2 * GLSL pixel and vertex shader implementation
4 * Copyright 2006 Jason Green
5 * Copyright 2006-2007 Henri Verbeet
6 * Copyright 2007-2009, 2013 Stefan Dösinger for CodeWeavers
7 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 * D3D shader asm has swizzles on source parameters, and write masks for
26 * destination parameters. GLSL uses swizzles for both. The result of this is
27 * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
28 * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
29 * mask for the destination parameter into account.
35 #include "wined3d_private.h"
37 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
38 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
39 WINE_DECLARE_DEBUG_CHANNEL(winediag
);
41 #define WINED3D_GLSL_SAMPLE_PROJECTED 0x01
42 #define WINED3D_GLSL_SAMPLE_LOD 0x02
43 #define WINED3D_GLSL_SAMPLE_GRAD 0x04
44 #define WINED3D_GLSL_SAMPLE_LOAD 0x08
45 #define WINED3D_GLSL_SAMPLE_OFFSET 0x10
49 unsigned int coord_size
;
50 unsigned int resinfo_size
;
51 const char *type_part
;
53 resource_type_info
[] =
55 {0, 0, ""}, /* WINED3D_SHADER_RESOURCE_NONE */
56 {1, 1, "Buffer"}, /* WINED3D_SHADER_RESOURCE_BUFFER */
57 {1, 1, "1D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1D */
58 {2, 2, "2D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2D */
59 {2, 2, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMS */
60 {3, 3, "3D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_3D */
61 {3, 2, "Cube"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBE */
62 {2, 2, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY */
63 {3, 3, "2DArray"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY */
64 {3, 3, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY */
65 {4, 3, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY */
70 enum wined3d_data_type data_type
;
71 const char *glsl_scalar_type
;
72 const char *glsl_vector_type
;
74 component_type_info
[] =
76 {WINED3D_DATA_FLOAT
, "float", "vec"}, /* WINED3D_TYPE_UNKNOWN */
77 {WINED3D_DATA_UINT
, "uint", "uvec"}, /* WINED3D_TYPE_UINT */
78 {WINED3D_DATA_INT
, "int", "ivec"}, /* WINED3D_TYPE_INT */
79 {WINED3D_DATA_FLOAT
, "float", "vec"}, /* WINED3D_TYPE_FLOAT */
93 struct glsl_sample_function
95 struct wined3d_string_buffer
*name
;
96 unsigned int coord_mask
;
97 unsigned int deriv_mask
;
98 enum wined3d_data_type data_type
;
99 BOOL output_single_component
;
100 unsigned int offset_size
;
105 HEAP_NODE_TRAVERSE_LEFT
,
106 HEAP_NODE_TRAVERSE_RIGHT
,
110 struct constant_entry
113 unsigned int version
;
118 struct constant_entry
*entries
;
120 unsigned int *positions
;
124 /* GLSL shader private data */
125 struct shader_glsl_priv
127 struct wined3d_string_buffer shader_buffer
;
128 struct wined3d_string_buffer_list string_buffers
;
129 struct wine_rb_tree program_lookup
;
130 struct constant_heap vconst_heap
;
131 struct constant_heap pconst_heap
;
132 unsigned char *stack
;
133 UINT next_constant_version
;
135 const struct wined3d_vertex_pipe_ops
*vertex_pipe
;
136 const struct wined3d_fragment_pipe_ops
*fragment_pipe
;
137 struct wine_rb_tree ffp_vertex_shaders
;
138 struct wine_rb_tree ffp_fragment_shaders
;
139 BOOL ffp_proj_control
;
140 BOOL legacy_lighting
;
143 struct glsl_vs_program
145 struct list shader_entry
;
147 GLenum vertex_color_clamp
;
148 GLint uniform_f_locations
[WINED3D_MAX_VS_CONSTS_F
];
149 GLint uniform_i_locations
[WINED3D_MAX_CONSTS_I
];
150 GLint uniform_b_locations
[WINED3D_MAX_CONSTS_B
];
151 GLint pos_fixup_location
;
152 GLint base_vertex_id_location
;
154 GLint modelview_matrix_location
[MAX_VERTEX_BLENDS
];
155 GLint projection_matrix_location
;
156 GLint normal_matrix_location
;
157 GLint texture_matrix_location
[WINED3D_MAX_TEXTURES
];
158 GLint material_ambient_location
;
159 GLint material_diffuse_location
;
160 GLint material_specular_location
;
161 GLint material_emissive_location
;
162 GLint material_shininess_location
;
163 GLint light_ambient_location
;
178 } light_location
[WINED3D_MAX_ACTIVE_LIGHTS
];
179 GLint pointsize_location
;
180 GLint pointsize_min_location
;
181 GLint pointsize_max_location
;
182 GLint pointsize_c_att_location
;
183 GLint pointsize_l_att_location
;
184 GLint pointsize_q_att_location
;
185 GLint clip_planes_location
;
188 struct glsl_hs_program
190 struct list shader_entry
;
194 struct glsl_ds_program
196 struct list shader_entry
;
199 GLint pos_fixup_location
;
202 struct glsl_gs_program
204 struct list shader_entry
;
207 GLint pos_fixup_location
;
210 struct glsl_ps_program
212 struct list shader_entry
;
214 GLint uniform_f_locations
[WINED3D_MAX_PS_CONSTS_F
];
215 GLint uniform_i_locations
[WINED3D_MAX_CONSTS_I
];
216 GLint uniform_b_locations
[WINED3D_MAX_CONSTS_B
];
217 GLint bumpenv_mat_location
[WINED3D_MAX_TEXTURES
];
218 GLint bumpenv_lum_scale_location
[WINED3D_MAX_TEXTURES
];
219 GLint bumpenv_lum_offset_location
[WINED3D_MAX_TEXTURES
];
220 GLint tss_constant_location
[WINED3D_MAX_TEXTURES
];
221 GLint tex_factor_location
;
222 GLint specular_enable_location
;
223 GLint fog_color_location
;
224 GLint fog_density_location
;
225 GLint fog_end_location
;
226 GLint fog_scale_location
;
227 GLint alpha_test_ref_location
;
228 GLint ycorrection_location
;
229 GLint np2_fixup_location
;
230 GLint color_key_location
;
231 const struct ps_np2fixup_info
*np2_fixup_info
;
234 struct glsl_cs_program
236 struct list shader_entry
;
240 /* Struct to maintain data about a linked GLSL program */
241 struct glsl_shader_prog_link
243 struct wine_rb_entry program_lookup_entry
;
244 struct glsl_vs_program vs
;
245 struct glsl_hs_program hs
;
246 struct glsl_ds_program ds
;
247 struct glsl_gs_program gs
;
248 struct glsl_ps_program ps
;
249 struct glsl_cs_program cs
;
251 DWORD constant_update_mask
;
252 unsigned int constant_version
;
253 DWORD shader_controlled_clip_distances
: 1;
254 DWORD clip_distance_mask
: 8; /* WINED3D_MAX_CLIP_DISTANCES, 8 */
258 struct glsl_program_key
268 struct shader_glsl_ctx_priv
270 const struct wined3d_gl_info
*gl_info
;
271 const struct vs_compile_args
*cur_vs_args
;
272 const struct ds_compile_args
*cur_ds_args
;
273 const struct ps_compile_args
*cur_ps_args
;
274 struct ps_np2fixup_info
*cur_np2fixup_info
;
275 struct wined3d_string_buffer_list
*string_buffers
;
278 struct glsl_context_data
280 struct glsl_shader_prog_link
*glsl_program
;
281 GLenum vertex_color_clamp
;
282 BOOL rasterization_disabled
;
285 struct glsl_ps_compiled_shader
287 struct ps_compile_args args
;
288 struct ps_np2fixup_info np2fixup
;
292 struct glsl_vs_compiled_shader
294 struct vs_compile_args args
;
298 struct glsl_hs_compiled_shader
303 struct glsl_ds_compiled_shader
305 struct ds_compile_args args
;
309 struct glsl_gs_compiled_shader
311 struct gs_compile_args args
;
315 struct glsl_cs_compiled_shader
320 struct glsl_shader_private
324 struct glsl_vs_compiled_shader
*vs
;
325 struct glsl_hs_compiled_shader
*hs
;
326 struct glsl_ds_compiled_shader
*ds
;
327 struct glsl_gs_compiled_shader
*gs
;
328 struct glsl_ps_compiled_shader
*ps
;
329 struct glsl_cs_compiled_shader
*cs
;
331 unsigned int num_gl_shaders
, shader_array_size
;
334 struct glsl_ffp_vertex_shader
336 struct wined3d_ffp_vs_desc desc
;
338 struct list linked_programs
;
341 struct glsl_ffp_fragment_shader
343 struct ffp_frag_desc entry
;
345 struct list linked_programs
;
348 struct glsl_ffp_destroy_ctx
350 struct shader_glsl_priv
*priv
;
351 const struct wined3d_context_gl
*context_gl
;
354 static void shader_glsl_generate_shader_epilogue(const struct wined3d_shader_context
*ctx
);
356 static const char *debug_gl_shader_type(GLenum type
)
360 #define WINED3D_TO_STR(u) case u: return #u
361 WINED3D_TO_STR(GL_VERTEX_SHADER
);
362 WINED3D_TO_STR(GL_TESS_CONTROL_SHADER
);
363 WINED3D_TO_STR(GL_TESS_EVALUATION_SHADER
);
364 WINED3D_TO_STR(GL_GEOMETRY_SHADER
);
365 WINED3D_TO_STR(GL_FRAGMENT_SHADER
);
366 WINED3D_TO_STR(GL_COMPUTE_SHADER
);
367 #undef WINED3D_TO_STR
369 return wine_dbg_sprintf("UNKNOWN(%#x)", type
);
373 static const char *shader_glsl_get_prefix(enum wined3d_shader_type type
)
377 case WINED3D_SHADER_TYPE_VERTEX
:
380 case WINED3D_SHADER_TYPE_HULL
:
383 case WINED3D_SHADER_TYPE_DOMAIN
:
386 case WINED3D_SHADER_TYPE_GEOMETRY
:
389 case WINED3D_SHADER_TYPE_PIXEL
:
392 case WINED3D_SHADER_TYPE_COMPUTE
:
396 FIXME("Unhandled shader type %#x.\n", type
);
401 static unsigned int shader_glsl_get_version(const struct wined3d_gl_info
*gl_info
)
403 if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(4, 40))
405 else if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 50))
407 else if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 30))
413 static void shader_glsl_add_version_declaration(struct wined3d_string_buffer
*buffer
,
414 const struct wined3d_gl_info
*gl_info
)
416 shader_addline(buffer
, "#version %u\n", shader_glsl_get_version(gl_info
));
419 static unsigned int shader_glsl_full_ffp_varyings(const struct wined3d_gl_info
*gl_info
)
421 /* On core profile we have to also count diffuse and specular colours and
422 * the fog coordinate. */
423 return gl_info
->limits
.glsl_varyings
>= (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
]
424 ? WINED3D_MAX_TEXTURES
* 4 : (WINED3D_MAX_TEXTURES
+ 2) * 4 + 1);
427 static void shader_glsl_append_imm_vec(struct wined3d_string_buffer
*buffer
,
428 const float *values
, unsigned int size
, const struct wined3d_gl_info
*gl_info
)
430 const int *int_values
= (const int *)values
;
434 if (!gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
437 shader_addline(buffer
, "vec%u(", size
);
439 for (i
= 0; i
< size
; ++i
)
441 wined3d_ftoa(values
[i
], str
);
442 shader_addline(buffer
, i
? ", %s" : "%s", str
);
446 shader_addline(buffer
, ")");
451 shader_addline(buffer
, "intBitsToFloat(");
453 shader_addline(buffer
, "ivec%u(", size
);
455 for (i
= 0; i
< size
; ++i
)
457 wined3d_ftoa(values
[i
], str
);
458 shader_addline(buffer
, i
? ", %#x /* %s */" : "%#x /* %s */", int_values
[i
], str
);
462 shader_addline(buffer
, ")");
463 shader_addline(buffer
, ")");
466 static void shader_glsl_append_imm_ivec(struct wined3d_string_buffer
*buffer
,
467 const int *values
, unsigned int size
)
471 if (!size
|| size
> 4)
473 ERR("Invalid vector size %u.\n", size
);
478 shader_addline(buffer
, "ivec%u(", size
);
480 for (i
= 0; i
< size
; ++i
)
481 shader_addline(buffer
, i
? ", %#x" : "%#x", values
[i
]);
484 shader_addline(buffer
, ")");
487 /* Context activation is done by the caller. */
488 void print_glsl_info_log(const struct wined3d_gl_info
*gl_info
, GLuint id
, BOOL program
)
493 if (!WARN_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
497 GL_EXTCALL(glGetProgramiv(id
, GL_INFO_LOG_LENGTH
, &length
));
499 GL_EXTCALL(glGetShaderiv(id
, GL_INFO_LOG_LENGTH
, &length
));
501 /* A size of 1 is just a null-terminated string, so the log should be bigger than
502 * that if there are errors. */
505 const char *ptr
, *end
, *line
;
507 log
= heap_alloc(length
);
509 GL_EXTCALL(glGetProgramInfoLog(id
, length
, NULL
, log
));
511 GL_EXTCALL(glGetShaderInfoLog(id
, length
, NULL
, log
));
514 /* The info log is supposed to be zero-terminated. Note that at least
515 * some versions of fglrx don't terminate the string properly. The
516 * reported length does include the supposed terminator though, so we
517 * don't care here. */
518 end
= &ptr
[length
- 1];
519 if (gl_info
->quirks
& WINED3D_QUIRK_INFO_LOG_SPAM
)
521 WARN("Info log received from GLSL shader #%u:\n", id
);
522 while ((line
= wined3d_get_line(&ptr
, end
)))
524 WARN(" %.*s", (int)(ptr
- line
), line
);
529 FIXME("Info log received from GLSL shader #%u:\n", id
);
530 while ((line
= wined3d_get_line(&ptr
, end
)))
532 FIXME(" %.*s", (int)(ptr
- line
), line
);
539 /* Context activation is done by the caller. */
540 static void shader_glsl_compile(const struct wined3d_gl_info
*gl_info
, GLuint shader
, const char *src
)
542 const char *ptr
, *end
, *line
;
544 TRACE("Compiling shader object %u.\n", shader
);
546 if (TRACE_ON(d3d_shader
))
549 end
= ptr
+ strlen(ptr
);
550 while ((line
= wined3d_get_line(&ptr
, end
)))
552 TRACE_(d3d_shader
)(" %.*s", (int)(ptr
- line
), line
);
556 GL_EXTCALL(glShaderSource(shader
, 1, &src
, NULL
));
557 checkGLcall("glShaderSource");
558 GL_EXTCALL(glCompileShader(shader
));
559 checkGLcall("glCompileShader");
560 print_glsl_info_log(gl_info
, shader
, FALSE
);
563 /* Context activation is done by the caller. */
564 static void shader_glsl_dump_program_source(const struct wined3d_gl_info
*gl_info
, GLuint program
)
566 GLint i
, shader_count
, source_size
= -1;
570 GL_EXTCALL(glGetProgramiv(program
, GL_ATTACHED_SHADERS
, &shader_count
));
571 if (!(shaders
= heap_calloc(shader_count
, sizeof(*shaders
))))
573 ERR("Failed to allocate shader array memory.\n");
577 GL_EXTCALL(glGetAttachedShaders(program
, shader_count
, NULL
, shaders
));
578 for (i
= 0; i
< shader_count
; ++i
)
580 const char *ptr
, *end
, *line
;
583 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_SHADER_SOURCE_LENGTH
, &tmp
));
585 if (source_size
< tmp
)
589 if (!(source
= heap_alloc(tmp
)))
591 ERR("Failed to allocate %d bytes for shader source.\n", tmp
);
598 GL_EXTCALL(glGetShaderSource(shaders
[i
], source_size
, NULL
, source
));
602 FIXME("Shader %u:\n", shaders
[i
]);
603 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_SHADER_TYPE
, &tmp
));
604 FIXME(" GL_SHADER_TYPE: %s.\n", debug_gl_shader_type(tmp
));
605 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_COMPILE_STATUS
, &tmp
));
606 FIXME(" GL_COMPILE_STATUS: %d.\n", tmp
);
608 while ((line
= wined3d_get_line(&ptr
, end
)))
610 FIXME(" %.*s", (int)(ptr
- line
), line
);
619 /* Context activation is done by the caller. */
620 void shader_glsl_validate_link(const struct wined3d_gl_info
*gl_info
, GLuint program
)
624 if (!TRACE_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
627 GL_EXTCALL(glGetProgramiv(program
, GL_LINK_STATUS
, &tmp
));
630 FIXME("Program %u link status invalid.\n", program
);
631 shader_glsl_dump_program_source(gl_info
, program
);
634 print_glsl_info_log(gl_info
, program
, TRUE
);
637 static BOOL
shader_glsl_use_layout_qualifier(const struct wined3d_gl_info
*gl_info
)
639 /* Layout qualifiers were introduced in GLSL 1.40. The Nvidia Legacy GPU
640 * driver (series 340.xx) doesn't parse layout qualifiers in older GLSL
642 return shader_glsl_get_version(gl_info
) >= 140;
645 static BOOL
shader_glsl_use_layout_binding_qualifier(const struct wined3d_gl_info
*gl_info
)
647 return gl_info
->supported
[ARB_SHADING_LANGUAGE_420PACK
] && shader_glsl_use_layout_qualifier(gl_info
);
650 static void shader_glsl_init_uniform_block_bindings(const struct wined3d_gl_info
*gl_info
,
651 struct shader_glsl_priv
*priv
, GLuint program_id
,
652 const struct wined3d_shader_reg_maps
*reg_maps
)
654 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
655 struct wined3d_string_buffer
*name
;
656 unsigned int i
, base
, count
;
659 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
662 name
= string_buffer_get(&priv
->string_buffers
);
663 wined3d_gl_limits_get_uniform_block_range(&gl_info
->limits
, reg_maps
->shader_version
.type
, &base
, &count
);
664 for (i
= 0; i
< count
; ++i
)
666 if (!reg_maps
->cb_sizes
[i
])
669 string_buffer_sprintf(name
, "block_%s_cb%u", prefix
, i
);
670 block_idx
= GL_EXTCALL(glGetUniformBlockIndex(program_id
, name
->buffer
));
671 GL_EXTCALL(glUniformBlockBinding(program_id
, block_idx
, base
+ i
));
673 checkGLcall("glUniformBlockBinding");
674 string_buffer_release(&priv
->string_buffers
, name
);
677 /* Context activation is done by the caller. */
678 static void shader_glsl_load_samplers_range(const struct wined3d_gl_info
*gl_info
,
679 struct shader_glsl_priv
*priv
, GLuint program_id
, const char *prefix
,
680 unsigned int base
, unsigned int count
, const unsigned int *tex_unit_map
)
682 struct wined3d_string_buffer
*sampler_name
= string_buffer_get(&priv
->string_buffers
);
683 unsigned int i
, mapped_unit
;
686 for (i
= 0; i
< count
; ++i
)
688 string_buffer_sprintf(sampler_name
, "%s_sampler%u", prefix
, i
);
689 name_loc
= GL_EXTCALL(glGetUniformLocation(program_id
, sampler_name
->buffer
));
693 mapped_unit
= tex_unit_map
? tex_unit_map
[base
+ i
] : base
+ i
;
694 if (mapped_unit
== WINED3D_UNMAPPED_STAGE
|| mapped_unit
>= gl_info
->limits
.combined_samplers
)
696 ERR("Trying to load sampler %s on unsupported unit %u.\n", sampler_name
->buffer
, mapped_unit
);
700 TRACE("Loading sampler %s on unit %u.\n", sampler_name
->buffer
, mapped_unit
);
701 GL_EXTCALL(glUniform1i(name_loc
, mapped_unit
));
703 checkGLcall("Load sampler bindings");
704 string_buffer_release(&priv
->string_buffers
, sampler_name
);
707 static unsigned int shader_glsl_map_tex_unit(const struct wined3d_context
*context
,
708 const struct wined3d_shader_version
*shader_version
, unsigned int sampler_idx
)
710 const struct wined3d_context_gl
*context_gl
= wined3d_context_gl_const(context
);
711 const unsigned int *tex_unit_map
;
712 unsigned int base
, count
;
714 tex_unit_map
= wined3d_context_gl_get_tex_unit_mapping(context_gl
, shader_version
, &base
, &count
);
715 if (sampler_idx
>= count
)
716 return WINED3D_UNMAPPED_STAGE
;
718 return base
+ sampler_idx
;
719 return tex_unit_map
[base
+ sampler_idx
];
722 static void shader_glsl_append_sampler_binding_qualifier(struct wined3d_string_buffer
*buffer
,
723 const struct wined3d_context
*context
, const struct wined3d_shader_version
*shader_version
,
724 unsigned int sampler_idx
)
726 unsigned int mapped_unit
= shader_glsl_map_tex_unit(context
, shader_version
, sampler_idx
);
727 if (mapped_unit
!= WINED3D_UNMAPPED_STAGE
)
728 shader_addline(buffer
, "layout(binding = %u)\n", mapped_unit
);
730 ERR("Unmapped sampler %u.\n", sampler_idx
);
733 /* Context activation is done by the caller. */
734 static void shader_glsl_load_samplers(const struct wined3d_context
*context
,
735 struct shader_glsl_priv
*priv
, GLuint program_id
, const struct wined3d_shader_reg_maps
*reg_maps
)
737 const struct wined3d_context_gl
*context_gl
= wined3d_context_gl_const(context
);
738 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
739 const struct wined3d_shader_version
*shader_version
;
740 const unsigned int *tex_unit_map
;
741 unsigned int base
, count
;
744 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
747 shader_version
= reg_maps
? ®_maps
->shader_version
: NULL
;
748 prefix
= shader_glsl_get_prefix(shader_version
? shader_version
->type
: WINED3D_SHADER_TYPE_PIXEL
);
749 tex_unit_map
= wined3d_context_gl_get_tex_unit_mapping(context_gl
, shader_version
, &base
, &count
);
750 shader_glsl_load_samplers_range(gl_info
, priv
, program_id
, prefix
, base
, count
, tex_unit_map
);
753 static void shader_glsl_load_icb(const struct wined3d_gl_info
*gl_info
, struct shader_glsl_priv
*priv
,
754 GLuint program_id
, const struct wined3d_shader_reg_maps
*reg_maps
)
756 const struct wined3d_shader_immediate_constant_buffer
*icb
= reg_maps
->icb
;
760 struct wined3d_string_buffer
*icb_name
= string_buffer_get(&priv
->string_buffers
);
761 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
764 string_buffer_sprintf(icb_name
, "%s_icb", prefix
);
765 icb_location
= GL_EXTCALL(glGetUniformLocation(program_id
, icb_name
->buffer
));
766 GL_EXTCALL(glUniform4fv(icb_location
, icb
->vec4_count
, (const GLfloat
*)icb
->data
));
767 checkGLcall("Load immediate constant buffer");
769 string_buffer_release(&priv
->string_buffers
, icb_name
);
773 /* Context activation is done by the caller. */
774 static void shader_glsl_load_images(const struct wined3d_gl_info
*gl_info
, struct shader_glsl_priv
*priv
,
775 GLuint program_id
, const struct wined3d_shader_reg_maps
*reg_maps
)
777 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
778 struct wined3d_string_buffer
*name
;
782 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
785 name
= string_buffer_get(&priv
->string_buffers
);
786 for (i
= 0; i
< MAX_UNORDERED_ACCESS_VIEWS
; ++i
)
788 if (!reg_maps
->uav_resource_info
[i
].type
)
791 string_buffer_sprintf(name
, "%s_image%u", prefix
, i
);
792 location
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
796 TRACE("Loading image %s on unit %u.\n", name
->buffer
, i
);
797 GL_EXTCALL(glUniform1i(location
, i
));
799 checkGLcall("Load image bindings");
800 string_buffer_release(&priv
->string_buffers
, name
);
803 /* Context activation is done by the caller. */
804 static void shader_glsl_load_program_resources(const struct wined3d_context_gl
*context_gl
,
805 struct shader_glsl_priv
*priv
, GLuint program_id
, const struct wined3d_shader
*shader
)
807 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
809 shader_glsl_init_uniform_block_bindings(context_gl
->gl_info
, priv
, program_id
, reg_maps
);
810 shader_glsl_load_icb(context_gl
->gl_info
, priv
, program_id
, reg_maps
);
811 /* Texture unit mapping is set up to be the same each time the shader
812 * program is used so we can hardcode the sampler uniform values. */
813 shader_glsl_load_samplers(&context_gl
->c
, priv
, program_id
, reg_maps
);
816 static void append_transform_feedback_varying(const char **varyings
, unsigned int *varying_count
,
817 char **strings
, unsigned int *strings_length
, struct wined3d_string_buffer
*buffer
)
819 if (varyings
&& *strings
)
821 char *ptr
= *strings
;
823 varyings
[*varying_count
] = ptr
;
825 memcpy(ptr
, buffer
->buffer
, buffer
->content_size
+ 1);
826 ptr
+= buffer
->content_size
+ 1;
831 *strings_length
+= buffer
->content_size
+ 1;
835 static void append_transform_feedback_skip_components(const char **varyings
,
836 unsigned int *varying_count
, char **strings
, unsigned int *strings_length
,
837 struct wined3d_string_buffer
*buffer
, unsigned int component_count
)
841 for (j
= 0; j
< component_count
/ 4; ++j
)
843 string_buffer_sprintf(buffer
, "gl_SkipComponents4");
844 append_transform_feedback_varying(varyings
, varying_count
, strings
, strings_length
, buffer
);
846 if (component_count
% 4)
848 string_buffer_sprintf(buffer
, "gl_SkipComponents%u", component_count
% 4);
849 append_transform_feedback_varying(varyings
, varying_count
, strings
, strings_length
, buffer
);
853 static BOOL
shader_glsl_generate_transform_feedback_varyings(struct wined3d_string_buffer
*buffer
,
854 const char **varyings
, unsigned int *varying_count
, char *strings
, unsigned int *strings_length
,
855 GLenum buffer_mode
, struct wined3d_shader
*shader
)
857 const struct wined3d_stream_output_desc
*so_desc
= shader
->u
.gs
.so_desc
;
858 unsigned int buffer_idx
, count
, length
, highest_output_slot
, stride
;
859 unsigned int i
, register_idx
, component_idx
;
860 BOOL have_varyings_to_record
= FALSE
;
863 highest_output_slot
= 0;
864 for (buffer_idx
= 0; buffer_idx
< WINED3D_MAX_STREAM_OUTPUT_BUFFERS
; ++buffer_idx
)
868 for (i
= 0; i
< so_desc
->element_count
; ++i
)
870 const struct wined3d_stream_output_element
*e
= &so_desc
->elements
[i
];
872 highest_output_slot
= max(highest_output_slot
, e
->output_slot
);
873 if (e
->output_slot
!= buffer_idx
)
878 FIXME("Unhandled stream %u.\n", e
->stream_idx
);
882 stride
+= e
->component_count
;
884 if (!e
->semantic_name
)
886 append_transform_feedback_skip_components(varyings
, &count
,
887 &strings
, &length
, buffer
, e
->component_count
);
891 if (!shader_get_stream_output_register_info(shader
, e
, ®ister_idx
, &component_idx
))
894 if (component_idx
|| e
->component_count
!= 4)
896 if (so_desc
->rasterizer_stream_idx
!= WINED3D_NO_RASTERIZER_STREAM
)
898 FIXME("Unsupported component range %u-%u.\n", component_idx
, e
->component_count
);
899 append_transform_feedback_skip_components(varyings
, &count
,
900 &strings
, &length
, buffer
, e
->component_count
);
904 string_buffer_sprintf(buffer
, "shader_in_out.reg%u_%u_%u",
905 register_idx
, component_idx
, component_idx
+ e
->component_count
- 1);
906 append_transform_feedback_varying(varyings
, &count
, &strings
, &length
, buffer
);
910 string_buffer_sprintf(buffer
, "shader_in_out.reg%u", register_idx
);
911 append_transform_feedback_varying(varyings
, &count
, &strings
, &length
, buffer
);
914 have_varyings_to_record
= TRUE
;
917 if (buffer_idx
< so_desc
->buffer_stride_count
918 && stride
< so_desc
->buffer_strides
[buffer_idx
] / 4)
920 unsigned int component_count
= so_desc
->buffer_strides
[buffer_idx
] / 4 - stride
;
921 append_transform_feedback_skip_components(varyings
, &count
,
922 &strings
, &length
, buffer
, component_count
);
925 if (highest_output_slot
<= buffer_idx
)
928 if (buffer_mode
== GL_INTERLEAVED_ATTRIBS
)
930 string_buffer_sprintf(buffer
, "gl_NextBuffer");
931 append_transform_feedback_varying(varyings
, &count
, &strings
, &length
, buffer
);
936 *varying_count
= count
;
938 *strings_length
= length
;
940 return have_varyings_to_record
;
943 static void shader_glsl_init_transform_feedback(const struct wined3d_context_gl
*context_gl
,
944 struct shader_glsl_priv
*priv
, GLuint program_id
, struct wined3d_shader
*shader
)
946 const struct wined3d_stream_output_desc
*so_desc
= shader
->u
.gs
.so_desc
;
947 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
948 struct wined3d_string_buffer
*buffer
;
949 unsigned int i
, count
, length
;
950 const char **varyings
;
957 if (gl_info
->supported
[ARB_TRANSFORM_FEEDBACK3
])
959 mode
= GL_INTERLEAVED_ATTRIBS
;
963 unsigned int element_count
[WINED3D_MAX_STREAM_OUTPUT_BUFFERS
] = {0};
965 for (i
= 0; i
< so_desc
->element_count
; ++i
)
967 if (!so_desc
->elements
[i
].semantic_name
)
969 FIXME("ARB_transform_feedback3 is needed for stream output gaps.\n");
972 ++element_count
[so_desc
->elements
[i
].output_slot
];
975 if (element_count
[0] == so_desc
->element_count
)
977 mode
= GL_INTERLEAVED_ATTRIBS
;
981 mode
= GL_SEPARATE_ATTRIBS
;
982 for (i
= 0; i
< ARRAY_SIZE(element_count
); ++i
)
984 if (element_count
[i
] != 1)
987 for (; i
< ARRAY_SIZE(element_count
); ++i
)
989 if (element_count
[i
])
991 FIXME("Only single element per buffer is allowed in separate mode.\n");
998 buffer
= string_buffer_get(&priv
->string_buffers
);
1000 if (!shader_glsl_generate_transform_feedback_varyings(buffer
, NULL
, &count
, NULL
, &length
, mode
, shader
))
1002 FIXME("No varyings to record, disabling transform feedback.\n");
1003 shader
->u
.gs
.so_desc
= NULL
;
1004 string_buffer_release(&priv
->string_buffers
, buffer
);
1008 if (!(varyings
= heap_calloc(count
, sizeof(*varyings
))))
1010 ERR("Out of memory.\n");
1011 string_buffer_release(&priv
->string_buffers
, buffer
);
1014 if (!(strings
= heap_calloc(length
, sizeof(*strings
))))
1016 ERR("Out of memory.\n");
1017 heap_free(varyings
);
1018 string_buffer_release(&priv
->string_buffers
, buffer
);
1022 shader_glsl_generate_transform_feedback_varyings(buffer
, varyings
, NULL
, strings
, NULL
, mode
, shader
);
1023 GL_EXTCALL(glTransformFeedbackVaryings(program_id
, count
, varyings
, mode
));
1024 checkGLcall("glTransformFeedbackVaryings");
1026 heap_free(varyings
);
1028 string_buffer_release(&priv
->string_buffers
, buffer
);
1031 /* Context activation is done by the caller. */
1032 static void walk_constant_heap(const struct wined3d_gl_info
*gl_info
, const struct wined3d_vec4
*constants
,
1033 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
1035 unsigned int start
= ~0U, end
= 0;
1037 unsigned int heap_idx
= 1;
1040 if (heap
->entries
[heap_idx
].version
<= version
) return;
1042 idx
= heap
->entries
[heap_idx
].idx
;
1043 if (constant_locations
[idx
] != -1)
1045 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
1047 while (stack_idx
>= 0)
1049 /* Note that we fall through to the next case statement. */
1050 switch(stack
[stack_idx
])
1052 case HEAP_NODE_TRAVERSE_LEFT
:
1054 unsigned int left_idx
= heap_idx
<< 1;
1055 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
1057 heap_idx
= left_idx
;
1058 idx
= heap
->entries
[heap_idx
].idx
;
1059 if (constant_locations
[idx
] != -1)
1067 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
1068 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
1073 case HEAP_NODE_TRAVERSE_RIGHT
:
1075 unsigned int right_idx
= (heap_idx
<< 1) + 1;
1076 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
1078 heap_idx
= right_idx
;
1079 idx
= heap
->entries
[heap_idx
].idx
;
1080 if (constant_locations
[idx
] != -1)
1088 stack
[stack_idx
++] = HEAP_NODE_POP
;
1089 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
1101 GL_EXTCALL(glUniform4fv(constant_locations
[start
], end
- start
+ 1, &constants
[start
].x
));
1102 checkGLcall("walk_constant_heap()");
1105 /* Context activation is done by the caller. */
1106 static void apply_clamped_constant(const struct wined3d_gl_info
*gl_info
,
1107 GLint location
, const struct wined3d_vec4
*data
)
1109 GLfloat clamped_constant
[4];
1111 if (location
== -1) return;
1113 clamped_constant
[0] = data
->x
< -1.0f
? -1.0f
: data
->x
> 1.0f
? 1.0f
: data
->x
;
1114 clamped_constant
[1] = data
->y
< -1.0f
? -1.0f
: data
->y
> 1.0f
? 1.0f
: data
->y
;
1115 clamped_constant
[2] = data
->z
< -1.0f
? -1.0f
: data
->z
> 1.0f
? 1.0f
: data
->z
;
1116 clamped_constant
[3] = data
->w
< -1.0f
? -1.0f
: data
->w
> 1.0f
? 1.0f
: data
->w
;
1118 GL_EXTCALL(glUniform4fv(location
, 1, clamped_constant
));
1121 /* Context activation is done by the caller. */
1122 static void walk_constant_heap_clamped(const struct wined3d_gl_info
*gl_info
,
1123 const struct wined3d_vec4
*constants
, const GLint
*constant_locations
,
1124 const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
1127 unsigned int heap_idx
= 1;
1130 if (heap
->entries
[heap_idx
].version
<= version
) return;
1132 idx
= heap
->entries
[heap_idx
].idx
;
1133 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
]);
1134 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
1136 while (stack_idx
>= 0)
1138 /* Note that we fall through to the next case statement. */
1139 switch(stack
[stack_idx
])
1141 case HEAP_NODE_TRAVERSE_LEFT
:
1143 unsigned int left_idx
= heap_idx
<< 1;
1144 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
1146 heap_idx
= left_idx
;
1147 idx
= heap
->entries
[heap_idx
].idx
;
1148 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
]);
1150 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
1151 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
1156 case HEAP_NODE_TRAVERSE_RIGHT
:
1158 unsigned int right_idx
= (heap_idx
<< 1) + 1;
1159 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
1161 heap_idx
= right_idx
;
1162 idx
= heap
->entries
[heap_idx
].idx
;
1163 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
]);
1165 stack
[stack_idx
++] = HEAP_NODE_POP
;
1166 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
1177 checkGLcall("walk_constant_heap_clamped()");
1180 /* Context activation is done by the caller. */
1181 static void shader_glsl_load_constants_f(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
1182 const struct wined3d_vec4
*constants
, const GLint
*constant_locations
, const struct constant_heap
*heap
,
1183 unsigned char *stack
, unsigned int version
)
1185 const struct wined3d_shader_lconst
*lconst
;
1187 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
1188 if (shader
->reg_maps
.shader_version
.major
== 1
1189 && shader
->reg_maps
.shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
1190 walk_constant_heap_clamped(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
1192 walk_constant_heap(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
1194 if (!shader
->load_local_constsF
)
1196 TRACE("No need to load local float constants for this shader.\n");
1200 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
1201 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
1203 GL_EXTCALL(glUniform4fv(constant_locations
[lconst
->idx
], 1, (const GLfloat
*)lconst
->value
));
1205 checkGLcall("glUniform4fv()");
1208 /* Context activation is done by the caller. */
1209 static void shader_glsl_load_constants_i(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
1210 const struct wined3d_ivec4
*constants
, const GLint locations
[WINED3D_MAX_CONSTS_I
], uint32_t constants_set
)
1215 while (constants_set
)
1217 /* We found this uniform name in the program - go ahead and send the data */
1218 i
= wined3d_bit_scan(&constants_set
);
1219 GL_EXTCALL(glUniform4iv(locations
[i
], 1, &constants
[i
].x
));
1222 /* Load immediate constants */
1223 ptr
= list_head(&shader
->constantsI
);
1226 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
1227 unsigned int idx
= lconst
->idx
;
1228 const GLint
*values
= (const GLint
*)lconst
->value
;
1230 /* We found this uniform name in the program - go ahead and send the data */
1231 GL_EXTCALL(glUniform4iv(locations
[idx
], 1, values
));
1232 ptr
= list_next(&shader
->constantsI
, ptr
);
1234 checkGLcall("glUniform4iv()");
1237 /* Context activation is done by the caller. */
1238 static void shader_glsl_load_constants_b(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
1239 const BOOL
*constants
, const GLint locations
[WINED3D_MAX_CONSTS_B
], uint32_t constants_set
)
1244 while (constants_set
)
1246 i
= wined3d_bit_scan(&constants_set
);
1247 GL_EXTCALL(glUniform1iv(locations
[i
], 1, &constants
[i
]));
1250 /* Load immediate constants */
1251 ptr
= list_head(&shader
->constantsB
);
1254 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
1255 unsigned int idx
= lconst
->idx
;
1256 const GLint
*values
= (const GLint
*)lconst
->value
;
1258 GL_EXTCALL(glUniform1iv(locations
[idx
], 1, values
));
1259 ptr
= list_next(&shader
->constantsB
, ptr
);
1261 checkGLcall("glUniform1iv()");
1264 static void reset_program_constant_version(struct wine_rb_entry
*entry
, void *context
)
1266 WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
)->constant_version
= 0;
1269 /* Context activation is done by the caller (state handler). */
1270 static void shader_glsl_load_np2fixup_constants(const struct glsl_ps_program
*ps
,
1271 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
1277 np2fixup_constants
[WINED3D_MAX_FRAGMENT_SAMPLERS
];
1278 UINT fixup
= ps
->np2_fixup_info
->active
;
1281 for (i
= 0; fixup
; fixup
>>= 1, ++i
)
1283 const struct wined3d_texture
*tex
= state
->textures
[i
];
1284 unsigned char idx
= ps
->np2_fixup_info
->idx
[i
];
1288 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
1292 np2fixup_constants
[idx
].sx
= tex
->pow2_matrix
[0];
1293 np2fixup_constants
[idx
].sy
= tex
->pow2_matrix
[5];
1296 GL_EXTCALL(glUniform4fv(ps
->np2_fixup_location
, ps
->np2_fixup_info
->num_consts
, &np2fixup_constants
[0].sx
));
1299 static void transpose_matrix(struct wined3d_matrix
*out
, const struct wined3d_matrix
*m
)
1301 struct wined3d_matrix temp
;
1304 for (i
= 0; i
< 4; ++i
)
1305 for (j
= 0; j
< 4; ++j
)
1306 (&temp
._11
)[4 * j
+ i
] = (&m
->_11
)[4 * i
+ j
];
1311 static void shader_glsl_ffp_vertex_normalmatrix_uniform(const struct wined3d_context_gl
*context_gl
,
1312 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1314 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1315 struct wined3d_matrix mv
;
1318 if (prog
->vs
.normal_matrix_location
== -1)
1321 get_modelview_matrix(&context_gl
->c
, state
, 0, &mv
);
1322 compute_normal_matrix(mat
, context_gl
->c
.d3d_info
->wined3d_creation_flags
& WINED3D_LEGACY_FFP_LIGHTING
, &mv
);
1324 GL_EXTCALL(glUniformMatrix3fv(prog
->vs
.normal_matrix_location
, 1, FALSE
, mat
));
1325 checkGLcall("glUniformMatrix3fv");
1328 static void shader_glsl_ffp_vertex_texmatrix_uniform(const struct wined3d_context_gl
*context_gl
,
1329 const struct wined3d_state
*state
, unsigned int tex
, struct glsl_shader_prog_link
*prog
)
1331 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1332 struct wined3d_matrix mat
;
1334 if (tex
>= WINED3D_MAX_TEXTURES
)
1336 if (prog
->vs
.texture_matrix_location
[tex
] == -1)
1339 get_texture_matrix(&context_gl
->c
, state
, tex
, &mat
);
1340 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.texture_matrix_location
[tex
], 1, FALSE
, &mat
._11
));
1341 checkGLcall("glUniformMatrix4fv");
1344 static void shader_glsl_ffp_vertex_material_uniform(const struct wined3d_context_gl
*context_gl
,
1345 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1347 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1349 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
1351 GL_EXTCALL(glUniform4fv(prog
->vs
.material_specular_location
, 1, &state
->material
.specular
.r
));
1352 GL_EXTCALL(glUniform1f(prog
->vs
.material_shininess_location
, state
->material
.power
));
1356 static const float black
[] = {0.0f
, 0.0f
, 0.0f
, 0.0f
};
1358 GL_EXTCALL(glUniform4fv(prog
->vs
.material_specular_location
, 1, black
));
1360 GL_EXTCALL(glUniform4fv(prog
->vs
.material_ambient_location
, 1, &state
->material
.ambient
.r
));
1361 GL_EXTCALL(glUniform4fv(prog
->vs
.material_diffuse_location
, 1, &state
->material
.diffuse
.r
));
1362 GL_EXTCALL(glUniform4fv(prog
->vs
.material_emissive_location
, 1, &state
->material
.emissive
.r
));
1363 checkGLcall("setting FFP material uniforms");
1366 static void shader_glsl_ffp_vertex_lightambient_uniform(const struct wined3d_context_gl
*context_gl
,
1367 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1369 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1370 struct wined3d_color color
;
1372 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_AMBIENT
]);
1373 GL_EXTCALL(glUniform3fv(prog
->vs
.light_ambient_location
, 1, &color
.r
));
1374 checkGLcall("glUniform3fv");
1377 static void shader_glsl_ffp_vertex_light_uniform(const struct wined3d_context_gl
*context_gl
,
1378 const struct wined3d_state
*state
, unsigned int light
, const struct wined3d_light_info
*light_info
,
1379 struct glsl_shader_prog_link
*prog
)
1381 const struct wined3d_matrix
*view
= &state
->transforms
[WINED3D_TS_VIEW
];
1382 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1383 struct wined3d_vec4 vec4
;
1385 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].diffuse
, 1, &light_info
->OriginalParms
.diffuse
.r
));
1386 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].specular
, 1, &light_info
->OriginalParms
.specular
.r
));
1387 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].ambient
, 1, &light_info
->OriginalParms
.ambient
.r
));
1389 switch (light_info
->OriginalParms
.type
)
1391 case WINED3D_LIGHT_POINT
:
1392 wined3d_vec4_transform(&vec4
, &light_info
->position
, view
);
1393 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1394 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].range
, light_info
->OriginalParms
.range
));
1395 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].c_att
, light_info
->OriginalParms
.attenuation0
));
1396 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].l_att
, light_info
->OriginalParms
.attenuation1
));
1397 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].q_att
, light_info
->OriginalParms
.attenuation2
));
1400 case WINED3D_LIGHT_SPOT
:
1401 wined3d_vec4_transform(&vec4
, &light_info
->position
, view
);
1402 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1404 wined3d_vec4_transform(&vec4
, &light_info
->direction
, view
);
1405 GL_EXTCALL(glUniform3fv(prog
->vs
.light_location
[light
].direction
, 1, &vec4
.x
));
1407 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].range
, light_info
->OriginalParms
.range
));
1408 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].falloff
, light_info
->OriginalParms
.falloff
));
1409 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].c_att
, light_info
->OriginalParms
.attenuation0
));
1410 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].l_att
, light_info
->OriginalParms
.attenuation1
));
1411 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].q_att
, light_info
->OriginalParms
.attenuation2
));
1412 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].cos_htheta
, cosf(light_info
->OriginalParms
.theta
/ 2.0f
)));
1413 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].cos_hphi
, cosf(light_info
->OriginalParms
.phi
/ 2.0f
)));
1416 case WINED3D_LIGHT_DIRECTIONAL
:
1417 wined3d_vec4_transform(&vec4
, &light_info
->direction
, view
);
1418 GL_EXTCALL(glUniform3fv(prog
->vs
.light_location
[light
].direction
, 1, &vec4
.x
));
1421 case WINED3D_LIGHT_PARALLELPOINT
:
1422 wined3d_vec4_transform(&vec4
, &light_info
->position
, view
);
1423 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1427 FIXME("Unrecognized light type %#x.\n", light_info
->OriginalParms
.type
);
1429 checkGLcall("setting FFP lights uniforms");
1432 static void shader_glsl_pointsize_uniform(const struct wined3d_context_gl
*context_gl
,
1433 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1435 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1439 get_pointsize_minmax(&context_gl
->c
, state
, &min
, &max
);
1441 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_min_location
, min
));
1442 checkGLcall("glUniform1f");
1443 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_max_location
, max
));
1444 checkGLcall("glUniform1f");
1446 get_pointsize(&context_gl
->c
, state
, &size
, att
);
1448 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_location
, size
));
1449 checkGLcall("glUniform1f");
1450 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_c_att_location
, att
[0]));
1451 checkGLcall("glUniform1f");
1452 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_l_att_location
, att
[1]));
1453 checkGLcall("glUniform1f");
1454 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_q_att_location
, att
[2]));
1455 checkGLcall("glUniform1f");
1458 static void shader_glsl_load_fog_uniform(const struct wined3d_context_gl
*context_gl
,
1459 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1461 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1462 struct wined3d_color color
;
1463 float start
, end
, scale
;
1470 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_FOGCOLOR
]);
1471 GL_EXTCALL(glUniform4fv(prog
->ps
.fog_color_location
, 1, &color
.r
));
1472 tmpvalue
.d
= state
->render_states
[WINED3D_RS_FOGDENSITY
];
1473 GL_EXTCALL(glUniform1f(prog
->ps
.fog_density_location
, tmpvalue
.f
));
1474 get_fog_start_end(&context_gl
->c
, state
, &start
, &end
);
1475 scale
= 1.0f
/ (end
- start
);
1476 GL_EXTCALL(glUniform1f(prog
->ps
.fog_end_location
, end
));
1477 GL_EXTCALL(glUniform1f(prog
->ps
.fog_scale_location
, scale
));
1478 checkGLcall("fog emulation uniforms");
1481 static void shader_glsl_clip_plane_uniform(const struct wined3d_context_gl
*context_gl
,
1482 const struct wined3d_state
*state
, unsigned int index
, struct glsl_shader_prog_link
*prog
)
1484 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1485 struct wined3d_matrix matrix
;
1486 struct wined3d_vec4 plane
;
1488 plane
= state
->clip_planes
[index
];
1490 /* Clip planes are affected by the view transform in d3d for FFP draws. */
1493 invert_matrix(&matrix
, &state
->transforms
[WINED3D_TS_VIEW
]);
1494 transpose_matrix(&matrix
, &matrix
);
1495 wined3d_vec4_transform(&plane
, &plane
, &matrix
);
1498 GL_EXTCALL(glUniform4fv(prog
->vs
.clip_planes_location
+ index
, 1, &plane
.x
));
1501 /* Context activation is done by the caller (state handler). */
1502 static void shader_glsl_load_color_key_constant(const struct glsl_ps_program
*ps
,
1503 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
1505 struct wined3d_color float_key
[2];
1506 const struct wined3d_texture
*texture
= state
->textures
[0];
1508 wined3d_format_get_float_color_key(texture
->resource
.format
, &texture
->async
.src_blt_color_key
, float_key
);
1509 GL_EXTCALL(glUniform4fv(ps
->color_key_location
, 2, &float_key
[0].r
));
1512 /* Context activation is done by the caller (state handler). */
1513 static void shader_glsl_load_constants(void *shader_priv
, struct wined3d_context
*context
,
1514 const struct wined3d_state
*state
)
1516 const struct wined3d_shader
*vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
1517 const struct wined3d_shader
*pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
1518 const struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
1519 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
1520 struct glsl_shader_prog_link
*prog
= ctx_data
->glsl_program
;
1521 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1522 float position_fixup
[4 * WINED3D_MAX_VIEWPORTS
];
1523 struct shader_glsl_priv
*priv
= shader_priv
;
1524 unsigned int constant_version
;
1528 /* No GLSL program set - nothing to do. */
1532 constant_version
= prog
->constant_version
;
1533 update_mask
= context
->constant_update_mask
& prog
->constant_update_mask
;
1535 if (update_mask
& WINED3D_SHADER_CONST_VS_F
)
1536 shader_glsl_load_constants_f(vshader
, gl_info
, state
->vs_consts_f
,
1537 prog
->vs
.uniform_f_locations
, &priv
->vconst_heap
, priv
->stack
, constant_version
);
1539 if (update_mask
& WINED3D_SHADER_CONST_VS_I
)
1540 shader_glsl_load_constants_i(vshader
, gl_info
, state
->vs_consts_i
,
1541 prog
->vs
.uniform_i_locations
, vshader
->reg_maps
.integer_constants
);
1543 if (update_mask
& WINED3D_SHADER_CONST_VS_B
)
1544 shader_glsl_load_constants_b(vshader
, gl_info
, state
->vs_consts_b
,
1545 prog
->vs
.uniform_b_locations
, vshader
->reg_maps
.boolean_constants
);
1547 if (update_mask
& WINED3D_SHADER_CONST_VS_CLIP_PLANES
)
1549 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
1550 shader_glsl_clip_plane_uniform(context_gl
, state
, i
, prog
);
1553 if (update_mask
& WINED3D_SHADER_CONST_VS_POINTSIZE
)
1554 shader_glsl_pointsize_uniform(context_gl
, state
, prog
);
1556 if (update_mask
& WINED3D_SHADER_CONST_POS_FIXUP
)
1558 unsigned int fixup_count
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
] ?
1559 max(state
->viewport_count
, 1) : 1;
1560 shader_get_position_fixup(context
, state
, fixup_count
, position_fixup
);
1561 if (state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
])
1562 GL_EXTCALL(glUniform4fv(prog
->gs
.pos_fixup_location
, fixup_count
, position_fixup
));
1563 else if (state
->shader
[WINED3D_SHADER_TYPE_DOMAIN
])
1564 GL_EXTCALL(glUniform4fv(prog
->ds
.pos_fixup_location
, 1, position_fixup
));
1566 GL_EXTCALL(glUniform4fv(prog
->vs
.pos_fixup_location
, 1, position_fixup
));
1567 checkGLcall("glUniform4fv");
1570 if (update_mask
& WINED3D_SHADER_CONST_BASE_VERTEX_ID
)
1572 GL_EXTCALL(glUniform1i(prog
->vs
.base_vertex_id_location
, state
->base_vertex_index
));
1573 checkGLcall("base vertex id");
1576 if (update_mask
& WINED3D_SHADER_CONST_FFP_MODELVIEW
)
1578 struct wined3d_matrix mat
;
1580 get_modelview_matrix(context
, state
, 0, &mat
);
1581 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.modelview_matrix_location
[0], 1, FALSE
, &mat
._11
));
1582 checkGLcall("glUniformMatrix4fv");
1584 shader_glsl_ffp_vertex_normalmatrix_uniform(context_gl
, state
, prog
);
1587 if (update_mask
& WINED3D_SHADER_CONST_FFP_VERTEXBLEND
)
1589 struct wined3d_matrix mat
;
1591 for (i
= 1; i
< MAX_VERTEX_BLENDS
; ++i
)
1593 if (prog
->vs
.modelview_matrix_location
[i
] == -1)
1596 get_modelview_matrix(context
, state
, i
, &mat
);
1597 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.modelview_matrix_location
[i
], 1, FALSE
, &mat
._11
));
1598 checkGLcall("glUniformMatrix4fv");
1602 if (update_mask
& WINED3D_SHADER_CONST_FFP_PROJ
)
1604 struct wined3d_matrix projection
;
1606 get_projection_matrix(context
, state
, &projection
);
1607 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.projection_matrix_location
, 1, FALSE
, &projection
._11
));
1608 checkGLcall("glUniformMatrix4fv");
1611 if (update_mask
& WINED3D_SHADER_CONST_FFP_TEXMATRIX
)
1613 for (i
= 0; i
< WINED3D_MAX_TEXTURES
; ++i
)
1614 shader_glsl_ffp_vertex_texmatrix_uniform(context_gl
, state
, i
, prog
);
1617 if (update_mask
& WINED3D_SHADER_CONST_FFP_MATERIAL
)
1618 shader_glsl_ffp_vertex_material_uniform(context_gl
, state
, prog
);
1620 if (update_mask
& WINED3D_SHADER_CONST_FFP_LIGHTS
)
1622 unsigned int point_idx
, spot_idx
, directional_idx
, parallel_point_idx
;
1623 DWORD point_count
= 0;
1624 DWORD spot_count
= 0;
1625 DWORD directional_count
= 0;
1626 DWORD parallel_point_count
= 0;
1628 for (i
= 0; i
< WINED3D_MAX_ACTIVE_LIGHTS
; ++i
)
1630 if (!state
->light_state
.lights
[i
])
1633 switch (state
->light_state
.lights
[i
]->OriginalParms
.type
)
1635 case WINED3D_LIGHT_POINT
:
1638 case WINED3D_LIGHT_SPOT
:
1641 case WINED3D_LIGHT_DIRECTIONAL
:
1642 ++directional_count
;
1644 case WINED3D_LIGHT_PARALLELPOINT
:
1645 ++parallel_point_count
;
1648 FIXME("Unhandled light type %#x.\n", state
->light_state
.lights
[i
]->OriginalParms
.type
);
1653 spot_idx
= point_idx
+ point_count
;
1654 directional_idx
= spot_idx
+ spot_count
;
1655 parallel_point_idx
= directional_idx
+ directional_count
;
1657 shader_glsl_ffp_vertex_lightambient_uniform(context_gl
, state
, prog
);
1658 for (i
= 0; i
< WINED3D_MAX_ACTIVE_LIGHTS
; ++i
)
1660 const struct wined3d_light_info
*light_info
= state
->light_state
.lights
[i
];
1666 switch (light_info
->OriginalParms
.type
)
1668 case WINED3D_LIGHT_POINT
:
1671 case WINED3D_LIGHT_SPOT
:
1674 case WINED3D_LIGHT_DIRECTIONAL
:
1675 idx
= directional_idx
++;
1677 case WINED3D_LIGHT_PARALLELPOINT
:
1678 idx
= parallel_point_idx
++;
1681 FIXME("Unhandled light type %#x.\n", light_info
->OriginalParms
.type
);
1684 shader_glsl_ffp_vertex_light_uniform(context_gl
, state
, idx
, light_info
, prog
);
1688 if (update_mask
& WINED3D_SHADER_CONST_PS_F
)
1689 shader_glsl_load_constants_f(pshader
, gl_info
, state
->ps_consts_f
,
1690 prog
->ps
.uniform_f_locations
, &priv
->pconst_heap
, priv
->stack
, constant_version
);
1692 if (update_mask
& WINED3D_SHADER_CONST_PS_I
)
1693 shader_glsl_load_constants_i(pshader
, gl_info
, state
->ps_consts_i
,
1694 prog
->ps
.uniform_i_locations
, pshader
->reg_maps
.integer_constants
);
1696 if (update_mask
& WINED3D_SHADER_CONST_PS_B
)
1697 shader_glsl_load_constants_b(pshader
, gl_info
, state
->ps_consts_b
,
1698 prog
->ps
.uniform_b_locations
, pshader
->reg_maps
.boolean_constants
);
1700 if (update_mask
& WINED3D_SHADER_CONST_PS_BUMP_ENV
)
1702 for (i
= 0; i
< WINED3D_MAX_TEXTURES
; ++i
)
1704 if (prog
->ps
.bumpenv_mat_location
[i
] == -1)
1707 GL_EXTCALL(glUniformMatrix2fv(prog
->ps
.bumpenv_mat_location
[i
], 1, 0,
1708 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_MAT00
]));
1710 if (prog
->ps
.bumpenv_lum_scale_location
[i
] != -1)
1712 GL_EXTCALL(glUniform1fv(prog
->ps
.bumpenv_lum_scale_location
[i
], 1,
1713 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LSCALE
]));
1714 GL_EXTCALL(glUniform1fv(prog
->ps
.bumpenv_lum_offset_location
[i
], 1,
1715 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LOFFSET
]));
1719 checkGLcall("bump env uniforms");
1722 if (update_mask
& WINED3D_SHADER_CONST_PS_Y_CORR
)
1724 const struct wined3d_vec4 correction_params
=
1726 /* Position is relative to the framebuffer, not the viewport. */
1727 context
->render_offscreen
? 0.0f
: (float)state
->fb
.render_targets
[0]->height
,
1728 context
->render_offscreen
? 1.0f
: -1.0f
,
1733 GL_EXTCALL(glUniform4fv(prog
->ps
.ycorrection_location
, 1, &correction_params
.x
));
1736 if (update_mask
& WINED3D_SHADER_CONST_PS_NP2_FIXUP
)
1737 shader_glsl_load_np2fixup_constants(&prog
->ps
, gl_info
, state
);
1738 if (update_mask
& WINED3D_SHADER_CONST_FFP_COLOR_KEY
)
1739 shader_glsl_load_color_key_constant(&prog
->ps
, gl_info
, state
);
1741 if (update_mask
& WINED3D_SHADER_CONST_FFP_PS
)
1743 struct wined3d_color color
;
1745 if (prog
->ps
.tex_factor_location
!= -1)
1747 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_TEXTUREFACTOR
]);
1748 GL_EXTCALL(glUniform4fv(prog
->ps
.tex_factor_location
, 1, &color
.r
));
1751 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
1752 GL_EXTCALL(glUniform4f(prog
->ps
.specular_enable_location
, 1.0f
, 1.0f
, 1.0f
, 0.0f
));
1754 GL_EXTCALL(glUniform4f(prog
->ps
.specular_enable_location
, 0.0f
, 0.0f
, 0.0f
, 0.0f
));
1756 for (i
= 0; i
< WINED3D_MAX_TEXTURES
; ++i
)
1758 if (prog
->ps
.tss_constant_location
[i
] == -1)
1761 wined3d_color_from_d3dcolor(&color
, state
->texture_states
[i
][WINED3D_TSS_CONSTANT
]);
1762 GL_EXTCALL(glUniform4fv(prog
->ps
.tss_constant_location
[i
], 1, &color
.r
));
1765 checkGLcall("fixed function uniforms");
1768 if (update_mask
& WINED3D_SHADER_CONST_PS_FOG
)
1769 shader_glsl_load_fog_uniform(context_gl
, state
, prog
);
1771 if (update_mask
& WINED3D_SHADER_CONST_PS_ALPHA_TEST
)
1773 float ref
= wined3d_alpha_ref(state
);
1775 GL_EXTCALL(glUniform1f(prog
->ps
.alpha_test_ref_location
, ref
));
1776 checkGLcall("alpha test emulation uniform");
1779 if (priv
->next_constant_version
== UINT_MAX
)
1781 TRACE("Max constant version reached, resetting to 0.\n");
1782 wine_rb_for_each_entry(&priv
->program_lookup
, reset_program_constant_version
, NULL
);
1783 priv
->next_constant_version
= 1;
1787 prog
->constant_version
= priv
->next_constant_version
++;
1791 static void update_heap_entry(struct constant_heap
*heap
, unsigned int idx
, DWORD new_version
)
1793 struct constant_entry
*entries
= heap
->entries
;
1794 unsigned int *positions
= heap
->positions
;
1795 unsigned int heap_idx
, parent_idx
;
1797 if (!heap
->contained
[idx
])
1799 heap_idx
= heap
->size
++;
1800 heap
->contained
[idx
] = TRUE
;
1804 heap_idx
= positions
[idx
];
1807 while (heap_idx
> 1)
1809 parent_idx
= heap_idx
>> 1;
1811 if (new_version
<= entries
[parent_idx
].version
) break;
1813 entries
[heap_idx
] = entries
[parent_idx
];
1814 positions
[entries
[parent_idx
].idx
] = heap_idx
;
1815 heap_idx
= parent_idx
;
1818 entries
[heap_idx
].version
= new_version
;
1819 entries
[heap_idx
].idx
= idx
;
1820 positions
[idx
] = heap_idx
;
1823 static void shader_glsl_update_float_vertex_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
1825 struct shader_glsl_priv
*priv
= device
->shader_priv
;
1826 struct constant_heap
*heap
= &priv
->vconst_heap
;
1829 for (i
= start
; i
< count
+ start
; ++i
)
1831 update_heap_entry(heap
, i
, priv
->next_constant_version
);
1835 static void shader_glsl_update_float_pixel_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
1837 struct shader_glsl_priv
*priv
= device
->shader_priv
;
1838 struct constant_heap
*heap
= &priv
->pconst_heap
;
1841 for (i
= start
; i
< count
+ start
; ++i
)
1843 update_heap_entry(heap
, i
, priv
->next_constant_version
);
1847 static unsigned int vec4_varyings(DWORD shader_major
, const struct wined3d_gl_info
*gl_info
)
1849 unsigned int ret
= gl_info
->limits
.glsl_varyings
/ 4;
1850 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
1851 if(shader_major
> 3) return ret
;
1853 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
1854 if (gl_info
->quirks
& WINED3D_QUIRK_GLSL_CLIP_VARYING
) ret
-= 1;
1858 static BOOL
needs_legacy_glsl_syntax(const struct wined3d_gl_info
*gl_info
)
1860 return gl_info
->glsl_version
< MAKEDWORD_VERSION(1, 30);
1863 static BOOL
shader_glsl_use_explicit_attrib_location(const struct wined3d_gl_info
*gl_info
)
1865 return gl_info
->supported
[ARB_EXPLICIT_ATTRIB_LOCATION
]
1866 && shader_glsl_use_layout_qualifier(gl_info
) && !needs_legacy_glsl_syntax(gl_info
);
1869 static BOOL
shader_glsl_use_interface_blocks(const struct wined3d_gl_info
*gl_info
)
1871 return shader_glsl_get_version(gl_info
) >= 150;
1874 static const char *get_attribute_keyword(const struct wined3d_gl_info
*gl_info
)
1876 return needs_legacy_glsl_syntax(gl_info
) ? "attribute" : "in";
1879 static void PRINTF_ATTR(4, 5) declare_in_varying(const struct wined3d_gl_info
*gl_info
,
1880 struct wined3d_string_buffer
*buffer
, BOOL flat
, const char *format
, ...)
1885 shader_addline(buffer
, "%s%s ", flat
? "flat " : "",
1886 needs_legacy_glsl_syntax(gl_info
) ? "varying" : "in");
1889 va_start(args
, format
);
1890 ret
= shader_vaddline(buffer
, format
, args
);
1894 if (!string_buffer_resize(buffer
, ret
))
1899 static void PRINTF_ATTR(4, 5) declare_out_varying(const struct wined3d_gl_info
*gl_info
,
1900 struct wined3d_string_buffer
*buffer
, BOOL flat
, const char *format
, ...)
