2 * GLSL pixel and vertex shader implementation
4 * Copyright 2006 Jason Green
5 * Copyright 2006-2007 Henri Verbeet
6 * Copyright 2007-2009, 2013 Stefan Dösinger for CodeWeavers
7 * Copyright 2009-2011 Henri Verbeet for CodeWeavers
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 * D3D shader asm has swizzles on source parameters, and write masks for
26 * destination parameters. GLSL uses swizzles for both. The result of this is
27 * that for example "mov dst.xw, src.zyxw" becomes "dst.xw = src.zw" in GLSL.
28 * Ie, to generate a proper GLSL source swizzle, we need to take the D3D write
29 * mask for the destination parameter into account.
33 #include "wine/port.h"
41 #include "wined3d_private.h"
43 WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader
);
44 WINE_DECLARE_DEBUG_CHANNEL(d3d
);
45 WINE_DECLARE_DEBUG_CHANNEL(winediag
);
47 #define WINED3D_GLSL_SAMPLE_PROJECTED 0x01
48 #define WINED3D_GLSL_SAMPLE_LOD 0x02
49 #define WINED3D_GLSL_SAMPLE_GRAD 0x04
50 #define WINED3D_GLSL_SAMPLE_LOAD 0x08
51 #define WINED3D_GLSL_SAMPLE_OFFSET 0x10
55 unsigned int coord_size
;
56 unsigned int resinfo_size
;
57 const char *type_part
;
59 resource_type_info
[] =
61 {0, 0, ""}, /* WINED3D_SHADER_RESOURCE_NONE */
62 {1, 1, "Buffer"}, /* WINED3D_SHADER_RESOURCE_BUFFER */
63 {1, 1, "1D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1D */
64 {2, 2, "2D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2D */
65 {2, 2, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMS */
66 {3, 3, "3D"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_3D */
67 {3, 2, "Cube"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_CUBE */
68 {2, 2, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY */
69 {3, 3, "2DArray"}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY */
70 {3, 3, ""}, /* WINED3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY */
85 struct glsl_sample_function
87 struct wined3d_string_buffer
*name
;
88 unsigned int coord_mask
;
89 unsigned int deriv_mask
;
90 enum wined3d_data_type data_type
;
91 BOOL output_single_component
;
92 unsigned int offset_size
;
97 HEAP_NODE_TRAVERSE_LEFT
,
98 HEAP_NODE_TRAVERSE_RIGHT
,
102 struct constant_entry
105 unsigned int version
;
110 struct constant_entry
*entries
;
112 unsigned int *positions
;
116 /* GLSL shader private data */
117 struct shader_glsl_priv
{
118 struct wined3d_string_buffer shader_buffer
;
119 struct wined3d_string_buffer_list string_buffers
;
120 struct wine_rb_tree program_lookup
;
121 struct constant_heap vconst_heap
;
122 struct constant_heap pconst_heap
;
123 unsigned char *stack
;
124 UINT next_constant_version
;
126 const struct wined3d_vertex_pipe_ops
*vertex_pipe
;
127 const struct fragment_pipeline
*fragment_pipe
;
128 struct wine_rb_tree ffp_vertex_shaders
;
129 struct wine_rb_tree ffp_fragment_shaders
;
130 BOOL ffp_proj_control
;
131 BOOL legacy_lighting
;
134 struct glsl_vs_program
136 struct list shader_entry
;
138 GLenum vertex_color_clamp
;
139 GLint uniform_f_locations
[WINED3D_MAX_VS_CONSTS_F
];
140 GLint uniform_i_locations
[WINED3D_MAX_CONSTS_I
];
141 GLint uniform_b_locations
[WINED3D_MAX_CONSTS_B
];
142 GLint pos_fixup_location
;
144 GLint modelview_matrix_location
[MAX_VERTEX_BLENDS
];
145 GLint projection_matrix_location
;
146 GLint normal_matrix_location
;
147 GLint texture_matrix_location
[MAX_TEXTURES
];
148 GLint material_ambient_location
;
149 GLint material_diffuse_location
;
150 GLint material_specular_location
;
151 GLint material_emissive_location
;
152 GLint material_shininess_location
;
153 GLint light_ambient_location
;
168 } light_location
[MAX_ACTIVE_LIGHTS
];
169 GLint pointsize_location
;
170 GLint pointsize_min_location
;
171 GLint pointsize_max_location
;
172 GLint pointsize_c_att_location
;
173 GLint pointsize_l_att_location
;
174 GLint pointsize_q_att_location
;
175 GLint clip_planes_location
;
178 struct glsl_gs_program
180 struct list shader_entry
;
183 GLint pos_fixup_location
;
186 struct glsl_ps_program
188 struct list shader_entry
;
190 GLint uniform_f_locations
[WINED3D_MAX_PS_CONSTS_F
];
191 GLint uniform_i_locations
[WINED3D_MAX_CONSTS_I
];
192 GLint uniform_b_locations
[WINED3D_MAX_CONSTS_B
];
193 GLint bumpenv_mat_location
[MAX_TEXTURES
];
194 GLint bumpenv_lum_scale_location
[MAX_TEXTURES
];
195 GLint bumpenv_lum_offset_location
[MAX_TEXTURES
];
196 GLint tss_constant_location
[MAX_TEXTURES
];
197 GLint tex_factor_location
;
198 GLint specular_enable_location
;
199 GLint fog_color_location
;
200 GLint fog_density_location
;
201 GLint fog_end_location
;
202 GLint fog_scale_location
;
203 GLint alpha_test_ref_location
;
204 GLint ycorrection_location
;
205 GLint np2_fixup_location
;
206 GLint color_key_location
;
207 const struct ps_np2fixup_info
*np2_fixup_info
;
210 /* Struct to maintain data about a linked GLSL program */
211 struct glsl_shader_prog_link
213 struct wine_rb_entry program_lookup_entry
;
214 struct glsl_vs_program vs
;
215 struct glsl_gs_program gs
;
216 struct glsl_ps_program ps
;
218 DWORD constant_update_mask
;
219 UINT constant_version
;
222 struct glsl_program_key
229 struct shader_glsl_ctx_priv
{
230 const struct vs_compile_args
*cur_vs_args
;
231 const struct ps_compile_args
*cur_ps_args
;
232 struct ps_np2fixup_info
*cur_np2fixup_info
;
233 struct wined3d_string_buffer_list
*string_buffers
;
236 struct glsl_context_data
238 struct glsl_shader_prog_link
*glsl_program
;
241 struct glsl_ps_compiled_shader
243 struct ps_compile_args args
;
244 struct ps_np2fixup_info np2fixup
;
248 struct glsl_vs_compiled_shader
250 struct vs_compile_args args
;
254 struct glsl_gs_compiled_shader
256 struct gs_compile_args args
;
260 struct glsl_shader_private
264 struct glsl_vs_compiled_shader
*vs
;
265 struct glsl_gs_compiled_shader
*gs
;
266 struct glsl_ps_compiled_shader
*ps
;
268 UINT num_gl_shaders
, shader_array_size
;
271 struct glsl_ffp_vertex_shader
273 struct wined3d_ffp_vs_desc desc
;
275 struct list linked_programs
;
278 struct glsl_ffp_fragment_shader
280 struct ffp_frag_desc entry
;
282 struct list linked_programs
;
285 struct glsl_ffp_destroy_ctx
287 struct shader_glsl_priv
*priv
;
288 const struct wined3d_gl_info
*gl_info
;
291 static void shader_glsl_generate_shader_epilogue(const struct wined3d_shader_context
*ctx
);
293 static const char *debug_gl_shader_type(GLenum type
)
297 #define WINED3D_TO_STR(u) case u: return #u
298 WINED3D_TO_STR(GL_VERTEX_SHADER
);
299 WINED3D_TO_STR(GL_TESS_CONTROL_SHADER
);
300 WINED3D_TO_STR(GL_TESS_EVALUATION_SHADER
);
301 WINED3D_TO_STR(GL_GEOMETRY_SHADER
);
302 WINED3D_TO_STR(GL_FRAGMENT_SHADER
);
303 WINED3D_TO_STR(GL_COMPUTE_SHADER
);
304 #undef WINED3D_TO_STR
306 return wine_dbg_sprintf("UNKNOWN(%#x)", type
);
310 static const char *shader_glsl_get_prefix(enum wined3d_shader_type type
)
314 case WINED3D_SHADER_TYPE_VERTEX
