
= WINED3D_GLSL_SAMPLE_LOD
;
3674 struct glsl_sample_function sample_function
;
3676 DWORD swizzle
= ins
->src
[1].swizzle
;
3677 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3679 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
3680 if (ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
3681 && priv
->cur_ps_args
->np2_fixup
& (1 << sampler_idx
))
3682 sample_flags
|= WINED3D_GLSL_SAMPLE_NPOT
;
3684 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sample_flags
, &sample_function
);
3685 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
3687 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
3689 if (!gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] && !gl_info
->supported
[EXT_GPU_SHADER4
]
3690 && ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
3692 /* Plain GLSL only supports Lod sampling functions in vertex shaders.
3693 * However, the NVIDIA drivers allow them in fragment shaders as well,
3694 * even without the appropriate extension. */
3695 WARN("Using %s in fragment shader.\n", sample_function
.name
);
3697 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, lod_param
.param_str
,
3698 "%s", coord_param
.param_str
);
3701 static void shader_glsl_texcoord(const struct wined3d_shader_instruction
*ins
)
3703 /* FIXME: Make this work for more than just 2D textures */
3704 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3705 DWORD write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3707 if (!(ins
->ctx
->reg_maps
->shader_version
.major
== 1 && ins
->ctx
->reg_maps
->shader_version
.minor
== 4))
3711 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3712 shader_addline(buffer
, "clamp(gl_TexCoord[%u], 0.0, 1.0)%s);\n",
3713 ins
->dst
[0].reg
.idx
[0].offset
, dst_mask
);
3717 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
3718 DWORD reg
= ins
->src
[0].reg
.idx
[0].offset
;
3719 char dst_swizzle
[6];
3721 shader_glsl_get_swizzle(&ins
->src
[0], FALSE
, write_mask
, dst_swizzle
);
3723 if (src_mod
== WINED3DSPSM_DZ
)
3725 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3726 struct glsl_src_param div_param
;
3728 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &div_param
);
3730 if (mask_size
> 1) {
3731 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
3733 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
3736 else if (src_mod
== WINED3DSPSM_DW
)
3738 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3739 struct glsl_src_param div_param
;
3741 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &div_param
);
3743 if (mask_size
> 1) {
3744 shader_addline(buffer
, "gl_TexCoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
3746 shader_addline(buffer
, "gl_TexCoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
3749 shader_addline(buffer
, "gl_TexCoord[%u]%s);\n", reg
, dst_swizzle
);
3754 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
3755 * Take a 3-component dot product of the TexCoord[dstreg] and src,
3756 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
3757 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction
*ins
)
3759 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3760 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
3761 struct glsl_sample_function sample_function
;
3762 struct glsl_src_param src0_param
;
3765 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3767 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
3768 * scalar, and projected sampling would require 4.
3770 * It is a dependent read - not valid with conditional NP2 textures
3772 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
3773 mask_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
3778 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3779 "dot(gl_TexCoord[%u].xyz, %s)", sampler_idx
, src0_param
.param_str
);
3783 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3784 "vec2(dot(gl_TexCoord[%u].xyz, %s), 0.0)", sampler_idx
, src0_param
.param_str
);
3788 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
3789 "vec3(dot(gl_TexCoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx
, src0_param
.param_str
);
3793 FIXME("Unexpected mask size %u\n", mask_size
);
3798 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
3799 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
3800 static void shader_glsl_texdp3(const struct wined3d_shader_instruction
*ins
)
3802 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3803 DWORD dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
3804 struct glsl_src_param src0_param
;
3806 unsigned int mask_size
;
3808 dst_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3809 mask_size
= shader_glsl_get_write_mask_size(dst_mask
);
3810 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3812 if (mask_size
> 1) {
3813 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(T%u.xyz, %s)));\n", mask_size
, dstreg
, src0_param
.param_str
);
3815 shader_addline(ins
->ctx
->buffer
, "dot(T%u.xyz, %s));\n", dstreg
, src0_param
.param_str
);
3819 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
3820 * Calculate the depth as dst.x / dst.y */
3821 static void shader_glsl_texdepth(const struct wined3d_shader_instruction
*ins
)
3823 struct glsl_dst_param dst_param
;
3825 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
3827 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
3828 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
3829 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
3830 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
3833 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
3834 dst_param
.reg_name
, dst_param
.reg_name
);
3837 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
3838 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
3839 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
3840 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
3842 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction
*ins
)
3844 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3845 DWORD dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
3846 struct glsl_src_param src0_param
;
3848 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3850 shader_addline(ins
->ctx
->buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg
, src0_param
.param_str
);
3851 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
3854 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
3855 * Calculate the 1st of a 2-row matrix multiplication. */
3856 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction
*ins
)
3858 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3859 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
3860 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3861 struct glsl_src_param src0_param
;
3863 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3864 shader_addline(buffer
, "tmp0.x = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
3867 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
3868 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
3869 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction
*ins
)
3871 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3872 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3873 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
3874 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
3875 struct glsl_src_param src0_param
;
3877 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3878 shader_addline(buffer
, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + tex_mx
->current_row
, reg
, src0_param
.param_str
);
3879 tex_mx
->texcoord_w
[tex_mx
->current_row
++] = reg
;
3882 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction
*ins
)
3884 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3885 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3886 struct glsl_sample_function sample_function
;
3887 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
3888 struct glsl_src_param src0_param
;
3890 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3891 shader_addline(buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
3893 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
3895 /* Sample the texture using the calculated coordinates */
3896 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xy");
3899 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
3900 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
3901 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction
*ins
)
3903 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3904 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
3905 struct glsl_sample_function sample_function
;
3906 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
3907 struct glsl_src_param src0_param
;
3909 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3910 shader_addline(ins
->ctx
->buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
3912 /* Dependent read, not valid with conditional NP2 */
3913 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
3915 /* Sample the texture using the calculated coordinates */
3916 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, "tmp0.xyz");
3918 tex_mx
->current_row
= 0;
3921 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
3922 * Perform the 3rd row of a 3x3 matrix multiply */
3923 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction
*ins
)
3925 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3926 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
3927 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
3928 struct glsl_src_param src0_param
;
3931 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3933 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3934 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3935 shader_addline(ins
->ctx
->buffer
, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg
, src0_param
.param_str
, dst_mask
);
3937 tex_mx
->current_row
= 0;
3940 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
3941 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3942 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction
*ins
)
3944 struct glsl_src_param src0_param
;
3945 struct glsl_src_param src1_param
;
3946 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3947 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
3948 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3949 struct glsl_sample_function sample_function
;
3950 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
3953 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3954 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
3956 /* Perform the last matrix multiply operation */
3957 shader_addline(buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
3958 /* Reflection calculation */
3959 shader_addline(buffer
, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param
.param_str
);
3961 /* Dependent read, not valid with conditional NP2 */
3962 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
3963 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
3965 /* Sample the texture */
3966 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
3967 NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
3969 tex_mx
->current_row
= 0;
3972 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
3973 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
3974 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction
*ins
)
3976 struct wined3d_shader_buffer
*buffer
= ins
->ctx
->buffer
;
3977 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
3978 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3979 struct glsl_sample_function sample_function
;
3980 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
3981 struct glsl_src_param src0_param
;
3984 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3986 /* Perform the last matrix multiply operation */
3987 shader_addline(buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_param
.param_str
);
3989 /* Construct the eye-ray vector from w coordinates */
3990 shader_addline(buffer
, "tmp1.xyz = normalize(vec3(gl_TexCoord[%u].w, gl_TexCoord[%u].w, gl_TexCoord[%u].w));\n",
3991 tex_mx
->texcoord_w
[0], tex_mx
->texcoord_w
[1], reg
);
3992 shader_addline(buffer
, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
3994 /* Dependent read, not valid with conditional NP2 */
3995 shader_glsl_get_sample_function(ins
->ctx
, reg
, 0, &sample_function
);
3996 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
3998 /* Sample the texture using the calculated coordinates */
3999 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
4000 NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
4002 tex_mx
->current_row
= 0;
4005 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
4006 * Apply a fake bump map transform.
4007 * texbem is pshader <= 1.3 only, this saves a few version checks
4009 static void shader_glsl_texbem(const struct wined3d_shader_instruction
*ins
)
4011 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
4012 struct glsl_sample_function sample_function
;
4013 struct glsl_src_param coord_param
;
4019 sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4020 flags
= (priv
->cur_ps_args
->tex_transform
>> sampler_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
4021 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
4023 /* Dependent read, not valid with conditional NP2 */
4024 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
4025 mask
= sample_function
.coord_mask
;
4027 shader_glsl_write_mask_to_str(mask
, coord_mask
);
4029 /* With projected textures, texbem only divides the static texture coord,
4030 * not the displacement, so we can't let GL handle this. */
4031 if (flags
& WINED3D_PSARGS_PROJECTED
)
4034 char coord_div_mask
[3];
4035 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
4037 case WINED3D_TTFF_COUNT1
:
4038 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
4040 case WINED3D_TTFF_COUNT2
:
4041 div_mask
= WINED3DSP_WRITEMASK_1
;
4043 case WINED3D_TTFF_COUNT3
:
4044 div_mask
= WINED3DSP_WRITEMASK_2
;
4046 case WINED3D_TTFF_COUNT4
:
4047 case WINED3D_TTFF_DISABLE
:
4048 div_mask
= WINED3DSP_WRITEMASK_3
;
4051 shader_glsl_write_mask_to_str(div_mask
, coord_div_mask
);
4052 shader_addline(ins
->ctx
->buffer
, "T%u%s /= T%u%s;\n", sampler_idx
, coord_mask
, sampler_idx
, coord_div_mask
);
4055 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &coord_param
);
4057 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4058 "T%u%s + vec4(bumpenv_mat%u * %s, 0.0, 0.0)%s", sampler_idx
, coord_mask
, sampler_idx
,
4059 coord_param
.param_str
, coord_mask
);
4061 if (ins
->handler_idx
== WINED3DSIH_TEXBEML
)
4063 struct glsl_src_param luminance_param
;
4064 struct glsl_dst_param dst_param
;
4066 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &luminance_param
);
4067 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
4069 shader_addline(ins
->ctx
->buffer
, "%s%s *= (%s * bumpenv_lum_scale%u + bumpenv_lum_offset%u);\n",
4070 dst_param
.reg_name
, dst_param
.mask_str
,
4071 luminance_param
.param_str
, sampler_idx
, sampler_idx
);
4075 static void shader_glsl_bem(const struct wined3d_shader_instruction
*ins
)
4077 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4078 struct glsl_src_param src0_param
, src1_param
;
4080 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
4081 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
4083 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4084 shader_addline(ins
->ctx
->buffer
, "%s + bumpenv_mat%u * %s);\n",
4085 src0_param
.param_str
, sampler_idx
, src1_param
.param_str
);
4088 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
4089 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
4090 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction
*ins
)
4092 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4093 struct glsl_sample_function sample_function
;
4094 struct glsl_src_param src0_param
;
4096 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
4098 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
4099 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4100 "%s.wx", src0_param
.reg_name
);
4103 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
4104 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
4105 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction
*ins
)
4107 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4108 struct glsl_sample_function sample_function
;
4109 struct glsl_src_param src0_param
;
4111 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
4113 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
4114 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4115 "%s.yz", src0_param
.reg_name
);
4118 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
4119 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
4120 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction
*ins
)
4122 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4123 struct glsl_sample_function sample_function
;
4124 struct glsl_src_param src0_param
;
4126 /* Dependent read, not valid with conditional NP2 */
4127 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, 0, &sample_function
);
4128 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &src0_param
);
4130 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
4131 "%s", src0_param
.param_str
);
4134 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
4135 * If any of the first 3 components are < 0, discard this pixel */
4136 static void shader_glsl_texkill(const struct wined3d_shader_instruction
*ins
)
4138 struct glsl_dst_param dst_param
;
4140 /* The argument is a destination parameter, and no writemasks are allowed */
4141 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
4142 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 2)
4144 /* 2.0 shaders compare all 4 components in texkill */