1905 shader_addline(buffer
, "%s%s ", flat
? "flat " : "",
1906 needs_legacy_glsl_syntax(gl_info
) ? "varying" : "out");
1909 va_start(args
, format
);
1910 ret
= shader_vaddline(buffer
, format
, args
);
1914 if (!string_buffer_resize(buffer
, ret
))
1919 static const char *shader_glsl_shader_input_name(const struct wined3d_gl_info
*gl_info
)
1921 return shader_glsl_use_interface_blocks(gl_info
) ? "shader_in.reg" : "ps_link";
1924 static const char *shader_glsl_shader_output_name(const struct wined3d_gl_info
*gl_info
)
1926 return shader_glsl_use_interface_blocks(gl_info
) ? "shader_out.reg" : "ps_link";
1929 static const char *shader_glsl_interpolation_qualifiers(enum wined3d_shader_interpolation_mode mode
)
1933 case WINED3DSIM_CONSTANT
:
1935 case WINED3DSIM_LINEAR_NOPERSPECTIVE
:
1936 return "noperspective ";
1938 FIXME("Unhandled interpolation mode %#x.\n", mode
);
1939 case WINED3DSIM_NONE
:
1940 case WINED3DSIM_LINEAR
:
1945 static enum wined3d_shader_interpolation_mode
wined3d_extract_interpolation_mode(
1946 const uint32_t *packed_interpolation_mode
, unsigned int register_idx
)
1948 return wined3d_extract_bits(packed_interpolation_mode
,
1949 register_idx
* WINED3D_PACKED_INTERPOLATION_BIT_COUNT
, WINED3D_PACKED_INTERPOLATION_BIT_COUNT
);
1952 static void shader_glsl_declare_shader_inputs(const struct wined3d_gl_info
*gl_info
,
1953 struct wined3d_string_buffer
*buffer
, unsigned int element_count
,
1954 const uint32_t *interpolation_mode
, BOOL unroll
)
1956 enum wined3d_shader_interpolation_mode mode
;
1959 if (shader_glsl_use_interface_blocks(gl_info
))
1963 shader_addline(buffer
, "in shader_in_out {\n");
1964 for (i
= 0; i
< element_count
; ++i
)
1966 mode
= wined3d_extract_interpolation_mode(interpolation_mode
, i
);
1967 shader_addline(buffer
, " %svec4 reg%u;\n", shader_glsl_interpolation_qualifiers(mode
), i
);
1969 shader_addline(buffer
, "} shader_in;\n");
1973 shader_addline(buffer
, "in shader_in_out { vec4 reg[%u]; } shader_in;\n", element_count
);
1978 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 ps_link[%u];\n", element_count
);
1982 static BOOL
needs_interpolation_qualifiers_for_shader_outputs(const struct wined3d_gl_info
*gl_info
)
1984 /* In GLSL 4.40+ it is fine to specify interpolation qualifiers only in
1985 * fragment shaders. In older GLSL versions interpolation qualifiers must
1986 * match between shader stages. */
1987 return gl_info
->glsl_version
< MAKEDWORD_VERSION(4, 40);
1990 static void shader_glsl_declare_shader_outputs(const struct wined3d_gl_info
*gl_info
,
1991 struct wined3d_string_buffer
*buffer
, unsigned int element_count
, BOOL rasterizer_setup
,
1992 const uint32_t *interpolation_mode
)
1994 enum wined3d_shader_interpolation_mode mode
;
1997 if (shader_glsl_use_interface_blocks(gl_info
))
1999 if (rasterizer_setup
)
2001 shader_addline(buffer
, "out shader_in_out {\n");
2002 for (i
= 0; i
< element_count
; ++i
)
2004 const char *interpolation_qualifiers
= "";
2005 if (needs_interpolation_qualifiers_for_shader_outputs(gl_info
))
2007 mode
= wined3d_extract_interpolation_mode(interpolation_mode
, i
);
2008 interpolation_qualifiers
= shader_glsl_interpolation_qualifiers(mode
);
2010 shader_addline(buffer
, " %svec4 reg%u;\n", interpolation_qualifiers
, i
);
2012 shader_addline(buffer
, "} shader_out;\n");
2016 shader_addline(buffer
, "out shader_in_out { vec4 reg[%u]; } shader_out;\n", element_count
);
2021 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ps_link[%u];\n", element_count
);
2025 static BOOL
use_legacy_fragment_output(const struct wined3d_gl_info
*gl_info
)
2027 /* Technically 1.30 does support user-defined fragment shader outputs but
2028 * we might not have glBindFragDataLocation() available (i.e. GL version
2029 * might be < 3.0). */
2030 return gl_info
->glsl_version
<= MAKEDWORD_VERSION(1, 30);
2033 static const char *get_fragment_output(const struct wined3d_gl_info
*gl_info
)
2035 return use_legacy_fragment_output(gl_info
) ? "gl_FragData" : "ps_out";
2038 static const char *glsl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type
)
2040 switch (primitive_type
)
2042 case WINED3D_PT_POINTLIST
:
2045 case WINED3D_PT_LINELIST
:
2048 case WINED3D_PT_LINESTRIP
:
2049 return "line_strip";
2051 case WINED3D_PT_TRIANGLELIST
:
2054 case WINED3D_PT_TRIANGLESTRIP
:
2055 return "triangle_strip";
2057 case WINED3D_PT_LINELIST_ADJ
:
2058 return "lines_adjacency";
2060 case WINED3D_PT_TRIANGLELIST_ADJ
:
2061 return "triangles_adjacency";
2064 FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(primitive_type
));
2069 static BOOL
glsl_is_color_reg_read(const struct wined3d_shader
*shader
, unsigned int idx
)
2071 const struct wined3d_shader_signature
*input_signature
= &shader
->input_signature
;
2072 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
2073 DWORD input_reg_used
= shader
->u
.ps
.input_reg_used
;
2076 if (reg_maps
->shader_version
.major
< 3)
2077 return input_reg_used
& (1u << idx
);
2079 for (i
= 0; i
< input_signature
->element_count
; ++i
)
2081 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
2083 if (!(reg_maps
->input_registers
& (1u << input
->register_idx
)))
2086 if (shader_match_semantic(input
->semantic_name
, WINED3D_DECL_USAGE_COLOR
)
2087 && input
->semantic_idx
== idx
)
2088 return input_reg_used
& (1u << input
->register_idx
);
2093 static BOOL
glsl_is_shadow_sampler(const struct wined3d_shader
*shader
,
2094 const struct ps_compile_args
*ps_args
, unsigned int resource_idx
, unsigned int sampler_idx
)
2096 const struct wined3d_shader_version
*version
= &shader
->reg_maps
.shader_version
;
2098 if (version
->major
>= 4)
2099 return shader
->reg_maps
.sampler_comparison_mode
& (1u << sampler_idx
);
2101 return version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& (ps_args
->shadow
& (1u << resource_idx
));
2104 static void shader_glsl_declare_typed_vertex_attribute(struct wined3d_string_buffer
*buffer
,
2105 const struct wined3d_gl_info
*gl_info
, const char *vector_type
, const char *scalar_type
,
2108 shader_addline(buffer
, "%s %s4 vs_in_%s%u;\n",
2109 get_attribute_keyword(gl_info
), vector_type
, scalar_type
, index
);
2110 shader_addline(buffer
, "vec4 vs_in%u = %sBitsToFloat(vs_in_%s%u);\n",
2111 index
, scalar_type
, scalar_type
, index
);
2114 static void shader_glsl_declare_generic_vertex_attribute(struct wined3d_string_buffer
*buffer
,
2115 const struct wined3d_gl_info
*gl_info
, const struct wined3d_shader_signature_element
*e
)
2117 unsigned int index
= e
->register_idx
;
2118 enum wined3d_component_type type
;
2120 if (e
->sysval_semantic
== WINED3D_SV_VERTEX_ID
)
2122 shader_addline(buffer
, "uniform int base_vertex_id;\n");
2123 shader_addline(buffer
, "vec4 vs_in%u = vec4(intBitsToFloat(gl_VertexID - base_vertex_id), 0.0, 0.0, 0.0);\n", index
);
2126 if (e
->sysval_semantic
== WINED3D_SV_INSTANCE_ID
)
2128 shader_addline(buffer
, "vec4 vs_in%u = vec4(intBitsToFloat(gl_InstanceID), 0.0, 0.0, 0.0);\n",
2132 if (e
->sysval_semantic
&& e
->sysval_semantic
!= WINED3D_SV_POSITION
)
2133 FIXME("Unhandled sysval semantic %#x.\n", e
->sysval_semantic
);
2135 if (shader_glsl_use_explicit_attrib_location(gl_info
))
2136 shader_addline(buffer
, "layout(location = %u) ", index
);
2138 type
= e
->component_type
;
2139 if ((unsigned int)type
>= ARRAY_SIZE(component_type_info
))
2141 FIXME("Unhandled type %#x.\n", type
);
2142 type
= WINED3D_TYPE_FLOAT
;
2144 if (type
== WINED3D_TYPE_FLOAT
|| type
== WINED3D_TYPE_UNKNOWN
)
2145 shader_addline(buffer
, "%s vec4 vs_in%u;\n", get_attribute_keyword(gl_info
), index
);
2147 shader_glsl_declare_typed_vertex_attribute(buffer
, gl_info
,
2148 component_type_info
[type
].glsl_vector_type
,
2149 component_type_info
[type
].glsl_scalar_type
, index
);
2152 /** Generate the variable & register declarations for the GLSL output target */
2153 static void shader_generate_glsl_declarations(const struct wined3d_context_gl
*context_gl
,
2154 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
2155 const struct wined3d_shader_reg_maps
*reg_maps
, const struct shader_glsl_ctx_priv
*ctx_priv
)
2157 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
2158 const struct vs_compile_args
*vs_args
= ctx_priv
->cur_vs_args
;
2159 const struct ps_compile_args
*ps_args
= ctx_priv
->cur_ps_args
;
2160 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
2161 const struct wined3d_shader_indexable_temp
*idx_temp_reg
;
2162 unsigned int uniform_block_base
, uniform_block_count
;
2163 enum wined3d_shader_resource_type resource_type
;
2164 const struct wined3d_shader_lconst
*lconst
;
2169 if (wined3d_settings
.strict_shader_math
)
2170 shader_addline(buffer
, "#pragma optionNV(fastmath off)\n");
2172 prefix
= shader_glsl_get_prefix(version
->type
);
2174 /* Prototype the subroutines */
2175 map
= reg_maps
->labels
;
2178 i
= wined3d_bit_scan(&map
);
2179 shader_addline(buffer
, "void subroutine%u();\n", i
);
2182 if (version
->type
!= WINED3D_SHADER_TYPE_PIXEL
&& version
->type
!= WINED3D_SHADER_TYPE_COMPUTE
)
2184 if (version
->type
== WINED3D_SHADER_TYPE_HULL
)
2185 shader_addline(buffer
, "out gl_PerVertex { invariant vec4 gl_Position; } gl_out[];\n");
2187 shader_addline(buffer
, "invariant gl_Position;\n");
2190 /* Declare the constants (aka uniforms) */
2191 if (shader
->limits
->constant_float
> 0)
2193 unsigned max_constantsF
;
2195 /* Unless the shader uses indirect addressing, always declare the
2196 * maximum array size and ignore that we need some uniforms privately.
2197 * E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup
2198 * and immediate values, still declare VC[256]. If the shader needs
2199 * more uniforms than we have it won't work in any case. If it uses
2200 * less, the compiler will figure out which uniforms are really used
2201 * and strip them out. This allows a shader to use c255 on a dx9 card,
2202 * as long as it doesn't also use all the other constants.
2204 * If the shader uses indirect addressing the compiler must assume
2205 * that all declared uniforms are used. In this case, declare only the
2206 * amount that we're assured to have.
2208 * Thus we run into problems in these two cases:
2209 * 1) The shader really uses more uniforms than supported.
2210 * 2) The shader uses indirect addressing, less constants than
2211 * supported, but uses a constant index > #supported consts. */
2212 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
2214 /* No indirect addressing here. */
2215 max_constantsF
= gl_info
->limits
.glsl_ps_float_constants
;
2219 if (reg_maps
->usesrelconstF
)
2221 /* Subtract the other potential uniforms from the max
2222 * available (bools, ints, and 1 row of projection matrix).
2223 * Subtract another uniform for immediate values, which have
2224 * to be loaded via uniform by the driver as well. The shader
2225 * code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex
2226 * shader code, so one vec4 should be enough. (Unfortunately
2227 * the Nvidia driver doesn't store 128 and -128 in one float).
2229 * Writing gl_ClipVertex requires one uniform for each
2230 * clipplane as well. */
2231 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
- 3;
2232 if (vs_args
->clip_enabled
)
2233 max_constantsF
-= gl_info
->limits
.user_clip_distances
;
2234 max_constantsF
-= wined3d_popcount(reg_maps
->integer_constants
);
2235 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
2236 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
2237 * for now take this into account when calculating the number of available constants
2239 max_constantsF
-= wined3d_popcount(reg_maps
->boolean_constants
);
2240 /* Set by driver quirks in directx.c */
2241 max_constantsF
-= gl_info
->reserved_glsl_constants
;
2243 if (max_constantsF
< shader
->limits
->constant_float
)
2245 static unsigned int once
;
2248 ERR_(winediag
)("The hardware does not support enough uniform components to run this shader,"
2249 " it may not render correctly.\n");
2251 WARN("The hardware does not support enough uniform components to run this shader.\n");
2256 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
;
2259 max_constantsF
= min(shader
->limits
->constant_float
, max_constantsF
);
2260 shader_addline(buffer
, "uniform vec4 %s_c[%u];\n", prefix
, max_constantsF
);
2263 /* Always declare the full set of constants, the compiler can remove the
2264 * unused ones because d3d doesn't (yet) support indirect int and bool
2265 * constant addressing. This avoids problems if the app uses e.g. i0 and i9. */
2266 if (shader
->limits
->constant_int
> 0 && reg_maps
->integer_constants
)
2267 shader_addline(buffer
, "uniform ivec4 %s_i[%u];\n", prefix
, shader
->limits
->constant_int
);
2269 if (shader
->limits
->constant_bool
> 0 && reg_maps
->boolean_constants
)
2270 shader_addline(buffer
, "uniform bool %s_b[%u];\n", prefix
, shader
->limits
->constant_bool
);
2272 /* Declare immediate constant buffer */
2274 shader_addline(buffer
, "uniform vec4 %s_icb[%u];\n", prefix
, reg_maps
->icb
->vec4_count
);
2276 /* Declare constant buffers */
2277 wined3d_gl_limits_get_uniform_block_range(&gl_info
->limits
, version
->type
,
2278 &uniform_block_base
, &uniform_block_count
);
2279 for (i
= 0; i
< min(uniform_block_count
, WINED3D_MAX_CBS
); ++i
)
2281 if (reg_maps
->cb_sizes
[i
])
2283 shader_addline(buffer
, "layout(std140");
2284 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
2285 shader_addline(buffer
, ", binding = %u", uniform_block_base
+ i
);
2286 shader_addline(buffer
, ") uniform block_%s_cb%u { vec4 %s_cb%u[%u]; };\n",
2287 prefix
, i
, prefix
, i
, reg_maps
->cb_sizes
[i
]);
2291 /* Declare texture samplers */
2292 for (i
= 0; i
< reg_maps
->sampler_map
.count
; ++i
)
2294 struct wined3d_shader_sampler_map_entry
*entry
;
2295 const char *sampler_type_prefix
, *sampler_type
;
2296 BOOL shadow_sampler
, tex_rect
;
2298 entry
= ®_maps
->sampler_map
.entries
[i
];
2300 if (entry
->resource_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
2302 ERR("Invalid resource index %u.\n", entry
->resource_idx
);
2306 switch (reg_maps
->resource_info
[entry
->resource_idx
].data_type
)
2308 case WINED3D_DATA_FLOAT
:
2309 case WINED3D_DATA_UNORM
:
2310 case WINED3D_DATA_SNORM
:
2311 sampler_type_prefix
= "";
2314 case WINED3D_DATA_INT
:
2315 sampler_type_prefix
= "i";
2318 case WINED3D_DATA_UINT
:
2319 sampler_type_prefix
= "u";
2323 sampler_type_prefix
= "";
2324 ERR("Unhandled resource data type %#x.\n", reg_maps
->resource_info
[i
].data_type
);
2328 shadow_sampler
= glsl_is_shadow_sampler(shader
, ps_args
, entry
->resource_idx
, entry
->sampler_idx
);
2329 resource_type
= version
->type
== WINED3D_SHADER_TYPE_PIXEL
2330 ? pixelshader_get_resource_type(reg_maps
, entry
->resource_idx
, ps_args
->tex_types
)
2331 : reg_maps
->resource_info
[entry
->resource_idx
].type
;
2333 switch (resource_type
)
2335 case WINED3D_SHADER_RESOURCE_BUFFER
:
2336 sampler_type
= "samplerBuffer";
2339 case WINED3D_SHADER_RESOURCE_TEXTURE_1D
:
2341 sampler_type
= "sampler1DShadow";
2343 sampler_type
= "sampler1D";
2346 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
2347 tex_rect
= version
->type
== WINED3D_SHADER_TYPE_PIXEL
2348 && (ps_args
->np2_fixup
& (1u << entry
->resource_idx
))
2349 && gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
2353 sampler_type
= "sampler2DRectShadow";
2355 sampler_type
= "sampler2DShadow";
2360 sampler_type
= "sampler2DRect";
2362 sampler_type
= "sampler2D";
2366 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
2368 FIXME("Unsupported 3D shadow sampler.\n");
2369 sampler_type
= "sampler3D";
2372 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
2374 sampler_type
= "samplerCubeShadow";
2376 sampler_type
= "samplerCube";
2379 case WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY
:
2381 sampler_type
= "sampler1DArrayShadow";
2383 sampler_type
= "sampler1DArray";
2386 case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
:
2388 sampler_type
= "sampler2DArrayShadow";
2390 sampler_type
= "sampler2DArray";
2393 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY
:
2395 sampler_type
= "samplerCubeArrayShadow";
2397 sampler_type
= "samplerCubeArray";
2400 case WINED3D_SHADER_RESOURCE_TEXTURE_2DMS
:
2401 sampler_type
= "sampler2DMS";
2404 case WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY
:
2405 sampler_type
= "sampler2DMSArray";
2409 sampler_type
= "unsupported_sampler";
2410 FIXME("Unhandled resource type %#x.\n", resource_type
);
2414 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
2415 shader_glsl_append_sampler_binding_qualifier(buffer
, &context_gl
->c
, version
, entry
->bind_idx
);
2416 shader_addline(buffer
, "uniform %s%s %s_sampler%u;\n",
2417 sampler_type_prefix
, sampler_type
, prefix
, entry
->bind_idx
);
2420 /* Declare images */
2421 for (i
= 0; i
< ARRAY_SIZE(reg_maps
->uav_resource_info
); ++i
)
2423 const char *image_type_prefix
, *image_type
, *read_format
;
2425 if (!reg_maps
->uav_resource_info
[i
].type
)
2428 switch (reg_maps
->uav_resource_info
[i
].data_type
)
2430 case WINED3D_DATA_FLOAT
:
2431 case WINED3D_DATA_UNORM
:
2432 case WINED3D_DATA_SNORM
:
2433 image_type_prefix
= "";
2434 read_format
= "r32f";
2437 case WINED3D_DATA_INT
:
2438 image_type_prefix
= "i";
2439 read_format
= "r32i";
2442 case WINED3D_DATA_UINT
:
2443 image_type_prefix
= "u";
2444 read_format
= "r32ui";
2448 image_type_prefix
= "";
2450 ERR("Unhandled resource data type %#x.\n", reg_maps
->uav_resource_info
[i
].data_type
);
2454 switch (reg_maps
->uav_resource_info
[i
].type
)
2456 case WINED3D_SHADER_RESOURCE_BUFFER
:
2457 image_type
= "imageBuffer";
2460 case WINED3D_SHADER_RESOURCE_TEXTURE_1D
:
2461 image_type
= "image1D";
2464 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
2465 image_type
= "image2D";
2468 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
2469 image_type
= "image3D";
2472 case WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY
:
2473 image_type
= "image1DArray";
2476 case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
:
2477 image_type
= "image2DArray";
2481 image_type
= "unsupported_image";
2482 FIXME("Unhandled resource type %#x.\n", reg_maps
->uav_resource_info
[i
].type
);
2486 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
2487 shader_addline(buffer
, "layout(binding = %u)\n", i
);
2488 if (reg_maps
->uav_read_mask
& (1u << i
))
2489 shader_addline(buffer
, "layout(%s) uniform %s%s %s_image%u;\n",
2490 read_format
, image_type_prefix
, image_type
, prefix
, i
);
2492 shader_addline(buffer
, "writeonly uniform %s%s %s_image%u;\n",
2493 image_type_prefix
, image_type
, prefix
, i
);
2495 if (reg_maps
->uav_counter_mask
& (1u << i
))
2496 shader_addline(buffer
, "layout(binding = %u) uniform atomic_uint %s_counter%u;\n",
2500 /* Declare address variables */
2501 map
= reg_maps
->address
;
2504 i
= wined3d_bit_scan(&map
);
2505 shader_addline(buffer
, "ivec4 A%u;\n", i
);
2508 /* Declare output register temporaries */
2509 if (shader
->limits
->packed_output
)
2510 shader_addline(buffer
, "vec4 %s_out[%u];\n", prefix
, shader
->limits
->packed_output
);
2512 /* Declare temporary variables */
2513 if (reg_maps
->temporary_count
)
2515 for (i
= 0; i
< reg_maps
->temporary_count
; ++i
)
2516 shader_addline(buffer
, "vec4 R%u;\n", i
);
2518 else if (version
->major
< 4)
2520 map
= reg_maps
->temporary
;
2523 i
= wined3d_bit_scan(&map
);
2524 shader_addline(buffer
, "vec4 R%u;\n", i
);
2528 /* Declare indexable temporary variables */
2529 LIST_FOR_EACH_ENTRY(idx_temp_reg
, ®_maps
->indexable_temps
, struct wined3d_shader_indexable_temp
, entry
)
2531 if (idx_temp_reg
->component_count
!= 4)
2532 FIXME("Ignoring component count %u.\n", idx_temp_reg
->component_count
);
2533 shader_addline(buffer
, "vec4 X%u[%u];\n", idx_temp_reg
->register_idx
, idx_temp_reg
->register_size
);
2536 /* Declare loop registers aLx */
2537 if (version
->major
< 4)
2539 for (i
= 0; i
< reg_maps
->loop_depth
; ++i
)
2541 shader_addline(buffer
, "int aL%u;\n", i
);
2542 shader_addline(buffer
, "int tmpInt%u;\n", i
);
2546 /* Temporary variables for matrix operations */
2547 shader_addline(buffer
, "vec4 tmp0;\n");
2548 shader_addline(buffer
, "vec4 tmp1;\n");
2549 if (gl_info
->supported
[ARB_GPU_SHADER5
])
2550 shader_addline(buffer
, "precise vec4 tmp_precise[2];\n");
2552 shader_addline(buffer
, "/* precise */ vec4 tmp_precise[2];\n");
2554 if (!shader
->load_local_constsF
)
2556 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
2558 shader_addline(buffer
, "const vec4 %s_lc%u = ", prefix
, lconst
->idx
);
2559 shader_glsl_append_imm_vec(buffer
, (const float *)lconst
->value
, ARRAY_SIZE(lconst
->value
), gl_info
);
2560 shader_addline(buffer
, ";\n");
2566 static void shader_glsl_add_src_param_ext(const struct wined3d_shader_context
*ctx
,
2567 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
,
2568 enum wined3d_data_type data_type
);
2570 /** Used for opcode modifiers - They multiply the result by the specified amount */
2571 static const char * const shift_glsl_tab
[] = {
2573 "2.0 * ", /* 1 (x2) */
2574 "4.0 * ", /* 2 (x4) */
2575 "8.0 * ", /* 3 (x8) */
2576 "16.0 * ", /* 4 (x16) */
2577 "32.0 * ", /* 5 (x32) */
2584 "0.0625 * ", /* 12 (d16) */
2585 "0.125 * ", /* 13 (d8) */
2586 "0.25 * ", /* 14 (d4) */
2587 "0.5 * " /* 15 (d2) */
2590 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
2591 static void shader_glsl_gen_modifier(enum wined3d_shader_src_modifier src_modifier
,
2592 const char *in_reg
, const char *in_regswizzle
, char *out_str
)
2594 switch (src_modifier
)
2596 case WINED3DSPSM_DZ
: /* Need to handle this in the instructions itself (texld & texcrd). */
2597 case WINED3DSPSM_DW
:
2598 case WINED3DSPSM_NONE
:
2599 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
2601 case WINED3DSPSM_NEG
:
2602 sprintf(out_str
, "-%s%s", in_reg
, in_regswizzle
);
2604 case WINED3DSPSM_NOT
:
2605 sprintf(out_str
, "!%s%s", in_reg
, in_regswizzle
);
2607 case WINED3DSPSM_BIAS
:
2608 sprintf(out_str
, "(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
2610 case WINED3DSPSM_BIASNEG
:
2611 sprintf(out_str
, "-(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
2613 case WINED3DSPSM_SIGN
:
2614 sprintf(out_str
, "(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
2616 case WINED3DSPSM_SIGNNEG
:
2617 sprintf(out_str
, "-(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
2619 case WINED3DSPSM_COMP
:
2620 sprintf(out_str
, "(1.0 - %s%s)", in_reg
, in_regswizzle
);
2622 case WINED3DSPSM_X2
:
2623 sprintf(out_str
, "(2.0 * %s%s)", in_reg
, in_regswizzle
);
2625 case WINED3DSPSM_X2NEG
:
2626 sprintf(out_str
, "-(2.0 * %s%s)", in_reg
, in_regswizzle
);
2628 case WINED3DSPSM_ABS
:
2629 sprintf(out_str
, "abs(%s%s)", in_reg
, in_regswizzle
);
2631 case WINED3DSPSM_ABSNEG
:
2632 sprintf(out_str
, "-abs(%s%s)", in_reg
, in_regswizzle
);
2635 FIXME("Unhandled modifier %u\n", src_modifier
);
2636 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
2640 static void shader_glsl_fixup_scalar_register_variable(struct wined3d_string_buffer
*register_name
,
2641 const char *glsl_variable
, const struct wined3d_gl_info
*gl_info
)
2643 /* The ARB_shading_language_420pack extension allows swizzle operations on
2645 if (gl_info
->supported
[ARB_SHADING_LANGUAGE_420PACK
])
2646 string_buffer_sprintf(register_name
, "%s", glsl_variable
);
2648 string_buffer_sprintf(register_name
, "ivec2(%s, 0)", glsl_variable
);
2651 /** Writes the GLSL variable name that corresponds to the register that the
2652 * DX opcode parameter is trying to access */
2653 static void shader_glsl_get_register_name(const struct wined3d_shader_register
*reg
,
2654 enum wined3d_data_type data_type
, struct wined3d_string_buffer
*register_name
,
2655 BOOL
*is_swizzled
, const struct wined3d_shader_context
*ctx
)
2657 /* oPos, oFog and oPts in D3D */
2658 static const char * const hwrastout_reg_names
[] = {"vs_out[10]", "vs_out[11].x", "vs_out[11].y"};
2660 const struct wined3d_shader
*shader
= ctx
->shader
;
2661 const struct wined3d_shader_reg_maps
*reg_maps
= ctx
->reg_maps
;
2662 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
2663 const struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
2664 const char *prefix
= shader_glsl_get_prefix(version
->type
);
2665 const struct wined3d_gl_info
*gl_info
= priv
->gl_info
;
2666 struct glsl_src_param rel_param0
, rel_param1
;
2668 if (reg
->idx
[0].offset
!= ~0u && reg
->idx
[0].rel_addr
)
2669 shader_glsl_add_src_param_ext(ctx
, reg
->idx
[0].rel_addr
, WINED3DSP_WRITEMASK_0
,
2670 &rel_param0
, reg
->idx
[0].rel_addr
->reg
.data_type
);
2671 if (reg
->idx
[1].offset
!= ~0u && reg
->idx
[1].rel_addr
)
2672 shader_glsl_add_src_param_ext(ctx
, reg
->idx
[1].rel_addr
, WINED3DSP_WRITEMASK_0
,
2673 &rel_param1
, reg
->idx
[1].rel_addr
->reg
.data_type
);
2675 *is_swizzled
= FALSE
;
2679 case WINED3DSPR_TEMP
:
2680 string_buffer_sprintf(register_name
, "R%u", reg
->idx
[0].offset
);
2683 case WINED3DSPR_INPUT
:
2684 case WINED3DSPR_INCONTROLPOINT
:
2685 if (version
->type
== WINED3D_SHADER_TYPE_VERTEX
)
2687 if (reg
->idx
[0].rel_addr
)
2688 FIXME("VS3 input registers relative addressing.\n");
2689 if (is_swizzled
&& priv
->cur_vs_args
->swizzle_map
& (1u << reg
->idx
[0].offset
))
2690 *is_swizzled
= TRUE
;
2691 if (reg
->idx
[0].rel_addr
)
2693 string_buffer_sprintf(register_name
, "%s_in[%s + %u]",
2694 prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2698 string_buffer_sprintf(register_name
, "%s_in%u", prefix
, reg
->idx
[0].offset
);
2703 if (version
->type
== WINED3D_SHADER_TYPE_HULL
2704 || version
->type
== WINED3D_SHADER_TYPE_DOMAIN
2705 || version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
2707 if (reg
->idx
[0].rel_addr
)
2709 if (reg
->idx
[1].rel_addr
)
2710 string_buffer_sprintf(register_name
, "shader_in[%s + %u].reg[%s + %u]",
2711 rel_param0
.param_str
, reg
->idx
[0].offset
,
2712 rel_param1
.param_str
, reg
->idx
[1].offset
);
2714 string_buffer_sprintf(register_name
, "shader_in[%s + %u].reg[%u]",
2715 rel_param0
.param_str
, reg
->idx
[0].offset
,
2716 reg
->idx
[1].offset
);
2718 else if (reg
->idx
[1].rel_addr
)
2719 string_buffer_sprintf(register_name
, "shader_in[%u].reg[%s + %u]", reg
->idx
[0].offset
,
2720 rel_param1
.param_str
, reg
->idx
[1].offset
);
2722 string_buffer_sprintf(register_name
, "shader_in[%u].reg[%u]",
2723 reg
->idx
[0].offset
, reg
->idx
[1].offset
);
2727 /* pixel shaders >= 3.0 */
2728 if (version
->major
>= 3)
2730 unsigned int idx
= shader
->u
.ps
.input_reg_map
[reg
->idx
[0].offset
];
2731 unsigned int in_count
= vec4_varyings(version
->major
, gl_info
);
2733 if (reg
->idx
[0].rel_addr
)
2735 /* Removing a + 0 would be an obvious optimization, but
2736 * OS X doesn't see the NOP operation there. */
2739 if (needs_legacy_glsl_syntax(gl_info
)
2740 && shader
->u
.ps
.declared_in_count
> in_count
)
2742 string_buffer_sprintf(register_name
,
2743 "((%s + %u) > %u ? (%s + %u) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s + %u])",
2744 rel_param0
.param_str
, idx
, in_count
- 1, rel_param0
.param_str
, idx
, in_count
,
2745 prefix
, rel_param0
.param_str
, idx
);
2749 string_buffer_sprintf(register_name
, "%s_in[%s + %u]", prefix
, rel_param0
.param_str
, idx
);
2754 if (needs_legacy_glsl_syntax(gl_info
)
2755 && shader
->u
.ps
.declared_in_count
> in_count
)
2757 string_buffer_sprintf(register_name
,
2758 "((%s) > %u ? (%s) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s])",
2759 rel_param0
.param_str
, in_count
- 1, rel_param0
.param_str
, in_count
,
2760 prefix
, rel_param0
.param_str
);
2764 string_buffer_sprintf(register_name
, "%s_in[%s]", prefix
, rel_param0
.param_str
);
2770 if (idx
== in_count
)
2771 string_buffer_sprintf(register_name
, "gl_Color");
2772 else if (idx
== in_count
+ 1)
2773 string_buffer_sprintf(register_name
, "gl_SecondaryColor");
2775 string_buffer_sprintf(register_name
, "%s_in[%u]", prefix
, idx
);
2780 if (!reg
->idx
[0].offset
)
2781 string_buffer_sprintf(register_name
, "ffp_varying_diffuse");
2783 string_buffer_sprintf(register_name
, "ffp_varying_specular");
2788 case WINED3DSPR_CONST
:
2790 /* Relative addressing */
2791 if (reg
->idx
[0].rel_addr
)
2793 if (wined3d_settings
.check_float_constants
)
2794 string_buffer_sprintf(register_name
,
2795 "(%s + %u >= 0 && %s + %u < %u ? %s_c[%s + %u] : vec4(0.0))",
2796 rel_param0
.param_str
, reg
->idx
[0].offset
,
2797 rel_param0
.param_str
, reg
->idx
[0].offset
, shader
->limits
->constant_float
,
2798 prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2799 else if (reg
->idx
[0].offset
)
2800 string_buffer_sprintf(register_name
, "%s_c[%s + %u]",
2801 prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2803 string_buffer_sprintf(register_name
, "%s_c[%s]", prefix
, rel_param0
.param_str
);
2807 if (shader_constant_is_local(shader
, reg
->idx
[0].offset
))
2808 string_buffer_sprintf(register_name
, "%s_lc%u", prefix
, reg
->idx
[0].offset
);
2810 string_buffer_sprintf(register_name
, "%s_c[%u]", prefix
, reg
->idx
[0].offset
);
2815 case WINED3DSPR_CONSTINT
:
2816 string_buffer_sprintf(register_name
, "%s_i[%u]", prefix
, reg
->idx
[0].offset
);
2819 case WINED3DSPR_CONSTBOOL
:
2820 string_buffer_sprintf(register_name
, "%s_b[%u]", prefix
, reg
->idx
[0].offset
);
2823 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
2824 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
2825 string_buffer_sprintf(register_name
, "T%u", reg
->idx
[0].offset
);
2827 string_buffer_sprintf(register_name
, "A%u", reg
->idx
[0].offset
);
2830 case WINED3DSPR_LOOP
:
2831 string_buffer_sprintf(register_name
, "aL%u", ctx
->state
->current_loop_reg
- 1);
2834 case WINED3DSPR_SAMPLER
:
2835 string_buffer_sprintf(register_name
, "%s_sampler%u", prefix
, reg
->idx
[0].offset
);
2838 case WINED3DSPR_COLOROUT
:
2839 if (reg
->idx
[0].offset
>= gl_info
->limits
.buffers
)
2840 WARN("Write to render target %u, only %d supported.\n",
2841 reg
->idx
[0].offset
, gl_info
->limits
.buffers
);
2843 string_buffer_sprintf(register_name
, "%s[%u]", get_fragment_output(gl_info
), reg
->idx
[0].offset
);
2846 case WINED3DSPR_RASTOUT
:
2847 string_buffer_sprintf(register_name
, "%s", hwrastout_reg_names
[reg
->idx
[0].offset
]);
2850 case WINED3DSPR_DEPTHOUT
:
2851 case WINED3DSPR_DEPTHOUTGE
:
2852 case WINED3DSPR_DEPTHOUTLE
:
2853 string_buffer_sprintf(register_name
, "gl_FragDepth");
2856 case WINED3DSPR_ATTROUT
:
2857 if (!reg
->idx
[0].offset
)
2858 string_buffer_sprintf(register_name
, "%s_out[8]", prefix
);
2860 string_buffer_sprintf(register_name
, "%s_out[9]", prefix
);
2863 case WINED3DSPR_TEXCRDOUT
:
2864 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
2865 if (reg
->idx
[0].rel_addr
)
2866 string_buffer_sprintf(register_name
, "%s_out[%s + %u]",
2867 prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2869 string_buffer_sprintf(register_name
, "%s_out[%u]", prefix
, reg
->idx
[0].offset
);
2872 case WINED3DSPR_MISCTYPE
:
2873 if (!reg
->idx
[0].offset
)
2876 string_buffer_sprintf(register_name
, "vpos");
2878 else if (reg
->idx
[0].offset
== 1)
2880 /* Note that gl_FrontFacing is a bool, while vFace is
2881 * a float for which the sign determines front/back */
2882 string_buffer_sprintf(register_name
, "(gl_FrontFacing ? 1.0 : -1.0)");
2886 FIXME("Unhandled misctype register %u.\n", reg
->idx
[0].offset
);
2887 string_buffer_sprintf(register_name
, "unrecognized_register");
2891 case WINED3DSPR_IMMCONST
:
2892 switch (reg
->immconst_type
)
2894 case WINED3D_IMMCONST_SCALAR
:
2897 case WINED3D_DATA_UNORM
:
2898 case WINED3D_DATA_SNORM
:
2899 case WINED3D_DATA_FLOAT
:
2900 string_buffer_clear(register_name
);
2901 shader_glsl_append_imm_vec(register_name
, (const float *)reg
->u
.immconst_data
, 1, gl_info
);
2903 case WINED3D_DATA_INT
:
2904 string_buffer_sprintf(register_name
, "%#x", reg
->u
.immconst_data
[0]);
2906 case WINED3D_DATA_RESOURCE
:
2907 case WINED3D_DATA_SAMPLER
:
2908 case WINED3D_DATA_UINT
:
2909 string_buffer_sprintf(register_name
, "%#xu", reg
->u
.immconst_data
[0]);
2912 string_buffer_sprintf(register_name
, "<unhandled data type %#x>", data_type
);
2917 case WINED3D_IMMCONST_VEC4
:
2920 case WINED3D_DATA_UNORM
:
2921 case WINED3D_DATA_SNORM
:
2922 case WINED3D_DATA_FLOAT
:
2923 string_buffer_clear(register_name
);
2924 shader_glsl_append_imm_vec(register_name
, (const float *)reg
->u
.immconst_data
, 4, gl_info
);
2926 case WINED3D_DATA_INT
:
2927 string_buffer_sprintf(register_name
, "ivec4(%#x, %#x, %#x, %#x)",
2928 reg
->u
.immconst_data
[0], reg
->u
.immconst_data
[1],
2929 reg
->u
.immconst_data
[2], reg
->u
.immconst_data
[3]);
2931 case WINED3D_DATA_RESOURCE
:
2932 case WINED3D_DATA_SAMPLER
:
2933 case WINED3D_DATA_UINT
:
2934 string_buffer_sprintf(register_name
, "uvec4(%#xu, %#xu, %#xu, %#xu)",
2935 reg
->u
.immconst_data
[0], reg
->u
.immconst_data
[1],
2936 reg
->u
.immconst_data
[2], reg
->u
.immconst_data
[3]);
2939 string_buffer_sprintf(register_name
, "<unhandled data type %#x>", data_type
);
2945 FIXME("Unhandled immconst type %#x\n", reg
->immconst_type
);
2946 string_buffer_sprintf(register_name
, "<unhandled_immconst_type %#x>", reg
->immconst_type
);
2950 case WINED3DSPR_CONSTBUFFER
:
2951 if (reg
->idx
[1].rel_addr
)
2952 string_buffer_sprintf(register_name
, "%s_cb%u[%s + %u]",
2953 prefix
, reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
2955 string_buffer_sprintf(register_name
, "%s_cb%u[%u]", prefix
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
2958 case WINED3DSPR_IMMCONSTBUFFER
:
2959 if (reg
->idx
[0].rel_addr
)
2960 string_buffer_sprintf(register_name
, "%s_icb[%s + %u]",
2961 prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2963 string_buffer_sprintf(register_name
, "%s_icb[%u]", prefix
, reg
->idx
[0].offset
);
2966 case WINED3DSPR_PRIMID
:
2967 if (version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
2968 string_buffer_sprintf(register_name
, "gl_PrimitiveIDIn");
2970 string_buffer_sprintf(register_name
, "gl_PrimitiveID");
2973 case WINED3DSPR_IDXTEMP
:
2974 if (reg
->idx
[1].rel_addr
)
2975 string_buffer_sprintf(register_name
, "X%u[%s + %u]",
2976 reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
2978 string_buffer_sprintf(register_name
, "X%u[%u]", reg
->idx
[0].offset
, reg
->idx
[1].offset
);
2981 case WINED3DSPR_LOCALTHREADINDEX
:
2982 shader_glsl_fixup_scalar_register_variable(register_name
,
2983 "int(gl_LocalInvocationIndex)", gl_info
);
2986 case WINED3DSPR_GSINSTID
:
2987 case WINED3DSPR_OUTPOINTID
:
2988 shader_glsl_fixup_scalar_register_variable(register_name
,
2989 "gl_InvocationID", gl_info
);
2992 case WINED3DSPR_THREADID
:
2993 string_buffer_sprintf(register_name
, "ivec3(gl_GlobalInvocationID)");
2996 case WINED3DSPR_THREADGROUPID
:
2997 string_buffer_sprintf(register_name
, "ivec3(gl_WorkGroupID)");
3000 case WINED3DSPR_LOCALTHREADID
:
3001 string_buffer_sprintf(register_name
, "ivec3(gl_LocalInvocationID)");
3004 case WINED3DSPR_FORKINSTID
:
3005 case WINED3DSPR_JOININSTID
:
3006 shader_glsl_fixup_scalar_register_variable(register_name
,
3007 "phase_instance_id", gl_info
);
3010 case WINED3DSPR_TESSCOORD
:
3011 string_buffer_sprintf(register_name
, "gl_TessCoord");
3014 case WINED3DSPR_OUTCONTROLPOINT
:
3015 if (reg
->idx
[0].rel_addr
)
3017 if (reg
->idx
[1].rel_addr
)
3018 string_buffer_sprintf(register_name
, "shader_out[%s + %u].reg[%s + %u]",
3019 rel_param0
.param_str
, reg
->idx
[0].offset
,
3020 rel_param1
.param_str
, reg
->idx
[1].offset
);
3022 string_buffer_sprintf(register_name
, "shader_out[%s + %u].reg[%u]",
3023 rel_param0
.param_str
, reg
->idx
[0].offset
,
3024 reg
->idx
[1].offset
);
3026 else if (reg
->idx
[1].rel_addr
)
3028 string_buffer_sprintf(register_name
, "shader_out[%u].reg[%s + %u]",
3029 reg
->idx
[0].offset
, rel_param1
.param_str
,
3030 reg
->idx
[1].offset
);
3034 string_buffer_sprintf(register_name
, "shader_out[%u].reg[%u]",
3035 reg
->idx
[0].offset
, reg
->idx
[1].offset
);
3039 case WINED3DSPR_PATCHCONST
:
3040 if (version
->type
== WINED3D_SHADER_TYPE_HULL
)
3041 string_buffer_sprintf(register_name
, "hs_out[%u]", reg
->idx
[0].offset
);
3043 string_buffer_sprintf(register_name
, "vpc[%u]", reg
->idx
[0].offset
);
3046 case WINED3DSPR_COVERAGE
:
3047 string_buffer_sprintf(register_name
, "gl_SampleMaskIn[0]");
3050 case WINED3DSPR_SAMPLEMASK
:
3051 string_buffer_sprintf(register_name
, "sample_mask");
3055 FIXME("Unhandled register type %#x.\n", reg
->type
);
3056 string_buffer_sprintf(register_name
, "unrecognised_register");
3061 static void shader_glsl_write_mask_to_str(DWORD write_mask
, char *str
)
3064 if (write_mask
& WINED3DSP_WRITEMASK_0
) *str
++ = 'x';
3065 if (write_mask
& WINED3DSP_WRITEMASK_1
) *str
++ = 'y';
3066 if (write_mask
& WINED3DSP_WRITEMASK_2
) *str
++ = 'z';
3067 if (write_mask
& WINED3DSP_WRITEMASK_3
) *str
++ = 'w';
3071 /* Get the GLSL write mask for the destination register */
3072 static DWORD
shader_glsl_get_write_mask(const struct wined3d_shader_dst_param
*param
, char *write_mask
)
3074 DWORD mask
= param
->write_mask
;
3076 if (shader_is_scalar(¶m
->reg
))
3078 mask
= WINED3DSP_WRITEMASK_0
;
3083 shader_glsl_write_mask_to_str(mask
, write_mask
);
3089 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask
)
3091 unsigned int size
= 0;
3093 if (write_mask
& WINED3DSP_WRITEMASK_0
) ++size
;
3094 if (write_mask
& WINED3DSP_WRITEMASK_1
) ++size
;
3095 if (write_mask
& WINED3DSP_WRITEMASK_2
) ++size
;
3096 if (write_mask
& WINED3DSP_WRITEMASK_3
) ++size
;
3101 static unsigned int shader_glsl_swizzle_get_component(DWORD swizzle
,
3102 unsigned int component_idx
)
3104 /* swizzle bits fields: wwzzyyxx */
3105 return (swizzle
>> (2 * component_idx
)) & 0x3;
3108 static void shader_glsl_swizzle_to_str(DWORD swizzle
, BOOL fixup
, DWORD mask
, char *str
)
3110 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
3111 * but addressed as "rgba". To fix this we need to swap the register's x
3112 * and z components. */
3113 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
3117 for (i
= 0; i
< 4; ++i
)
3119 if (mask
& (WINED3DSP_WRITEMASK_0
<< i
))
3120 *str
++ = swizzle_chars
[shader_glsl_swizzle_get_component(swizzle
, i
)];
3125 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param
*param
,
3126 BOOL fixup
, DWORD mask
, char *swizzle_str
)
3128 if (shader_is_scalar(¶m
->reg
))
3129 *swizzle_str
= '\0';
3131 shader_glsl_swizzle_to_str(param
->swizzle
, fixup
, mask
, swizzle_str
);
3134 static void shader_glsl_sprintf_cast(struct wined3d_string_buffer
*dst_param
, const char *src_param
,
3135 enum wined3d_data_type dst_data_type
, enum wined3d_data_type src_data_type
, unsigned int size
)
3137 if (dst_data_type
== WINED3D_DATA_UNORM
|| dst_data_type
== WINED3D_DATA_SNORM
)
3138 dst_data_type
= WINED3D_DATA_FLOAT
;
3139 if (src_data_type
== WINED3D_DATA_UNORM
|| src_data_type
== WINED3D_DATA_SNORM
)
3140 src_data_type
= WINED3D_DATA_FLOAT
;
3142 if (dst_data_type
== src_data_type
)
3144 string_buffer_sprintf(dst_param
, "%s", src_param
);
3148 if (src_data_type
== WINED3D_DATA_FLOAT
)
3150 switch (dst_data_type
)
3152 case WINED3D_DATA_INT
:
3153 string_buffer_sprintf(dst_param
, "floatBitsToInt(%s)", src_param
);
3155 case WINED3D_DATA_RESOURCE
:
3156 case WINED3D_DATA_SAMPLER
:
3157 case WINED3D_DATA_UINT
:
3158 string_buffer_sprintf(dst_param
, "floatBitsToUint(%s)", src_param
);
3165 if (src_data_type
== WINED3D_DATA_UINT
&& dst_data_type
== WINED3D_DATA_FLOAT
)
3167 string_buffer_sprintf(dst_param
, "uintBitsToFloat(%s)", src_param
);
3171 if (src_data_type
== WINED3D_DATA_INT
)
3173 switch (dst_data_type
)
3175 case WINED3D_DATA_FLOAT
:
3176 string_buffer_sprintf(dst_param
, "intBitsToFloat(%s)", src_param
);
3178 case WINED3D_DATA_UINT
:
3180 string_buffer_sprintf(dst_param
, "uint(%s)", src_param
);
3182 string_buffer_sprintf(dst_param
, "uvec%u(%s)", size
, src_param
);
3189 FIXME("Unhandled cast from %#x to %#x.\n", src_data_type
, dst_data_type
);
3190 string_buffer_sprintf(dst_param
, "%s", src_param
);
3193 /* From a given parameter token, generate the corresponding GLSL string.
3194 * Also, return the actual register name and swizzle in case the
3195 * caller needs this information as well. */
3196 static void shader_glsl_add_src_param_ext(const struct wined3d_shader_context
*ctx
,
3197 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
,
3198 enum wined3d_data_type data_type
)
3200 struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
3201 struct wined3d_string_buffer
*param_str
= string_buffer_get(priv
->string_buffers
);
3202 struct wined3d_string_buffer
*reg_name
= string_buffer_get(priv
->string_buffers
);
3203 enum wined3d_data_type param_data_type
;
3204 BOOL is_color
= FALSE
;
3205 char swizzle_str
[6];
3208 glsl_src
->param_str
[0] = '\0';
3209 swizzle_str
[0] = '\0';
3211 shader_glsl_get_register_name(&wined3d_src
->reg
, data_type
, reg_name
, &is_color
, ctx
);
3212 shader_glsl_get_swizzle(wined3d_src
, is_color
, mask
, swizzle_str
);
3214 switch (wined3d_src
->reg
.type
)
3216 case WINED3DSPR_IMMCONST
:
3217 param_data_type
= data_type
;
3218 size
= wined3d_src
->reg
.immconst_type
== WINED3D_IMMCONST_SCALAR
? 1 : 4;
3220 case WINED3DSPR_FORKINSTID
:
3221 case WINED3DSPR_GSINSTID
:
3222 case WINED3DSPR_JOININSTID
:
3223 case WINED3DSPR_LOCALTHREADINDEX
:
3224 case WINED3DSPR_OUTPOINTID
:
3225 case WINED3DSPR_PRIMID
:
3226 param_data_type
= WINED3D_DATA_INT
;
3229 case WINED3DSPR_LOCALTHREADID
:
3230 case WINED3DSPR_THREADGROUPID
:
3231 case WINED3DSPR_THREADID
:
3232 param_data_type
= WINED3D_DATA_INT
;
3236 param_data_type
= WINED3D_DATA_FLOAT
;
3241 shader_glsl_sprintf_cast(param_str
, reg_name
->buffer
, data_type
, param_data_type
, size
);
3242 shader_glsl_gen_modifier(wined3d_src
->modifiers
, param_str
->buffer
, swizzle_str
, glsl_src
->param_str
);
3244 string_buffer_release(priv
->string_buffers
, reg_name
);
3245 string_buffer_release(priv
->string_buffers
, param_str
);
3248 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
3249 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
)
3251 shader_glsl_add_src_param_ext(ins
->ctx
, wined3d_src
, mask
, glsl_src
, wined3d_src
->reg
.data_type
);
3254 /* From a given parameter token, generate the corresponding GLSL string.
3255 * Also, return the actual register name and swizzle in case the
3256 * caller needs this information as well. */
3257 static DWORD
shader_glsl_add_dst_param(const struct wined3d_shader_instruction
*ins
,
3258 const struct wined3d_shader_dst_param
*wined3d_dst
, struct glsl_dst_param
*glsl_dst
)
3260 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3261 struct wined3d_string_buffer
*reg_name
;
3264 glsl_dst
->mask_str
[0] = '\0';
3266 reg_name
= string_buffer_get(priv
->string_buffers
);
3267 shader_glsl_get_register_name(&wined3d_dst
->reg
, wined3d_dst
->reg
.data_type
, reg_name
, NULL
, ins
->ctx
);
3268 len
= min(reg_name
->content_size
, ARRAY_SIZE(glsl_dst
->reg_name
) - 1);
3269 memcpy(glsl_dst
->reg_name
, reg_name
->buffer
, len
);
3270 glsl_dst
->reg_name
[len
] = '\0';
3271 string_buffer_release(priv
->string_buffers
, reg_name
);
3273 return shader_glsl_get_write_mask(wined3d_dst
, glsl_dst
->mask_str
);
3276 /* Append the destination part of the instruction to the buffer, return the effective write mask */
3277 static DWORD
shader_glsl_append_dst_ext(struct wined3d_string_buffer
*buffer
,
3278 const struct wined3d_shader_instruction
*ins
, const struct wined3d_shader_dst_param
*dst
,
3279 unsigned int dst_idx
, enum wined3d_data_type data_type
)
3281 struct glsl_dst_param glsl_dst
;
3284 if ((mask
= shader_glsl_add_dst_param(ins
, dst
, &glsl_dst
)))
3286 if (ins
->flags
& WINED3DSI_PRECISE_XYZW
)
3287 sprintf(glsl_dst
.reg_name
, "tmp_precise[%u]", dst_idx
);
3291 case WINED3D_DATA_FLOAT
:
3292 case WINED3D_DATA_UNORM
:
3293 case WINED3D_DATA_SNORM
:
3294 shader_addline(buffer
, "%s%s = %s(",
3295 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
3297 case WINED3D_DATA_INT
:
3298 shader_addline(buffer
, "%s%s = %sintBitsToFloat(",
3299 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
3301 case WINED3D_DATA_RESOURCE
:
3302 case WINED3D_DATA_SAMPLER
:
3303 case WINED3D_DATA_UINT
:
3304 shader_addline(buffer
, "%s%s = %suintBitsToFloat(",
3305 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
3308 FIXME("Unhandled data type %#x.\n", data_type
);
3309 shader_addline(buffer
, "%s%s = %s(",
3310 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
3318 /* Append the destination part of the instruction to the buffer, return the effective write mask */
3319 static DWORD
shader_glsl_append_dst(struct wined3d_string_buffer
*buffer
, const struct wined3d_shader_instruction
*ins
)
3321 return shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], 0, ins
->dst
[0].reg
.data_type
);
3324 /** Process GLSL instruction modifiers */
3325 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
)
3327 const struct wined3d_shader_dst_param
*dst
;
3328 struct glsl_dst_param dst_param
;
3332 for (i
= 0; i
< ins
->dst_count
; ++i
)
3334 if ((dst
= &ins
->dst
[i
])->reg
.type
== WINED3DSPR_NULL
)
3337 if (ins
->flags
& WINED3DSI_PRECISE_XYZW
)
3339 shader_glsl_add_dst_param(ins
, dst
, &dst_param
);
3340 shader_addline(ins
->ctx
->buffer
, "%s%s = tmp_precise[%u]%s;\n",
3341 dst_param
.reg_name
, dst_param
.mask_str
, i
, dst_param
.mask_str
);
3344 if (!(modifiers
= dst
->modifiers
))
3347 shader_glsl_add_dst_param(ins
, dst
, &dst_param
);
3349 if (modifiers
& WINED3DSPDM_SATURATE
)
3351 /* _SAT means to clamp the value of the register to between 0 and 1 */
3352 shader_addline(ins
->ctx
->buffer
, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param
.reg_name
,
3353 dst_param
.mask_str
, dst_param
.reg_name
, dst_param
.mask_str
);
3356 if (modifiers
& WINED3DSPDM_MSAMPCENTROID
)
3358 FIXME("_centroid modifier not handled\n");
3361 if (modifiers
& WINED3DSPDM_PARTIALPRECISION
)
3363 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
3368 static const char *shader_glsl_get_rel_op(enum wined3d_shader_rel_op op
)
3372 case WINED3D_SHADER_REL_OP_GT
: return ">";
3373 case WINED3D_SHADER_REL_OP_EQ
: return "==";
3374 case WINED3D_SHADER_REL_OP_GE
: return ">=";
3375 case WINED3D_SHADER_REL_OP_LT
: return "<";
3376 case WINED3D_SHADER_REL_OP_NE
: return "!=";
3377 case WINED3D_SHADER_REL_OP_LE
: return "<=";
3379 FIXME("Unrecognized operator %#x.\n", op
);
3384 static BOOL
shader_glsl_has_core_grad(const struct wined3d_gl_info
*gl_info
)
3386 return shader_glsl_get_version(gl_info
) >= 130 || gl_info
->supported
[EXT_GPU_SHADER4
];
3389 static void shader_glsl_get_coord_size(enum wined3d_shader_resource_type resource_type
,
3390 unsigned int *coord_size
, unsigned int *deriv_size
)
3392 const BOOL is_array
= resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY
3393 || resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
;
3395 *coord_size
= resource_type_info
[resource_type
].coord_size
;
3396 *deriv_size
= *coord_size
;
3401 static void shader_glsl_get_sample_function(const struct wined3d_shader_context
*ctx
,
3402 DWORD resource_idx
, DWORD sampler_idx
, uint32_t flags
, struct glsl_sample_function
*sample_function
)
3404 enum wined3d_shader_resource_type resource_type
;
3405 struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
3406 const struct wined3d_gl_info
*gl_info
= priv
->gl_info
;
3407 BOOL shadow
= glsl_is_shadow_sampler(ctx
->shader
, priv
->cur_ps_args
, resource_idx
, sampler_idx
);
3408 BOOL projected
= flags
& WINED3D_GLSL_SAMPLE_PROJECTED
;
3409 BOOL texrect
= ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
3410 && priv
->cur_ps_args
->np2_fixup
& (1u << resource_idx
)
3411 && gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
3412 BOOL lod
= flags
& WINED3D_GLSL_SAMPLE_LOD
;
3413 BOOL grad
= flags
& WINED3D_GLSL_SAMPLE_GRAD
;
3414 BOOL offset
= flags
& WINED3D_GLSL_SAMPLE_OFFSET
;
3415 const char *base
= "texture", *type_part
= "", *suffix
= "";
3416 unsigned int coord_size
, deriv_size
;
3418 resource_type
= ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
3419 ? pixelshader_get_resource_type(ctx
->reg_maps
, resource_idx
, priv
->cur_ps_args
->tex_types
)
3420 : ctx
->reg_maps
->resource_info
[resource_idx
].type
;
3422 sample_function
->data_type
= ctx
->reg_maps
->resource_info
[resource_idx
].data_type
;
3424 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
3426 ERR("Unexpected resource type %#x.\n", resource_type
);
3427 resource_type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
3430 /* Note that there's no such thing as a projected cube texture. */
3431 if (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
3434 if (needs_legacy_glsl_syntax(gl_info
))
3439 type_part
= resource_type_info
[resource_type
].type_part
;
3440 if (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2D
&& texrect
)
3441 type_part
= "2DRect";
3442 if (!type_part
[0] && resource_type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY
)
3443 FIXME("Unhandled resource type %#x.\n", resource_type
);
3445 if (!lod
&& grad
&& !shader_glsl_has_core_grad(gl_info
))
3447 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
3450 FIXME("Unsupported grad function.\n");
3454 if (flags
& WINED3D_GLSL_SAMPLE_LOAD
)
3456 static const uint32_t texel_fetch_flags
= WINED3D_GLSL_SAMPLE_LOAD
| WINED3D_GLSL_SAMPLE_OFFSET
;
3457 if (flags
& ~texel_fetch_flags
)
3458 ERR("Unexpected flags %#x for texelFetch.\n", flags
& ~texel_fetch_flags
);
3460 base
= "texelFetch";
3464 sample_function
->name
= string_buffer_get(priv
->string_buffers
);
3465 string_buffer_sprintf(sample_function
->name
, "%s%s%s%s%s%s", base
, type_part
, projected
? "Proj" : "",
3466 lod
? "Lod" : grad
? "Grad" : "", offset
? "Offset" : "", suffix
);
3468 shader_glsl_get_coord_size(resource_type
, &coord_size
, &deriv_size
);
3471 sample_function
->offset_size
= offset
? deriv_size
: 0;
3472 sample_function
->coord_mask
= wined3d_mask_from_size(coord_size
);
3473 sample_function
->deriv_mask
= wined3d_mask_from_size(deriv_size
);
3474 sample_function
->output_single_component
= shadow
&& !needs_legacy_glsl_syntax(gl_info
);
3477 static void shader_glsl_release_sample_function(const struct wined3d_shader_context
*ctx
,
3478 struct glsl_sample_function
*sample_function
)
3480 const struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
3482 string_buffer_release(priv
->string_buffers
, sample_function
->name
);
3485 static void shader_glsl_append_fixup_arg(char *arguments
, const char *reg_name
,
3486 BOOL sign_fixup
, enum fixup_channel_source channel_source
)
3488 switch(channel_source
)
3490 case CHANNEL_SOURCE_ZERO
:
3491 strcat(arguments
, "0.0");
3494 case CHANNEL_SOURCE_ONE
:
3495 strcat(arguments
, "1.0");
3498 case CHANNEL_SOURCE_X
:
3499 strcat(arguments
, reg_name
);
3500 strcat(arguments
, ".x");
3503 case CHANNEL_SOURCE_Y
:
3504 strcat(arguments
, reg_name
);
3505 strcat(arguments
, ".y");
3508 case CHANNEL_SOURCE_Z
:
3509 strcat(arguments
, reg_name
);
3510 strcat(arguments
, ".z");
3513 case CHANNEL_SOURCE_W
:
3514 strcat(arguments
, reg_name
);
3515 strcat(arguments
, ".w");
3519 FIXME("Unhandled channel source %#x\n", channel_source
);
3520 strcat(arguments
, "undefined");
3524 if (sign_fixup
) strcat(arguments
, " * 2.0 - 1.0");
3527 static void shader_glsl_color_correction_ext(struct wined3d_string_buffer
*buffer
,
3528 const char *reg_name
, DWORD mask
, struct color_fixup_desc fixup
)
3530 unsigned int mask_size
, remaining
;
3531 DWORD fixup_mask
= 0;
3532 char arguments
[256];
3535 if (fixup
.x_sign_fixup
|| fixup
.x_source
!= CHANNEL_SOURCE_X
) fixup_mask
|= WINED3DSP_WRITEMASK_0
;
3536 if (fixup
.y_sign_fixup
|| fixup
.y_source
!= CHANNEL_SOURCE_Y
) fixup_mask
|= WINED3DSP_WRITEMASK_1
;
3537 if (fixup
.z_sign_fixup
|| fixup
.z_source
!= CHANNEL_SOURCE_Z
) fixup_mask
|= WINED3DSP_WRITEMASK_2
;
3538 if (fixup
.w_sign_fixup
|| fixup
.w_source
!= CHANNEL_SOURCE_W
) fixup_mask
|= WINED3DSP_WRITEMASK_3
;
3539 if (!(mask
&= fixup_mask
))
3542 if (is_complex_fixup(fixup
))
3544 enum complex_fixup complex_fixup
= get_complex_fixup(fixup
);
3545 FIXME("Complex fixup (%#x) not supported\n",complex_fixup
);
3549 shader_glsl_write_mask_to_str(mask
, mask_str
);
3550 mask_size
= shader_glsl_get_write_mask_size(mask
);
3552 arguments
[0] = '\0';
3553 remaining
= mask_size
;
3554 if (mask
& WINED3DSP_WRITEMASK_0
)
3556 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.x_sign_fixup
, fixup
.x_source
);
3557 if (--remaining
) strcat(arguments
, ", ");
3559 if (mask
& WINED3DSP_WRITEMASK_1
)
3561 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.y_sign_fixup
, fixup
.y_source
);
3562 if (--remaining
) strcat(arguments
, ", ");
3564 if (mask
& WINED3DSP_WRITEMASK_2
)
3566 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.z_sign_fixup
, fixup
.z_source
);
3567 if (--remaining
) strcat(arguments
, ", ");
3569 if (mask
& WINED3DSP_WRITEMASK_3
)
3571 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.w_sign_fixup
, fixup
.w_source
);
3572 if (--remaining
) strcat(arguments
, ", ");
3576 shader_addline(buffer
, "%s%s = vec%u(%s);\n", reg_name
, mask_str
, mask_size
, arguments
);
3578 shader_addline(buffer
, "%s%s = %s;\n", reg_name
, mask_str
, arguments
);
3581 static void shader_glsl_color_correction(const struct wined3d_shader_instruction
*ins
, struct color_fixup_desc fixup
)
3583 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3584 struct wined3d_string_buffer
*reg_name
;
3586 reg_name
= string_buffer_get(priv
->string_buffers
);
3587 shader_glsl_get_register_name(&ins
->dst
[0].reg
, ins
->dst
[0].reg
.data_type
, reg_name
, NULL
, ins
->ctx
);
3588 shader_glsl_color_correction_ext(ins
->ctx
->buffer
, reg_name
->buffer
, ins
->dst
[0].write_mask
, fixup
);
3589 string_buffer_release(priv
->string_buffers
, reg_name
);
3592 static void PRINTF_ATTR(9, 10) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction
*ins
,
3593 unsigned int sampler_bind_idx
, const struct glsl_sample_function
*sample_function
, DWORD swizzle
,
3594 const char *dx
, const char *dy
, const char *bias
, const struct wined3d_shader_texel_offset
*offset
,
3595 const char *coord_reg_fmt
, ...)