:
317 case WINED3D_SHADER_TYPE_HULL
:
320 case WINED3D_SHADER_TYPE_DOMAIN
:
323 case WINED3D_SHADER_TYPE_GEOMETRY
:
326 case WINED3D_SHADER_TYPE_PIXEL
:
329 case WINED3D_SHADER_TYPE_COMPUTE
:
333 FIXME("Unhandled shader type %#x.\n", type
);
338 static unsigned int shader_glsl_get_version(const struct wined3d_gl_info
*gl_info
,
339 const struct wined3d_shader_version
*version
)
341 if (!gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
343 else if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 30) && version
&& version
->major
>= 4)
349 static const char *shader_glsl_get_version_declaration(const struct wined3d_gl_info
*gl_info
,
350 const struct wined3d_shader_version
*version
)
352 unsigned int glsl_version
;
354 switch (glsl_version
= shader_glsl_get_version(gl_info
, version
))
357 return "#version 150";
359 return "#version 130";
361 return "#version 120";
363 FIXME("Unexpected GLSL version %u requested.\n", glsl_version
);
368 static void shader_glsl_append_imm_vec4(struct wined3d_string_buffer
*buffer
, const float *values
)
372 wined3d_ftoa(values
[0], str
[0]);
373 wined3d_ftoa(values
[1], str
[1]);
374 wined3d_ftoa(values
[2], str
[2]);
375 wined3d_ftoa(values
[3], str
[3]);
376 shader_addline(buffer
, "vec4(%s, %s, %s, %s)", str
[0], str
[1], str
[2], str
[3]);
379 static void shader_glsl_append_imm_ivec(struct wined3d_string_buffer
*buffer
,
380 const int *values
, unsigned int size
)
384 if (!size
|| size
> 4)
386 ERR("Invalid vector size %u.\n", size
);
391 shader_addline(buffer
, "ivec%u(", size
);
393 for (i
= 0; i
< size
; ++i
)
394 shader_addline(buffer
, i
? ", %#x" : "%#x", values
[i
]);
397 shader_addline(buffer
, ")");
400 static const char *get_info_log_line(const char **ptr
)
405 if (!(q
= strstr(p
, "\n")))
407 if (!*p
) return NULL
;
416 /* Context activation is done by the caller. */
417 void print_glsl_info_log(const struct wined3d_gl_info
*gl_info
, GLuint id
, BOOL program
)
422 if (!WARN_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
426 GL_EXTCALL(glGetProgramiv(id
, GL_INFO_LOG_LENGTH
, &length
));
428 GL_EXTCALL(glGetShaderiv(id
, GL_INFO_LOG_LENGTH
, &length
));
430 /* A size of 1 is just a null-terminated string, so the log should be bigger than
431 * that if there are errors. */
434 const char *ptr
, *line
;
436 log
= HeapAlloc(GetProcessHeap(), 0, length
);
437 /* The info log is supposed to be zero-terminated, but at least some
438 * versions of fglrx don't terminate the string properly. The reported
439 * length does include the terminator, so explicitly set it to zero
443 GL_EXTCALL(glGetProgramInfoLog(id
, length
, NULL
, log
));
445 GL_EXTCALL(glGetShaderInfoLog(id
, length
, NULL
, log
));
448 if (gl_info
->quirks
& WINED3D_QUIRK_INFO_LOG_SPAM
)
450 WARN("Info log received from GLSL shader #%u:\n", id
);
451 while ((line
= get_info_log_line(&ptr
))) WARN(" %.*s", (int)(ptr
- line
), line
);
455 FIXME("Info log received from GLSL shader #%u:\n", id
);
456 while ((line
= get_info_log_line(&ptr
))) FIXME(" %.*s", (int)(ptr
- line
), line
);
458 HeapFree(GetProcessHeap(), 0, log
);
462 /* Context activation is done by the caller. */
463 static void shader_glsl_compile(const struct wined3d_gl_info
*gl_info
, GLuint shader
, const char *src
)
465 const char *ptr
, *line
;
467 TRACE("Compiling shader object %u.\n", shader
);
469 if (TRACE_ON(d3d_shader
))
472 while ((line
= get_info_log_line(&ptr
))) TRACE_(d3d_shader
)(" %.*s", (int)(ptr
- line
), line
);
475 GL_EXTCALL(glShaderSource(shader
, 1, &src
, NULL
));
476 checkGLcall("glShaderSource");
477 GL_EXTCALL(glCompileShader(shader
));
478 checkGLcall("glCompileShader");
479 print_glsl_info_log(gl_info
, shader
, FALSE
);
482 /* Context activation is done by the caller. */
483 static void shader_glsl_dump_program_source(const struct wined3d_gl_info
*gl_info
, GLuint program
)
485 GLint i
, shader_count
, source_size
= -1;
489 GL_EXTCALL(glGetProgramiv(program
, GL_ATTACHED_SHADERS
, &shader_count
));
490 if (!(shaders
= wined3d_calloc(shader_count
, sizeof(*shaders
))))
492 ERR("Failed to allocate shader array memory.\n");
496 GL_EXTCALL(glGetAttachedShaders(program
, shader_count
, NULL
, shaders
));
497 for (i
= 0; i
< shader_count
; ++i
)
499 const char *ptr
, *line
;
502 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_SHADER_SOURCE_LENGTH
, &tmp
));
504 if (source_size
< tmp
)
506 HeapFree(GetProcessHeap(), 0, source
);
508 source
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, tmp
);
511 ERR("Failed to allocate %d bytes for shader source.\n", tmp
);
512 HeapFree(GetProcessHeap(), 0, shaders
);
518 FIXME("Shader %u:\n", shaders
[i
]);
519 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_SHADER_TYPE
, &tmp
));
520 FIXME(" GL_SHADER_TYPE: %s.\n", debug_gl_shader_type(tmp
));
521 GL_EXTCALL(glGetShaderiv(shaders
[i
], GL_COMPILE_STATUS
, &tmp
));
522 FIXME(" GL_COMPILE_STATUS: %d.\n", tmp
);
526 GL_EXTCALL(glGetShaderSource(shaders
[i
], source_size
, NULL
, source
));
527 while ((line
= get_info_log_line(&ptr
))) FIXME(" %.*s", (int)(ptr
- line
), line
);
531 HeapFree(GetProcessHeap(), 0, source
);
532 HeapFree(GetProcessHeap(), 0, shaders
);
535 /* Context activation is done by the caller. */
536 void shader_glsl_validate_link(const struct wined3d_gl_info
*gl_info
, GLuint program
)
540 if (!TRACE_ON(d3d_shader
) && !FIXME_ON(d3d_shader
))
543 GL_EXTCALL(glGetProgramiv(program
, GL_LINK_STATUS
, &tmp
));
546 FIXME("Program %u link status invalid.\n", program
);
547 shader_glsl_dump_program_source(gl_info
, program
);
550 print_glsl_info_log(gl_info
, program
, TRUE
);
553 /* Context activation is done by the caller. */
554 static void shader_glsl_load_samplers(const struct wined3d_gl_info
*gl_info
,
555 struct shader_glsl_priv
*priv
, const DWORD
*tex_unit_map
, GLuint program_id
)
557 unsigned int mapped_unit
;
558 struct wined3d_string_buffer
*sampler_name
= string_buffer_get(&priv
->string_buffers
);
565 enum wined3d_shader_type type
;
566 unsigned int base_idx
;
571 {WINED3D_SHADER_TYPE_PIXEL
, 0, MAX_FRAGMENT_SAMPLERS
},
572 {WINED3D_SHADER_TYPE_VERTEX
, MAX_FRAGMENT_SAMPLERS
, MAX_VERTEX_SAMPLERS
},
575 for (i
= 0; i
< ARRAY_SIZE(sampler_info
); ++i
)
577 prefix
= shader_glsl_get_prefix(sampler_info
[i
].type
);
579 for (j
= 0; j
< sampler_info
[i
].count
; ++j
)
581 string_buffer_sprintf(sampler_name
, "%s_sampler%u", prefix
, j
);
582 name_loc
= GL_EXTCALL(glGetUniformLocation(program_id
, sampler_name
->buffer
));
586 mapped_unit
= tex_unit_map
[sampler_info
[i
].base_idx
+ j
];
587 if (mapped_unit
== WINED3D_UNMAPPED_STAGE
|| mapped_unit
>= gl_info
->limits
.combined_samplers
)
589 ERR("Trying to load sampler %s on unsupported unit %u.\n", sampler_name
->buffer
, mapped_unit
);
593 TRACE("Loading sampler %s on unit %u.\n", sampler_name
->buffer