4145 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param
.reg_name
);
4147 /* 1.X shaders only compare the first 3 components, probably due to the nature of the texkill
4148 * instruction as a tex* instruction, and phase, which kills all a / w components. Even if all
4149 * 4 components are defined, only the first 3 are used
4151 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param
.reg_name
);
4155 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
4156 * dst = dot2(src0, src1) + src2 */
4157 static void shader_glsl_dp2add(const struct wined3d_shader_instruction
*ins
)
4159 struct glsl_src_param src0_param
;
4160 struct glsl_src_param src1_param
;
4161 struct glsl_src_param src2_param
;
4163 unsigned int mask_size
;
4165 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4166 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4168 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
4169 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
4170 shader_glsl_add_src_param(ins
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &src2_param
);
4172 if (mask_size
> 1) {
4173 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(%s, %s) + %s));\n",
4174 mask_size
, src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
4176 shader_addline(ins
->ctx
->buffer
, "dot(%s, %s) + %s);\n",
4177 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
4181 static void shader_glsl_input_pack(const struct wined3d_shader
*shader
, struct wined3d_shader_buffer
*buffer
,
4182 const struct wined3d_shader_signature_element
*input_signature
,
4183 const struct wined3d_shader_reg_maps
*reg_maps
,
4184 enum vertexprocessing_mode vertexprocessing
)
4186 WORD map
= reg_maps
->input_registers
;
4189 for (i
= 0; map
; map
>>= 1, ++i
)
4191 const char *semantic_name
;
4196 if (!(map
& 1)) continue;
4198 semantic_name
= input_signature
[i
].semantic_name
;
4199 semantic_idx
= input_signature
[i
].semantic_idx
;
4200 shader_glsl_write_mask_to_str(input_signature
[i
].mask
, reg_mask
);
4202 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
4204 if (semantic_idx
< 8 && vertexprocessing
== pretransformed
)
4205 shader_addline(buffer
, "ps_in[%u]%s = gl_TexCoord[%u]%s;\n",
4206 shader
->u
.ps
.input_reg_map
[i
], reg_mask
, semantic_idx
, reg_mask
);
4208 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
4209 shader
->u
.ps
.input_reg_map
[i
], reg_mask
, reg_mask
);
4211 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
))
4214 shader_addline(buffer
, "ps_in[%u]%s = vec4(gl_Color)%s;\n",
4215 shader
->u
.ps
.input_reg_map
[i
], reg_mask
, reg_mask
);
4216 else if (semantic_idx
== 1)
4217 shader_addline(buffer
, "ps_in[%u]%s = vec4(gl_SecondaryColor)%s;\n",
4218 shader
->u
.ps
.input_reg_map
[i
], reg_mask
, reg_mask
);
4220 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
4221 shader
->u
.ps
.input_reg_map
[i
], reg_mask
, reg_mask
);
4225 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
4226 shader
->u
.ps
.input_reg_map
[i
], reg_mask
, reg_mask
);
4231 /*********************************************
4232 * Vertex Shader Specific Code begins here
4233 ********************************************/
4235 static void add_glsl_program_entry(struct shader_glsl_priv
*priv
, struct glsl_shader_prog_link
*entry
)
4237 struct glsl_program_key key
;
4239 key
.vs_id
= entry
->vs
.id
;
4240 key
.gs_id
= entry
->gs
.id
;
4241 key
.ps_id
= entry
->ps
.id
;
4243 if (wine_rb_put(&priv
->program_lookup
, &key
, &entry
->program_lookup_entry
) == -1)
4245 ERR("Failed to insert program entry.\n");
4249 static struct glsl_shader_prog_link
*get_glsl_program_entry(const struct shader_glsl_priv
*priv
,
4250 GLhandleARB vs_id
, GLhandleARB gs_id
, GLhandleARB ps_id
)
4252 struct wine_rb_entry
*entry
;
4253 struct glsl_program_key key
;
4259 entry
= wine_rb_get(&priv
->program_lookup
, &key
);
4260 return entry
? WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
) : NULL
;
4263 /* Context activation is done by the caller. */
4264 static void delete_glsl_program_entry(struct shader_glsl_priv
*priv
, const struct wined3d_gl_info
*gl_info
,
4265 struct glsl_shader_prog_link
*entry
)
4267 struct glsl_program_key key
;
4269 key
.vs_id
= entry
->vs
.id
;
4270 key
.gs_id
= entry
->gs
.id
;
4271 key
.ps_id
= entry
->ps
.id
;
4272 wine_rb_remove(&priv
->program_lookup
, &key
);
4274 GL_EXTCALL(glDeleteObjectARB(entry
->programId
));
4276 list_remove(&entry
->vs
.shader_entry
);
4278 list_remove(&entry
->gs
.shader_entry
);
4280 list_remove(&entry
->ps
.shader_entry
);
4281 HeapFree(GetProcessHeap(), 0, entry
->vs
.uniform_f_locations
);
4282 HeapFree(GetProcessHeap(), 0, entry
->ps
.uniform_f_locations
);
4283 HeapFree(GetProcessHeap(), 0, entry
);
4286 static void handle_ps3_input(struct wined3d_shader_buffer
*buffer
,
4287 const struct wined3d_gl_info
*gl_info
, const DWORD
*map
,
4288 const struct wined3d_shader_signature_element
*input_signature
,
4289 const struct wined3d_shader_reg_maps
*reg_maps_in
,
4290 const struct wined3d_shader_signature_element
*output_signature
,
4291 const struct wined3d_shader_reg_maps
*reg_maps_out
)
4294 const char *semantic_name_in
;
4295 UINT semantic_idx_in
;
4298 unsigned int in_count
= vec4_varyings(3, gl_info
);
4300 char destination
[50];
4301 WORD input_map
, output_map
;
4303 set
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*set
) * (in_count
+ 2));
4305 input_map
= reg_maps_in
->input_registers
;
4306 for (i
= 0; input_map
; input_map
>>= 1, ++i
)
4308 if (!(input_map
& 1)) continue;
4311 /* Declared, but not read register */
4312 if (in_idx
== ~0U) continue;
4313 if (in_idx
>= (in_count
+ 2))
4315 FIXME("More input varyings declared than supported, expect issues.\n");
4319 if (in_idx
== in_count
)
4320 sprintf(destination
, "gl_FrontColor");
4321 else if (in_idx
== in_count
+ 1)
4322 sprintf(destination
, "gl_FrontSecondaryColor");
4324 sprintf(destination
, "ps_in[%u]", in_idx
);
4326 semantic_name_in
= input_signature
[i
].semantic_name
;
4327 semantic_idx_in
= input_signature
[i
].semantic_idx
;
4330 output_map
= reg_maps_out
->output_registers
;
4331 for (j
= 0; output_map
; output_map
>>= 1, ++j
)
4335 if (!(output_map
& 1)
4336 || semantic_idx_in
!= output_signature
[j
].semantic_idx
4337 || strcmp(semantic_name_in
, output_signature
[j
].semantic_name
)
4338 || !(mask
= input_signature
[i
].mask
& output_signature
[j
].mask
))
4342 shader_glsl_write_mask_to_str(mask
, reg_mask
);
4344 shader_addline(buffer
, "%s%s = vs_out[%u]%s;\n",
4345 destination
, reg_mask
, j
, reg_mask
);
4349 for (i
= 0; i
< in_count
+ 2; ++i
)
4353 if (!set
[i
] || set
[i
] == WINED3DSP_WRITEMASK_ALL
)
4356 if (set
[i
] == ~0U) set
[i
] = 0;
4359 if (!(set
[i
] & WINED3DSP_WRITEMASK_0
)) reg_mask
[size
++] = 'x';
4360 if (!(set
[i
] & WINED3DSP_WRITEMASK_1
)) reg_mask
[size
++] = 'y';
4361 if (!(set
[i
] & WINED3DSP_WRITEMASK_2
)) reg_mask
[size
++] = 'z';
4362 if (!(set
[i
] & WINED3DSP_WRITEMASK_3
)) reg_mask
[size
++] = 'w';
4363 reg_mask
[size
] = '\0';
4366 sprintf(destination
, "gl_FrontColor");
4367 else if (i
== in_count
+ 1)
4368 sprintf(destination
, "gl_FrontSecondaryColor");
4370 sprintf(destination
, "ps_in[%u]", i
);
4372 if (size
== 1) shader_addline(buffer
, "%s.%s = 0.0;\n", destination
, reg_mask
);
4373 else shader_addline(buffer
, "%s.%s = vec%u(0.0);\n", destination
, reg_mask
, size
);
4376 HeapFree(GetProcessHeap(), 0, set
);
4379 /* Context activation is done by the caller. */
4380 static GLhandleARB
generate_param_reorder_function(struct wined3d_shader_buffer
*buffer
,
4381 const struct wined3d_shader
*vs
, const struct wined3d_shader
*ps
,
4382 const struct wined3d_gl_info
*gl_info
)
4384 GLhandleARB ret
= 0;
4385 DWORD ps_major
= ps
? ps
->reg_maps
.shader_version
.major
: 0;
4387 const char *semantic_name
;
4390 const struct wined3d_shader_signature_element
*output_signature
= vs
->output_signature
;
4391 WORD map
= vs
->reg_maps
.output_registers
;
4393 shader_buffer_clear(buffer
);
4395 shader_addline(buffer
, "#version 120\n");
4399 shader_addline(buffer
, "void order_ps_input(in vec4 vs_out[%u])\n{\n", vs
->limits
.packed_output
);
4401 for (i
= 0; map
; map
>>= 1, ++i
)
4405 if (!(map
& 1)) continue;
4407 semantic_name
= output_signature
[i
].semantic_name
;
4408 semantic_idx
= output_signature
[i
].semantic_idx
;
4409 write_mask
= output_signature
[i
].mask
;
4410 shader_glsl_write_mask_to_str(write_mask
, reg_mask
);
4412 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
))
4415 shader_addline(buffer
, "gl_FrontColor%s = vs_out[%u]%s;\n",
4416 reg_mask
, i
, reg_mask
);
4417 else if (semantic_idx
== 1)
4418 shader_addline(buffer
, "gl_FrontSecondaryColor%s = vs_out[%u]%s;\n",
4419 reg_mask
, i
, reg_mask
);
4421 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_POSITION
))
4423 shader_addline(buffer
, "gl_Position%s = vs_out[%u]%s;\n",
4424 reg_mask
, i
, reg_mask
);
4426 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
4428 if (semantic_idx
< 8)
4430 if (!(gl_info
->quirks
& WINED3D_QUIRK_SET_TEXCOORD_W
) || ps_major
> 0)
4431 write_mask
|= WINED3DSP_WRITEMASK_3
;
4433 shader_addline(buffer
, "gl_TexCoord[%u]%s = vs_out[%u]%s;\n",
4434 semantic_idx
, reg_mask
, i
, reg_mask
);
4435 if (!(write_mask
& WINED3DSP_WRITEMASK_3
))
4436 shader_addline(buffer
, "gl_TexCoord[%u].w = 1.0;\n", semantic_idx
);
4439 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
))
4441 shader_addline(buffer
, "gl_PointSize = vs_out[%u].%c;\n", i
, reg_mask
[1]);
4443 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_FOG
))
4445 shader_addline(buffer
, "gl_FogFragCoord = clamp(vs_out[%u].%c, 0.0, 1.0);\n", i
, reg_mask
[1]);
4448 shader_addline(buffer
, "}\n");
4452 UINT in_count
= min(vec4_varyings(ps_major
, gl_info
), ps
->limits
.packed_input
);
4453 /* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
4454 shader_addline(buffer
, "varying vec4 ps_in[%u];\n", in_count
);
4455 shader_addline(buffer
, "void order_ps_input(in vec4 vs_out[%u])\n{\n", vs
->limits
.packed_output
);
4457 /* First, sort out position and point size. Those are not passed to the pixel shader */
4458 for (i
= 0; map
; map
>>= 1, ++i
)
4460 if (!(map
& 1)) continue;
4462 semantic_name
= output_signature
[i
].semantic_name
;
4463 shader_glsl_write_mask_to_str(output_signature
[i
].mask
, reg_mask
);
4465 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_POSITION
))
4467 shader_addline(buffer
, "gl_Position%s = vs_out[%u]%s;\n",
4468 reg_mask
, i
, reg_mask
);
4470 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
))
4472 shader_addline(buffer
, "gl_PointSize = vs_out[%u].%c;\n", i
, reg_mask
[1]);
4476 /* Then, fix the pixel shader input */
4477 handle_ps3_input(buffer
, gl_info
, ps
->u
.ps
.input_reg_map
, ps
->input_signature
,
4478 &ps
->reg_maps
, output_signature
, &vs
->reg_maps
);
4480 shader_addline(buffer
, "}\n");
4483 ret
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
4484 checkGLcall("glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB)");
4485 shader_glsl_compile(gl_info
, ret
, buffer
->buffer
);
4490 static void shader_glsl_generate_srgb_write_correction(struct wined3d_shader_buffer
*buffer
)
4492 shader_addline(buffer
, "tmp0.xyz = pow(gl_FragData[0].xyz, vec3(srgb_const0.x));\n");
4493 shader_addline(buffer
, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
4494 shader_addline(buffer
, "tmp1.xyz = gl_FragData[0].xyz * vec3(srgb_const0.w);\n");
4495 shader_addline(buffer
, "bvec3 srgb_compare = lessThan(gl_FragData[0].xyz, vec3(srgb_const1.x));\n");
4496 shader_addline(buffer
, "gl_FragData[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n");
4497 shader_addline(buffer
, "gl_FragData[0] = clamp(gl_FragData[0], 0.0, 1.0);\n");
4500 static void shader_glsl_generate_fog_code(struct wined3d_shader_buffer
*buffer
, enum wined3d_ffp_ps_fog_mode mode
)
4504 case WINED3D_FFP_PS_FOG_OFF
:
4507 case WINED3D_FFP_PS_FOG_LINEAR
:
4508 /* Fog = (gl_Fog.end - gl_FogFragCoord) / (gl_Fog.end - gl_Fog.start) */
4509 shader_addline(buffer
, "float Fog = (gl_Fog.end - gl_FogFragCoord) / (gl_Fog.end - gl_Fog.start);\n");
4512 case WINED3D_FFP_PS_FOG_EXP
:
4513 /* Fog = e^-(gl_Fog.density * gl_FogFragCoord) */
4514 shader_addline(buffer
, "float Fog = exp(-gl_Fog.density * gl_FogFragCoord);\n");
4517 case WINED3D_FFP_PS_FOG_EXP2
:
4518 /* Fog = e^-((gl_Fog.density * gl_FogFragCoord)^2) */
4519 shader_addline(buffer
, "float Fog = exp(-gl_Fog.density * gl_Fog.density * gl_FogFragCoord * gl_FogFragCoord);\n");
4523 ERR("Invalid fog mode %#x.\n", mode
);
4527 shader_addline(buffer
, "gl_FragData[0].xyz = mix(gl_Fog.color.xyz, gl_FragData[0].xyz, clamp(Fog, 0.0, 1.0));\n");
4530 /* Context activation is done by the caller. */
4531 static GLuint
shader_glsl_generate_pshader(const struct wined3d_context
*context
,
4532 struct wined3d_shader_buffer
*buffer
, const struct wined3d_shader
*shader
,
4533 const struct ps_compile_args
*args
, struct ps_np2fixup_info
*np2fixup_info
)
4535 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
4536 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4537 const DWORD
*function
= shader
->function
;
4538 struct shader_glsl_ctx_priv priv_ctx
;
4540 /* Create the hw GLSL shader object and assign it as the shader->prgId */
4541 GLhandleARB shader_obj
= GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB
));
4543 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
4544 priv_ctx
.cur_ps_args
= args
;
4545 priv_ctx
.cur_np2fixup_info
= np2fixup_info
;
4547 shader_addline(buffer
, "#version 120\n");
4549 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
4550 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
4551 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
4552 shader_addline(buffer
, "#extension GL_ARB_shader_texture_lod : enable\n");
4553 /* The spec says that it doesn't have to be explicitly enabled, but the
4554 * nvidia drivers write a warning if we don't do so. */
4555 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
4556 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
4557 if (gl_info
->supported
[EXT_GPU_SHADER4
])
4558 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
4560 /* Base Declarations */
4561 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
4563 /* Pack 3.0 inputs */
4564 if (reg_maps
->shader_version
.major
>= 3 && args
->vp_mode
!= vertexshader
)
4565 shader_glsl_input_pack(shader
, buffer
, shader
->input_signature
, reg_maps
, args
->vp_mode
);
4567 /* Base Shader Body */
4568 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
4570 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly */
4571 if (reg_maps
->shader_version
.major
< 2)
4573 /* Some older cards like GeforceFX ones don't support multiple buffers, so also not gl_FragData */
4574 shader_addline(buffer
, "gl_FragData[0] = R0;\n");
4577 if (args
->srgb_correction
)
4578 shader_glsl_generate_srgb_write_correction(buffer
);
4580 /* SM < 3 does not replace the fog stage. */
4581 if (reg_maps
->shader_version
.major
< 3)
4582 shader_glsl_generate_fog_code(buffer
, args
->fog
);
4584 shader_addline(buffer
, "}\n");
4586 TRACE("Compiling shader object %u\n", shader_obj
);
4587 shader_glsl_compile(gl_info
, shader_obj
, buffer
->buffer
);
4589 /* Store the shader object */
4593 /* Context activation is done by the caller. */
4594 static GLuint
shader_glsl_generate_vshader(const struct wined3d_context
*context
,
4595 struct wined3d_shader_buffer
*buffer
, const struct wined3d_shader
*shader
,
4596 const struct vs_compile_args
*args
)
4598 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
4599 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4600 const DWORD
*function
= shader
->function
;
4601 struct shader_glsl_ctx_priv priv_ctx
;
4603 /* Create the hw GLSL shader program and assign it as the shader->prgId */
4604 GLhandleARB shader_obj
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
4606 shader_addline(buffer
, "#version 120\n");
4608 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
4609 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
4610 if (gl_info
->supported
[EXT_GPU_SHADER4
])
4611 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
4613 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
4614 priv_ctx
.cur_vs_args
= args
;
4616 /* Base Declarations */
4617 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
4619 /* Base Shader Body */
4620 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
4622 /* Unpack outputs */
4623 shader_addline(buffer
, "order_ps_input(vs_out);\n");
4625 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
4626 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
4627 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
4628 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0)
4630 if (args
->fog_src
== VS_FOG_Z
)
4631 shader_addline(buffer
, "gl_FogFragCoord = gl_Position.z;\n");
4632 else if (!reg_maps
->fog
)
4633 shader_addline(buffer
, "gl_FogFragCoord = 0.0;\n");
4635 /* We always store the clipplanes without y inversion */
4636 if (args
->clip_enabled
)
4637 shader_addline(buffer
, "gl_ClipVertex = gl_Position;\n");
4639 /* Write the final position.
4641 * OpenGL coordinates specify the center of the pixel while d3d coords specify
4642 * the corner. The offsets are stored in z and w in posFixup. posFixup.y contains
4643 * 1.0 or -1.0 to turn the rendering upside down for offscreen rendering. PosFixup.x
4644 * contains 1.0 to allow a mad.
4646 shader_addline(buffer
, "gl_Position.y = gl_Position.y * posFixup.y;\n");
4647 shader_addline(buffer
, "gl_Position.xy += posFixup.zw * gl_Position.ww;\n");
4649 /* Z coord [0;1]->[-1;1] mapping, see comment in transform_projection in state.c
4651 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
4652 * before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
4653 * which is the same as z = z * 2 - w.