3597 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
3598 char dst_swizzle
[6];
3599 struct color_fixup_desc fixup
;
3600 BOOL np2_fixup
= FALSE
;
3604 shader_glsl_swizzle_to_str(swizzle
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
3606 /* If ARB_texture_swizzle is supported we don't need to do anything here.
3607 * We actually rely on it for vertex shaders and SM4+. */
3608 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& version
->major
< 4)
3610 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3611 fixup
= priv
->cur_ps_args
->color_fixup
[sampler_bind_idx
];
3613 if (priv
->cur_ps_args
->np2_fixup
& (1u << sampler_bind_idx
))
3618 fixup
= COLOR_FIXUP_IDENTITY
;
3621 shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], 0, sample_function
->data_type
);
3623 if (sample_function
->output_single_component
)
3624 shader_addline(ins
->ctx
->buffer
, "vec4(");
3626 shader_addline(ins
->ctx
->buffer
, "%s(%s_sampler%u, ",
3627 sample_function
->name
->buffer
, shader_glsl_get_prefix(version
->type
), sampler_bind_idx
);
3631 va_start(args
, coord_reg_fmt
);
3632 ret
= shader_vaddline(ins
->ctx
->buffer
, coord_reg_fmt
, args
);
3636 if (!string_buffer_resize(ins
->ctx
->buffer
, ret
))
3642 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3643 const unsigned char idx
= priv
->cur_np2fixup_info
->idx
[sampler_bind_idx
];
3645 switch (shader_glsl_get_write_mask_size(sample_function
->coord_mask
))
3648 shader_addline(ins
->ctx
->buffer
, " * ps_samplerNP2Fixup[%u].%s",
3649 idx
>> 1, (idx
% 2) ? "z" : "x");
3652 shader_addline(ins
->ctx
->buffer
, " * ps_samplerNP2Fixup[%u].%s",
3653 idx
>> 1, (idx
% 2) ? "zw" : "xy");
3656 shader_addline(ins
->ctx
->buffer
, " * vec3(ps_samplerNP2Fixup[%u].%s, 1.0)",
3657 idx
>> 1, (idx
% 2) ? "zw" : "xy");
3660 shader_addline(ins
->ctx
->buffer
, " * vec4(ps_samplerNP2Fixup[%u].%s, 1.0, 1.0)",
3661 idx
>> 1, (idx
% 2) ? "zw" : "xy");
3666 shader_addline(ins
->ctx
->buffer
, ", %s, %s", dx
, dy
);
3668 shader_addline(ins
->ctx
->buffer
, ", %s", bias
);
3669 if (sample_function
->offset_size
)
3671 int offset_immdata
[4] = {offset
->u
, offset
->v
, offset
->w
};
3672 shader_addline(ins
->ctx
->buffer
, ", ");
3673 shader_glsl_append_imm_ivec(ins
->ctx
->buffer
, offset_immdata
, sample_function
->offset_size
);
3675 shader_addline(ins
->ctx
->buffer
, ")");
3677 if (sample_function
->output_single_component
)
3678 shader_addline(ins
->ctx
->buffer
, ")");
3680 shader_addline(ins
->ctx
->buffer
, "%s);\n", dst_swizzle
);
3682 if (!is_identity_fixup(fixup
))
3683 shader_glsl_color_correction(ins
, fixup
);
3686 static void shader_glsl_fixup_position(struct wined3d_string_buffer
*buffer
, BOOL use_viewport_index
)
3688 /* Write the final position.
3690 * OpenGL coordinates specify the center of the pixel while D3D coords
3691 * specify the corner. The offsets are stored in z and w in
3692 * pos_fixup. pos_fixup.y contains 1.0 or -1.0 to turn the rendering
3693 * upside down for offscreen rendering. pos_fixup.x contains 1.0 to allow
3695 if (use_viewport_index
)
3697 shader_addline(buffer
, "gl_Position.y = gl_Position.y * pos_fixup[gl_ViewportIndex].y;\n");
3698 shader_addline(buffer
, "gl_Position.xy += pos_fixup[gl_ViewportIndex].zw * gl_Position.ww;\n");
3702 shader_addline(buffer
, "gl_Position.y = gl_Position.y * pos_fixup.y;\n");
3703 shader_addline(buffer
, "gl_Position.xy += pos_fixup.zw * gl_Position.ww;\n");
3706 /* Z coord [0;1]->[-1;1] mapping, see comment in get_projection_matrix()
3709 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However,
3710 * shaders are run before the homogeneous divide, so we have to take the w
3711 * into account: z = ((z / w) * 2 - 1) * w, which is the same as
3713 shader_addline(buffer
, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
3716 /*****************************************************************************
3717 * Begin processing individual instruction opcodes
3718 ****************************************************************************/
3720 static void shader_glsl_binop(const struct wined3d_shader_instruction
*ins
)
3722 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3723 struct glsl_src_param src0_param
;
3724 struct glsl_src_param src1_param
;
3728 /* Determine the GLSL operator to use based on the opcode */
3729 switch (ins
->handler_idx
)
3731 case WINED3DSIH_ADD
: op
= "+"; break;
3732 case WINED3DSIH_AND
: op
= "&"; break;
3733 case WINED3DSIH_DIV
: op
= "/"; break;
3734 case WINED3DSIH_IADD
: op
= "+"; break;
3735 case WINED3DSIH_ISHL
: op
= "<<"; break;
3736 case WINED3DSIH_ISHR
: op
= ">>"; break;
3737 case WINED3DSIH_MUL
: op
= "*"; break;
3738 case WINED3DSIH_OR
: op
= "|"; break;
3739 case WINED3DSIH_SUB
: op
= "-"; break;
3740 case WINED3DSIH_USHR
: op
= ">>"; break;
3741 case WINED3DSIH_XOR
: op
= "^"; break;
3743 op
= "<unhandled operator>";
3744 FIXME("Opcode %s not yet handled in GLSL.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3748 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3749 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3750 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3751 shader_addline(buffer
, "%s %s %s);\n", src0_param
.param_str
, op
, src1_param
.param_str
);
3754 static void shader_glsl_relop(const struct wined3d_shader_instruction
*ins
)
3756 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3757 struct glsl_src_param src0_param
;
3758 struct glsl_src_param src1_param
;
3759 unsigned int mask_size
;
3763 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3764 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3765 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3766 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3770 switch (ins
->handler_idx
)
3772 case WINED3DSIH_EQ
: op
= "equal"; break;
3773 case WINED3DSIH_IEQ
: op
= "equal"; break;
3774 case WINED3DSIH_GE
: op
= "greaterThanEqual"; break;
3775 case WINED3DSIH_IGE
: op
= "greaterThanEqual"; break;
3776 case WINED3DSIH_UGE
: op
= "greaterThanEqual"; break;
3777 case WINED3DSIH_LT
: op
= "lessThan"; break;
3778 case WINED3DSIH_ILT
: op
= "lessThan"; break;
3779 case WINED3DSIH_ULT
: op
= "lessThan"; break;
3780 case WINED3DSIH_NE
: op
= "notEqual"; break;
3781 case WINED3DSIH_INE
: op
= "notEqual"; break;
3783 op
= "<unhandled operator>";
3784 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
3788 shader_addline(buffer
, "uvec%u(%s(%s, %s)) * 0xffffffffu);\n",
3789 mask_size
, op
, src0_param
.param_str
, src1_param
.param_str
);
3793 switch (ins
->handler_idx
)
3795 case WINED3DSIH_EQ
: op
= "=="; break;
3796 case WINED3DSIH_IEQ
: op
= "=="; break;
3797 case WINED3DSIH_GE
: op
= ">="; break;
3798 case WINED3DSIH_IGE
: op
= ">="; break;
3799 case WINED3DSIH_UGE
: op
= ">="; break;
3800 case WINED3DSIH_LT
: op
= "<"; break;
3801 case WINED3DSIH_ILT
: op
= "<"; break;
3802 case WINED3DSIH_ULT
: op
= "<"; break;
3803 case WINED3DSIH_NE
: op
= "!="; break;
3804 case WINED3DSIH_INE
: op
= "!="; break;
3806 op
= "<unhandled operator>";
3807 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
3811 shader_addline(buffer
, "%s %s %s ? 0xffffffffu : 0u);\n",
3812 src0_param
.param_str
, op
, src1_param
.param_str
);
3816 static void shader_glsl_unary_op(const struct wined3d_shader_instruction
*ins
)
3818 struct glsl_src_param src_param
;
3822 switch (ins
->handler_idx
)
3824 case WINED3DSIH_INEG
: op
= "-"; break;
3825 case WINED3DSIH_NOT
: op
= "~"; break;
3827 op
= "<unhandled operator>";
3828 ERR("Unhandled opcode %s.\n",
3829 debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3833 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3834 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3835 shader_addline(ins
->ctx
->buffer
, "%s%s);\n", op
, src_param
.param_str
);
3838 static void shader_glsl_mul_extended(const struct wined3d_shader_instruction
*ins
)
3840 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3841 struct glsl_src_param src0_param
;
3842 struct glsl_src_param src1_param
;
3845 /* If we have ARB_gpu_shader5, we can use imulExtended() / umulExtended().
3846 * If not, we can emulate it. */
3847 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
3848 FIXME("64-bit integer multiplies not implemented.\n");
3850 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3852 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], 1, ins
->dst
[1].reg
.data_type
);
3853 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3854 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3856 shader_addline(ins
->ctx
->buffer
, "%s * %s);\n",
3857 src0_param
.param_str
, src1_param
.param_str
);
3861 static void shader_glsl_udiv(const struct wined3d_shader_instruction
*ins
)
3863 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3864 struct glsl_src_param src0_param
, src1_param
;
3867 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
3869 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3873 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3874 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3875 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3876 shader_addline(buffer
, "tmp0%s = uintBitsToFloat(%s / %s);\n",
3877 dst_mask
, src0_param
.param_str
, src1_param
.param_str
);
3879 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], 1, ins
->dst
[1].reg
.data_type
);
3880 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3881 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3882 shader_addline(buffer
, "%s %% %s);\n", src0_param
.param_str
, src1_param
.param_str
);
3884 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], 0, WINED3D_DATA_FLOAT
);
3885 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
3889 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], 0, ins
->dst
[0].reg
.data_type
);
3890 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3891 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3892 shader_addline(buffer
, "%s / %s);\n", src0_param
.param_str
, src1_param
.param_str
);
3895 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3897 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], 1, ins
->dst
[1].reg
.data_type
);
3898 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3899 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3900 shader_addline(buffer
, "%s %% %s);\n", src0_param
.param_str
, src1_param
.param_str
);
3904 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
3905 static void shader_glsl_mov(const struct wined3d_shader_instruction
*ins
)
3907 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3908 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3909 const struct wined3d_gl_info
*gl_info
= priv
->gl_info
;
3910 struct glsl_src_param src0_param
;
3913 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3914 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3916 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
3917 * shader versions WINED3DSIO_MOVA is used for this. */
3918 if (ins
->ctx
->reg_maps
->shader_version
.major
== 1
3919 && ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_VERTEX
3920 && ins
->dst
[0].reg
.type
== WINED3DSPR_ADDR
)
3922 /* This is a simple floor() */
3923 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3924 if (mask_size
> 1) {
3925 shader_addline(buffer
, "ivec%d(floor(%s)));\n", mask_size
, src0_param
.param_str
);
3927 shader_addline(buffer
, "int(floor(%s)));\n", src0_param
.param_str
);
3930 else if (ins
->handler_idx
== WINED3DSIH_MOVA
)
3932 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3934 if (shader_glsl_get_version(gl_info
) >= 130 || gl_info
->supported
[EXT_GPU_SHADER4
])
3937 shader_addline(buffer
, "ivec%d(round(%s)));\n", mask_size
, src0_param
.param_str
);
3939 shader_addline(buffer
, "int(round(%s)));\n", src0_param
.param_str
);
3944 shader_addline(buffer
, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
3945 mask_size
, src0_param
.param_str
, mask_size
, src0_param
.param_str
);
3947 shader_addline(buffer
, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
3948 src0_param
.param_str
, src0_param
.param_str
);
3953 shader_addline(buffer
, "%s);\n", src0_param
.param_str
);
3957 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
3958 static void shader_glsl_dot(const struct wined3d_shader_instruction
*ins
)
3960 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3961 struct glsl_src_param src0_param
;
3962 struct glsl_src_param src1_param
;
3963 DWORD dst_write_mask
, src_write_mask
;
3964 unsigned int dst_size
;
3966 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
3967 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
3969 /* dp4 works on vec4, dp3 on vec3, etc. */
3970 if (ins
->handler_idx
== WINED3DSIH_DP4
)
3971 src_write_mask
= WINED3DSP_WRITEMASK_ALL
;
3972 else if (ins
->handler_idx
== WINED3DSIH_DP3
)
3973 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3975 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
3977 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_write_mask
, &src0_param
);
3978 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_write_mask
, &src1_param
);
3981 shader_addline(buffer
, "vec%d(dot(%s, %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
3983 shader_addline(buffer
, "dot(%s, %s));\n", src0_param
.param_str
, src1_param
.param_str
);
3987 /* Note that this instruction has some restrictions. The destination write mask
3988 * can't contain the w component, and the source swizzles have to be .xyzw */
3989 static void shader_glsl_cross(const struct wined3d_shader_instruction
*ins
)
3991 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3992 struct glsl_src_param src0_param
;
3993 struct glsl_src_param src1_param
;
3996 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3997 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3998 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3999 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
4000 shader_addline(ins
->ctx
->buffer
, "cross(%s, %s)%s);\n", src0_param
.param_str
, src1_param
.param_str
, dst_mask
);
4003 static void shader_glsl_cut(const struct wined3d_shader_instruction
*ins
)
4005 unsigned int stream
= ins
->handler_idx
== WINED3DSIH_CUT
? 0 : ins
->src
[0].reg
.idx
[0].offset
;
4008 shader_addline(ins
->ctx
->buffer
, "EndPrimitive();\n");
4010 FIXME("Unhandled primitive stream %u.\n", stream
);
4013 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
4014 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
4015 * GLSL uses the value as-is. */
4016 static void shader_glsl_pow(const struct wined3d_shader_instruction
*ins
)
4018 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4019 struct glsl_src_param src0_param
;
4020 struct glsl_src_param src1_param
;
4021 DWORD dst_write_mask
;
4022 unsigned int dst_size
;
4024 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
4025 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
4027 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4028 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
4032 shader_addline(buffer
, "vec%u(%s == 0.0 ? 1.0 : pow(abs(%s), %s)));\n",
4033 dst_size
, src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
4037 shader_addline(buffer
, "%s == 0.0 ? 1.0 : pow(abs(%s), %s));\n",
4038 src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
4042 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
4043 static void shader_glsl_map2gl(const struct wined3d_shader_instruction
*ins
)
4045 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
4046 bool y_correction
= ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
4047 ? priv
->cur_ps_args
->y_correction
: false;
4048 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4049 struct glsl_src_param src_param
;
4050 const char *instruction
;
4054 /* Determine the GLSL function to use based on the opcode */
4055 /* TODO: Possibly make this a table for faster lookups */
4056 switch (ins
->handler_idx
)
4058 case WINED3DSIH_ABS
: instruction
= "abs"; break;
4059 case WINED3DSIH_BFREV
: instruction
= "bitfieldReverse"; break;
4060 case WINED3DSIH_COUNTBITS
: instruction
= "bitCount"; break;
4061 case WINED3DSIH_DSX
: instruction
= "dFdx"; break;
4062 case WINED3DSIH_DSX_COARSE
: instruction
= "dFdxCoarse"; break;
4063 case WINED3DSIH_DSX_FINE
: instruction
= "dFdxFine"; break;
4064 case WINED3DSIH_DSY
: instruction
= y_correction
? "ycorrection.y * dFdy" : "dFdy"; break;
4065 case WINED3DSIH_DSY_COARSE
: instruction
= y_correction
? "ycorrection.y * dFdyCoarse" : "dFdyCoarse"; break;
4066 case WINED3DSIH_DSY_FINE
: instruction
= y_correction
? "ycorrection.y * dFdyFine" : "dFdyFine"; break;
4067 case WINED3DSIH_FIRSTBIT_HI
: instruction
= "findMSB"; break;
4068 case WINED3DSIH_FIRSTBIT_LO
: instruction
= "findLSB"; break;
4069 case WINED3DSIH_FIRSTBIT_SHI
: instruction
= "findMSB"; break;
4070 case WINED3DSIH_FRC
: instruction
= "fract"; break;
4071 case WINED3DSIH_IMAX
: instruction
= "max"; break;
4072 case WINED3DSIH_IMIN
: instruction
= "min"; break;
4073 case WINED3DSIH_MAX
: instruction
= "max"; break;
4074 case WINED3DSIH_MIN
: instruction
= "min"; break;
4075 case WINED3DSIH_ROUND_NE
: instruction
= "roundEven"; break;
4076 case WINED3DSIH_ROUND_NI
: instruction
= "floor"; break;
4077 case WINED3DSIH_ROUND_PI
: instruction
= "ceil"; break;
4078 case WINED3DSIH_ROUND_Z
: instruction
= "trunc"; break;
4079 case WINED3DSIH_SQRT
: instruction
= "sqrt"; break;
4080 case WINED3DSIH_UMAX
: instruction
= "max"; break;
4081 case WINED3DSIH_UMIN
: instruction
= "min"; break;
4082 default: instruction
= "";
4083 ERR("Opcode %s not yet handled in GLSL.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
4087 write_mask
= shader_glsl_append_dst(buffer
, ins
);
4089 /* In D3D bits are numbered from the most significant bit. */
4090 if (ins
->handler_idx
== WINED3DSIH_FIRSTBIT_HI
|| ins
->handler_idx
== WINED3DSIH_FIRSTBIT_SHI
)
4091 shader_addline(buffer
, "31 - ");
4092 shader_addline(buffer
, "%s(", instruction
);
4096 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
4097 shader_addline(buffer
, "%s", src_param
.param_str
);
4098 for (i
= 1; i
< ins
->src_count
; ++i
)
4100 shader_glsl_add_src_param(ins
, &ins
->src
[i
], write_mask
, &src_param
);
4101 shader_addline(buffer
, ", %s", src_param
.param_str
);
4105 shader_addline(buffer
, "));\n");
4108 static void shader_glsl_float16(const struct wined3d_shader_instruction
*ins
)
4110 struct wined3d_shader_dst_param dst
;
4111 struct glsl_src_param src
;
4116 fmt
= ins
->handler_idx
== WINED3DSIH_F16TOF32
4117 ? "unpackHalf2x16(%s).x);\n" : "packHalf2x16(vec2(%s, 0.0)));\n";
4120 for (i
= 0; i
< 4; ++i
)
4122 dst
.write_mask
= ins
->dst
[0].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
);
4123 if (!(write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
,
4124 &dst
, 0, dst
.reg
.data_type
)))
4127 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src
);
4128 shader_addline(ins
->ctx
->buffer
, fmt
, src
.param_str
);
4132 static void shader_glsl_bitwise_op(const struct wined3d_shader_instruction
*ins
)
4134 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4135 struct wined3d_shader_dst_param dst
;
4136 struct glsl_src_param src
[4];
4137 const char *instruction
;
4138 BOOL tmp_dst
= FALSE
;
4143 switch (ins
->handler_idx
)
4145 case WINED3DSIH_BFI
: instruction
= "bitfieldInsert"; break;
4146 case WINED3DSIH_IBFE
: instruction
= "bitfieldExtract"; break;
4147 case WINED3DSIH_UBFE
: instruction
= "bitfieldExtract"; break;
4149 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
4153 for (i
= 0; i
< ins
->src_count
; ++i
)
4155 if (ins
->dst
[0].reg
.idx
[0].offset
== ins
->src
[i
].reg
.idx
[0].offset
4156 && ins
->dst
[0].reg
.type
== ins
->src
[i
].reg
.type
)
4161 for (i
= 0; i
< 4; ++i
)
4163 dst
.write_mask
= ins
->dst
[0].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
);
4164 if (tmp_dst
&& (write_mask
= shader_glsl_get_write_mask(&dst
, mask_char
)))
4165 shader_addline(buffer
, "tmp0%s = %sBitsToFloat(", mask_char
,
4166 dst
.reg
.data_type
== WINED3D_DATA_INT
? "int" : "uint");
4167 else if (!(write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &dst
, 0, dst
.reg
.data_type
)))
4170 for (j
= 0; j
< ins
->src_count
; ++j
)
4171 shader_glsl_add_src_param(ins
, &ins
->src
[j
], write_mask
, &src
[j
]);
4172 shader_addline(buffer
, "%s(", instruction
);
4173 for (j
= 0; j
< ins
->src_count
- 2; ++j
)
4174 shader_addline(buffer
, "%s, ", src
[ins
->src_count
- j
- 1].param_str
);
4175 shader_addline(buffer
, "%s & 0x1f, %s & 0x1f));\n", src
[1].param_str
, src
[0].param_str
);
4180 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], 0, WINED3D_DATA_FLOAT
);
4181 shader_glsl_get_write_mask(&ins
->dst
[0], mask_char
);
4182 shader_addline(buffer
, "tmp0%s);\n", mask_char
);
4186 static void shader_glsl_nop(const struct wined3d_shader_instruction
*ins
) {}
4188 static void shader_glsl_nrm(const struct wined3d_shader_instruction
*ins
)
4190 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4191 struct glsl_src_param src_param
;
4192 unsigned int mask_size
;
4196 write_mask
= shader_glsl_get_write_mask(ins
->dst
, dst_mask
);
4197 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4198 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
4201 shader_addline(buffer
, "tmp0.x = dot(vec3(%s), vec3(%s));\n",
4202 src_param
.param_str
, src_param
.param_str
);
4204 shader_addline(buffer
, "tmp0.x = dot(%s, %s);\n",
4205 src_param
.param_str
, src_param
.param_str
);
4206 shader_glsl_append_dst(buffer
, ins
);
4208 shader_addline(buffer
, "tmp0.x == 0.0 ? %s : (%s * inversesqrt(tmp0.x)));\n",
4209 src_param
.param_str
, src_param
.param_str
);
4212 static void shader_glsl_scalar_op(const struct wined3d_shader_instruction
*ins
)
4214 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
4215 ins
->ctx
->reg_maps
->shader_version
.minor
);
4216 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4217 struct glsl_src_param src0_param
;
4218 const char *prefix
, *suffix
;
4219 unsigned int dst_size
;
4220 DWORD dst_write_mask
;
4222 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
4223 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
4225 if (shader_version
< WINED3D_SHADER_VERSION(4, 0))
4226 dst_write_mask
= WINED3DSP_WRITEMASK_3
;
4228 shader_glsl_add_src_param(ins
, &ins
->src
[0], dst_write_mask
, &src0_param
);
4230 switch (ins
->handler_idx
)
4232 case WINED3DSIH_EXP
:
4233 case WINED3DSIH_EXPP
:
4238 case WINED3DSIH_LOG
:
4239 case WINED3DSIH_LOGP
:
4240 prefix
= "log2(abs(";
4244 case WINED3DSIH_RCP
:
4249 case WINED3DSIH_RSQ
:
4250 prefix
= "inversesqrt(abs(";
4257 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
4261 if (dst_size
> 1 && shader_version
< WINED3D_SHADER_VERSION(4, 0))
4262 shader_addline(buffer
, "vec%u(%s%s%s));\n", dst_size
, prefix
, src0_param
.param_str
, suffix
);
4264 shader_addline(buffer
, "%s%s%s);\n", prefix
, src0_param
.param_str
, suffix
);
4267 /** Process the WINED3DSIO_EXPP instruction in GLSL:
4268 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
4269 * dst.x = 2^(floor(src))
4270 * dst.y = src - floor(src)
4271 * dst.z = 2^src (partial precision is allowed, but optional)
4273 * For 2.0 shaders, just do this (honoring writemask and swizzle):
4274 * dst = 2^src; (partial precision is allowed, but optional)
4276 static void shader_glsl_expp(const struct wined3d_shader_instruction
*ins
)
4278 if (ins
->ctx
->reg_maps
->shader_version
.major
< 2)
4280 struct glsl_src_param src_param
;
4283 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
4285 shader_addline(ins
->ctx
->buffer
, "tmp0.x = exp2(floor(%s));\n", src_param
.param_str
);
4286 shader_addline(ins
->ctx
->buffer
, "tmp0.y = %s - floor(%s);\n", src_param
.param_str
, src_param
.param_str
);
4287 shader_addline(ins
->ctx
->buffer
, "tmp0.z = exp2(%s);\n", src_param
.param_str
);
4288 shader_addline(ins
->ctx
->buffer
, "tmp0.w = 1.0;\n");
4290 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4291 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4292 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", dst_mask
);
4296 shader_glsl_scalar_op(ins
);
4299 static void shader_glsl_cast(const struct wined3d_shader_instruction
*ins
,
4300 const char *vector_constructor
, const char *scalar_constructor
)
4302 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4303 struct glsl_src_param src_param
;
4304 unsigned int mask_size
;
4307 write_mask
= shader_glsl_append_dst(buffer
, ins
);
4308 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4309 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
4312 shader_addline(buffer
, "%s%u(%s));\n", vector_constructor
, mask_size
, src_param
.param_str
);
4314 shader_addline(buffer
, "%s(%s));\n", scalar_constructor
, src_param
.param_str
);
4317 static void shader_glsl_to_int(const struct wined3d_shader_instruction
*ins
)
4319 shader_glsl_cast(ins
, "ivec", "int");
4322 static void shader_glsl_to_uint(const struct wined3d_shader_instruction
*ins
)
4324 shader_glsl_cast(ins
, "uvec", "uint");
4327 static void shader_glsl_to_float(const struct wined3d_shader_instruction
*ins
)
4329 shader_glsl_cast(ins
, "vec", "float");
4332 /** Process signed comparison opcodes in GLSL. */
4333 static void shader_glsl_compare(const struct wined3d_shader_instruction
*ins
)
4335 struct glsl_src_param src0_param
;
4336 struct glsl_src_param src1_param
;
4338 unsigned int mask_size
;
4340 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4341 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
4342 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4343 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4345 if (mask_size
> 1) {
4346 const char *compare
;
4348 switch(ins
->handler_idx
)
4350 case WINED3DSIH_SLT
: compare
= "lessThan"; break;
4351 case WINED3DSIH_SGE
: compare
= "greaterThanEqual"; break;
4352 default: compare
= "";
4353 FIXME("Can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
4356 shader_addline(ins
->ctx
->buffer
, "vec%d(%s(%s, %s)));\n", mask_size
, compare
,
4357 src0_param
.param_str
, src1_param
.param_str
);
4359 switch(ins
->handler_idx
)
4361 case WINED3DSIH_SLT
:
4362 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
4363 * to return 0.0 but step returns 1.0 because step is not < x
4364 * An alternative is a bvec compare padded with an unused second component.
4365 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
4366 * issue. Playing with not() is not possible either because not() does not accept
4369 shader_addline(ins
->ctx
->buffer
, "(%s < %s) ? 1.0 : 0.0);\n",
4370 src0_param
.param_str
, src1_param
.param_str
);
4372 case WINED3DSIH_SGE
:
4373 /* Here we can use the step() function and safe a conditional */
4374 shader_addline(ins
->ctx
->buffer
, "step(%s, %s));\n", src1_param
.param_str
, src0_param
.param_str
);
4377 FIXME("Can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
4383 static void shader_glsl_swapc(const struct wined3d_shader_instruction
*ins
)
4385 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4386 struct wined3d_shader_dst_param dst
[2];
4387 struct glsl_src_param src
[3];
4388 unsigned int i
, j
, k
;
4393 for (i
= 0; i
< ins
->dst_count
; ++i
)
4396 for (j
= 0; j
< ins
->src_count
; ++j
)
4398 if (ins
->dst
[i
].reg
.idx
[0].offset
== ins
->src
[j
].reg
.idx
[0].offset
4399 && ins
->dst
[i
].reg
.type
== ins
->src
[j
].reg
.type
)
4404 dst
[0] = ins
->dst
[0];
4405 dst
[1] = ins
->dst
[1];
4406 for (i
= 0; i
< 4; ++i
)
4408 for (j
= 0; j
< ARRAY_SIZE(dst
); ++j
)
4410 dst
[j
].write_mask
= ins
->dst
[j
].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
);
4411 if (tmp_dst
[j
] && (write_mask
= shader_glsl_get_write_mask(&dst
[j
], mask_char
)))
4412 shader_addline(buffer
, "tmp%u%s = (", j
, mask_char
);
4413 else if (!(write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &dst
[j
], j
, dst
[j
].reg
.data_type
)))
4416 for (k
= 0; k
< ARRAY_SIZE(src
); ++k
)
4417 shader_glsl_add_src_param(ins
, &ins
->src
[k
], write_mask
, &src
[k
]);
4419 shader_addline(buffer
, "%sbool(%s) ? %s : %s);\n", !j
? "!" : "",
4420 src
[0].param_str
, src
[1].param_str
, src
[2].param_str
);
4424 for (i
= 0; i
< ARRAY_SIZE(tmp_dst
); ++i
)
4428 shader_glsl_get_write_mask(&ins
->dst
[i
], mask_char
);
4429 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[i
], i
, ins
->dst
[i
].reg
.data_type
);
4430 shader_addline(buffer
, "tmp%u%s);\n", i
, mask_char
);
4435 static void shader_glsl_conditional_move(const struct wined3d_shader_instruction
*ins
)
4437 const char *condition_prefix
, *condition_suffix
;
4438 struct wined3d_shader_dst_param dst
;
4439 struct glsl_src_param src0_param
;
4440 struct glsl_src_param src1_param
;
4441 struct glsl_src_param src2_param
;
4442 BOOL temp_destination
= FALSE
;
4443 DWORD cmp_channel
= 0;
4448 switch (ins
->handler_idx
)
4450 case WINED3DSIH_CMP
:
4451 condition_prefix
= "";
4452 condition_suffix
= " >= 0.0";
4455 case WINED3DSIH_CND
:
4456 condition_prefix
= "";
4457 condition_suffix
= " > 0.5";
4460 case WINED3DSIH_MOVC
:
4461 condition_prefix
= "bool(";
4462 condition_suffix
= ")";
4466 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
4467 condition_prefix
= "<unhandled prefix>";
4468 condition_suffix
= "<unhandled suffix>";
4472 if (shader_is_scalar(&ins
->dst
[0].reg
) || shader_is_scalar(&ins
->src
[0].reg
))
4474 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4475 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4476 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4477 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4479 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
4480 condition_prefix
, src0_param
.param_str
, condition_suffix
,
4481 src1_param
.param_str
, src2_param
.param_str
);
4487 /* Splitting the instruction up in multiple lines imposes a problem:
4488 * The first lines may overwrite source parameters of the following lines.
4489 * Deal with that by using a temporary destination register if needed. */
4490 if ((ins
->src
[0].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
4491 && ins
->src
[0].reg
.type
== dst
.reg
.type
)
4492 || (ins
->src
[1].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
4493 && ins
->src
[1].reg
.type
== dst
.reg
.type
)
4494 || (ins
->src
[2].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
4495 && ins
->src
[2].reg
.type
== dst
.reg
.type
))
4496 temp_destination
= TRUE
;
4498 /* Cycle through all source0 channels. */
4499 for (i
= 0; i
< 4; ++i
)
4502 /* Find the destination channels which use the current source0 channel. */
4503 for (j
= 0; j
< 4; ++j
)
4505 if (shader_glsl_swizzle_get_component(ins
->src
[0].swizzle
, j
) == i
)
4507 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
4508 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
4511 dst
.write_mask
= ins
->dst
[0].write_mask
& write_mask
;
4513 if (temp_destination
)
4515 if (!(write_mask
= shader_glsl_get_write_mask(&dst
, mask_char
)))
4517 shader_addline(ins
->ctx
->buffer
, "tmp0%s = (", mask_char
);
4519 else if (!(write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
, 0, dst
.reg
.data_type
)))
4522 shader_glsl_add_src_param(ins
, &ins
->src
[0], cmp_channel
, &src0_param
);
4523 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4524 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4526 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
4527 condition_prefix
, src0_param
.param_str
, condition_suffix
,
4528 src1_param
.param_str
, src2_param
.param_str
);
4531 if (temp_destination
)
4533 shader_glsl_get_write_mask(&ins
->dst
[0], mask_char
);
4534 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4535 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", mask_char
);
4539 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
4540 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
4541 * the compare is done per component of src0. */
4542 static void shader_glsl_cnd(const struct wined3d_shader_instruction
*ins
)
4544 struct glsl_src_param src0_param
;
4545 struct glsl_src_param src1_param
;
4546 struct glsl_src_param src2_param
;
4548 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
4549 ins
->ctx
->reg_maps
->shader_version
.minor
);
4551 if (shader_version
< WINED3D_SHADER_VERSION(1, 4))
4553 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4554 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4555 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4556 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4558 if (ins
->coissue
&& ins
->dst
->write_mask
!= WINED3DSP_WRITEMASK_3
)
4559 shader_addline(ins
->ctx
->buffer
, "%s /* COISSUE! */);\n", src1_param
.param_str
);
4561 shader_addline(ins
->ctx
->buffer
, "%s > 0.5 ? %s : %s);\n",
4562 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
4566 shader_glsl_conditional_move(ins
);
4569 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
4570 static void shader_glsl_mad(const struct wined3d_shader_instruction
*ins
)
4572 struct glsl_src_param src0_param
;
4573 struct glsl_src_param src1_param
;
4574 struct glsl_src_param src2_param
;
4577 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4578 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4579 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4580 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4581 shader_addline(ins
->ctx
->buffer
, "(%s * %s) + %s);\n",
4582 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
4585 /* Handles transforming all WINED3DSIO_M?x? opcodes for
4586 Vertex shaders to GLSL codes */
4587 static void shader_glsl_mnxn(const struct wined3d_shader_instruction
*ins
)
4590 int nComponents
= 0;
4591 struct wined3d_shader_dst_param tmp_dst
= {{0}};
4592 struct wined3d_shader_src_param tmp_src
[2] = {{{0}}};
4593 struct wined3d_shader_instruction tmp_ins
;
4595 memset(&tmp_ins
, 0, sizeof(tmp_ins
));
4597 /* Set constants for the temporary argument */
4598 tmp_ins
.ctx
= ins
->ctx
;
4599 tmp_ins
.dst_count
= 1;
4600 tmp_ins
.dst
= &tmp_dst
;
4601 tmp_ins
.src_count
= 2;
4602 tmp_ins
.src
= tmp_src
;
4604 switch(ins
->handler_idx
)
4606 case WINED3DSIH_M4x4
:
4608 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
4610 case WINED3DSIH_M4x3
:
4612 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
4614 case WINED3DSIH_M3x4
:
4616 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
4618 case WINED3DSIH_M3x3
:
4620 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
4622 case WINED3DSIH_M3x2
:
4624 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
4630 tmp_dst
= ins
->dst
[0];
4631 tmp_src
[0] = ins
->src
[0];
4632 tmp_src
[1] = ins
->src
[1];
4633 for (i
= 0; i
< nComponents
; ++i
)
4635 tmp_dst
.write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
4636 shader_glsl_dot(&tmp_ins
);
4637 ++tmp_src
[1].reg
.idx
[0].offset
;
4642 The LRP instruction performs a component-wise linear interpolation
4643 between the second and third operands using the first operand as the
4644 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
4645 This is equivalent to mix(src2, src1, src0);
4647 static void shader_glsl_lrp(const struct wined3d_shader_instruction
*ins
)
4649 struct glsl_src_param src0_param
;
4650 struct glsl_src_param src1_param
;
4651 struct glsl_src_param src2_param
;
4654 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4656 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4657 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4658 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4660 shader_addline(ins
->ctx
->buffer
, "mix(%s, %s, %s));\n",
4661 src2_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
);
4664 /** Process the WINED3DSIO_LIT instruction in GLSL:
4665 * dst.x = dst.w = 1.0
4666 * dst.y = (src0.x > 0) ? src0.x
4667 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
4668 * where src.w is clamped at +- 128
4670 static void shader_glsl_lit(const struct wined3d_shader_instruction
*ins
)
4672 struct glsl_src_param src0_param
;
4673 struct glsl_src_param src1_param
;
4674 struct glsl_src_param src3_param
;
4677 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4678 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4680 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4681 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src1_param
);
4682 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src3_param
);
4684 /* The sdk specifies the instruction like this
4686 * if(src.x > 0.0) dst.y = src.x
4688 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
4691 * (where power = src.w clamped between -128 and 128)
4693 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
4694 * dst.x = 1.0 ... No further explanation needed
4695 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
4696 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
4697 * dst.w = 1.0. ... Nothing fancy.
4699 * So we still have one conditional in there. So do this:
4700 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
4702 * 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),
4703 * 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.
4704 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to.
4706 * Unfortunately pow(0.0 ^ 0.0) returns NaN on most GPUs, but lit with src.y = 0 and src.w = 0 returns
4707 * a non-NaN value in dst.z. What we return doesn't matter, as long as it is not NaN. Return 0, which is
4708 * what all Windows HW drivers and GL_ARB_vertex_program's LIT do.
4710 shader_addline(ins
->ctx
->buffer
,
4711 "vec4(1.0, max(%s, 0.0), %s == 0.0 ? 0.0 : "
4712 "pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
4713 src0_param
.param_str
, src3_param
.param_str
, src1_param
.param_str
,
4714 src0_param
.param_str
, src3_param
.param_str
, dst_mask
);
4717 /** Process the WINED3DSIO_DST instruction in GLSL:
4719 * dst.y = src0.x * src0.y
4723 static void shader_glsl_dst(const struct wined3d_shader_instruction
*ins
)
4725 struct glsl_src_param src0y_param
;
4726 struct glsl_src_param src0z_param
;
4727 struct glsl_src_param src1y_param
;
4728 struct glsl_src_param src1w_param
;
4731 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4732 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4734 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src0y_param
);
4735 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &src0z_param
);
4736 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_1
, &src1y_param
);
4737 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_3
, &src1w_param
);
4739 shader_addline(ins
->ctx
->buffer
, "vec4(1.0, %s * %s, %s, %s))%s;\n",
4740 src0y_param
.param_str
, src1y_param
.param_str
, src0z_param
.param_str
, src1w_param
.param_str
, dst_mask
);
4743 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
4744 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
4745 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
4747 * dst.x = cos(src0.?)
4748 * dst.y = sin(src0.?)
4752 static void shader_glsl_sincos(const struct wined3d_shader_instruction
*ins
)
4754 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4755 struct glsl_src_param src0_param
;
4758 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
4760 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4762 write_mask
= shader_glsl_append_dst(buffer
, ins
);
4765 case WINED3DSP_WRITEMASK_0
:
4766 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
4769 case WINED3DSP_WRITEMASK_1
:
4770 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
4773 case (WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
):
4774 shader_addline(buffer
, "vec2(cos(%s), sin(%s)));\n",
4775 src0_param
.param_str
, src0_param
.param_str
);
4779 ERR("Write mask should be .x, .y or .xy\n");
4786 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
4789 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
4793 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4794 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4795 shader_addline(buffer
, "tmp0%s = sin(%s);\n", dst_mask
, src0_param
.param_str
);
4797 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], 1, ins
->dst
[1].reg
.data_type
);
4798 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4799 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
4801 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], 0, ins
->dst
[0].reg
.data_type
);
4802 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
4806 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], 0, ins
->dst
[0].reg
.data_type
);
4807 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4808 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
4811 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
4813 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], 1, ins
->dst
[1].reg
.data_type
);
4814 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4815 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
4819 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
4820 * here. But those extra parameters require a dedicated function for sgn, since map2gl would
4821 * generate invalid code
4823 static void shader_glsl_sgn(const struct wined3d_shader_instruction
*ins
)
4825 struct glsl_src_param src0_param
;
4828 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4829 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4831 shader_addline(ins
->ctx
->buffer
, "sign(%s));\n", src0_param
.param_str
);
4834 /** Process the WINED3DSIO_LOOP instruction in GLSL:
4835 * Start a for() loop where src1.y is the initial value of aL,
4836 * increment aL by src1.z for a total of src1.x iterations.
4837 * Need to use a temporary variable for this operation.
4839 /* FIXME: I don't think nested loops will work correctly this way. */
4840 static void shader_glsl_loop(const struct wined3d_shader_instruction
*ins
)
4842 struct wined3d_shader_parser_state
*state
= ins
->ctx
->state
;
4843 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
4844 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4845 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
4846 const struct wined3d_shader_lconst
*constant
;
4847 struct wined3d_string_buffer
*reg_name
;
4848 const unsigned int *control_values
= NULL
;
4850 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
4852 /* Try to hardcode the loop control parameters if possible. Direct3D 9
4853 * class hardware doesn't support real varying indexing, but Microsoft
4854 * designed this feature for Shader model 2.x+. If the loop control is
4855 * known at compile time, the GLSL compiler can unroll the loop, and
4856 * replace indirect addressing with direct addressing. */
4857 if (ins
->src
[1].reg
.type
== WINED3DSPR_CONSTINT
)
4859 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
4861 if (constant
->idx
== ins
->src
[1].reg
.idx
[0].offset
)
4863 control_values
= constant
->value
;
4871 struct wined3d_shader_loop_control loop_control
;
4872 loop_control
.count
= control_values
[0];
4873 loop_control
.start
= control_values
[1];
4874 loop_control
.step
= (int)control_values
[2];
4876 if (loop_control
.step
> 0)
4878 shader_addline(buffer
, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d)\n{\n",
4879 state
->current_loop_depth
, loop_control
.start
,
4880 state
->current_loop_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
4881 state
->current_loop_depth
, loop_control
.step
);
4883 else if (loop_control
.step
< 0)
4885 shader_addline(buffer
, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d)\n{\n",
4886 state
->current_loop_depth
, loop_control
.start
,
4887 state
->current_loop_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
4888 state
->current_loop_depth
, loop_control
.step
);
4892 shader_addline(buffer
, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++)\n{\n",
4893 state
->current_loop_depth
, loop_control
.start
, state
->current_loop_depth
,
4894 state
->current_loop_depth
, loop_control
.count
,
4895 state
->current_loop_depth
);
4900 reg_name
= string_buffer_get(priv
->string_buffers
);
4901 shader_glsl_get_register_name(&ins
->src
[1].reg
, ins
->src
[1].reg
.data_type
, reg_name
, NULL
, ins
->ctx
);
4903 shader_addline(buffer
, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z)\n{\n",
4904 state
->current_loop_depth
, state
->current_loop_reg
, reg_name
->buffer
,
4905 state
->current_loop_depth
, reg_name
->buffer
,
4906 state
->current_loop_depth
, state
->current_loop_reg
, reg_name
->buffer
);
4908 string_buffer_release(priv
->string_buffers
, reg_name
);
4912 ++state
->current_loop_reg
;
4916 shader_addline(buffer
, "for (;;)\n{\n");
4919 ++state
->current_loop_depth
;
4922 static void shader_glsl_end(const struct wined3d_shader_instruction
*ins
)
4924 struct wined3d_shader_parser_state
*state
= ins
->ctx
->state
;
4926 shader_addline(ins
->ctx
->buffer
, "}\n");
4928 if (ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
4930 --state
->current_loop_depth
;
4931 --state
->current_loop_reg
;
4934 if (ins
->handler_idx
== WINED3DSIH_ENDREP
)
4936 --state
->current_loop_depth
;
4940 static void shader_glsl_rep(const struct wined3d_shader_instruction
*ins
)
4942 struct wined3d_shader_parser_state
*state
= ins
->ctx
->state
;
4943 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
4944 const struct wined3d_shader_lconst
*constant
;
4945 struct glsl_src_param src0_param
;
4946 const unsigned int *control_values
= NULL
;
4948 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
4949 if (ins
->src
[0].reg
.type
== WINED3DSPR_CONSTINT
)
4951 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
4953 if (constant
->idx
== ins
->src
[0].reg
.idx
[0].offset
)
4955 control_values
= constant
->value
;
4963 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
4964 state
->current_loop_depth
, state
->current_loop_depth
,
4965 control_values
[0], state
->current_loop_depth
);
4969 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4970 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
4971 state
->current_loop_depth
, state
->current_loop_depth
,
4972 src0_param
.param_str
, state
->current_loop_depth
);
4975 ++state
->current_loop_depth
;
4978 static void shader_glsl_switch(const struct wined3d_shader_instruction
*ins
)
4980 struct glsl_src_param src0_param
;
4982 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4983 shader_addline(ins
->ctx
->buffer
, "switch (%s)\n{\n", src0_param
.param_str
);
4986 static void shader_glsl_case(const struct wined3d_shader_instruction
*ins
)
4988 struct glsl_src_param src0_param
;
4990 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4991 shader_addline(ins
->ctx
->buffer
, "case %s:\n", src0_param
.param_str
);
4994 static void shader_glsl_default(const struct wined3d_shader_instruction
*ins
)
4996 shader_addline(ins
->ctx
->buffer
, "default:\n");
4999 static void shader_glsl_generate_condition(const struct wined3d_shader_instruction
*ins
)
5001 struct glsl_src_param src_param
;
5002 const char *condition
;
5004 condition
= ins
->flags
== WINED3D_SHADER_CONDITIONAL_OP_NZ
? "bool" : "!bool";
5005 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
5006 shader_addline(ins
->ctx
->buffer
, "if (%s(%s))\n", condition
, src_param
.param_str
);
5009 static void shader_glsl_if(const struct wined3d_shader_instruction
*ins
)
5011 shader_glsl_generate_condition(ins
);
5012 shader_addline(ins
->ctx
->buffer
, "{\n");
5015 static void shader_glsl_ifc(const struct wined3d_shader_instruction
*ins
)
5017 struct glsl_src_param src0_param
;
5018 struct glsl_src_param src1_param
;
5020 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
5021 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
5023 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) {\n",
5024 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
5027 static void shader_glsl_else(const struct wined3d_shader_instruction
*ins
)
5029 shader_addline(ins
->ctx
->buffer
, "} else {\n");
5032 static void shader_glsl_emit(const struct wined3d_shader_instruction
*ins
)
5034 unsigned int stream
= ins
->handler_idx
== WINED3DSIH_EMIT
? 0 : ins
->src
[0].reg
.idx
[0].offset
;
5035 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5036 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5038 shader_addline(ins
->ctx
->buffer
, "setup_gs_output(gs_out);\n");
5039 if (!priv
->gl_info
->supported
[ARB_CLIP_CONTROL
])
5040 shader_glsl_fixup_position(ins
->ctx
->buffer
, reg_maps
->viewport_array
);
5043 shader_addline(ins
->ctx
->buffer
, "EmitVertex();\n");
5045 FIXME("Unhandled primitive stream %u.\n", stream
);
5048 static void shader_glsl_break(const struct wined3d_shader_instruction
*ins
)
5050 shader_addline(ins
->ctx
->buffer
, "break;\n");
5053 /* FIXME: According to MSDN the compare is done per component. */
5054 static void shader_glsl_breakc(const struct wined3d_shader_instruction
*ins
)
5056 struct glsl_src_param src0_param
;
5057 struct glsl_src_param src1_param
;
5059 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
5060 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
5062 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) break;\n",
5063 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
5066 static void shader_glsl_conditional_op(const struct wined3d_shader_instruction
*ins
)
5070 switch (ins
->handler_idx
)
5072 case WINED3DSIH_BREAKP
:
5075 case WINED3DSIH_CONTINUEP
:
5078 case WINED3DSIH_RETP
:
5082 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
5086 shader_glsl_generate_condition(ins
);
5087 if (ins
->handler_idx
== WINED3DSIH_RETP
)
5089 shader_addline(ins
->ctx
->buffer
, "{\n");
5090 shader_glsl_generate_shader_epilogue(ins
->ctx
);
5092 shader_addline(ins
->ctx
->buffer
, " %s\n", op
);
5093 if (ins
->handler_idx
== WINED3DSIH_RETP
)
5094 shader_addline(ins
->ctx
->buffer
, "}\n");
5097 static void shader_glsl_continue(const struct wined3d_shader_instruction
*ins
)
5099 shader_addline(ins
->ctx
->buffer
, "continue;\n");
5102 static void shader_glsl_label(const struct wined3d_shader_instruction
*ins
)
5104 shader_addline(ins
->ctx
->buffer
, "}\n");
5105 shader_addline(ins
->ctx
->buffer
, "void subroutine%u()\n{\n", ins
->src
[0].reg
.idx
[0].offset
);
5107 /* Subroutines appear at the end of the shader. */
5108 ins
->ctx
->state
->in_subroutine
= TRUE
;
5111 static void shader_glsl_call(const struct wined3d_shader_instruction
*ins
)
5113 shader_addline(ins
->ctx
->buffer
, "subroutine%u();\n", ins
->src
[0].reg
.idx
[0].offset
);
5116 static void shader_glsl_callnz(const struct wined3d_shader_instruction
*ins
)
5118 struct glsl_src_param src1_param
;
5120 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
5121 shader_addline(ins
->ctx
->buffer
, "if (%s) subroutine%u();\n",
5122 src1_param
.param_str
, ins
->src
[0].reg
.idx
[0].offset
);
5125 static void shader_glsl_ret(const struct wined3d_shader_instruction
*ins
)
5127 const struct wined3d_shader_version
*version
= &ins
->ctx
->shader
->reg_maps
.shader_version
;
5129 if (version
->major
>= 4 && !ins
->ctx
->state
->in_subroutine
)
5131 shader_glsl_generate_shader_epilogue(ins
->ctx
);
5132 shader_addline(ins
->ctx
->buffer
, "return;\n");
5136 static void shader_glsl_tex(const struct wined3d_shader_instruction
*ins
)
5138 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
5139 ins
->ctx
->reg_maps
->shader_version
.minor
);
5140 struct glsl_sample_function sample_function
;
5141 DWORD sample_flags
= 0;
5142 unsigned int resource_idx
;
5143 DWORD mask
= 0, swizzle
;
5144 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5145 enum wined3d_shader_resource_type resource_type
;
5147 /* 1.0-1.4: Use destination register as sampler source.
5148 * 2.0+: Use provided sampler source. */
5149 if (shader_version
< WINED3D_SHADER_VERSION(2,0))
5150 resource_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5152 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5154 resource_type
= ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
5155 ? pixelshader_get_resource_type(ins
->ctx
->reg_maps
, resource_idx
, priv
->cur_ps_args
->tex_types
)
5156 : ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
;
5158 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
5160 DWORD flags
= (priv
->cur_ps_args
->tex_transform
>> resource_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
5161 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
5163 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
5164 if (flags
& WINED3D_PSARGS_PROJECTED
&& resource_type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
5166 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
5167 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
5169 case WINED3D_TTFF_COUNT1
:
5170 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
5172 case WINED3D_TTFF_COUNT2
:
5173 mask
= WINED3DSP_WRITEMASK_1
;
5175 case WINED3D_TTFF_COUNT3
:
5176 mask
= WINED3DSP_WRITEMASK_2
;
5178 case WINED3D_TTFF_COUNT4
:
5179 case WINED3D_TTFF_DISABLE
:
5180 mask
= WINED3DSP_WRITEMASK_3
;
5185 else if (shader_version
< WINED3D_SHADER_VERSION(2,0))
5187 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
5189 if (src_mod
== WINED3DSPSM_DZ
) {
5190 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
5191 mask
= WINED3DSP_WRITEMASK_2
;
5192 } else if (src_mod
== WINED3DSPSM_DW
) {
5193 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
5194 mask
= WINED3DSP_WRITEMASK_3
;
5199 if ((ins
->flags
& WINED3DSI_TEXLD_PROJECT
)
5200 && resource_type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
5202 /* ps 2.0 texldp instruction always divides by the fourth component. */
5203 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
5204 mask
= WINED3DSP_WRITEMASK_3
;
5208 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, resource_idx
, sample_flags
, &sample_function
);
5209 mask
|= sample_function
.coord_mask
;
5210 sample_function
.coord_mask
= mask
;
5212 if (shader_version
< WINED3D_SHADER_VERSION(2,0)) swizzle
= WINED3DSP_NOSWIZZLE
;
5213 else swizzle
= ins
->src
[1].swizzle
;
5215 /* 1.0-1.3: Use destination register as coordinate source.
5216 1.4+: Use provided coordinate source register. */
5217 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
5220 shader_glsl_write_mask_to_str(mask
, coord_mask
);
5221 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
, NULL
,
5222 "T%u%s", resource_idx
, coord_mask
);
5226 struct glsl_src_param coord_param
;
5227 shader_glsl_add_src_param(ins
, &ins
->src
[0], mask
, &coord_param
);
5228 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
)
5230 struct glsl_src_param bias
;
5231 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &bias
);
5232 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, bias
.param_str
,
5233 NULL
, "%s", coord_param
.param_str
);
5235 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
, NULL
,
5236 "%s", coord_param
.param_str
);
5239 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5242 static void shader_glsl_texldd(const struct wined3d_shader_instruction
*ins
)
5244 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5245 const struct wined3d_gl_info
*gl_info
= priv
->gl_info
;
5246 struct glsl_src_param coord_param
, dx_param
, dy_param
;
5247 struct glsl_sample_function sample_function
;
5249 DWORD swizzle
= ins
->src
[1].swizzle
;
5251 if (!shader_glsl_has_core_grad(gl_info
) && !gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
5253 FIXME("texldd used, but not supported by hardware. Falling back to regular tex.\n");
5254 shader_glsl_tex(ins
);
5258 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5260 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, WINED3D_GLSL_SAMPLE_GRAD
, &sample_function
);
5261 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
5262 shader_glsl_add_src_param(ins
, &ins
->src
[2], sample_function
.deriv_mask
, &dx_param
);
5263 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.deriv_mask
, &dy_param
);
5265 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, dx_param
.param_str
, dy_param
.param_str
,
5266 NULL
, NULL
, "%s", coord_param
.param_str
);
5267 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5270 static void shader_glsl_texldl(const struct wined3d_shader_instruction
*ins
)
5272 const struct wined3d_shader_version
*shader_version
= &ins
->ctx
->reg_maps
->shader_version
;
5273 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5274 const struct wined3d_gl_info
*gl_info
= priv
->gl_info
;
5275 struct glsl_src_param coord_param
, lod_param
;
5276 struct glsl_sample_function sample_function
;
5277 DWORD swizzle
= ins
->src
[1].swizzle
;
5280 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5282 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, WINED3D_GLSL_SAMPLE_LOD
, &sample_function
);
5283 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
5285 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
5287 if (shader_version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& !shader_glsl_has_core_grad(gl_info
)
5288 && !gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
5290 /* Plain GLSL only supports Lod sampling functions in vertex shaders.