, mapped_unit
);
594 GL_EXTCALL(glUniform1i(name_loc
, mapped_unit
));
597 checkGLcall("Load sampler bindings");
598 string_buffer_release(&priv
->string_buffers
, sampler_name
);
601 static void shader_glsl_load_icb(const struct wined3d_gl_info
*gl_info
, struct shader_glsl_priv
*priv
,
602 GLuint program_id
, const struct wined3d_shader_reg_maps
*reg_maps
)
604 const struct wined3d_shader_immediate_constant_buffer
*icb
= reg_maps
->icb
;
608 struct wined3d_string_buffer
*icb_name
= string_buffer_get(&priv
->string_buffers
);
609 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
612 string_buffer_sprintf(icb_name
, "%s_icb", prefix
);
613 icb_location
= GL_EXTCALL(glGetUniformLocation(program_id
, icb_name
->buffer
));
614 GL_EXTCALL(glUniform4fv(icb_location
, icb
->vec4_count
, (const GLfloat
*)icb
->data
));
615 checkGLcall("Load immediate constant buffer");
617 string_buffer_release(&priv
->string_buffers
, icb_name
);
621 /* Context activation is done by the caller. */
622 static void shader_glsl_load_images(const struct wined3d_gl_info
*gl_info
, struct shader_glsl_priv
*priv
,
623 GLuint program_id
, const struct wined3d_shader_reg_maps
*reg_maps
)
625 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
629 for (i
= 0; i
< MAX_UNORDERED_ACCESS_VIEWS
; ++i
)
631 if (!reg_maps
->uav_resource_info
[i
].type
)
634 string_buffer_sprintf(name
, "ps_image%u", i
);
635 location
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
639 TRACE("Loading image %s on unit %u.\n", name
->buffer
, i
);
640 GL_EXTCALL(glUniform1i(location
, i
));
642 checkGLcall("Load image bindings");
643 string_buffer_release(&priv
->string_buffers
, name
);
646 /* Context activation is done by the caller. */
647 static inline void walk_constant_heap(const struct wined3d_gl_info
*gl_info
, const struct wined3d_vec4
*constants
,
648 const GLint
*constant_locations
, const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
650 unsigned int start
= ~0U, end
= 0;
652 unsigned int heap_idx
= 1;
655 if (heap
->entries
[heap_idx
].version
<= version
) return;
657 idx
= heap
->entries
[heap_idx
].idx
;
658 if (constant_locations
[idx
] != -1)
660 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
662 while (stack_idx
>= 0)
664 /* Note that we fall through to the next case statement. */
665 switch(stack
[stack_idx
])
667 case HEAP_NODE_TRAVERSE_LEFT
:
669 unsigned int left_idx
= heap_idx
<< 1;
670 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
673 idx
= heap
->entries
[heap_idx
].idx
;
674 if (constant_locations
[idx
] != -1)
682 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
683 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
688 case HEAP_NODE_TRAVERSE_RIGHT
:
690 unsigned int right_idx
= (heap_idx
<< 1) + 1;
691 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
693 heap_idx
= right_idx
;
694 idx
= heap
->entries
[heap_idx
].idx
;
695 if (constant_locations
[idx
] != -1)
703 stack
[stack_idx
++] = HEAP_NODE_POP
;
704 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
716 GL_EXTCALL(glUniform4fv(constant_locations
[start
], end
- start
+ 1, &constants
[start
].x
));
717 checkGLcall("walk_constant_heap()");
720 /* Context activation is done by the caller. */
721 static inline void apply_clamped_constant(const struct wined3d_gl_info
*gl_info
,
722 GLint location
, const struct wined3d_vec4
*data
)
724 GLfloat clamped_constant
[4];
726 if (location
== -1) return;
728 clamped_constant
[0] = data
->x
< -1.0f
? -1.0f
: data
->x
> 1.0f
? 1.0f
: data
->x
;
729 clamped_constant
[1] = data
->y
< -1.0f
? -1.0f
: data
->y
> 1.0f
? 1.0f
: data
->y
;
730 clamped_constant
[2] = data
->z
< -1.0f
? -1.0f
: data
->z
> 1.0f
? 1.0f
: data
->z
;
731 clamped_constant
[3] = data
->w
< -1.0f
? -1.0f
: data
->w
> 1.0f
? 1.0f
: data
->w
;
733 GL_EXTCALL(glUniform4fv(location
, 1, clamped_constant
));
736 /* Context activation is done by the caller. */
737 static inline void walk_constant_heap_clamped(const struct wined3d_gl_info
*gl_info
,
738 const struct wined3d_vec4
*constants
, const GLint
*constant_locations
,
739 const struct constant_heap
*heap
, unsigned char *stack
, DWORD version
)
742 unsigned int heap_idx
= 1;
745 if (heap
->entries
[heap_idx
].version
<= version
) return;
747 idx
= heap
->entries
[heap_idx
].idx
;
748 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
]);
749 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
751 while (stack_idx
>= 0)
753 /* Note that we fall through to the next case statement. */
754 switch(stack
[stack_idx
])
756 case HEAP_NODE_TRAVERSE_LEFT
:
758 unsigned int left_idx
= heap_idx
<< 1;
759 if (left_idx
< heap
->size
&& heap
->entries
[left_idx
].version
> version
)
762 idx
= heap
->entries
[heap_idx
].idx
;
763 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
]);
765 stack
[stack_idx
++] = HEAP_NODE_TRAVERSE_RIGHT
;
766 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
771 case HEAP_NODE_TRAVERSE_RIGHT
:
773 unsigned int right_idx
= (heap_idx
<< 1) + 1;
774 if (right_idx
< heap
->size
&& heap
->entries
[right_idx
].version
> version
)
776 heap_idx
= right_idx
;
777 idx
= heap
->entries
[heap_idx
].idx
;
778 apply_clamped_constant(gl_info
, constant_locations
[idx
], &constants
[idx
]);
780 stack
[stack_idx
++] = HEAP_NODE_POP
;
781 stack
[stack_idx
] = HEAP_NODE_TRAVERSE_LEFT
;
792 checkGLcall("walk_constant_heap_clamped()");
795 /* Context activation is done by the caller. */
796 static void shader_glsl_load_constants_f(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
797 const struct wined3d_vec4
*constants
, const GLint
*constant_locations
, const struct constant_heap
*heap
,
798 unsigned char *stack
, unsigned int version
)
800 const struct wined3d_shader_lconst
*lconst
;
802 /* 1.X pshaders have the constants clamped to [-1;1] implicitly. */
803 if (shader
->reg_maps
.shader_version
.major
== 1
804 && shader
->reg_maps
.shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
)
805 walk_constant_heap_clamped(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
807 walk_constant_heap(gl_info
, constants
, constant_locations
, heap
, stack
, version
);
809 if (!shader
->load_local_constsF
)
811 TRACE("No need to load local float constants for this shader.\n");
815 /* Immediate constants are clamped to [-1;1] at shader creation time if needed */
816 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
818 GL_EXTCALL(glUniform4fv(constant_locations
[lconst
->idx
], 1, (const GLfloat
*)lconst
->value
));
820 checkGLcall("glUniform4fv()");
823 /* Context activation is done by the caller. */
824 static void shader_glsl_load_constants_i(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
825 const struct wined3d_ivec4
*constants
, const GLint locations
[WINED3D_MAX_CONSTS_I
], WORD constants_set
)
830 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