4655 shader_addline(buffer
, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
4657 shader_addline(buffer
, "}\n");
4659 TRACE("Compiling shader object %u\n", shader_obj
);
4660 shader_glsl_compile(gl_info
, shader_obj
, buffer
->buffer
);
4665 /* Context activation is done by the caller. */
4666 static GLhandleARB
shader_glsl_generate_geometry_shader(const struct wined3d_context
*context
,
4667 struct wined3d_shader_buffer
*buffer
, const struct wined3d_shader
*shader
)
4669 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
4670 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
4671 const DWORD
*function
= shader
->function
;
4672 struct shader_glsl_ctx_priv priv_ctx
;
4673 GLhandleARB shader_id
;
4675 shader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_GEOMETRY_SHADER_ARB
));
4677 shader_addline(buffer
, "#version 120\n");
4679 if (gl_info
->supported
[ARB_GEOMETRY_SHADER4
])
4680 shader_addline(buffer
, "#extension GL_ARB_geometry_shader4 : enable\n");
4681 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
4682 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
4683 if (gl_info
->supported
[EXT_GPU_SHADER4
])
4684 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
4686 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
4687 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
4688 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
4689 shader_addline(buffer
, "}\n");
4691 TRACE("Compiling shader object %u.\n", shader_id
);
4692 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
4697 static GLhandleARB
find_glsl_pshader(const struct wined3d_context
*context
,
4698 struct wined3d_shader_buffer
*buffer
, struct wined3d_shader
*shader
,
4699 const struct ps_compile_args
*args
, const struct ps_np2fixup_info
**np2fixup_info
)
4701 struct glsl_ps_compiled_shader
*gl_shaders
, *new_array
;
4702 struct glsl_shader_private
*shader_data
;
4703 struct ps_np2fixup_info
*np2fixup
;
4708 if (!shader
->backend_data
)
4710 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
4711 if (!shader
->backend_data
)
4713 ERR("Failed to allocate backend data.\n");
4717 shader_data
= shader
->backend_data
;
4718 gl_shaders
= shader_data
->gl_shaders
.ps
;
4720 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4721 * so a linear search is more performant than a hashmap or a binary search
4722 * (cache coherency etc)
4724 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
4726 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
4728 if (args
->np2_fixup
)
4729 *np2fixup_info
= &gl_shaders
[i
].np2fixup
;
4730 return gl_shaders
[i
].prgId
;
4734 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
4735 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
4736 if (shader_data
->num_gl_shaders
)
4738 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
4739 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.ps
,
4740 new_size
* sizeof(*gl_shaders
));
4744 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
));
4749 ERR("Out of memory\n");
4752 shader_data
->gl_shaders
.ps
= new_array
;
4753 shader_data
->shader_array_size
= new_size
;
4754 gl_shaders
= new_array
;
4757 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
4759 np2fixup
= &gl_shaders
[shader_data
->num_gl_shaders
].np2fixup
;
4760 memset(np2fixup
, 0, sizeof(*np2fixup
));
4761 *np2fixup_info
= args
->np2_fixup
? np2fixup
: NULL
;
4763 pixelshader_update_samplers(shader
, args
->tex_types
);
4765 shader_buffer_clear(buffer
);
4766 ret
= shader_glsl_generate_pshader(context
, buffer
, shader
, args
, np2fixup
);
4767 gl_shaders
[shader_data
->num_gl_shaders
++].prgId
= ret
;
4772 static inline BOOL
vs_args_equal(const struct vs_compile_args
*stored
, const struct vs_compile_args
*new,
4773 const DWORD use_map
) {
4774 if((stored
->swizzle_map
& use_map
) != new->swizzle_map
) return FALSE
;
4775 if((stored
->clip_enabled
) != new->clip_enabled
) return FALSE
;
4776 return stored
->fog_src
== new->fog_src
;
4779 static GLhandleARB
find_glsl_vshader(const struct wined3d_context
*context
,
4780 struct wined3d_shader_buffer
*buffer
, struct wined3d_shader
*shader
,
4781 const struct vs_compile_args
*args
)
4785 DWORD use_map
= shader
->device
->stream_info
.use_map
;
4786 struct glsl_vs_compiled_shader
*gl_shaders
, *new_array
;
4787 struct glsl_shader_private
*shader_data
;
4790 if (!shader
->backend_data
)
4792 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
4793 if (!shader
->backend_data
)
4795 ERR("Failed to allocate backend data.\n");
4799 shader_data
= shader
->backend_data
;
4800 gl_shaders
= shader_data
->gl_shaders
.vs
;
4802 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
4803 * so a linear search is more performant than a hashmap or a binary search
4804 * (cache coherency etc)
4806 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
4808 if (vs_args_equal(&gl_shaders
[i
].args
, args
, use_map
))
4809 return gl_shaders
[i
].prgId
;
4812 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
4814 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
4815 if (shader_data
->num_gl_shaders
)
4817 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
4818 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.vs
,
4819 new_size
* sizeof(*gl_shaders
));
4823 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
));
4828 ERR("Out of memory\n");
4831 shader_data
->gl_shaders
.vs
= new_array
;
4832 shader_data
->shader_array_size
= new_size
;
4833 gl_shaders
= new_array
;
4836 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
4838 shader_buffer_clear(buffer
);
4839 ret
= shader_glsl_generate_vshader(context
, buffer
, shader
, args
);
4840 gl_shaders
[shader_data
->num_gl_shaders
++].prgId
= ret
;
4845 static GLhandleARB
find_glsl_geometry_shader(const struct wined3d_context
*context
,
4846 struct wined3d_shader_buffer
*buffer
, struct wined3d_shader
*shader
)
4848 struct glsl_gs_compiled_shader
*gl_shaders
;
4849 struct glsl_shader_private
*shader_data
;
4852 if (!shader
->backend_data
)
4854 if (!(shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
))))
4856 ERR("Failed to allocate backend data.\n");
4860 shader_data
= shader
->backend_data
;
4861 gl_shaders
= shader_data
->gl_shaders
.gs
;
4863 if (shader_data
->num_gl_shaders
)
4864 return gl_shaders
[0].id
;
4866 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
4868 if (!(shader_data
->gl_shaders
.gs
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
))))
4870 ERR("Failed to allocate GL shader array.\n");
4873 shader_data
->shader_array_size
= 1;
4874 gl_shaders
= shader_data
->gl_shaders
.gs
;
4876 shader_buffer_clear(buffer
);
4877 ret
= shader_glsl_generate_geometry_shader(context
, buffer
, shader
);
4878 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
4883 static const char *shader_glsl_ffp_mcs(enum wined3d_material_color_source mcs
, const char *material
)
4887 case WINED3D_MCS_MATERIAL
:
4889 case WINED3D_MCS_COLOR1
:
4891 case WINED3D_MCS_COLOR2
:
4892 return "gl_SecondaryColor";
4894 ERR("Invalid material color source %#x.\n", mcs
);
4899 static void shader_glsl_ffp_vertex_lighting(struct wined3d_shader_buffer
*buffer
,
4900 const struct wined3d_ffp_vs_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
4902 const char *diffuse
, *specular
, *emission
, *ambient
;
4903 enum wined3d_light_type light_type
;
4906 if (!settings
->lighting
)
4908 shader_addline(buffer
, "gl_FrontColor = gl_Color;\n");
4909 shader_addline(buffer
, "gl_FrontSecondaryColor = gl_SecondaryColor;\n");
4913 shader_addline(buffer
, "vec3 ambient = gl_LightModel.ambient.xyz;\n");
4914 shader_addline(buffer
, "vec3 diffuse = vec3(0.0);\n");
4915 shader_addline(buffer
, "vec4 specular = vec4(0.0);\n");
4916 shader_addline(buffer
, "vec3 dir, dst;\n");
4917 shader_addline(buffer
, "float att, t;\n");
4919 ambient
= shader_glsl_ffp_mcs(settings
->ambient_source
, "gl_FrontMaterial.ambient");
4920 diffuse
= shader_glsl_ffp_mcs(settings
->diffuse_source
, "gl_FrontMaterial.diffuse");
4921 specular
= shader_glsl_ffp_mcs(settings
->specular_source
, "gl_FrontMaterial.specular");
4922 emission
= shader_glsl_ffp_mcs(settings
->emission_source
, "gl_FrontMaterial.emission");
4924 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
4926 light_type
= (settings
->light_type
>> WINED3D_FFP_LIGHT_TYPE_SHIFT(i
)) & WINED3D_FFP_LIGHT_TYPE_MASK
;
4929 case WINED3D_LIGHT_POINT
:
4930 shader_addline(buffer
, "dir = gl_LightSource[%u].position.xyz - ec_pos.xyz;\n", i
);
4931 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
4932 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
4933 shader_addline(buffer
, "dst.x = 1.0;\n");
4934 shader_addline(buffer
, "att = dot(dst.xyz, vec3(gl_LightSource[%u].constantAttenuation,"
4935 " gl_LightSource[%u].linearAttenuation, gl_LightSource[%u].quadraticAttenuation));\n", i
, i
, i
);
4936 shader_addline(buffer
, "ambient += gl_LightSource[%u].ambient.xyz / att;\n", i
);
4937 if (!settings
->normal
)
4939 shader_addline(buffer
, "dir = normalize(dir);\n");
4940 shader_addline(buffer
, "diffuse += (max(0.0, dot(dir, normal))"
4941 " * gl_LightSource[%u].diffuse.xyz) / att;\n", i
);
4942 if (settings
->localviewer
)
4943 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
4945 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, 1.0)));\n");
4946 shader_addline(buffer
, "if (t > 0.0) specular += (pow(t, gl_FrontMaterial.shininess)"
4947 " * gl_LightSource[%u].specular) / att;\n", i
);
4950 case WINED3D_LIGHT_SPOT
:
4951 shader_addline(buffer
, "dir = gl_LightSource[%u].position.xyz - ec_pos.xyz;\n", i
);
4952 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
4953 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
4954 shader_addline(buffer
, "dst.x = 1.0;\n");
4955 shader_addline(buffer
, "dir = normalize(dir);\n");
4956 shader_addline(buffer
, "t = dot(-dir, normalize(gl_LightSource[%u].spotDirection));\n", i
);
4957 shader_addline(buffer
, "if (t < gl_LightSource[%u].spotCosCutoff) att = 0.0;\n", i
);
4958 shader_addline(buffer
, "else att = pow(t, gl_LightSource[%u].spotExponent)"
4959 " / dot(dst.xyz, vec3(gl_LightSource[%u].constantAttenuation,"
4960 " gl_LightSource[%u].linearAttenuation, gl_LightSource[%u].quadraticAttenuation));\n",
4962 shader_addline(buffer
, "ambient += gl_LightSource[%u].ambient.xyz * att;\n", i
);
4963 if (!settings
->normal
)
4965 shader_addline(buffer
, "diffuse += (max(0.0, dot(dir, normal))"
4966 " * gl_LightSource[%u].diffuse.xyz) * att;\n", i
);
4967 if (settings
->localviewer
)
4968 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
4970 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, 1.0)));\n");
4971 shader_addline(buffer
, "if (t > 0.0) specular += (pow(t, gl_FrontMaterial.shininess)"
4972 " * gl_LightSource[%u].specular) * att;\n", i
);
4975 case WINED3D_LIGHT_DIRECTIONAL
:
4976 shader_addline(buffer
, "ambient += gl_LightSource[%u].ambient.xyz;\n", i
);
4977 if (!settings
->normal
)
4979 shader_addline(buffer
, "dir = normalize(gl_LightSource[%u].position.xyz);\n", i
);
4980 shader_addline(buffer
, "diffuse += max(0.0, dot(dir, normal)) * gl_LightSource[%u].diffuse.xyz;\n", i
);
4981 shader_addline(buffer
, "t = dot(normal, gl_LightSource[%u].halfVector.xyz);\n", i
);
4982 shader_addline(buffer
, "if (t > 0.0) specular += pow(t, gl_FrontMaterial.shininess)"
4983 " * gl_LightSource[%u].specular;\n", i
);
4988 FIXME("Unhandled light type %#x.\n", light_type
);
4993 shader_addline(buffer
, "gl_FrontColor.xyz = %s.xyz * ambient + %s.xyz * diffuse + %s.xyz;\n",
4994 ambient
, diffuse
, emission
);
4995 shader_addline(buffer
, "gl_FrontColor.w = %s.w;\n", diffuse
);
4996 shader_addline(buffer
, "gl_FrontSecondaryColor = %s * specular;\n", specular
);
4999 /* Context activation is done by the caller. */
5000 static GLhandleARB
shader_glsl_generate_ffp_vertex_shader(struct wined3d_shader_buffer
*buffer
,
5001 const struct wined3d_ffp_vs_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
5003 GLhandleARB shader_obj
;
5006 shader_buffer_clear(buffer
);
5008 shader_addline(buffer
, "#version 120\n");
5009 shader_addline(buffer
, "\n");
5010 shader_addline(buffer
, "void main()\n{\n");
5011 shader_addline(buffer
, "float m;\n");
5012 shader_addline(buffer
, "vec3 r;\n");
5014 shader_addline(buffer
, "vec4 ec_pos = gl_ModelViewMatrix * gl_Vertex;\n");
5015 shader_addline(buffer
, "gl_Position = gl_ProjectionMatrix * ec_pos;\n");
5016 if (settings
->clipping
)
5017 shader_addline(buffer
, "gl_ClipVertex = ec_pos;\n");
5018 shader_addline(buffer
, "ec_pos /= ec_pos.w;\n");
5020 if (!settings
->normal
)
5021 shader_addline(buffer
, "vec3 normal = vec3(0.0);\n");
5022 else if (settings
->normalize
)
5023 shader_addline(buffer
, "vec3 normal = normalize(gl_NormalMatrix * gl_Normal);\n");
5025 shader_addline(buffer
, "vec3 normal = gl_NormalMatrix * gl_Normal;\n");
5027 shader_glsl_ffp_vertex_lighting(buffer
, settings
, gl_info
);
5029 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
5031 switch (settings
->texgen
[i
] << WINED3D_FFP_TCI_SHIFT
)
5033 case WINED3DTSS_TCI_PASSTHRU
:
5034 if (settings
->texcoords
& (1 << i
))
5035 shader_addline(buffer
, "gl_TexCoord[%u] = gl_TextureMatrix[%u] * gl_MultiTexCoord%d;\n",
5039 case WINED3DTSS_TCI_CAMERASPACENORMAL
:
5040 shader_addline(buffer
, "gl_TexCoord[%u] = gl_TextureMatrix[%u] * vec4(normal, 1.0);\n", i
, i
);
5043 case WINED3DTSS_TCI_CAMERASPACEPOSITION
:
5044 shader_addline(buffer
, "gl_TexCoord[%u] = gl_TextureMatrix[%u] * ec_pos;\n", i
, i
);
5047 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR
:
5048 shader_addline(buffer
, "gl_TexCoord[%u] = gl_TextureMatrix[%u]"
5049 " * vec4(reflect(normalize(ec_pos.xyz), normal), 1.0);\n", i
, i
);
5052 case WINED3DTSS_TCI_SPHEREMAP
:
5053 shader_addline(buffer
, "r = reflect(normalize(ec_pos.xyz), normal);\n");
5054 shader_addline(buffer
, "m = 2.0 * length(vec3(r.x, r.y, r.z + 1.0));\n");
5055 shader_addline(buffer
, "gl_TexCoord[%u] = gl_TextureMatrix[%u]"
5056 " * vec4(r.x / m + 0.5, r.y / m + 0.5, 0.0, 1.0);\n", i
, i
);
5060 ERR("Unhandled texgen %#x.\n", settings
->texgen
[i
]);
5065 switch (settings
->fog_mode
)
5067 case WINED3D_FFP_VS_FOG_OFF
:
5070 case WINED3D_FFP_VS_FOG_FOGCOORD
:
5071 shader_addline(buffer
, "gl_FogFragCoord = gl_SecondaryColor.w * 255.0;\n");
5074 case WINED3D_FFP_VS_FOG_RANGE
:
5075 shader_addline(buffer
, "gl_FogFragCoord = length(ec_pos.xyz);\n");
5078 case WINED3D_FFP_VS_FOG_DEPTH
:
5079 shader_addline(buffer
, "gl_FogFragCoord = ec_pos.z;\n");
5083 ERR("Unhandled fog mode %#x.\n", settings
->fog_mode
);
5087 if (settings
->point_size
)
5089 shader_addline(buffer
, "gl_PointSize = gl_Point.size / sqrt(gl_Point.distanceConstantAttenuation"
5090 " + gl_Point.distanceLinearAttenuation * length(ec_pos.xyz)"
5091 " + gl_Point.distanceQuadraticAttenuation * dot(ec_pos.xyz, ec_pos.xyz));\n");