5291 * However, the NVIDIA drivers allow them in fragment shaders as well,
5292 * even without the appropriate extension. */
5293 WARN("Using %s in fragment shader.\n", sample_function
.name
->buffer
);
5295 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, lod_param
.param_str
, NULL
,
5296 "%s", coord_param
.param_str
);
5297 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5300 static unsigned int shader_glsl_find_sampler(const struct wined3d_shader_sampler_map
*sampler_map
,
5301 unsigned int resource_idx
, unsigned int sampler_idx
)
5303 struct wined3d_shader_sampler_map_entry
*entries
= sampler_map
->entries
;
5306 for (i
= 0; i
< sampler_map
->count
; ++i
)
5308 if (entries
[i
].resource_idx
== resource_idx
&& entries
[i
].sampler_idx
== sampler_idx
)
5309 return entries
[i
].bind_idx
;
5312 ERR("No GLSL sampler found for resource %u / sampler %u.\n", resource_idx
, sampler_idx
);
5317 static void shader_glsl_atomic(const struct wined3d_shader_instruction
*ins
)
5319 const BOOL is_imm_instruction
= WINED3DSIH_IMM_ATOMIC_AND
<= ins
->handler_idx
5320 && ins
->handler_idx
<= WINED3DSIH_IMM_ATOMIC_XOR
;
5321 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5322 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
5323 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5324 struct glsl_src_param structure_idx
, offset
, data
, data2
;
5325 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5326 enum wined3d_shader_resource_type resource_type
;
5327 struct wined3d_string_buffer
*address
;
5328 enum wined3d_data_type data_type
;
5329 unsigned int resource_idx
, stride
;
5330 const char *op
, *resource
;
5334 resource_idx
= ins
->dst
[is_imm_instruction
].reg
.idx
[0].offset
;
5335 is_tgsm
= ins
->dst
[is_imm_instruction
].reg
.type
== WINED3DSPR_GROUPSHAREDMEM
;
5338 if (resource_idx
>= reg_maps
->tgsm_count
)
5340 ERR("Invalid TGSM index %u.\n", resource_idx
);
5344 data_type
= WINED3D_DATA_UINT
;
5346 stride
= reg_maps
->tgsm
[resource_idx
].stride
;
5350 if (resource_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5352 ERR("Invalid UAV index %u.\n", resource_idx
);
5355 resource_type
= reg_maps
->uav_resource_info
[resource_idx
].type
;
5356 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
5358 ERR("Unexpected resource type %#x.\n", resource_type
);
5362 data_type
= reg_maps
->uav_resource_info
[resource_idx
].data_type
;
5363 coord_mask
= wined3d_mask_from_size(resource_type_info
[resource_type
].coord_size
);
5364 stride
= reg_maps
->uav_resource_info
[resource_idx
].stride
;
5367 switch (ins
->handler_idx
)
5369 case WINED3DSIH_ATOMIC_AND
:
5370 case WINED3DSIH_IMM_ATOMIC_AND
:
5374 op
= "imageAtomicAnd";
5376 case WINED3DSIH_ATOMIC_CMP_STORE
:
5377 case WINED3DSIH_IMM_ATOMIC_CMP_EXCH
:
5379 op
= "atomicCompSwap";
5381 op
= "imageAtomicCompSwap";
5383 case WINED3DSIH_ATOMIC_IADD
:
5384 case WINED3DSIH_IMM_ATOMIC_IADD
:
5388 op
= "imageAtomicAdd";
5390 case WINED3DSIH_ATOMIC_IMAX
:
5391 case WINED3DSIH_IMM_ATOMIC_IMAX
:
5395 op
= "imageAtomicMax";
5396 if (data_type
!= WINED3D_DATA_INT
)
5398 FIXME("Unhandled opcode %#x for unsigned integers.\n", ins
->handler_idx
);
5402 case WINED3DSIH_ATOMIC_IMIN
:
5403 case WINED3DSIH_IMM_ATOMIC_IMIN
:
5407 op
= "imageAtomicMin";
5408 if (data_type
!= WINED3D_DATA_INT
)
5410 FIXME("Unhandled opcode %#x for unsigned integers.\n", ins
->handler_idx
);
5414 case WINED3DSIH_ATOMIC_OR
:
5415 case WINED3DSIH_IMM_ATOMIC_OR
:
5419 op
= "imageAtomicOr";
5421 case WINED3DSIH_ATOMIC_UMAX
:
5422 case WINED3DSIH_IMM_ATOMIC_UMAX
:
5426 op
= "imageAtomicMax";
5427 if (data_type
!= WINED3D_DATA_UINT
)
5429 FIXME("Unhandled opcode %#x for signed integers.\n", ins
->handler_idx
);
5433 case WINED3DSIH_ATOMIC_UMIN
:
5434 case WINED3DSIH_IMM_ATOMIC_UMIN
:
5438 op
= "imageAtomicMin";
5439 if (data_type
!= WINED3D_DATA_UINT
)
5441 FIXME("Unhandled opcode %#x for signed integers.\n", ins
->handler_idx
);
5445 case WINED3DSIH_ATOMIC_XOR
:
5446 case WINED3DSIH_IMM_ATOMIC_XOR
:
5450 op
= "imageAtomicXor";
5452 case WINED3DSIH_IMM_ATOMIC_EXCH
:
5454 op
= "atomicExchange";
5456 op
= "imageAtomicExchange";
5459 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
5463 address
= string_buffer_get(priv
->string_buffers
);
5466 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &structure_idx
);
5467 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &offset
);
5468 string_buffer_sprintf(address
, "%s * %u + %s / 4", structure_idx
.param_str
, stride
, offset
.param_str
);
5472 shader_glsl_add_src_param(ins
, &ins
->src
[0], coord_mask
, &offset
);
5473 string_buffer_sprintf(address
, "%s", offset
.param_str
);
5474 if (is_tgsm
|| (reg_maps
->uav_resource_info
[resource_idx
].flags
& WINED3D_VIEW_BUFFER_RAW
))
5475 shader_addline(address
, "/ 4");
5478 if (is_imm_instruction
)
5479 shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], 0, data_type
);
5482 shader_addline(buffer
, "%s(%s_%s%u[%s], ",
5483 op
, shader_glsl_get_prefix(version
->type
), resource
, resource_idx
, address
->buffer
);
5485 shader_addline(buffer
, "%s(%s_%s%u, %s, ",
5486 op
, shader_glsl_get_prefix(version
->type
), resource
, resource_idx
, address
->buffer
);
5488 shader_glsl_add_src_param_ext(ins
->ctx
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &data
, data_type
);
5489 shader_addline(buffer
, "%s", data
.param_str
);
5490 if (ins
->src_count
>= 3)
5492 shader_glsl_add_src_param_ext(ins
->ctx
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &data2
, data_type
);
5493 shader_addline(buffer
, ", %s", data2
.param_str
);
5496 if (is_imm_instruction
)
5497 shader_addline(buffer
, ")");
5498 shader_addline(buffer
, ");\n");
5500 string_buffer_release(priv
->string_buffers
, address
);
5503 static void shader_glsl_uav_counter(const struct wined3d_shader_instruction
*ins
)
5505 const char *prefix
= shader_glsl_get_prefix(ins
->ctx
->reg_maps
->shader_version
.type
);
5508 if (ins
->handler_idx
== WINED3DSIH_IMM_ATOMIC_ALLOC
)
5509 op
= "atomicCounterIncrement";
5511 op
= "atomicCounterDecrement";
5513 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
5514 shader_addline(ins
->ctx
->buffer
, "%s(%s_counter%u));\n", op
, prefix
, ins
->src
[0].reg
.idx
[0].offset
);
5517 static void shader_glsl_ld_uav(const struct wined3d_shader_instruction
*ins
)
5519 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5520 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
5521 enum wined3d_shader_resource_type resource_type
;
5522 struct glsl_src_param image_coord_param
;
5523 enum wined3d_data_type data_type
;
5524 DWORD coord_mask
, write_mask
;
5525 unsigned int uav_idx
;
5526 char dst_swizzle
[6];
5528 uav_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5529 if (uav_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5531 ERR("Invalid UAV index %u.\n", uav_idx
);
5534 resource_type
= reg_maps
->uav_resource_info
[uav_idx
].type
;
5535 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
5537 ERR("Unexpected resource type %#x.\n", resource_type
);
5538 resource_type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
5540 data_type
= reg_maps
->uav_resource_info
[uav_idx
].data_type
;
5541 coord_mask
= wined3d_mask_from_size(resource_type_info
[resource_type
].coord_size
);
5543 write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], 0, data_type
);
5544 shader_glsl_get_swizzle(&ins
->src
[1], FALSE
, write_mask
, dst_swizzle
);
5546 shader_glsl_add_src_param(ins
, &ins
->src
[0], coord_mask
, &image_coord_param
);
5547 shader_addline(ins
->ctx
->buffer
, "imageLoad(%s_image%u, %s)%s);\n",
5548 shader_glsl_get_prefix(version
->type
), uav_idx
, image_coord_param
.param_str
, dst_swizzle
);
5551 static void shader_glsl_ld_raw_structured(const struct wined3d_shader_instruction
*ins
)
5553 const char *prefix
= shader_glsl_get_prefix(ins
->ctx
->reg_maps
->shader_version
.type
);
5554 const struct wined3d_shader_src_param
*src
= &ins
->src
[ins
->src_count
- 1];
5555 unsigned int i
, swizzle
, resource_idx
, bind_idx
, stride
, src_idx
= 0;
5556 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5557 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5558 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5559 struct glsl_src_param structure_idx
, offset
;
5560 struct wined3d_string_buffer
*address
;
5561 struct wined3d_shader_dst_param dst
;
5562 const char *function
, *resource
;
5564 resource_idx
= src
->reg
.idx
[0].offset
;
5565 if (src
->reg
.type
== WINED3DSPR_RESOURCE
)
5567 if (resource_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
5569 ERR("Invalid resource index %u.\n", resource_idx
);
5572 stride
= reg_maps
->resource_info
[resource_idx
].stride
;
5573 bind_idx
= shader_glsl_find_sampler(®_maps
->sampler_map
, resource_idx
, WINED3D_SAMPLER_DEFAULT
);
5574 function
= "texelFetch";
5575 resource
= "sampler";
5577 else if (src
->reg
.type
== WINED3DSPR_UAV
)
5579 if (resource_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5581 ERR("Invalid UAV index %u.\n", resource_idx
);
5584 stride
= reg_maps
->uav_resource_info
[resource_idx
].stride
;
5585 bind_idx
= resource_idx
;
5586 function
= "imageLoad";
5591 if (resource_idx
>= reg_maps
->tgsm_count
)
5593 ERR("Invalid TGSM index %u.\n", resource_idx
);
5596 stride
= reg_maps
->tgsm
[resource_idx
].stride
;
5597 bind_idx
= resource_idx
;
5602 address
= string_buffer_get(priv
->string_buffers
);
5603 if (ins
->handler_idx
== WINED3DSIH_LD_STRUCTURED
)
5605 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
++], WINED3DSP_WRITEMASK_0
, &structure_idx
);
5606 shader_addline(address
, "%s * %u + ", structure_idx
.param_str
, stride
);
5608 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
++], WINED3DSP_WRITEMASK_0
, &offset
);
5609 shader_addline(address
, "%s / 4", offset
.param_str
);
5612 if (shader_glsl_get_write_mask_size(dst
.write_mask
) > 1)
5614 /* The instruction is split into multiple lines. The first lines may
5615 * overwrite source parameters of the following lines. */
5616 shader_addline(buffer
, "tmp0.x = intBitsToFloat(%s);\n", address
->buffer
);
5617 string_buffer_sprintf(address
, "floatBitsToInt(tmp0.x)");
5620 for (i
= 0; i
< 4; ++i
)
5622 dst
.write_mask
= ins
->dst
[0].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
);
5623 if (!shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
, 0, dst
.reg
.data_type
))
5626 swizzle
= shader_glsl_swizzle_get_component(src
->swizzle
, i
);
5628 shader_addline(buffer
, "%s(%s_%s%u, %s + %u).x);\n",
5629 function
, prefix
, resource
, bind_idx
, address
->buffer
, swizzle
);
5631 shader_addline(buffer
, "%s_%s%u[%s + %u]);\n",
5632 prefix
, resource
, bind_idx
, address
->buffer
, swizzle
);
5635 string_buffer_release(priv
->string_buffers
, address
);
5638 static void shader_glsl_store_uav(const struct wined3d_shader_instruction
*ins
)
5640 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5641 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
5642 struct glsl_src_param image_coord_param
, image_data_param
;
5643 enum wined3d_shader_resource_type resource_type
;
5644 enum wined3d_data_type data_type
;
5645 unsigned int uav_idx
;
5648 uav_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5649 if (uav_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5651 ERR("Invalid UAV index %u.\n", uav_idx
);
5654 resource_type
= reg_maps
->uav_resource_info
[uav_idx
].type
;
5655 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
5657 ERR("Unexpected resource type %#x.\n", resource_type
);
5660 data_type
= reg_maps
->uav_resource_info
[uav_idx
].data_type
;
5661 coord_mask
= wined3d_mask_from_size(resource_type_info
[resource_type
].coord_size
);
5663 shader_glsl_add_src_param(ins
, &ins
->src
[0], coord_mask
, &image_coord_param
);
5664 shader_glsl_add_src_param_ext(ins
->ctx
, &ins
->src
[1], WINED3DSP_WRITEMASK_ALL
, &image_data_param
, data_type
);
5665 shader_addline(ins
->ctx
->buffer
, "imageStore(%s_image%u, %s, %s);\n",
5666 shader_glsl_get_prefix(version
->type
), uav_idx
,
5667 image_coord_param
.param_str
, image_data_param
.param_str
);
5670 static void shader_glsl_store_raw_structured(const struct wined3d_shader_instruction
*ins
)
5672 const char *prefix
= shader_glsl_get_prefix(ins
->ctx
->reg_maps
->shader_version
.type
);
5673 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5674 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5675 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5676 struct glsl_src_param structure_idx
, offset
, data
;
5677 unsigned int i
, resource_idx
, stride
, src_idx
= 0;
5678 struct wined3d_string_buffer
*address
;
5682 resource_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5683 is_tgsm
= ins
->dst
[0].reg
.type
== WINED3DSPR_GROUPSHAREDMEM
;
5686 if (resource_idx
>= reg_maps
->tgsm_count
)
5688 ERR("Invalid TGSM index %u.\n", resource_idx
);
5691 stride
= reg_maps
->tgsm
[resource_idx
].stride
;
5695 if (resource_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5697 ERR("Invalid UAV index %u.\n", resource_idx
);
5700 stride
= reg_maps
->uav_resource_info
[resource_idx
].stride
;
5703 address
= string_buffer_get(priv
->string_buffers
);
5704 if (ins
->handler_idx
== WINED3DSIH_STORE_STRUCTURED
)
5706 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
++], WINED3DSP_WRITEMASK_0
, &structure_idx
);
5707 shader_addline(address
, "%s * %u + ", structure_idx
.param_str
, stride
);
5709 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
++], WINED3DSP_WRITEMASK_0
, &offset
);
5710 shader_addline(address
, "%s / 4", offset
.param_str
);
5712 for (i
= 0; i
< 4; ++i
)
5714 if (!(write_mask
= ins
->dst
[0].write_mask
& (WINED3DSP_WRITEMASK_0
<< i
)))
5717 shader_glsl_add_src_param(ins
, &ins
->src
[src_idx
], write_mask
, &data
);
5720 shader_addline(buffer
, "%s_g%u[%s + %u] = %s;\n",
5721 prefix
, resource_idx
, address
->buffer
, i
, data
.param_str
);
5723 shader_addline(buffer
, "imageStore(%s_image%u, %s + %u, uvec4(%s, 0, 0, 0));\n",
5724 prefix
, resource_idx
, address
->buffer
, i
, data
.param_str
);
5727 string_buffer_release(priv
->string_buffers
, address
);
5730 static void shader_glsl_sync(const struct wined3d_shader_instruction
*ins
)
5732 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5733 unsigned int sync_flags
= ins
->flags
;
5735 if (sync_flags
& WINED3DSSF_THREAD_GROUP
)
5737 shader_addline(buffer
, "barrier();\n");
5738 sync_flags
&= ~(WINED3DSSF_THREAD_GROUP
| WINED3DSSF_GROUP_SHARED_MEMORY
);
5741 if (sync_flags
& WINED3DSSF_GROUP_SHARED_MEMORY
)
5743 shader_addline(buffer
, "memoryBarrierShared();\n");
5744 sync_flags
&= ~WINED3DSSF_GROUP_SHARED_MEMORY
;
5747 if (sync_flags
& WINED3DSSF_GLOBAL_UAV
)
5749 shader_addline(buffer
, "memoryBarrier();\n");
5750 sync_flags
&= ~WINED3DSSF_GLOBAL_UAV
;
5754 FIXME("Unhandled sync flags %#x.\n", sync_flags
);
5757 static const struct wined3d_shader_resource_info
*shader_glsl_get_resource_info(
5758 const struct wined3d_shader_instruction
*ins
, const struct wined3d_shader_register
*reg
)
5760 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5761 unsigned int idx
= reg
->idx
[0].offset
;
5763 if (reg
->type
== WINED3DSPR_RESOURCE
)
5765 if (idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
5767 ERR("Invalid resource index %u.\n", idx
);
5770 return ®_maps
->resource_info
[idx
];
5773 if (reg
->type
== WINED3DSPR_UAV
)
5775 if (idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
5777 ERR("Invalid UAV index %u.\n", idx
);
5780 return ®_maps
->uav_resource_info
[idx
];
5783 FIXME("Unhandled register type %#x.\n", reg
->type
);
5787 static void shader_glsl_bufinfo(const struct wined3d_shader_instruction
*ins
)
5789 const char *prefix
= shader_glsl_get_prefix(ins
->ctx
->reg_maps
->shader_version
.type
);
5790 const struct wined3d_shader_resource_info
*resource_info
;
5791 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5792 unsigned int resource_idx
;
5793 char dst_swizzle
[6];
5796 write_mask
= shader_glsl_append_dst(buffer
, ins
);
5797 shader_glsl_get_swizzle(&ins
->src
[0], FALSE
, write_mask
, dst_swizzle
);
5799 if (!(resource_info
= shader_glsl_get_resource_info(ins
, &ins
->src
[0].reg
)))
5801 resource_idx
= ins
->src
[0].reg
.idx
[0].offset
;
5803 shader_addline(buffer
, "ivec2(");
5804 if (ins
->src
[0].reg
.type
== WINED3DSPR_RESOURCE
)
5806 unsigned int bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
,
5807 resource_idx
, WINED3D_SAMPLER_DEFAULT
);
5808 shader_addline(buffer
, "textureSize(%s_sampler%u)", prefix
, bind_idx
);
5812 shader_addline(buffer
, "imageSize(%s_image%u)", prefix
, resource_idx
);
5814 if (resource_info
->stride
)
5815 shader_addline(buffer
, " / %u", resource_info
->stride
);
5816 else if (resource_info
->flags
& WINED3D_VIEW_BUFFER_RAW
)
5817 shader_addline(buffer
, " * 4");
5818 shader_addline(buffer
, ", %u)%s);\n", resource_info
->stride
, dst_swizzle
);
5821 static BOOL
is_multisampled(enum wined3d_shader_resource_type resource_type
)
5823 return resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2DMS
5824 || resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY
;
5827 static BOOL
is_mipmapped(enum wined3d_shader_resource_type resource_type
)
5829 return resource_type
!= WINED3D_SHADER_RESOURCE_BUFFER
&& !is_multisampled(resource_type
);
5832 static void shader_glsl_resinfo(const struct wined3d_shader_instruction
*ins
)
5834 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
5835 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5836 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5837 const struct wined3d_gl_info
*gl_info
= priv
->gl_info
;
5838 enum wined3d_shader_resource_type resource_type
;
5839 enum wined3d_shader_register_type reg_type
;
5840 unsigned int resource_idx
, bind_idx
, i
;
5841 enum wined3d_data_type dst_data_type
;
5842 struct glsl_src_param lod_param
;
5843 BOOL supports_mipmaps
;
5844 char dst_swizzle
[6];
5847 dst_data_type
= ins
->dst
[0].reg
.data_type
;
5848 if (ins
->flags
== WINED3DSI_RESINFO_UINT
)
5849 dst_data_type
= WINED3D_DATA_UINT
;
5850 else if (ins
->flags
)
5851 FIXME("Unhandled flags %#x.\n", ins
->flags
);
5853 reg_type
= ins
->src
[1].reg
.type
;
5854 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5855 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &lod_param
);
5856 if (reg_type
== WINED3DSPR_RESOURCE
)
5858 resource_type
= ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
;
5859 bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
,
5860 resource_idx
, WINED3D_SAMPLER_DEFAULT
);
5864 resource_type
= ins
->ctx
->reg_maps
->uav_resource_info
[resource_idx
].type
;
5865 bind_idx
= resource_idx
;
5868 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
5870 ERR("Unexpected resource type %#x.\n", resource_type
);
5874 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], 0, dst_data_type
);
5875 shader_glsl_get_swizzle(&ins
->src
[1], FALSE
, write_mask
, dst_swizzle
);
5877 if (dst_data_type
== WINED3D_DATA_UINT
)
5878 shader_addline(buffer
, "uvec4(");
5880 shader_addline(buffer
, "vec4(");
5882 if (reg_type
== WINED3DSPR_RESOURCE
)
5884 shader_addline(buffer
, "textureSize(%s_sampler%u",
5885 shader_glsl_get_prefix(version
->type
), bind_idx
);
5889 shader_addline(buffer
, "imageSize(%s_image%u",
5890 shader_glsl_get_prefix(version
->type
), bind_idx
);
5893 supports_mipmaps
= is_mipmapped(resource_type
) && reg_type
!= WINED3DSPR_UAV
;
5894 if (supports_mipmaps
)
5895 shader_addline(buffer
, ", %s", lod_param
.param_str
);
5896 shader_addline(buffer
, "), ");
5898 for (i
= 0; i
< 3 - resource_type_info
[resource_type
].resinfo_size
; ++i
)
5899 shader_addline(buffer
, "0, ");
5901 if (supports_mipmaps
)
5903 if (gl_info
->supported
[ARB_TEXTURE_QUERY_LEVELS
])
5905 shader_addline(buffer
, "textureQueryLevels(%s_sampler%u)",
5906 shader_glsl_get_prefix(version
->type
), bind_idx
);
5910 FIXME("textureQueryLevels is not supported, returning 1 level.\n");
5911 shader_addline(buffer
, "1");
5916 shader_addline(buffer
, "1");
5919 shader_addline(buffer
, ")%s);\n", dst_swizzle
);
5922 static void shader_glsl_sample_info(const struct wined3d_shader_instruction
*ins
)
5924 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
5925 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5926 const struct wined3d_gl_info
*gl_info
= priv
->gl_info
;
5927 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5928 const struct wined3d_shader_dst_param
*dst
= ins
->dst
;
5929 const struct wined3d_shader_src_param
*src
= ins
->src
;
5930 enum wined3d_shader_resource_type resource_type
;
5931 enum wined3d_data_type dst_data_type
;
5932 unsigned int resource_idx
, bind_idx
;
5933 char dst_swizzle
[6];
5936 dst_data_type
= dst
->reg
.data_type
;
5937 if (ins
->flags
== WINED3DSI_SAMPLE_INFO_UINT
)
5938 dst_data_type
= WINED3D_DATA_UINT
;
5939 else if (ins
->flags
)
5940 FIXME("Unhandled flags %#x.\n", ins
->flags
);
5942 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, dst
, 0, dst_data_type
);
5943 shader_glsl_get_swizzle(src
, FALSE
, write_mask
, dst_swizzle
);
5945 if (dst_data_type
== WINED3D_DATA_UINT
)
5946 shader_addline(buffer
, "uvec4(");
5948 shader_addline(buffer
, "vec4(");
5950 if (src
->reg
.type
== WINED3DSPR_RASTERIZER
)
5952 if (gl_info
->supported
[ARB_SAMPLE_SHADING
])
5954 shader_addline(buffer
, "gl_NumSamples");
5958 FIXME("OpenGL implementation does not support ARB_sample_shading.\n");
5959 shader_addline(buffer
, "1");
5964 resource_idx
= src
->reg
.idx
[0].offset
;
5965 resource_type
= reg_maps
->resource_info
[resource_idx
].type
;
5966 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
5968 ERR("Unexpected resource type %#x.\n", resource_type
);
5971 bind_idx
= shader_glsl_find_sampler(®_maps
->sampler_map
, resource_idx
, WINED3D_SAMPLER_DEFAULT
);
5973 if (gl_info
->supported
[ARB_SHADER_TEXTURE_IMAGE_SAMPLES
])
5975 shader_addline(buffer
, "textureSamples(%s_sampler%u)",
5976 shader_glsl_get_prefix(reg_maps
->shader_version
.type
), bind_idx
);
5980 FIXME("textureSamples() is not supported.\n");
5981 shader_addline(buffer
, "1");
5985 shader_addline(buffer
, ", 0, 0, 0)%s);\n", dst_swizzle
);
5988 static void shader_glsl_interpolate(const struct wined3d_shader_instruction
*ins
)
5990 const struct wined3d_shader_src_param
*input
= &ins
->src
[0];
5991 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5992 struct glsl_src_param sample_param
;
5993 char dst_swizzle
[6];
5996 write_mask
= shader_glsl_append_dst(buffer
, ins
);
5997 shader_glsl_get_swizzle(input
, FALSE
, write_mask
, dst_swizzle
);
5999 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &sample_param
);
6000 shader_addline(buffer
, "interpolateAtSample(shader_in.reg%u, %s)%s);\n",
6001 input
->reg
.idx
[0].offset
, sample_param
.param_str
, dst_swizzle
);
6004 static void shader_glsl_ld(const struct wined3d_shader_instruction
*ins
)
6006 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
6007 struct glsl_src_param coord_param
, lod_param
, sample_param
;
6008 unsigned int resource_idx
, sampler_idx
, sampler_bind_idx
;
6009 struct glsl_sample_function sample_function
;
6010 DWORD flags
= WINED3D_GLSL_SAMPLE_LOAD
;
6013 if (wined3d_shader_instruction_has_texel_offset(ins
))
6014 flags
|= WINED3D_GLSL_SAMPLE_OFFSET
;
6016 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
6017 sampler_idx
= WINED3D_SAMPLER_DEFAULT
;
6019 if (resource_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
6021 ERR("Invalid resource index %u.\n", resource_idx
);
6024 has_lod_param
= is_mipmapped(reg_maps
->resource_info
[resource_idx
].type
);
6026 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sampler_idx
, flags
, &sample_function
);
6027 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
6028 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
6029 sampler_bind_idx
= shader_glsl_find_sampler(®_maps
->sampler_map
, resource_idx
, sampler_idx
);
6030 if (is_multisampled(reg_maps
->resource_info
[resource_idx
].type
))
6032 shader_glsl_add_src_param(ins
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &sample_param
);
6033 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, ins
->src
[1].swizzle
,
6034 NULL
, NULL
, NULL
, &ins
->texel_offset
, "%s, %s", coord_param
.param_str
, sample_param
.param_str
);
6038 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, ins
->src
[1].swizzle
,
6039 NULL
, NULL
, has_lod_param
? lod_param
.param_str
: NULL
, &ins
->texel_offset
,
6040 "%s", coord_param
.param_str
);
6042 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6045 static void shader_glsl_sample(const struct wined3d_shader_instruction
*ins
)
6047 const char *lod_param_str
= NULL
, *dx_param_str
= NULL
, *dy_param_str
= NULL
;
6048 struct glsl_src_param coord_param
, lod_param
, dx_param
, dy_param
;
6049 unsigned int resource_idx
, sampler_idx
, sampler_bind_idx
;
6050 struct glsl_sample_function sample_function
;
6053 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_GRAD
)
6054 flags
|= WINED3D_GLSL_SAMPLE_GRAD
;
6055 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_LOD
)
6056 flags
|= WINED3D_GLSL_SAMPLE_LOD
;
6057 if (wined3d_shader_instruction_has_texel_offset(ins
))
6058 flags
|= WINED3D_GLSL_SAMPLE_OFFSET
;
6060 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
6061 sampler_idx
= ins
->src
[2].reg
.idx
[0].offset
;
6063 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sampler_idx
, flags
, &sample_function
);
6064 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
6066 switch (ins
->handler_idx
)
6068 case WINED3DSIH_SAMPLE
:
6070 case WINED3DSIH_SAMPLE_B
:
6071 shader_glsl_add_src_param(ins
, &ins
->src
[3], WINED3DSP_WRITEMASK_0
, &lod_param
);
6072 lod_param_str
= lod_param
.param_str
;
6074 case WINED3DSIH_SAMPLE_GRAD
:
6075 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.deriv_mask
, &dx_param
);
6076 shader_glsl_add_src_param(ins
, &ins
->src
[4], sample_function
.deriv_mask
, &dy_param
);
6077 dx_param_str
= dx_param
.param_str
;
6078 dy_param_str
= dy_param
.param_str
;
6080 case WINED3DSIH_SAMPLE_LOD
:
6081 shader_glsl_add_src_param(ins
, &ins
->src
[3], WINED3DSP_WRITEMASK_0
, &lod_param
);
6082 lod_param_str
= lod_param
.param_str
;
6085 ERR("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
6089 sampler_bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
, resource_idx
, sampler_idx
);
6090 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, ins
->src
[1].swizzle
,
6091 dx_param_str
, dy_param_str
, lod_param_str
, &ins
->texel_offset
, "%s", coord_param
.param_str
);
6092 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6095 /* Unless EXT_texture_shadow_lod is available, GLSL doesn't provide a function
6096 * to sample from level zero with depth comparison for array textures and cube
6097 * textures. We use textureGrad*() to implement sample_c_lz in that case. */
6098 static void shader_glsl_gen_sample_c_lz_emulation(const struct wined3d_shader_instruction
*ins
,
6099 unsigned int sampler_bind_idx
, const struct glsl_sample_function
*sample_function
,
6100 unsigned int coord_size
, const char *coord_param
, const char *ref_param
)
6102 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
6103 unsigned int deriv_size
= wined3d_popcount(sample_function
->deriv_mask
);
6104 const struct wined3d_shader_texel_offset
*offset
= &ins
->texel_offset
;
6105 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6106 char dst_swizzle
[6];
6108 WARN("Emitting textureGrad() for sample_c_lz.\n");
6110 shader_glsl_swizzle_to_str(WINED3DSP_NOSWIZZLE
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
6111 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], 0, sample_function
->data_type
);
6112 shader_addline(buffer
, "vec4(textureGrad%s(%s_sampler%u, vec%u(%s, %s), vec%u(0.0), vec%u(0.0)",
6113 sample_function
->offset_size
? "Offset" : "",
6114 shader_glsl_get_prefix(version
->type
), sampler_bind_idx
,
6115 coord_size
, coord_param
, ref_param
, deriv_size
, deriv_size
);
6116 if (sample_function
->offset_size
)
6118 int offset_immdata
[4] = {offset
->u
, offset
->v
, offset
->w
};
6119 shader_addline(buffer
, ", ");
6120 shader_glsl_append_imm_ivec(buffer
, offset_immdata
, sample_function
->offset_size
);
6122 shader_addline(buffer
, "))%s);\n", dst_swizzle
);
6125 static void shader_glsl_sample_c(const struct wined3d_shader_instruction
*ins
)
6127 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
6128 unsigned int resource_idx
, sampler_idx
, sampler_bind_idx
;
6129 const struct wined3d_shader_resource_info
*resource_info
;
6130 const struct wined3d_gl_info
*gl_info
= priv
->gl_info
;
6131 struct glsl_src_param coord_param
, compare_param
;
6132 struct glsl_sample_function sample_function
;
6133 const char *lod_param
= NULL
;
6134 unsigned int coord_size
;
6137 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_C_LZ
)
6140 flags
|= WINED3D_GLSL_SAMPLE_LOD
;
6143 if (wined3d_shader_instruction_has_texel_offset(ins
))
6144 flags
|= WINED3D_GLSL_SAMPLE_OFFSET
;
6146 if (!(resource_info
= shader_glsl_get_resource_info(ins
, &ins
->src
[1].reg
)))
6148 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
6149 sampler_idx
= ins
->src
[2].reg
.idx
[0].offset
;
6151 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sampler_idx
, flags
, &sample_function
);
6152 coord_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
6153 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
>> 1, &coord_param
);
6154 shader_glsl_add_src_param(ins
, &ins
->src
[3], WINED3DSP_WRITEMASK_0
, &compare_param
);
6155 sampler_bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
, resource_idx
, sampler_idx
);
6156 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_C_LZ
6157 && !gl_info
->supported
[EXT_TEXTURE_SHADOW_LOD
]
6158 && (resource_info
->type
== WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
6159 || resource_info
->type
== WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
))
6161 shader_glsl_gen_sample_c_lz_emulation(ins
, sampler_bind_idx
, &sample_function
,
6162 coord_size
, coord_param
.param_str
, compare_param
.param_str
);
6166 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
,
6167 NULL
, NULL
, lod_param
, &ins
->texel_offset
, "vec%u(%s, %s)",
6168 coord_size
, coord_param
.param_str
, compare_param
.param_str
);
6170 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6173 static void shader_glsl_gather4(const struct wined3d_shader_instruction
*ins
)
6175 unsigned int resource_param_idx
, resource_idx
, sampler_idx
, sampler_bind_idx
, component_idx
;
6176 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
6177 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
6178 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
6179 struct glsl_src_param coord_param
, compare_param
, offset_param
;
6180 const struct wined3d_gl_info
*gl_info
= priv
->gl_info
;
6181 const struct wined3d_shader_resource_info
*resource_info
;
6182 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6183 unsigned int coord_size
, offset_size
;
6184 char dst_swizzle
[6];
6187 if (!gl_info
->supported
[ARB_TEXTURE_GATHER
])
6189 FIXME("OpenGL implementation does not support textureGather.\n");
6193 has_offset
= ins
->handler_idx
== WINED3DSIH_GATHER4_PO
6194 || ins
->handler_idx
== WINED3DSIH_GATHER4_PO_C
6195 || wined3d_shader_instruction_has_texel_offset(ins
);
6197 resource_param_idx
=
6198 (ins
->handler_idx
== WINED3DSIH_GATHER4_PO
|| ins
->handler_idx
== WINED3DSIH_GATHER4_PO_C
) ? 2 : 1;
6199 resource_idx
= ins
->src
[resource_param_idx
].reg
.idx
[0].offset
;
6200 sampler_idx
= ins
->src
[resource_param_idx
+ 1].reg
.idx
[0].offset
;
6201 component_idx
= shader_glsl_swizzle_get_component(ins
->src
[resource_param_idx
+ 1].swizzle
, 0);
6202 sampler_bind_idx
= shader_glsl_find_sampler(®_maps
->sampler_map
, resource_idx
, sampler_idx
);
6204 if (!(resource_info
= shader_glsl_get_resource_info(ins
, &ins
->src
[resource_param_idx
].reg
)))
6207 if (resource_info
->type
>= ARRAY_SIZE(resource_type_info
))
6209 ERR("Unexpected resource type %#x.\n", resource_info
->type
);
6212 shader_glsl_get_coord_size(resource_info
->type
, &coord_size
, &offset_size
);
6214 shader_glsl_swizzle_to_str(ins
->src
[resource_param_idx
].swizzle
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
6215 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], 0, resource_info
->data_type
);
6217 shader_glsl_add_src_param(ins
, &ins
->src
[0], wined3d_mask_from_size(coord_size
), &coord_param
);
6219 shader_addline(buffer
, "textureGather%s(%s_sampler%u, %s",
6220 has_offset
? "Offset" : "", prefix
, sampler_bind_idx
, coord_param
.param_str
);
6221 if (ins
->handler_idx
== WINED3DSIH_GATHER4_C
|| ins
->handler_idx
== WINED3DSIH_GATHER4_PO_C
)
6223 shader_glsl_add_src_param(ins
, &ins
->src
[resource_param_idx
+ 2], WINED3DSP_WRITEMASK_0
, &compare_param
);
6224 shader_addline(buffer
, ", %s", compare_param
.param_str
);
6226 if (ins
->handler_idx
== WINED3DSIH_GATHER4_PO
|| ins
->handler_idx
== WINED3DSIH_GATHER4_PO_C
)
6228 shader_glsl_add_src_param(ins
, &ins
->src
[1], wined3d_mask_from_size(offset_size
), &offset_param
);
6229 shader_addline(buffer
, ", %s", offset_param
.param_str
);
6231 else if (has_offset
)
6233 int offset_immdata
[4] = {ins
->texel_offset
.u
, ins
->texel_offset
.v
, ins
->texel_offset
.w
};
6234 shader_addline(buffer
, ", ");
6235 shader_glsl_append_imm_ivec(buffer
, offset_immdata
, offset_size
);
6238 shader_addline(buffer
, ", %u", component_idx
);
6240 shader_addline(buffer
, ")%s);\n", dst_swizzle
);
6243 static void shader_glsl_texcoord(const struct wined3d_shader_instruction
*ins
)
6245 /* FIXME: Make this work for more than just 2D textures */
6246 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6247 DWORD write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
6249 if (!(ins
->ctx
->reg_maps
->shader_version
.major
== 1 && ins
->ctx
->reg_maps
->shader_version
.minor
== 4))
6253 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
6254 shader_addline(buffer
, "clamp(ffp_texcoord[%u], 0.0, 1.0)%s);\n",
6255 ins
->dst
[0].reg
.idx
[0].offset
, dst_mask
);
6259 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
6260 unsigned int reg
= ins
->src
[0].reg
.idx
[0].offset
;
6261 char dst_swizzle
[6];
6263 shader_glsl_get_swizzle(&ins
->src
[0], FALSE
, write_mask
, dst_swizzle
);
6265 if (src_mod
== WINED3DSPSM_DZ
|| src_mod
== WINED3DSPSM_DW
)
6267 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
6268 struct glsl_src_param div_param
;
6269 DWORD src_writemask
= src_mod
== WINED3DSPSM_DZ
? WINED3DSP_WRITEMASK_2
: WINED3DSP_WRITEMASK_3
;
6271 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_writemask
, &div_param
);
6274 shader_addline(buffer
, "ffp_texcoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
6276 shader_addline(buffer
, "ffp_texcoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
6280 shader_addline(buffer
, "ffp_texcoord[%u]%s);\n", reg
, dst_swizzle
);
6285 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
6286 * Take a 3-component dot product of the TexCoord[dstreg] and src,
6287 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
6288 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction
*ins
)
6290 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6291 unsigned int sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6292 struct glsl_sample_function sample_function
;
6293 struct glsl_src_param src0_param
;
6296 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6298 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
6299 * scalar, and projected sampling would require 4.
6301 * It is a dependent read - not valid with conditional NP2 textures
6303 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
6304 mask_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
6309 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
6310 NULL
, "dot(ffp_texcoord[%u].xyz, %s)", sampler_idx
, src0_param
.param_str
);
6314 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
6315 NULL
, "vec2(dot(ffp_texcoord[%u].xyz, %s), 0.0)", sampler_idx
, src0_param
.param_str
);
6319 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
6320 NULL
, "vec3(dot(ffp_texcoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx
, src0_param
.param_str
);
6324 FIXME("Unexpected mask size %u\n", mask_size
);
6327 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6330 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
6331 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
6332 static void shader_glsl_texdp3(const struct wined3d_shader_instruction
*ins
)
6334 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6335 unsigned int dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
6336 struct glsl_src_param src0_param
;
6338 unsigned int mask_size
;
6340 dst_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
6341 mask_size
= shader_glsl_get_write_mask_size(dst_mask
);
6342 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6344 if (mask_size
> 1) {
6345 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(T%u.xyz, %s)));\n", mask_size
, dstreg
, src0_param
.param_str
);
6347 shader_addline(ins
->ctx
->buffer
, "dot(T%u.xyz, %s));\n", dstreg
, src0_param
.param_str
);
6351 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
6352 * Calculate the depth as dst.x / dst.y */
6353 static void shader_glsl_texdepth(const struct wined3d_shader_instruction
*ins
)
6355 struct glsl_dst_param dst_param
;
6357 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
6359 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
6360 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
6361 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
6362 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
6365 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
6366 dst_param
.reg_name
, dst_param
.reg_name
);
6369 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
6370 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
6371 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
6372 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
6374 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction
*ins
)
6376 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6377 unsigned int dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
6378 struct glsl_src_param src0_param
;
6380 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6382 shader_addline(ins
->ctx
->buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg
, src0_param
.param_str
);
6383 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
6386 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
6387 * Calculate the 1st of a 2-row matrix multiplication. */
6388 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction
*ins
)
6390 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6391 unsigned int reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6392 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6393 struct glsl_src_param src0_param
;
6395 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6396 shader_addline(buffer
, "tmp0.x = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
6399 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
6400 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
6401 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction
*ins
)
6403 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6404 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6405 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
6406 unsigned int reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6407 struct glsl_src_param src0_param
;
6409 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6410 shader_addline(buffer
, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + tex_mx
->current_row
, reg
, src0_param
.param_str
);
6411 tex_mx
->texcoord_w
[tex_mx
->current_row
++] = reg
;
6414 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction
*ins
)
6416 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6417 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6418 struct glsl_sample_function sample_function
;
6419 unsigned int reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6420 struct glsl_src_param src0_param
;
6422 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6423 shader_addline(buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
6425 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
6427 /* Sample the texture using the calculated coordinates */
6428 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
, "tmp0.xy");
6429 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6432 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
6433 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
6434 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction
*ins
)
6436 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6437 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
6438 struct glsl_sample_function sample_function
;
6439 unsigned int reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6440 struct glsl_src_param src0_param
;
6442 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6443 shader_addline(ins
->ctx
->buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
6445 /* Dependent read, not valid with conditional NP2 */
6446 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
6448 /* Sample the texture using the calculated coordinates */
6449 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
, "tmp0.xyz");
6450 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6452 tex_mx
->current_row
= 0;
6455 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
6456 * Perform the 3rd row of a 3x3 matrix multiply */
6457 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction
*ins
)
6459 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6460 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
6461 unsigned int reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6462 struct glsl_src_param src0_param
;
6465 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6467 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
6468 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
6469 shader_addline(ins
->ctx
->buffer
, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg
, src0_param
.param_str
, dst_mask
);
6471 tex_mx
->current_row
= 0;
6474 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
6475 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
6476 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction
*ins
)
6478 struct glsl_src_param src0_param
;
6479 struct glsl_src_param src1_param
;
6480 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6481 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
6482 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6483 struct glsl_sample_function sample_function
;
6484 unsigned int reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6487 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6488 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
6490 /* Perform the last matrix multiply operation */
6491 shader_addline(buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
6492 /* Reflection calculation */
6493 shader_addline(buffer
, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param
.param_str
);
6495 /* Dependent read, not valid with conditional NP2 */
6496 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
6497 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
6499 /* Sample the texture */
6500 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
6501 NULL
, NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
6502 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6504 tex_mx
->current_row
= 0;
6507 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
6508 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
6509 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction
*ins
)
6511 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
6512 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
6513 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
6514 struct glsl_sample_function sample_function
;
6515 unsigned int reg
= ins
->dst
[0].reg
.idx
[0].offset
;
6516 struct glsl_src_param src0_param
;
6519 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
6521 /* Perform the last matrix multiply operation */
6522 shader_addline(buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_param
.param_str
);
6524 /* Construct the eye-ray vector from w coordinates */
6525 shader_addline(buffer
, "tmp1.xyz = normalize(vec3(ffp_texcoord[%u].w, ffp_texcoord[%u].w, ffp_texcoord[%u].w));\n",
6526 tex_mx
->texcoord_w
[0], tex_mx
->texcoord_w
[1], reg
);
6527 shader_addline(buffer
, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
6529 /* Dependent read, not valid with conditional NP2 */
6530 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
6531 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
6533 /* Sample the texture using the calculated coordinates */
6534 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
6535 NULL
, NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
6536 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6538 tex_mx
->current_row
= 0;
6541 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
6542 * Apply a fake bump map transform.
6543 * texbem is pshader <= 1.3 only, this saves a few version checks
6545 static void shader_glsl_texbem(const struct wined3d_shader_instruction
*ins
)
6547 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
6548 struct glsl_sample_function sample_function
;
6549 struct glsl_src_param coord_param
;
6550 unsigned int sampler_idx
;
6555 sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6556 flags
= (priv
->cur_ps_args
->tex_transform
>> sampler_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
6557 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
6559 /* Dependent read, not valid with conditional NP2 */
6560 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
6561 mask
= sample_function
.coord_mask
;
6563 shader_glsl_write_mask_to_str(mask
, coord_mask
);
6565 /* With projected textures, texbem only divides the static texture coord,
6566 * not the displacement, so we can't let GL handle this. */
6567 if (flags
& WINED3D_PSARGS_PROJECTED
)
6570 char coord_div_mask
[3];
6571 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
6573 case WINED3D_TTFF_COUNT1
:
6574 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
6576 case WINED3D_TTFF_COUNT2
:
6577 div_mask
= WINED3DSP_WRITEMASK_1
;
6579 case WINED3D_TTFF_COUNT3
:
6580 div_mask
= WINED3DSP_WRITEMASK_2
;
6582 case WINED3D_TTFF_COUNT4
:
6583 case WINED3D_TTFF_DISABLE
:
6584 div_mask
= WINED3DSP_WRITEMASK_3
;
6587 shader_glsl_write_mask_to_str(div_mask
, coord_div_mask
);
6588 shader_addline(ins
->ctx
->buffer
, "T%u%s /= T%u%s;\n", sampler_idx
, coord_mask
, sampler_idx
, coord_div_mask
);
6591 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &coord_param
);
6593 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
6594 "T%u%s + vec4(bumpenv_mat%u * %s, 0.0, 0.0)%s", sampler_idx
, coord_mask
, sampler_idx
,
6595 coord_param
.param_str
, coord_mask
);
6597 if (ins
->handler_idx
== WINED3DSIH_TEXBEML
)
6599 struct glsl_src_param luminance_param
;
6600 struct glsl_dst_param dst_param
;
6602 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &luminance_param
);
6603 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
6605 shader_addline(ins
->ctx
->buffer
, "%s%s *= (%s * bumpenv_lum_scale%u + bumpenv_lum_offset%u);\n",
6606 dst_param
.reg_name
, dst_param
.mask_str
,
6607 luminance_param
.param_str
, sampler_idx
, sampler_idx
);
6609 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6612 static void shader_glsl_bem(const struct wined3d_shader_instruction
*ins
)
6614 unsigned int sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6615 struct glsl_src_param src0_param
, src1_param
;
6617 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
6618 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
6620 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
6621 shader_addline(ins
->ctx
->buffer
, "%s + bumpenv_mat%u * %s);\n",
6622 src0_param
.param_str
, sampler_idx
, src1_param
.param_str
);
6625 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
6626 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
6627 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction
*ins
)
6629 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
6630 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6631 struct glsl_sample_function sample_function
;
6632 struct wined3d_string_buffer
*reg_name
;
6634 reg_name
= string_buffer_get(priv
->string_buffers
);
6635 shader_glsl_get_register_name(&ins
->src
[0].reg
, ins
->src
[0].reg
.data_type
, reg_name
, NULL
, ins
->ctx
);
6637 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
6638 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
6639 "%s.wx", reg_name
->buffer
);
6640 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6642 string_buffer_release(priv
->string_buffers
, reg_name
);
6645 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
6646 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
6647 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction
*ins
)
6649 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
6650 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6651 struct glsl_sample_function sample_function
;
6652 struct wined3d_string_buffer
*reg_name
;
6654 reg_name
= string_buffer_get(priv
->string_buffers
);
6655 shader_glsl_get_register_name(&ins
->src
[0].reg
, ins
->src
[0].reg
.data_type
, reg_name
, NULL
, ins
->ctx
);
6657 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
6658 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
6659 "%s.yz", reg_name
->buffer
);
6660 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6662 string_buffer_release(priv
->string_buffers
, reg_name
);
6665 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
6666 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
6667 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction
*ins
)
6669 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
6670 struct glsl_sample_function sample_function
;
6671 struct glsl_src_param src0_param
;
6673 /* Dependent read, not valid with conditional NP2 */
6674 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
6675 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &src0_param
);
6677 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
6678 "%s", src0_param
.param_str
);
6679 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
6682 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
6683 * If any of the first 3 components are < 0, discard this pixel */
6684 static void shader_glsl_texkill(const struct wined3d_shader_instruction
*ins
)
6686 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 4)
6688 shader_glsl_generate_condition(ins
);
6689 shader_addline(ins
->ctx
->buffer
, " discard;\n");
6693 struct glsl_dst_param dst_param
;
6695 /* The argument is a destination parameter, and no writemasks are allowed */
6696 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
6698 /* 2.0 shaders compare all 4 components in texkill. */
6699 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 2)
6700 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param
.reg_name
);
6701 /* 1.x shaders only compare the first 3 components, probably due to
6702 * the nature of the texkill instruction as a tex* instruction, and
6703 * phase, which kills all .w components. Even if all 4 components are
6704 * defined, only the first 3 are used. */
6706 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param
.reg_name
);
6710 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
6711 * dst = dot2(src0, src1) + src2 */
6712 static void shader_glsl_dp2add(const struct wined3d_shader_instruction
*ins
)
6714 struct glsl_src_param src0_param
;
6715 struct glsl_src_param src1_param
;
6716 struct glsl_src_param src2_param
;
6718 unsigned int mask_size
;
6720 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
6721 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
6723 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
6724 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
6725 shader_glsl_add_src_param(ins
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &src2_param
);
6727 if (mask_size
> 1) {
6728 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(%s, %s) + %s));\n",
6729 mask_size
, src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
6731 shader_addline(ins
->ctx
->buffer
, "dot(%s, %s) + %s);\n",
6732 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
6736 static void shader_glsl_input_pack(const struct wined3d_shader
*shader
, struct wined3d_string_buffer
*buffer
,
6737 const struct wined3d_shader_signature
*input_signature
,
6738 const struct wined3d_shader_reg_maps
*reg_maps
,
6739 const struct ps_compile_args
*args
, const struct wined3d_gl_info
*gl_info
, BOOL unroll
)
6743 for (i
= 0; i
< input_signature
->element_count
; ++i
)
6745 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
6746 const char *semantic_name
;
6751 if (!(reg_maps
->input_registers
& (1u << input
->register_idx
)))
6754 semantic_name
= input
->semantic_name
;
6755 semantic_idx
= input
->semantic_idx
;
6756 shader_glsl_write_mask_to_str(input
->mask
, reg_mask
);
6758 if (args
->vp_mode
== WINED3D_VP_MODE_SHADER
)
6760 if (input
->sysval_semantic
== WINED3D_SV_POSITION
&& !semantic_idx
)
6762 shader_addline(buffer
, "ps_in[%u]%s = vpos%s;\n",
6763 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6765 else if (args
->pointsprite
&& shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
6767 shader_addline(buffer
, "ps_in[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", input
->register_idx
);
6769 else if (input
->sysval_semantic
== WINED3D_SV_IS_FRONT_FACE
)
6771 shader_addline(buffer
, "ps_in[%u]%s = uintBitsToFloat(gl_FrontFacing ? 0xffffffffu : 0u);\n",
6772 input
->register_idx
, reg_mask
);
6774 else if (input
->sysval_semantic
== WINED3D_SV_SAMPLE_INDEX
)
6776 if (gl_info
->supported
[ARB_SAMPLE_SHADING
])
6777 shader_addline(buffer
, "ps_in[%u]%s = intBitsToFloat(gl_SampleID);\n",
6778 input
->register_idx
, reg_mask
);
6780 FIXME("ARB_sample_shading is not supported.\n");
6782 else if (input
->sysval_semantic
== WINED3D_SV_RENDER_TARGET_ARRAY_INDEX
&& !semantic_idx
)
6784 if (gl_info
->supported
[ARB_FRAGMENT_LAYER_VIEWPORT
])
6785 shader_addline(buffer
, "ps_in[%u]%s = intBitsToFloat(gl_Layer);\n",
6786 input
->register_idx
, reg_mask
);
6788 FIXME("ARB_fragment_layer_viewport is not supported.\n");
6790 else if (input
->sysval_semantic
== WINED3D_SV_VIEWPORT_ARRAY_INDEX
&& !semantic_idx
)
6792 if (gl_info
->supported
[ARB_VIEWPORT_ARRAY
])
6793 shader_addline(buffer
, "ps_in[%u]%s = intBitsToFloat(gl_ViewportIndex);\n",
6794 input
->register_idx
, reg_mask
);
6796 FIXME("ARB_viewport_array is not supported.\n");
6800 if (input
->sysval_semantic
)
6801 FIXME("Unhandled sysval semantic %#x.\n", input
->sysval_semantic
);
6802 shader_addline(buffer
, unroll
? "ps_in[%u]%s = %s%u%s;\n" : "ps_in[%u]%s = %s[%u]%s;\n",
6803 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
,
6804 shader_glsl_shader_input_name(gl_info
),
6805 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
);
6808 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
6810 if (args
->pointsprite
)
6811 shader_addline(buffer
, "ps_in[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n",
6812 shader
->u
.ps
.input_reg_map
[input
->register_idx
]);
6813 else if (args
->vp_mode
== WINED3D_VP_MODE_NONE
&& args
->texcoords_initialized
& (1u << semantic_idx
))
6814 shader_addline(buffer
, "ps_in[%u]%s = %s[%u]%s;\n",
6815 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
,
6816 needs_legacy_glsl_syntax(gl_info
)
6817 ? "gl_TexCoord" : "ffp_varying_texcoord", semantic_idx
, reg_mask
);
6819 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
6820 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6822 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
))
6825 shader_addline(buffer
, "ps_in[%u]%s = vec4(ffp_varying_diffuse)%s;\n",
6826 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6827 else if (semantic_idx
== 1)
6828 shader_addline(buffer
, "ps_in[%u]%s = vec4(ffp_varying_specular)%s;\n",
6829 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6831 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
6832 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6836 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
6837 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
6842 static void add_glsl_program_entry(struct shader_glsl_priv
*priv
, struct glsl_shader_prog_link
*entry
)
6844 struct glsl_program_key key
;
6846 key
.vs_id
= entry
->vs
.id
;
6847 key
.hs_id
= entry
->hs
.id
;
6848 key
.ds_id
= entry
->ds
.id
;
6849 key
.gs_id
= entry
->gs
.id
;
6850 key
.ps_id
= entry
->ps
.id
;
6851 key
.cs_id
= entry
->cs
.id
;
6853 if (wine_rb_put(&priv
->program_lookup
, &key
, &entry
->program_lookup_entry
) == -1)
6855 ERR("Failed to insert program entry.\n");
6859 static struct glsl_shader_prog_link
*get_glsl_program_entry(const struct shader_glsl_priv
*priv
,
6860 const struct glsl_program_key
*key
)
6862 struct wine_rb_entry
*entry
;
6864 entry
= wine_rb_get(&priv
->program_lookup
, key
);
6865 return entry
? WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
) : NULL
;
6868 /* Context activation is done by the caller. */
6869 static void delete_glsl_program_entry(struct shader_glsl_priv
*priv
, const struct wined3d_gl_info
*gl_info
,
6870 struct glsl_shader_prog_link
*entry
)
6872 wine_rb_remove(&priv
->program_lookup