832 if (!(constants_set
& 1)) continue;
834 /* We found this uniform name in the program - go ahead and send the data */
835 GL_EXTCALL(glUniform4iv(locations
[i
], 1, &constants
[i
].x
));
838 /* Load immediate constants */
839 ptr
= list_head(&shader
->constantsI
);
842 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
843 unsigned int idx
= lconst
->idx
;
844 const GLint
*values
= (const GLint
*)lconst
->value
;
846 /* We found this uniform name in the program - go ahead and send the data */
847 GL_EXTCALL(glUniform4iv(locations
[idx
], 1, values
));
848 ptr
= list_next(&shader
->constantsI
, ptr
);
850 checkGLcall("glUniform4iv()");
853 /* Context activation is done by the caller. */
854 static void shader_glsl_load_constantsB(const struct wined3d_shader
*shader
, const struct wined3d_gl_info
*gl_info
,
855 const GLint locations
[WINED3D_MAX_CONSTS_B
], const BOOL
*constants
, WORD constants_set
)
860 for (i
= 0; constants_set
; constants_set
>>= 1, ++i
)
862 if (!(constants_set
& 1)) continue;
864 GL_EXTCALL(glUniform1iv(locations
[i
], 1, &constants
[i
]));
867 /* Load immediate constants */
868 ptr
= list_head(&shader
->constantsB
);
871 const struct wined3d_shader_lconst
*lconst
= LIST_ENTRY(ptr
, const struct wined3d_shader_lconst
, entry
);
872 unsigned int idx
= lconst
->idx
;
873 const GLint
*values
= (const GLint
*)lconst
->value
;
875 GL_EXTCALL(glUniform1iv(locations
[idx
], 1, values
));
876 ptr
= list_next(&shader
->constantsB
, ptr
);
878 checkGLcall("glUniform1iv()");
881 static void reset_program_constant_version(struct wine_rb_entry
*entry
, void *context
)
883 WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
)->constant_version
= 0;
886 /* Context activation is done by the caller (state handler). */
887 static void shader_glsl_load_np2fixup_constants(const struct glsl_ps_program
*ps
,
888 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
894 np2fixup_constants
[MAX_FRAGMENT_SAMPLERS
];
895 UINT fixup
= ps
->np2_fixup_info
->active
;
898 for (i
= 0; fixup
; fixup
>>= 1, ++i
)
900 const struct wined3d_texture
*tex
= state
->textures
[i
];
901 unsigned char idx
= ps
->np2_fixup_info
->idx
[i
];
905 ERR("Nonexistent texture is flagged for NP2 texcoord fixup.\n");
909 np2fixup_constants
[idx
].sx
= tex
->pow2_matrix
[0];
910 np2fixup_constants
[idx
].sy
= tex
->pow2_matrix
[5];
913 GL_EXTCALL(glUniform4fv(ps
->np2_fixup_location
, ps
->np2_fixup_info
->num_consts
, &np2fixup_constants
[0].sx
));
916 /* Taken and adapted from Mesa. */
917 static BOOL
invert_matrix_3d(struct wined3d_matrix
*out
, const struct wined3d_matrix
*in
)
919 float pos
, neg
, t
, det
;
920 struct wined3d_matrix temp
;
922 /* Calculate the determinant of upper left 3x3 submatrix and
923 * determine if the matrix is singular. */
925 t
= in
->_11
* in
->_22
* in
->_33
;
931 t
= in
->_21
* in
->_32
* in
->_13
;
936 t
= in
->_31
* in
->_12
* in
->_23
;
942 t
= -in
->_31
* in
->_22
* in
->_13
;
947 t
= -in
->_21
* in
->_12
* in
->_33
;
953 t
= -in
->_11
* in
->_32
* in
->_23
;
961 if (fabsf(det
) < 1e-25f
)
965 temp
._11
= (in
->_22
* in
->_33
- in
->_32
* in
->_23
) * det
;
966 temp
._12
= -(in
->_12
* in
->_33
- in
->_32
* in
->_13
) * det
;
967 temp
._13
= (in
->_12
* in
->_23
- in
->_22
* in
->_13
) * det
;
968 temp
._21
= -(in
->_21
* in
->_33
- in
->_31
* in
->_23
) * det
;
969 temp
._22
= (in
->_11
* in
->_33
- in
->_31
* in
->_13
) * det
;
970 temp
._23
= -(in
->_11
* in
->_23
- in
->_21
* in
->_13
) * det
;
971 temp
._31
= (in
->_21
* in
->_32
- in
->_31
* in
->_22
) * det
;
972 temp
._32
= -(in
->_11
* in
->_32
- in
->_31
* in
->_12
) * det
;
973 temp
._33
= (in
->_11
* in
->_22
- in
->_21
* in
->_12
) * det
;
979 static void swap_rows(float **a
, float **b
)
987 static BOOL
invert_matrix(struct wined3d_matrix
*out
, struct wined3d_matrix
*m
)
990 float m0
, m1
, m2
, m3
, s
;
991 float *r0
, *r1
, *r2
, *r3
;
1003 r0
[5] = r0
[6] = r0
[7] = 0.0f
;
1010 r1
[4] = r1
[6] = r1
[7] = 0.0f
;
1017 r2
[4] = r2
[5] = r2
[7] = 0.0f
;
1024 r3
[4] = r3
[5] = r3
[6] = 0.0f
;
1026 /* Choose pivot - or die. */
1027 if (fabsf(r3
[0]) > fabsf(r2
[0]))
1028 swap_rows(&r3
, &r2
);
1029 if (fabsf(r2
[0]) > fabsf(r1
[0]))
1030 swap_rows(&r2
, &r1
);
1031 if (fabsf(r1
[0]) > fabsf(r0
[0]))
1032 swap_rows(&r1
, &r0
);
1036 /* Eliminate first variable. */
1037 m1
= r1
[0] / r0
[0]; m2
= r2
[0] / r0
[0]; m3
= r3
[0] / r0
[0];
1038 s
= r0
[1]; r1
[1] -= m1
* s
; r2
[1] -= m2
* s
; r3
[1] -= m3
* s
;
1039 s
= r0
[2]; r1
[2] -= m1
* s
; r2
[2] -= m2
* s
; r3
[2] -= m3
* s
;
1040 s
= r0
[3]; r1
[3] -= m1
* s
; r2
[3] -= m2
* s
; r3
[3] -= m3
* s
;
1070 /* Choose pivot - or die. */
1071 if (fabsf(r3
[1]) > fabsf(r2
[1]))
1072 swap_rows(&r3
, &r2
);
1073 if (fabsf(r2
[1]) > fabsf(r1
[1]))
1074 swap_rows(&r2
, &r1
);
1078 /* Eliminate second variable. */
1079 m2
= r2
[1] / r1
[1]; m3
= r3
[1] / r1
[1];
1080 r2
[2] -= m2
* r1
[2]; r3
[2] -= m3
* r1
[2];
1081 r2
[3] -= m2
* r1
[3]; r3
[3] -= m3
* r1
[3];
1107 /* Choose pivot - or die. */
1108 if (fabsf(r3
[2]) > fabsf(r2
[2]))
1109 swap_rows(&r3
, &r2
);
1113 /* Eliminate third variable. */
1115 r3
[3] -= m3
* r2
[3];
1116 r3
[4] -= m3
* r2
[4];
1117 r3
[5] -= m3
* r2
[5];
1118 r3
[6] -= m3
* r2
[6];
1119 r3
[7] -= m3
* r2
[7];
1125 /* Back substitute row 3. */
1132 /* Back substitute row 2. */
1135 r2
[4] = s
* (r2
[4] - r3
[4] * m2
);
1136 r2
[5] = s
* (r2
[5] - r3
[5] * m2
);
1137 r2
[6] = s
* (r2
[6] - r3
[6] * m2
);
1138 r2
[7] = s
* (r2
[7] - r3
[7] * m2
);
1140 r1
[4] -= r3
[4] * m1
;
1141 r1
[5] -= r3
[5] * m1
;
1142 r1
[6] -= r3
[6] * m1
;
1143 r1
[7] -= r3
[7] * m1
;
1145 r0
[4] -= r3
[4] * m0
;
1146 r0
[5] -= r3
[5] * m0
;
1147 r0
[6] -= r3
[6] * m0
;
1148 r0
[7] -= r3
[7] * m0
;
1150 /* Back substitute row 1. */
1153 r1
[4] = s
* (r1
[4] - r2
[4] * m1
);
1154 r1
[5] = s
* (r1
[5] - r2
[5] * m1
);
1155 r1
[6] = s
* (r1
[6] - r2
[6] * m1
);
1156 r1
[7] = s
* (r1
[7] - r2
[7] * m1
);
1158 r0
[4] -= r2
[4] * m0
;
1159 r0
[5] -= r2
[5] * m0
;
1160 r0
[6] -= r2
[6] * m0
;
1161 r0
[7] -= r2
[7] * m0
;
1163 /* Back substitute row 0. */
1166 r0
[4] = s
* (r0
[4] - r1
[4] * m0
);
1167 r0
[5] = s
* (r0
[5] - r1
[5] * m0
);
1168 r0
[6] = s
* (r0
[6] - r1
[6] * m0
);
1169 r0
[7] = s
* (r0
[7] - r1
[7] * m0
);
1191 static void shader_glsl_ffp_vertex_normalmatrix_uniform(const struct wined3d_context
*context
,
1192 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1194 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1196 struct wined3d_matrix mv
;
1199 if (prog
->vs
.normal_matrix_location
== -1)
1202 get_modelview_matrix(context
, state
, 0, &mv
);
1203 if (context
->d3d_info
->wined3d_creation_flags
& WINED3D_LEGACY_FFP_LIGHTING
)
1204 invert_matrix_3d(&mv
, &mv
);
1206 invert_matrix(&mv
, &mv
);
1207 /* Tests show that singular modelview matrices are used unchanged as normal