5092 shader_addline(buffer
, "gl_PointSize = clamp(gl_PointSize, gl_Point.sizeMin, gl_Point.sizeMax);\n");
5095 shader_addline(buffer
, "}\n");
5097 shader_obj
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
5098 shader_glsl_compile(gl_info
, shader_obj
, buffer
->buffer
);
5103 static const char *shader_glsl_get_ffp_fragment_op_arg(struct wined3d_shader_buffer
*buffer
,
5104 DWORD argnum
, unsigned int stage
, DWORD arg
)
5108 if (arg
== ARG_UNUSED
)
5109 return "<unused arg>";
5111 switch (arg
& WINED3DTA_SELECTMASK
)
5113 case WINED3DTA_DIFFUSE
:
5117 case WINED3DTA_CURRENT
:
5124 case WINED3DTA_TEXTURE
:
5127 case 0: ret
= "tex0"; break;
5128 case 1: ret
= "tex1"; break;
5129 case 2: ret
= "tex2"; break;
5130 case 3: ret
= "tex3"; break;
5131 case 4: ret
= "tex4"; break;
5132 case 5: ret
= "tex5"; break;
5133 case 6: ret
= "tex6"; break;
5134 case 7: ret
= "tex7"; break;
5136 ret
= "<invalid texture>";
5141 case WINED3DTA_TFACTOR
:
5145 case WINED3DTA_SPECULAR
:
5146 ret
= "gl_SecondaryColor";
5149 case WINED3DTA_TEMP
:
5153 case WINED3DTA_CONSTANT
:
5154 FIXME("Per-stage constants not implemented.\n");
5157 case 0: ret
= "const0"; break;
5158 case 1: ret
= "const1"; break;
5159 case 2: ret
= "const2"; break;
5160 case 3: ret
= "const3"; break;
5161 case 4: ret
= "const4"; break;
5162 case 5: ret
= "const5"; break;
5163 case 6: ret
= "const6"; break;
5164 case 7: ret
= "const7"; break;
5166 ret
= "<invalid constant>";
5172 return "<unhandled arg>";
5175 if (arg
& WINED3DTA_COMPLEMENT
)
5177 shader_addline(buffer
, "arg%u = vec4(1.0) - %s;\n", argnum
, ret
);
5180 else if (argnum
== 1)
5182 else if (argnum
== 2)
5186 if (arg
& WINED3DTA_ALPHAREPLICATE
)
5188 shader_addline(buffer
, "arg%u = vec4(%s.w);\n", argnum
, ret
);
5191 else if (argnum
== 1)
5193 else if (argnum
== 2)
5200 static void shader_glsl_ffp_fragment_op(struct wined3d_shader_buffer
*buffer
, unsigned int stage
, BOOL color
,
5201 BOOL alpha
, DWORD dst
, DWORD op
, DWORD dw_arg0
, DWORD dw_arg1
, DWORD dw_arg2
)
5203 const char *dstmask
, *dstreg
, *arg0
, *arg1
, *arg2
;
5213 dstreg
= "temp_reg";
5217 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, dw_arg0
);
5218 arg1
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 1, stage
, dw_arg1
);
5219 arg2
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 2, stage
, dw_arg2
);
5223 case WINED3D_TOP_DISABLE
:
5225 shader_addline(buffer
, "%s%s = gl_Color%s;\n", dstreg
, dstmask
, dstmask
);
5228 case WINED3D_TOP_SELECT_ARG1
:
5229 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
);
5232 case WINED3D_TOP_SELECT_ARG2
:
5233 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg2
, dstmask
);
5236 case WINED3D_TOP_MODULATE
:
5237 shader_addline(buffer
, "%s%s = %s%s * %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5240 case WINED3D_TOP_MODULATE_4X
:
5241 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 4.0, 0.0, 1.0);\n",
5242 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5245 case WINED3D_TOP_MODULATE_2X
:
5246 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 2.0, 0.0, 1.0);\n",
5247 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5250 case WINED3D_TOP_ADD
:
5251 shader_addline(buffer
, "%s%s = clamp(%s%s + %s%s, 0.0, 1.0);\n",
5252 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5255 case WINED3D_TOP_ADD_SIGNED
:
5256 shader_addline(buffer
, "%s%s = clamp(%s%s + (%s - vec4(0.5))%s, 0.0, 1.0);\n",
5257 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5260 case WINED3D_TOP_ADD_SIGNED_2X
:
5261 shader_addline(buffer
, "%s%s = clamp((%s%s + (%s - vec4(0.5))%s) * 2.0, 0.0, 1.0);\n",
5262 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5265 case WINED3D_TOP_SUBTRACT
:
5266 shader_addline(buffer
, "%s%s = clamp(%s%s - %s%s, 0.0, 1.0);\n",
5267 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
5270 case WINED3D_TOP_ADD_SMOOTH
:
5271 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s%s, 0.0, 1.0);\n",
5272 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
, dstmask
);
5275 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
5276 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_DIFFUSE
);
5277 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
5278 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
5281 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
5282 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
5283 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
5284 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
5287 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
5288 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TFACTOR
);
5289 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
5290 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
5293 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
5294 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
5295 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
5296 dstreg
, dstmask
, arg2
, dstmask
, arg0
, arg1
, dstmask
);
5299 case WINED3D_TOP_BLEND_CURRENT_ALPHA
:
5300 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_CURRENT
);
5301 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
5302 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
5305 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
5306 shader_addline(buffer
, "%s%s = clamp(%s%s * %s.w + %s%s, 0.0, 1.0);\n",
5307 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
5310 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
5311 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s.w, 0.0, 1.0);\n",
5312 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
5315 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
5316 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
5317 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
5319 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
5320 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s.w, 0.0, 1.0);\n",
5321 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
5324 case WINED3D_TOP_BUMPENVMAP
:
5325 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
5326 /* These are handled in the first pass, nothing to do. */
5329 case WINED3D_TOP_DOTPRODUCT3
:
5330 shader_addline(buffer
, "%s%s = vec4(clamp(dot(%s.xyz - 0.5, %s.xyz - 0.5) * 4.0, 0.0, 1.0))%s;\n",
5331 dstreg
, dstmask
, arg1
, arg2
, dstmask
);
5334 case WINED3D_TOP_MULTIPLY_ADD
:
5335 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s%s, 0.0, 1.0);\n",
5336 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg0
, dstmask
);
5339 case WINED3D_TOP_LERP
:
5340 /* MSDN isn't quite right here. */
5341 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s%s);\n",
5342 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
, dstmask
);
5346 FIXME("Unhandled operation %#x.\n", op
);
5351 /* Context activation is done by the caller. */
5352 static GLuint
shader_glsl_generate_ffp_fragment_shader(struct wined3d_shader_buffer
*buffer
,
5353 const struct ffp_frag_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
5355 BOOL tempreg_used
= FALSE
, tfactor_used
= FALSE
;
5356 BYTE lum_map
= 0, bump_map
= 0, tex_map
= 0;
5357 const char *final_combiner_src
= "ret";
5358 UINT lowest_disabled_stage
;
5359 GLhandleARB shader_obj
;
5360 DWORD arg0
, arg1
, arg2
;
5363 shader_buffer_clear(buffer
);
5365 /* Find out which textures are read */
5366 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
5368 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
5371 arg0
= settings
->op
[stage
].carg0
& WINED3DTA_SELECTMASK
;
5372 arg1
= settings
->op
[stage
].carg1
& WINED3DTA_SELECTMASK
;
5373 arg2
= settings
->op
[stage
].carg2
& WINED3DTA_SELECTMASK
;
5375 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
)
5376 tex_map
|= 1 << stage
;
5377 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
5378 tfactor_used
= TRUE
;
5379 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
5380 tempreg_used
= TRUE
;
5381 if (settings
->op
[stage
].dst
== tempreg
)
5382 tempreg_used
= TRUE
;
5384 switch (settings
->op
[stage
].cop
)
5386 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
5387 lum_map
|= 1 << stage
;
5389 case WINED3D_TOP_BUMPENVMAP
:
5390 bump_map
|= 1 << stage
;
5392 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
5393 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
5394 tex_map
|= 1 << stage
;
5397 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
5398 tfactor_used
= TRUE
;
5405 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
5408 arg0
= settings
->op
[stage
].aarg0
& WINED3DTA_SELECTMASK
;
5409 arg1
= settings
->op
[stage
].aarg1
& WINED3DTA_SELECTMASK
;
5410 arg2
= settings
->op
[stage
].aarg2
& WINED3DTA_SELECTMASK
;
5412 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
)
5413 tex_map
|= 1 << stage
;
5414 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
5415 tfactor_used
= TRUE
;
5416 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
5417 tempreg_used
= TRUE
;
5419 lowest_disabled_stage
= stage
;
5421 shader_addline(buffer
, "#version 120\n");
5423 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
5424 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
5426 shader_addline(buffer
, "vec4 tmp0, tmp1;\n");
5427 shader_addline(buffer
, "vec4 ret;\n");
5428 if (tempreg_used
|| settings
->sRGB_write
)
5429 shader_addline(buffer
, "vec4 temp_reg;\n");
5430 shader_addline(buffer
, "vec4 arg0, arg1, arg2;\n");
5432 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
5434 if (!(tex_map
& (1 << stage
)))
5437 switch (settings
->op
[stage
].tex_type
)
5440 shader_addline(buffer
, "uniform sampler1D ps_sampler%u;\n", stage
);
5443 shader_addline(buffer
, "uniform sampler2D ps_sampler%u;\n", stage
);
5446 shader_addline(buffer
, "uniform sampler3D ps_sampler%u;\n", stage
);
5449 shader_addline(buffer
, "uniform samplerCube ps_sampler%u;\n", stage
);
5452 shader_addline(buffer
, "uniform sampler2DRect ps_sampler%u;\n", stage
);
5455 FIXME("Unhandled sampler type %#x.\n", settings
->op
[stage
].tex_type
);
5459 shader_addline(buffer
, "vec4 tex%u;\n", stage
);
5461 if (!(bump_map
& (1 << stage
)))
5463 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", stage
);
5465 if (!(lum_map
& (1 << stage
)))
5467 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", stage
);
5468 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", stage
);
5471 shader_addline(buffer
, "uniform vec4 tex_factor;\n");
5472 shader_addline(buffer
, "uniform vec4 specular_enable;\n");
5474 if (settings
->sRGB_write
)
5476 shader_addline(buffer
, "const vec4 srgb_const0 = ");
5477 shader_glsl_append_imm_vec4(buffer
, srgb_const0
);
5478 shader_addline(buffer
, ";\n");
5479 shader_addline(buffer
, "const vec4 srgb_const1 = ");
5480 shader_glsl_append_imm_vec4(buffer
, srgb_const1
);
5481 shader_addline(buffer
, ";\n");
5484 shader_addline(buffer
, "void main()\n{\n");
5486 if (lowest_disabled_stage
< 7 && settings
->emul_clipplanes
)
5487 shader_addline(buffer
, "if (any(lessThan(gl_TexCoord[7], vec4(0.0)))) discard;\n");
5489 /* Generate texture sampling instructions) */
5490 for (stage
= 0; stage
< MAX_TEXTURES
&& settings
->op
[stage
].cop
!= WINED3D_TOP_DISABLE
; ++stage
)
5492 const char *texture_function
, *coord_mask
;
5493 char tex_reg_name
[8];
5496 if (!(tex_map
& (1 << stage
)))
5499 if (settings
->op
[stage
].projected
== proj_none
)
5503 else if (settings
->op
[stage
].projected
== proj_count4
5504 || settings
->op
[stage
].projected
== proj_count3
)
5510 FIXME("Unexpected projection mode %d\n", settings
->op
[stage
].projected
);
5514 if (settings
->op
[stage
].cop
== WINED3D_TOP_BUMPENVMAP
5515 || settings
->op
[stage
].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
5520 switch (settings
->op
[stage
].tex_type
)
5525 texture_function
= "texture1DProj";
5530 texture_function
= "texture1D";
5537 texture_function
= "texture2DProj";
5542 texture_function
= "texture2D";
5549 texture_function
= "texture3DProj";
5550 coord_mask
= "xyzw";
5554 texture_function
= "texture3D";
5559 texture_function
= "textureCube";
5565 texture_function
= "texture2DRectProj";
5570 texture_function
= "texture2DRect";
5575 FIXME("Unhandled texture type %#x.\n", settings
->op
[stage
].tex_type
);
5576 texture_function
= "";
5577 coord_mask
= "xyzw";
5582 && (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP
5583 || settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
))
5585 shader_addline(buffer
, "ret.xy = bumpenv_mat%u * tex%u.xy;\n", stage
- 1, stage
- 1);
5587 /* With projective textures, texbem only divides the static
5588 * texture coord, not the displacement, so multiply the
5589 * displacement with the dividing parameter before passing it to
5591 if (settings
->op
[stage
].projected
!= proj_none
)
5593 if (settings
->op
[stage
].projected
== proj_count4
)
5595 shader_addline(buffer
, "ret.xy = (ret.xy * gl_TexCoord[%u].w) + gl_TexCoord[%u].xy;\n",
5597 shader_addline(buffer
, "ret.zw = gl_TexCoord[%u].ww;\n", stage
);
5601 shader_addline(buffer
, "ret.xy = (ret.xy * gl_TexCoord[%u].z) + gl_TexCoord[%u].xy;\n",
5603 shader_addline(buffer
, "ret.zw = gl_TexCoord[%u].zz;\n", stage
);
5608 shader_addline(buffer
, "ret = gl_TexCoord[%u] + ret.xyxy;\n", stage
);
5612 shader_addline(buffer
, "tex%u = clamp(%s(ps_sampler%u, ret.%s), 0.0, 1.0);\n",
5613 stage
, texture_function
, stage
, coord_mask
);
5615 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ret.%s);\n",
5616 stage
, texture_function
, stage
, coord_mask
);
5618 if (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
5619 shader_addline(buffer
, "tex%u *= clamp(tex%u.z * bumpenv_lum_scale%u + bumpenv_lum_offset%u, 0.0, 1.0);\n",
5620 stage
, stage
- 1, stage
- 1, stage
- 1);
5622 else if (settings
->op
[stage
].projected
== proj_count3
)
5625 shader_addline(buffer
, "tex%u = clamp(%s(ps_sampler%u, gl_TexCoord[%u].xyz), 0.0, 1.0);\n",
5626 stage
, texture_function
, stage
, stage
);
5628 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, gl_TexCoord[%u].xyz);\n",
5629 stage
, texture_function
, stage
, stage
);
5634 shader_addline(buffer
, "tex%u = clamp(%s(ps_sampler%u, gl_TexCoord[%u].%s), 0.0, 1.0);\n",
5635 stage
, texture_function
, stage
, stage
, coord_mask
);
5637 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, gl_TexCoord[%u].%s);\n",
5638 stage
, texture_function
, stage
, stage
, coord_mask
);
5641 sprintf(tex_reg_name
, "tex%u", stage
);
5642 shader_glsl_color_correction_ext(buffer
, tex_reg_name
, WINED3DSP_WRITEMASK_ALL
,
5643 settings
->op
[stage
].color_fixup
);
5646 /* Generate the main shader */
5647 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
5651 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
5654 final_combiner_src
= "gl_Color";
5658 if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