, &entry
->program_lookup_entry
);
6874 GL_EXTCALL(glDeleteProgram(entry
->id
));
6876 list_remove(&entry
->vs
.shader_entry
);
6878 list_remove(&entry
->hs
.shader_entry
);
6880 list_remove(&entry
->ds
.shader_entry
);
6882 list_remove(&entry
->gs
.shader_entry
);
6884 list_remove(&entry
->ps
.shader_entry
);
6886 list_remove(&entry
->cs
.shader_entry
);
6890 static void shader_glsl_setup_vs3_output(struct shader_glsl_priv
*priv
,
6891 const struct wined3d_gl_info
*gl_info
, const unsigned int *map
,
6892 const struct wined3d_shader_signature
*input_signature
,
6893 const struct wined3d_shader_reg_maps
*reg_maps_in
,
6894 const struct wined3d_shader_signature
*output_signature
,
6895 const struct wined3d_shader_reg_maps
*reg_maps_out
)
6897 struct wined3d_string_buffer
*destination
= string_buffer_get(&priv
->string_buffers
);
6898 const char *out_array_name
= shader_glsl_shader_output_name(gl_info
);
6899 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6900 unsigned int in_count
= vec4_varyings(3, gl_info
);
6901 unsigned int max_varyings
= needs_legacy_glsl_syntax(gl_info
) ? in_count
+ 2 : in_count
;
6902 unsigned int in_idx
;
6907 set
= heap_calloc(max_varyings
, sizeof(*set
));
6909 for (i
= 0; i
< input_signature
->element_count
; ++i
)
6911 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
6913 if (!(reg_maps_in
->input_registers
& (1u << input
->register_idx
)))
6916 in_idx
= map
[input
->register_idx
];
6917 /* Declared, but not read register */
6920 if (in_idx
>= max_varyings
)
6922 FIXME("More input varyings declared than supported, expect issues.\n");
6926 if (in_idx
== in_count
)
6927 string_buffer_sprintf(destination
, "gl_FrontColor");
6928 else if (in_idx
== in_count
+ 1)
6929 string_buffer_sprintf(destination
, "gl_FrontSecondaryColor");
6931 string_buffer_sprintf(destination
, "%s[%u]", out_array_name
, in_idx
);
6936 for (j
= 0; j
< output_signature
->element_count
; ++j
)
6938 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[j
];
6941 if (!(reg_maps_out
->output_registers
& (1u << output
->register_idx
))
6942 || input
->semantic_idx
!= output
->semantic_idx
6943 || strcmp(input
->semantic_name
, output
->semantic_name
)
6944 || !(mask
= input
->mask
& output
->mask
))
6947 if (set
[in_idx
] == ~0u)
6949 set
[in_idx
] |= mask
& reg_maps_out
->u
.output_registers_mask
[output
->register_idx
];
6950 shader_glsl_write_mask_to_str(mask
, reg_mask
);
6952 shader_addline(buffer
, "%s%s = outputs[%u]%s;\n",
6953 destination
->buffer
, reg_mask
, output
->register_idx
, reg_mask
);
6957 for (i
= 0; i
< max_varyings
; ++i
)
6961 if (!set
[i
] || set
[i
] == WINED3DSP_WRITEMASK_ALL
)
6968 if (!(set
[i
] & WINED3DSP_WRITEMASK_0
))
6969 reg_mask
[size
++] = 'x';
6970 if (!(set
[i
] & WINED3DSP_WRITEMASK_1
))
6971 reg_mask
[size
++] = 'y';
6972 if (!(set
[i
] & WINED3DSP_WRITEMASK_2
))
6973 reg_mask
[size
++] = 'z';
6974 if (!(set
[i
] & WINED3DSP_WRITEMASK_3
))
6975 reg_mask
[size
++] = 'w';
6976 reg_mask
[size
] = '\0';
6979 string_buffer_sprintf(destination
, "gl_FrontColor");
6980 else if (i
== in_count
+ 1)
6981 string_buffer_sprintf(destination
, "gl_FrontSecondaryColor");
6983 string_buffer_sprintf(destination
, "%s[%u]", out_array_name
, i
);
6986 shader_addline(buffer
, "%s.%s = 0.0;\n", destination
->buffer
, reg_mask
);
6988 shader_addline(buffer
, "%s.%s = vec%u(0.0);\n", destination
->buffer
, reg_mask
, size
);
6992 string_buffer_release(&priv
->string_buffers
, destination
);
6995 static void shader_glsl_setup_sm4_shader_output(struct shader_glsl_priv
*priv
,
6996 unsigned int input_count
, const struct wined3d_shader_signature
*output_signature
,
6997 const struct wined3d_shader_reg_maps
*reg_maps_out
, const char *output_variable_name
,
6998 BOOL rasterizer_setup
)
7000 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
7004 for (i
= 0; i
< output_signature
->element_count
; ++i
)
7006 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[i
];
7008 if (!(reg_maps_out
->output_registers
& (1u << output
->register_idx
)))
7011 if (output
->stream_idx
)
7014 if (output
->register_idx
>= input_count
)
7017 shader_glsl_write_mask_to_str(output
->mask
, reg_mask
);
7019 shader_addline(buffer
,
7020 rasterizer_setup
? "%s.reg%u%s = outputs[%u]%s;\n" : "%s.reg[%u]%s = outputs[%u]%s;\n",
7021 output_variable_name
, output
->register_idx
, reg_mask
, output
->register_idx
, reg_mask
);
7025 static void shader_glsl_generate_clip_or_cull_distances(struct wined3d_string_buffer
*buffer
,
7026 const struct wined3d_shader_signature_element
*element
, DWORD clip_or_cull_distance_mask
)
7028 unsigned int i
, clip_or_cull_index
;
7032 name
= element
->sysval_semantic
== WINED3D_SV_CLIP_DISTANCE
? "Clip" : "Cull";
7033 /* Assign consecutive indices starting from 0. */
7034 clip_or_cull_index
= element
->semantic_idx
? wined3d_popcount(clip_or_cull_distance_mask
& 0xf) : 0;
7035 for (i
= 0; i
< 4; ++i
)
7037 if (!(element
->mask
& (WINED3DSP_WRITEMASK_0
<< i
)))
7040 shader_glsl_write_mask_to_str(WINED3DSP_WRITEMASK_0
<< i
, reg_mask
);
7041 shader_addline(buffer
, "gl_%sDistance[%u] = outputs[%u]%s;\n",
7042 name
, clip_or_cull_index
, element
->register_idx
, reg_mask
);
7043 ++clip_or_cull_index
;
7047 static void shader_glsl_setup_sm3_rasterizer_input(struct shader_glsl_priv
*priv
,
7048 const struct wined3d_gl_info
*gl_info
, const unsigned int *map
,
7049 const struct wined3d_shader_signature
*input_signature
,
7050 const struct wined3d_shader_reg_maps
*reg_maps_in
, unsigned int input_count
,
7051 const struct wined3d_shader_signature
*output_signature
,
7052 const struct wined3d_shader_reg_maps
*reg_maps_out
, BOOL per_vertex_point_size
)
7054 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
7055 const char *semantic_name
;
7056 unsigned int semantic_idx
;
7060 /* First, sort out position and point size system values. */
7061 for (i
= 0; i
< output_signature
->element_count
; ++i
)
7063 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[i
];
7065 if (!(reg_maps_out
->output_registers
& (1u << output
->register_idx
)))
7068 if (output
->stream_idx
)
7071 semantic_name
= output
->semantic_name
;
7072 semantic_idx
= output
->semantic_idx
;
7073 shader_glsl_write_mask_to_str(output
->mask
, reg_mask
);
7075 if (output
->sysval_semantic
== WINED3D_SV_POSITION
&& !semantic_idx
)
7077 shader_addline(buffer
, "gl_Position%s = outputs[%u]%s;\n",
7078 reg_mask
, output
->register_idx
, reg_mask
);
7080 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
) && per_vertex_point_size
)
7082 shader_addline(buffer
, "gl_PointSize = clamp(outputs[%u].%c, "
7083 "ffp_point.size_min, ffp_point.size_max);\n", output
->register_idx
, reg_mask
[1]);
7085 else if (output
->sysval_semantic
== WINED3D_SV_RENDER_TARGET_ARRAY_INDEX
&& !semantic_idx
)
7087 shader_addline(buffer
, "gl_Layer = floatBitsToInt(outputs[%u])%s;\n",
7088 output
->register_idx
, reg_mask
);
7090 else if (output
->sysval_semantic
== WINED3D_SV_VIEWPORT_ARRAY_INDEX
&& !semantic_idx
)
7092 shader_addline(buffer
, "gl_ViewportIndex = floatBitsToInt(outputs[%u])%s;\n",
7093 output
->register_idx
, reg_mask
);
7095 else if (output
->sysval_semantic
== WINED3D_SV_CLIP_DISTANCE
)
7097 shader_glsl_generate_clip_or_cull_distances(buffer
, output
, reg_maps_out
->clip_distance_mask
);
7099 else if (output
->sysval_semantic
== WINED3D_SV_CULL_DISTANCE
)
7101 shader_glsl_generate_clip_or_cull_distances(buffer
, output
, reg_maps_out
->cull_distance_mask
);
7103 else if (output
->sysval_semantic
)
7105 FIXME("Unhandled sysval semantic %#x.\n", output
->sysval_semantic
);
7109 /* Then, setup the pixel shader input. */
7110 if (reg_maps_out
->shader_version
.major
< 4)
7111 shader_glsl_setup_vs3_output(priv
, gl_info
, map
, input_signature
, reg_maps_in
,
7112 output_signature
, reg_maps_out
);
7114 shader_glsl_setup_sm4_shader_output(priv
, input_count
, output_signature
, reg_maps_out
, "shader_out", TRUE
);
7117 /* Context activation is done by the caller. */
7118 static GLuint
shader_glsl_generate_vs3_rasterizer_input_setup(struct shader_glsl_priv
*priv
,
7119 const struct wined3d_shader
*vs
, const struct wined3d_shader
*ps
,
7120 BOOL per_vertex_point_size
, BOOL flatshading
, const struct wined3d_gl_info
*gl_info
)
7122 const BOOL legacy_syntax
= needs_legacy_glsl_syntax(gl_info
);
7123 DWORD ps_major
= ps
? ps
->reg_maps
.shader_version
.major
: 0;
7124 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
7125 const char *semantic_name
;
7131 string_buffer_clear(buffer
);
7133 shader_glsl_add_version_declaration(buffer
, gl_info
);
7135 shader_addline(buffer
, "invariant gl_Position;\n");
7137 if (per_vertex_point_size
)
7139 shader_addline(buffer
, "uniform struct\n{\n");
7140 shader_addline(buffer
, " float size_min;\n");
7141 shader_addline(buffer
, " float size_max;\n");
7142 shader_addline(buffer
, "} ffp_point;\n");
7147 DWORD colors_written_mask
[2] = {0};
7148 DWORD texcoords_written_mask
[WINED3D_MAX_TEXTURES
] = {0};
7152 declare_out_varying(gl_info
, buffer
, flatshading
, "vec4 ffp_varying_diffuse;\n");
7153 declare_out_varying(gl_info
, buffer
, flatshading
, "vec4 ffp_varying_specular;\n");
7154 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_TEXTURES
);
7155 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
7158 shader_addline(buffer
, "void setup_vs_output(in vec4 outputs[%u])\n{\n", vs
->limits
->packed_output
);
7160 for (i
= 0; i
< vs
->output_signature
.element_count
; ++i
)
7162 const struct wined3d_shader_signature_element
*output
= &vs
->output_signature
.elements
[i
];
7165 if (!(vs
->reg_maps
.output_registers
& (1u << output
->register_idx
)))
7168 semantic_name
= output
->semantic_name
;
7169 semantic_idx
= output
->semantic_idx
;
7170 write_mask
= output
->mask
;
7171 shader_glsl_write_mask_to_str(write_mask
, reg_mask
);
7173 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
) && semantic_idx
< 2)
7176 shader_addline(buffer
, "gl_Front%sColor%s = outputs[%u]%s;\n",
7177 semantic_idx
? "Secondary" : "", reg_mask
, output
->register_idx
, reg_mask
);
7179 shader_addline(buffer
, "ffp_varying_%s%s = clamp(outputs[%u]%s, 0.0, 1.0);\n",
7180 semantic_idx
? "specular" : "diffuse", reg_mask
, output
->register_idx
, reg_mask
);
7182 colors_written_mask
[semantic_idx
] = write_mask
;
7184 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_POSITION
) && !semantic_idx
)
7186 shader_addline(buffer
, "gl_Position%s = outputs[%u]%s;\n",
7187 reg_mask
, output
->register_idx
, reg_mask
);
7189 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
7191 if (semantic_idx
< WINED3D_MAX_TEXTURES
)
7193 shader_addline(buffer
, "%s[%u]%s = outputs[%u]%s;\n",
7194 legacy_syntax
? "gl_TexCoord" : "ffp_varying_texcoord",
7195 semantic_idx
, reg_mask
, output
->register_idx
, reg_mask
);
7196 texcoords_written_mask
[semantic_idx
] = write_mask
;
7199 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
) && per_vertex_point_size
)
7201 shader_addline(buffer
, "gl_PointSize = clamp(outputs[%u].%c, "
7202 "ffp_point.size_min, ffp_point.size_max);\n", output
->register_idx
, reg_mask
[1]);
7204 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_FOG
))
7206 shader_addline(buffer
, "%s = clamp(outputs[%u].%c, 0.0, 1.0);\n",
7207 legacy_syntax
? "gl_FogFragCoord" : "ffp_varying_fogcoord",
7208 output
->register_idx
, reg_mask
[1]);
7212 for (i
= 0; i
< 2; ++i
)
7214 if (colors_written_mask
[i
] != WINED3DSP_WRITEMASK_ALL
)
7216 shader_glsl_write_mask_to_str(~colors_written_mask
[i
] & WINED3DSP_WRITEMASK_ALL
, reg_mask
);
7218 shader_addline(buffer
, "%s%s = vec4(1.0)%s;\n",
7219 legacy_syntax
? "gl_FrontColor" : "ffp_varying_diffuse",
7220 reg_mask
, reg_mask
);
7222 shader_addline(buffer
, "%s%s = vec4(0.0)%s;\n",
7223 legacy_syntax
? "gl_FrontSecondaryColor" : "ffp_varying_specular",
7224 reg_mask
, reg_mask
);
7227 for (i
= 0; i
< WINED3D_MAX_TEXTURES
; ++i
)
7229 if (ps
&& !(ps
->reg_maps
.texcoord
& (1u << i
)))
7232 if (texcoords_written_mask
[i
] != WINED3DSP_WRITEMASK_ALL
)
7234 if (!shader_glsl_full_ffp_varyings(gl_info
) && !texcoords_written_mask
[i
])
7237 shader_glsl_write_mask_to_str(~texcoords_written_mask
[i
] & WINED3DSP_WRITEMASK_ALL
, reg_mask
);
7238 shader_addline(buffer
, "%s[%u]%s = vec4(0.0)%s;\n",
7239 legacy_syntax
? "gl_TexCoord" : "ffp_varying_texcoord", i
, reg_mask
, reg_mask
);
7245 unsigned int in_count
= min(vec4_varyings(ps_major
, gl_info
), ps
->limits
->packed_input
);
7247 shader_glsl_declare_shader_outputs(gl_info
, buffer
, in_count
, FALSE
, NULL
);
7248 shader_addline(buffer
, "void setup_vs_output(in vec4 outputs[%u])\n{\n", vs
->limits
->packed_output
);
7249 shader_glsl_setup_sm3_rasterizer_input(priv
, gl_info
, ps
->u
.ps
.input_reg_map
, &ps
->input_signature
,
7250 &ps
->reg_maps
, 0, &vs
->output_signature
, &vs
->reg_maps
, per_vertex_point_size
);
7253 shader_addline(buffer
, "}\n");
7255 ret
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
7256 checkGLcall("glCreateShader(GL_VERTEX_SHADER)");
7257 shader_glsl_compile(gl_info
, ret
, buffer
->buffer
);
7262 static void shader_glsl_generate_stream_output_setup(struct wined3d_string_buffer
*buffer
,
7263 const struct wined3d_shader
*shader
)
7265 const struct wined3d_stream_output_desc
*so_desc
= shader
->u
.gs
.so_desc
;
7266 unsigned int i
, register_idx
, component_idx
;
7268 shader_addline(buffer
, "out shader_in_out\n{\n");
7269 for (i
= 0; i
< so_desc
->element_count
; ++i
)
7271 const struct wined3d_stream_output_element
*e
= &so_desc
->elements
[i
];
7275 FIXME("Unhandled stream %u.\n", e
->stream_idx
);
7278 if (!e
->semantic_name
)
7280 if (!shader_get_stream_output_register_info(shader
, e
, ®ister_idx
, &component_idx
))
7283 if (component_idx
|| e
->component_count
!= 4)
7285 if (e
->component_count
== 1)
7286 shader_addline(buffer
, "float");
7288 shader_addline(buffer
, "vec%u", e
->component_count
);
7290 shader_addline(buffer
, " reg%u_%u_%u;\n",
7291 register_idx
, component_idx
, component_idx
+ e
->component_count
- 1);
7295 shader_addline(buffer
, "vec4 reg%u;\n", register_idx
);
7298 shader_addline(buffer
, "} shader_out;\n");
7300 shader_addline(buffer
, "void setup_gs_output(in vec4 outputs[%u])\n{\n",
7301 shader
->limits
->packed_output
);
7302 for (i
= 0; i
< so_desc
->element_count
; ++i
)
7304 const struct wined3d_stream_output_element
*e
= &so_desc
->elements
[i
];
7308 FIXME("Unhandled stream %u.\n", e
->stream_idx
);
7311 if (!e
->semantic_name
)
7313 if (!shader_get_stream_output_register_info(shader
, e
, ®ister_idx
, &component_idx
))
7316 if (component_idx
|| e
->component_count
!= 4)
7321 write_mask
= wined3d_mask_from_size(e
->component_count
) << component_idx
;
7322 shader_glsl_write_mask_to_str(write_mask
, str_mask
);
7323 shader_addline(buffer
, "shader_out.reg%u_%u_%u = outputs[%u]%s;\n",
7324 register_idx
, component_idx
, component_idx
+ e
->component_count
- 1,
7325 register_idx
, str_mask
);
7329 shader_addline(buffer
, "shader_out.reg%u = outputs[%u];\n", register_idx
, register_idx
);
7332 shader_addline(buffer
, "}\n");
7335 static void shader_glsl_generate_sm4_output_setup(struct shader_glsl_priv
*priv
,
7336 const struct wined3d_shader
*shader
, unsigned int input_count
,
7337 const struct wined3d_gl_info
*gl_info
, BOOL rasterizer_setup
, const uint32_t *interpolation_mode
)
7339 const char *prefix
= shader_glsl_get_prefix(shader
->reg_maps
.shader_version
.type
);
7340 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
7342 if (rasterizer_setup
)
7343 input_count
= min(vec4_varyings(4, gl_info
), input_count
);
7346 shader_glsl_declare_shader_outputs(gl_info
, buffer
, input_count
, rasterizer_setup
, interpolation_mode
);
7348 shader_addline(buffer
, "void setup_%s_output(in vec4 outputs[%u])\n{\n",
7349 prefix
, shader
->limits
->packed_output
);
7351 if (rasterizer_setup
)
7352 shader_glsl_setup_sm3_rasterizer_input(priv
, gl_info
, NULL
, NULL
,
7353 NULL
, input_count
, &shader
->output_signature
, &shader
->reg_maps
, FALSE
);
7355 shader_glsl_setup_sm4_shader_output(priv
, input_count
, &shader
->output_signature
,
7356 &shader
->reg_maps
, "shader_out", rasterizer_setup
);
7358 shader_addline(buffer
, "}\n");
7361 static void shader_glsl_generate_patch_constant_name(struct wined3d_string_buffer
*buffer
,
7362 const struct wined3d_shader_signature_element
*constant
, unsigned int *user_constant_idx
,
7363 const char *reg_mask
)
7365 if (!constant
->sysval_semantic
)
7367 shader_addline(buffer
, "user_patch_constant[%u]%s", (*user_constant_idx
)++, reg_mask
);
7371 switch (constant
->sysval_semantic
)
7373 case WINED3D_SV_TESS_FACTOR_QUADEDGE
:
7374 case WINED3D_SV_TESS_FACTOR_TRIEDGE
:
7375 case WINED3D_SV_TESS_FACTOR_LINEDET
:
7376 case WINED3D_SV_TESS_FACTOR_LINEDEN
:
7377 shader_addline(buffer
, "gl_TessLevelOuter[%u]", constant
->semantic_idx
);
7379 case WINED3D_SV_TESS_FACTOR_QUADINT
:
7380 case WINED3D_SV_TESS_FACTOR_TRIINT
:
7381 shader_addline(buffer
, "gl_TessLevelInner[%u]", constant
->semantic_idx
);
7384 FIXME("Unhandled sysval semantic %#x.\n", constant
->sysval_semantic
);
7385 shader_addline(buffer
, "vec4(0.0)%s", reg_mask
);
7389 static void shader_glsl_generate_patch_constant_setup(struct wined3d_string_buffer
*buffer
,
7390 const struct wined3d_shader_signature
*signature
, BOOL input_setup
)
7392 unsigned int i
, register_count
, user_constant_index
, user_constant_count
;
7394 register_count
= user_constant_count
= 0;
7395 for (i
= 0; i
< signature
->element_count
; ++i
)
7397 const struct wined3d_shader_signature_element
*constant
= &signature
->elements
[i
];
7398 register_count
= max(constant
->register_idx
+ 1, register_count
);
7399 if (!constant
->sysval_semantic
)
7400 ++user_constant_count
;
7403 if (user_constant_count
)
7404 shader_addline(buffer
, "patch %s vec4 user_patch_constant[%u];\n",
7405 input_setup
? "in" : "out", user_constant_count
);
7407 shader_addline(buffer
, "vec4 vpc[%u];\n", register_count
);
7409 shader_addline(buffer
, "void setup_patch_constant_%s()\n{\n", input_setup
? "input" : "output");
7410 for (i
= 0, user_constant_index
= 0; i
< signature
->element_count
; ++i
)
7412 const struct wined3d_shader_signature_element
*constant
= &signature
->elements
[i
];
7415 shader_glsl_write_mask_to_str(constant
->mask
, reg_mask
);
7418 shader_addline(buffer
, "vpc[%u]%s", constant
->register_idx
, reg_mask
);
7420 shader_glsl_generate_patch_constant_name(buffer
, constant
, &user_constant_index
, reg_mask
);
7422 shader_addline(buffer
, " = ");
7425 shader_glsl_generate_patch_constant_name(buffer
, constant
, &user_constant_index
, reg_mask
);
7427 shader_addline(buffer
, "hs_out[%u]%s", constant
->register_idx
, reg_mask
);
7429 shader_addline(buffer
, ";\n");
7431 shader_addline(buffer
, "}\n");
7434 static void shader_glsl_generate_srgb_write_correction(struct wined3d_string_buffer
*buffer
,
7435 const struct wined3d_gl_info
*gl_info
)
7437 const char *output
= get_fragment_output(gl_info
);
7439 shader_addline(buffer
, "tmp0.xyz = pow(%s[0].xyz, vec3(srgb_const0.x));\n", output
);
7440 shader_addline(buffer
, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
7441 shader_addline(buffer
, "tmp1.xyz = %s[0].xyz * vec3(srgb_const0.w);\n", output
);
7442 shader_addline(buffer
, "bvec3 srgb_compare = lessThan(%s[0].xyz, vec3(srgb_const1.x));\n", output
);
7443 shader_addline(buffer
, "%s[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n", output
);
7444 shader_addline(buffer
, "%s[0] = clamp(%s[0], 0.0, 1.0);\n", output
, output
);
7447 static void shader_glsl_generate_fog_code(struct wined3d_string_buffer
*buffer
,
7448 const struct wined3d_gl_info
*gl_info
, enum wined3d_ffp_ps_fog_mode mode
)
7450 const char *output
= get_fragment_output(gl_info
);
7454 case WINED3D_FFP_PS_FOG_OFF
:
7457 case WINED3D_FFP_PS_FOG_LINEAR
:
7458 shader_addline(buffer
, "float fog = (ffp_fog.end - ffp_varying_fogcoord) * ffp_fog.scale;\n");
7461 case WINED3D_FFP_PS_FOG_EXP
:
7462 shader_addline(buffer
, "float fog = exp(-ffp_fog.density * ffp_varying_fogcoord);\n");
7465 case WINED3D_FFP_PS_FOG_EXP2
:
7466 shader_addline(buffer
, "float fog = exp(-ffp_fog.density * ffp_fog.density"
7467 " * ffp_varying_fogcoord * ffp_varying_fogcoord);\n");
7471 ERR("Invalid fog mode %#x.\n", mode
);
7475 shader_addline(buffer
, "%s[0].xyz = mix(ffp_fog.color.xyz, %s[0].xyz, clamp(fog, 0.0, 1.0));\n",
7479 static void shader_glsl_generate_alpha_test(struct wined3d_string_buffer
*buffer
,
7480 const struct wined3d_gl_info
*gl_info
, enum wined3d_cmp_func alpha_func
)
7482 /* alpha_func is the PASS condition, not the DISCARD condition. Instead of
7483 * flipping all the operators here, just negate the comparison below. */
7484 static const char * const comparison_operator
[] =
7486 "", /* WINED3D_CMP_NEVER */
7487 "<", /* WINED3D_CMP_LESS */
7488 "==", /* WINED3D_CMP_EQUAL */
7489 "<=", /* WINED3D_CMP_LESSEQUAL */
7490 ">", /* WINED3D_CMP_GREATER */
7491 "!=", /* WINED3D_CMP_NOTEQUAL */
7492 ">=", /* WINED3D_CMP_GREATEREQUAL */
7493 "" /* WINED3D_CMP_ALWAYS */
7496 if (alpha_func
== WINED3D_CMP_ALWAYS
)
7499 if (alpha_func
!= WINED3D_CMP_NEVER
)
7500 shader_addline(buffer
, "if (!(%s[0].a %s alpha_test_ref))\n",
7501 get_fragment_output(gl_info
), comparison_operator
[alpha_func
- WINED3D_CMP_NEVER
]);
7502 shader_addline(buffer
, " discard;\n");
7505 static void shader_glsl_generate_colour_key_test(struct wined3d_string_buffer
*buffer
,
7506 const char *colour
, const char *colour_key_low
, const char *colour_key_high
)
7508 shader_addline(buffer
, "if (all(greaterThanEqual(%s, %s)) && all(lessThan(%s, %s)))\n",
7509 colour
, colour_key_low
, colour
, colour_key_high
);
7510 shader_addline(buffer
, " discard;\n");
7513 static void shader_glsl_enable_extensions(struct wined3d_string_buffer
*buffer
,
7514 const struct wined3d_gl_info
*gl_info
)
7516 if (gl_info
->supported
[ARB_CULL_DISTANCE
])
7517 shader_addline(buffer
, "#extension GL_ARB_cull_distance : enable\n");
7518 if (gl_info
->supported
[ARB_GPU_SHADER5
])
7519 shader_addline(buffer
, "#extension GL_ARB_gpu_shader5 : enable\n");
7520 if (gl_info
->supported
[ARB_SHADER_ATOMIC_COUNTERS
])
7521 shader_addline(buffer
, "#extension GL_ARB_shader_atomic_counters : enable\n");
7522 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
7523 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
7524 if (gl_info
->supported
[ARB_SHADER_IMAGE_LOAD_STORE
])
7525 shader_addline(buffer
, "#extension GL_ARB_shader_image_load_store : enable\n");
7526 if (gl_info
->supported
[ARB_SHADER_IMAGE_SIZE
])
7527 shader_addline(buffer
, "#extension GL_ARB_shader_image_size : enable\n");
7528 if (gl_info
->supported
[ARB_SHADER_STORAGE_BUFFER_OBJECT
])
7529 shader_addline(buffer
, "#extension GL_ARB_shader_storage_buffer_object : enable\n");
7530 if (gl_info
->supported
[ARB_SHADER_TEXTURE_IMAGE_SAMPLES
])
7531 shader_addline(buffer
, "#extension GL_ARB_shader_texture_image_samples : enable\n");
7532 if (gl_info
->supported
[ARB_SHADING_LANGUAGE_420PACK
])
7533 shader_addline(buffer
, "#extension GL_ARB_shading_language_420pack : enable\n");
7534 if (gl_info
->supported
[ARB_SHADING_LANGUAGE_PACKING
])
7535 shader_addline(buffer
, "#extension GL_ARB_shading_language_packing : enable\n");
7536 if (gl_info
->supported
[ARB_TEXTURE_CUBE_MAP_ARRAY
])
7537 shader_addline(buffer
, "#extension GL_ARB_texture_cube_map_array : enable\n");
7538 if (gl_info
->supported
[ARB_TEXTURE_GATHER
])
7539 shader_addline(buffer
, "#extension GL_ARB_texture_gather : enable\n");
7540 if (gl_info
->supported
[ARB_TEXTURE_QUERY_LEVELS
])
7541 shader_addline(buffer
, "#extension GL_ARB_texture_query_levels : enable\n");
7542 if (gl_info
->supported
[ARB_UNIFORM_BUFFER_OBJECT
])
7543 shader_addline(buffer
, "#extension GL_ARB_uniform_buffer_object : enable\n");
7544 if (gl_info
->supported
[ARB_VIEWPORT_ARRAY
])
7545 shader_addline(buffer
, "#extension GL_ARB_viewport_array : enable\n");
7546 if (gl_info
->supported
[EXT_GPU_SHADER4
])
7547 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
7548 if (gl_info
->supported
[EXT_TEXTURE_ARRAY
])
7549 shader_addline(buffer
, "#extension GL_EXT_texture_array : enable\n");
7550 if (gl_info
->supported
[EXT_TEXTURE_SHADOW_LOD
])
7551 shader_addline(buffer
, "#extension GL_EXT_texture_shadow_lod : enable\n");
7554 static void shader_glsl_generate_color_output(struct wined3d_string_buffer
*buffer
,
7555 const struct wined3d_gl_info
*gl_info
, const struct wined3d_shader
*shader
,
7556 const struct ps_compile_args
*args
, struct wined3d_string_buffer_list
*string_buffers
)
7558 const struct wined3d_shader_signature
*output_signature
= &shader
->output_signature
;
7559 struct wined3d_string_buffer
*src
, *assignment
;
7560 enum wined3d_data_type dst_data_type
;
7561 const char *swizzle
;
7564 if (output_signature
->element_count
)
7566 src
= string_buffer_get(string_buffers
);
7567 assignment
= string_buffer_get(string_buffers
);
7568 for (i
= 0; i
< output_signature
->element_count
; ++i
)
7570 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[i
];
7572 /* register_idx is set to ~0u for non-color outputs. */
7573 if (output
->register_idx
== ~0u)
7575 if ((unsigned int)output
->component_type
>= ARRAY_SIZE(component_type_info
))
7577 FIXME("Unhandled component type %#x.\n", output
->component_type
);
7580 dst_data_type
= component_type_info
[output
->component_type
].data_type
;
7581 shader_addline(buffer
, "color_out%u = ", output
->semantic_idx
);
7582 string_buffer_sprintf(src
, "ps_out[%u]", output
->semantic_idx
);
7583 shader_glsl_sprintf_cast(assignment
, src
->buffer
, dst_data_type
, WINED3D_DATA_FLOAT
, 4);
7584 swizzle
= args
->rt_alpha_swizzle
& (1u << output
->semantic_idx
) ? ".argb" : "";
7585 shader_addline(buffer
, "%s%s;\n", assignment
->buffer
, swizzle
);
7587 string_buffer_release(string_buffers
, src
);
7588 string_buffer_release(string_buffers
, assignment
);
7592 uint32_t mask
= shader
->reg_maps
.rt_mask
;
7596 i
= wined3d_bit_scan(&mask
);
7597 swizzle
= args
->rt_alpha_swizzle
& (1u << i
) ? ".argb" : "";
7598 shader_addline(buffer
, "color_out%u = ps_out[%u]%s;\n", i
, i
, swizzle
);
7603 static void shader_glsl_generate_ps_epilogue(const struct wined3d_gl_info
*gl_info
,
7604 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
7605 const struct ps_compile_args
*args
, struct wined3d_string_buffer_list
*string_buffers
)
7607 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
7609 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly. */
7610 if (reg_maps
->shader_version
.major
< 2)
7611 shader_addline(buffer
, "%s[0] = R0;\n", get_fragment_output(gl_info
));
7613 if (args
->srgb_correction
)
7614 shader_glsl_generate_srgb_write_correction(buffer
, gl_info
);
7616 /* SM < 3 does not replace the fog stage. */
7617 if (reg_maps
->shader_version
.major
< 3)
7618 shader_glsl_generate_fog_code(buffer
, gl_info
, args
->fog
);
7620 shader_glsl_generate_alpha_test(buffer
, gl_info
, args
->alpha_test_func
+ 1);
7622 if (reg_maps
->sample_mask
)
7623 shader_addline(buffer
, "gl_SampleMask[0] = floatBitsToInt(sample_mask);\n");
7625 if (!use_legacy_fragment_output(gl_info
))
7626 shader_glsl_generate_color_output(buffer
, gl_info
, shader
, args
, string_buffers
);
7629 /* Context activation is done by the caller. */
7630 static GLuint
shader_glsl_generate_fragment_shader(const struct wined3d_context_gl
*context_gl
,
7631 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
7632 const struct wined3d_shader
*shader
, const struct ps_compile_args
*args
,
7633 struct ps_np2fixup_info
*np2fixup_info
)
7635 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
7636 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
7637 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
7638 const char *prefix
= shader_glsl_get_prefix(version
->type
);
7639 BOOL legacy_syntax
= needs_legacy_glsl_syntax(gl_info
);
7640 unsigned int i
, extra_constants_needed
= 0;
7641 struct shader_glsl_ctx_priv priv_ctx
;
7645 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
7646 priv_ctx
.gl_info
= gl_info
;
7647 priv_ctx
.cur_ps_args
= args
;
7648 priv_ctx
.cur_np2fixup_info
= np2fixup_info
;
7649 priv_ctx
.string_buffers
= string_buffers
;
7651 shader_glsl_add_version_declaration(buffer
, gl_info
);
7653 shader_glsl_enable_extensions(buffer
, gl_info
);
7654 if (gl_info
->supported
[ARB_CONSERVATIVE_DEPTH
])
7655 shader_addline(buffer
, "#extension GL_ARB_conservative_depth : enable\n");
7656 if (gl_info
->supported
[ARB_DERIVATIVE_CONTROL
])
7657 shader_addline(buffer
, "#extension GL_ARB_derivative_control : enable\n");
7658 if (shader_glsl_use_explicit_attrib_location(gl_info
))
7659 shader_addline(buffer
, "#extension GL_ARB_explicit_attrib_location : enable\n");
7660 if (gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
7661 shader_addline(buffer
, "#extension GL_ARB_fragment_coord_conventions : enable\n");
7662 if (gl_info
->supported
[ARB_FRAGMENT_LAYER_VIEWPORT
])
7663 shader_addline(buffer
, "#extension GL_ARB_fragment_layer_viewport : enable\n");
7664 if (gl_info
->supported
[ARB_SAMPLE_SHADING
])
7665 shader_addline(buffer
, "#extension GL_ARB_sample_shading : enable\n");
7666 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
7667 shader_addline(buffer
, "#extension GL_ARB_shader_texture_lod : enable\n");
7668 /* The spec says that it doesn't have to be explicitly enabled, but the
7669 * nvidia drivers write a warning if we don't do so. */
7670 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
7671 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
7673 /* Base Declarations */
7674 shader_generate_glsl_declarations(context_gl
, buffer
, shader
, reg_maps
, &priv_ctx
);
7676 if (gl_info
->supported
[ARB_CONSERVATIVE_DEPTH
])
7678 if (shader
->u
.ps
.depth_output
== WINED3DSPR_DEPTHOUTGE
)
7679 shader_addline(buffer
, "layout (depth_greater) out float gl_FragDepth;\n");
7680 else if (shader
->u
.ps
.depth_output
== WINED3DSPR_DEPTHOUTLE
)
7681 shader_addline(buffer
, "layout (depth_less) out float gl_FragDepth;\n");
7684 /* Declare uniforms for NP2 texcoord fixup:
7685 * This is NOT done inside the loop that declares the texture samplers
7686 * since the NP2 fixup code is currently only used for the GeforceFX
7687 * series and when forcing the ARB_npot extension off. Modern cards just
7688 * skip the code anyway, so put it inside a separate loop. */
7689 if (args
->np2_fixup
)
7691 struct ps_np2fixup_info
*fixup
= priv_ctx
.cur_np2fixup_info
;
7692 unsigned int cur
= 0;
7694 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
7695 * while D3D has them in the (normalized) [0,1]x[0,1] range.
7696 * samplerNP2Fixup stores texture dimensions and is updated through
7697 * shader_glsl_load_np2fixup_constants when the sampler changes. */
7699 for (i
= 0; i
< shader
->limits
->sampler
; ++i
)
7701 enum wined3d_shader_resource_type resource_type
;
7703 resource_type
= pixelshader_get_resource_type(reg_maps
, i
, args
->tex_types
);
7705 if (!resource_type
|| !(args
->np2_fixup
& (1u << i
)))
7708 if (resource_type
!= WINED3D_SHADER_RESOURCE_TEXTURE_2D
)
7710 FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
7714 fixup
->idx
[i
] = cur
++;
7717 fixup
->num_consts
= (cur
+ 1) >> 1;
7718 fixup
->active
= args
->np2_fixup
;
7719 shader_addline(buffer
, "uniform vec4 %s_samplerNP2Fixup[%u];\n", prefix
, fixup
->num_consts
);
7722 if (version
->major
< 3 || args
->vp_mode
!= WINED3D_VP_MODE_SHADER
)
7724 shader_addline(buffer
, "uniform struct\n{\n");
7725 shader_addline(buffer
, " vec4 color;\n");
7726 shader_addline(buffer
, " float density;\n");
7727 shader_addline(buffer
, " float end;\n");
7728 shader_addline(buffer
, " float scale;\n");
7729 shader_addline(buffer
, "} ffp_fog;\n");
7733 if (glsl_is_color_reg_read(shader
, 0))
7734 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
7735 if (glsl_is_color_reg_read(shader
, 1))
7736 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
7737 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", WINED3D_MAX_TEXTURES
);
7738 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
7742 if (glsl_is_color_reg_read(shader
, 0))
7743 declare_in_varying(gl_info
, buffer
, args
->flatshading
, "vec4 ffp_varying_diffuse;\n");
7744 if (glsl_is_color_reg_read(shader
, 1))
7745 declare_in_varying(gl_info
, buffer
, args
->flatshading
, "vec4 ffp_varying_specular;\n");
7746 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_TEXTURES
);
7747 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", WINED3D_MAX_TEXTURES
);
7748 declare_in_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
7752 if (version
->major
>= 3)
7754 unsigned int in_count
= min(vec4_varyings(version
->major
, gl_info
), shader
->limits
->packed_input
);
7756 if (args
->vp_mode
== WINED3D_VP_MODE_SHADER
&& reg_maps
->input_registers
)
7757 shader_glsl_declare_shader_inputs(gl_info
, buffer
, in_count
,
7758 shader
->u
.ps
.interpolation_mode
, version
->major
>= 4);
7759 shader_addline(buffer
, "vec4 %s_in[%u];\n", prefix
, in_count
);
7762 map
= reg_maps
->bumpmat
;
7765 i
= wined3d_bit_scan(&map
);
7766 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", i
);
7768 if (reg_maps
->luminanceparams
& (1u << i
))
7770 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", i
);
7771 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", i
);
7772 extra_constants_needed
++;
7775 extra_constants_needed
++;
7778 if (args
->srgb_correction
)
7780 shader_addline(buffer
, "const vec4 srgb_const0 = ");
7781 shader_glsl_append_imm_vec(buffer
, &wined3d_srgb_const
[0].x
, 4, gl_info
);
7782 shader_addline(buffer
, ";\n");
7783 shader_addline(buffer
, "const vec4 srgb_const1 = ");
7784 shader_glsl_append_imm_vec(buffer
, &wined3d_srgb_const
[1].x
, 4, gl_info
);
7785 shader_addline(buffer
, ";\n");
7787 if ((reg_maps
->usesdsy
&& wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
)
7788 || (reg_maps
->vpos
&& !gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
]))
7790 ++extra_constants_needed
;
7791 shader_addline(buffer
, "uniform vec4 ycorrection;\n");
7795 if (gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
7797 if (context_gl
->c
.d3d_info
->wined3d_creation_flags
& WINED3D_PIXEL_CENTER_INTEGER
)
7798 shader_addline(buffer
, "layout(%spixel_center_integer) in vec4 gl_FragCoord;\n",
7799 args
->y_correction
? "origin_upper_left, " : "");
7800 else if (args
->y_correction
)
7801 shader_addline(buffer
, "layout(origin_upper_left) in vec4 gl_FragCoord;\n");
7803 shader_addline(buffer
, "vec4 vpos;\n");
7806 if (args
->alpha_test_func
+ 1 != WINED3D_CMP_ALWAYS
)
7807 shader_addline(buffer
, "uniform float alpha_test_ref;\n");
7809 if (!use_legacy_fragment_output(gl_info
))
7811 const struct wined3d_shader_signature
*output_signature
= &shader
->output_signature
;
7813 if (args
->dual_source_blend
)
7814 shader_addline(buffer
, "vec4 ps_out[2];\n");
7816 shader_addline(buffer
, "vec4 ps_out[%u];\n", gl_info
->limits
.buffers
);
7817 if (output_signature
->element_count
)
7819 for (i
= 0; i
< output_signature
->element_count
; ++i
)
7821 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[i
];
7823 if (output
->register_idx
== ~0u)
7825 if ((unsigned int)output
->component_type
>= ARRAY_SIZE(component_type_info
))
7827 FIXME("Unhandled component type %#x.\n", output
->component_type
);
7830 if (shader_glsl_use_explicit_attrib_location(gl_info
))
7832 if (args
->dual_source_blend
)
7833 shader_addline(buffer
, "layout(location = 0, index = %u) ", output
->semantic_idx
);
7835 shader_addline(buffer
, "layout(location = %u) ", output
->semantic_idx
);
7837 shader_addline(buffer
, "out %s4 color_out%u;\n",
7838 component_type_info
[output
->component_type
].glsl_vector_type
, output
->semantic_idx
);
7843 uint32_t mask
= reg_maps
->rt_mask
;
7847 i
= wined3d_bit_scan(&mask
);
7848 if (shader_glsl_use_explicit_attrib_location(gl_info
))
7850 if (args
->dual_source_blend
)
7851 shader_addline(buffer
, "layout(location = 0, index = %u) ", i
);
7853 shader_addline(buffer
, "layout(location = %u) ", i
);
7855 shader_addline(buffer
, "out vec4 color_out%u;\n", i
);
7860 if (shader
->limits
->constant_float
+ extra_constants_needed
>= gl_info
->limits
.glsl_ps_float_constants
)
7861 FIXME("Insufficient uniforms to run this shader.\n");
7863 if (shader
->u
.ps
.force_early_depth_stencil
)
7864 shader_addline(buffer
, "layout(early_fragment_tests) in;\n");
7866 shader_addline(buffer
, "void main()\n{\n");
7868 if (reg_maps
->sample_mask
)
7869 shader_addline(buffer
, "float sample_mask = uintBitsToFloat(0xffffffffu);\n");
7871 /* Direct3D applications expect integer vPos values, while OpenGL drivers
7872 * add approximately 0.5. This causes off-by-one problems as spotted by
7873 * the vPos d3d9 visual test. Unfortunately ATI cards do not add exactly
7874 * 0.5, but rather something like 0.49999999 or 0.50000001, which still
7875 * causes precision troubles when we just subtract 0.5.
7877 * To deal with that, just floor() the position. This will eliminate the
7878 * fraction on all cards.
7880 * TODO: Test how this behaves with multisampling.
7882 * An advantage of floor is that it works even if the driver doesn't add
7883 * 0.5. It is somewhat questionable if 1.5, 2.5, ... are the proper values
7884 * to return in gl_FragCoord, even though coordinates specify the pixel
7885 * centers instead of the pixel corners. This code will behave correctly
7886 * on drivers that returns integer values. */
7889 if (gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
7890 shader_addline(buffer
, "vpos = gl_FragCoord;\n");
7891 else if (context_gl
->c
.d3d_info
->wined3d_creation_flags
& WINED3D_PIXEL_CENTER_INTEGER
)
7892 shader_addline(buffer
,
7893 "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
7895 shader_addline(buffer
,
7896 "vpos = vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1);\n");
7899 if (reg_maps
->shader_version
.major
< 3 || args
->vp_mode
!= WINED3D_VP_MODE_SHADER
)
7905 if (glsl_is_color_reg_read(shader
, 0))
7906 shader_addline(buffer
, "ffp_varying_diffuse = gl_Color;\n");
7907 if (glsl_is_color_reg_read(shader
, 1))
7908 shader_addline(buffer
, "ffp_varying_specular = gl_SecondaryColor;\n");
7911 map
= reg_maps
->texcoord
;
7914 i
= wined3d_bit_scan(&map
);
7915 if (args
->pointsprite
)
7916 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", i
);
7917 else if (args
->texcoords_initialized
& (1u << i
))
7918 shader_addline(buffer
, "ffp_texcoord[%u] = %s[%u];\n", i
,
7919 legacy_syntax
? "gl_TexCoord" : "ffp_varying_texcoord", i
);
7921 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(0.0);\n", i
);
7922 shader_addline(buffer
, "vec4 T%u = ffp_texcoord[%u];\n", i
, i
);
7926 shader_addline(buffer
, "ffp_varying_fogcoord = gl_FogFragCoord;\n");
7929 /* Pack 3.0 inputs */
7930 if (reg_maps
->shader_version
.major
>= 3)
7931 shader_glsl_input_pack(shader
, buffer
, &shader
->input_signature
, reg_maps
, args
, gl_info
,
7932 reg_maps
->shader_version
.major
>= 4);
7934 /* Base Shader Body */
7935 if (FAILED(shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, NULL
, NULL
)))
7938 /* In SM4+ the shader epilogue is generated by the "ret" instruction. */
7939 if (reg_maps
->shader_version
.major
< 4)
7940 shader_glsl_generate_ps_epilogue(gl_info
, buffer
, shader
, args
, string_buffers
);
7942 shader_addline(buffer
, "}\n");
7944 shader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
7945 TRACE("Compiling shader object %u.\n", shader_id
);
7946 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
7951 static void shader_glsl_generate_vs_epilogue(const struct wined3d_gl_info
*gl_info
,
7952 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
7953 const struct vs_compile_args
*args
)
7955 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
7956 const BOOL legacy_syntax
= needs_legacy_glsl_syntax(gl_info
);
7959 /* Unpack outputs. */
7960 shader_addline(buffer
, "setup_vs_output(vs_out);\n");
7962 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
7963 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
7964 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
7965 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0).
7967 if (reg_maps
->shader_version
.major
< 3)
7969 if (args
->fog_src
== VS_FOG_Z
)
7970 shader_addline(buffer
, "%s = gl_Position.z;\n",
7971 legacy_syntax
? "gl_FogFragCoord" : "ffp_varying_fogcoord");
7972 else if (!reg_maps
->fog
)
7973 shader_addline(buffer
, "%s = 0.0;\n",
7974 legacy_syntax
? "gl_FogFragCoord" : "ffp_varying_fogcoord");
7977 /* We always store the clipplanes without y inversion. */
7978 if (args
->clip_enabled
)
7981 shader_addline(buffer
, "gl_ClipVertex = gl_Position;\n");
7983 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
7984 shader_addline(buffer
, "gl_ClipDistance[%u] = dot(gl_Position, clip_planes[%u]);\n", i
, i
);
7987 if (args
->point_size
&& !args
->per_vertex_point_size
)
7988 shader_addline(buffer
, "gl_PointSize = clamp(ffp_point.size, ffp_point.size_min, ffp_point.size_max);\n");
7990 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
&& !gl_info
->supported
[ARB_CLIP_CONTROL
])
7991 shader_glsl_fixup_position(buffer
, FALSE
);
7994 /* Context activation is done by the caller. */
7995 static GLuint
shader_glsl_generate_vertex_shader(const struct wined3d_context_gl
*context_gl
,
7996 struct shader_glsl_priv
*priv
, const struct wined3d_shader
*shader
, const struct vs_compile_args
*args
)
7998 struct wined3d_string_buffer_list
*string_buffers
= &priv
->string_buffers
;
7999 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
8000 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
8001 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
8002 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
8003 struct shader_glsl_ctx_priv priv_ctx
;
8007 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
8008 priv_ctx
.gl_info
= gl_info
;
8009 priv_ctx
.cur_vs_args
= args
;
8010 priv_ctx
.string_buffers
= string_buffers
;
8012 shader_glsl_add_version_declaration(buffer
, gl_info
);
8014 shader_glsl_enable_extensions(buffer
, gl_info
);
8015 if (gl_info
->supported
[ARB_DRAW_INSTANCED
])
8016 shader_addline(buffer
, "#extension GL_ARB_draw_instanced : enable\n");
8017 if (shader_glsl_use_explicit_attrib_location(gl_info
))
8018 shader_addline(buffer
, "#extension GL_ARB_explicit_attrib_location : enable\n");
8019 if (gl_info
->supported
[ARB_SHADER_VIEWPORT_LAYER_ARRAY
])
8020 shader_addline(buffer
, "#extension GL_ARB_shader_viewport_layer_array : enable\n");
8022 /* Base Declarations */
8023 shader_generate_glsl_declarations(context_gl
, buffer
, shader
, reg_maps
, &priv_ctx
);
8025 for (i
= 0; i
< shader
->input_signature
.element_count
; ++i
)
8026 shader_glsl_declare_generic_vertex_attribute(buffer
, gl_info
, &shader
->input_signature
.elements
[i
]);
8028 if (args
->point_size
&& !args
->per_vertex_point_size
)
8030 shader_addline(buffer
, "uniform struct\n{\n");
8031 shader_addline(buffer
, " float size;\n");
8032 shader_addline(buffer
, " float size_min;\n");
8033 shader_addline(buffer
, " float size_max;\n");
8034 shader_addline(buffer
, "} ffp_point;\n");
8037 if (!needs_legacy_glsl_syntax(gl_info
))
8039 if (args
->clip_enabled
)
8040 shader_addline(buffer
, "uniform vec4 clip_planes[%u];\n", gl_info
->limits
.user_clip_distances
);
8042 if (version
->major
< 3)
8044 declare_out_varying(gl_info
, buffer
, args
->flatshading
, "vec4 ffp_varying_diffuse;\n");
8045 declare_out_varying(gl_info
, buffer
, args
->flatshading
, "vec4 ffp_varying_specular;\n");
8046 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_TEXTURES
);
8047 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
8051 if (version
->major
< 4)
8052 shader_addline(buffer
, "void setup_vs_output(in vec4[%u]);\n", shader
->limits
->packed_output
);
8054 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
&& !gl_info
->supported
[ARB_CLIP_CONTROL
])
8055 shader_addline(buffer
, "uniform vec4 pos_fixup;\n");
8057 if (reg_maps
->shader_version
.major
>= 4)
8058 shader_glsl_generate_sm4_output_setup(priv
, shader
, args
->next_shader_input_count
,
8059 gl_info
, args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
, args
->interpolation_mode
);
8061 shader_addline(buffer
, "void main()\n{\n");
8063 if (reg_maps
->input_rel_addressing
)
8065 unsigned int highest_input_register
= wined3d_log2i(reg_maps
->input_registers
);
8066 shader_addline(buffer
, "vec4 vs_in[%u];\n", highest_input_register
+ 1);
8067 for (i
= 0; i
< shader
->input_signature
.element_count
; ++i
)
8069 const struct wined3d_shader_signature_element
*e
= &shader
->input_signature
.elements
[i
];
8070 shader_addline(buffer
, "vs_in[%u] = vs_in%u;\n", e
->register_idx
, e
->register_idx
);
8074 if (FAILED(shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, NULL
, NULL
)))
8077 /* In SM4+ the shader epilogue is generated by the "ret" instruction. */
8078 if (reg_maps
->shader_version
.major
< 4)
8079 shader_glsl_generate_vs_epilogue(gl_info
, buffer
, shader
, args
);
8081 shader_addline(buffer
, "}\n");
8083 shader_id
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
8084 TRACE("Compiling shader object %u.\n", shader_id
);
8085 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
8090 static void shader_glsl_generate_default_control_point_phase(const struct wined3d_shader
*shader
,
8091 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader_reg_maps
*reg_maps
)
8093 const struct wined3d_shader_signature
*output_signature
= &shader
->output_signature
;
8097 for (i
= 0; i
< output_signature
->element_count
; ++i
)
8099 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[i
];
8101 shader_glsl_write_mask_to_str(output
->mask
, reg_mask
);
8102 shader_addline(buffer
, "shader_out[gl_InvocationID].reg[%u]%s = shader_in[gl_InvocationID].reg[%u]%s;\n",
8103 output
->register_idx
, reg_mask
, output
->register_idx
, reg_mask
);
8107 static HRESULT
shader_glsl_generate_shader_phase(const struct wined3d_shader
*shader
,
8108 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader_reg_maps
*reg_maps
,
8109 struct shader_glsl_ctx_priv
*priv_ctx
, const struct wined3d_shader_phase
*phase
,
8110 const char *phase_name
, unsigned phase_idx
)
8115 shader_addline(buffer
, "void hs_%s_phase%u(%s)\n{\n",
8116 phase_name
, phase_idx
, phase
->instance_count
? "int phase_instance_id" : "");
8117 for (i
= 0; i
< phase
->temporary_count
; ++i
)
8118 shader_addline(buffer
, "vec4 R%u;\n", i
);
8119 hr
= shader_generate_code(shader
, buffer
, reg_maps
, priv_ctx
, phase
->start
, phase
->end
);
8120 shader_addline(buffer
, "}\n");
8124 static void shader_glsl_generate_shader_phase_invocation(struct wined3d_string_buffer
*buffer
,
8125 const struct wined3d_shader_phase
*phase
, const char *phase_name
, unsigned int phase_idx
)
8127 if (phase
->instance_count
)
8129 shader_addline(buffer
, "for (int i = 0; i < %u; ++i)\n{\n", phase
->instance_count
);
8130 shader_addline(buffer
, "hs_%s_phase%u(i);\n", phase_name
, phase_idx
);
8131 shader_addline(buffer
, "}\n");
8135 shader_addline(buffer
, "hs_%s_phase%u();\n", phase_name
, phase_idx
);
8139 static GLuint
shader_glsl_generate_hull_shader(const struct wined3d_context_gl
*context_gl
,
8140 struct shader_glsl_priv
*priv
, const struct wined3d_shader
*shader
)
8142 struct wined3d_string_buffer_list
*string_buffers
= &priv
->string_buffers
;
8143 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
8144 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
8145 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
8146 const struct wined3d_hull_shader
*hs
= &shader
->u
.hs
;
8147 const struct wined3d_shader_phase
*phase
;
8148 struct shader_glsl_ctx_priv priv_ctx
;
8152 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
8153 priv_ctx
.gl_info
= gl_info
;
8154 priv_ctx
.string_buffers
= string_buffers
;
8156 shader_glsl_add_version_declaration(buffer
, gl_info
);
8158 shader_glsl_enable_extensions(buffer
, gl_info
);
8159 shader_addline(buffer
, "#extension GL_ARB_tessellation_shader : enable\n");
8161 shader_generate_glsl_declarations(context_gl
, buffer
, shader
, reg_maps
, &priv_ctx
);
8163 shader_addline(buffer
, "layout(vertices = %u) out;\n", hs
->output_vertex_count
);
8165 shader_addline(buffer
, "in shader_in_out { vec4 reg[%u]; } shader_in[];\n", shader
->limits
->packed_input
);
8166 shader_addline(buffer
, "out shader_in_out { vec4 reg[%u]; } shader_out[];\n", shader
->limits
->packed_output
);
8168 shader_glsl_generate_patch_constant_setup(buffer
, &shader
->patch_constant_signature
, FALSE
);
8170 if (hs
->phases
.control_point
)
8172 shader_addline(buffer
, "void setup_hs_output(in vec4 outputs[%u])\n{\n",
8173 shader
->limits
->packed_output
);
8174 shader_glsl_setup_sm4_shader_output(priv
, shader
->limits
->packed_output
, &shader
->output_signature
,
8175 &shader
->reg_maps
, "shader_out[gl_InvocationID]", FALSE
);
8176 shader_addline(buffer
, "}\n");
8179 shader_addline(buffer
, "void hs_control_point_phase()\n{\n");
8180 if ((phase
= hs
->phases
.control_point
))
8182 for (i
= 0; i
< phase
->temporary_count
; ++i
)
8183 shader_addline(buffer
, "vec4 R%u;\n", i
);
8184 if (FAILED(shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, phase
->start
, phase
->end
)))
8186 shader_addline(buffer
, "setup_hs_output(hs_out);\n");
8190 shader_glsl_generate_default_control_point_phase(shader
, buffer
, reg_maps
);
8192 shader_addline(buffer
, "}\n");
8194 for (i
= 0; i
< hs
->phases
.fork_count
; ++i
)
8196 if (FAILED(shader_glsl_generate_shader_phase(shader
, buffer
, reg_maps
, &priv_ctx
,
8197 &hs
->phases
.fork
[i
], "fork", i
)))
8201 for (i
= 0; i
< hs
->phases
.join_count
; ++i
)
8203 if (FAILED(shader_glsl_generate_shader_phase(shader
, buffer
, reg_maps
, &priv_ctx
,
8204 &hs
->phases
.join
[i
], "join", i
)))
8208 shader_addline(buffer
, "void main()\n{\n");
8209 shader_addline(buffer
, "hs_control_point_phase();\n");
8211 shader_addline(buffer
, "barrier();\n");
8212 for (i
= 0; i
< hs
->phases
.fork_count
; ++i
)
8213 shader_glsl_generate_shader_phase_invocation(buffer
, &hs
->phases
.fork
[i
], "fork", i
);
8214 for (i
= 0; i
< hs
->phases
.join_count
; ++i
)
8215 shader_glsl_generate_shader_phase_invocation(buffer
, &hs
->phases
.join
[i
], "join", i
);
8216 shader_addline(buffer
, "setup_patch_constant_output();\n");
8217 shader_addline(buffer
, "}\n");
8219 shader_id
= GL_EXTCALL(glCreateShader(GL_TESS_CONTROL_SHADER
));
8220 TRACE("Compiling shader object %u.\n", shader_id
);
8221 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
8226 static void shader_glsl_generate_ds_epilogue(const struct wined3d_gl_info
*gl_info
,
8227 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
8228 const struct ds_compile_args
*args
)
8230 shader_addline(buffer
, "setup_ds_output(ds_out);\n");
8232 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
&& !gl_info
->supported
[ARB_CLIP_CONTROL
])
8233 shader_glsl_fixup_position(buffer
, FALSE
);
8236 static GLuint
shader_glsl_generate_domain_shader(const struct wined3d_context_gl
*context_gl
,
8237 struct shader_glsl_priv
*priv
, const struct wined3d_shader
*shader
, const struct ds_compile_args
*args
)
8239 struct wined3d_string_buffer_list
*string_buffers
= &priv
->string_buffers
;
8240 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
8241 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
8242 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
8243 struct shader_glsl_ctx_priv priv_ctx
;
8246 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
8247 priv_ctx
.gl_info
= gl_info
;
8248 priv_ctx
.cur_ds_args
= args
;
8249 priv_ctx
.string_buffers
= string_buffers
;
8251 shader_glsl_add_version_declaration(buffer
, gl_info
);
8253 shader_glsl_enable_extensions(buffer
, gl_info
);
8254 shader_addline(buffer
, "#extension GL_ARB_tessellation_shader : enable\n");
8256 shader_generate_glsl_declarations(context_gl
, buffer
, shader
, reg_maps
, &priv_ctx
);
8258 shader_addline(buffer
, "layout(");
8259 switch (shader
->u
.ds
.tessellator_domain
)
8261 case WINED3D_TESSELLATOR_DOMAIN_LINE
:
8262 shader_addline(buffer
, "isolines");
8264 case WINED3D_TESSELLATOR_DOMAIN_QUAD
:
8265 shader_addline(buffer
, "quads");
8267 case WINED3D_TESSELLATOR_DOMAIN_TRIANGLE
:
8268 shader_addline(buffer
, "triangles");
8271 switch (args
->tessellator_output_primitive
)
8273 case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CW
:
8274 if (args
->render_offscreen
)
8275 shader_addline(buffer
, ", ccw");
8277 shader_addline(buffer
, ", cw");
8279 case WINED3D_TESSELLATOR_OUTPUT_TRIANGLE_CCW
:
8280 if (args
->render_offscreen
)
8281 shader_addline(buffer
, ", cw");
8283 shader_addline(buffer
, ", ccw");
8285 case WINED3D_TESSELLATOR_OUTPUT_POINT
:
8286 shader_addline(buffer
, ", point_mode");
8288 case WINED3D_TESSELLATOR_OUTPUT_LINE
:
8291 switch (args
->tessellator_partitioning
)
8293 case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_ODD
:
8294 shader_addline(buffer
, ", fractional_odd_spacing");
8296 case WINED3D_TESSELLATOR_PARTITIONING_FRACTIONAL_EVEN
:
8297 shader_addline(buffer
, ", fractional_even_spacing");
8299 case WINED3D_TESSELLATOR_PARTITIONING_INTEGER
:
8300 case WINED3D_TESSELLATOR_PARTITIONING_POW2
:
8301 shader_addline(buffer
, ", equal_spacing");
8304 shader_addline(buffer
, ") in;\n");
8306 shader_addline(buffer
, "in shader_in_out { vec4 reg[%u]; } shader_in[];\n", shader
->limits
->packed_input
);
8308 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
&& !gl_info
->supported
[ARB_CLIP_CONTROL
])
8309 shader_addline(buffer
, "uniform vec4 pos_fixup;\n");
8311 shader_glsl_generate_sm4_output_setup(priv
, shader
, args
->output_count
, gl_info
,
8312 args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
, args
->interpolation_mode
);
8313 shader_glsl_generate_patch_constant_setup(buffer
, &shader
->patch_constant_signature
, TRUE
);
8315 shader_addline(buffer
, "void main()\n{\n");
8316 shader_addline(buffer
, "setup_patch_constant_input();\n");
8318 if (FAILED(shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, NULL
, NULL
)))
8321 shader_addline(buffer
, "}\n");
8323 shader_id
= GL_EXTCALL(glCreateShader(GL_TESS_EVALUATION_SHADER
));
8324 TRACE("Compiling shader object %u.\n", shader_id
);
8325 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
8330 /* Context activation is done by the caller. */
8331 static GLuint
shader_glsl_generate_geometry_shader(const struct wined3d_context_gl
*context_gl
,
8332 struct shader_glsl_priv
*priv
, const struct wined3d_shader
*shader
, const struct gs_compile_args
*args
)
8334 struct wined3d_string_buffer_list
*string_buffers
= &priv
->string_buffers
;
8335 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
8336 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
8337 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
8338 const struct wined3d_shader_signature_element
*output
;
8339 enum wined3d_primitive_type primitive_type
;
8340 struct shader_glsl_ctx_priv priv_ctx
;
8341 unsigned int max_vertices
;
8345 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
8346 priv_ctx
.gl_info
= gl_info
;
8347 priv_ctx
.string_buffers
= string_buffers
;
8349 shader_glsl_add_version_declaration(buffer
, gl_info
);
8351 shader_glsl_enable_extensions(buffer
, gl_info
);
8353 shader_generate_glsl_declarations(context_gl
, buffer
, shader
, reg_maps
, &priv_ctx
);
8355 primitive_type
= shader
->u
.gs
.input_type
? shader
->u
.gs
.input_type
: args
->primitive_type
;
8356 shader_addline(buffer
, "layout(%s", glsl_primitive_type_from_d3d(primitive_type
));
8357 if (shader
->u
.gs
.instance_count
> 1)
8358 shader_addline(buffer
, ", invocations = %u", shader
->u
.gs
.instance_count
);
8359 shader_addline(buffer
, ") in;\n");
8361 primitive_type
= shader
->u
.gs
.output_type
? shader
->u
.gs
.output_type
: args
->primitive_type
;
8362 if (!(max_vertices
= shader
->u
.gs
.vertices_out
))
8364 switch (args
->primitive_type
)
8366 case WINED3D_PT_POINTLIST
:
8369 case WINED3D_PT_LINELIST
:
8372 case WINED3D_PT_TRIANGLELIST
:
8376 FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(args
->primitive_type
));
8380 shader_addline(buffer
, "layout(%s, max_vertices = %u) out;\n",
8381 glsl_primitive_type_from_d3d(primitive_type
), max_vertices
);
8382 shader_addline(buffer
, "in shader_in_out { vec4 reg[%u]; } shader_in[];\n", shader
->limits
->packed_input
);
8384 if (!gl_info
->supported
[ARB_CLIP_CONTROL
])
8386 shader_addline(buffer
, "uniform vec4 pos_fixup");
8387 if (reg_maps
->viewport_array
)
8388 shader_addline(buffer
, "[%u]", WINED3D_MAX_VIEWPORTS
);
8389 shader_addline(buffer
, ";\n");
8392 if (is_rasterization_disabled(shader
))
8394 shader_glsl_generate_stream_output_setup(buffer
, shader
);
8398 shader_glsl_generate_sm4_output_setup(priv
, shader
, args
->output_count
,
8399 gl_info
, TRUE
, args
->interpolation_mode
);
8402 shader_addline(buffer
, "void main()\n{\n");
8403 if (shader
->function
)
8405 if (FAILED(shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, NULL
, NULL
)))
8410 for (i
= 0; i
< max_vertices
; ++i
)
8412 for (j
= 0; j
< shader
->output_signature
.element_count
; ++j
)
8414 output
= &shader
->output_signature
.elements
[j
];
8415 shader_addline(buffer
, "gs_out[%u] = shader_in[%u].reg[%u];\n",
8416 output
->register_idx
, i
, output
->register_idx
);
8418 shader_addline(buffer
, "setup_gs_output(gs_out);\n");
8419 if (!gl_info
->supported
[ARB_CLIP_CONTROL
])
8420 shader_glsl_fixup_position(buffer
, FALSE
);
8421 shader_addline(buffer
, "EmitVertex();\n");
8424 shader_addline(buffer
, "}\n");
8426 shader_id
= GL_EXTCALL(glCreateShader(GL_GEOMETRY_SHADER