1208 * matrices on D3D3 and older. There seems to be no clearly consistent
1209 * behavior on newer D3D versions so always follow older ddraw behavior. */
1210 for (i
= 0; i
< 3; ++i
)
1211 for (j
= 0; j
< 3; ++j
)
1212 mat
[i
* 3 + j
] = (&mv
._11
)[j
* 4 + i
];
1214 GL_EXTCALL(glUniformMatrix3fv(prog
->vs
.normal_matrix_location
, 1, FALSE
, mat
));
1215 checkGLcall("glUniformMatrix3fv");
1218 static void shader_glsl_ffp_vertex_texmatrix_uniform(const struct wined3d_context
*context
,
1219 const struct wined3d_state
*state
, unsigned int tex
, struct glsl_shader_prog_link
*prog
)
1221 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1222 struct wined3d_matrix mat
;
1224 if (tex
>= MAX_TEXTURES
)
1226 if (prog
->vs
.texture_matrix_location
[tex
] == -1)
1229 get_texture_matrix(context
, state
, tex
, &mat
);
1230 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.texture_matrix_location
[tex
], 1, FALSE
, &mat
._11
));
1231 checkGLcall("glUniformMatrix4fv");
1234 static void shader_glsl_ffp_vertex_material_uniform(const struct wined3d_context
*context
,
1235 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1237 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1239 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
1241 GL_EXTCALL(glUniform4fv(prog
->vs
.material_specular_location
, 1, &state
->material
.specular
.r
));
1242 GL_EXTCALL(glUniform1f(prog
->vs
.material_shininess_location
, state
->material
.power
));
1246 static const float black
[] = {0.0f
, 0.0f
, 0.0f
, 0.0f
};
1248 GL_EXTCALL(glUniform4fv(prog
->vs
.material_specular_location
, 1, black
));
1250 GL_EXTCALL(glUniform4fv(prog
->vs
.material_ambient_location
, 1, &state
->material
.ambient
.r
));
1251 GL_EXTCALL(glUniform4fv(prog
->vs
.material_diffuse_location
, 1, &state
->material
.diffuse
.r
));
1252 GL_EXTCALL(glUniform4fv(prog
->vs
.material_emissive_location
, 1, &state
->material
.emissive
.r
));
1253 checkGLcall("setting FFP material uniforms");
1256 static void shader_glsl_ffp_vertex_lightambient_uniform(const struct wined3d_context
*context
,
1257 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1259 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1260 struct wined3d_color color
;
1262 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_AMBIENT
]);
1263 GL_EXTCALL(glUniform3fv(prog
->vs
.light_ambient_location
, 1, &color
.r
));
1264 checkGLcall("glUniform3fv");
1267 static void multiply_vector_matrix(struct wined3d_vec4
*dest
, const struct wined3d_vec4
*src1
,
1268 const struct wined3d_matrix
*src2
)
1270 struct wined3d_vec4 temp
;
1272 temp
.x
= (src1
->x
* src2
->_11
) + (src1
->y
* src2
->_21
) + (src1
->z
* src2
->_31
) + (src1
->w
* src2
->_41
);
1273 temp
.y
= (src1
->x
* src2
->_12
) + (src1
->y
* src2
->_22
) + (src1
->z
* src2
->_32
) + (src1
->w
* src2
->_42
);
1274 temp
.z
= (src1
->x
* src2
->_13
) + (src1
->y
* src2
->_23
) + (src1
->z
* src2
->_33
) + (src1
->w
* src2
->_43
);
1275 temp
.w
= (src1
->x
* src2
->_14
) + (src1
->y
* src2
->_24
) + (src1
->z
* src2
->_34
) + (src1
->w
* src2
->_44
);
1280 static void shader_glsl_ffp_vertex_light_uniform(const struct wined3d_context
*context
,
1281 const struct wined3d_state
*state
, unsigned int light
, const struct wined3d_light_info
*light_info
,
1282 struct glsl_shader_prog_link
*prog
)
1284 const struct wined3d_matrix
*view
= &state
->transforms
[WINED3D_TS_VIEW
];
1285 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1286 struct wined3d_vec4 vec4
;
1288 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].diffuse
, 1, &light_info
->OriginalParms
.diffuse
.r
));
1289 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].specular
, 1, &light_info
->OriginalParms
.specular
.r
));
1290 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].ambient
, 1, &light_info
->OriginalParms
.ambient
.r
));
1292 switch (light_info
->OriginalParms
.type
)
1294 case WINED3D_LIGHT_POINT
:
1295 multiply_vector_matrix(&vec4
, &light_info
->position
, view
);
1296 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1297 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].range
, light_info
->OriginalParms
.range
));
1298 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].c_att
, light_info
->OriginalParms
.attenuation0
));
1299 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].l_att
, light_info
->OriginalParms
.attenuation1
));
1300 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].q_att
, light_info
->OriginalParms
.attenuation2
));
1303 case WINED3D_LIGHT_SPOT
:
1304 multiply_vector_matrix(&vec4
, &light_info
->position
, view
);
1305 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1307 multiply_vector_matrix(&vec4
, &light_info
->direction
, view
);
1308 GL_EXTCALL(glUniform3fv(prog
->vs
.light_location
[light
].direction
, 1, &vec4
.x
));
1310 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].range
, light_info
->OriginalParms
.range
));
1311 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].falloff
, light_info
->OriginalParms
.falloff
));
1312 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].c_att
, light_info
->OriginalParms
.attenuation0
));
1313 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].l_att
, light_info
->OriginalParms
.attenuation1
));
1314 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].q_att
, light_info
->OriginalParms
.attenuation2
));
1315 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].cos_htheta
, cosf(light_info
->OriginalParms
.theta
/ 2.0f
)));
1316 GL_EXTCALL(glUniform1f(prog
->vs
.light_location
[light
].cos_hphi
, cosf(light_info
->OriginalParms
.phi
/ 2.0f
)));
1319 case WINED3D_LIGHT_DIRECTIONAL
:
1320 multiply_vector_matrix(&vec4
, &light_info
->direction
, view
);
1321 GL_EXTCALL(glUniform3fv(prog
->vs
.light_location
[light
].direction
, 1, &vec4
.x
));
1324 case WINED3D_LIGHT_PARALLELPOINT
:
1325 multiply_vector_matrix(&vec4
, &light_info
->position
, view
);
1326 GL_EXTCALL(glUniform4fv(prog
->vs
.light_location
[light
].position
, 1, &vec4
.x
));
1330 FIXME("Unrecognized light type %#x.\n", light_info
->OriginalParms
.type
);
1332 checkGLcall("setting FFP lights uniforms");
1335 static void shader_glsl_pointsize_uniform(const struct wined3d_context
*context
,
1336 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1338 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1342 get_pointsize_minmax(context
, state
, &min
, &max
);
1344 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_min_location
, min
));
1345 checkGLcall("glUniform1f");
1346 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_max_location
, max
));
1347 checkGLcall("glUniform1f");
1349 get_pointsize(context
, state
, &size
, att
);
1351 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_location
, size
));
1352 checkGLcall("glUniform1f");