5659 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
5660 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
;
5661 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
5662 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
5663 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg2
;
5664 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
5665 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
5666 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg1
;
5667 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
5668 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
5669 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
5671 op_equal
= settings
->op
[stage
].aop
== settings
->op
[stage
].cop
5672 && settings
->op
[stage
].carg0
== settings
->op
[stage
].aarg0
5673 && settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
5674 && settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
5676 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
5678 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
5679 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
5680 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
5682 shader_addline(buffer
, "ret.w = gl_Color.w;\n");
5686 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, TRUE
, settings
->op
[stage
].dst
,
5687 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
5688 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
5692 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
5693 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
5694 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
5695 shader_glsl_ffp_fragment_op(buffer
, stage
, FALSE
, TRUE
, settings
->op
[stage
].dst
,
5696 settings
->op
[stage
].aop
, settings
->op
[stage
].aarg0
,
5697 settings
->op
[stage
].aarg1
, settings
->op
[stage
].aarg2
);
5701 shader_addline(buffer
, "gl_FragData[0] = gl_SecondaryColor * specular_enable + %s;\n", final_combiner_src
);
5703 if (settings
->sRGB_write
)
5704 shader_glsl_generate_srgb_write_correction(buffer
);
5706 shader_glsl_generate_fog_code(buffer
, settings
->fog
);
5708 shader_addline(buffer
, "}\n");
5710 shader_obj
= GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB
));
5711 shader_glsl_compile(gl_info
, shader_obj
, buffer
->buffer
);
5715 static struct glsl_ffp_vertex_shader
*shader_glsl_find_ffp_vertex_shader(struct shader_glsl_priv
*priv
,
5716 const struct wined3d_gl_info
*gl_info
, const struct wined3d_ffp_vs_settings
*settings
)
5718 struct glsl_ffp_vertex_shader
*shader
;
5719 const struct wine_rb_entry
*entry
;
5721 if ((entry
= wine_rb_get(&priv
->ffp_vertex_shaders
, settings
)))
5722 return WINE_RB_ENTRY_VALUE(entry
, struct glsl_ffp_vertex_shader
, desc
.entry
);
5724 if (!(shader
= HeapAlloc(GetProcessHeap(), 0, sizeof(*shader
))))
5727 shader
->desc
.settings
= *settings
;
5728 shader
->id
= shader_glsl_generate_ffp_vertex_shader(&priv
->shader_buffer
, settings
, gl_info
);
5729 list_init(&shader
->linked_programs
);
5730 if (wine_rb_put(&priv
->ffp_vertex_shaders
, &shader
->desc
.settings
, &shader
->desc
.entry
) == -1)
5731 ERR("Failed to insert ffp vertex shader.\n");
5736 static struct glsl_ffp_fragment_shader
*shader_glsl_find_ffp_fragment_shader(struct shader_glsl_priv
*priv
,
5737 const struct wined3d_gl_info
*gl_info
, const struct ffp_frag_settings
*args
)
5739 struct glsl_ffp_fragment_shader
*glsl_desc
;
5740 const struct ffp_frag_desc
*desc
;
5742 if ((desc
= find_ffp_frag_shader(&priv
->ffp_fragment_shaders
, args
)))
5743 return CONTAINING_RECORD(desc
, struct glsl_ffp_fragment_shader
, entry
);
5745 if (!(glsl_desc
= HeapAlloc(GetProcessHeap(), 0, sizeof(*glsl_desc
))))
5748 glsl_desc
->entry
.settings
= *args
;
5749 glsl_desc
->id
= shader_glsl_generate_ffp_fragment_shader(&priv
->shader_buffer
, args
, gl_info
);
5750 list_init(&glsl_desc
->linked_programs
);
5751 add_ffp_frag_shader(&priv
->ffp_fragment_shaders
, &glsl_desc
->entry
);
5757 static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info
*gl_info
,
5758 GLhandleARB program_id
, struct glsl_vs_program
*vs
)
5763 vs
->uniform_f_locations
= HeapAlloc(GetProcessHeap(), 0,
5764 sizeof(GLhandleARB
) * gl_info
->limits
.glsl_vs_float_constants
);
5765 for (i
= 0; i
< gl_info
->limits
.glsl_vs_float_constants
; ++i
)
5767 snprintf(name
, sizeof(name
), "vs_c[%u]", i
);
5768 vs
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(program_id
, name
));
5771 for (i
= 0; i
< MAX_CONST_I
; ++i
)
5773 snprintf(name
, sizeof(name
), "vs_i[%u]", i
);
5774 vs
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(program_id
, name
));
5777 vs
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocationARB(program_id
, "posFixup"));
5780 static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info
*gl_info
,
5781 GLhandleARB program_id
, struct glsl_ps_program
*ps
)
5786 ps
->uniform_f_locations
= HeapAlloc(GetProcessHeap(), 0,
5787 sizeof(GLhandleARB
) * gl_info
->limits
.glsl_ps_float_constants
);
5788 for (i
= 0; i
< gl_info
->limits
.glsl_ps_float_constants
; ++i
)
5790 snprintf(name
, sizeof(name
), "ps_c[%u]", i
);
5791 ps
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(program_id
, name
));
5794 for (i
= 0; i
< MAX_CONST_I
; ++i
)
5796 snprintf(name
, sizeof(name
), "ps_i[%u]", i
);
5797 ps
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocationARB(program_id
, name
));
5800 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
5802 snprintf(name
, sizeof(name
), "bumpenv_mat%u", i
);
5803 ps
->bumpenv_mat_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(program_id
, name
));
5804 snprintf(name
, sizeof(name
), "bumpenv_lum_scale%u", i
);
5805 ps
->bumpenv_lum_scale_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(program_id
, name
));
5806 snprintf(name
, sizeof(name
), "bumpenv_lum_offset%u", i
);
5807 ps
->bumpenv_lum_offset_location
[i
] = GL_EXTCALL(glGetUniformLocationARB(program_id
, name
));
5810 ps
->tex_factor_location
= GL_EXTCALL(glGetUniformLocationARB(program_id
, "tex_factor"));
5811 ps
->specular_enable_location
= GL_EXTCALL(glGetUniformLocationARB(program_id
, "specular_enable"));
5812 ps
->np2_fixup_location
= GL_EXTCALL(glGetUniformLocationARB(program_id
, "ps_samplerNP2Fixup"));
5813 ps
->ycorrection_location
= GL_EXTCALL(glGetUniformLocationARB(program_id
, "ycorrection"));
5816 /* Context activation is done by the caller. */
5817 static void set_glsl_shader_program(const struct wined3d_context
*context
, const struct wined3d_state
*state
,
5818 struct shader_glsl_priv
*priv
)
5820 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
5821 const struct ps_np2fixup_info
*np2fixup_info
= NULL
;
5822 struct glsl_shader_prog_link
*entry
= NULL
;
5823 struct wined3d_shader
*vshader
= NULL
;
5824 struct wined3d_shader
*gshader
= NULL
;
5825 struct wined3d_shader
*pshader
= NULL
;
5826 GLhandleARB programId
= 0;
5827 GLhandleARB reorder_shader_id
= 0;
5829 struct ps_compile_args ps_compile_args
;
5830 struct vs_compile_args vs_compile_args
;
5831 GLhandleARB vs_id
, gs_id
, ps_id
;
5832 struct list
*ps_list
, *vs_list
;
5833 struct wined3d_device
*device
= context
->swapchain
->device
;
5837 vshader
= state
->vertex_shader
;
5838 find_vs_compile_args(state
, vshader
, &vs_compile_args
);
5839 vs_id
= find_glsl_vshader(context
, &priv
->shader_buffer
, vshader
, &vs_compile_args
);
5840 vs_list
= &vshader
->linked_programs
;
5842 if ((gshader
= state
->geometry_shader
))
5843 gs_id
= find_glsl_geometry_shader(context
, &priv
->shader_buffer
, gshader
);
5847 else if (priv
->vertex_pipe
== &glsl_vertex_pipe
)
5849 struct glsl_ffp_vertex_shader
*ffp_shader
;
5850 struct wined3d_ffp_vs_settings settings
;
5852 wined3d_ffp_get_vs_settings(state
, &device
->stream_info
, &settings
);
5853 ffp_shader
= shader_glsl_find_ffp_vertex_shader(priv
, gl_info
, &settings
);
5854 vs_id
= ffp_shader
->id
;
5855 vs_list
= &ffp_shader
->linked_programs
;
5867 pshader
= state
->pixel_shader
;
5868 find_ps_compile_args(state
, pshader
, &ps_compile_args
);
5869 ps_id
= find_glsl_pshader(context
, &priv
->shader_buffer
,
5870 pshader
, &ps_compile_args
, &np2fixup_info
);
5871 ps_list
= &pshader
->linked_programs
;
5873 else if (priv
->fragment_pipe
== &glsl_fragment_pipe
)
5875 struct glsl_ffp_fragment_shader
*ffp_shader
;
5876 struct ffp_frag_settings settings
;
5878 gen_ffp_frag_op(context
, state
, &settings
, FALSE
);
5879 ffp_shader
= shader_glsl_find_ffp_fragment_shader(priv
, gl_info
, &settings
);
5880 ps_id
= ffp_shader
->id
;
5881 ps_list
= &ffp_shader
->linked_programs
;
5888 if ((!vs_id
&& !gs_id
&& !ps_id
) || (entry
= get_glsl_program_entry(priv
, vs_id
, gs_id
, ps_id
)))
5890 priv
->glsl_program
= entry
;
5894 /* If we get to this point, then no matching program exists, so we create one */
5895 programId
= GL_EXTCALL(glCreateProgramObjectARB());
5896 TRACE("Created new GLSL shader program %u\n", programId
);
5898 /* Create the entry */
5899 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link
));
5900 entry
->programId
= programId
;
5901 entry
->vs
.id
= vs_id
;
5902 entry
->gs
.id
= gs_id
;
5903 entry
->ps
.id
= ps_id
;
5904 entry
->constant_version
= 0;
5905 entry
->ps
.np2_fixup_info
= np2fixup_info
;
5906 /* Add the hash table entry */
5907 add_glsl_program_entry(priv
, entry
);
5909 /* Set the current program */
5910 priv
->glsl_program
= entry
;
5912 /* Attach GLSL vshader */
5915 TRACE("Attaching GLSL shader object %u to program %u.\n", vs_id
, programId
);
5916 GL_EXTCALL(glAttachObjectARB(programId
, vs_id
));
5917 checkGLcall("glAttachObjectARB");
5919 list_add_head(vs_list
, &entry
->vs
.shader_entry
);
5924 WORD map
= vshader
->reg_maps
.input_registers
;
5927 reorder_shader_id
= generate_param_reorder_function(&priv
->shader_buffer
, vshader
, pshader
, gl_info
);
5928 TRACE("Attaching GLSL shader object %u to program %u\n", reorder_shader_id
, programId
);
5929 GL_EXTCALL(glAttachObjectARB(programId
, reorder_shader_id
));
5930 checkGLcall("glAttachObjectARB");
5931 /* Flag the reorder function for deletion, then it will be freed automatically when the program
5934 GL_EXTCALL(glDeleteObjectARB(reorder_shader_id
));
5936 /* Bind vertex attributes to a corresponding index number to match
5937 * the same index numbers as ARB_vertex_programs (makes loading
5938 * vertex attributes simpler). With this method, we can use the
5939 * exact same code to load the attributes later for both ARB and
5942 * We have to do this here because we need to know the Program ID
5943 * in order to make the bindings work, and it has to be done prior
5944 * to linking the GLSL program. */
5945 for (i
= 0; map
; map
>>= 1, ++i
)
5947 if (!(map
& 1)) continue;
5949 snprintf(tmp_name
, sizeof(tmp_name
), "vs_in%u", i
);
5950 GL_EXTCALL(glBindAttribLocationARB(programId
, i
, tmp_name
));
5952 checkGLcall("glBindAttribLocationARB");
5957 TRACE("Attaching GLSL geometry shader object %u to program %u.\n", gs_id
, programId
);
5958 GL_EXTCALL(glAttachObjectARB(programId
, gs_id
));
5959 checkGLcall("glAttachObjectARB");
5961 TRACE("input type %s, output type %s, vertices out %u.\n",
5962 debug_d3dprimitivetype(gshader
->u
.gs
.input_type
),
5963 debug_d3dprimitivetype(gshader
->u
.gs
.output_type
),
5964 gshader
->u
.gs
.vertices_out
);
5965 GL_EXTCALL(glProgramParameteriARB(programId
, GL_GEOMETRY_INPUT_TYPE_ARB
,
5966 gl_primitive_type_from_d3d(gshader
->u
.gs
.input_type
)));
5967 GL_EXTCALL(glProgramParameteriARB(programId
, GL_GEOMETRY_OUTPUT_TYPE_ARB
,
5968 gl_primitive_type_from_d3d(gshader
->u
.gs
.output_type
)));
5969 GL_EXTCALL(glProgramParameteriARB(programId
, GL_GEOMETRY_VERTICES_OUT_ARB
,
5970 gshader
->u
.gs
.vertices_out
));
5971 checkGLcall("glProgramParameteriARB");
5973 list_add_head(&gshader
->linked_programs
, &entry
->gs
.shader_entry
);
5976 /* Attach GLSL pshader */
5979 TRACE("Attaching GLSL shader object %u to program %u.\n", ps_id
, programId
);
5980 GL_EXTCALL(glAttachObjectARB(programId
, ps_id
));
5981 checkGLcall("glAttachObjectARB");
5983 list_add_head(ps_list
, &entry
->ps
.shader_entry
);
5986 /* Link the program */
5987 TRACE("Linking GLSL shader program %u\n", programId
);
5988 GL_EXTCALL(glLinkProgramARB(programId
));
5989 shader_glsl_validate_link(gl_info
, programId
);
5991 shader_glsl_init_vs_uniform_locations(gl_info
, programId
, &entry
->vs
);
5992 shader_glsl_init_ps_uniform_locations(gl_info
, programId
, &entry
->ps
);
5993 checkGLcall("Find glsl program uniform locations");
5995 if (pshader
&& pshader
->reg_maps
.shader_version
.major
>= 3
5996 && pshader
->u
.ps
.declared_in_count
> vec4_varyings(3, gl_info
))
5998 TRACE("Shader %d needs vertex color clamping disabled\n", programId
);
5999 entry
->vs
.vertex_color_clamp
= GL_FALSE
;
6003 entry
->vs
.vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
6006 /* Set the shader to allow uniform loading on it */
6007 GL_EXTCALL(glUseProgramObjectARB(programId
));
6008 checkGLcall("glUseProgramObjectARB(programId)");
6010 /* Load the vertex and pixel samplers now. The function that finds the mappings makes sure
6011 * that it stays the same for each vertexshader-pixelshader pair(=linked glsl program). If
6012 * a pshader with fixed function pipeline is used there are no vertex samplers, and if a
6013 * vertex shader with fixed function pixel processing is used we make sure that the card
6014 * supports enough samplers to allow the max number of vertex samplers with all possible
6015 * fixed function fragment processing setups. So once the program is linked these samplers
6018 shader_glsl_load_vsamplers(gl_info
, device
->texUnitMap
, programId
);
6019 shader_glsl_load_psamplers(gl_info
, device
->texUnitMap
, programId
);
6022 /* Context activation is done by the caller. */
6023 static GLhandleARB
create_glsl_blt_shader(const struct wined3d_gl_info
*gl_info
, enum tex_types tex_type
, BOOL masked
)
6025 GLhandleARB program_id
;
6026 GLhandleARB vshader_id
, pshader_id
;
6027 const char *blt_pshader
;
6029 static const char *blt_vshader
=
6033 " gl_Position = gl_Vertex;\n"
6034 " gl_FrontColor = vec4(1.0);\n"
6035 " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
6038 static const char * const blt_pshaders_full
[tex_type_count
] =
6044 "uniform sampler2D sampler;\n"
6047 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
6053 "uniform samplerCube sampler;\n"
6056 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
6060 "#extension GL_ARB_texture_rectangle : enable\n"
6061 "uniform sampler2DRect sampler;\n"
6064 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
6068 static const char * const blt_pshaders_masked
[tex_type_count
] =
6074 "uniform sampler2D sampler;\n"
6075 "uniform vec4 mask;\n"
6078 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
6079 " gl_FragDepth = texture2D(sampler, gl_TexCoord[0].xy).x;\n"