));
8427 TRACE("Compiling shader object %u.\n", shader_id
);
8428 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
8433 static void shader_glsl_generate_shader_epilogue(const struct wined3d_shader_context
*ctx
)
8435 const struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
8436 const struct wined3d_gl_info
*gl_info
= priv
->gl_info
;
8437 struct wined3d_string_buffer
*buffer
= ctx
->buffer
;
8438 const struct wined3d_shader
*shader
= ctx
->shader
;
8440 switch (shader
->reg_maps
.shader_version
.type
)
8442 case WINED3D_SHADER_TYPE_PIXEL
:
8443 shader_glsl_generate_ps_epilogue(gl_info
, buffer
, shader
, priv
->cur_ps_args
, priv
->string_buffers
);
8445 case WINED3D_SHADER_TYPE_VERTEX
:
8446 shader_glsl_generate_vs_epilogue(gl_info
, buffer
, shader
, priv
->cur_vs_args
);
8448 case WINED3D_SHADER_TYPE_DOMAIN
:
8449 shader_glsl_generate_ds_epilogue(gl_info
, buffer
, shader
, priv
->cur_ds_args
);
8451 case WINED3D_SHADER_TYPE_GEOMETRY
:
8452 case WINED3D_SHADER_TYPE_COMPUTE
:
8455 FIXME("Unhandled shader type %#x.\n", shader
->reg_maps
.shader_version
.type
);
8460 /* Context activation is done by the caller. */
8461 static GLuint
shader_glsl_generate_compute_shader(const struct wined3d_context_gl
*context_gl
,
8462 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
8463 const struct wined3d_shader
*shader
)
8465 const struct wined3d_shader_thread_group_size
*thread_group_size
= &shader
->u
.cs
.thread_group_size
;
8466 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
8467 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
8468 struct shader_glsl_ctx_priv priv_ctx
;
8472 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
8473 priv_ctx
.gl_info
= gl_info
;
8474 priv_ctx
.string_buffers
= string_buffers
;
8476 shader_glsl_add_version_declaration(buffer
, gl_info
);
8478 shader_glsl_enable_extensions(buffer
, gl_info
);
8479 shader_addline(buffer
, "#extension GL_ARB_compute_shader : enable\n");
8481 shader_generate_glsl_declarations(context_gl
, buffer
, shader
, reg_maps
, &priv_ctx
);
8483 for (i
= 0; i
< reg_maps
->tgsm_count
; ++i
)
8485 if (reg_maps
->tgsm
[i
].size
)
8486 shader_addline(buffer
, "shared uint cs_g%u[%u];\n", i
, reg_maps
->tgsm
[i
].size
);
8489 shader_addline(buffer
, "layout(local_size_x = %u, local_size_y = %u, local_size_z = %u) in;\n",
8490 thread_group_size
->x
, thread_group_size
->y
, thread_group_size
->z
);
8492 shader_addline(buffer
, "void main()\n{\n");
8493 shader_generate_code(shader
, buffer
, reg_maps
, &priv_ctx
, NULL
, NULL
);
8494 shader_addline(buffer
, "}\n");
8496 shader_id
= GL_EXTCALL(glCreateShader(GL_COMPUTE_SHADER
));
8497 TRACE("Compiling shader object %u.\n", shader_id
);
8498 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
8503 static GLuint
find_glsl_fragment_shader(const struct wined3d_context_gl
*context_gl
,
8504 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
8505 struct wined3d_shader
*shader
,
8506 const struct ps_compile_args
*args
, const struct ps_np2fixup_info
**np2fixup_info
)
8508 struct glsl_ps_compiled_shader
*gl_shaders
, *new_array
;
8509 struct glsl_shader_private
*shader_data
;
8510 struct ps_np2fixup_info
*np2fixup
;
8515 if (!shader
->backend_data
)
8517 if (!(shader
->backend_data
= heap_alloc_zero(sizeof(*shader_data
))))
8519 ERR("Failed to allocate backend data.\n");
8523 shader_data
= shader
->backend_data
;
8524 gl_shaders
= shader_data
->gl_shaders
.ps
;
8526 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
8527 * so a linear search is more performant than a hashmap or a binary search
8528 * (cache coherency etc)
8530 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
8532 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
8534 if (args
->np2_fixup
)
8535 *np2fixup_info
= &gl_shaders
[i
].np2fixup
;
8536 return gl_shaders
[i
].id
;
8540 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
8541 if (shader_data
->shader_array_size
== shader_data
->num_gl_shaders
)
8543 if (shader_data
->num_gl_shaders
)
8545 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
8546 new_array
= heap_realloc(shader_data
->gl_shaders
.ps
, new_size
* sizeof(*gl_shaders
));
8550 new_array
= heap_alloc(sizeof(*gl_shaders
));
8555 ERR("Out of memory\n");
8558 shader_data
->gl_shaders
.ps
= new_array
;
8559 shader_data
->shader_array_size
= new_size
;
8560 gl_shaders
= new_array
;
8563 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
8565 np2fixup
= &gl_shaders
[shader_data
->num_gl_shaders
].np2fixup
;
8566 memset(np2fixup
, 0, sizeof(*np2fixup
));
8567 *np2fixup_info
= args
->np2_fixup
? np2fixup
: NULL
;
8569 string_buffer_clear(buffer
);
8570 ret
= shader_glsl_generate_fragment_shader(context_gl
, buffer
, string_buffers
, shader
, args
, np2fixup
);
8571 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
8576 static BOOL
vs_args_equal(const struct vs_compile_args
*stored
, const struct vs_compile_args
*new,
8577 const DWORD use_map
)
8579 if ((stored
->swizzle_map
& use_map
) != new->swizzle_map
)
8581 if ((stored
->clip_enabled
) != new->clip_enabled
)
8583 if (stored
->point_size
!= new->point_size
)
8585 if (stored
->per_vertex_point_size
!= new->per_vertex_point_size
)
8587 if (stored
->flatshading
!= new->flatshading
)
8589 if (stored
->next_shader_type
!= new->next_shader_type
)
8591 if (stored
->next_shader_input_count
!= new->next_shader_input_count
)
8593 if (stored
->fog_src
!= new->fog_src
)
8595 return !memcmp(stored
->interpolation_mode
, new->interpolation_mode
, sizeof(new->interpolation_mode
));
8598 static GLuint
find_glsl_vertex_shader(const struct wined3d_context_gl
*context_gl
,
8599 struct shader_glsl_priv
*priv
, struct wined3d_shader
*shader
, const struct vs_compile_args
*args
)
8601 struct glsl_vs_compiled_shader
*gl_shaders
, *new_array
;
8602 uint32_t use_map
= context_gl
->c
.stream_info
.use_map
;
8603 struct glsl_shader_private
*shader_data
;
8604 unsigned int i
, new_size
;
8607 if (!shader
->backend_data
)
8609 if (!(shader
->backend_data
= heap_alloc_zero(sizeof(*shader_data
))))
8611 ERR("Failed to allocate backend data.\n");
8615 shader_data
= shader
->backend_data
;
8616 gl_shaders
= shader_data
->gl_shaders
.vs
;
8618 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
8619 * so a linear search is more performant than a hashmap or a binary search
8620 * (cache coherency etc)
8622 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
8624 if (vs_args_equal(&gl_shaders
[i
].args
, args
, use_map
))
8625 return gl_shaders
[i
].id
;
8628 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
8630 if (shader_data
->shader_array_size
== shader_data
->num_gl_shaders
)
8632 if (shader_data
->num_gl_shaders
)
8634 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
8635 new_array
= heap_realloc(shader_data
->gl_shaders
.vs
, new_size
* sizeof(*gl_shaders
));
8639 new_array
= heap_alloc(sizeof(*gl_shaders
));
8644 ERR("Out of memory\n");
8647 shader_data
->gl_shaders
.vs
= new_array
;
8648 shader_data
->shader_array_size
= new_size
;
8649 gl_shaders
= new_array
;
8652 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
8654 string_buffer_clear(&priv
->shader_buffer
);
8655 ret
= shader_glsl_generate_vertex_shader(context_gl
, priv
, shader
, args
);
8656 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
8661 static GLuint
find_glsl_hull_shader(const struct wined3d_context_gl
*context_gl
,
8662 struct shader_glsl_priv
*priv
, struct wined3d_shader
*shader
)
8664 struct glsl_hs_compiled_shader
*gl_shaders
, *new_array
;
8665 struct glsl_shader_private
*shader_data
;
8666 unsigned int new_size
;
8669 if (!shader
->backend_data
)
8671 if (!(shader
->backend_data
= heap_alloc_zero(sizeof(*shader_data
))))
8673 ERR("Failed to allocate backend data.\n");
8677 shader_data
= shader
->backend_data
;
8678 gl_shaders
= shader_data
->gl_shaders
.hs
;
8680 if (shader_data
->num_gl_shaders
> 0)
8682 assert(shader_data
->num_gl_shaders
== 1);
8683 return gl_shaders
[0].id
;
8686 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
8688 assert(!shader_data
->gl_shaders
.hs
);
8690 if (!(new_array
= heap_alloc(sizeof(*new_array
))))
8692 ERR("Failed to allocate GL shaders array.\n");
8695 shader_data
->gl_shaders
.hs
= new_array
;
8696 shader_data
->shader_array_size
= new_size
;
8697 gl_shaders
= new_array
;
8699 string_buffer_clear(&priv
->shader_buffer
);
8700 ret
= shader_glsl_generate_hull_shader(context_gl
, priv
, shader
);
8701 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
8706 static GLuint
find_glsl_domain_shader(const struct wined3d_context_gl
*context_gl
,
8707 struct shader_glsl_priv
*priv
, struct wined3d_shader
*shader
, const struct ds_compile_args
*args
)
8709 struct glsl_ds_compiled_shader
*gl_shaders
, *new_array
;
8710 struct glsl_shader_private
*shader_data
;
8711 unsigned int i
, new_size
;
8714 if (!shader
->backend_data
)
8716 if (!(shader
->backend_data
= heap_alloc_zero(sizeof(*shader_data
))))
8718 ERR("Failed to allocate backend data.\n");
8722 shader_data
= shader
->backend_data
;
8723 gl_shaders
= shader_data
->gl_shaders
.ds
;
8725 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
8727 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
8728 return gl_shaders
[i
].id
;
8731 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
8733 if (shader_data
->num_gl_shaders
)
8735 new_size
= shader_data
->shader_array_size
+ 1;
8736 new_array
= heap_realloc(shader_data
->gl_shaders
.ds
, new_size
* sizeof(*new_array
));
8740 new_array
= heap_alloc(sizeof(*new_array
));
8746 ERR("Failed to allocate GL shaders array.\n");
8749 shader_data
->gl_shaders
.ds
= new_array
;
8750 shader_data
->shader_array_size
= new_size
;
8751 gl_shaders
= new_array
;
8753 string_buffer_clear(&priv
->shader_buffer
);
8754 ret
= shader_glsl_generate_domain_shader(context_gl
, priv
, shader
, args
);
8755 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
8756 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
8761 static GLuint
find_glsl_geometry_shader(const struct wined3d_context_gl
*context_gl
,
8762 struct shader_glsl_priv
*priv
, struct wined3d_shader
*shader
, const struct gs_compile_args
*args
)
8764 struct glsl_gs_compiled_shader
*gl_shaders
, *new_array
;
8765 struct glsl_shader_private
*shader_data
;
8766 unsigned int i
, new_size
;
8769 if (!shader
->backend_data
)
8771 if (!(shader
->backend_data
= heap_alloc_zero(sizeof(*shader_data
))))
8773 ERR("Failed to allocate backend data.\n");
8777 shader_data
= shader
->backend_data
;
8778 gl_shaders
= shader_data
->gl_shaders
.gs
;
8780 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
8782 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
8783 return gl_shaders
[i
].id
;
8786 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
8788 if (shader_data
->num_gl_shaders
)
8790 new_size
= shader_data
->shader_array_size
+ 1;
8791 new_array
= heap_realloc(shader_data
->gl_shaders
.gs
, new_size
* sizeof(*new_array
));
8795 new_array
= heap_alloc(sizeof(*new_array
));
8801 ERR("Failed to allocate GL shaders array.\n");
8804 shader_data
->gl_shaders
.gs
= new_array
;
8805 shader_data
->shader_array_size
= new_size
;
8806 gl_shaders
= new_array
;
8808 string_buffer_clear(&priv
->shader_buffer
);
8809 ret
= shader_glsl_generate_geometry_shader(context_gl
, priv
, shader
, args
);
8810 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
8811 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
8816 static const char *shader_glsl_ffp_mcs(enum wined3d_material_color_source mcs
, const char *material
)
8820 case WINED3D_MCS_MATERIAL
:
8822 case WINED3D_MCS_COLOR1
:
8823 return "ffp_attrib_diffuse";
8824 case WINED3D_MCS_COLOR2
:
8825 return "ffp_attrib_specular";
8827 ERR("Invalid material color source %#x.\n", mcs
);
8832 static void shader_glsl_ffp_vertex_lighting_footer(struct wined3d_string_buffer
*buffer
,
8833 const struct wined3d_ffp_vs_settings
*settings
, unsigned int idx
, BOOL legacy_lighting
)
8835 shader_addline(buffer
, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)"
8836 " * ffp_light[%u].diffuse.xyz * att;\n", idx
);
8837 if (settings
->localviewer
)
8838 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
8840 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
8841 shader_addline(buffer
, "if (dot(dir, normal) > 0.0 && t > 0.0%s) specular +="
8842 " pow(t, ffp_material.shininess) * ffp_light[%u].specular * att;\n",
8843 legacy_lighting
? " && ffp_material.shininess > 0.0" : "", idx
);
8846 static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer
*buffer
,
8847 const struct wined3d_ffp_vs_settings
*settings
, BOOL legacy_lighting
)
8849 const char *diffuse
, *specular
, *emissive
, *ambient
;
8850 unsigned int i
, idx
;
8852 if (!settings
->lighting
)
8854 shader_addline(buffer
, "ffp_varying_diffuse = ffp_attrib_diffuse;\n");
8855 shader_addline(buffer
, "ffp_varying_specular = ffp_attrib_specular;\n");
8859 shader_addline(buffer
, "vec3 ambient = ffp_light_ambient;\n");
8860 shader_addline(buffer
, "vec3 diffuse = vec3(0.0);\n");
8861 shader_addline(buffer
, "vec4 specular = vec4(0.0);\n");
8862 shader_addline(buffer
, "vec3 dir, dst;\n");
8863 shader_addline(buffer
, "float att, t;\n");
8865 ambient
= shader_glsl_ffp_mcs(settings
->ambient_source
, "ffp_material.ambient");
8866 diffuse
= shader_glsl_ffp_mcs(settings
->diffuse_source
, "ffp_material.diffuse");
8867 specular
= shader_glsl_ffp_mcs(settings
->specular_source
, "ffp_material.specular");
8868 emissive
= shader_glsl_ffp_mcs(settings
->emissive_source
, "ffp_material.emissive");
8871 for (i
= 0; i
< settings
->point_light_count
; ++i
, ++idx
)
8873 shader_addline(buffer
, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", idx
);
8874 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
8875 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
8876 shader_addline(buffer
, "dst.x = 1.0;\n");
8877 if (legacy_lighting
)
8879 shader_addline(buffer
, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", idx
, idx
);
8880 shader_addline(buffer
, "dst.z = dst.y * dst.y;\n");
8881 shader_addline(buffer
, "if (dst.y > 0.0)\n{\n");
8885 shader_addline(buffer
, "if (dst.y <= ffp_light[%u].range)\n{\n", idx
);
8887 shader_addline(buffer
, "att = dot(dst.xyz, vec3(ffp_light[%u].c_att,"
8888 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n", idx
, idx
, idx
);
8889 if (!legacy_lighting
)
8890 shader_addline(buffer
, "att = 1.0 / att;\n");
8891 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz * att;\n", idx
);
8892 if (!settings
->normal
)
8894 shader_addline(buffer
, "}\n");
8897 shader_addline(buffer
, "dir = normalize(dir);\n");
8898 shader_glsl_ffp_vertex_lighting_footer(buffer
, settings
, idx
, legacy_lighting
);
8899 shader_addline(buffer
, "}\n");
8902 for (i
= 0; i
< settings
->spot_light_count
; ++i
, ++idx
)
8904 shader_addline(buffer
, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", idx
);
8905 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
8906 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
8907 shader_addline(buffer
, "dst.x = 1.0;\n");
8908 if (legacy_lighting
)
8910 shader_addline(buffer
, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", idx
, idx
);
8911 shader_addline(buffer
, "dst.z = dst.y * dst.y;\n");
8912 shader_addline(buffer
, "if (dst.y > 0.0)\n{\n");
8916 shader_addline(buffer
, "if (dst.y <= ffp_light[%u].range)\n{\n", idx
);
8918 shader_addline(buffer
, "dir = normalize(dir);\n");
8919 shader_addline(buffer
, "t = dot(-dir, normalize(ffp_light[%u].direction));\n", idx
);
8920 shader_addline(buffer
, "if (t > ffp_light[%u].cos_htheta) att = 1.0;\n", idx
);
8921 shader_addline(buffer
, "else if (t <= ffp_light[%u].cos_hphi) att = 0.0;\n", idx
);
8922 shader_addline(buffer
, "else att = pow((t - ffp_light[%u].cos_hphi)"
8923 " / (ffp_light[%u].cos_htheta - ffp_light[%u].cos_hphi), ffp_light[%u].falloff);\n",
8924 idx
, idx
, idx
, idx
);
8925 if (legacy_lighting
)
8926 shader_addline(buffer
, "att *= dot(dst.xyz, vec3(ffp_light[%u].c_att,"
8927 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n",
8930 shader_addline(buffer
, "att /= dot(dst.xyz, vec3(ffp_light[%u].c_att,"
8931 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n",
8933 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz * att;\n", idx
);
8934 if (!settings
->normal
)
8936 shader_addline(buffer
, "}\n");
8939 shader_glsl_ffp_vertex_lighting_footer(buffer
, settings
, idx
, legacy_lighting
);
8940 shader_addline(buffer
, "}\n");
8943 for (i
= 0; i
< settings
->directional_light_count
; ++i
, ++idx
)
8945 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz;\n", idx
);
8946 if (!settings
->normal
)
8948 shader_addline(buffer
, "att = 1.0;\n");
8949 shader_addline(buffer
, "dir = normalize(ffp_light[%u].direction.xyz);\n", idx
);
8950 shader_glsl_ffp_vertex_lighting_footer(buffer
, settings
, idx
, legacy_lighting
);
8953 for (i
= 0; i
< settings
->parallel_point_light_count
; ++i
, ++idx
)
8955 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz;\n", idx
);
8956 if (!settings
->normal
)
8958 shader_addline(buffer
, "att = 1.0;\n");
8959 shader_addline(buffer
, "dir = normalize(ffp_light[%u].position.xyz);\n", idx
);
8960 shader_glsl_ffp_vertex_lighting_footer(buffer
, settings
, idx
, legacy_lighting
);
8963 shader_addline(buffer
, "ffp_varying_diffuse.xyz = %s.xyz * ambient + %s.xyz * diffuse + %s.xyz;\n",
8964 ambient
, diffuse
, emissive
);
8965 shader_addline(buffer
, "ffp_varying_diffuse.w = %s.w;\n", diffuse
);
8966 shader_addline(buffer
, "ffp_varying_specular = %s * specular;\n", specular
);
8969 /* Context activation is done by the caller. */
8970 static GLuint
shader_glsl_generate_ffp_vertex_shader(struct shader_glsl_priv
*priv
,
8971 const struct wined3d_ffp_vs_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
8973 static const struct attrib_info
8976 const char name
[24];
8980 {"vec4", "ffp_attrib_position"}, /* WINED3D_FFP_POSITION */
8981 {"vec4", "ffp_attrib_blendweight"}, /* WINED3D_FFP_BLENDWEIGHT */
8982 /* TODO: Indexed vertex blending */
8983 {"float", ""}, /* WINED3D_FFP_BLENDINDICES */
8984 {"vec3", "ffp_attrib_normal"}, /* WINED3D_FFP_NORMAL */
8985 {"float", "ffp_attrib_psize"}, /* WINED3D_FFP_PSIZE */
8986 {"vec4", "ffp_attrib_diffuse"}, /* WINED3D_FFP_DIFFUSE */
8987 {"vec4", "ffp_attrib_specular"}, /* WINED3D_FFP_SPECULAR */
8989 const BOOL legacy_syntax
= needs_legacy_glsl_syntax(gl_info
);
8990 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
8991 BOOL output_legacy_fogcoord
= legacy_syntax
;
8992 BOOL legacy_lighting
= priv
->legacy_lighting
;
8996 string_buffer_clear(buffer
);
8998 shader_glsl_add_version_declaration(buffer
, gl_info
);
9000 if (shader_glsl_use_explicit_attrib_location(gl_info
))
9001 shader_addline(buffer
, "#extension GL_ARB_explicit_attrib_location : enable\n");
9003 shader_addline(buffer
, "invariant gl_Position;\n");
9005 for (i
= 0; i
< WINED3D_FFP_ATTRIBS_COUNT
; ++i
)
9007 const char *type
= i
< ARRAY_SIZE(attrib_info
) ? attrib_info
[i
].type
: "vec4";
9009 if (shader_glsl_use_explicit_attrib_location(gl_info
))
9010 shader_addline(buffer
, "layout(location = %u) ", i
);
9011 shader_addline(buffer
, "%s %s vs_in%u;\n", get_attribute_keyword(gl_info
), type
, i
);
9013 shader_addline(buffer
, "\n");
9015 shader_addline(buffer
, "uniform mat4 ffp_modelview_matrix[%u];\n", MAX_VERTEX_BLENDS
);
9016 shader_addline(buffer
, "uniform mat4 ffp_projection_matrix;\n");
9017 shader_addline(buffer
, "uniform mat3 ffp_normal_matrix;\n");
9018 shader_addline(buffer
, "uniform mat4 ffp_texture_matrix[%u];\n", WINED3D_MAX_TEXTURES
);
9020 shader_addline(buffer
, "uniform struct\n{\n");
9021 shader_addline(buffer
, " vec4 emissive;\n");
9022 shader_addline(buffer
, " vec4 ambient;\n");
9023 shader_addline(buffer
, " vec4 diffuse;\n");
9024 shader_addline(buffer
, " vec4 specular;\n");
9025 shader_addline(buffer
, " float shininess;\n");
9026 shader_addline(buffer
, "} ffp_material;\n");
9028 shader_addline(buffer
, "uniform vec3 ffp_light_ambient;\n");
9029 shader_addline(buffer
, "uniform struct\n{\n");
9030 shader_addline(buffer
, " vec4 diffuse;\n");
9031 shader_addline(buffer
, " vec4 specular;\n");
9032 shader_addline(buffer
, " vec4 ambient;\n");
9033 shader_addline(buffer
, " vec4 position;\n");
9034 shader_addline(buffer
, " vec3 direction;\n");
9035 shader_addline(buffer
, " float range;\n");
9036 shader_addline(buffer
, " float falloff;\n");
9037 shader_addline(buffer
, " float c_att;\n");
9038 shader_addline(buffer
, " float l_att;\n");
9039 shader_addline(buffer
, " float q_att;\n");
9040 shader_addline(buffer
, " float cos_htheta;\n");
9041 shader_addline(buffer
, " float cos_hphi;\n");
9042 shader_addline(buffer
, "} ffp_light[%u];\n", WINED3D_MAX_ACTIVE_LIGHTS
);
9044 if (settings
->point_size
)
9046 shader_addline(buffer
, "uniform struct\n{\n");
9047 shader_addline(buffer
, " float size;\n");
9048 shader_addline(buffer
, " float size_min;\n");
9049 shader_addline(buffer
, " float size_max;\n");
9050 shader_addline(buffer
, " float c_att;\n");
9051 shader_addline(buffer
, " float l_att;\n");
9052 shader_addline(buffer
, " float q_att;\n");
9053 shader_addline(buffer
, "} ffp_point;\n");
9058 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
9059 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
9060 shader_addline(buffer
, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_TEXTURES
);
9061 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
9065 if (settings
->clipping
)
9066 shader_addline(buffer
, "uniform vec4 clip_planes[%u];\n", gl_info
->limits
.user_clip_distances
);
9068 declare_out_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_diffuse;\n");
9069 declare_out_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_specular;\n");
9070 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_TEXTURES
);
9071 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
9074 shader_addline(buffer
, "\nvoid main()\n{\n");
9075 shader_addline(buffer
, "float m;\n");
9076 shader_addline(buffer
, "vec3 r;\n");
9078 for (i
= 0; i
< ARRAY_SIZE(attrib_info
); ++i
)
9080 if (attrib_info
[i
].name
[0])
9081 shader_addline(buffer
, "%s %s = vs_in%u%s;\n", attrib_info
[i
].type
, attrib_info
[i
].name
,
9082 i
, settings
->swizzle_map
& (1u << i
) ? ".zyxw" : "");
9084 for (i
= 0; i
< WINED3D_MAX_TEXTURES
; ++i
)
9086 unsigned int coord_idx
= settings
->texgen
[i
] & 0x0000ffff;
9087 if ((settings
->texgen
[i
] & 0xffff0000) == WINED3DTSS_TCI_PASSTHRU
9088 && settings
->texcoords
& (1u << i
))
9089 shader_addline(buffer
, "vec4 ffp_attrib_texcoord%u = vs_in%u;\n", i
, coord_idx
+ WINED3D_FFP_TEXCOORD0
);
9092 shader_addline(buffer
, "ffp_attrib_blendweight[%u] = 1.0;\n", settings
->vertexblends
);
9094 if (settings
->transformed
)
9096 shader_addline(buffer
, "vec4 ec_pos = vec4(ffp_attrib_position.xyz, 1.0);\n");
9097 shader_addline(buffer
, "gl_Position = ffp_projection_matrix * ec_pos;\n");
9098 shader_addline(buffer
, "if (ffp_attrib_position.w != 0.0) gl_Position /= ffp_attrib_position.w;\n");
9102 for (i
= 0; i
< settings
->vertexblends
; ++i
)
9103 shader_addline(buffer
, "ffp_attrib_blendweight[%u] -= ffp_attrib_blendweight[%u];\n", settings
->vertexblends
, i
);
9105 shader_addline(buffer
, "vec4 ec_pos = vec4(0.0);\n");
9106 for (i
= 0; i
< settings
->vertexblends
+ 1; ++i
)
9107 shader_addline(buffer
, "ec_pos += ffp_attrib_blendweight[%u] * (ffp_modelview_matrix[%u] * ffp_attrib_position);\n", i
, i
);
9109 shader_addline(buffer
, "gl_Position = ffp_projection_matrix * ec_pos;\n");
9110 if (settings
->clipping
)
9113 shader_addline(buffer
, "gl_ClipVertex = ec_pos;\n");
9115 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
9116 shader_addline(buffer
, "gl_ClipDistance[%u] = dot(ec_pos, clip_planes[%u]);\n", i
, i
);
9118 shader_addline(buffer
, "ec_pos /= ec_pos.w;\n");
9121 shader_addline(buffer
, "vec3 normal = vec3(0.0);\n");
9122 if (settings
->normal
)
9124 if (!settings
->vertexblends
)
9126 shader_addline(buffer
, "normal = ffp_normal_matrix * ffp_attrib_normal;\n");
9130 for (i
= 0; i
< settings
->vertexblends
+ 1; ++i
)
9131 shader_addline(buffer
, "normal += ffp_attrib_blendweight[%u] * (mat3(ffp_modelview_matrix[%u]) * ffp_attrib_normal);\n", i
, i
);
9134 if (settings
->normalize
)
9135 shader_addline(buffer
, "normal = normalize(normal);\n");
9138 shader_glsl_ffp_vertex_lighting(buffer
, settings
, legacy_lighting
);
9141 shader_addline(buffer
, "gl_FrontColor = ffp_varying_diffuse;\n");
9142 shader_addline(buffer
, "gl_FrontSecondaryColor = ffp_varying_specular;\n");
9146 shader_addline(buffer
, "ffp_varying_diffuse = clamp(ffp_varying_diffuse, 0.0, 1.0);\n");
9147 shader_addline(buffer
, "ffp_varying_specular = clamp(ffp_varying_specular, 0.0, 1.0);\n");
9150 for (i
= 0; i
< WINED3D_MAX_TEXTURES
; ++i
)
9152 BOOL output_legacy_texcoord
= legacy_syntax
;
9154 switch (settings
->texgen
[i
] & 0xffff0000)
9156 case WINED3DTSS_TCI_PASSTHRU
:
9157 if (settings
->texcoords
& (1u << i
))
9158 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * ffp_attrib_texcoord%u;\n",
9160 else if (shader_glsl_full_ffp_varyings(gl_info
))
9161 shader_addline(buffer
, "ffp_varying_texcoord[%u] = vec4(0.0);\n", i
);
9163 output_legacy_texcoord
= FALSE
;
9166 case WINED3DTSS_TCI_CAMERASPACENORMAL
:
9167 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * vec4(normal, 1.0);\n", i
, i
);
9170 case WINED3DTSS_TCI_CAMERASPACEPOSITION
:
9171 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * ec_pos;\n", i
, i
);
9174 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR
:
9175 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u]"
9176 " * vec4(reflect(normalize(ec_pos.xyz), normal), 1.0);\n", i
, i
);
9179 case WINED3DTSS_TCI_SPHEREMAP
:
9180 shader_addline(buffer
, "r = reflect(normalize(ec_pos.xyz), normal);\n");
9181 shader_addline(buffer
, "m = 2.0 * length(vec3(r.x, r.y, r.z + 1.0));\n");
9182 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u]"
9183 " * vec4(r.x / m + 0.5, r.y / m + 0.5, 0.0, 1.0);\n", i
, i
);
9187 ERR("Unhandled texgen %#x.\n", settings
->texgen
[i
]);
9190 if (output_legacy_texcoord
)
9191 shader_addline(buffer
, "gl_TexCoord[%u] = ffp_varying_texcoord[%u];\n", i
, i
);
9194 switch (settings
->fog_mode
)
9196 case WINED3D_FFP_VS_FOG_OFF
:
9197 output_legacy_fogcoord
= FALSE
;
9200 case WINED3D_FFP_VS_FOG_FOGCOORD
:
9201 shader_addline(buffer
, "ffp_varying_fogcoord = ffp_attrib_specular.w * 255.0;\n");
9204 case WINED3D_FFP_VS_FOG_RANGE
:
9205 shader_addline(buffer
, "ffp_varying_fogcoord = length(ec_pos.xyz);\n");
9208 case WINED3D_FFP_VS_FOG_DEPTH
:
9209 if (settings
->ortho_fog
)
9211 if (gl_info
->supported
[ARB_CLIP_CONTROL
])
9212 shader_addline(buffer
, "ffp_varying_fogcoord = gl_Position.z;\n");
9214 /* Need to undo the [0.0 - 1.0] -> [-1.0 - 1.0] transformation from D3D to GL coordinates. */
9215 shader_addline(buffer
, "ffp_varying_fogcoord = gl_Position.z * 0.5 + 0.5;\n");
9217 else if (settings
->transformed
)
9219 shader_addline(buffer
, "ffp_varying_fogcoord = ec_pos.z;\n");
9223 shader_addline(buffer
, "ffp_varying_fogcoord = abs(ec_pos.z);\n");
9228 ERR("Unhandled fog mode %#x.\n", settings
->fog_mode
);
9231 if (output_legacy_fogcoord
)
9232 shader_addline(buffer
, "gl_FogFragCoord = ffp_varying_fogcoord;\n");
9234 if (settings
->point_size
)
9236 shader_addline(buffer
, "gl_PointSize = %s / sqrt(ffp_point.c_att"
9237 " + ffp_point.l_att * length(ec_pos.xyz)"
9238 " + ffp_point.q_att * dot(ec_pos.xyz, ec_pos.xyz));\n",
9239 settings
->per_vertex_point_size
? "ffp_attrib_psize" : "ffp_point.size");
9240 shader_addline(buffer
, "gl_PointSize = clamp(gl_PointSize, ffp_point.size_min, ffp_point.size_max);\n");
9243 shader_addline(buffer
, "}\n");
9245 shader_obj
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
9246 shader_glsl_compile(gl_info
, shader_obj
, buffer
->buffer
);
9251 static const char *shader_glsl_get_ffp_fragment_op_arg(struct wined3d_string_buffer
*buffer
,
9252 unsigned int argnum
, unsigned int stage
, DWORD arg
)
9256 if (arg
== ARG_UNUSED
)
9257 return "<unused arg>";
9259 switch (arg
& WINED3DTA_SELECTMASK
)
9261 case WINED3DTA_DIFFUSE
:
9262 ret
= "ffp_varying_diffuse";
9265 case WINED3DTA_CURRENT
:
9269 case WINED3DTA_TEXTURE
:
9272 case 0: ret
= "tex0"; break;
9273 case 1: ret
= "tex1"; break;
9274 case 2: ret
= "tex2"; break;
9275 case 3: ret
= "tex3"; break;
9276 case 4: ret
= "tex4"; break;
9277 case 5: ret
= "tex5"; break;
9278 case 6: ret
= "tex6"; break;
9279 case 7: ret
= "tex7"; break;
9281 ret
= "<invalid texture>";
9286 case WINED3DTA_TFACTOR
:
9290 case WINED3DTA_SPECULAR
:
9291 ret
= "ffp_varying_specular";
9294 case WINED3DTA_TEMP
:
9298 case WINED3DTA_CONSTANT
:
9301 case 0: ret
= "tss_const0"; break;
9302 case 1: ret
= "tss_const1"; break;
9303 case 2: ret
= "tss_const2"; break;
9304 case 3: ret
= "tss_const3"; break;
9305 case 4: ret
= "tss_const4"; break;
9306 case 5: ret
= "tss_const5"; break;
9307 case 6: ret
= "tss_const6"; break;
9308 case 7: ret
= "tss_const7"; break;
9310 ret
= "<invalid constant>";
9316 return "<unhandled arg>";
9319 if (arg
& WINED3DTA_COMPLEMENT
)
9321 shader_addline(buffer
, "arg%u = vec4(1.0) - %s;\n", argnum
, ret
);
9324 else if (argnum
== 1)
9326 else if (argnum
== 2)
9330 if (arg
& WINED3DTA_ALPHAREPLICATE
)
9332 shader_addline(buffer
, "arg%u = vec4(%s.w);\n", argnum
, ret
);
9335 else if (argnum
== 1)
9337 else if (argnum
== 2)
9344 static void shader_glsl_ffp_fragment_op(struct wined3d_string_buffer
*buffer
, unsigned int stage
, BOOL color
,
9345 BOOL alpha
, BOOL tmp_dst
, unsigned int op
, DWORD dw_arg0
, DWORD dw_arg1
, DWORD dw_arg2
)
9347 const char *dstmask
, *dstreg
, *arg0
, *arg1
, *arg2
;
9356 dstreg
= tmp_dst
? "temp_reg" : "ret";
9358 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, dw_arg0
);
9359 arg1
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 1, stage
, dw_arg1
);
9360 arg2
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 2, stage
, dw_arg2
);
9364 case WINED3D_TOP_DISABLE
:
9367 case WINED3D_TOP_SELECT_ARG1
:
9368 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
);
9371 case WINED3D_TOP_SELECT_ARG2
:
9372 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg2
, dstmask
);
9375 case WINED3D_TOP_MODULATE
:
9376 shader_addline(buffer
, "%s%s = %s%s * %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9379 case WINED3D_TOP_MODULATE_4X
:
9380 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 4.0, 0.0, 1.0);\n",
9381 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9384 case WINED3D_TOP_MODULATE_2X
:
9385 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 2.0, 0.0, 1.0);\n",
9386 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9389 case WINED3D_TOP_ADD
:
9390 shader_addline(buffer
, "%s%s = clamp(%s%s + %s%s, 0.0, 1.0);\n",
9391 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9394 case WINED3D_TOP_ADD_SIGNED
:
9395 shader_addline(buffer
, "%s%s = clamp(%s%s + (%s - vec4(0.5))%s, 0.0, 1.0);\n",
9396 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9399 case WINED3D_TOP_ADD_SIGNED_2X
:
9400 shader_addline(buffer
, "%s%s = clamp((%s%s + (%s - vec4(0.5))%s) * 2.0, 0.0, 1.0);\n",
9401 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9404 case WINED3D_TOP_SUBTRACT
:
9405 shader_addline(buffer
, "%s%s = clamp(%s%s - %s%s, 0.0, 1.0);\n",
9406 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
9409 case WINED3D_TOP_ADD_SMOOTH
:
9410 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s%s, 0.0, 1.0);\n",
9411 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
, dstmask
);
9414 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
9415 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_DIFFUSE
);
9416 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
9417 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
9420 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
9421 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
9422 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
9423 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
9426 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
9427 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TFACTOR
);
9428 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
9429 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
9432 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
9433 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
9434 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
9435 dstreg
, dstmask
, arg2
, dstmask
, arg0
, arg1
, dstmask
);
9438 case WINED3D_TOP_BLEND_CURRENT_ALPHA
:
9439 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_CURRENT
);
9440 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
9441 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
9444 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
9445 shader_addline(buffer
, "%s%s = clamp(%s%s * %s.w + %s%s, 0.0, 1.0);\n",
9446 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
9449 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
9450 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s.w, 0.0, 1.0);\n",
9451 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
9454 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
9455 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
9456 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
9458 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
9459 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s.w, 0.0, 1.0);\n",
9460 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
9463 case WINED3D_TOP_BUMPENVMAP
:
9464 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
9465 /* These are handled in the first pass, nothing to do. */
9468 case WINED3D_TOP_DOTPRODUCT3
:
9469 shader_addline(buffer
, "%s%s = vec4(clamp(dot(%s.xyz - 0.5, %s.xyz - 0.5) * 4.0, 0.0, 1.0))%s;\n",
9470 dstreg
, dstmask
, arg1
, arg2
, dstmask
);
9473 case WINED3D_TOP_MULTIPLY_ADD
:
9474 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s%s, 0.0, 1.0);\n",
9475 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg0
, dstmask
);
9478 case WINED3D_TOP_LERP
:
9479 /* MSDN isn't quite right here. */
9480 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s%s);\n",
9481 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
, dstmask
);
9485 FIXME("Unhandled operation %#x.\n", op
);
9490 /* Context activation is done by the caller. */
9491 static GLuint
shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv
*priv
,
9492 const struct ffp_frag_settings
*settings
, const struct wined3d_context_gl
*context_gl
)
9494 struct wined3d_string_buffer
*tex_reg_name
= string_buffer_get(&priv
->string_buffers
);
9495 enum wined3d_cmp_func alpha_test_func
= settings
->alpha_test_func
+ 1;
9496 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
9497 BYTE lum_map
= 0, bump_map
= 0, tex_map
= 0, tss_const_map
= 0;
9498 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
9499 const BOOL legacy_syntax
= needs_legacy_glsl_syntax(gl_info
);
9500 BOOL tempreg_used
= FALSE
, tfactor_used
= FALSE
;
9501 UINT lowest_disabled_stage
;
9503 DWORD arg0
, arg1
, arg2
;
9506 string_buffer_clear(buffer
);
9508 /* Find out which textures are read */
9509 for (stage
= 0; stage
< WINED3D_MAX_TEXTURES
; ++stage
)
9511 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
9514 arg0
= settings
->op
[stage
].carg0
& WINED3DTA_SELECTMASK
;
9515 arg1
= settings
->op
[stage
].carg1
& WINED3DTA_SELECTMASK
;
9516 arg2
= settings
->op
[stage
].carg2
& WINED3DTA_SELECTMASK
;
9518 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
9519 || (stage
== 0 && settings
->color_key_enabled
))
9520 tex_map
|= 1u << stage
;
9521 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
9522 tfactor_used
= TRUE
;
9523 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
9524 tempreg_used
= TRUE
;
9525 if (settings
->op
[stage
].tmp_dst
)
9526 tempreg_used
= TRUE
;
9527 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
9528 tss_const_map
|= 1u << stage
;
9530 switch (settings
->op
[stage
].cop
)
9532 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
9533 lum_map
|= 1u << stage
;
9535 case WINED3D_TOP_BUMPENVMAP
:
9536 bump_map
|= 1u << stage
;
9538 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
9539 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
9540 tex_map
|= 1u << stage
;
9543 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
9544 tfactor_used
= TRUE
;
9551 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
9554 arg0
= settings
->op
[stage
].aarg0
& WINED3DTA_SELECTMASK
;
9555 arg1
= settings
->op
[stage
].aarg1
& WINED3DTA_SELECTMASK
;
9556 arg2
= settings
->op
[stage
].aarg2
& WINED3DTA_SELECTMASK
;
9558 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
)
9559 tex_map
|= 1u << stage
;
9560 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
9561 tfactor_used
= TRUE
;
9562 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
9563 tempreg_used
= TRUE
;
9564 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
9565 tss_const_map
|= 1u << stage
;
9567 lowest_disabled_stage
= stage
;
9569 shader_glsl_add_version_declaration(buffer
, gl_info
);
9571 if (shader_glsl_use_explicit_attrib_location(gl_info
))
9572 shader_addline(buffer
, "#extension GL_ARB_explicit_attrib_location : enable\n");
9573 if (gl_info
->supported
[ARB_SHADING_LANGUAGE_420PACK
])
9574 shader_addline(buffer
, "#extension GL_ARB_shading_language_420pack : enable\n");
9575 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
9576 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
9578 if (!use_legacy_fragment_output(gl_info
))
9580 shader_addline(buffer
, "vec4 ps_out[1];\n");
9581 if (shader_glsl_use_explicit_attrib_location(gl_info
))
9582 shader_addline(buffer
, "layout(location = 0) ");
9583 shader_addline(buffer
, "out vec4 color_out0;\n");
9586 shader_addline(buffer
, "vec4 tmp0, tmp1;\n");
9587 shader_addline(buffer
, "vec4 ret;\n");
9588 if (tempreg_used
|| settings
->sRGB_write
)
9589 shader_addline(buffer
, "vec4 temp_reg = vec4(0.0);\n");
9590 shader_addline(buffer
, "vec4 arg0, arg1, arg2;\n");
9592 for (stage
= 0; stage
< WINED3D_MAX_TEXTURES
; ++stage
)
9594 const char *sampler_type
;
9596 if (tss_const_map
& (1u << stage
))
9597 shader_addline(buffer
, "uniform vec4 tss_const%u;\n", stage
);
9599 if (!(tex_map
& (1u << stage
)))
9602 switch (settings
->op
[stage
].tex_type
)
9604 case WINED3D_GL_RES_TYPE_TEX_1D
:
9605 sampler_type
= "1D";
9607 case WINED3D_GL_RES_TYPE_TEX_2D
:
9608 sampler_type
= "2D";
9610 case WINED3D_GL_RES_TYPE_TEX_3D
:
9611 sampler_type
= "3D";
9613 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
9614 sampler_type
= "Cube";
9616 case WINED3D_GL_RES_TYPE_TEX_RECT
:
9617 sampler_type
= "2DRect";
9620 FIXME("Unhandled sampler type %#x.\n", settings
->op
[stage
].tex_type
);
9621 sampler_type
= NULL
;
9626 if (shader_glsl_use_layout_binding_qualifier(gl_info
))
9627 shader_glsl_append_sampler_binding_qualifier(buffer
, &context_gl
->c
, NULL
, stage
);
9628 shader_addline(buffer
, "uniform sampler%s ps_sampler%u;\n", sampler_type
, stage
);
9631 shader_addline(buffer
, "vec4 tex%u;\n", stage
);
9633 if (!(bump_map
& (1u << stage
)))
9635 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", stage
);
9637 if (!(lum_map
& (1u << stage
)))
9639 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", stage
);
9640 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", stage
);
9643 shader_addline(buffer
, "uniform vec4 tex_factor;\n");
9644 if (settings
->color_key_enabled
)
9645 shader_addline(buffer
, "uniform vec4 color_key[2];\n");
9646 shader_addline(buffer
, "uniform vec4 specular_enable;\n");
9648 if (settings
->sRGB_write
)
9650 shader_addline(buffer
, "const vec4 srgb_const0 = ");
9651 shader_glsl_append_imm_vec(buffer
, &wined3d_srgb_const
[0].x
, 4, gl_info
);
9652 shader_addline(buffer
, ";\n");
9653 shader_addline(buffer
, "const vec4 srgb_const1 = ");
9654 shader_glsl_append_imm_vec(buffer
, &wined3d_srgb_const
[1].x
, 4, gl_info
);
9655 shader_addline(buffer
, ";\n");
9658 shader_addline(buffer
, "uniform struct\n{\n");
9659 shader_addline(buffer
, " vec4 color;\n");
9660 shader_addline(buffer
, " float density;\n");
9661 shader_addline(buffer
, " float end;\n");
9662 shader_addline(buffer
, " float scale;\n");
9663 shader_addline(buffer
, "} ffp_fog;\n");
9665 if (alpha_test_func
!= WINED3D_CMP_ALWAYS
)
9666 shader_addline(buffer
, "uniform float alpha_test_ref;\n");
9670 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
9671 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
9672 shader_addline(buffer
, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_TEXTURES
);
9673 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", WINED3D_MAX_TEXTURES
);
9674 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
9678 declare_in_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_diffuse;\n");
9679 declare_in_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_specular;\n");
9680 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", WINED3D_MAX_TEXTURES
);
9681 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", WINED3D_MAX_TEXTURES
);
9682 declare_in_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
9685 shader_addline(buffer
, "void main()\n{\n");
9689 shader_addline(buffer
, "ffp_varying_diffuse = gl_Color;\n");
9690 shader_addline(buffer
, "ffp_varying_specular = gl_SecondaryColor;\n");
9693 for (stage
= 0; stage
< WINED3D_MAX_TEXTURES
; ++stage
)
9695 if (tex_map
& (1u << stage
))
9697 if (settings
->pointsprite
)
9698 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", stage
);
9699 else if (settings
->texcoords_initialized
& (1u << stage
))
9700 shader_addline(buffer
, "ffp_texcoord[%u] = %s[%u];\n",
9701 stage
, legacy_syntax
? "gl_TexCoord" : "ffp_varying_texcoord", stage
);
9703 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(0.0);\n", stage
);
9707 if (legacy_syntax
&& settings
->fog
!= WINED3D_FFP_PS_FOG_OFF
)
9708 shader_addline(buffer
, "ffp_varying_fogcoord = gl_FogFragCoord;\n");
9710 if (lowest_disabled_stage
< 7 && settings
->emul_clipplanes
)
9711 shader_addline(buffer
, "if (any(lessThan(ffp_texcoord[7], vec4(0.0)))) discard;\n");
9713 /* Generate texture sampling instructions */
9714 for (stage
= 0; stage
< WINED3D_MAX_TEXTURES
&& settings
->op
[stage
].cop
!= WINED3D_TOP_DISABLE
; ++stage
)
9716 const char *texture_function
, *coord_mask
;
9719 if (!(tex_map
& (1u << stage
)))
9722 if (settings
->op
[stage
].projected
== WINED3D_PROJECTION_NONE
)
9726 else if (settings
->op
[stage
].projected
== WINED3D_PROJECTION_COUNT4
9727 || settings
->op
[stage
].projected
== WINED3D_PROJECTION_COUNT3
)
9733 FIXME("Unexpected projection mode %d\n", settings
->op
[stage
].projected
);
9737 if (settings
->op
[stage
].tex_type
== WINED3D_GL_RES_TYPE_TEX_CUBE
)
9740 switch (settings
->op
[stage
].tex_type
)
9742 case WINED3D_GL_RES_TYPE_TEX_1D
:
9743 texture_function
= "texture1D";
9746 case WINED3D_GL_RES_TYPE_TEX_2D
:
9747 texture_function
= "texture2D";
9750 case WINED3D_GL_RES_TYPE_TEX_3D
:
9751 texture_function
= "texture3D";
9754 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
9755 texture_function
= "textureCube";
9758 case WINED3D_GL_RES_TYPE_TEX_RECT
:
9759 texture_function
= "texture2DRect";
9763 FIXME("Unhandled texture type %#x.\n", settings
->op
[stage
].tex_type
);
9764 texture_function
= "";
9765 coord_mask
= "xyzw";
9770 texture_function
= "texture";
9773 && (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP
9774 || settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
))
9776 shader_addline(buffer
, "ret.xy = bumpenv_mat%u * tex%u.xy;\n", stage
- 1, stage
- 1);
9778 /* With projective textures, texbem only divides the static
9779 * texture coordinate, not the displacement, so multiply the
9780 * displacement with the dividing parameter before passing it to
9782 if (settings
->op
[stage
].projected
!= WINED3D_PROJECTION_NONE
)
9784 if (settings
->op
[stage
].projected
== WINED3D_PROJECTION_COUNT4
)
9786 shader_addline(buffer
, "ret.xy = (ret.xy * ffp_texcoord[%u].w) + ffp_texcoord[%u].xy;\n",
9788 shader_addline(buffer
, "ret.zw = ffp_texcoord[%u].ww;\n", stage
);
9792 shader_addline(buffer
, "ret.xy = (ret.xy * ffp_texcoord[%u].z) + ffp_texcoord[%u].xy;\n",
9794 shader_addline(buffer
, "ret.zw = ffp_texcoord[%u].zz;\n", stage
);
9799 shader_addline(buffer
, "ret = ffp_texcoord[%u] + ret.xyxy;\n", stage
);
9802 shader_addline(buffer
, "tex%u = %s%s(ps_sampler%u, ret.%s%s);\n",
9803 stage
, texture_function
, proj
? "Proj" : "", stage
, coord_mask
, proj
? "w" : "");
9805 if (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
9806 shader_addline(buffer
, "tex%u *= clamp(tex%u.z * bumpenv_lum_scale%u + bumpenv_lum_offset%u, 0.0, 1.0);\n",
9807 stage
, stage
- 1, stage
- 1, stage
- 1);
9809 else if (settings
->op
[stage
].projected
== WINED3D_PROJECTION_COUNT3
)
9811 shader_addline(buffer
, "tex%u = %s%s(ps_sampler%u, ffp_texcoord[%u].xyz);\n",
9812 stage
, texture_function
, proj
? "Proj" : "", stage
, stage
);
9816 shader_addline(buffer
, "tex%u = %s%s(ps_sampler%u, ffp_texcoord[%u].%s%s);\n",
9817 stage
, texture_function
, proj
? "Proj" : "", stage
, stage
, coord_mask
, proj
? "w" : "");
9820 string_buffer_sprintf(tex_reg_name
, "tex%u", stage
);
9821 shader_glsl_color_correction_ext(buffer
, tex_reg_name
->buffer
, WINED3DSP_WRITEMASK_ALL
,
9822 settings
->op
[stage
].color_fixup
);
9825 if (settings
->color_key_enabled
)
9826 shader_glsl_generate_colour_key_test(buffer
, "tex0", "color_key[0]", "color_key[1]");
9828 shader_addline(buffer
, "ret = ffp_varying_diffuse;\n");
9830 /* Generate the main shader */
9831 for (stage
= 0; stage
< WINED3D_MAX_TEXTURES
; ++stage
)
9835 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
9838 if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
9839 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
9840 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
;
9841 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
9842 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
9843 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg2
;
9844 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
9845 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
9846 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg1
;
9847 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
9848 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
9849 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
9851 op_equal
= settings
->op
[stage
].aop
== settings
->op
[stage
].cop
9852 && settings
->op
[stage
].carg0
== settings
->op
[stage
].aarg0
9853 && settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
9854 && settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
9856 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
9858 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].tmp_dst
,
9859 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
9860 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
9864 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, TRUE
, settings
->op
[stage
].tmp_dst
,
9865 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
9866 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
9868 else if (settings
->op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP
9869 && settings
->op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
9871 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].tmp_dst
,
9872 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
9873 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
9874 shader_glsl_ffp_fragment_op(buffer
, stage
, FALSE
, TRUE
, settings
->op
[stage
].tmp_dst
,
9875 settings
->op
[stage
].aop
, settings
->op
[stage
].aarg0
,
9876 settings
->op
[stage
].aarg1
, settings
->op
[stage
].aarg2
);
9880 shader_addline(buffer
, "%s[0] = ffp_varying_specular * specular_enable + ret;\n",
9881 get_fragment_output(gl_info
));
9883 if (settings
->sRGB_write
)
9884 shader_glsl_generate_srgb_write_correction(buffer
, gl_info
);
9886 shader_glsl_generate_fog_code(buffer
, gl_info
, settings
->fog
);
9888 shader_glsl_generate_alpha_test(buffer
, gl_info
, alpha_test_func
);
9889 if (!use_legacy_fragment_output(gl_info
))
9890 shader_addline(buffer
, "color_out0 = ps_out[0];\n");
9892 shader_addline(buffer
, "}\n");
9894 shader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
9895 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
9897 string_buffer_release(&priv
->string_buffers
, tex_reg_name
);
9901 static struct glsl_ffp_vertex_shader
*shader_glsl_find_ffp_vertex_shader(struct shader_glsl_priv
*priv
,
9902 const struct wined3d_gl_info
*gl_info
, const struct wined3d_ffp_vs_settings
*settings
)
9904 struct glsl_ffp_vertex_shader
*shader
;
9905 const struct wine_rb_entry
*entry
;
9907 if ((entry
= wine_rb_get(&priv
->ffp_vertex_shaders
, settings
)))
9908 return WINE_RB_ENTRY_VALUE(entry
, struct glsl_ffp_vertex_shader
, desc
.entry
);
9910 if (!(shader
= heap_alloc(sizeof(*shader
))))
9913 shader
->desc
.settings
= *settings
;
9914 shader
->id
= shader_glsl_generate_ffp_vertex_shader(priv
, settings
, gl_info
);
9915 list_init(&shader
->linked_programs
);
9916 if (wine_rb_put(&priv
->ffp_vertex_shaders
, &shader
->desc
.settings
, &shader
->desc
.entry
) == -1)
9917 ERR("Failed to insert ffp vertex shader.\n");
9922 static struct glsl_ffp_fragment_shader
*shader_glsl_find_ffp_fragment_shader(struct shader_glsl_priv
*priv
,
9923 const struct ffp_frag_settings
*args
, const struct wined3d_context_gl
*context_gl
)
9925 struct glsl_ffp_fragment_shader
*glsl_desc
;
9926 const struct ffp_frag_desc
*desc
;
9928 if ((desc
= find_ffp_frag_shader(&priv
->ffp_fragment_shaders
, args
)))
9929 return CONTAINING_RECORD(desc
, struct glsl_ffp_fragment_shader
, entry
);
9931 if (!(glsl_desc
= heap_alloc(sizeof(*glsl_desc
))))
9934 glsl_desc
->entry
.settings
= *args
;
9935 glsl_desc
->id
= shader_glsl_generate_ffp_fragment_shader(priv
, args
, context_gl
);
9936 list_init(&glsl_desc
->linked_programs
);
9937 add_ffp_frag_shader(&priv
->ffp_fragment_shaders
, &glsl_desc
->entry
);
9943 static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info
*gl_info
,
9944 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_vs_program
*vs
, unsigned int vs_c_count
)
9947 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
9949 for (i
= 0; i
< vs_c_count
; ++i
)
9951 string_buffer_sprintf(name
, "vs_c[%u]", i
);
9952 vs
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9954 memset(&vs
->uniform_f_locations
[vs_c_count
], 0xff, (WINED3D_MAX_VS_CONSTS_F
- vs_c_count
) * sizeof(GLuint
));
9956 for (i
= 0; i
< WINED3D_MAX_CONSTS_I
; ++i
)
9958 string_buffer_sprintf(name
, "vs_i[%u]", i
);
9959 vs
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9962 for (i
= 0; i
< WINED3D_MAX_CONSTS_B
; ++i
)
9964 string_buffer_sprintf(name
, "vs_b[%u]", i
);
9965 vs
->uniform_b_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9968 vs
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "pos_fixup"));
9969 vs
->base_vertex_id_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "base_vertex_id"));
9971 for (i
= 0; i
< MAX_VERTEX_BLENDS
; ++i
)
9973 string_buffer_sprintf(name
, "ffp_modelview_matrix[%u]", i
);
9974 vs
->modelview_matrix_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9976 vs
->projection_matrix_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_projection_matrix"));
9977 vs
->normal_matrix_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_normal_matrix"));
9978 for (i
= 0; i
< WINED3D_MAX_TEXTURES
; ++i
)
9980 string_buffer_sprintf(name
, "ffp_texture_matrix[%u]", i
);
9981 vs
->texture_matrix_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9983 vs
->material_ambient_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.ambient"));
9984 vs
->material_diffuse_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.diffuse"));
9985 vs
->material_specular_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.specular"));
9986 vs
->material_emissive_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.emissive"));
9987 vs
->material_shininess_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.shininess"));
9988 vs
->light_ambient_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_light_ambient"));
9989 for (i
= 0; i
< WINED3D_MAX_ACTIVE_LIGHTS
; ++i
)
9991 string_buffer_sprintf(name
, "ffp_light[%u].diffuse", i
);
9992 vs
->light_location
[i
].diffuse
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9993 string_buffer_sprintf(name
, "ffp_light[%u].specular", i
);
9994 vs
->light_location
[i
].specular
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9995 string_buffer_sprintf(name
, "ffp_light[%u].ambient", i
);
9996 vs
->light_location
[i
].ambient
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9997 string_buffer_sprintf(name
, "ffp_light[%u].position", i
);
9998 vs
->light_location
[i
].position
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
9999 string_buffer_sprintf(name
, "ffp_light[%u].direction", i
);
10000 vs
->light_location
[i
].direction
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10001 string_buffer_sprintf(name
, "ffp_light[%u].range", i
);
10002 vs
->light_location
[i
].range
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10003 string_buffer_sprintf(name
, "ffp_light[%u].falloff", i
);
10004 vs
->light_location
[i
].falloff
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10005 string_buffer_sprintf(name
, "ffp_light[%u].c_att", i
);
10006 vs
->light_location
[i
].c_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10007 string_buffer_sprintf(name
, "ffp_light[%u].l_att", i
);
10008 vs
->light_location
[i
].l_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10009 string_buffer_sprintf(name
, "ffp_light[%u].q_att", i
);
10010 vs
->light_location
[i
].q_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10011 string_buffer_sprintf(name
, "ffp_light[%u].cos_htheta", i
);
10012 vs
->light_location
[i
].cos_htheta
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10013 string_buffer_sprintf(name
, "ffp_light[%u].cos_hphi", i
);
10014 vs
->light_location
[i
].cos_hphi
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10016 vs
->pointsize_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size"));
10017 vs
->pointsize_min_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size_min"));
10018 vs
->pointsize_max_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size_max"));
10019 vs
->pointsize_c_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.c_att"));
10020 vs
->pointsize_l_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.l_att"));
10021 vs
->pointsize_q_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.q_att"));
10022 vs
->clip_planes_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "clip_planes"));
10024 string_buffer_release(&priv
->string_buffers
, name
);
10027 static void shader_glsl_init_ds_uniform_locations(const struct wined3d_gl_info
*gl_info
,
10028 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_ds_program
*ds
)
10030 ds
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "pos_fixup"));
10033 static void shader_glsl_init_gs_uniform_locations(const struct wined3d_gl_info
*gl_info
,
10034 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_gs_program
*gs
)
10036 gs
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "pos_fixup"));
10039 static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info
*gl_info
,
10040 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_ps_program
*ps
, unsigned int ps_c_count
)
10043 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
10045 for (i
= 0; i
< ps_c_count
; ++i
)
10047 string_buffer_sprintf(name
, "ps_c[%u]", i
);
10048 ps
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10050 memset(&ps
->uniform_f_locations
[ps_c_count
], 0xff, (WINED3D_MAX_PS_CONSTS_F
- ps_c_count
) * sizeof(GLuint
));
10052 for (i
= 0; i
< WINED3D_MAX_CONSTS_I
; ++i
)
10054 string_buffer_sprintf(name
, "ps_i[%u]", i
);
10055 ps
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10058 for (i
= 0; i
< WINED3D_MAX_CONSTS_B
; ++i
)
10060 string_buffer_sprintf(name
, "ps_b[%u]", i
);
10061 ps
->uniform_b_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10064 for (i
= 0; i
< WINED3D_MAX_TEXTURES
; ++i
)
10066 string_buffer_sprintf(name
, "bumpenv_mat%u", i
);
10067 ps
->bumpenv_mat_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10068 string_buffer_sprintf(name
, "bumpenv_lum_scale%u", i
);
10069 ps
->bumpenv_lum_scale_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10070 string_buffer_sprintf(name
, "bumpenv_lum_offset%u", i
);
10071 ps
->bumpenv_lum_offset_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10072 string_buffer_sprintf(name
, "tss_const%u", i
);
10073 ps
->tss_constant_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
10076 ps
->tex_factor_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "tex_factor"));
10077 ps
->specular_enable_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "specular_enable"));
10079 ps
->fog_color_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.color"));
10080 ps
->fog_density_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.density"));
10081 ps
->fog_end_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.end"));
10082 ps
->fog_scale_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.scale"));
10084 ps
->alpha_test_ref_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "alpha_test_ref"));
10086 ps
->np2_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ps_samplerNP2Fixup"));
10087 ps