1353 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_c_att_location
, att
[0]));
1354 checkGLcall("glUniform1f");
1355 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_l_att_location
, att
[1]));
1356 checkGLcall("glUniform1f");
1357 GL_EXTCALL(glUniform1f(prog
->vs
.pointsize_q_att_location
, att
[2]));
1358 checkGLcall("glUniform1f");
1361 static void shader_glsl_load_fog_uniform(const struct wined3d_context
*context
,
1362 const struct wined3d_state
*state
, struct glsl_shader_prog_link
*prog
)
1364 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1365 struct wined3d_color color
;
1366 float start
, end
, scale
;
1373 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_FOGCOLOR
]);
1374 GL_EXTCALL(glUniform4fv(prog
->ps
.fog_color_location
, 1, &color
.r
));
1375 tmpvalue
.d
= state
->render_states
[WINED3D_RS_FOGDENSITY
];
1376 GL_EXTCALL(glUniform1f(prog
->ps
.fog_density_location
, tmpvalue
.f
));
1377 get_fog_start_end(context
, state
, &start
, &end
);
1378 scale
= 1.0f
/ (end
- start
);
1379 GL_EXTCALL(glUniform1f(prog
->ps
.fog_end_location
, end
));
1380 GL_EXTCALL(glUniform1f(prog
->ps
.fog_scale_location
, scale
));
1381 checkGLcall("fog emulation uniforms");
1384 static void shader_glsl_clip_plane_uniform(const struct wined3d_context
*context
,
1385 const struct wined3d_state
*state
, unsigned int index
, struct glsl_shader_prog_link
*prog
)
1387 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1388 struct wined3d_vec4 plane
;
1390 /* Clip planes are affected by the view transform in d3d for FFP draws. */
1392 multiply_vector_matrix(&plane
, &state
->clip_planes
[index
], &state
->transforms
[WINED3D_TS_VIEW
]);
1394 plane
= state
->clip_planes
[index
];
1396 GL_EXTCALL(glUniform4fv(prog
->vs
.clip_planes_location
+ index
, 1, &plane
.x
));
1399 /* Context activation is done by the caller (state handler). */
1400 static void shader_glsl_load_color_key_constant(const struct glsl_ps_program
*ps
,
1401 const struct wined3d_gl_info
*gl_info
, const struct wined3d_state
*state
)
1403 struct wined3d_color float_key
[2];
1404 const struct wined3d_texture
*texture
= state
->textures
[0];
1406 wined3d_format_get_float_color_key(texture
->resource
.format
, &texture
->async
.src_blt_color_key
, float_key
);
1407 GL_EXTCALL(glUniform4fv(ps
->color_key_location
, 2, &float_key
[0].r
));
1410 /* Context activation is done by the caller (state handler). */
1411 static void shader_glsl_load_constants(void *shader_priv
, struct wined3d_context
*context
,
1412 const struct wined3d_state
*state
)
1414 const struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
1415 const struct wined3d_shader
*vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
1416 const struct wined3d_shader
*pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
1417 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1418 struct shader_glsl_priv
*priv
= shader_priv
;
1419 float position_fixup
[4];
1422 struct glsl_shader_prog_link
*prog
= ctx_data
->glsl_program
;
1423 UINT constant_version
;
1427 /* No GLSL program set - nothing to do. */
1430 constant_version
= prog
->constant_version
;
1431 update_mask
= context
->constant_update_mask
& prog
->constant_update_mask
;
1433 if (update_mask
& WINED3D_SHADER_CONST_VS_F
)
1434 shader_glsl_load_constants_f(vshader
, gl_info
, state
->vs_consts_f
,
1435 prog
->vs
.uniform_f_locations
, &priv
->vconst_heap
, priv
->stack
, constant_version
);
1437 if (update_mask
& WINED3D_SHADER_CONST_VS_I
)
1438 shader_glsl_load_constants_i(vshader
, gl_info
, state
->vs_consts_i
,
1439 prog
->vs
.uniform_i_locations
, vshader
->reg_maps
.integer_constants
);
1441 if (update_mask
& WINED3D_SHADER_CONST_VS_B
)
1442 shader_glsl_load_constantsB(vshader
, gl_info
, prog
->vs
.uniform_b_locations
, state
->vs_consts_b
,
1443 vshader
->reg_maps
.boolean_constants
);
1445 if (update_mask
& WINED3D_SHADER_CONST_VS_CLIP_PLANES
)
1447 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
1448 shader_glsl_clip_plane_uniform(context
, state
, i
, prog
);
1451 if (update_mask
& WINED3D_SHADER_CONST_VS_POINTSIZE
)
1452 shader_glsl_pointsize_uniform(context
, state
, prog
);
1454 if (update_mask
& WINED3D_SHADER_CONST_POS_FIXUP
)
1456 shader_get_position_fixup(context
, state
, position_fixup
);
1457 if (state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
])
1458 GL_EXTCALL(glUniform4fv(prog
->gs
.pos_fixup_location
, 1, position_fixup
));
1460 GL_EXTCALL(glUniform4fv(prog
->vs
.pos_fixup_location
, 1, position_fixup
));
1461 checkGLcall("glUniform4fv");
1464 if (update_mask
& WINED3D_SHADER_CONST_FFP_MODELVIEW
)
1466 struct wined3d_matrix mat
;
1468 get_modelview_matrix(context
, state
, 0, &mat
);
1469 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.modelview_matrix_location
[0], 1, FALSE
, &mat
._11
));
1470 checkGLcall("glUniformMatrix4fv");
1472 shader_glsl_ffp_vertex_normalmatrix_uniform(context
, state
, prog
);
1475 if (update_mask
& WINED3D_SHADER_CONST_FFP_VERTEXBLEND
)
1477 struct wined3d_matrix mat
;
1479 for (i
= 1; i
< MAX_VERTEX_BLENDS
; ++i
)
1481 if (prog
->vs
.modelview_matrix_location
[i
] == -1)
1484 get_modelview_matrix(context
, state
, i
, &mat
);
1485 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.modelview_matrix_location
[i
], 1, FALSE
, &mat
._11
));
1486 checkGLcall("glUniformMatrix4fv");
1490 if (update_mask
& WINED3D_SHADER_CONST_FFP_PROJ
)
1492 struct wined3d_matrix projection
;
1494 get_projection_matrix(context
, state
, &projection
);
1495 GL_EXTCALL(glUniformMatrix4fv(prog
->vs
.projection_matrix_location
, 1, FALSE
, &projection
._11
));
1496 checkGLcall("glUniformMatrix4fv");
1499 if (update_mask
& WINED3D_SHADER_CONST_FFP_TEXMATRIX
)
1501 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1502 shader_glsl_ffp_vertex_texmatrix_uniform(context
, state
, i
, prog
);
1505 if (update_mask
& WINED3D_SHADER_CONST_FFP_MATERIAL
)
1506 shader_glsl_ffp_vertex_material_uniform(context
, state
, prog
);
1508 if (update_mask
& WINED3D_SHADER_CONST_FFP_LIGHTS
)
1510 unsigned int point_idx
, spot_idx
, directional_idx
, parallel_point_idx
;
1511 DWORD point_count
= 0;
1512 DWORD spot_count
= 0;
1513 DWORD directional_count
= 0;
1514 DWORD parallel_point_count
= 0;
1516 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
1518 if (!state
->lights
[i
])
1521 switch (state
->lights
[i
]->OriginalParms
.type
)
1523 case WINED3D_LIGHT_POINT
:
1526 case WINED3D_LIGHT_SPOT
:
1529 case WINED3D_LIGHT_DIRECTIONAL
:
1530 ++directional_count
;
1532 case WINED3D_LIGHT_PARALLELPOINT
:
1533 ++parallel_point_count
;
1536 FIXME("Unhandled light type %#x.\n", state
->lights
[i
]->OriginalParms
.type
);
1541 spot_idx
= point_idx
+ point_count
;
1542 directional_idx
= spot_idx
+ spot_count
;
1543 parallel_point_idx
= directional_idx
+ directional_count
;