6085 "uniform samplerCube sampler;\n"
6086 "uniform vec4 mask;\n"
6089 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
6090 " gl_FragDepth = textureCube(sampler, gl_TexCoord[0].xyz).x;\n"
6094 "#extension GL_ARB_texture_rectangle : enable\n"
6095 "uniform sampler2DRect sampler;\n"
6096 "uniform vec4 mask;\n"
6099 " if (all(lessThan(gl_FragCoord.xy, mask.zw))) discard;\n"
6100 " gl_FragDepth = texture2DRect(sampler, gl_TexCoord[0].xy).x;\n"
6104 blt_pshader
= masked
? blt_pshaders_masked
[tex_type
] : blt_pshaders_full
[tex_type
];
6107 FIXME("tex_type %#x not supported\n", tex_type
);
6111 vshader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB
));
6112 shader_glsl_compile(gl_info
, vshader_id
, blt_vshader
);
6114 pshader_id
= GL_EXTCALL(glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB
));
6115 shader_glsl_compile(gl_info
, pshader_id
, blt_pshader
);
6117 program_id
= GL_EXTCALL(glCreateProgramObjectARB());
6118 GL_EXTCALL(glAttachObjectARB(program_id
, vshader_id
));
6119 GL_EXTCALL(glAttachObjectARB(program_id
, pshader_id
));
6120 GL_EXTCALL(glLinkProgramARB(program_id
));
6122 shader_glsl_validate_link(gl_info
, program_id
);
6124 /* Once linked we can mark the shaders for deletion. They will be deleted once the program
6127 GL_EXTCALL(glDeleteObjectARB(vshader_id
));
6128 GL_EXTCALL(glDeleteObjectARB(pshader_id
));
6132 /* Context activation is done by the caller. */
6133 static void shader_glsl_select(void *shader_priv
, const struct wined3d_context
*context
,
6134 const struct wined3d_state
*state
)
6136 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
6137 struct shader_glsl_priv
*priv
= shader_priv
;
6138 GLhandleARB program_id
= 0;
6139 GLenum old_vertex_color_clamp
, current_vertex_color_clamp
;
6141 priv
->vertex_pipe
->vp_enable(gl_info
, !use_vs(state
));
6142 priv
->fragment_pipe
->enable_extension(gl_info
, !use_ps(state
));
6144 old_vertex_color_clamp
= priv
->glsl_program
? priv
->glsl_program
->vs
.vertex_color_clamp
: GL_FIXED_ONLY_ARB
;
6145 set_glsl_shader_program(context
, state
, priv
);
6146 current_vertex_color_clamp
= priv
->glsl_program
? priv
->glsl_program
->vs
.vertex_color_clamp
: GL_FIXED_ONLY_ARB
;
6147 if (old_vertex_color_clamp
!= current_vertex_color_clamp
)
6149 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
6151 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, current_vertex_color_clamp
));
6152 checkGLcall("glClampColorARB");
6156 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
6160 program_id
= priv
->glsl_program
? priv
->glsl_program
->programId
: 0;
6161 if (program_id
) TRACE("Using GLSL program %u\n", program_id
);
6162 GL_EXTCALL(glUseProgramObjectARB(program_id
));
6163 checkGLcall("glUseProgramObjectARB");
6165 /* In case that NP2 texcoord fixup data is found for the selected program, trigger a reload of the
6166 * constants. This has to be done because it can't be guaranteed that sampler() (from state.c) is
6167 * called between selecting the shader and using it, which results in wrong fixup for some frames. */
6168 if (priv
->glsl_program
&& priv
->glsl_program
->ps
.np2_fixup_info
)
6170 shader_glsl_load_np2fixup_constants(priv
, gl_info
, state
);
6174 /* Context activation is done by the caller. */
6175 static void shader_glsl_disable(void *shader_priv
, const struct wined3d_context
*context
)
6177 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
6178 struct shader_glsl_priv
*priv
= shader_priv
;
6180 priv
->glsl_program
= NULL
;
6181 GL_EXTCALL(glUseProgramObjectARB(0));
6182 checkGLcall("glUseProgramObjectARB");
6184 priv
->vertex_pipe
->vp_enable(gl_info
, FALSE
);
6185 priv
->fragment_pipe
->enable_extension(gl_info
, FALSE
);
6187 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
6189 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, GL_FIXED_ONLY_ARB
));
6190 checkGLcall("glClampColorARB");
6194 /* Context activation is done by the caller. */
6195 static void shader_glsl_select_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
,
6196 enum tex_types tex_type
, const SIZE
*ds_mask_size
)
6198 BOOL masked
= ds_mask_size
->cx
&& ds_mask_size
->cy
;
6199 struct shader_glsl_priv
*priv
= shader_priv
;
6200 GLhandleARB
*blt_program
;
6203 blt_program
= masked
? &priv
->depth_blt_program_masked
[tex_type
] : &priv
->depth_blt_program_full
[tex_type
];
6206 *blt_program
= create_glsl_blt_shader(gl_info
, tex_type
, masked
);
6207 loc
= GL_EXTCALL(glGetUniformLocationARB(*blt_program
, "sampler"));
6208 GL_EXTCALL(glUseProgramObjectARB(*blt_program
));
6209 GL_EXTCALL(glUniform1iARB(loc
, 0));
6213 GL_EXTCALL(glUseProgramObjectARB(*blt_program
));
6218 loc
= GL_EXTCALL(glGetUniformLocationARB(*blt_program
, "mask"));
6219 GL_EXTCALL(glUniform4fARB(loc
, 0.0f
, 0.0f
, (float)ds_mask_size
->cx
, (float)ds_mask_size
->cy
));
6223 /* Context activation is done by the caller. */
6224 static void shader_glsl_deselect_depth_blt(void *shader_priv
, const struct wined3d_gl_info
*gl_info
)
6226 struct shader_glsl_priv
*priv
= shader_priv
;
6227 GLhandleARB program_id
;
6229 program_id
= priv
->glsl_program
? priv
->glsl_program
->programId
: 0;
6230 if (program_id
) TRACE("Using GLSL program %u\n", program_id
);
6232 GL_EXTCALL(glUseProgramObjectARB(program_id
));
6233 checkGLcall("glUseProgramObjectARB");
6236 static void shader_glsl_destroy(struct wined3d_shader
*shader
)
6238 struct glsl_shader_private
*shader_data
= shader
->backend_data
;
6239 struct wined3d_device
*device
= shader
->device
;
6240 struct shader_glsl_priv
*priv
= device
->shader_priv
;
6241 const struct wined3d_gl_info
*gl_info
;
6242 const struct list
*linked_programs
;
6243 struct wined3d_context
*context
;
6245 if (!shader_data
|| !shader_data
->num_gl_shaders
)
6247 HeapFree(GetProcessHeap(), 0, shader_data
);
6248 shader
->backend_data
= NULL
;
6252 context
= context_acquire(device
, NULL
);
6253 gl_info
= context
->gl_info
;
6255 TRACE("Deleting linked programs.\n");
6256 linked_programs
= &shader
->linked_programs
;
6257 if (linked_programs
->next
)
6259 struct glsl_shader_prog_link
*entry
, *entry2
;
6262 switch (shader
->reg_maps
.shader_version
.type
)
6264 case WINED3D_SHADER_TYPE_PIXEL
:
6266 struct glsl_ps_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.ps
;
6268 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
6269 struct glsl_shader_prog_link
, ps
.shader_entry
)
6271 delete_glsl_program_entry(priv
, gl_info
, entry
);
6274 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
6276 TRACE("Deleting pixel shader %u.\n", gl_shaders
[i
].prgId
);
6277 if (priv
->glsl_program
&& priv
->glsl_program
->ps
.id
== gl_shaders
[i
].prgId
)
6278 shader_glsl_disable(priv
, context
);
6279 GL_EXTCALL(glDeleteObjectARB(gl_shaders
[i
].prgId
));
6280 checkGLcall("glDeleteObjectARB");
6282 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.ps
);
6287 case WINED3D_SHADER_TYPE_VERTEX
:
6289 struct glsl_vs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.vs
;
6291 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
6292 struct glsl_shader_prog_link
, vs
.shader_entry
)
6294 delete_glsl_program_entry(priv
, gl_info
, entry
);
6297 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
6299 TRACE("Deleting vertex shader %u.\n", gl_shaders
[i
].prgId
);
6300 if (priv
->glsl_program
&& priv
->glsl_program
->vs
.id
== gl_shaders
[i
].prgId
)
6301 shader_glsl_disable(priv
, context
);
6302 GL_EXTCALL(glDeleteObjectARB(gl_shaders
[i
].prgId
));
6303 checkGLcall("glDeleteObjectARB");
6305 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.vs
);
6310 case WINED3D_SHADER_TYPE_GEOMETRY
:
6312 struct glsl_gs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.gs
;
6314 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
6315 struct glsl_shader_prog_link
, gs
.shader_entry
)
6317 delete_glsl_program_entry(priv
, gl_info
, entry
);
6320 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
6322 TRACE("Deleting geometry shader %u.\n", gl_shaders
[i
].id
);
6323 if (priv
->glsl_program
&& priv
->glsl_program
->gs
.id
== gl_shaders
[i
].id
)
6324 shader_glsl_disable(priv
, context
);
6325 GL_EXTCALL(glDeleteObjectARB(gl_shaders
[i
].id
));
6326 checkGLcall("glDeleteObjectARB");
6328 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.gs
);
6334 ERR("Unhandled shader type %#x.\n", shader
->reg_maps
.shader_version
.type
);
6339 HeapFree(GetProcessHeap(), 0, shader
->backend_data
);
6340 shader
->backend_data
= NULL
;
6342 context_release(context
);
6345 static int glsl_program_key_compare(const void *key
, const struct wine_rb_entry
*entry
)
6347 const struct glsl_program_key
*k
= key
;
6348 const struct glsl_shader_prog_link
*prog
= WINE_RB_ENTRY_VALUE(entry
,
6349 const struct glsl_shader_prog_link
, program_lookup_entry
);
6351 if (k
->vs_id
> prog
->vs
.id
) return 1;
6352 else if (k
->vs_id
< prog
->vs
.id
) return -1;
6354 if (k
->gs_id
> prog
->gs
.id
) return 1;
6355 else if (k
->gs_id
< prog
->gs
.id
) return -1;
6357 if (k
->ps_id
> prog
->ps
.id
) return 1;
6358 else if (k
->ps_id
< prog
->ps
.id
) return -1;
6363 static BOOL
constant_heap_init(struct constant_heap
*heap
, unsigned int constant_count
)
6365 SIZE_T size
= (constant_count
+ 1) * sizeof(*heap
->entries
) + constant_count
* sizeof(*heap
->positions
);
6366 void *mem
= HeapAlloc(GetProcessHeap(), 0, size
);
6370 ERR("Failed to allocate memory\n");
6374 heap
->entries
= mem
;
6375 heap
->entries
[1].version
= 0;
6376 heap
->positions
= (unsigned int *)(heap
->entries
+ constant_count
+ 1);
6382 static void constant_heap_free(struct constant_heap
*heap
)
6384 HeapFree(GetProcessHeap(), 0, heap
->entries
);
6387 static const struct wine_rb_functions wined3d_glsl_program_rb_functions
=
6392 glsl_program_key_compare
,
6395 static HRESULT
shader_glsl_alloc(struct wined3d_device
*device
, const struct wined3d_vertex_pipe_ops
*vertex_pipe
,
6396 const struct fragment_pipeline
*fragment_pipe
)
6398 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
6399 struct shader_glsl_priv
*priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_glsl_priv
));
6400 SIZE_T stack_size
= wined3d_log2i(max(gl_info
->limits
.glsl_vs_float_constants
,
6401 gl_info
->limits
.glsl_ps_float_constants
)) + 1;
6402 struct fragment_caps fragment_caps
;
6403 void *vertex_priv
, *fragment_priv
;
6405 if (!(vertex_priv
= vertex_pipe
->vp_alloc(&glsl_shader_backend
, priv
)))
6407 ERR("Failed to initialize vertex pipe.\n");
6408 HeapFree(GetProcessHeap(), 0, priv
);
6412 if (!(fragment_priv
= fragment_pipe
->alloc_private(&glsl_shader_backend
, priv
)))
6414 ERR("Failed to initialize fragment pipe.\n");
6415 vertex_pipe
->vp_free(device
);
6416 HeapFree(GetProcessHeap(), 0, priv
);
6420 if (!shader_buffer_init(&priv
->shader_buffer
))
6422 ERR("Failed to initialize shader buffer.\n");
6426 priv
->stack
= HeapAlloc(GetProcessHeap(), 0, stack_size
* sizeof(*priv
->stack
));
6429 ERR("Failed to allocate memory.\n");
6433 if (!constant_heap_init(&priv
->vconst_heap
, gl_info
->limits
.glsl_vs_float_constants
))
6435 ERR("Failed to initialize vertex shader constant heap\n");
6439 if (!constant_heap_init(&priv
->pconst_heap
, gl_info
->limits
.glsl_ps_float_constants
))
6441 ERR("Failed to initialize pixel shader constant heap\n");
6445 if (wine_rb_init(&priv
->program_lookup
, &wined3d_glsl_program_rb_functions
) == -1)
6447 ERR("Failed to initialize rbtree.\n");
6451 priv
->next_constant_version
= 1;
6452 priv
->vertex_pipe
= vertex_pipe
;
6453 priv
->fragment_pipe
= fragment_pipe
;
6454 fragment_pipe
->get_caps(gl_info
, &fragment_caps
);
6455 priv
->ffp_proj_control
= fragment_caps
.wined3d_caps
& WINED3D_FRAGMENT_CAP_PROJ_CONTROL
;
6457 device
->vertex_priv
= vertex_priv
;
6458 device
->fragment_priv
= fragment_priv
;
6459 device
->shader_priv
= priv
;
6464 constant_heap_free(&priv
->pconst_heap
);
6465 constant_heap_free(&priv
->vconst_heap
);
6466 HeapFree(GetProcessHeap(), 0, priv
->stack
);
6467 shader_buffer_free(&priv
->shader_buffer
);
6468 fragment_pipe
->free_private(device
);
6469 vertex_pipe
->vp_free(device
);
6470 HeapFree(GetProcessHeap(), 0, priv
);
6471 return E_OUTOFMEMORY
;
6474 /* Context activation is done by the caller. */
6475 static void shader_glsl_free(struct wined3d_device
*device
)
6477 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
6478 struct shader_glsl_priv
*priv
= device
->shader_priv
;
6481 for (i
= 0; i
< tex_type_count
; ++i
)
6483 if (priv
->depth_blt_program_full
[i
])
6485 GL_EXTCALL(glDeleteObjectARB(priv
->depth_blt_program_full
[i
]));
6487 if (priv
->depth_blt_program_masked
[i
])
6489 GL_EXTCALL(glDeleteObjectARB(priv
->depth_blt_program_masked
[i
]));
6493 wine_rb_destroy(&priv
->program_lookup
, NULL
, NULL
);
6494 constant_heap_free(&priv
->pconst_heap
);
6495 constant_heap_free(&priv
->vconst_heap
);
6496 HeapFree(GetProcessHeap(), 0, priv
->stack
);
6497 shader_buffer_free(&priv
->shader_buffer
);
6498 priv
->fragment_pipe
->free_private(device
);
6499 priv
->vertex_pipe
->vp_free(device
);
6501 HeapFree(GetProcessHeap(), 0, device
->shader_priv
);
6502 device
->shader_priv
= NULL
;
6505 static void shader_glsl_context_destroyed(void *shader_priv
, const struct wined3d_context
*context
) {}
6507 static void shader_glsl_get_caps(const struct wined3d_gl_info
*gl_info
, struct shader_caps
*caps
)
6511 if (gl_info
->supported
[EXT_GPU_SHADER4
] && gl_info
->supported
[ARB_SHADER_BIT_ENCODING
]
6512 && gl_info
->supported
[ARB_GEOMETRY_SHADER4
] && gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 50)
6513 && gl_info
->supported
[ARB_DRAW_ELEMENTS_BASE_VERTEX
] && gl_info
->supported
[ARB_DRAW_INSTANCED
])
6515 /* ARB_shader_texture_lod or EXT_gpu_shader4 is required for the SM3
6516 * texldd and texldl instructions. */
6517 else if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
] || gl_info
->supported
[EXT_GPU_SHADER4
])
6521 TRACE("Shader model %u.\n", shader_model
);
6523 caps
->vs_version
= min(wined3d_settings
.max_sm_vs
, shader_model
);
6524 caps
->gs_version
= min(wined3d_settings
.max_sm_gs
, shader_model
);
6525 caps
->ps_version
= min(wined3d_settings
.max_sm_ps
, shader_model
);
6527 caps
->vs_uniform_count
= gl_info
->limits
.glsl_vs_float_constants
;
6528 caps
->ps_uniform_count
= gl_info
->limits
.glsl_ps_float_constants
;
6530 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
6531 * Direct3D minimum requirement.
6533 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
6534 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
6536 * The problem is that the refrast clamps temporary results in the shader to
6537 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
6538 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
6539 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
6540 * offer a way to query this.