->ycorrection_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ycorrection"));
10088 ps
->color_key_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "color_key"));
10090 string_buffer_release(&priv
->string_buffers
, name
);
10093 static HRESULT
shader_glsl_compile_compute_shader(struct shader_glsl_priv
*priv
,
10094 const struct wined3d_context_gl
*context_gl
, struct wined3d_shader
*shader
)
10096 struct glsl_context_data
*ctx_data
= context_gl
->c
.shader_backend_data
;
10097 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
10098 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
10099 struct glsl_cs_compiled_shader
*gl_shaders
;
10100 struct glsl_shader_private
*shader_data
;
10101 struct glsl_shader_prog_link
*entry
;
10102 GLuint shader_id
, program_id
;
10104 if (!(entry
= heap_alloc(sizeof(*entry
))))
10106 ERR("Out of memory.\n");
10107 return E_OUTOFMEMORY
;
10110 if (!(shader
->backend_data
= heap_alloc_zero(sizeof(*shader_data
))))
10112 ERR("Failed to allocate backend data.\n");
10114 return E_OUTOFMEMORY
;
10116 shader_data
= shader
->backend_data
;
10118 if (!(shader_data
->gl_shaders
.cs
= heap_alloc(sizeof(*gl_shaders
))))
10120 ERR("Failed to allocate GL shader array.\n");
10122 heap_free(shader
->backend_data
);
10123 shader
->backend_data
= NULL
;
10124 return E_OUTOFMEMORY
;
10126 shader_data
->shader_array_size
= 1;
10127 gl_shaders
= shader_data
->gl_shaders
.cs
;
10129 TRACE("Compiling compute shader %p.\n", shader
);
10131 string_buffer_clear(buffer
);
10132 shader_id
= shader_glsl_generate_compute_shader(context_gl
, buffer
, &priv
->string_buffers
, shader
);
10133 gl_shaders
[shader_data
->num_gl_shaders
++].id
= shader_id
;
10135 program_id
= GL_EXTCALL(glCreateProgram());
10136 TRACE("Created new GLSL shader program %u.\n", program_id
);
10138 entry
->id
= program_id
;
10144 entry
->cs
.id
= shader_id
;
10145 entry
->constant_version
= 0;
10146 entry
->shader_controlled_clip_distances
= 0;
10147 entry
->ps
.np2_fixup_info
= NULL
;
10148 add_glsl_program_entry(priv
, entry
);
10150 TRACE("Attaching GLSL shader object %u to program %u.\n", shader_id
, program_id
);
10151 GL_EXTCALL(glAttachShader(program_id
, shader_id
));
10152 checkGLcall("glAttachShader");
10154 list_add_head(&shader
->linked_programs
, &entry
->cs
.shader_entry
);
10156 TRACE("Linking GLSL shader program %u.\n", program_id
);
10157 GL_EXTCALL(glLinkProgram(program_id
));
10158 shader_glsl_validate_link(gl_info
, program_id
);
10160 GL_EXTCALL(glUseProgram(program_id
));
10161 checkGLcall("glUseProgram");
10162 shader_glsl_load_program_resources(context_gl
, priv
, program_id
, shader
);
10163 shader_glsl_load_images(gl_info
, priv
, program_id
, &shader
->reg_maps
);
10165 entry
->constant_update_mask
= 0;
10167 GL_EXTCALL(glUseProgram(ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0));
10168 checkGLcall("glUseProgram");
10172 static GLuint
find_glsl_compute_shader(const struct wined3d_context_gl
*context_gl
,
10173 struct shader_glsl_priv
*priv
, struct wined3d_shader
*shader
)
10175 struct glsl_shader_private
*shader_data
;
10177 if (!shader
->backend_data
)
10179 WARN("Failed to find GLSL program for compute shader %p.\n", shader
);
10180 if (FAILED(shader_glsl_compile_compute_shader(priv
, context_gl
, shader
)))
10182 ERR("Failed to compile compute shader %p.\n", shader
);
10186 shader_data
= shader
->backend_data
;
10187 return shader_data
->gl_shaders
.cs
[0].id
;
10190 /* Context activation is done by the caller. */
10191 static void set_glsl_compute_shader_program(const struct wined3d_context_gl
*context_gl
,
10192 const struct wined3d_state
*state
, struct shader_glsl_priv
*priv
, struct glsl_context_data
*ctx_data
)
10194 struct glsl_shader_prog_link
*entry
;
10195 struct wined3d_shader
*shader
;
10196 struct glsl_program_key key
;
10199 if (!(context_gl
->c
.shader_update_mask
& (1u << WINED3D_SHADER_TYPE_COMPUTE
)))
10202 if (!(shader
= state
->shader
[WINED3D_SHADER_TYPE_COMPUTE
]))
10204 WARN("Compute shader is NULL.\n");
10205 ctx_data
->glsl_program
= NULL
;
10209 cs_id
= find_glsl_compute_shader(context_gl
, priv
, shader
);
10210 memset(&key
, 0, sizeof(key
));
10212 if (!(entry
= get_glsl_program_entry(priv
, &key
)))
10213 ERR("Failed to find GLSL program for compute shader %p.\n", shader
);
10214 ctx_data
->glsl_program
= entry
;
10217 /* Context activation is done by the caller. */
10218 static void set_glsl_shader_program(const struct wined3d_context_gl
*context_gl
, const struct wined3d_state
*state
,
10219 struct shader_glsl_priv
*priv
, struct glsl_context_data
*ctx_data
)
10221 const struct wined3d_d3d_info
*d3d_info
= context_gl
->c
.d3d_info
;
10222 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
10223 const struct wined3d_shader
*pre_rasterization_shader
;
10224 const struct ps_np2fixup_info
*np2fixup_info
= NULL
;
10225 struct wined3d_shader
*hshader
, *dshader
, *gshader
;
10226 struct glsl_shader_prog_link
*entry
= NULL
;
10227 struct wined3d_shader
*vshader
= NULL
;
10228 struct wined3d_shader
*pshader
= NULL
;
10229 GLuint reorder_shader_id
= 0;
10230 struct glsl_program_key key
;
10231 uint32_t attribs_map
;
10239 struct list
*ps_list
, *vs_list
;
10240 struct wined3d_string_buffer
*tmp_name
;
10242 if (!(context_gl
->c
.shader_update_mask
& (1u << WINED3D_SHADER_TYPE_VERTEX
)) && ctx_data
->glsl_program
)
10244 vs_id
= ctx_data
->glsl_program
->vs
.id
;
10245 vs_list
= &ctx_data
->glsl_program
->vs
.shader_entry
;
10248 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
10250 else if (use_vs(state
))
10252 struct vs_compile_args vs_compile_args
;
10254 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
10256 find_vs_compile_args(state
, vshader
, &vs_compile_args
, &context_gl
->c
);
10257 vs_id
= find_glsl_vertex_shader(context_gl
, priv
, vshader
, &vs_compile_args
);
10258 vs_list
= &vshader
->linked_programs
;
10260 else if (priv
->vertex_pipe
== &glsl_vertex_pipe
)
10262 struct glsl_ffp_vertex_shader
*ffp_shader
;
10263 struct wined3d_ffp_vs_settings settings
;
10265 wined3d_ffp_get_vs_settings(&context_gl
->c
, state
, &settings
);
10266 ffp_shader
= shader_glsl_find_ffp_vertex_shader(priv
, gl_info
, &settings
);
10267 vs_id
= ffp_shader
->id
;
10268 vs_list
= &ffp_shader
->linked_programs
;
10271 hshader
= state
->shader
[WINED3D_SHADER_TYPE_HULL
];
10272 if (!(context_gl
->c
.shader_update_mask
& (1u << WINED3D_SHADER_TYPE_HULL
)) && ctx_data
->glsl_program
)
10273 hs_id
= ctx_data
->glsl_program
->hs
.id
;
10275 hs_id
= find_glsl_hull_shader(context_gl
, priv
, hshader
);
10277 dshader
= state
->shader
[WINED3D_SHADER_TYPE_DOMAIN
];
10278 if (!(context_gl
->c
.shader_update_mask
& (1u << WINED3D_SHADER_TYPE_DOMAIN
)) && ctx_data
->glsl_program
)
10280 ds_id
= ctx_data
->glsl_program
->ds
.id
;
10284 struct ds_compile_args args
;
10286 find_ds_compile_args(state
, dshader
, &args
, &context_gl
->c
);
10287 ds_id
= find_glsl_domain_shader(context_gl
, priv
, dshader
, &args
);
10290 gshader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
10291 if (!(context_gl
->c
.shader_update_mask
& (1u << WINED3D_SHADER_TYPE_GEOMETRY
)) && ctx_data
->glsl_program
)
10293 gs_id
= ctx_data
->glsl_program
->gs
.id
;
10297 struct gs_compile_args args
;
10299 find_gs_compile_args(state
, gshader
, &args
, &context_gl
->c
);
10300 gs_id
= find_glsl_geometry_shader(context_gl
, priv
, gshader
, &args
);
10303 /* A pixel shader is not used when rasterization is disabled. */
10304 if (is_rasterization_disabled(gshader
))
10309 else if (!(context_gl
->c
.shader_update_mask
& (1u << WINED3D_SHADER_TYPE_PIXEL
)) && ctx_data
->glsl_program
)
10311 ps_id
= ctx_data
->glsl_program
->ps
.id
;
10312 ps_list
= &ctx_data
->glsl_program
->ps
.shader_entry
;
10315 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
10317 else if (use_ps(state
))
10319 struct ps_compile_args ps_compile_args
;
10320 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
10321 find_ps_compile_args(state
, pshader
, context_gl
->c
.stream_info
.position_transformed
,
10322 &ps_compile_args
, &context_gl
->c
);
10323 ps_id
= find_glsl_fragment_shader(context_gl
, &priv
->shader_buffer
, &priv
->string_buffers
,
10324 pshader
, &ps_compile_args
, &np2fixup_info
);
10325 ps_list
= &pshader
->linked_programs
;
10327 else if (priv
->fragment_pipe
== &glsl_fragment_pipe
10328 && !(vshader
&& vshader
->reg_maps
.shader_version
.major
>= 4))
10330 struct glsl_ffp_fragment_shader
*ffp_shader
;
10331 struct ffp_frag_settings settings
;
10333 wined3d_ffp_get_fs_settings(&context_gl
->c
, state
, &settings
, FALSE
);
10334 ffp_shader
= shader_glsl_find_ffp_fragment_shader(priv
, &settings
, context_gl
);
10335 ps_id
= ffp_shader
->id
;
10336 ps_list
= &ffp_shader
->linked_programs
;
10345 if ((!vs_id
&& !hs_id
&& !ds_id
&& !gs_id
&& !ps_id
) || (entry
= get_glsl_program_entry(priv
, &key
)))
10347 ctx_data
->glsl_program
= entry
;
10351 /* If we get to this point, then no matching program exists, so we create one */
10352 program_id
= GL_EXTCALL(glCreateProgram());
10353 TRACE("Created new GLSL shader program %u.\n", program_id
);
10355 /* Create the entry */
10356 entry
= heap_alloc(sizeof(*entry
));
10357 entry
->id
= program_id
;
10358 entry
->vs
.id
= vs_id
;
10359 entry
->hs
.id
= hs_id
;
10360 entry
->ds
.id
= ds_id
;
10361 entry
->gs
.id
= gs_id
;
10362 entry
->ps
.id
= ps_id
;
10364 entry
->constant_version
= 0;
10365 entry
->shader_controlled_clip_distances
= 0;
10366 entry
->ps
.np2_fixup_info
= np2fixup_info
;
10367 /* Add the hash table entry */
10368 add_glsl_program_entry(priv
, entry
);
10370 /* Set the current program */
10371 ctx_data
->glsl_program
= entry
;
10373 /* Attach GLSL vshader */
10376 TRACE("Attaching GLSL shader object %u to program %u.\n", vs_id
, program_id
);
10377 GL_EXTCALL(glAttachShader(program_id
, vs_id
));
10378 checkGLcall("glAttachShader");
10380 list_add_head(vs_list
, &entry
->vs
.shader_entry
);
10385 attribs_map
= vshader
->reg_maps
.input_registers
;
10386 if (vshader
->reg_maps
.shader_version
.major
< 4)
10388 reorder_shader_id
= shader_glsl_generate_vs3_rasterizer_input_setup(priv
, vshader
, pshader
,
10389 state
->primitive_type
== WINED3D_PT_POINTLIST
&& vshader
->reg_maps
.point_size
,
10390 d3d_info
->emulated_flatshading
10391 && state
->render_states
[WINED3D_RS_SHADEMODE
] == WINED3D_SHADE_FLAT
, gl_info
);
10392 TRACE("Attaching GLSL shader object %u to program %u.\n", reorder_shader_id
, program_id
);
10393 GL_EXTCALL(glAttachShader(program_id
, reorder_shader_id
));
10394 checkGLcall("glAttachShader");
10395 /* Flag the reorder function for deletion, it will be freed
10396 * automatically when the program is destroyed. */
10397 GL_EXTCALL(glDeleteShader(reorder_shader_id
));
10402 attribs_map
= (1u << WINED3D_FFP_ATTRIBS_COUNT
) - 1;
10405 if (!shader_glsl_use_explicit_attrib_location(gl_info
))
10407 /* Bind vertex attributes to a corresponding index number to match
10408 * the same index numbers as ARB_vertex_programs (makes loading
10409 * vertex attributes simpler). With this method, we can use the
10410 * exact same code to load the attributes later for both ARB and
10413 * We have to do this here because we need to know the Program ID
10414 * in order to make the bindings work, and it has to be done prior
10415 * to linking the GLSL program. */
10416 tmp_name
= string_buffer_get(&priv
->string_buffers
);
10417 while (attribs_map
)
10419 i
= wined3d_bit_scan(&attribs_map
);
10420 string_buffer_sprintf(tmp_name
, "vs_in%u", i
);
10421 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
10422 if (vshader
&& vshader
->reg_maps
.shader_version
.major
>= 4)
10424 string_buffer_sprintf(tmp_name
, "vs_in_uint%u", i
);
10425 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
10426 string_buffer_sprintf(tmp_name
, "vs_in_int%u", i
);
10427 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
10430 checkGLcall("glBindAttribLocation");
10432 if (!use_legacy_fragment_output(gl_info
))
10434 for (i
= 0; i
< WINED3D_MAX_RENDER_TARGETS
; ++i
)
10436 string_buffer_sprintf(tmp_name
, "color_out%u", i
);
10437 if (state
->blend_state
&& state
->blend_state
->dual_source
)
10438 GL_EXTCALL(glBindFragDataLocationIndexed(program_id
, 0, i
, tmp_name
->buffer
));
10440 GL_EXTCALL(glBindFragDataLocation(program_id
, i
, tmp_name
->buffer
));
10441 checkGLcall("glBindFragDataLocation");
10444 string_buffer_release(&priv
->string_buffers
, tmp_name
);
10449 TRACE("Attaching GLSL tessellation control shader object %u to program %u.\n", hs_id
, program_id
);
10450 GL_EXTCALL(glAttachShader(program_id
, hs_id
));
10451 checkGLcall("glAttachShader");
10453 list_add_head(&hshader
->linked_programs
, &entry
->hs
.shader_entry
);
10458 TRACE("Attaching GLSL tessellation evaluation shader object %u to program %u.\n", ds_id
, program_id
);
10459 GL_EXTCALL(glAttachShader(program_id
, ds_id
));
10460 checkGLcall("glAttachShader");
10462 list_add_head(&dshader
->linked_programs
, &entry
->ds
.shader_entry
);
10467 TRACE("Attaching GLSL geometry shader object %u to program %u.\n", gs_id
, program_id
);
10468 GL_EXTCALL(glAttachShader(program_id
, gs_id
));
10469 checkGLcall("glAttachShader");
10471 shader_glsl_init_transform_feedback(context_gl
, priv
, program_id
, gshader
);
10473 list_add_head(&gshader
->linked_programs
, &entry
->gs
.shader_entry
);
10476 /* Attach GLSL pshader */
10479 TRACE("Attaching GLSL shader object %u to program %u.\n", ps_id
, program_id
);
10480 GL_EXTCALL(glAttachShader(program_id
, ps_id
));
10481 checkGLcall("glAttachShader");
10483 list_add_head(ps_list
, &entry
->ps
.shader_entry
);
10486 /* Link the program */
10487 TRACE("Linking GLSL shader program %u.\n", program_id
);
10488 GL_EXTCALL(glLinkProgram(program_id
));
10489 shader_glsl_validate_link(gl_info
, program_id
);
10491 shader_glsl_init_vs_uniform_locations(gl_info
, priv
, program_id
, &entry
->vs
,
10492 vshader
? vshader
->limits
->constant_float
: 0);
10493 shader_glsl_init_ds_uniform_locations(gl_info
, priv
, program_id
, &entry
->ds
);
10494 shader_glsl_init_gs_uniform_locations(gl_info
, priv
, program_id
, &entry
->gs
);
10495 shader_glsl_init_ps_uniform_locations(gl_info
, priv
, program_id
, &entry
->ps
,
10496 pshader
? pshader
->limits
->constant_float
: 0);
10497 checkGLcall("find glsl program uniform locations");
10499 pre_rasterization_shader
= gshader
? gshader
: dshader
? dshader
: vshader
;
10500 if (pre_rasterization_shader
&& pre_rasterization_shader
->reg_maps
.shader_version
.major
>= 4)
10502 unsigned int clip_distance_count
= wined3d_popcount(pre_rasterization_shader
->reg_maps
.clip_distance_mask
);
10503 entry
->shader_controlled_clip_distances
= 1;
10504 entry
->clip_distance_mask
= wined3d_mask_from_size(clip_distance_count
);
10507 if (needs_legacy_glsl_syntax(gl_info
))
10509 if (pshader
&& pshader
->reg_maps
.shader_version
.major
>= 3
10510 && pshader
->u
.ps
.declared_in_count
> vec4_varyings(3, gl_info
))
10512 TRACE("Shader %d needs vertex color clamping disabled.\n", program_id
);
10513 entry
->vs
.vertex_color_clamp
= GL_FALSE
;
10517 entry
->vs
.vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
10522 /* With core profile we never change vertex_color_clamp from
10523 * GL_FIXED_ONLY_MODE (which is also the initial value) so we never call
10524 * glClampColorARB(). */
10525 entry
->vs
.vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
10528 /* Set the shader to allow uniform loading on it */
10529 GL_EXTCALL(glUseProgram(program_id
));
10530 checkGLcall("glUseProgram");
10532 entry
->constant_update_mask
= 0;
10535 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_F
;
10536 if (vshader
->reg_maps
.integer_constants
)
10537 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_I
;
10538 if (vshader
->reg_maps
.boolean_constants
)
10539 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_B
;
10540 if (entry
->vs
.pos_fixup_location
!= -1)
10541 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
10542 if (entry
->vs
.base_vertex_id_location
!= -1)
10543 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_BASE_VERTEX_ID
;
10545 shader_glsl_load_program_resources(context_gl
, priv
, program_id
, vshader
);
10549 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
10550 | WINED3D_SHADER_CONST_FFP_PROJ
;
10552 for (i
= 1; i
< MAX_VERTEX_BLENDS
; ++i
)
10554 if (entry
->vs
.modelview_matrix_location
[i
] != -1)
10556 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
10561 for (i
= 0; i
< WINED3D_MAX_TEXTURES
; ++i
)
10563 if (entry
->vs
.texture_matrix_location
[i
] != -1)
10565 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
10569 if (entry
->vs
.material_ambient_location
!= -1 || entry
->vs
.material_diffuse_location
!= -1
10570 || entry
->vs
.material_specular_location
!= -1
10571 || entry
->vs
.material_emissive_location
!= -1
10572 || entry
->vs
.material_shininess_location
!= -1)
10573 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MATERIAL
;
10574 if (entry
->vs
.light_ambient_location
!= -1)
10575 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_LIGHTS
;
10577 if (entry
->vs
.clip_planes_location
!= -1)
10578 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
10579 if (entry
->vs
.pointsize_min_location
!= -1)
10580 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
10583 shader_glsl_load_program_resources(context_gl
, priv
, program_id
, hshader
);
10587 if (entry
->ds
.pos_fixup_location
!= -1)
10588 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
10590 shader_glsl_load_program_resources(context_gl
, priv
, program_id
, dshader
);
10595 if (entry
->gs
.pos_fixup_location
!= -1)
10596 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
10598 shader_glsl_load_program_resources(context_gl
, priv
, program_id
, gshader
);
10605 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_F
;
10606 if (pshader
->reg_maps
.integer_constants
)
10607 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_I
;
10608 if (pshader
->reg_maps
.boolean_constants
)
10609 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_B
;
10610 if (entry
->ps
.ycorrection_location
!= -1)
10611 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_Y_CORR
;
10613 shader_glsl_load_program_resources(context_gl
, priv
, program_id
, pshader
);
10614 shader_glsl_load_images(gl_info
, priv
, program_id
, &pshader
->reg_maps
);
10618 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PS
;
10620 shader_glsl_load_samplers(&context_gl
->c
, priv
, program_id
, NULL
);
10623 for (i
= 0; i
< WINED3D_MAX_TEXTURES
; ++i
)
10625 if (entry
->ps
.bumpenv_mat_location
[i
] != -1)
10627 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_BUMP_ENV
;
10632 if (entry
->ps
.fog_color_location
!= -1)
10633 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
10634 if (entry
->ps
.alpha_test_ref_location
!= -1)
10635 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_ALPHA_TEST
;
10636 if (entry
->ps
.np2_fixup_location
!= -1)
10637 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_NP2_FIXUP
;
10638 if (entry
->ps
.color_key_location
!= -1)
10639 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_COLOR_KEY
;
10643 static void shader_glsl_precompile(void *shader_priv
, struct wined3d_shader
*shader
)
10645 struct wined3d_device
*device
= shader
->device
;
10646 struct wined3d_context
*context
;
10648 if (shader
->reg_maps
.shader_version
.type
== WINED3D_SHADER_TYPE_COMPUTE
)
10650 context
= context_acquire(device
, NULL
, 0);
10651 shader_glsl_compile_compute_shader(shader_priv
, wined3d_context_gl(context
), shader
);
10652 context_release(context
);
10656 /* Context activation is done by the caller. */
10657 static void shader_glsl_select(void *shader_priv
, struct wined3d_context
*context
,
10658 const struct wined3d_state
*state
)
10660 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
10661 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
10662 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
10663 struct shader_glsl_priv
*priv
= shader_priv
;
10664 struct glsl_shader_prog_link
*glsl_program
;
10665 GLenum current_vertex_color_clamp
;
10666 GLuint program_id
, prev_id
;
10668 priv
->vertex_pipe
->vp_enable(context
, !use_vs(state
));
10669 priv
->fragment_pipe
->fp_enable(context
, !use_ps(state
));
10671 prev_id
= ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0;
10672 set_glsl_shader_program(context_gl
, state
, priv
, ctx_data
);
10673 glsl_program
= ctx_data
->glsl_program
;
10677 program_id
= glsl_program
->id
;
10678 current_vertex_color_clamp
= glsl_program
->vs
.vertex_color_clamp
;
10679 if (glsl_program
->shader_controlled_clip_distances
)
10680 wined3d_context_gl_enable_clip_distances(context_gl
, glsl_program
->clip_distance_mask
);
10685 current_vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
10688 if (ctx_data
->vertex_color_clamp
!= current_vertex_color_clamp
)
10690 ctx_data
->vertex_color_clamp
= current_vertex_color_clamp
;
10691 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
10693 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, current_vertex_color_clamp
));
10694 checkGLcall("glClampColorARB");
10698 FIXME("Vertex color clamp needs to be changed, but extension not supported.\n");
10702 TRACE("Using GLSL program %u.\n", program_id
);
10704 if (prev_id
!= program_id
)
10706 GL_EXTCALL(glUseProgram(program_id
));
10707 checkGLcall("glUseProgram");
10710 context
->constant_update_mask
|= glsl_program
->constant_update_mask
;
10713 context
->shader_update_mask
|= (1u << WINED3D_SHADER_TYPE_COMPUTE
);
10716 /* Context activation is done by the caller. */
10717 static void shader_glsl_select_compute(void *shader_priv
, struct wined3d_context
*context
,
10718 const struct wined3d_state
*state
)
10720 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
10721 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
10722 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
10723 struct shader_glsl_priv
*priv
= shader_priv
;
10724 GLuint program_id
, prev_id
;
10726 prev_id
= ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0;
10727 set_glsl_compute_shader_program(context_gl
, state
, priv
, ctx_data
);
10728 program_id
= ctx_data
->glsl_program
? ctx_data
->glsl_program
->id
: 0;
10730 TRACE("Using GLSL program %u.\n", program_id
);
10732 if (prev_id
!= program_id
)
10734 GL_EXTCALL(glUseProgram(program_id
));
10735 checkGLcall("glUseProgram");
10738 context
->shader_update_mask
|= (1u << WINED3D_SHADER_TYPE_PIXEL
)
10739 | (1u << WINED3D_SHADER_TYPE_VERTEX
)
10740 | (1u << WINED3D_SHADER_TYPE_GEOMETRY
)
10741 | (1u << WINED3D_SHADER_TYPE_HULL
)
10742 | (1u << WINED3D_SHADER_TYPE_DOMAIN
);
10745 /* "context" is not necessarily the currently active context. */
10746 static void shader_glsl_invalidate_current_program(struct wined3d_context
*context
)
10748 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
10750 ctx_data
->glsl_program
= NULL
;
10751 context
->shader_update_mask
= (1u << WINED3D_SHADER_TYPE_PIXEL
)
10752 | (1u << WINED3D_SHADER_TYPE_VERTEX
)
10753 | (1u << WINED3D_SHADER_TYPE_GEOMETRY
)
10754 | (1u << WINED3D_SHADER_TYPE_HULL
)
10755 | (1u << WINED3D_SHADER_TYPE_DOMAIN
)
10756 | (1u << WINED3D_SHADER_TYPE_COMPUTE
);
10759 /* Context activation is done by the caller. */
10760 static void shader_glsl_disable(void *shader_priv
, struct wined3d_context
*context
)
10762 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
10763 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
10764 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
10765 struct shader_glsl_priv
*priv
= shader_priv
;
10767 shader_glsl_invalidate_current_program(context
);
10768 GL_EXTCALL(glUseProgram(0));
10769 checkGLcall("glUseProgram");
10771 priv
->vertex_pipe
->vp_enable(context
, FALSE
);
10772 priv
->fragment_pipe
->fp_enable(context
, FALSE
);
10774 if (needs_legacy_glsl_syntax(gl_info
) && gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
10776 ctx_data
->vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
10777 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, GL_FIXED_ONLY_ARB
));
10778 checkGLcall("glClampColorARB");
10782 static void shader_glsl_invalidate_contexts_program(struct wined3d_device
*device
,
10783 const struct glsl_shader_prog_link
*program
)
10785 const struct glsl_context_data
*ctx_data
;
10786 struct wined3d_context
*context
;
10789 for (i
= 0; i
< device
->context_count
; ++i
)
10791 context
= device
->contexts
[i
];
10792 ctx_data
= context
->shader_backend_data
;
10794 if (ctx_data
->glsl_program
== program
)
10795 shader_glsl_invalidate_current_program(context
);
10799 static void shader_glsl_destroy(struct wined3d_shader
*shader
)
10801 struct glsl_shader_private
*shader_data
= shader
->backend_data
;
10802 struct wined3d_device
*device
= shader
->device
;
10803 struct shader_glsl_priv
*priv
= device
->shader_priv
;
10804 const struct wined3d_gl_info
*gl_info
;
10805 const struct list
*linked_programs
;
10806 struct wined3d_context
*context
;
10808 if (!shader_data
|| !shader_data
->num_gl_shaders
)
10810 heap_free(shader_data
);
10811 shader
->backend_data
= NULL
;
10815 context
= context_acquire(device
, NULL
, 0);
10816 gl_info
= wined3d_context_gl(context
)->gl_info
;
10818 TRACE("Deleting linked programs.\n");
10819 linked_programs
= &shader
->linked_programs
;
10820 if (!list_empty(linked_programs
))
10822 struct glsl_shader_prog_link
*entry
, *entry2
;
10825 switch (shader
->reg_maps
.shader_version
.type
)
10827 case WINED3D_SHADER_TYPE_PIXEL
:
10829 struct glsl_ps_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.ps
;
10831 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
10833 TRACE("Deleting pixel shader %u.\n", gl_shaders
[i
].id
);
10834 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
10835 checkGLcall("glDeleteShader");
10837 heap_free(shader_data
->gl_shaders
.ps
);
10839 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
10840 struct glsl_shader_prog_link
, ps
.shader_entry
)
10842 shader_glsl_invalidate_contexts_program(device
, entry
);
10843 delete_glsl_program_entry(priv
, gl_info
, entry
);
10849 case WINED3D_SHADER_TYPE_VERTEX
:
10851 struct glsl_vs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.vs
;
10853 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
10855 TRACE("Deleting vertex shader %u.\n", gl_shaders
[i
].id
);
10856 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
10857 checkGLcall("glDeleteShader");
10859 heap_free(shader_data
->gl_shaders
.vs
);
10861 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
10862 struct glsl_shader_prog_link
, vs
.shader_entry
)
10864 shader_glsl_invalidate_contexts_program(device
, entry
);
10865 delete_glsl_program_entry(priv
, gl_info
, entry
);
10871 case WINED3D_SHADER_TYPE_HULL
:
10873 struct glsl_hs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.hs
;
10875 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
10877 TRACE("Deleting hull shader %u.\n", gl_shaders
[i
].id
);
10878 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
10879 checkGLcall("glDeleteShader");
10881 heap_free(shader_data
->gl_shaders
.hs
);
10883 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
10884 struct glsl_shader_prog_link
, hs
.shader_entry
)
10886 shader_glsl_invalidate_contexts_program(device
, entry
);
10887 delete_glsl_program_entry(priv
, gl_info
, entry
);
10893 case WINED3D_SHADER_TYPE_DOMAIN
:
10895 struct glsl_ds_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.ds
;
10897 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
10899 TRACE("Deleting domain shader %u.\n", gl_shaders
[i
].id
);
10900 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
10901 checkGLcall("glDeleteShader");
10903 heap_free(shader_data
->gl_shaders
.ds
);
10905 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
10906 struct glsl_shader_prog_link
, ds
.shader_entry
)
10908 shader_glsl_invalidate_contexts_program(device
, entry
);
10909 delete_glsl_program_entry(priv
, gl_info
, entry
);
10915 case WINED3D_SHADER_TYPE_GEOMETRY
:
10917 struct glsl_gs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.gs
;
10919 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
10921 TRACE("Deleting geometry shader %u.\n", gl_shaders
[i
].id
);
10922 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
10923 checkGLcall("glDeleteShader");
10925 heap_free(shader_data
->gl_shaders
.gs
);
10927 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
10928 struct glsl_shader_prog_link
, gs
.shader_entry
)
10930 shader_glsl_invalidate_contexts_program(device
, entry
);
10931 delete_glsl_program_entry(priv
, gl_info
, entry
);
10937 case WINED3D_SHADER_TYPE_COMPUTE
:
10939 struct glsl_cs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.cs
;
10941 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
10943 TRACE("Deleting compute shader %u.\n", gl_shaders
[i
].id
);
10944 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
10945 checkGLcall("glDeleteShader");
10947 heap_free(shader_data
->gl_shaders
.cs
);
10949 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
10950 struct glsl_shader_prog_link
, cs
.shader_entry
)
10952 shader_glsl_invalidate_contexts_program(device
, entry
);
10953 delete_glsl_program_entry(priv
, gl_info
, entry
);
10960 ERR("Unhandled shader type %#x.\n", shader
->reg_maps
.shader_version
.type
);
10965 heap_free(shader
->backend_data
);
10966 shader
->backend_data
= NULL
;
10968 context_release(context
);
10971 static int glsl_program_key_compare(const void *key
, const struct wine_rb_entry
*entry
)
10973 const struct glsl_program_key
*k
= key
;
10974 const struct glsl_shader_prog_link
*prog
= WINE_RB_ENTRY_VALUE(entry
,
10975 const struct glsl_shader_prog_link
, program_lookup_entry
);
10978 if ((ret
= wined3d_uint32_compare(k
->vs_id
, prog
->vs
.id
)))
10980 if ((ret
= wined3d_uint32_compare(k
->gs_id
, prog
->gs
.id
)))
10982 if ((ret
= wined3d_uint32_compare(k
->ps_id
, prog
->ps
.id
)))
10984 if ((ret
= wined3d_uint32_compare(k
->hs_id
, prog
->hs
.id
)))
10986 if ((ret
= wined3d_uint32_compare(k
->ds_id
, prog
->ds
.id
)))
10988 if ((ret
= wined3d_uint32_compare(k
->cs_id
, prog
->cs
.id
)))
10994 static BOOL
constant_heap_init(struct constant_heap
*heap
, unsigned int constant_count
)
10996 SIZE_T size
= (constant_count
+ 1) * sizeof(*heap
->entries
)
10997 + constant_count
* sizeof(*heap
->contained
)
10998 + constant_count
* sizeof(*heap
->positions
);
11001 if (!(mem
= heap_alloc(size
)))
11003 ERR("Failed to allocate memory\n");
11007 heap
->entries
= mem
;
11008 heap
->entries
[1].version
= 0;
11009 heap
->contained
= (BOOL
*)(heap
->entries
+ constant_count
+ 1);
11010 memset(heap
->contained
, 0, constant_count
* sizeof(*heap
->contained
));
11011 heap
->positions
= (unsigned int *)(heap
->contained
+ constant_count
);
11017 static void constant_heap_free(struct constant_heap
*heap
)
11019 heap_free(heap
->entries
);
11022 static HRESULT
shader_glsl_alloc(struct wined3d_device
*device
, const struct wined3d_vertex_pipe_ops
*vertex_pipe
,
11023 const struct wined3d_fragment_pipe_ops
*fragment_pipe
)
11025 SIZE_T stack_size
= wined3d_log2i(max(WINED3D_MAX_VS_CONSTS_F
, WINED3D_MAX_PS_CONSTS_F
)) + 1;
11026 struct fragment_caps fragment_caps
;
11027 void *vertex_priv
, *fragment_priv
;
11028 struct shader_glsl_priv
*priv
;
11030 if (!(priv
= heap_alloc_zero(sizeof(*priv
))))
11031 return E_OUTOFMEMORY
;
11033 string_buffer_list_init(&priv
->string_buffers
);
11035 if (!(vertex_priv
= vertex_pipe
->vp_alloc(&glsl_shader_backend
, priv
)))
11037 ERR("Failed to initialize vertex pipe.\n");
11042 if (!(fragment_priv
= fragment_pipe
->alloc_private(&glsl_shader_backend
, priv
)))
11044 ERR("Failed to initialize fragment pipe.\n");
11045 vertex_pipe
->vp_free(device
, NULL
);
11050 if (!string_buffer_init(&priv
->shader_buffer
))
11052 ERR("Failed to initialize shader buffer.\n");
11056 if (!(priv
->stack
= heap_calloc(stack_size
, sizeof(*priv
->stack
))))
11058 ERR("Failed to allocate memory.\n");
11062 if (!constant_heap_init(&priv
->vconst_heap
, WINED3D_MAX_VS_CONSTS_F
))
11064 ERR("Failed to initialize vertex shader constant heap\n");
11068 if (!constant_heap_init(&priv
->pconst_heap
, WINED3D_MAX_PS_CONSTS_F
))
11070 ERR("Failed to initialize pixel shader constant heap\n");
11074 wine_rb_init(&priv
->program_lookup
, glsl_program_key_compare
);
11076 priv
->next_constant_version
= 1;
11077 priv
->vertex_pipe
= vertex_pipe
;
11078 priv
->fragment_pipe
= fragment_pipe
;
11079 fragment_pipe
->get_caps(device
->adapter
, &fragment_caps
);
11080 priv
->ffp_proj_control
= fragment_caps
.wined3d_caps
& WINED3D_FRAGMENT_CAP_PROJ_CONTROL
;
11081 priv
->legacy_lighting
= device
->wined3d
->flags
& WINED3D_LEGACY_FFP_LIGHTING
;
11083 device
->vertex_priv
= vertex_priv
;
11084 device
->fragment_priv
= fragment_priv
;
11085 device
->shader_priv
= priv
;
11090 constant_heap_free(&priv
->pconst_heap
);
11091 constant_heap_free(&priv
->vconst_heap
);
11092 heap_free(priv
->stack
);
11093 string_buffer_free(&priv
->shader_buffer
);
11094 fragment_pipe
->free_private(device
, NULL
);
11095 vertex_pipe
->vp_free(device
, NULL
);
11097 return E_OUTOFMEMORY
;
11100 /* Context activation is done by the caller. */
11101 static void shader_glsl_free(struct wined3d_device
*device
, struct wined3d_context
*context
)
11103 struct shader_glsl_priv
*priv
= device
->shader_priv
;
11105 wine_rb_destroy(&priv
->program_lookup
, NULL
, NULL
);
11106 constant_heap_free(&priv
->pconst_heap
);
11107 constant_heap_free(&priv
->vconst_heap
);
11108 heap_free(priv
->stack
);
11109 string_buffer_list_cleanup(&priv
->string_buffers
);
11110 string_buffer_free(&priv
->shader_buffer
);
11111 priv
->fragment_pipe
->free_private(device
, context
);
11112 priv
->vertex_pipe
->vp_free(device
, context
);
11114 heap_free(device
->shader_priv
);
11115 device
->shader_priv
= NULL
;
11118 static BOOL
shader_glsl_allocate_context_data(struct wined3d_context
*context
)
11120 struct glsl_context_data
*ctx_data
;
11122 if (!(ctx_data
= heap_alloc_zero(sizeof(*ctx_data
))))
11124 ctx_data
->vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
11125 context
->shader_backend_data
= ctx_data
;
11129 static void shader_glsl_free_context_data(struct wined3d_context
*context
)
11131 heap_free(context
->shader_backend_data
);
11134 static void shader_glsl_init_context_state(struct wined3d_context
*context
)
11136 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
11137 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
11139 gl_info
->gl_ops
.gl
.p_glEnable(GL_PROGRAM_POINT_SIZE
);
11140 checkGLcall("GL_PROGRAM_POINT_SIZE");
11143 static unsigned int shader_glsl_get_shader_model(const struct wined3d_gl_info
*gl_info
)
11145 BOOL shader_model_4
= gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 50)
11146 && gl_info
->supported
[ARB_SHADER_BIT_ENCODING
]
11147 && gl_info
->supported
[ARB_TEXTURE_SWIZZLE
];
11150 && gl_info
->supported
[ARB_COMPUTE_SHADER
]
11151 && gl_info
->supported
[ARB_CULL_DISTANCE
]
11152 && gl_info
->supported
[ARB_DERIVATIVE_CONTROL
]
11153 && gl_info
->supported
[ARB_GPU_SHADER5
]
11154 && gl_info
->supported
[ARB_SHADER_ATOMIC_COUNTERS
]
11155 && gl_info
->supported
[ARB_SHADER_IMAGE_LOAD_STORE
]
11156 && gl_info
->supported
[ARB_SHADER_IMAGE_SIZE
]
11157 && gl_info
->supported
[ARB_SHADING_LANGUAGE_PACKING
]
11158 && gl_info
->supported
[ARB_TESSELLATION_SHADER
]
11159 && gl_info
->supported
[ARB_TEXTURE_GATHER
]
11160 && gl_info
->supported
[ARB_TRANSFORM_FEEDBACK3
])
11163 if (shader_model_4
)
11166 /* Support for texldd and texldl instructions in pixel shaders is required
11168 if (shader_glsl_has_core_grad(gl_info
) || gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
11174 static void shader_glsl_get_caps(const struct wined3d_adapter
*adapter
, struct shader_caps
*caps
)
11176 const struct wined3d_gl_info
*gl_info
= &adapter
->gl_info
;
11177 unsigned int shader_model
= shader_glsl_get_shader_model(gl_info
);
11179 TRACE("Shader model %u.\n", shader_model
);
11181 caps
->vs_version
= min(wined3d_settings
.max_sm_vs
, shader_model
);
11182 caps
->hs_version
= min(wined3d_settings
.max_sm_hs
, shader_model
);
11183 caps
->ds_version
= min(wined3d_settings
.max_sm_ds
, shader_model
);
11184 caps
->gs_version
= min(wined3d_settings
.max_sm_gs
, shader_model
);
11185 caps
->ps_version
= min(wined3d_settings
.max_sm_ps
, shader_model
);
11186 caps
->cs_version
= min(wined3d_settings
.max_sm_cs
, shader_model
);
11188 caps
->vs_version
= gl_info
->supported
[ARB_VERTEX_SHADER
] ? caps
->vs_version
: 0;
11189 caps
->ps_version
= gl_info
->supported
[ARB_FRAGMENT_SHADER
] ? caps
->ps_version
: 0;
11191 caps
->vs_uniform_count
= min(WINED3D_MAX_VS_CONSTS_F
, gl_info
->limits
.glsl_vs_float_constants
);
11192 caps
->ps_uniform_count
= min(WINED3D_MAX_PS_CONSTS_F
, gl_info
->limits
.glsl_ps_float_constants
);
11193 caps
->varying_count
= gl_info
->limits
.glsl_varyings
;
11195 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
11196 * Direct3D minimum requirement.
11198 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
11199 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
11201 * The problem is that the refrast clamps temporary results in the shader to
11202 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
11203 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
11204 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
11205 * offer a way to query this.
11207 if (shader_model
>= 4)
11208 caps
->ps_1x_max_value
= FLT_MAX
;
11210 caps
->ps_1x_max_value
= 1024.0f
;
11212 /* Ideally we'd only set caps like sRGB writes here if supported by both
11213 * the shader backend and the fragment pipe, but we can get called before
11214 * shader_glsl_alloc(). */
11215 caps
->wined3d_caps
= WINED3D_SHADER_CAP_VS_CLIPPING
11216 | WINED3D_SHADER_CAP_SRGB_WRITE
;
11217 if (needs_interpolation_qualifiers_for_shader_outputs(gl_info
))
11218 caps
->wined3d_caps
|= WINED3D_SHADER_CAP_OUTPUT_INTERPOLATION
;
11219 if (shader_glsl_full_ffp_varyings(gl_info
))
11220 caps
->wined3d_caps
|= WINED3D_SHADER_CAP_FULL_FFP_VARYINGS
;
11223 static BOOL
shader_glsl_color_fixup_supported(struct color_fixup_desc fixup
)
11225 /* We support everything except YUV conversions. */
11226 return !is_complex_fixup(fixup
);
11229 static const SHADER_HANDLER shader_glsl_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
11231 /* WINED3DSIH_ABS */ shader_glsl_map2gl
,
11232 /* WINED3DSIH_ADD */ shader_glsl_binop
,
11233 /* WINED3DSIH_AND */ shader_glsl_binop
,
11234 /* WINED3DSIH_ATOMIC_AND */ shader_glsl_atomic
,
11235 /* WINED3DSIH_ATOMIC_CMP_STORE */ shader_glsl_atomic
,
11236 /* WINED3DSIH_ATOMIC_IADD */ shader_glsl_atomic
,
11237 /* WINED3DSIH_ATOMIC_IMAX */ shader_glsl_atomic
,
11238 /* WINED3DSIH_ATOMIC_IMIN */ shader_glsl_atomic
,
11239 /* WINED3DSIH_ATOMIC_OR */ shader_glsl_atomic
,
11240 /* WINED3DSIH_ATOMIC_UMAX */ shader_glsl_atomic
,
11241 /* WINED3DSIH_ATOMIC_UMIN */ shader_glsl_atomic
,
11242 /* WINED3DSIH_ATOMIC_XOR */ shader_glsl_atomic
,
11243 /* WINED3DSIH_BEM */ shader_glsl_bem
,
11244 /* WINED3DSIH_BFI */ shader_glsl_bitwise_op
,
11245 /* WINED3DSIH_BFREV */ shader_glsl_map2gl
,
11246 /* WINED3DSIH_BREAK */ shader_glsl_break
,
11247 /* WINED3DSIH_BREAKC */ shader_glsl_breakc
,
11248 /* WINED3DSIH_BREAKP */ shader_glsl_conditional_op
,
11249 /* WINED3DSIH_BUFINFO */ shader_glsl_bufinfo
,
11250 /* WINED3DSIH_CALL */ shader_glsl_call
,
11251 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz
,
11252 /* WINED3DSIH_CASE */ shader_glsl_case
,
11253 /* WINED3DSIH_CMP */ shader_glsl_conditional_move
,
11254 /* WINED3DSIH_CND */ shader_glsl_cnd
,
11255 /* WINED3DSIH_CONTINUE */ shader_glsl_continue
,
11256 /* WINED3DSIH_CONTINUEP */ shader_glsl_conditional_op
,
11257 /* WINED3DSIH_COUNTBITS */ shader_glsl_map2gl
,
11258 /* WINED3DSIH_CRS */ shader_glsl_cross
,
11259 /* WINED3DSIH_CUT */ shader_glsl_cut
,
11260 /* WINED3DSIH_CUT_STREAM */ shader_glsl_cut
,
11261 /* WINED3DSIH_DCL */ shader_glsl_nop
,
11262 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_glsl_nop
,
11263 /* WINED3DSIH_DCL_FUNCTION_BODY */ NULL
,
11264 /* WINED3DSIH_DCL_FUNCTION_TABLE */ NULL
,
11265 /* WINED3DSIH_DCL_GLOBAL_FLAGS */ shader_glsl_nop
,
11266 /* WINED3DSIH_DCL_GS_INSTANCES */ shader_glsl_nop
,
11267 /* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ shader_glsl_nop
,
11268 /* WINED3DSIH_DCL_HS_JOIN_PHASE_INSTANCE_COUNT */ shader_glsl_nop
,
11269 /* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ shader_glsl_nop
,
11270 /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ shader_glsl_nop
,
11271 /* WINED3DSIH_DCL_INDEX_RANGE */ shader_glsl_nop
,
11272 /* WINED3DSIH_DCL_INDEXABLE_TEMP */ shader_glsl_nop
,
11273 /* WINED3DSIH_DCL_INPUT */ shader_glsl_nop
,
11274 /* WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT */ shader_glsl_nop
,
11275 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_glsl_nop
,
11276 /* WINED3DSIH_DCL_INPUT_PS */ shader_glsl_nop
,
11277 /* WINED3DSIH_DCL_INPUT_PS_SGV */ shader_glsl_nop
,
11278 /* WINED3DSIH_DCL_INPUT_PS_SIV */ shader_glsl_nop
,
11279 /* WINED3DSIH_DCL_INPUT_SGV */ shader_glsl_nop
,
11280 /* WINED3DSIH_DCL_INPUT_SIV */ shader_glsl_nop
,
11281 /* WINED3DSIH_DCL_INTERFACE */ NULL
,
11282 /* WINED3DSIH_DCL_OUTPUT */ shader_glsl_nop
,
11283 /* WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT */ shader_glsl_nop
,
11284 /* WINED3DSIH_DCL_OUTPUT_SIV */ shader_glsl_nop
,
11285 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_glsl_nop
,
11286 /* WINED3DSIH_DCL_RESOURCE_RAW */ shader_glsl_nop
,
11287 /* WINED3DSIH_DCL_RESOURCE_STRUCTURED */ shader_glsl_nop
,
11288 /* WINED3DSIH_DCL_SAMPLER */ shader_glsl_nop
,
11289 /* WINED3DSIH_DCL_STREAM */ NULL
,
11290 /* WINED3DSIH_DCL_TEMPS */ shader_glsl_nop
,
11291 /* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ shader_glsl_nop
,
11292 /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ shader_glsl_nop
,
11293 /* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ shader_glsl_nop
,
11294 /* WINED3DSIH_DCL_TGSM_RAW */ shader_glsl_nop
,
11295 /* WINED3DSIH_DCL_TGSM_STRUCTURED */ shader_glsl_nop
,
11296 /* WINED3DSIH_DCL_THREAD_GROUP */ shader_glsl_nop
,
11297 /* WINED3DSIH_DCL_UAV_RAW */ shader_glsl_nop
,
11298 /* WINED3DSIH_DCL_UAV_STRUCTURED */ shader_glsl_nop
,
11299 /* WINED3DSIH_DCL_UAV_TYPED */ shader_glsl_nop
,
11300 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_glsl_nop
,
11301 /* WINED3DSIH_DEF */ shader_glsl_nop
,
11302 /* WINED3DSIH_DEFAULT */ shader_glsl_default
,
11303 /* WINED3DSIH_DEFB */ shader_glsl_nop
,
11304 /* WINED3DSIH_DEFI */ shader_glsl_nop
,
11305 /* WINED3DSIH_DIV */ shader_glsl_binop
,
11306 /* WINED3DSIH_DP2 */ shader_glsl_dot
,
11307 /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add
,
11308 /* WINED3DSIH_DP3 */ shader_glsl_dot
,
11309 /* WINED3DSIH_DP4 */ shader_glsl_dot
,
11310 /* WINED3DSIH_DST */ shader_glsl_dst
,
11311 /* WINED3DSIH_DSX */ shader_glsl_map2gl
,
11312 /* WINED3DSIH_DSX_COARSE */ shader_glsl_map2gl
,
11313 /* WINED3DSIH_DSX_FINE */ shader_glsl_map2gl
,
11314 /* WINED3DSIH_DSY */ shader_glsl_map2gl
,
11315 /* WINED3DSIH_DSY_COARSE */ shader_glsl_map2gl
,
11316 /* WINED3DSIH_DSY_FINE */ shader_glsl_map2gl
,
11317 /* WINED3DSIH_ELSE */ shader_glsl_else
,
11318 /* WINED3DSIH_EMIT */ shader_glsl_emit
,
11319 /* WINED3DSIH_EMIT_STREAM */ shader_glsl_emit
,
11320 /* WINED3DSIH_ENDIF */ shader_glsl_end
,
11321 /* WINED3DSIH_ENDLOOP */ shader_glsl_end
,
11322 /* WINED3DSIH_ENDREP */ shader_glsl_end
,
11323 /* WINED3DSIH_ENDSWITCH */ shader_glsl_end
,
11324 /* WINED3DSIH_EQ */ shader_glsl_relop
,
11325 /* WINED3DSIH_EVAL_CENTROID */ NULL
,
11326 /* WINED3DSIH_EVAL_SAMPLE_INDEX */ shader_glsl_interpolate
,
11327 /* WINED3DSIH_EXP */ shader_glsl_scalar_op
,
11328 /* WINED3DSIH_EXPP */ shader_glsl_expp
,
11329 /* WINED3DSIH_F16TOF32 */ shader_glsl_float16
,
11330 /* WINED3DSIH_F32TOF16 */ shader_glsl_float16
,
11331 /* WINED3DSIH_FCALL */ NULL
,
11332 /* WINED3DSIH_FIRSTBIT_HI */ shader_glsl_map2gl
,
11333 /* WINED3DSIH_FIRSTBIT_LO */ shader_glsl_map2gl
,
11334 /* WINED3DSIH_FIRSTBIT_SHI */ shader_glsl_map2gl
,
11335 /* WINED3DSIH_FRC */ shader_glsl_map2gl
,
11336 /* WINED3DSIH_FTOI */ shader_glsl_to_int
,
11337 /* WINED3DSIH_FTOU */ shader_glsl_to_uint
,
11338 /* WINED3DSIH_GATHER4 */ shader_glsl_gather4
,
11339 /* WINED3DSIH_GATHER4_C */ shader_glsl_gather4
,
11340 /* WINED3DSIH_GATHER4_PO */ shader_glsl_gather4
,
11341 /* WINED3DSIH_GATHER4_PO_C */ shader_glsl_gather4
,
11342 /* WINED3DSIH_GE */ shader_glsl_relop
,
11343 /* WINED3DSIH_HS_CONTROL_POINT_PHASE */ shader_glsl_nop
,
11344 /* WINED3DSIH_HS_DECLS */ shader_glsl_nop
,
11345 /* WINED3DSIH_HS_FORK_PHASE */ shader_glsl_nop
,
11346 /* WINED3DSIH_HS_JOIN_PHASE */ shader_glsl_nop
,
11347 /* WINED3DSIH_IADD */ shader_glsl_binop
,
11348 /* WINED3DSIH_IBFE */ shader_glsl_bitwise_op
,
11349 /* WINED3DSIH_IEQ */ shader_glsl_relop
,
11350 /* WINED3DSIH_IF */ shader_glsl_if
,
11351 /* WINED3DSIH_IFC */ shader_glsl_ifc
,
11352 /* WINED3DSIH_IGE */ shader_glsl_relop
,
11353 /* WINED3DSIH_ILT */ shader_glsl_relop
,
11354 /* WINED3DSIH_IMAD */ shader_glsl_mad
,
11355 /* WINED3DSIH_IMAX */ shader_glsl_map2gl
,
11356 /* WINED3DSIH_IMIN */ shader_glsl_map2gl
,
11357 /* WINED3DSIH_IMM_ATOMIC_ALLOC */ shader_glsl_uav_counter
,
11358 /* WINED3DSIH_IMM_ATOMIC_AND */ shader_glsl_atomic
,
11359 /* WINED3DSIH_IMM_ATOMIC_CMP_EXCH */ shader_glsl_atomic
,
11360 /* WINED3DSIH_IMM_ATOMIC_CONSUME */ shader_glsl_uav_counter
,
11361 /* WINED3DSIH_IMM_ATOMIC_EXCH */ shader_glsl_atomic
,
11362 /* WINED3DSIH_IMM_ATOMIC_IADD */ shader_glsl_atomic
,
11363 /* WINED3DSIH_IMM_ATOMIC_IMAX */ shader_glsl_atomic
,
11364 /* WINED3DSIH_IMM_ATOMIC_IMIN */ shader_glsl_atomic
,
11365 /* WINED3DSIH_IMM_ATOMIC_OR */ shader_glsl_atomic
,
11366 /* WINED3DSIH_IMM_ATOMIC_UMAX */ shader_glsl_atomic
,
11367 /* WINED3DSIH_IMM_ATOMIC_UMIN */ shader_glsl_atomic
,
11368 /* WINED3DSIH_IMM_ATOMIC_XOR */ shader_glsl_atomic
,
11369 /* WINED3DSIH_IMUL */ shader_glsl_mul_extended
,
11370 /* WINED3DSIH_INE */ shader_glsl_relop
,
11371 /* WINED3DSIH_INEG */ shader_glsl_unary_op
,
11372 /* WINED3DSIH_ISHL */ shader_glsl_binop
,
11373 /* WINED3DSIH_ISHR */ shader_glsl_binop
,
11374 /* WINED3DSIH_ITOF */ shader_glsl_to_float
,
11375 /* WINED3DSIH_LABEL */ shader_glsl_label
,
11376 /* WINED3DSIH_LD */ shader_glsl_ld
,
11377 /* WINED3DSIH_LD2DMS */ shader_glsl_ld
,
11378 /* WINED3DSIH_LD_RAW */ shader_glsl_ld_raw_structured
,
11379 /* WINED3DSIH_LD_STRUCTURED */ shader_glsl_ld_raw_structured
,
11380 /* WINED3DSIH_LD_UAV_TYPED */ shader_glsl_ld_uav
,
11381 /* WINED3DSIH_LIT */ shader_glsl_lit
,
11382 /* WINED3DSIH_LOD */ NULL
,
11383 /* WINED3DSIH_LOG */ shader_glsl_scalar_op
,
11384 /* WINED3DSIH_LOGP */ shader_glsl_scalar_op
,
11385 /* WINED3DSIH_LOOP */ shader_glsl_loop
,
11386 /* WINED3DSIH_LRP */ shader_glsl_lrp
,
11387 /* WINED3DSIH_LT */ shader_glsl_relop
,
11388 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn
,
11389 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn
,
11390 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn
,
11391 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn
,
11392 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn
,
11393 /* WINED3DSIH_MAD */ shader_glsl_mad
,
11394 /* WINED3DSIH_MAX */ shader_glsl_map2gl
,
11395 /* WINED3DSIH_MIN */ shader_glsl_map2gl
,
11396 /* WINED3DSIH_MOV */ shader_glsl_mov
,
11397 /* WINED3DSIH_MOVA */ shader_glsl_mov
,
11398 /* WINED3DSIH_MOVC */ shader_glsl_conditional_move
,
11399 /* WINED3DSIH_MUL */ shader_glsl_binop
,
11400 /* WINED3DSIH_NE */ shader_glsl_relop
,
11401 /* WINED3DSIH_NOP */ shader_glsl_nop
,
11402 /* WINED3DSIH_NOT */ shader_glsl_unary_op
,
11403 /* WINED3DSIH_NRM */ shader_glsl_nrm
,
11404 /* WINED3DSIH_OR */ shader_glsl_binop
,
11405 /* WINED3DSIH_PHASE */ shader_glsl_nop
,
11406 /* WINED3DSIH_POW */ shader_glsl_pow
,
11407 /* WINED3DSIH_RCP */ shader_glsl_scalar_op
,
11408 /* WINED3DSIH_REP */ shader_glsl_rep
,
11409 /* WINED3DSIH_RESINFO */ shader_glsl_resinfo
,
11410 /* WINED3DSIH_RET */ shader_glsl_ret
,
11411 /* WINED3DSIH_RETP */ shader_glsl_conditional_op
,
11412 /* WINED3DSIH_ROUND_NE */ shader_glsl_map2gl
,
11413 /* WINED3DSIH_ROUND_NI */ shader_glsl_map2gl
,
11414 /* WINED3DSIH_ROUND_PI */ shader_glsl_map2gl
,
11415 /* WINED3DSIH_ROUND_Z */ shader_glsl_map2gl
,
11416 /* WINED3DSIH_RSQ */ shader_glsl_scalar_op
,
11417 /* WINED3DSIH_SAMPLE */ shader_glsl_sample
,
11418 /* WINED3DSIH_SAMPLE_B */ shader_glsl_sample
,
11419 /* WINED3DSIH_SAMPLE_C */ shader_glsl_sample_c
,
11420 /* WINED3DSIH_SAMPLE_C_LZ */ shader_glsl_sample_c
,
11421 /* WINED3DSIH_SAMPLE_GRAD */ shader_glsl_sample
,
11422 /* WINED3DSIH_SAMPLE_INFO */ shader_glsl_sample_info
,
11423 /* WINED3DSIH_SAMPLE_LOD */ shader_glsl_sample
,
11424 /* WINED3DSIH_SAMPLE_POS */ NULL
,
11425 /* WINED3DSIH_SETP */ NULL
,
11426 /* WINED3DSIH_SGE */ shader_glsl_compare
,
11427 /* WINED3DSIH_SGN */ shader_glsl_sgn
,
11428 /* WINED3DSIH_SINCOS */ shader_glsl_sincos
,
11429 /* WINED3DSIH_SLT */ shader_glsl_compare
,
11430 /* WINED3DSIH_SQRT */ shader_glsl_map2gl
,
11431 /* WINED3DSIH_STORE_RAW */ shader_glsl_store_raw_structured
,
11432 /* WINED3DSIH_STORE_STRUCTURED */ shader_glsl_store_raw_structured
,
11433 /* WINED3DSIH_STORE_UAV_TYPED */ shader_glsl_store_uav
,
11434 /* WINED3DSIH_SUB */ shader_glsl_binop
,
11435 /* WINED3DSIH_SWAPC */ shader_glsl_swapc
,
11436 /* WINED3DSIH_SWITCH */ shader_glsl_switch
,
11437 /* WINED3DSIH_SYNC */ shader_glsl_sync
,
11438 /* WINED3DSIH_TEX */ shader_glsl_tex
,
11439 /* WINED3DSIH_TEXBEM */ shader_glsl_texbem
,
11440 /* WINED3DSIH_TEXBEML */ shader_glsl_texbem
,
11441 /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord
,
11442 /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth
,
11443 /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3
,
11444 /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex
,
11445 /* WINED3DSIH_TEXKILL */ shader_glsl_texkill
,
11446 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd
,
11447 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl
,
11448 /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth
,
11449 /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad
,
11450 /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex
,
11451 /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3
,
11452 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
11453 /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad
,
11454 /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec
,
11455 /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex
,
11456 /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec
,
11457 /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar
,
11458 /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb
,
11459 /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb
,
11460 /* WINED3DSIH_UBFE */ shader_glsl_bitwise_op
,
11461 /* WINED3DSIH_UDIV */ shader_glsl_udiv
,
11462 /* WINED3DSIH_UGE */ shader_glsl_relop
,
11463 /* WINED3DSIH_ULT */ shader_glsl_relop
,
11464 /* WINED3DSIH_UMAX */ shader_glsl_map2gl
,
11465 /* WINED3DSIH_UMIN */ shader_glsl_map2gl
,
11466 /* WINED3DSIH_UMUL */ shader_glsl_mul_extended
,
11467 /* WINED3DSIH_USHR */ shader_glsl_binop
,
11468 /* WINED3DSIH_UTOF */ shader_glsl_to_float
,
11469 /* WINED3DSIH_XOR */ shader_glsl_binop
,
11472 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction
*ins
) {
11473 SHADER_HANDLER hw_fct
;
11475 /* Select handler */
11476 hw_fct
= shader_glsl_instruction_handler_table
[ins
->handler_idx
];
11478 /* Unhandled opcode */
11481 FIXME("Backend can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
11486 shader_glsl_add_instruction_modifiers(ins
);
11489 static BOOL
shader_glsl_has_ffp_proj_control(void *shader_priv
)
11491 struct shader_glsl_priv
*priv
= shader_priv
;
11493 return priv
->ffp_proj_control
;
11496 static uint64_t shader_glsl_shader_compile(struct wined3d_context
*context
, const struct wined3d_shader_desc
*shader_desc
,
11497 enum wined3d_shader_type shader_type
)
11499 ERR("Not implemented.\n");
11503 const struct wined3d_shader_backend_ops glsl_shader_backend
=
11505 shader_glsl_handle_instruction
,
11506 shader_glsl_precompile
,
11507 shader_glsl_select
,
11508 shader_glsl_select_compute
,
11509 shader_glsl_disable
,
11510 shader_glsl_update_float_vertex_constants
,
11511 shader_glsl_update_float_pixel_constants
,
11512 shader_glsl_load_constants
,
11513 shader_glsl_destroy
,
11516 shader_glsl_allocate_context_data
,
11517 shader_glsl_free_context_data
,
11518 shader_glsl_init_context_state
,
11519 shader_glsl_get_caps
,
11520 shader_glsl_color_fixup_supported
,
11521 shader_glsl_has_ffp_proj_control
,
11522 shader_glsl_shader_compile
,
11525 static void glsl_vertex_pipe_vp_enable(const struct wined3d_context
*context
, BOOL enable
) {}
11527 static void glsl_vertex_pipe_vp_get_caps(const struct wined3d_adapter
*adapter
, struct wined3d_vertex_caps
*caps
)
11529 const struct wined3d_gl_info
*gl_info
= &adapter
->gl_info
;
11531 caps
->xyzrhw
= TRUE
;
11532 caps
->emulated_flatshading
= !needs_legacy_glsl_syntax(gl_info
);
11533 caps
->ffp_generic_attributes
= TRUE
;
11534 caps
->max_active_lights
= WINED3D_MAX_ACTIVE_LIGHTS
;
11535 caps
->max_vertex_blend_matrices
= MAX_VERTEX_BLENDS
;
11536 caps
->max_vertex_blend_matrix_index
= 0;
11537 caps
->vertex_processing_caps
= WINED3DVTXPCAPS_TEXGEN
11538 | WINED3DVTXPCAPS_MATERIALSOURCE7
11539 | WINED3DVTXPCAPS_VERTEXFOG
11540 | WINED3DVTXPCAPS_DIRECTIONALLIGHTS
11541 | WINED3DVTXPCAPS_POSITIONALLIGHTS
11542 | WINED3DVTXPCAPS_LOCALVIEWER
11543 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP
;
11544 caps
->fvf_caps
= WINED3DFVFCAPS_PSIZE
| 8; /* 8 texture coordinates. */
11545 caps
->max_user_clip_planes
= gl_info
->limits
.user_clip_distances
;
11546 caps
->raster_caps
= WINED3DPRASTERCAPS_FOGRANGE
;
11549 static unsigned int glsl_vertex_pipe_vp_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
11551 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
11552 return GL_EXT_EMUL_ARB_MULTITEXTURE
;
11556 static void *glsl_vertex_pipe_vp_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
11558 struct shader_glsl_priv
*priv
;
11560 if (shader_backend
== &glsl_shader_backend
)
11562 priv
= shader_priv
;
11563 wine_rb_init(&priv
->ffp_vertex_shaders
, wined3d_ffp_vertex_program_key_compare
);
11567 FIXME("GLSL vertex pipe without GLSL shader backend not implemented.\n");
11572 static void shader_glsl_free_ffp_vertex_shader(struct wine_rb_entry
*entry
, void *param
)
11574 struct glsl_ffp_vertex_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
11575 struct glsl_ffp_vertex_shader
, desc
.entry
);
11576 struct glsl_shader_prog_link
*program
, *program2
;
11577 struct glsl_ffp_destroy_ctx
*ctx
= param
;
11578 const struct wined3d_gl_info
*gl_info
;
11580 gl_info
= ctx
->context_gl
->gl_info
;
11581 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
11582 struct glsl_shader_prog_link
, vs
.shader_entry
)
11584 delete_glsl_program_entry(ctx
->priv
, gl_info
, program
);
11586 GL_EXTCALL(glDeleteShader(shader
->id
));
11590 /* Context activation is done by the caller. */
11591 static void glsl_vertex_pipe_vp_free(struct wined3d_device
*device
, struct wined3d_context
*context
)
11593 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
11594 struct shader_glsl_priv
*priv
= device
->vertex_priv
;
11595 struct glsl_ffp_destroy_ctx ctx
;
11598 ctx
.context_gl
= context_gl
;
11599 wine_rb_destroy(&priv
->ffp_vertex_shaders
, shader_glsl_free_ffp_vertex_shader
, &ctx
);
11602 static void glsl_vertex_pipe_nop(struct wined3d_context
*context
,
11603 const struct wined3d_state
*state
, DWORD state_id
) {}
11605 static void glsl_vertex_pipe_shader(struct wined3d_context
*context
,
11606 const struct wined3d_state
*state
, DWORD state_id
)
11608 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11611 static void glsl_vertex_pipe_vdecl(struct wined3d_context
*context
,
11612 const struct wined3d_state
*state
, DWORD state_id
)
11614 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
11615 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
11616 BOOL specular
= !!(context
->stream_info
.use_map
& (1u << WINED3D_FFP_SPECULAR
));
11617 BOOL diffuse
= !!(context
->stream_info
.use_map
& (1u << WINED3D_FFP_DIFFUSE
));
11618 BOOL normal
= !!(context
->stream_info
.use_map
& (1u << WINED3D_FFP_NORMAL
));
11619 const BOOL legacy_clip_planes
= needs_legacy_glsl_syntax(gl_info
);
11620 BOOL transformed
= context
->stream_info
.position_transformed
;
11621 BOOL wasrhw
= context
->last_was_rhw
;
11624 context
->last_was_rhw
= transformed
;
11626 /* If the vertex declaration contains a transformed position attribute,
11627 * the draw uses the fixed function vertex pipeline regardless of any
11628 * vertex shader set by the application. */
11629 if (transformed
!= wasrhw
11630 || context
->stream_info
.swizzle_map
!= context
->last_swizzle_map
)
11631 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11633 context
->last_swizzle_map
= context
->stream_info
.swizzle_map
;
11635 if (!use_vs(state
))
11637 if (context
->last_was_vshader
)
11639 if (legacy_clip_planes
)
11640 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
11641 clipplane(context
, state
, STATE_CLIPPLANE(i
));
11643 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
11646 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
11648 /* Because of settings->texcoords, we have to regenerate the vertex
11649 * shader on a vdecl change if there aren't enough varyings to just
11650 * always output all the texture coordinates.