1545 shader_glsl_ffp_vertex_lightambient_uniform(context
, state
, prog
);
1546 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
1548 const struct wined3d_light_info
*light_info
= state
->lights
[i
];
1554 switch (light_info
->OriginalParms
.type
)
1556 case WINED3D_LIGHT_POINT
:
1559 case WINED3D_LIGHT_SPOT
:
1562 case WINED3D_LIGHT_DIRECTIONAL
:
1563 idx
= directional_idx
++;
1565 case WINED3D_LIGHT_PARALLELPOINT
:
1566 idx
= parallel_point_idx
++;
1569 FIXME("Unhandled light type %#x.\n", light_info
->OriginalParms
.type
);
1572 shader_glsl_ffp_vertex_light_uniform(context
, state
, idx
, light_info
, prog
);
1576 if (update_mask
& WINED3D_SHADER_CONST_PS_F
)
1577 shader_glsl_load_constants_f(pshader
, gl_info
, state
->ps_consts_f
,
1578 prog
->ps
.uniform_f_locations
, &priv
->pconst_heap
, priv
->stack
, constant_version
);
1580 if (update_mask
& WINED3D_SHADER_CONST_PS_I
)
1581 shader_glsl_load_constants_i(pshader
, gl_info
, state
->ps_consts_i
,
1582 prog
->ps
.uniform_i_locations
, pshader
->reg_maps
.integer_constants
);
1584 if (update_mask
& WINED3D_SHADER_CONST_PS_B
)
1585 shader_glsl_load_constantsB(pshader
, gl_info
, prog
->ps
.uniform_b_locations
, state
->ps_consts_b
,
1586 pshader
->reg_maps
.boolean_constants
);
1588 if (update_mask
& WINED3D_SHADER_CONST_PS_BUMP_ENV
)
1590 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1592 if (prog
->ps
.bumpenv_mat_location
[i
] == -1)
1595 GL_EXTCALL(glUniformMatrix2fv(prog
->ps
.bumpenv_mat_location
[i
], 1, 0,
1596 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_MAT00
]));
1598 if (prog
->ps
.bumpenv_lum_scale_location
[i
] != -1)
1600 GL_EXTCALL(glUniform1fv(prog
->ps
.bumpenv_lum_scale_location
[i
], 1,
1601 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LSCALE
]));
1602 GL_EXTCALL(glUniform1fv(prog
->ps
.bumpenv_lum_offset_location
[i
], 1,
1603 (const GLfloat
*)&state
->texture_states
[i
][WINED3D_TSS_BUMPENV_LOFFSET
]));
1607 checkGLcall("bump env uniforms");
1610 if (update_mask
& WINED3D_SHADER_CONST_PS_Y_CORR
)
1612 const struct wined3d_vec4 correction_params
=
1614 /* Position is relative to the framebuffer, not the viewport. */
1615 context
->render_offscreen
? 0.0f
: (float)state
->fb
->render_targets
[0]->height
,
1616 context
->render_offscreen
? 1.0f
: -1.0f
,
1621 GL_EXTCALL(glUniform4fv(prog
->ps
.ycorrection_location
, 1, &correction_params
.x
));
1624 if (update_mask
& WINED3D_SHADER_CONST_PS_NP2_FIXUP
)
1625 shader_glsl_load_np2fixup_constants(&prog
->ps
, gl_info
, state
);
1626 if (update_mask
& WINED3D_SHADER_CONST_FFP_COLOR_KEY
)
1627 shader_glsl_load_color_key_constant(&prog
->ps
, gl_info
, state
);
1629 if (update_mask
& WINED3D_SHADER_CONST_FFP_PS
)
1631 struct wined3d_color color
;
1633 if (prog
->ps
.tex_factor_location
!= -1)
1635 wined3d_color_from_d3dcolor(&color
, state
->render_states
[WINED3D_RS_TEXTUREFACTOR
]);
1636 GL_EXTCALL(glUniform4fv(prog
->ps
.tex_factor_location
, 1, &color
.r
));
1639 if (state
->render_states
[WINED3D_RS_SPECULARENABLE
])
1640 GL_EXTCALL(glUniform4f(prog
->ps
.specular_enable_location
, 1.0f
, 1.0f
, 1.0f
, 0.0f
));
1642 GL_EXTCALL(glUniform4f(prog
->ps
.specular_enable_location
, 0.0f
, 0.0f
, 0.0f
, 0.0f
));
1644 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
1646 if (prog
->ps
.tss_constant_location
[i
] == -1)
1649 wined3d_color_from_d3dcolor(&color
, state
->texture_states
[i
][WINED3D_TSS_CONSTANT
]);
1650 GL_EXTCALL(glUniform4fv(prog
->ps
.tss_constant_location
[i
], 1, &color
.r
));
1653 checkGLcall("fixed function uniforms");
1656 if (update_mask
& WINED3D_SHADER_CONST_PS_FOG
)
1657 shader_glsl_load_fog_uniform(context
, state
, prog
);
1659 if (update_mask
& WINED3D_SHADER_CONST_PS_ALPHA_TEST
)
1661 float ref
= state
->render_states
[WINED3D_RS_ALPHAREF
] / 255.0f
;
1663 GL_EXTCALL(glUniform1f(prog
->ps
.alpha_test_ref_location
, ref
));
1664 checkGLcall("alpha test emulation uniform");
1667 if (priv
->next_constant_version
== UINT_MAX
)
1669 TRACE("Max constant version reached, resetting to 0.\n");
1670 wine_rb_for_each_entry(&priv
->program_lookup
, reset_program_constant_version
, NULL
);
1671 priv
->next_constant_version
= 1;
1675 prog
->constant_version
= priv
->next_constant_version
++;
1679 static void update_heap_entry(struct constant_heap
*heap
, unsigned int idx
, DWORD new_version
)
1681 struct constant_entry
*entries
= heap
->entries
;
1682 unsigned int *positions
= heap
->positions
;
1683 unsigned int heap_idx
, parent_idx
;
1685 if (!heap
->contained
[idx
])
1687 heap_idx
= heap
->size
++;
1688 heap
->contained
[idx
] = TRUE
;
1692 heap_idx
= positions
[idx
];
1695 while (heap_idx
> 1)
1697 parent_idx
= heap_idx
>> 1;
1699 if (new_version
<= entries
[parent_idx
].version
) break;
1701 entries
[heap_idx
] = entries
[parent_idx
];
1702 positions
[entries
[parent_idx
].idx
] = heap_idx
;
1703 heap_idx
= parent_idx
;
1706 entries
[heap_idx
].version
= new_version
;
1707 entries
[heap_idx
].idx
= idx
;
1708 positions
[idx
] = heap_idx
;
1711 static void shader_glsl_update_float_vertex_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
1713 struct shader_glsl_priv
*priv
= device
->shader_priv
;
1714 struct constant_heap
*heap
= &priv
->vconst_heap
;
1717 for (i
= start
; i
< count
+ start
; ++i
)
1719 update_heap_entry(heap
, i
, priv
->next_constant_version
);
1723 static void shader_glsl_update_float_pixel_constants(struct wined3d_device
*device
, UINT start
, UINT count
)
1725 struct shader_glsl_priv
*priv
= device
->shader_priv
;
1726 struct constant_heap
*heap
= &priv
->pconst_heap
;
1729 for (i
= start
; i
< count
+ start
; ++i
)
1731 update_heap_entry(heap
, i
, priv
->next_constant_version
);
1735 static unsigned int vec4_varyings(DWORD shader_major
, const struct wined3d_gl_info
*gl_info
)
1737 unsigned int ret
= gl_info
->limits
.glsl_varyings
/ 4;
1738 /* 4.0 shaders do not write clip coords because d3d10 does not support user clipplanes */
1739 if(shader_major
> 3) return ret
;
1741 /* 3.0 shaders may need an extra varying for the clip coord on some cards(mostly dx10 ones) */
1742 if (gl_info
->quirks
& WINED3D_QUIRK_GLSL_CLIP_VARYING
) ret
-= 1;
1746 static BOOL
needs_legacy_glsl_syntax(const struct wined3d_gl_info
*gl_info
)
1748 return gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
1751 static BOOL
shader_glsl_use_explicit_attrib_location(const struct wined3d_gl_info
*gl_info
)
1753 return !needs_legacy_glsl_syntax(gl_info
) && gl_info
->supported
[ARB_EXPLICIT_ATTRIB_LOCATION
];
1756 static const char *get_attribute_keyword(const struct wined3d_gl_info
*gl_info
)
1758 return needs_legacy_glsl_syntax(gl_info
) ? "attribute" : "in";
1761 static void PRINTF_ATTR(4, 5) declare_in_varying(const struct wined3d_gl_info
*gl_info
,
1762 struct wined3d_string_buffer
*buffer
, BOOL flat
, const char *format
, ...)