6542 caps
->ps_1x_max_value
= 8.0;
6544 /* Ideally we'd only set caps like sRGB writes here if supported by both
6545 * the shader backend and the fragment pipe, but we can get called before
6546 * shader_glsl_alloc(). */
6547 caps
->wined3d_caps
= WINED3D_SHADER_CAP_VS_CLIPPING
6548 | WINED3D_SHADER_CAP_SRGB_WRITE
;
6551 static BOOL
shader_glsl_color_fixup_supported(struct color_fixup_desc fixup
)
6553 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
6555 TRACE("Checking support for fixup:\n");
6556 dump_color_fixup_desc(fixup
);
6559 /* We support everything except YUV conversions. */
6560 if (!is_complex_fixup(fixup
))
6566 TRACE("[FAILED]\n");
6570 static const SHADER_HANDLER shader_glsl_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
6572 /* WINED3DSIH_ABS */ shader_glsl_map2gl
,
6573 /* WINED3DSIH_ADD */ shader_glsl_binop
,
6574 /* WINED3DSIH_AND */ shader_glsl_binop
,
6575 /* WINED3DSIH_BEM */ shader_glsl_bem
,
6576 /* WINED3DSIH_BREAK */ shader_glsl_break
,
6577 /* WINED3DSIH_BREAKC */ shader_glsl_breakc
,
6578 /* WINED3DSIH_BREAKP */ shader_glsl_breakp
,
6579 /* WINED3DSIH_CALL */ shader_glsl_call
,
6580 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz
,
6581 /* WINED3DSIH_CMP */ shader_glsl_conditional_move
,
6582 /* WINED3DSIH_CND */ shader_glsl_cnd
,
6583 /* WINED3DSIH_CRS */ shader_glsl_cross
,
6584 /* WINED3DSIH_CUT */ shader_glsl_cut
,
6585 /* WINED3DSIH_DCL */ shader_glsl_nop
,
6586 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_glsl_nop
,
6587 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_glsl_nop
,
6588 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_glsl_nop
,
6589 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_glsl_nop
,
6590 /* WINED3DSIH_DEF */ shader_glsl_nop
,
6591 /* WINED3DSIH_DEFB */ shader_glsl_nop
,
6592 /* WINED3DSIH_DEFI */ shader_glsl_nop
,
6593 /* WINED3DSIH_DIV */ shader_glsl_binop
,
6594 /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add
,
6595 /* WINED3DSIH_DP3 */ shader_glsl_dot
,
6596 /* WINED3DSIH_DP4 */ shader_glsl_dot
,
6597 /* WINED3DSIH_DST */ shader_glsl_dst
,
6598 /* WINED3DSIH_DSX */ shader_glsl_map2gl
,
6599 /* WINED3DSIH_DSY */ shader_glsl_map2gl
,
6600 /* WINED3DSIH_ELSE */ shader_glsl_else
,
6601 /* WINED3DSIH_EMIT */ shader_glsl_emit
,
6602 /* WINED3DSIH_ENDIF */ shader_glsl_end
,
6603 /* WINED3DSIH_ENDLOOP */ shader_glsl_end
,
6604 /* WINED3DSIH_ENDREP */ shader_glsl_end
,
6605 /* WINED3DSIH_EQ */ shader_glsl_relop
,
6606 /* WINED3DSIH_EXP */ shader_glsl_map2gl
,
6607 /* WINED3DSIH_EXPP */ shader_glsl_expp
,
6608 /* WINED3DSIH_FRC */ shader_glsl_map2gl
,
6609 /* WINED3DSIH_FTOI */ shader_glsl_to_int
,
6610 /* WINED3DSIH_GE */ shader_glsl_relop
,
6611 /* WINED3DSIH_IADD */ shader_glsl_binop
,
6612 /* WINED3DSIH_IEQ */ NULL
,
6613 /* WINED3DSIH_IF */ shader_glsl_if
,
6614 /* WINED3DSIH_IFC */ shader_glsl_ifc
,
6615 /* WINED3DSIH_IGE */ shader_glsl_relop
,
6616 /* WINED3DSIH_IMUL */ shader_glsl_imul
,
6617 /* WINED3DSIH_ITOF */ shader_glsl_to_float
,
6618 /* WINED3DSIH_LABEL */ shader_glsl_label
,
6619 /* WINED3DSIH_LD */ NULL
,
6620 /* WINED3DSIH_LIT */ shader_glsl_lit
,
6621 /* WINED3DSIH_LOG */ shader_glsl_log
,
6622 /* WINED3DSIH_LOGP */ shader_glsl_log
,
6623 /* WINED3DSIH_LOOP */ shader_glsl_loop
,
6624 /* WINED3DSIH_LRP */ shader_glsl_lrp
,
6625 /* WINED3DSIH_LT */ shader_glsl_relop
,
6626 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn
,
6627 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn
,
6628 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn
,
6629 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn
,
6630 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn
,
6631 /* WINED3DSIH_MAD */ shader_glsl_mad
,
6632 /* WINED3DSIH_MAX */ shader_glsl_map2gl
,
6633 /* WINED3DSIH_MIN */ shader_glsl_map2gl
,
6634 /* WINED3DSIH_MOV */ shader_glsl_mov
,
6635 /* WINED3DSIH_MOVA */ shader_glsl_mov
,
6636 /* WINED3DSIH_MOVC */ shader_glsl_conditional_move
,
6637 /* WINED3DSIH_MUL */ shader_glsl_binop
,
6638 /* WINED3DSIH_NOP */ shader_glsl_nop
,
6639 /* WINED3DSIH_NRM */ shader_glsl_nrm
,
6640 /* WINED3DSIH_PHASE */ shader_glsl_nop
,
6641 /* WINED3DSIH_POW */ shader_glsl_pow
,
6642 /* WINED3DSIH_RCP */ shader_glsl_rcp
,
6643 /* WINED3DSIH_REP */ shader_glsl_rep
,
6644 /* WINED3DSIH_RET */ shader_glsl_ret
,
6645 /* WINED3DSIH_ROUND_NI */ shader_glsl_map2gl
,
6646 /* WINED3DSIH_RSQ */ shader_glsl_rsq
,
6647 /* WINED3DSIH_SAMPLE */ NULL
,
6648 /* WINED3DSIH_SAMPLE_GRAD */ NULL
,
6649 /* WINED3DSIH_SAMPLE_LOD */ NULL
,
6650 /* WINED3DSIH_SETP */ NULL
,
6651 /* WINED3DSIH_SGE */ shader_glsl_compare
,
6652 /* WINED3DSIH_SGN */ shader_glsl_sgn
,
6653 /* WINED3DSIH_SINCOS */ shader_glsl_sincos
,
6654 /* WINED3DSIH_SLT */ shader_glsl_compare
,
6655 /* WINED3DSIH_SQRT */ NULL
,
6656 /* WINED3DSIH_SUB */ shader_glsl_binop
,
6657 /* WINED3DSIH_TEX */ shader_glsl_tex
,
6658 /* WINED3DSIH_TEXBEM */ shader_glsl_texbem
,
6659 /* WINED3DSIH_TEXBEML */ shader_glsl_texbem
,
6660 /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord
,
6661 /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth
,
6662 /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3
,
6663 /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex
,
6664 /* WINED3DSIH_TEXKILL */ shader_glsl_texkill
,
6665 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd
,
6666 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl
,
6667 /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth
,
6668 /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad
,
6669 /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex
,
6670 /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3
,
6671 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
6672 /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad
,
6673 /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec
,
6674 /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex
,
6675 /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec
,
6676 /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar
,
6677 /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb
,
6678 /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb
,
6679 /* WINED3DSIH_UDIV */ shader_glsl_udiv
,
6680 /* WINED3DSIH_USHR */ shader_glsl_binop
,
6681 /* WINED3DSIH_UTOF */ shader_glsl_to_float
,
6682 /* WINED3DSIH_XOR */ shader_glsl_binop
,
6685 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction
*ins
) {
6686 SHADER_HANDLER hw_fct
;
6688 /* Select handler */
6689 hw_fct
= shader_glsl_instruction_handler_table
[ins
->handler_idx
];
6691 /* Unhandled opcode */
6694 FIXME("Backend can't handle opcode %#x\n", ins
->handler_idx
);
6699 shader_glsl_add_instruction_modifiers(ins
);
6702 static BOOL
shader_glsl_has_ffp_proj_control(void *shader_priv
)
6704 struct shader_glsl_priv
*priv
= shader_priv
;
6706 return priv
->ffp_proj_control
;
6709 const struct wined3d_shader_backend_ops glsl_shader_backend
=
6711 shader_glsl_handle_instruction
,
6713 shader_glsl_disable
,
6714 shader_glsl_select_depth_blt
,
6715 shader_glsl_deselect_depth_blt
,
6716 shader_glsl_update_float_vertex_constants
,
6717 shader_glsl_update_float_pixel_constants
,
6718 shader_glsl_load_constants
,
6719 shader_glsl_load_np2fixup_constants
,
6720 shader_glsl_destroy
,
6723 shader_glsl_context_destroyed
,
6724 shader_glsl_get_caps
,
6725 shader_glsl_color_fixup_supported
,
6726 shader_glsl_has_ffp_proj_control
,
6729 static void glsl_vertex_pipe_vp_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
)
6732 gl_info
->gl_ops
.gl
.p_glEnable(GL_VERTEX_PROGRAM_POINT_SIZE_ARB
);
6734 gl_info
->gl_ops
.gl
.p_glDisable(GL_VERTEX_PROGRAM_POINT_SIZE_ARB
);
6735 checkGLcall("GL_VERTEX_PROGRAM_POINT_SIZE_ARB");
6738 static void glsl_vertex_pipe_vp_get_caps(const struct wined3d_gl_info
*gl_info
, struct wined3d_vertex_caps
*caps
)
6740 caps
->max_active_lights
= gl_info
->limits
.lights
;
6741 caps
->max_vertex_blend_matrices
= 0;
6742 caps
->max_vertex_blend_matrix_index
= 0;
6743 caps
->vertex_processing_caps
= WINED3DVTXPCAPS_TEXGEN
6744 | WINED3DVTXPCAPS_MATERIALSOURCE7
6745 | WINED3DVTXPCAPS_VERTEXFOG
6746 | WINED3DVTXPCAPS_DIRECTIONALLIGHTS
6747 | WINED3DVTXPCAPS_POSITIONALLIGHTS
6748 | WINED3DVTXPCAPS_LOCALVIEWER
6749 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP
;
6750 caps
->fvf_caps
= WINED3DFVFCAPS_PSIZE
| 8; /* 8 texture coordinates. */
6751 caps
->max_user_clip_planes
= gl_info
->limits
.clipplanes
;
6752 caps
->raster_caps
= WINED3DPRASTERCAPS_FOGRANGE
;
6755 static void *glsl_vertex_pipe_vp_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
6757 struct shader_glsl_priv
*priv
;
6759 if (shader_backend
== &glsl_shader_backend
)
6763 if (wine_rb_init(&priv
->ffp_vertex_shaders
, &wined3d_ffp_vertex_program_rb_functions
) == -1)
6765 ERR("Failed to initialize rbtree.\n");
6772 FIXME("GLSL vertex pipe without GLSL shader backend not implemented.\n");
6777 static void shader_glsl_free_ffp_vertex_shader(struct wine_rb_entry
*entry
, void *context
)
6779 struct glsl_ffp_vertex_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
6780 struct glsl_ffp_vertex_shader
, desc
.entry
);
6781 struct glsl_shader_prog_link
*program
, *program2
;
6782 struct glsl_ffp_destroy_ctx
*ctx
= context
;
6784 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
6785 struct glsl_shader_prog_link
, vs
.shader_entry
)
6787 delete_glsl_program_entry(ctx
->priv
, ctx
->gl_info
, program
);
6789 ctx
->gl_info
->gl_ops
.ext
.p_glDeleteObjectARB(shader
->id
);
6790 HeapFree(GetProcessHeap(), 0, shader
);
6793 /* Context activation is done by the caller. */
6794 static void glsl_vertex_pipe_vp_free(struct wined3d_device
*device
)
6796 struct shader_glsl_priv
*priv
= device
->vertex_priv
;
6797 struct glsl_ffp_destroy_ctx ctx
;
6800 ctx
.gl_info
= &device
->adapter
->gl_info
;
6801 wine_rb_destroy(&priv
->ffp_vertex_shaders
, shader_glsl_free_ffp_vertex_shader
, &ctx
);
6804 static void glsl_vertex_pipe_shader(struct wined3d_context
*context
,
6805 const struct wined3d_state
*state
, DWORD state_id
)
6807 context
->select_shader
= 1;
6810 static const struct StateEntryTemplate glsl_vertex_pipe_vp_states
[] =
6812 {STATE_VDECL
, {STATE_VDECL
, vertexdeclaration
}, WINED3D_GL_EXT_NONE
},
6813 {STATE_VSHADER
, {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6814 {STATE_MATERIAL
, {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
6815 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), state_specularenable
}, WINED3D_GL_EXT_NONE
},
6817 {STATE_CLIPPLANE(0), {STATE_CLIPPLANE(0), clipplane
}, WINED3D_GL_EXT_NONE
},
6818 {STATE_CLIPPLANE(1), {STATE_CLIPPLANE(1), clipplane
}, WINED3D_GL_EXT_NONE
},
6819 {STATE_CLIPPLANE(2), {STATE_CLIPPLANE(2), clipplane
}, WINED3D_GL_EXT_NONE
},
6820 {STATE_CLIPPLANE(3), {STATE_CLIPPLANE(3), clipplane
}, WINED3D_GL_EXT_NONE
},
6821 {STATE_CLIPPLANE(4), {STATE_CLIPPLANE(4), clipplane
}, WINED3D_GL_EXT_NONE
},
6822 {STATE_CLIPPLANE(5), {STATE_CLIPPLANE(5), clipplane
}, WINED3D_GL_EXT_NONE
},
6823 {STATE_CLIPPLANE(6), {STATE_CLIPPLANE(6), clipplane
}, WINED3D_GL_EXT_NONE
},
6824 {STATE_CLIPPLANE(7), {STATE_CLIPPLANE(7), clipplane
}, WINED3D_GL_EXT_NONE
},
6825 {STATE_CLIPPLANE(8), {STATE_CLIPPLANE(8), clipplane
}, WINED3D_GL_EXT_NONE
},
6826 {STATE_CLIPPLANE(9), {STATE_CLIPPLANE(9), clipplane
}, WINED3D_GL_EXT_NONE
},
6827 {STATE_CLIPPLANE(10), {STATE_CLIPPLANE(10), clipplane
}, WINED3D_GL_EXT_NONE
},
6828 {STATE_CLIPPLANE(11), {STATE_CLIPPLANE(11), clipplane
}, WINED3D_GL_EXT_NONE
},
6829 {STATE_CLIPPLANE(12), {STATE_CLIPPLANE(12), clipplane
}, WINED3D_GL_EXT_NONE
},
6830 {STATE_CLIPPLANE(13), {STATE_CLIPPLANE(13), clipplane
}, WINED3D_GL_EXT_NONE
},
6831 {STATE_CLIPPLANE(14), {STATE_CLIPPLANE(14), clipplane
}, WINED3D_GL_EXT_NONE
},
6832 {STATE_CLIPPLANE(15), {STATE_CLIPPLANE(15), clipplane
}, WINED3D_GL_EXT_NONE
},
6833 {STATE_CLIPPLANE(16), {STATE_CLIPPLANE(16), clipplane
}, WINED3D_GL_EXT_NONE
},
6834 {STATE_CLIPPLANE(17), {STATE_CLIPPLANE(17), clipplane
}, WINED3D_GL_EXT_NONE
},
6835 {STATE_CLIPPLANE(18), {STATE_CLIPPLANE(18), clipplane
}, WINED3D_GL_EXT_NONE
},
6836 {STATE_CLIPPLANE(19), {STATE_CLIPPLANE(19), clipplane
}, WINED3D_GL_EXT_NONE
},
6837 {STATE_CLIPPLANE(20), {STATE_CLIPPLANE(20), clipplane
}, WINED3D_GL_EXT_NONE
},
6838 {STATE_CLIPPLANE(21), {STATE_CLIPPLANE(21), clipplane
}, WINED3D_GL_EXT_NONE
},
6839 {STATE_CLIPPLANE(22), {STATE_CLIPPLANE(22), clipplane
}, WINED3D_GL_EXT_NONE
},
6840 {STATE_CLIPPLANE(23), {STATE_CLIPPLANE(23), clipplane
}, WINED3D_GL_EXT_NONE
},
6841 {STATE_CLIPPLANE(24), {STATE_CLIPPLANE(24), clipplane
}, WINED3D_GL_EXT_NONE
},
6842 {STATE_CLIPPLANE(25), {STATE_CLIPPLANE(25), clipplane
}, WINED3D_GL_EXT_NONE
},
6843 {STATE_CLIPPLANE(26), {STATE_CLIPPLANE(26), clipplane
}, WINED3D_GL_EXT_NONE
},
6844 {STATE_CLIPPLANE(27), {STATE_CLIPPLANE(27), clipplane
}, WINED3D_GL_EXT_NONE
},
6845 {STATE_CLIPPLANE(28), {STATE_CLIPPLANE(28), clipplane
}, WINED3D_GL_EXT_NONE
},
6846 {STATE_CLIPPLANE(29), {STATE_CLIPPLANE(29), clipplane
}, WINED3D_GL_EXT_NONE
},
6847 {STATE_CLIPPLANE(30), {STATE_CLIPPLANE(30), clipplane
}, WINED3D_GL_EXT_NONE
},
6848 {STATE_CLIPPLANE(31), {STATE_CLIPPLANE(31), clipplane
}, WINED3D_GL_EXT_NONE
},
6850 {STATE_LIGHT_TYPE
, {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
6851 {STATE_ACTIVELIGHT(0), {STATE_ACTIVELIGHT(0), light
}, WINED3D_GL_EXT_NONE
},
6852 {STATE_ACTIVELIGHT(1), {STATE_ACTIVELIGHT(1), light
}, WINED3D_GL_EXT_NONE
},
6853 {STATE_ACTIVELIGHT(2), {STATE_ACTIVELIGHT(2), light
}, WINED3D_GL_EXT_NONE
},
6854 {STATE_ACTIVELIGHT(3), {STATE_ACTIVELIGHT(3), light
}, WINED3D_GL_EXT_NONE
},
6855 {STATE_ACTIVELIGHT(4), {STATE_ACTIVELIGHT(4), light
}, WINED3D_GL_EXT_NONE
},
6856 {STATE_ACTIVELIGHT(5), {STATE_ACTIVELIGHT(5), light
}, WINED3D_GL_EXT_NONE
},
6857 {STATE_ACTIVELIGHT(6), {STATE_ACTIVELIGHT(6), light
}, WINED3D_GL_EXT_NONE
},
6858 {STATE_ACTIVELIGHT(7), {STATE_ACTIVELIGHT(7), light
}, WINED3D_GL_EXT_NONE
},
6860 {STATE_VIEWPORT
, {STATE_VIEWPORT
, viewport_vertexpart
}, WINED3D_GL_EXT_NONE
},
6861 /* Transform states */
6862 {STATE_TRANSFORM(WINED3D_TS_VIEW
), {STATE_TRANSFORM(WINED3D_TS_VIEW
), transform_view
}, WINED3D_GL_EXT_NONE
},
6863 {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), transform_projection
}, WINED3D_GL_EXT_NONE
},
6864 {STATE_TRANSFORM(WINED3D_TS_TEXTURE0
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
6865 {STATE_TRANSFORM(WINED3D_TS_TEXTURE1
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
6866 {STATE_TRANSFORM(WINED3D_TS_TEXTURE2
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
6867 {STATE_TRANSFORM(WINED3D_TS_TEXTURE3
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
6868 {STATE_TRANSFORM(WINED3D_TS_TEXTURE4
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
6869 {STATE_TRANSFORM(WINED3D_TS_TEXTURE5
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
6870 {STATE_TRANSFORM(WINED3D_TS_TEXTURE6
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
6871 {STATE_TRANSFORM(WINED3D_TS_TEXTURE7
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
6872 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), transform_world
}, WINED3D_GL_EXT_NONE
},
6873 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
6874 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
6875 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
6876 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
6877 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
6878 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
6879 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
6880 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), transform_texture
}, WINED3D_GL_EXT_NONE
},
6881 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6882 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6883 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6884 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6885 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6886 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6887 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6888 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6890 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
6891 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
6892 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
6893 {STATE_RENDER(WINED3D_RS_RANGEFOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
6894 {STATE_RENDER(WINED3D_RS_CLIPPING
), {STATE_RENDER(WINED3D_RS_CLIPPING
), state_clipping
}, WINED3D_GL_EXT_NONE
},
6895 {STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
), {STATE_RENDER(WINED3D_RS_CLIPPING
), NULL
}, WINED3D_GL_EXT_NONE
},
6896 {STATE_RENDER(WINED3D_RS_LIGHTING
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6897 {STATE_RENDER(WINED3D_RS_AMBIENT
), {STATE_RENDER(WINED3D_RS_AMBIENT
), state_ambient
}, WINED3D_GL_EXT_NONE
},
6898 {STATE_RENDER(WINED3D_RS_COLORVERTEX
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6899 {STATE_RENDER(WINED3D_RS_LOCALVIEWER
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6900 {STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6901 {STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6902 {STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6903 {STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6904 {STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6905 {STATE_RENDER(WINED3D_RS_VERTEXBLEND
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6906 {STATE_RENDER(WINED3D_RS_POINTSIZE
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
6907 {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), state_psizemin_arb
}, ARB_POINT_PARAMETERS
},
6908 {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), state_psizemin_ext
}, EXT_POINT_PARAMETERS
},
6909 {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), state_psizemin_w
}, WINED3D_GL_EXT_NONE
},
6910 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite
}, ARB_POINT_SPRITE
},
6911 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite_w
}, WINED3D_GL_EXT_NONE
},
6912 {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), state_pscale
}, WINED3D_GL_EXT_NONE
},
6913 {STATE_RENDER(WINED3D_RS_POINTSCALE_A
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
6914 {STATE_RENDER(WINED3D_RS_POINTSCALE_B
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
6915 {STATE_RENDER(WINED3D_RS_POINTSCALE_C
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
6916 {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, ARB_POINT_PARAMETERS
},
6917 {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, EXT_POINT_PARAMETERS
},
6918 {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
6919 {STATE_RENDER(WINED3D_RS_TWEENFACTOR
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6920 {STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE
), {STATE_VDECL
, NULL
}, WINED3D_GL_EXT_NONE
},
6921 /* Samplers for NP2 texture matrix adjustions. They are not needed if