11652 * Likewise, we have to invalidate the shader when using per-vertex
11653 * colours and diffuse/specular attribute presence changes, or when
11654 * normal presence changes. */
11655 if (!shader_glsl_full_ffp_varyings(gl_info
) || (state
->render_states
[WINED3D_RS_COLORVERTEX
]
11656 && (diffuse
!= context
->last_was_diffuse
|| specular
!= context
->last_was_specular
))
11657 || normal
!= context
->last_was_normal
)
11658 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11661 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.major
== 1
11662 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.minor
<= 3)
11663 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
11667 if (!context
->last_was_vshader
)
11669 /* Vertex shader clipping ignores the view matrix. Update all clip planes. */
11670 if (legacy_clip_planes
)
11671 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
11672 clipplane(context
, state
, STATE_CLIPPLANE(i
));
11674 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
11678 context
->last_was_vshader
= use_vs(state
);
11679 context
->last_was_diffuse
= diffuse
;
11680 context
->last_was_specular
= specular
;
11681 context
->last_was_normal
= normal
;
11684 static void glsl_vertex_pipe_vs(struct wined3d_context
*context
,
11685 const struct wined3d_state
*state
, DWORD state_id
)
11687 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11688 /* Different vertex shaders potentially require a different vertex attributes setup. */
11689 if (!isStateDirty(context
, STATE_VDECL
))
11690 context_apply_state(context
, state
, STATE_VDECL
);
11693 static void glsl_vertex_pipe_hs(struct wined3d_context
*context
,
11694 const struct wined3d_state
*state
, DWORD state_id
)
11696 /* In Direct3D tessellator options (e.g. output primitive type, primitive
11697 * winding) are defined in Hull Shaders, while in GLSL those are
11698 * specified in Tessellation Evaluation Shaders. */
11699 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_DOMAIN
;
11701 if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
])
11702 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11705 static void glsl_vertex_pipe_geometry_shader(struct wined3d_context
*context
,
11706 const struct wined3d_state
*state
, DWORD state_id
)
11708 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
11709 BOOL rasterization_disabled
;
11711 rasterization_disabled
= is_rasterization_disabled(state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
]);
11712 if (ctx_data
->rasterization_disabled
!= rasterization_disabled
)
11713 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
11714 ctx_data
->rasterization_disabled
= rasterization_disabled
;
11716 if (state
->shader
[WINED3D_SHADER_TYPE_DOMAIN
])
11717 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_DOMAIN
;
11718 else if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]
11719 && state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.shader_version
.major
>= 4)
11720 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11723 static void glsl_vertex_pipe_pixel_shader(struct wined3d_context
*context
,
11724 const struct wined3d_state
*state
, DWORD state_id
)
11726 if (state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
])
11727 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_GEOMETRY
;
11728 else if (state
->shader
[WINED3D_SHADER_TYPE_DOMAIN
])
11729 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_DOMAIN
;
11730 else if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]
11731 && state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.shader_version
.major
>= 4)
11732 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11735 static void glsl_vertex_pipe_world(struct wined3d_context
*context
,
11736 const struct wined3d_state
*state
, DWORD state_id
)
11738 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
;
11741 static void glsl_vertex_pipe_vertexblend(struct wined3d_context
*context
,
11742 const struct wined3d_state
*state
, DWORD state_id
)
11744 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
11747 static void glsl_vertex_pipe_view(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
11749 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
11750 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
11753 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
11754 | WINED3D_SHADER_CONST_FFP_LIGHTS
11755 | WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
11757 if (needs_legacy_glsl_syntax(gl_info
))
11759 for (k
= 0; k
< gl_info
->limits
.user_clip_distances
; ++k
)
11761 if (!isStateDirty(context
, STATE_CLIPPLANE(k
)))
11762 clipplane(context
, state
, STATE_CLIPPLANE(k
));
11767 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
11771 static void glsl_vertex_pipe_projection(struct wined3d_context
*context
,
11772 const struct wined3d_state
*state
, DWORD state_id
)
11774 /* Table fog behavior depends on the projection matrix. */
11775 if (state
->render_states
[WINED3D_RS_FOGENABLE
]
11776 && state
->render_states
[WINED3D_RS_FOGTABLEMODE
] != WINED3D_FOG_NONE
)
11777 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11778 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PROJ
;
11781 static void glsl_vertex_pipe_viewport(struct wined3d_context
*context
,
11782 const struct wined3d_state
*state
, DWORD state_id
)
11784 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
)))
11785 glsl_vertex_pipe_projection(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
11786 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
))
11787 && state
->render_states
[WINED3D_RS_POINTSCALEENABLE
])
11788 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
11789 context
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
11792 static void glsl_vertex_pipe_texmatrix(struct wined3d_context
*context
,
11793 const struct wined3d_state
*state
, DWORD state_id
)
11795 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
11798 static void glsl_vertex_pipe_texmatrix_np2(struct wined3d_context
*context
,
11799 const struct wined3d_state
*state
, DWORD state_id
)
11801 DWORD sampler
= state_id
- STATE_SAMPLER(0);
11802 const struct wined3d_texture
*texture
= state
->textures
[sampler
];
11808 if (sampler
>= WINED3D_MAX_TEXTURES
)
11811 if ((np2
= !(texture
->flags
& WINED3D_TEXTURE_POW2_MAT_IDENT
))
11812 || context
->lastWasPow2Texture
& (1u << sampler
))
11815 context
->lastWasPow2Texture
|= 1u << sampler
;
11817 context
->lastWasPow2Texture
&= ~(1u << sampler
);
11819 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
11823 static void glsl_vertex_pipe_material(struct wined3d_context
*context
,
11824 const struct wined3d_state
*state
, DWORD state_id
)
11826 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MATERIAL
;
11829 static void glsl_vertex_pipe_light(struct wined3d_context
*context
,
11830 const struct wined3d_state
*state
, DWORD state_id
)
11832 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_LIGHTS
;
11835 static void glsl_vertex_pipe_pointsize(struct wined3d_context
*context
,
11836 const struct wined3d_state
*state
, DWORD state_id
)
11838 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
11841 static void glsl_vertex_pipe_pointscale(struct wined3d_context
*context
,
11842 const struct wined3d_state
*state
, DWORD state_id
)
11844 if (!use_vs(state
))
11845 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
11848 static void glsl_vertex_pointsprite_core(struct wined3d_context
*context
,
11849 const struct wined3d_state
*state
, DWORD state_id
)
11851 static unsigned int once
;
11853 if (state
->primitive_type
== WINED3D_PT_POINTLIST
11854 && !state
->render_states
[WINED3D_RS_POINTSPRITEENABLE
] && !once
++)
11855 FIXME("Non-point sprite points not supported in core profile.\n");
11858 static void glsl_vertex_pipe_shademode(struct wined3d_context
*context
,
11859 const struct wined3d_state
*state
, DWORD state_id
)
11861 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
11864 static void glsl_vertex_pipe_clip_plane(struct wined3d_context
*context
,
11865 const struct wined3d_state
*state
, DWORD state_id
)
11867 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
11868 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
11869 UINT index
= state_id
- STATE_CLIPPLANE(0);
11871 if (index
>= gl_info
->limits
.user_clip_distances
)
11874 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
11877 static const struct wined3d_state_entry_template glsl_vertex_pipe_vp_states
[] =
11879 {STATE_VDECL
, {STATE_VDECL
, glsl_vertex_pipe_vdecl
}, WINED3D_GL_EXT_NONE
},
11880 {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), glsl_vertex_pipe_vs
}, WINED3D_GL_EXT_NONE
},
11881 {STATE_SHADER(WINED3D_SHADER_TYPE_HULL
), {STATE_SHADER(WINED3D_SHADER_TYPE_HULL
), glsl_vertex_pipe_hs
}, WINED3D_GL_EXT_NONE
},
11882 {STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
), {STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
), glsl_vertex_pipe_geometry_shader
}, WINED3D_GL_EXT_NONE
},
11883 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), glsl_vertex_pipe_pixel_shader
}, WINED3D_GL_EXT_NONE
},
11884 {STATE_MATERIAL
, {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11885 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), glsl_vertex_pipe_material
}, WINED3D_GL_EXT_NONE
},
11887 {STATE_CLIPPLANE(0), {STATE_CLIPPLANE(0), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11888 {STATE_CLIPPLANE(0), {STATE_CLIPPLANE(0), clipplane
}, WINED3D_GL_EXT_NONE
},
11889 {STATE_CLIPPLANE(1), {STATE_CLIPPLANE(1), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11890 {STATE_CLIPPLANE(1), {STATE_CLIPPLANE(1), clipplane
}, WINED3D_GL_EXT_NONE
},
11891 {STATE_CLIPPLANE(2), {STATE_CLIPPLANE(2), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11892 {STATE_CLIPPLANE(2), {STATE_CLIPPLANE(2), clipplane
}, WINED3D_GL_EXT_NONE
},
11893 {STATE_CLIPPLANE(3), {STATE_CLIPPLANE(3), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11894 {STATE_CLIPPLANE(3), {STATE_CLIPPLANE(3), clipplane
}, WINED3D_GL_EXT_NONE
},
11895 {STATE_CLIPPLANE(4), {STATE_CLIPPLANE(4), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11896 {STATE_CLIPPLANE(4), {STATE_CLIPPLANE(4), clipplane
}, WINED3D_GL_EXT_NONE
},
11897 {STATE_CLIPPLANE(5), {STATE_CLIPPLANE(5), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11898 {STATE_CLIPPLANE(5), {STATE_CLIPPLANE(5), clipplane
}, WINED3D_GL_EXT_NONE
},
11899 {STATE_CLIPPLANE(6), {STATE_CLIPPLANE(6), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11900 {STATE_CLIPPLANE(6), {STATE_CLIPPLANE(6), clipplane
}, WINED3D_GL_EXT_NONE
},
11901 {STATE_CLIPPLANE(7), {STATE_CLIPPLANE(7), glsl_vertex_pipe_clip_plane
}, WINED3D_GLSL_130
},
11902 {STATE_CLIPPLANE(7), {STATE_CLIPPLANE(7), clipplane
}, WINED3D_GL_EXT_NONE
},
11904 {STATE_LIGHT_TYPE
, {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11905 {STATE_ACTIVELIGHT(0), {STATE_ACTIVELIGHT(0), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11906 {STATE_ACTIVELIGHT(1), {STATE_ACTIVELIGHT(1), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11907 {STATE_ACTIVELIGHT(2), {STATE_ACTIVELIGHT(2), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11908 {STATE_ACTIVELIGHT(3), {STATE_ACTIVELIGHT(3), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11909 {STATE_ACTIVELIGHT(4), {STATE_ACTIVELIGHT(4), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11910 {STATE_ACTIVELIGHT(5), {STATE_ACTIVELIGHT(5), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11911 {STATE_ACTIVELIGHT(6), {STATE_ACTIVELIGHT(6), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11912 {STATE_ACTIVELIGHT(7), {STATE_ACTIVELIGHT(7), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11914 {STATE_VIEWPORT
, {STATE_VIEWPORT
, glsl_vertex_pipe_viewport
}, WINED3D_GL_EXT_NONE
},
11915 /* Transform states */
11916 {STATE_TRANSFORM(WINED3D_TS_VIEW
), {STATE_TRANSFORM(WINED3D_TS_VIEW
), glsl_vertex_pipe_view
}, WINED3D_GL_EXT_NONE
},
11917 {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), glsl_vertex_pipe_projection
}, WINED3D_GL_EXT_NONE
},
11918 {STATE_TRANSFORM(WINED3D_TS_TEXTURE0
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11919 {STATE_TRANSFORM(WINED3D_TS_TEXTURE1
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11920 {STATE_TRANSFORM(WINED3D_TS_TEXTURE2
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11921 {STATE_TRANSFORM(WINED3D_TS_TEXTURE3
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11922 {STATE_TRANSFORM(WINED3D_TS_TEXTURE4
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11923 {STATE_TRANSFORM(WINED3D_TS_TEXTURE5
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11924 {STATE_TRANSFORM(WINED3D_TS_TEXTURE6
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11925 {STATE_TRANSFORM(WINED3D_TS_TEXTURE7
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
11926 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), glsl_vertex_pipe_world
}, WINED3D_GL_EXT_NONE
},
11927 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
11928 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
11929 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
11930 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11931 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11932 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11933 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11934 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11935 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11936 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11937 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
11938 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11939 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11940 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11941 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11942 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11943 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11944 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11945 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11947 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
11948 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11949 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11950 {STATE_RENDER(WINED3D_RS_RANGEFOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11951 {STATE_RENDER(WINED3D_RS_CLIPPING
), {STATE_RENDER(WINED3D_RS_CLIPPING
), state_clipping
}, WINED3D_GL_EXT_NONE
},
11952 {STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
), {STATE_RENDER(WINED3D_RS_CLIPPING
), NULL
}, WINED3D_GL_EXT_NONE
},
11953 {STATE_RENDER(WINED3D_RS_LIGHTING
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11954 {STATE_RENDER(WINED3D_RS_AMBIENT
), {STATE_RENDER(WINED3D_RS_AMBIENT
), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
11955 {STATE_RENDER(WINED3D_RS_COLORVERTEX
), {STATE_RENDER(WINED3D_RS_COLORVERTEX
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
11956 {STATE_RENDER(WINED3D_RS_LOCALVIEWER
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11957 {STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11958 {STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11959 {STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11960 {STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11961 {STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11962 {STATE_RENDER(WINED3D_RS_VERTEXBLEND
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
11963 {STATE_RENDER(WINED3D_RS_POINTSIZE
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
11964 {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), glsl_vertex_pipe_pointsize
}, WINED3D_GL_EXT_NONE
},
11965 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite
}, ARB_POINT_SPRITE
},
11966 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite_w
}, WINED3D_GL_LEGACY_CONTEXT
},
11967 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), glsl_vertex_pointsprite_core
}, WINED3D_GL_EXT_NONE
},
11968 {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), glsl_vertex_pipe_pointscale
}, WINED3D_GL_EXT_NONE
},
11969 {STATE_RENDER(WINED3D_RS_POINTSCALE_A
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11970 {STATE_RENDER(WINED3D_RS_POINTSCALE_B
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11971 {STATE_RENDER(WINED3D_RS_POINTSCALE_C
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
11972 {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
11973 /* NP2 texture matrix fixups. They are not needed if
11974 * GL_ARB_texture_non_power_of_two is supported. Otherwise, register
11975 * glsl_vertex_pipe_texmatrix(), which takes care of updating the texture
11977 {STATE_SAMPLER(0), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
11978 {STATE_SAMPLER(0), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
11979 {STATE_SAMPLER(0), {STATE_SAMPLER(0), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
11980 {STATE_SAMPLER(1), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
11981 {STATE_SAMPLER(1), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
11982 {STATE_SAMPLER(1), {STATE_SAMPLER(1), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
11983 {STATE_SAMPLER(2), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
11984 {STATE_SAMPLER(2), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
11985 {STATE_SAMPLER(2), {STATE_SAMPLER(2), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
11986 {STATE_SAMPLER(3), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
11987 {STATE_SAMPLER(3), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
11988 {STATE_SAMPLER(3), {STATE_SAMPLER(3), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
11989 {STATE_SAMPLER(4), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
11990 {STATE_SAMPLER(4), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
11991 {STATE_SAMPLER(4), {STATE_SAMPLER(4), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
11992 {STATE_SAMPLER(5), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
11993 {STATE_SAMPLER(5), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
11994 {STATE_SAMPLER(5), {STATE_SAMPLER(5), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
11995 {STATE_SAMPLER(6), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
11996 {STATE_SAMPLER(6), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
11997 {STATE_SAMPLER(6), {STATE_SAMPLER(6), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
11998 {STATE_SAMPLER(7), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
11999 {STATE_SAMPLER(7), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
12000 {STATE_SAMPLER(7), {STATE_SAMPLER(7), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
12001 {STATE_POINT_ENABLE
, {STATE_POINT_ENABLE
, glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
12002 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_vertex_pipe_shademode
}, WINED3D_GLSL_130
},
12003 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_vertex_pipe_nop
}, WINED3D_GL_EXT_NONE
},
12004 {0 /* Terminate */, {0, NULL
}, WINED3D_GL_EXT_NONE
},
12008 * - Implement vertex tweening. */
12009 const struct wined3d_vertex_pipe_ops glsl_vertex_pipe
=
12011 glsl_vertex_pipe_vp_enable
,
12012 glsl_vertex_pipe_vp_get_caps
,
12013 glsl_vertex_pipe_vp_get_emul_mask
,
12014 glsl_vertex_pipe_vp_alloc
,
12015 glsl_vertex_pipe_vp_free
,
12016 glsl_vertex_pipe_vp_states
,
12019 static void glsl_fragment_pipe_enable(const struct wined3d_context
*context
, BOOL enable
)
12021 /* Nothing to do. */
12024 static void glsl_fragment_pipe_get_caps(const struct wined3d_adapter
*adapter
, struct fragment_caps
*caps
)
12026 const struct wined3d_gl_info
*gl_info
= &adapter
->gl_info
;
12028 caps
->wined3d_caps
= WINED3D_FRAGMENT_CAP_PROJ_CONTROL
12029 | WINED3D_FRAGMENT_CAP_SRGB_WRITE
12030 | WINED3D_FRAGMENT_CAP_COLOR_KEY
;
12031 caps
->PrimitiveMiscCaps
= WINED3DPMISCCAPS_TSSARGTEMP
12032 | WINED3DPMISCCAPS_PERSTAGECONSTANT
;
12033 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_DISABLE
12034 | WINED3DTEXOPCAPS_SELECTARG1
12035 | WINED3DTEXOPCAPS_SELECTARG2
12036 | WINED3DTEXOPCAPS_MODULATE4X
12037 | WINED3DTEXOPCAPS_MODULATE2X
12038 | WINED3DTEXOPCAPS_MODULATE
12039 | WINED3DTEXOPCAPS_ADDSIGNED2X
12040 | WINED3DTEXOPCAPS_ADDSIGNED
12041 | WINED3DTEXOPCAPS_ADD
12042 | WINED3DTEXOPCAPS_SUBTRACT
12043 | WINED3DTEXOPCAPS_ADDSMOOTH
12044 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
12045 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
12046 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
12047 | WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
12048 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
12049 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
12050 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
12051 | WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
12052 | WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
12053 | WINED3DTEXOPCAPS_DOTPRODUCT3
12054 | WINED3DTEXOPCAPS_MULTIPLYADD
12055 | WINED3DTEXOPCAPS_LERP
12056 | WINED3DTEXOPCAPS_BUMPENVMAP
12057 | WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
;
12058 caps
->MaxTextureBlendStages
= WINED3D_MAX_TEXTURES
;
12059 caps
->MaxSimultaneousTextures
= min(gl_info
->limits
.samplers
[WINED3D_SHADER_TYPE_PIXEL
], WINED3D_MAX_TEXTURES
);
12062 static unsigned int glsl_fragment_pipe_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
12064 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
12065 return GL_EXT_EMUL_ARB_MULTITEXTURE
;
12069 static void *glsl_fragment_pipe_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
12071 struct shader_glsl_priv
*priv
;
12073 if (shader_backend
== &glsl_shader_backend
)
12075 priv
= shader_priv
;
12076 wine_rb_init(&priv
->ffp_fragment_shaders
, wined3d_ffp_frag_program_key_compare
);
12080 FIXME("GLSL fragment pipe without GLSL shader backend not implemented.\n");
12085 static void shader_glsl_free_ffp_fragment_shader(struct wine_rb_entry
*entry
, void *param
)
12087 struct glsl_ffp_fragment_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
12088 struct glsl_ffp_fragment_shader
, entry
.entry
);
12089 struct glsl_shader_prog_link
*program
, *program2
;
12090 struct glsl_ffp_destroy_ctx
*ctx
= param
;
12091 const struct wined3d_gl_info
*gl_info
;
12093 gl_info
= ctx
->context_gl
->gl_info
;
12094 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
12095 struct glsl_shader_prog_link
, ps
.shader_entry
)
12097 delete_glsl_program_entry(ctx
->priv
, gl_info
, program
);
12099 GL_EXTCALL(glDeleteShader(shader
->id
));
12103 /* Context activation is done by the caller. */
12104 static void glsl_fragment_pipe_free(struct wined3d_device
*device
, struct wined3d_context
*context
)
12106 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
12107 struct shader_glsl_priv
*priv
= device
->fragment_priv
;
12108 struct glsl_ffp_destroy_ctx ctx
;
12111 ctx
.context_gl
= context_gl
;
12112 wine_rb_destroy(&priv
->ffp_fragment_shaders
, shader_glsl_free_ffp_fragment_shader
, &ctx
);
12115 static void glsl_fragment_pipe_shader(struct wined3d_context
*context
,
12116 const struct wined3d_state
*state
, DWORD state_id
)
12118 context
->last_was_pshader
= use_ps(state
);
12120 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
12123 static void glsl_fragment_pipe_fogparams(struct wined3d_context
*context
,
12124 const struct wined3d_state
*state
, DWORD state_id
)
12126 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
12129 static void glsl_fragment_pipe_fog(struct wined3d_context
*context
,
12130 const struct wined3d_state
*state
, DWORD state_id
)
12132 BOOL use_vshader
= use_vs(state
);
12133 enum fogsource new_source
;
12134 DWORD fogstart
= state
->render_states
[WINED3D_RS_FOGSTART
];
12135 DWORD fogend
= state
->render_states
[WINED3D_RS_FOGEND
];
12137 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
12139 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
12142 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
12145 new_source
= FOGSOURCE_VS
;
12146 else if (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
|| context
->stream_info
.position_transformed
)
12147 new_source
= FOGSOURCE_COORD
;
12149 new_source
= FOGSOURCE_FFP
;
12153 new_source
= FOGSOURCE_FFP
;
12156 if (new_source
!= context
->fog_source
|| fogstart
== fogend
)
12158 context
->fog_source
= new_source
;
12159 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
12163 static void glsl_fragment_pipe_vdecl(struct wined3d_context
*context
,
12164 const struct wined3d_state
*state
, DWORD state_id
)
12166 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
12168 /* Because of settings->texcoords_initialized and args->texcoords_initialized. */
12169 if (!shader_glsl_full_ffp_varyings(gl_info
))
12170 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
12172 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_FOGENABLE
)))
12173 glsl_fragment_pipe_fog(context
, state
, state_id
);
12176 static void glsl_fragment_pipe_vs(struct wined3d_context
*context
,
12177 const struct wined3d_state
*state
, DWORD state_id
)
12179 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
12181 /* Because of settings->texcoords_initialized and args->texcoords_initialized. */
12182 if (!shader_glsl_full_ffp_varyings(gl_info
))
12183 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
12186 static void glsl_fragment_pipe_tex_transform(struct wined3d_context
*context
,
12187 const struct wined3d_state
*state
, DWORD state_id
)
12189 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
12192 static void glsl_fragment_pipe_invalidate_constants(struct wined3d_context
*context
,
12193 const struct wined3d_state
*state
, DWORD state_id
)
12195 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PS
;
12198 static void glsl_fragment_pipe_alpha_test_func(struct wined3d_context
*context
,
12199 const struct wined3d_state
*state
, DWORD state_id
)
12201 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
12202 GLint func
= wined3d_gl_compare_func(state
->render_states
[WINED3D_RS_ALPHAFUNC
]);
12203 float ref
= wined3d_alpha_ref(state
);
12207 gl_info
->gl_ops
.gl
.p_glAlphaFunc(func
, ref
);
12208 checkGLcall("glAlphaFunc");
12212 static void glsl_fragment_pipe_core_alpha_test(struct wined3d_context
*context
,
12213 const struct wined3d_state
*state
, DWORD state_id
)
12215 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
12218 static void glsl_fragment_pipe_alpha_test(struct wined3d_context
*context
,
12219 const struct wined3d_state
*state
, DWORD state_id
)
12221 const struct wined3d_gl_info
*gl_info
= wined3d_context_gl(context
)->gl_info
;
12223 if (state
->render_states
[WINED3D_RS_ALPHATESTENABLE
])
12225 gl_info
->gl_ops
.gl
.p_glEnable(GL_ALPHA_TEST
);
12226 checkGLcall("glEnable(GL_ALPHA_TEST)");
12230 gl_info
->gl_ops
.gl
.p_glDisable(GL_ALPHA_TEST
);
12231 checkGLcall("glDisable(GL_ALPHA_TEST)");
12235 static void glsl_fragment_pipe_core_alpha_test_ref(struct wined3d_context
*context
,
12236 const struct wined3d_state
*state
, DWORD state_id
)
12238 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_ALPHA_TEST
;
12241 static void glsl_fragment_pipe_color_key(struct wined3d_context
*context
,
12242 const struct wined3d_state
*state
, DWORD state_id
)
12244 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_COLOR_KEY
;
12247 static void glsl_fragment_pipe_shademode(struct wined3d_context
*context
,
12248 const struct wined3d_state
*state
, DWORD state_id
)
12250 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
12253 static const struct wined3d_state_entry_template glsl_fragment_pipe_state_template
[] =
12255 {STATE_VDECL
, {STATE_VDECL
, glsl_fragment_pipe_vdecl
}, WINED3D_GL_EXT_NONE
},
12256 {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), glsl_fragment_pipe_vs
}, WINED3D_GL_EXT_NONE
},
12257 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12258 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12259 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12260 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12261 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12262 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12263 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12264 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12265 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12266 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12267 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12268 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12269 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12270 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12271 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12272 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12273 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12274 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12275 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12276 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12277 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12278 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12279 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12280 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12281 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12282 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12283 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12284 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12285 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12286 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12287 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12288 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12289 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12290 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12291 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12292 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12293 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12294 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12295 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12296 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12297 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12298 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12299 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12300 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12301 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12302 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12303 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12304 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12305 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12306 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12307 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12308 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12309 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12310 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12311 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12312 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12313 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12314 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12315 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12316 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12317 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12318 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12319 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12320 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12321 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12322 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12323 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12324 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12325 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12326 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12327 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12328 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12329 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12330 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), glsl_fragment_pipe_shader
}, WINED3D_GL_EXT_NONE
},
12331 {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), glsl_fragment_pipe_alpha_test_func
}, WINED3D_GL_LEGACY_CONTEXT
},
12332 {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
12333 {STATE_RENDER(WINED3D_RS_ALPHAREF
), {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), NULL
}, WINED3D_GL_LEGACY_CONTEXT
},
12334 {STATE_RENDER(WINED3D_RS_ALPHAREF
), {STATE_RENDER(WINED3D_RS_ALPHAREF
), glsl_fragment_pipe_core_alpha_test_ref
}, WINED3D_GL_EXT_NONE
},
12335 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), glsl_fragment_pipe_alpha_test
}, WINED3D_GL_LEGACY_CONTEXT
},
12336 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), glsl_fragment_pipe_core_alpha_test
}, WINED3D_GL_EXT_NONE
},
12337 {STATE_RENDER(WINED3D_RS_COLORKEYENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12338 {STATE_COLOR_KEY
, { STATE_COLOR_KEY
, glsl_fragment_pipe_color_key
}, WINED3D_GL_EXT_NONE
},
12339 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_fragment_pipe_fog
}, WINED3D_GL_EXT_NONE
},
12340 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
12341 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
12342 {STATE_RENDER(WINED3D_RS_FOGSTART
), {STATE_RENDER(WINED3D_RS_FOGSTART
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
12343 {STATE_RENDER(WINED3D_RS_FOGEND
), {STATE_RENDER(WINED3D_RS_FOGSTART
), NULL
}, WINED3D_GL_EXT_NONE
},
12344 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), state_srgbwrite
}, ARB_FRAMEBUFFER_SRGB
},
12345 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
12346 {STATE_RENDER(WINED3D_RS_FOGCOLOR
), {STATE_RENDER(WINED3D_RS_FOGCOLOR
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
12347 {STATE_RENDER(WINED3D_RS_FOGDENSITY
), {STATE_RENDER(WINED3D_RS_FOGDENSITY
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
12348 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), glsl_fragment_pipe_shader
}, ARB_POINT_SPRITE
},
12349 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), glsl_fragment_pipe_shader
}, WINED3D_GL_VERSION_2_0
},
12350 {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
},
12351 {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
},
12352 {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
},
12353 {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
},
12354 {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
},
12355 {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
},
12356 {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
},
12357 {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
},
12358 {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12359 {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12360 {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12361 {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12362 {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12363 {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12364 {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12365 {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12366 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
12367 {STATE_POINT_ENABLE
, {STATE_POINT_ENABLE
, glsl_fragment_pipe_shader
}, WINED3D_GL_EXT_NONE
},
12368 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_fragment_pipe_shademode
}, WINED3D_GLSL_130
},
12369 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), state_shademode
}, WINED3D_GL_EXT_NONE
},
12370 {0 /* Terminate */, {0, 0 }, WINED3D_GL_EXT_NONE
},
12373 static BOOL
glsl_fragment_pipe_alloc_context_data(struct wined3d_context
*context
)
12378 static void glsl_fragment_pipe_free_context_data(struct wined3d_context
*context
)
12382 const struct wined3d_fragment_pipe_ops glsl_fragment_pipe
=
12384 glsl_fragment_pipe_enable
,
12385 glsl_fragment_pipe_get_caps
,
12386 glsl_fragment_pipe_get_emul_mask
,
12387 glsl_fragment_pipe_alloc
,
12388 glsl_fragment_pipe_free
,
12389 glsl_fragment_pipe_alloc_context_data
,
12390 glsl_fragment_pipe_free_context_data
,
12391 shader_glsl_color_fixup_supported
,
12392 glsl_fragment_pipe_state_template
,
12395 struct glsl_blitter_args
12397 GLenum texture_type
;
12398 struct color_fixup_desc fixup
;
12399 unsigned short use_colour_key
;
12402 struct glsl_blitter_program
12404 struct wine_rb_entry entry
;
12405 struct glsl_blitter_args args
;
12409 struct wined3d_glsl_blitter
12411 struct wined3d_blitter blitter
;
12412 struct wined3d_string_buffer_list string_buffers
;
12413 struct wine_rb_tree programs
;
12414 GLuint palette_texture
;
12417 static int glsl_blitter_args_compare(const void *key
, const struct wine_rb_entry
*entry
)
12419 const struct glsl_blitter_args
*a
= key
;
12420 const struct glsl_blitter_args
*b
= &WINE_RB_ENTRY_VALUE(entry
, const struct glsl_blitter_program
, entry
)->args
;
12422 return memcmp(a
, b
, sizeof(*a
));
12425 /* Context activation is done by the caller. */
12426 static void glsl_free_blitter_program(struct wine_rb_entry
*entry
, void *ctx
)
12428 struct glsl_blitter_program
*program
= WINE_RB_ENTRY_VALUE(entry
, struct glsl_blitter_program
, entry
);
12429 struct wined3d_context_gl
*context_gl
= ctx
;
12430 const struct wined3d_gl_info
*gl_info
;
12432 gl_info
= context_gl
->gl_info
;
12433 GL_EXTCALL(glDeleteProgram(program
->id
));
12434 checkGLcall("glDeleteProgram()");
12435 heap_free(program
);
12438 /* Context activation is done by the caller. */
12439 static void glsl_blitter_destroy(struct wined3d_blitter
*blitter
, struct wined3d_context
*context
)
12441 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
12442 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
12443 struct wined3d_glsl_blitter
*glsl_blitter
;
12444 struct wined3d_blitter
*next
;
12446 if ((next
= blitter
->next
))
12447 next
->ops
->blitter_destroy(next
, context
);
12449 glsl_blitter
= CONTAINING_RECORD(blitter
, struct wined3d_glsl_blitter
, blitter
);
12451 if (glsl_blitter
->palette_texture
)
12452 gl_info
->gl_ops
.gl
.p_glDeleteTextures(1, &glsl_blitter
->palette_texture
);
12454 wine_rb_destroy(&glsl_blitter
->programs
, glsl_free_blitter_program
, context_gl
);
12455 string_buffer_list_cleanup(&glsl_blitter
->string_buffers
);
12457 heap_free(glsl_blitter
);
12460 static void glsl_blitter_generate_p8_shader(struct wined3d_string_buffer
*buffer
,
12461 const struct wined3d_gl_info
*gl_info
, const struct glsl_blitter_args
*args
,
12462 const char *output
, const char *tex_type
, const char *swizzle
)
12464 shader_addline(buffer
, "uniform sampler1D sampler_palette;\n");
12465 shader_addline(buffer
, "\nvoid main()\n{\n");
12466 /* The alpha-component contains the palette index. */
12467 shader_addline(buffer
, " float index = texture%s(sampler, out_texcoord.%s).%c;\n",
12468 needs_legacy_glsl_syntax(gl_info
) ? tex_type
: "", swizzle
,
12469 gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? 'w' : 'x');
12470 /* Scale the index by 255/256 and add a bias of 0.5 in order to sample in
12472 shader_addline(buffer
, " index = (index * 255.0 + 0.5) / 256.0;\n");
12473 shader_addline(buffer
, " %s = texture%s(sampler_palette, index);\n",
12474 output
, needs_legacy_glsl_syntax(gl_info
) ? "1D" : "");
12475 if (args
->use_colour_key
)
12476 shader_glsl_generate_colour_key_test(buffer
, output
, "colour_key.low", "colour_key.high");
12477 shader_addline(buffer
, "}\n");
12480 static void gen_packed_yuv_read(struct wined3d_string_buffer
*buffer
,
12481 const struct wined3d_gl_info
*gl_info
, const struct glsl_blitter_args
*args
,
12482 const char *tex_type
)
12484 enum complex_fixup complex_fixup
= get_complex_fixup(args
->fixup
);
12485 char chroma
, luminance
;
12488 /* The YUY2 and UYVY formats contain two pixels packed into a 32 bit
12489 * macropixel, giving effectively 16 bits per pixel. The color consists of
12490 * a luminance(Y) and two chroma(U and V) values. Each macropixel has two
12491 * luminance values, one for each single pixel it contains, and one U and
12492 * one V value shared between both pixels.
12494 * The data is loaded into an A8L8 texture. With YUY2, the luminance
12495 * component contains the luminance and alpha the chroma. With UYVY it is
12496 * vice versa. Thus take the format into account when generating the read
12499 * Reading the Y value is straightforward - just sample the texture. The
12500 * hardware takes care of filtering in the horizontal and vertical
12503 * Reading the U and V values is harder. We have to avoid filtering
12504 * horizontally, because that would mix the U and V values of one pixel or
12505 * two adjacent pixels. Thus floor the texture coordinate and add 0.5 to
12506 * get an unfiltered read, regardless of the filtering setting. Vertical
12507 * filtering works automatically though - the U and V values of two rows
12508 * are mixed nicely.
12510 * Apart of avoiding filtering issues, the code has to know which value it
12511 * just read, and where it can find the other one. To determine this, it
12512 * checks if it sampled an even or odd pixel, and shifts the 2nd read
12515 * Handling horizontal filtering of U and V values requires reading a 2nd
12516 * pair of pixels, extracting U and V and mixing them. This is not
12519 * An alternative implementation idea is to load the texture as A8R8G8B8
12520 * texture, with width / 2. This way one read gives all 3 values, finding
12521 * U and V is easy in an unfiltered situation. Finding the luminance on
12522 * the other hand requires finding out if it is an odd or even pixel. The
12523 * real drawback of this approach is filtering. This would have to be
12524 * emulated completely in the shader, reading up two 2 packed pixels in up
12525 * to 2 rows and interpolating both horizontally and vertically. Beyond
12526 * that it would require adjustments to the texture handling code to deal
12527 * with the width scaling. */
12529 if (complex_fixup
== COMPLEX_FIXUP_UYVY
)
12532 luminance
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? 'w' : 'y';
12536 chroma
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? 'w' : 'y';
12540 tex
= needs_legacy_glsl_syntax(gl_info
) ? tex_type
: "";
12542 /* First we have to read the chroma values. This means we need at least
12543 * two pixels (no filtering), or 4 pixels (with filtering). To get the
12544 * unmodified chroma, we have to rid ourselves of the filtering when we
12545 * sample the texture. */
12546 shader_addline(buffer
, " texcoord.xy = out_texcoord.xy;\n");
12547 /* We must not allow filtering between pixel x and x+1, this would mix U
12548 * and V. Vertical filtering is ok. However, bear in mind that the pixel
12549 * center is at 0.5, so add 0.5. */
12550 shader_addline(buffer
, " texcoord.x = (floor(texcoord.x * size.x) + 0.5) / size.x;\n");
12551 shader_addline(buffer
, " luminance = texture%s(sampler, texcoord.xy).%c;\n", tex
, chroma
);
12553 /* Multiply the x coordinate by 0.5 and get the fraction. This gives 0.25
12554 * and 0.75 for the even and odd pixels respectively. */
12555 /* Put the value into either of the chroma values. */
12556 shader_addline(buffer
, " bool even = fract(texcoord.x * size.x * 0.5) < 0.5;\n");
12557 shader_addline(buffer
, " if (even)\n");
12558 shader_addline(buffer
, " chroma.y = luminance;\n");
12559 shader_addline(buffer
, " else\n");
12560 shader_addline(buffer
, " chroma.x = luminance;\n");
12562 /* Sample pixel 2. If we read an even pixel, sample the pixel right to the
12563 * current one. Otherwise, sample the left pixel. */
12564 shader_addline(buffer
, " texcoord.x += even ? 1.0 / size.x : -1.0 / size.x;\n");
12565 shader_addline(buffer
, " luminance = texture%s(sampler, texcoord.xy).%c;\n", tex
, chroma
);
12567 /* Put the value into the other chroma. */
12568 shader_addline(buffer
, " if (even)\n");
12569 shader_addline(buffer
, " chroma.x = luminance;\n");
12570 shader_addline(buffer
, " else\n");
12571 shader_addline(buffer
, " chroma.y = luminance;\n");
12573 /* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
12574 * the current one and lerp the two U and V values. */
12576 /* This gives the correctly filtered luminance value. */
12577 shader_addline(buffer
, " luminance = texture%s(sampler, out_texcoord.xy).%c;\n", tex
, luminance
);
12580 static void gen_yv12_read(struct wined3d_string_buffer
*buffer
,
12581 const struct wined3d_gl_info
*gl_info
, const char *tex_type
)
12583 char component
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? 'w' : 'x';
12584 const char *tex
= needs_legacy_glsl_syntax(gl_info
) ? tex_type
: "";
12586 /* YV12 surfaces contain a WxH sized luminance plane, followed by a
12587 * (W/2)x(H/2) V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So
12588 * the effective bitdepth is 12 bits per pixel. Since the U and V planes
12589 * have only half the pitch of the luminance plane, the packing into the
12590 * gl texture is a bit unfortunate. If the whole texture is interpreted as
12591 * luminance data it looks approximately like this:
12593 * +----------------------------------+----
12605 * +----------------+-----------------+----
12607 * | V even rows | V odd rows |
12609 * +----------------+------------------ -
12611 * | U even rows | U odd rows |
12613 * +----------------+-----------------+----
12617 * So it appears as if there are 4 chroma images, but in fact the odd rows
12618 * in the chroma images are in the same row as the even ones. So it is
12619 * kinda tricky to read. */
12621 /* First sample the chroma values. */
12622 shader_addline(buffer
, " texcoord.xy = out_texcoord.xy;\n");
12623 /* The chroma planes have only half the width. */
12624 shader_addline(buffer
, " texcoord.x *= 0.5;\n");
12626 /* The first value is between 2/3 and 5/6 of the texture's height, so
12627 * scale+bias the coordinate. Also read the right side of the image when
12628 * reading odd lines.
12630 * Don't forget to clamp the y values in into the range, otherwise we'll
12631 * get filtering bleeding. */
12633 /* Read odd lines from the right side (add 0.5 to the x coordinate). Keep
12634 * in mind that each line of the chroma plane corresponds to 2 lines of the
12635 * resulting image. */
12636 shader_addline(buffer
, " if (fract(texcoord.y * size.y * 0.25) >= 0.5)\n");
12637 shader_addline(buffer
, " texcoord.x += 0.5;\n");
12639 /* Clamp, keep the half pixel origin in mind. */
12640 shader_addline(buffer
, " texcoord.y = clamp(2.0 / 3.0 + texcoord.y / 6.0, "
12641 "2.0 / 3.0 + 0.5 / size.y, 5.0 / 6.0 - 0.5 / size.y);\n");
12643 shader_addline(buffer
, " chroma.x = texture%s(sampler, texcoord.xy).%c;\n", tex
, component
);
12645 /* The other chroma value is 1/6th of the texture lower, from 5/6th to
12646 * 6/6th No need to clamp because we're just reusing the already clamped
12647 * value from above. */
12648 shader_addline(buffer
, " texcoord.y += 1.0 / 6.0;\n");
12649 shader_addline(buffer
, " chroma.y = texture%s(sampler, texcoord.xy).%c;\n", tex
, component
);
12651 /* Sample the luminance value. It is in the top 2/3rd of the texture, so
12652 * scale the y coordinate. Clamp the y coordinate to prevent the chroma
12653 * values from bleeding into the sampled luminance values due to
12655 shader_addline(buffer
, " texcoord.xy = out_texcoord.xy;\n");
12656 /* Multiply the y coordinate by 2/3 and clamp it. */
12657 shader_addline(buffer
, " texcoord.y = min(texcoord.y * 2.0 / 3.0, 2.0 / 3.0 - 0.5 / size.y);\n");
12658 shader_addline(buffer
, " luminance = texture%s(sampler, texcoord.xy).%c;\n", tex
, component
);
12661 static void gen_nv12_read(struct wined3d_string_buffer
*buffer
,
12662 const struct wined3d_gl_info
*gl_info
, const char *tex_type
)
12664 char component
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? 'w' : 'x';
12665 const char *tex
= needs_legacy_glsl_syntax(gl_info
) ? tex_type
: "";
12667 /* NV12 surfaces contain a WxH sized luminance plane, followed by a
12668 * (W/2)x(H/2) sized plane where each component is an UV pair. So the
12669 * effective bitdepth is 12 bits per pixel. If the whole texture is
12670 * interpreted as luminance data it looks approximately like this:
12672 * +----------------------------------+----
12684 * +----------------------------------+----
12685 * |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV|
12686 * |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV|
12692 * +----------------------------------+---- */
12694 /* First sample the chroma values. */
12695 shader_addline(buffer
, " texcoord.xy = out_texcoord.xy;\n");
12696 /* We only have half the number of chroma pixels. */
12697 shader_addline(buffer
, " texcoord.x *= 0.5;\n");
12698 shader_addline(buffer
, " texcoord.y = (texcoord.y + 2.0) / 3.0;\n");
12700 /* We must not allow filtering horizontally, this would mix U and V.
12701 * Vertical filtering is ok. However, bear in mind that the pixel center
12702 * is at 0.5, so add 0.5. */
12704 /* Convert to non-normalised coordinates so we can find the individual
12706 shader_addline(buffer
, " texcoord.x = floor(texcoord.x * size.x);\n");
12707 /* Multiply by 2 since chroma components are stored in UV pixel pairs, add
12708 * 0.5 to hit the center of the pixel. Then convert back to normalised
12710 shader_addline(buffer
, " texcoord.x = (texcoord.x * 2.0 + 0.5) / size.x;\n");
12711 /* Clamp, keep the half pixel origin in mind. */
12712 shader_addline(buffer
, " texcoord.y = max(texcoord.y, 2.0 / 3.0 + 0.5 / size.y);\n");
12714 shader_addline(buffer
, " chroma.y = texture%s(sampler, texcoord.xy).%c;\n", tex
, component
);
12715 /* Add 1.0 / size.x to sample the adjacent texel. */
12716 shader_addline(buffer
, " texcoord.x += 1.0 / size.x;\n");
12717 shader_addline(buffer
, " chroma.x = texture%s(sampler, texcoord.xy).%c;\n", tex
, component
);
12719 /* Sample the luminance value. It is in the top 2/3rd of the texture, so
12720 * scale the y coordinate. Clamp the y coordinate to prevent the chroma
12721 * values from bleeding into the sampled luminance values due to
12723 shader_addline(buffer
, " texcoord.xy = out_texcoord.xy;\n");
12724 /* Multiply the y coordinate by 2/3 and clamp it. */
12725 shader_addline(buffer
, " texcoord.y = min(texcoord.y * 2.0 / 3.0, 2.0 / 3.0 - 0.5 / size.y);\n");
12726 shader_addline(buffer
, " luminance = texture%s(sampler, texcoord.xy).%c;\n", tex
, component
);
12729 static void glsl_blitter_generate_yuv_shader(struct wined3d_string_buffer
*buffer
,
12730 const struct wined3d_gl_info
*gl_info
, const struct glsl_blitter_args
*args
,
12731 const char *output
, const char *tex_type
, const char *swizzle
)
12733 enum complex_fixup complex_fixup
= get_complex_fixup(args
->fixup
);
12735 shader_addline(buffer
, "const vec4 yuv_coef = vec4(1.403, -0.344, -0.714, 1.770);\n");
12736 shader_addline(buffer
, "float luminance;\n");
12737 shader_addline(buffer
, "vec2 texcoord;\n");
12738 shader_addline(buffer
, "vec2 chroma;\n");
12739 shader_addline(buffer
, "uniform vec2 size;\n");
12741 shader_addline(buffer
, "\nvoid main()\n{\n");
12743 switch (complex_fixup
)
12745 case COMPLEX_FIXUP_UYVY
:
12746 case COMPLEX_FIXUP_YUY2
:
12747 gen_packed_yuv_read(buffer
, gl_info
, args
, tex_type
);
12750 case COMPLEX_FIXUP_YV12
:
12751 gen_yv12_read(buffer
, gl_info
, tex_type
);
12754 case COMPLEX_FIXUP_NV12
:
12755 gen_nv12_read(buffer
, gl_info
, tex_type
);
12758 case COMPLEX_FIXUP_YUV
:
12759 /* With APPLE_rgb_422, things are much simpler. The only thing we
12760 * have to do here is Y'CbCr to RGB conversion. */
12761 shader_addline(buffer
, " vec3 yuv = vec3(texture%s(sampler, out_texcoord.xy));\n",
12762 needs_legacy_glsl_syntax(gl_info
) ? tex_type
: "");
12763 shader_addline(buffer
, " luminance = yuv.y;\n");
12764 shader_addline(buffer
, " chroma = yuv.xz;\n");
12768 FIXME("Unsupported fixup %#x.\n", complex_fixup
);
12769 string_buffer_free(buffer
);
12773 /* Calculate the final result. Formula is taken from
12774 * http://www.fourcc.org/fccyvrgb.php. Note that the chroma
12775 * ranges from -0.5 to 0.5. */
12776 shader_addline(buffer
, "\n chroma.xy -= 0.5;\n");
12778 shader_addline(buffer
, " %s.x = luminance + chroma.x * yuv_coef.x;\n", output
);
12779 shader_addline(buffer
, " %s.y = luminance + chroma.y * yuv_coef.y + chroma.x * yuv_coef.z;\n", output
);
12780 shader_addline(buffer
, " %s.z = luminance + chroma.y * yuv_coef.w;\n", output
);
12781 if (args
->use_colour_key
)
12782 shader_glsl_generate_colour_key_test(buffer
, output
, "colour_key.low", "colour_key.high");
12784 shader_addline(buffer
, "}\n");
12787 static void glsl_blitter_generate_plain_shader(struct wined3d_string_buffer
*buffer
,
12788 const struct wined3d_gl_info
*gl_info
, const struct glsl_blitter_args
*args
,
12789 const char *output
, const char *tex_type
, const char *swizzle
)
12791 shader_addline(buffer
, "\nvoid main()\n{\n");
12792 shader_addline(buffer
, " %s = texture%s(sampler, out_texcoord.%s);\n",
12793 output
, needs_legacy_glsl_syntax(gl_info
) ? tex_type
: "", swizzle
);
12794 shader_glsl_color_correction_ext(buffer
, output
, WINED3DSP_WRITEMASK_ALL
, args
->fixup
);
12795 if (args
->use_colour_key
)
12796 shader_glsl_generate_colour_key_test(buffer
, output
, "colour_key.low", "colour_key.high");
12797 shader_addline(buffer
, "}\n");
12800 /* Context activation is done by the caller. */
12801 static GLuint
glsl_blitter_generate_program(struct wined3d_glsl_blitter
*blitter
,
12802 const struct wined3d_gl_info
*gl_info
, const struct glsl_blitter_args
*args
)
12804 static const struct
12806 GLenum texture_target
;
12807 const char texture_type
[7];
12808 const char texcoord_swizzle
[4];
12812 {GL_TEXTURE_2D
, "2D", "xy"},
12813 {GL_TEXTURE_CUBE_MAP
, "Cube", "xyz"},
12814 {GL_TEXTURE_RECTANGLE_ARB
, "2DRect", "xy"},
12816 static const char vshader_main
[] =
12820 " gl_Position = vec4(pos, 0.0, 1.0);\n"
12821 " out_texcoord = texcoord;\n"
12823 enum complex_fixup complex_fixup
= get_complex_fixup(args
->fixup
);
12824 struct wined3d_string_buffer
*buffer
, *output
;
12825 GLuint program
, vshader_id
, fshader_id
;
12826 const char *tex_type
= NULL
, *swizzle
= NULL
, *ptr
;
12830 for (i
= 0; i
< ARRAY_SIZE(texture_data
); ++i
)
12832 if (args
->texture_type
== texture_data
[i
].texture_target
)
12834 tex_type
= texture_data
[i
].texture_type
;
12835 swizzle
= texture_data
[i
].texcoord_swizzle
;
12839 if (i
== ARRAY_SIZE(texture_data
))
12841 FIXME("Unsupported texture type %#x.\n", args
->texture_type
);
12845 program
= GL_EXTCALL(glCreateProgram());
12847 vshader_id
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
12849 buffer
= string_buffer_get(&blitter
->string_buffers
);
12850 shader_glsl_add_version_declaration(buffer
, gl_info
);
12851 shader_addline(buffer
, "%s vec2 pos;\n", get_attribute_keyword(gl_info
));
12852 shader_addline(buffer
, "%s vec3 texcoord;\n", get_attribute_keyword(gl_info
));
12853 declare_out_varying(gl_info
, buffer
, FALSE
, "vec3 out_texcoord;\n");
12854 shader_addline(buffer
, vshader_main
);
12856 ptr
= buffer
->buffer
;
12857 GL_EXTCALL(glShaderSource(vshader_id
, 1, &ptr
, NULL
));
12858 GL_EXTCALL(glAttachShader(program
, vshader_id
));
12859 GL_EXTCALL(glDeleteShader(vshader_id
));
12861 fshader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
12863 string_buffer_clear(buffer
);
12864 shader_glsl_add_version_declaration(buffer
, gl_info
);
12865 shader_addline(buffer
, "uniform sampler%s sampler;\n", tex_type
);
12866 if (args
->use_colour_key
)
12868 shader_addline(buffer
, "uniform struct\n{\n");
12869 shader_addline(buffer
, " vec4 low, high;\n");
12870 shader_addline(buffer
, "} colour_key;\n");
12872 declare_in_varying(gl_info
, buffer
, FALSE
, "vec3 out_texcoord;\n");
12873 /* TODO: Declare the out variable with the correct type (and put it in the
12874 * blitter args). */
12875 if (!use_legacy_fragment_output(gl_info
))
12876 shader_addline(buffer
, "out vec4 ps_out[1];\n");
12878 output
= string_buffer_get(&blitter
->string_buffers
);
12879 string_buffer_sprintf(output
, "%s[0]", get_fragment_output(gl_info
));
12881 switch (complex_fixup
)
12883 case COMPLEX_FIXUP_P8
:
12884 glsl_blitter_generate_p8_shader(buffer
, gl_info
, args
, output
->buffer
, tex_type
, swizzle
);
12886 case COMPLEX_FIXUP_YUY2
:
12887 case COMPLEX_FIXUP_UYVY
:
12888 case COMPLEX_FIXUP_YV12
:
12889 case COMPLEX_FIXUP_NV12
:
12890 case COMPLEX_FIXUP_YUV
:
12891 glsl_blitter_generate_yuv_shader(buffer
, gl_info
, args
, output
->buffer
, tex_type
, swizzle
);
12893 case COMPLEX_FIXUP_NONE
:
12894 glsl_blitter_generate_plain_shader(buffer
, gl_info
, args
, output
->buffer
, tex_type
, swizzle
);
12897 string_buffer_release(&blitter
->string_buffers
, output
);
12899 ptr
= buffer
->buffer
;
12900 GL_EXTCALL(glShaderSource(fshader_id
, 1, &ptr
, NULL
));
12901 string_buffer_release(&blitter
->string_buffers
, buffer
);
12902 GL_EXTCALL(glAttachShader(program
, fshader_id
));
12903 GL_EXTCALL(glDeleteShader(fshader_id
));
12905 GL_EXTCALL(glBindAttribLocation(program
, 0, "pos"));
12906 GL_EXTCALL(glBindAttribLocation(program
, 1, "texcoord"));
12908 if (!use_legacy_fragment_output(gl_info
))
12909 GL_EXTCALL(glBindFragDataLocation(program
, 0, "ps_out"));
12911 GL_EXTCALL(glCompileShader(vshader_id
));
12912 print_glsl_info_log(gl_info
, vshader_id
, FALSE
);
12913 GL_EXTCALL(glCompileShader(fshader_id
));
12914 print_glsl_info_log(gl_info
, fshader_id
, FALSE
);
12915 GL_EXTCALL(glLinkProgram(program
));
12916 shader_glsl_validate_link(gl_info
, program
);
12918 GL_EXTCALL(glUseProgram(program
));
12919 loc
= GL_EXTCALL(glGetUniformLocation(program
, "sampler"));
12920 GL_EXTCALL(glUniform1i(loc
, 0));
12921 if (complex_fixup
== COMPLEX_FIXUP_P8
)
12923 loc
= GL_EXTCALL(glGetUniformLocation(program
, "sampler_palette"));
12924 GL_EXTCALL(glUniform1i(loc
, 1));
12930 /* Context activation is done by the caller. */
12931 static void glsl_blitter_upload_palette(struct wined3d_glsl_blitter
*blitter
,
12932 struct wined3d_context_gl
*context_gl
, const struct wined3d_texture_gl
*texture_gl
)
12934 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
12935 const struct wined3d_palette
*palette
;
12937 palette
= texture_gl
->t
.swapchain
? texture_gl
->t
.swapchain
->palette
: NULL
;
12939 if (!blitter
->palette_texture
)
12940 gl_info
->gl_ops
.gl
.p_glGenTextures(1, &blitter
->palette_texture
);
12942 wined3d_context_gl_active_texture(context_gl
, gl_info
, 1);
12943 gl_info
->gl_ops
.gl
.p_glBindTexture(GL_TEXTURE_1D
, blitter
->palette_texture
);
12944 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_1D
, GL_TEXTURE_MIN_FILTER
, GL_NEAREST
);
12945 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_1D
, GL_TEXTURE_MAG_FILTER
, GL_NEAREST
);
12946 gl_info
->gl_ops
.gl
.p_glTexParameteri(GL_TEXTURE_1D
, GL_TEXTURE_WRAP_S
, GL_CLAMP_TO_EDGE
);
12948 GL_EXTCALL(glBindBuffer(GL_PIXEL_UNPACK_BUFFER
, 0));
12949 checkGLcall("glBindBuffer");
12953 gl_info
->gl_ops
.gl
.p_glTexImage1D(GL_TEXTURE_1D
, 0, GL_RGB
, 256, 0, GL_BGRA
,
12954 GL_UNSIGNED_INT_8_8_8_8_REV
, palette
->colors
);
12958 static const DWORD black
;
12960 FIXME("P8 texture loaded without a palette.\n");
12961 gl_info
->gl_ops
.gl
.p_glTexImage1D(GL_TEXTURE_1D
, 0, GL_RGB
, 1, 0, GL_BGRA
,
12962 GL_UNSIGNED_INT_8_8_8_8_REV
, &black
);
12965 wined3d_context_gl_active_texture(context_gl
, gl_info
, 0);
12968 /* Context activation is done by the caller. */
12969 static struct glsl_blitter_program
*glsl_blitter_get_program(struct wined3d_glsl_blitter
*blitter
,
12970 struct wined3d_context_gl
*context_gl
, const struct wined3d_texture_gl
*texture_gl
, BOOL use_colour_key
)
12972 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
12973 struct glsl_blitter_program
*program
;
12974 struct glsl_blitter_args args
;
12975 struct wine_rb_entry
*entry
;
12977 memset(&args
, 0, sizeof(args
));
12978 args
.texture_type
= texture_gl
->target
;
12979 args
.fixup
= texture_gl
->t
.resource
.format
->color_fixup
;
12980 args
.use_colour_key
= use_colour_key
;
12982 if ((entry
= wine_rb_get(&blitter
->programs
, &args
)))
12983 return WINE_RB_ENTRY_VALUE(entry
, struct glsl_blitter_program
, entry
);
12985 if (!(program
= heap_alloc(sizeof(*program
))))
12987 ERR("Failed to allocate blitter program memory.\n");
12991 program
->args
= args
;
12992 if (!(program
->id
= glsl_blitter_generate_program(blitter
, gl_info
, &args
)))
12994 WARN("Failed to generate blitter program.\n");
12995 heap_free(program
);
12999 if (wine_rb_put(&blitter
->programs
, &program
->args
, &program
->entry
) == -1)
13001 ERR("Failed to store blitter program.\n");
13002 GL_EXTCALL(glDeleteProgram(program
->id
));
13003 heap_free(program
);
13010 static BOOL
glsl_blitter_supported(enum wined3d_blit_op blit_op
, const struct wined3d_context
*context
,
13011 const struct wined3d_texture_gl
*src_texture
, DWORD src_location
,
13012 const struct wined3d_texture_gl
*dst_texture
, DWORD dst_location
)
13014 const struct wined3d_resource
*src_resource
= &src_texture
->t
.resource
;
13015 const struct wined3d_resource
*dst_resource
= &dst_texture
->t
.resource
;
13016 const struct wined3d_format
*src_format
= src_resource
->format
;
13017 const struct wined3d_format
*dst_format
= dst_resource
->format
;
13018 bool src_ds
, dst_ds
;
13021 if (blit_op
== WINED3D_BLIT_OP_RAW_BLIT
&& dst_format
->id
== src_format
->id
)
13023 src_ds
= src_format
->depth_size
|| src_format
->stencil_size
;
13024 dst_ds
= dst_format
->depth_size
|| dst_format
->stencil_size
;
13025 /* We could in principle support raw depth/stencil <-> colour blits as
13026 * well in some cases, but note that typeless formats like e.g.
13027 * R16_TYPELESS may use a normalised GL format for depth/stencil
13028 * resources, and a floating-point format for colour resources, */
13029 if (src_ds
&& dst_ds
)
13030 blit_op
= WINED3D_BLIT_OP_DEPTH_BLIT
;
13031 else if (!src_ds
&& !dst_ds
)
13032 blit_op
= WINED3D_BLIT_OP_COLOR_BLIT
;
13035 if (blit_op
!= WINED3D_BLIT_OP_COLOR_BLIT
&& blit_op
!= WINED3D_BLIT_OP_COLOR_BLIT_CKEY
13036 && blit_op
!= WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST
)
13038 TRACE("Unsupported blit_op %#x.\n", blit_op
);
13042 if (src_resource
->type
!= WINED3D_RTYPE_TEXTURE_2D
)
13045 if (src_texture
->target
== GL_TEXTURE_2D_MULTISAMPLE
13046 || src_texture
->target
== GL_TEXTURE_2D_MULTISAMPLE_ARRAY
)
13048 TRACE("Multi-sample source textures not supported.\n");
13052 if (!(dst_resource
->access
& WINED3D_RESOURCE_ACCESS_GPU
))
13054 TRACE("Destination resource does not have GPU access.\n");
13058 /* We don't necessarily want to blit from resources without
13059 * WINED3D_RESOURCE_ACCESS_GPU, but that may be the only way to decompress
13060 * compressed textures. */
13061 decompress
= (src_format
->attrs
& WINED3D_FORMAT_ATTR_COMPRESSED
)
13062 && !(dst_format
->attrs
& WINED3D_FORMAT_ATTR_COMPRESSED
);
13063 if (!decompress
&& !(src_resource
->access
& WINED3D_RESOURCE_ACCESS_GPU
))
13065 TRACE("Source resource does not have GPU access.\n");
13069 if (!is_identity_fixup(dst_format
->color_fixup
)
13070 && (dst_format
->id
!= src_format
->id
|| dst_location
!= WINED3D_LOCATION_DRAWABLE
))
13072 TRACE("Destination fixups are not supported.\n");
13076 if (wined3d_settings
.offscreen_rendering_mode
== ORM_FBO
13077 && !((dst_format
->caps
[WINED3D_GL_RES_TYPE_TEX_2D
] & WINED3D_FORMAT_CAP_FBO_ATTACHABLE
)
13078 || (dst_resource
->bind_flags
& WINED3D_BIND_RENDER_TARGET
)))
13080 TRACE("Destination texture is not FBO attachable.\n");
13084 TRACE("Returning supported.\n");
13088 static DWORD
glsl_blitter_blit(struct wined3d_blitter
*blitter
, enum wined3d_blit_op op
,
13089 struct wined3d_context
*context
, struct wined3d_texture
*src_texture
, unsigned int src_sub_resource_idx
,
13090 DWORD src_location
, const RECT
*src_rect
, struct wined3d_texture
*dst_texture
,
13091 unsigned int dst_sub_resource_idx
, DWORD dst_location
, const RECT
*dst_rect
,
13092 const struct wined3d_color_key
*colour_key
, enum wined3d_texture_filter_type filter
,
13093 const struct wined3d_format
*resolve_format
)
13095 struct wined3d_texture_gl
*src_texture_gl
= wined3d_texture_gl(src_texture
);
13096 struct wined3d_texture_gl
*dst_texture_gl
= wined3d_texture_gl(dst_texture
);
13097 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
13098 struct wined3d_device
*device
= dst_texture
->resource
.device
;
13099 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
13100 struct wined3d_texture
*staging_texture
= NULL
;
13101 struct wined3d_glsl_blitter
*glsl_blitter
;
13102 struct wined3d_color_key alpha_test_key
;
13103 struct glsl_blitter_program
*program
;
13104 struct wined3d_blitter
*next
;
13105 unsigned int src_level
;
13109 TRACE("blitter %p, op %#x, context %p, src_texture %p, src_sub_resource_idx %u, src_location %s, "
13110 "src_rect %s, dst_texture %p, dst_sub_resource_idx %u, dst_location %s, dst_rect %s, "
13111 "colour_key %p, filter %s, resolve format %p.\n",
13112 blitter
, op
, context
, src_texture
, src_sub_resource_idx
, wined3d_debug_location(src_location
),
13113 wine_dbgstr_rect(src_rect
), dst_texture
, dst_sub_resource_idx
, wined3d_debug_location(dst_location
),
13114 wine_dbgstr_rect(dst_rect
), colour_key
, debug_d3dtexturefiltertype(filter
), resolve_format
);
13116 if (!glsl_blitter_supported(op
, context
, src_texture_gl
, src_location
, dst_texture_gl
, dst_location
))
13118 if (!(next
= blitter
->next
))
13120 ERR("No blitter to handle blit op %#x.\n", op
);
13121 return dst_location
;
13124 TRACE("Forwarding to blitter %p.\n", next
);
13125 return next
->ops
->blitter_blit(next
, op
, context
, src_texture
, src_sub_resource_idx
, src_location
,
13126 src_rect
, dst_texture
, dst_sub_resource_idx
, dst_location
, dst_rect
, colour_key
, filter
,
13130 glsl_blitter
= CONTAINING_RECORD(blitter
, struct wined3d_glsl_blitter
, blitter
);
13132 if (!(src_texture
->resource
.access
& WINED3D_RESOURCE_ACCESS_GPU
))
13134 struct wined3d_resource_desc desc
;
13135 struct wined3d_box upload_box
;
13138 TRACE("Source texture is not GPU accessible, creating a staging texture.\n");
13140 src_level
= src_sub_resource_idx
% src_texture
->level_count
;
13141 desc
.resource_type
= WINED3D_RTYPE_TEXTURE_2D
;
13142 desc
.format
= src_texture
->resource
.format
->id
;
13143 desc
.multisample_type
= src_texture
->resource
.multisample_type
;
13144 desc
.multisample_quality
= src_texture
->resource
.multisample_quality
;
13145 desc
.usage
= WINED3DUSAGE_PRIVATE
;
13146 desc
.bind_flags
= 0;
13147 desc
.access
= WINED3D_RESOURCE_ACCESS_GPU
;
13148 desc
.width
= wined3d_texture_get_level_width(src_texture
, src_level
);
13149 desc
.height
= wined3d_texture_get_level_height(src_texture
, src_level
);
13153 if (FAILED(hr
= wined3d_texture_create(device
, &desc
, 1, 1, 0,
13154 NULL
, NULL
, &wined3d_null_parent_ops
, &staging_texture
)))
13156 ERR("Failed to create staging texture, hr %#lx.\n", hr
);
13157 return dst_location
;
13160 wined3d_box_set(&upload_box
, 0, 0, desc
.width
, desc
.height
, 0, desc
.depth
);
13161 wined3d_texture_upload_from_texture(staging_texture
, 0, 0, 0, 0,
13162 src_texture
, src_sub_resource_idx
, &upload_box
);
13164 src_texture
= staging_texture
;
13165 src_texture_gl
= wined3d_texture_gl(src_texture
);
13166 src_sub_resource_idx
= 0;
13168 else if (wined3d_settings
.offscreen_rendering_mode
!= ORM_FBO
13169 && (src_texture
->sub_resources
[src_sub_resource_idx
].locations
13170 & (WINED3D_LOCATION_TEXTURE_RGB
| WINED3D_LOCATION_DRAWABLE
)) == WINED3D_LOCATION_DRAWABLE
13171 && !wined3d_resource_is_offscreen(&src_texture
->resource
))
13174 /* Without FBO blits transferring from the drawable to the texture is
13175 * expensive, because we have to flip the data in sysmem. Since we can
13176 * flip in the blitter, we don't actually need that flip anyway. So we
13177 * use the surface's texture as scratch texture, and flip the source
13178 * rectangle instead. */
13179 texture2d_load_fb_texture(src_texture_gl
, src_sub_resource_idx
, FALSE
, context
);
13182 src_level
= src_sub_resource_idx
% src_texture
->level_count
;
13183 s
.top
= wined3d_texture_get_level_height(src_texture
, src_level
) - s
.top
;
13184 s
.bottom
= wined3d_texture_get_level_height(src_texture
, src_level
) - s
.bottom
;
13189 wined3d_texture_load(src_texture
, context
, FALSE
);
13192 if (wined3d_texture_is_full_rect(dst_texture
, dst_sub_resource_idx
% dst_texture
->level_count
, dst_rect
))
13193 wined3d_texture_prepare_location(dst_texture
, dst_sub_resource_idx
, context
, dst_location
);
13195 wined3d_texture_load_location(dst_texture
, dst_sub_resource_idx
, context
, dst_location
);
13197 wined3d_context_gl_apply_blit_state(context_gl
, device
);
13199 if (dst_location
== WINED3D_LOCATION_DRAWABLE
)
13202 wined3d_texture_translate_drawable_coords(dst_texture
, context_gl
->window
, &d
);
13206 context_gl_apply_texture_draw_state(context_gl
, dst_texture
, dst_sub_resource_idx
, dst_location
);
13208 if (op
== WINED3D_BLIT_OP_COLOR_BLIT_ALPHATEST
)
13210 const struct wined3d_format
*f
= src_texture
->resource
.format
;
13212 alpha_test_key
.color_space_low_value
= 0;
13213 alpha_test_key
.color_space_high_value
= ~(wined3d_mask_from_size(f
->alpha_size
) << f
->alpha_offset
);
13214 colour_key
= &alpha_test_key
;
13216 else if (op
!= WINED3D_BLIT_OP_COLOR_BLIT_CKEY
)
13221 if (!(program
= glsl_blitter_get_program(glsl_blitter
, context_gl
, src_texture_gl
, !!colour_key
)))
13223 ERR("Failed to get blitter program.\n");
13224 return dst_location
;
13226 GL_EXTCALL(glUseProgram(program
->id
));
13227 switch (get_complex_fixup(program
->args
.fixup
))
13229 case COMPLEX_FIXUP_P8
:
13230 glsl_blitter_upload_palette(glsl_blitter
, context_gl
, src_texture_gl
);
13233 case COMPLEX_FIXUP_YUY2
:
13234 case COMPLEX_FIXUP_UYVY
:
13235 case COMPLEX_FIXUP_YV12
:
13236 case COMPLEX_FIXUP_NV12
:
13237 case COMPLEX_FIXUP_YUV
:
13238 src_level
= src_sub_resource_idx
% src_texture
->level_count
;
13239 location
= GL_EXTCALL(glGetUniformLocation(program
->id
, "size"));
13240 GL_EXTCALL(glUniform2f(location
, wined3d_texture_get_level_pow2_width(src_texture
, src_level
),
13241 wined3d_texture_get_level_pow2_height(src_texture
, src_level
)));
13249 struct wined3d_color float_key
[2];
13251 wined3d_format_get_float_color_key(src_texture
->resource
.format
, colour_key
, float_key
);
13252 location
= GL_EXTCALL(glGetUniformLocation(program
->id
, "colour_key.low"));
13253 GL_EXTCALL(glUniform4fv(location
, 1, &float_key
[0].r
));
13254 location
= GL_EXTCALL(glGetUniformLocation(program
->id
, "colour_key.high"));
13255 GL_EXTCALL(glUniform4fv(location
, 1, &float_key
[1].r
));
13257 wined3d_context_gl_draw_shaded_quad(context_gl
, src_texture_gl
, src_sub_resource_idx
, src_rect
, dst_rect
, filter
);
13258 GL_EXTCALL(glUseProgram(0));
13260 if (dst_texture
->swapchain
&& (dst_texture
->swapchain
->front_buffer
== dst_texture
))
13261 gl_info
->gl_ops
.gl
.p_glFlush();
13263 if (staging_texture
)
13264 wined3d_texture_decref(staging_texture
);
13266 return dst_location
;
13269 static void glsl_blitter_clear(struct wined3d_blitter
*blitter
, struct wined3d_device
*device
,
13270 unsigned int rt_count
, const struct wined3d_fb_state
*fb
, unsigned int rect_count
, const RECT
*clear_rects
,
13271 const RECT
*draw_rect
, uint32_t flags
, const struct wined3d_color
*color
, float depth
, unsigned int stencil
)
13273 struct wined3d_blitter
*next
;
13275 if ((next
= blitter
->next
))
13276 next
->ops
->blitter_clear(next
, device
, rt_count
, fb
, rect_count
,
13277 clear_rects
, draw_rect
, flags
, color
, depth
, stencil
);
13280 static const struct wined3d_blitter_ops glsl_blitter_ops
=
13282 glsl_blitter_destroy
,
13283 glsl_blitter_clear
,
13287 struct wined3d_blitter
*wined3d_glsl_blitter_create(struct wined3d_blitter
**next
,
13288 const struct wined3d_device
*device
)
13290 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
13291 struct wined3d_glsl_blitter
*blitter
;
13293 if (device
->shader_backend
!= &glsl_shader_backend
)
13296 if (!gl_info
->supported
[ARB_VERTEX_SHADER
] || !gl_info
->supported
[ARB_FRAGMENT_SHADER
])
13299 if (!(blitter
= heap_alloc(sizeof(*blitter
))))
13301 ERR("Failed to allocate blitter.\n");
13305 TRACE("Created blitter %p.\n", blitter
);
13307 blitter
->blitter
.ops
= &glsl_blitter_ops
;
13308 blitter
->blitter
.next
= *next
;
13309 string_buffer_list_init(&blitter
->string_buffers
);
13310 wine_rb_init(&blitter
->programs
, glsl_blitter_args_compare
);
13311 blitter
->palette_texture
= 0;
13312 *next
= &blitter
->blitter
;