6922 * GL_ARB_texture_non_power_of_two is supported, so register a NULL state
6923 * handler in that case to get the vertex part of sampler() skipped (VTF
6924 * is handled in the misc states). Otherwise, register
6925 * sampler_texmatrix(), which takes care of updating the texture matrix. */
6926 {STATE_SAMPLER(0), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
6927 {STATE_SAMPLER(0), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
6928 {STATE_SAMPLER(0), {STATE_SAMPLER(0), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
6929 {STATE_SAMPLER(1), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
6930 {STATE_SAMPLER(1), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
6931 {STATE_SAMPLER(1), {STATE_SAMPLER(1), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
6932 {STATE_SAMPLER(2), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
6933 {STATE_SAMPLER(2), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
6934 {STATE_SAMPLER(2), {STATE_SAMPLER(2), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
6935 {STATE_SAMPLER(3), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
6936 {STATE_SAMPLER(3), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
6937 {STATE_SAMPLER(3), {STATE_SAMPLER(3), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
6938 {STATE_SAMPLER(4), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
6939 {STATE_SAMPLER(4), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
6940 {STATE_SAMPLER(4), {STATE_SAMPLER(4), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
6941 {STATE_SAMPLER(5), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
6942 {STATE_SAMPLER(5), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
6943 {STATE_SAMPLER(5), {STATE_SAMPLER(5), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
6944 {STATE_SAMPLER(6), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
6945 {STATE_SAMPLER(6), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
6946 {STATE_SAMPLER(6), {STATE_SAMPLER(6), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
6947 {STATE_SAMPLER(7), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
6948 {STATE_SAMPLER(7), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
6949 {STATE_SAMPLER(7), {STATE_SAMPLER(7), sampler_texmatrix
}, WINED3D_GL_EXT_NONE
},
6950 {STATE_POINT_SIZE_ENABLE
, {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
6951 {0 /* Terminate */, {0, NULL
}, WINED3D_GL_EXT_NONE
},
6955 * - This currently depends on GL fixed function functions to set things
6956 * like light parameters. Ideally we'd use regular uniforms for that.
6957 * - In part because of the previous point, much of this is modelled after
6958 * GL fixed function, and has much of the same limitations. For example,
6959 * D3D spot lights are slightly different from GL spot lights.
6960 * - We can now implement drawing transformed vertices using the GLSL pipe,
6961 * instead of using the immediate mode fallback.
6962 * - Similarly, we don't need the fallback for certain combinations of
6963 * material sources anymore.
6964 * - Implement vertex blending and vertex tweening.
6965 * - Handle WINED3D_TSS_TEXCOORD_INDEX in the shader, instead of duplicating
6966 * attribute arrays in load_tex_coords().
6967 * - Per-vertex point sizes. */
6968 const struct wined3d_vertex_pipe_ops glsl_vertex_pipe
=
6970 glsl_vertex_pipe_vp_enable
,
6971 glsl_vertex_pipe_vp_get_caps
,
6972 glsl_vertex_pipe_vp_alloc
,
6973 glsl_vertex_pipe_vp_free
,
6974 glsl_vertex_pipe_vp_states
,
6977 static void glsl_fragment_pipe_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
)
6979 /* Nothing to do. */
6982 static void glsl_fragment_pipe_get_caps(const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*caps
)
6984 caps
->wined3d_caps
= WINED3D_FRAGMENT_CAP_PROJ_CONTROL
6985 | WINED3D_FRAGMENT_CAP_SRGB_WRITE
;
6986 caps
->PrimitiveMiscCaps
= WINED3DPMISCCAPS_TSSARGTEMP
;
6987 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_DISABLE
6988 | WINED3DTEXOPCAPS_SELECTARG1
6989 | WINED3DTEXOPCAPS_SELECTARG2
6990 | WINED3DTEXOPCAPS_MODULATE4X
6991 | WINED3DTEXOPCAPS_MODULATE2X
6992 | WINED3DTEXOPCAPS_MODULATE
6993 | WINED3DTEXOPCAPS_ADDSIGNED2X
6994 | WINED3DTEXOPCAPS_ADDSIGNED
6995 | WINED3DTEXOPCAPS_ADD
6996 | WINED3DTEXOPCAPS_SUBTRACT
6997 | WINED3DTEXOPCAPS_ADDSMOOTH
6998 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
6999 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
7000 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
7001 | WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
7002 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
7003 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
7004 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
7005 | WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
7006 | WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
7007 | WINED3DTEXOPCAPS_DOTPRODUCT3
7008 | WINED3DTEXOPCAPS_MULTIPLYADD
7009 | WINED3DTEXOPCAPS_LERP
7010 | WINED3DTEXOPCAPS_BUMPENVMAP
7011 | WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
;
7012 caps
->MaxTextureBlendStages
= 8;
7013 caps
->MaxSimultaneousTextures
= min(gl_info
->limits
.fragment_samplers
, 8);
7016 static void *glsl_fragment_pipe_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
7018 struct shader_glsl_priv
*priv
;
7020 if (shader_backend
== &glsl_shader_backend
)
7024 if (wine_rb_init(&priv
->ffp_fragment_shaders
, &wined3d_ffp_frag_program_rb_functions
) == -1)
7026 ERR("Failed to initialize rbtree.\n");
7033 FIXME("GLSL fragment pipe without GLSL shader backend not implemented.\n");
7038 static void shader_glsl_free_ffp_fragment_shader(struct wine_rb_entry
*entry
, void *context
)
7040 struct glsl_ffp_fragment_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
7041 struct glsl_ffp_fragment_shader
, entry
.entry
);
7042 struct glsl_shader_prog_link
*program
, *program2
;
7043 struct glsl_ffp_destroy_ctx
*ctx
= context
;
7045 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
7046 struct glsl_shader_prog_link
, ps
.shader_entry
)
7048 delete_glsl_program_entry(ctx
->priv
, ctx
->gl_info
, program
);
7050 ctx
->gl_info
->gl_ops
.ext
.p_glDeleteObjectARB(shader
->id
);
7051 HeapFree(GetProcessHeap(), 0, shader
);
7054 /* Context activation is done by the caller. */
7055 static void glsl_fragment_pipe_free(struct wined3d_device
*device
)
7057 struct shader_glsl_priv
*priv
= device
->fragment_priv
;
7058 struct glsl_ffp_destroy_ctx ctx
;
7061 ctx
.gl_info
= &device
->adapter
->gl_info
;
7062 wine_rb_destroy(&priv
->ffp_fragment_shaders
, shader_glsl_free_ffp_fragment_shader
, &ctx
);
7065 static void glsl_fragment_pipe_shader(struct wined3d_context
*context
,
7066 const struct wined3d_state
*state
, DWORD state_id
)
7068 context
->last_was_pshader
= use_ps(state
);
7070 context
->select_shader
= 1;
7071 context
->load_constants
= 1;
7074 static void glsl_fragment_pipe_fog(struct wined3d_context
*context
,
7075 const struct wined3d_state
*state
, DWORD state_id
)
7077 BOOL use_vshader
= use_vs(state
);
7078 enum fogsource new_source
;
7080 context
->select_shader
= 1;
7081 context
->load_constants
= 1;
7083 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
7086 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
7089 new_source
= FOGSOURCE_VS
;
7090 else if (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
|| context
->last_was_rhw
)
7091 new_source
= FOGSOURCE_COORD
;
7093 new_source
= FOGSOURCE_FFP
;
7097 new_source
= FOGSOURCE_FFP
;
7100 if (new_source
!= context
->fog_source
)
7102 context
->fog_source
= new_source
;
7103 state_fogstartend(context
, state
, STATE_RENDER(WINED3D_RS_FOGSTART
));
7107 static void glsl_fragment_pipe_tex_transform(struct wined3d_context
*context
,
7108 const struct wined3d_state
*state
, DWORD state_id
)
7110 context
->select_shader
= 1;
7111 context
->load_constants
= 1;
7114 static void glsl_fragment_pipe_invalidate_constants(struct wined3d_context
*context
,
7115 const struct wined3d_state
*state
, DWORD state_id
)
7117 context
->load_constants
= 1;
7120 static const struct StateEntryTemplate glsl_fragment_pipe_state_template
[] =
7122 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7123 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7124 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7125 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7126 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7127 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7128 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7129 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7130 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7131 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7132 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7133 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT01
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
7134 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT10
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
7135 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT11
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
7136 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7137 {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LOFFSET
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
7138 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7139 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7140 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7141 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7142 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7143 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7144 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7145 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7146 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7147 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7148 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT01
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
7149 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT10
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
7150 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT11
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
7151 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7152 {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LOFFSET
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
7153 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7154 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7155 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7156 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7157 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7158 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7159 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7160 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7161 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7162 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7163 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT01
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
7164 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT10
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
7165 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT11
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
7166 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7167 {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LOFFSET
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
7168 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7169 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7170 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7171 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7172 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7173 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7174 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7175 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7176 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7177 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7178 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT01
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
7179 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT10
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
7180 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT11
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
7181 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7182 {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LOFFSET
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
7183 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7184 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7185 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7186 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7187 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7188 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7189 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7190 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7191 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7192 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7193 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT01
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
7194 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT10
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
7195 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT11
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
7196 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7197 {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LOFFSET
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
7198 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7199 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7200 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7201 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7202 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7203 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7204 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7205 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7206 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7207 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7208 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT01
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
7209 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT10
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
7210 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT11
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
7211 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7212 {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LOFFSET
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
7213 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7214 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7215 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7216 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7217 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7218 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7219 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7220 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7221 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7222 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7223 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT01
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
7224 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT10
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
7225 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT11
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
7226 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7227 {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LOFFSET
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
7228 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7229 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7230 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7231 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7232 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7233 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7234 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7235 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7236 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7237 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7238 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT01
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
7239 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT10
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
7240 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT11
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_MAT00
), NULL
}, WINED3D_GL_EXT_NONE
},
7241 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7242 {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LOFFSET
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_BUMPENV_LSCALE
), NULL
}, WINED3D_GL_EXT_NONE
},
7243 {STATE_PIXELSHADER
, {STATE_PIXELSHADER
, glsl_fragment_pipe_shader
}, WINED3D_GL_EXT_NONE
},
7244 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_fragment_pipe_fog
}, WINED3D_GL_EXT_NONE
},
7245 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7246 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
7247 {STATE_RENDER(WINED3D_RS_FOGSTART
), {STATE_RENDER(WINED3D_RS_FOGSTART
), state_fogstartend
}, WINED3D_GL_EXT_NONE
},
7248 {STATE_RENDER(WINED3D_RS_FOGEND
), {STATE_RENDER(WINED3D_RS_FOGSTART
), NULL
}, WINED3D_GL_EXT_NONE
},
7249 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), state_srgbwrite
}, ARB_FRAMEBUFFER_SRGB
},
7250 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_PIXELSHADER
, NULL
}, WINED3D_GL_EXT_NONE
},
7251 {STATE_RENDER(WINED3D_RS_FOGCOLOR
), {STATE_RENDER(WINED3D_RS_FOGCOLOR
), state_fogcolor
}, WINED3D_GL_EXT_NONE
},
7252 {STATE_RENDER(WINED3D_RS_FOGDENSITY
), {STATE_RENDER(WINED3D_RS_FOGDENSITY
), state_fogdensity
}, WINED3D_GL_EXT_NONE
},
7253 {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
},
7254 {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
},
7255 {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
},
7256 {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
},
7257 {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
},
7258 {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
},
7259 {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
},
7260 {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
},
7261 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
7262 {0 /* Terminate */, {0, 0 }, WINED3D_GL_EXT_NONE
},
7265 const struct fragment_pipeline glsl_fragment_pipe
=
7267 glsl_fragment_pipe_enable
,
7268 glsl_fragment_pipe_get_caps
,
7269 glsl_fragment_pipe_alloc
,
7270 glsl_fragment_pipe_free
,
7271 shader_glsl_color_fixup_supported
,
7272 glsl_fragment_pipe_state_template
,