1767 shader_addline(buffer
, "%s%s ", flat
? "flat " : "",
1768 needs_legacy_glsl_syntax(gl_info
) ? "varying" : "in");
1771 va_start(args
, format
);
1772 ret
= shader_vaddline(buffer
, format
, args
);
1776 if (!string_buffer_resize(buffer
, ret
))
1781 static void PRINTF_ATTR(4, 5) declare_out_varying(const struct wined3d_gl_info
*gl_info
,
1782 struct wined3d_string_buffer
*buffer
, BOOL flat
, const char *format
, ...)
1787 shader_addline(buffer
, "%s%s ", flat
? "flat " : "",
1788 needs_legacy_glsl_syntax(gl_info
) ? "varying" : "out");
1791 va_start(args
, format
);
1792 ret
= shader_vaddline(buffer
, format
, args
);
1796 if (!string_buffer_resize(buffer
, ret
))
1801 static const char *get_fragment_output(const struct wined3d_gl_info
*gl_info
)
1803 return needs_legacy_glsl_syntax(gl_info
) ? "gl_FragData" : "ps_out";
1806 static const char *glsl_primitive_type_from_d3d(enum wined3d_primitive_type primitive_type
)
1808 switch (primitive_type
)
1810 case WINED3D_PT_POINTLIST
:
1813 case WINED3D_PT_LINELIST
:
1816 case WINED3D_PT_LINESTRIP
:
1817 return "line_strip";
1819 case WINED3D_PT_TRIANGLELIST
:
1822 case WINED3D_PT_TRIANGLESTRIP
:
1823 return "triangle_strip";
1825 case WINED3D_PT_LINELIST_ADJ
:
1826 return "lines_adjacency";
1828 case WINED3D_PT_TRIANGLELIST_ADJ
:
1829 return "triangles_adjacency";
1832 FIXME("Unhandled primitive type %s.\n", debug_d3dprimitivetype(primitive_type
));
1837 static BOOL
glsl_is_color_reg_read(const struct wined3d_shader
*shader
, unsigned int idx
)
1839 const struct wined3d_shader_signature
*input_signature
= &shader
->input_signature
;
1840 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
1841 const BOOL
*input_reg_used
= shader
->u
.ps
.input_reg_used
;
1844 if (reg_maps
->shader_version
.major
< 3)
1845 return input_reg_used
[idx
];
1847 for (i
= 0; i
< input_signature
->element_count
; ++i
)
1849 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
1851 if (!(reg_maps
->input_registers
& (1u << input
->register_idx
)))
1854 if (shader_match_semantic(input
->semantic_name
, WINED3D_DECL_USAGE_COLOR
)
1855 && input
->semantic_idx
== idx
)
1857 if (input_reg_used
[input
->register_idx
])
1866 static BOOL
glsl_is_shadow_sampler(const struct wined3d_shader
*shader
,
1867 const struct ps_compile_args
*ps_args
, unsigned int resource_idx
, unsigned int sampler_idx
)
1869 const struct wined3d_shader_version
*version
= &shader
->reg_maps
.shader_version
;
1871 if (version
->major
>= 4)
1872 return shader
->reg_maps
.sampler_comparison_mode
& (1u << sampler_idx
);
1874 return version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& (ps_args
->shadow
& (1u << resource_idx
));
1877 static void shader_glsl_declare_typed_vertex_attribute(struct wined3d_string_buffer
*buffer
,
1878 const struct wined3d_gl_info
*gl_info
, const char *vector_type
, const char *scalar_type
,
1881 shader_addline(buffer
, "%s %s4 vs_in_%s%u;\n",
1882 get_attribute_keyword(gl_info
), vector_type
, scalar_type
, index
);
1883 shader_addline(buffer
, "vec4 vs_in%u = %sBitsToFloat(vs_in_%s%u);\n",
1884 index
, scalar_type
, scalar_type
, index
);
1887 static void shader_glsl_declare_generic_vertex_attribute(struct wined3d_string_buffer
*buffer
,
1888 const struct wined3d_gl_info
*gl_info
, const struct wined3d_shader_signature_element
*e
)
1890 unsigned int index
= e
->register_idx
;
1892 if (e
->sysval_semantic
== WINED3D_SV_VERTEX_ID
)
1894 shader_addline(buffer
, "vec4 vs_in%u = vec4(intBitsToFloat(gl_VertexID), 0.0, 0.0, 0.0);\n",
1898 if (e
->sysval_semantic
== WINED3D_SV_INSTANCE_ID
)
1900 shader_addline(buffer
, "vec4 vs_in%u = vec4(intBitsToFloat(gl_InstanceID), 0.0, 0.0, 0.0);\n",
1904 if (e
->sysval_semantic
&& e
->sysval_semantic
!= WINED3D_SV_POSITION
)
1905 FIXME("Unhandled sysval semantic %#x.\n", e
->sysval_semantic
);
1907 if (shader_glsl_use_explicit_attrib_location(gl_info
))
1908 shader_addline(buffer
, "layout(location = %u) ", index
);
1910 switch (e
->component_type
)
1912 case WINED3D_TYPE_UINT
:
1913 shader_glsl_declare_typed_vertex_attribute(buffer
, gl_info
, "uvec", "uint", index
);
1915 case WINED3D_TYPE_INT
:
1916 shader_glsl_declare_typed_vertex_attribute(buffer
, gl_info
, "ivec", "int", index
);
1920 FIXME("Unhandled type %#x.\n", e
->component_type
);
1922 case WINED3D_TYPE_UNKNOWN
:
1923 case WINED3D_TYPE_FLOAT
:
1924 shader_addline(buffer
, "%s vec4 vs_in%u;\n", get_attribute_keyword(gl_info
), index
);
1929 /** Generate the variable & register declarations for the GLSL output target */
1930 static void shader_generate_glsl_declarations(const struct wined3d_context
*context
,
1931 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
1932 const struct wined3d_shader_reg_maps
*reg_maps
, const struct shader_glsl_ctx_priv
*ctx_priv
)
1934 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
1935 const struct vs_compile_args
*vs_args
= ctx_priv
->cur_vs_args
;
1936 const struct ps_compile_args
*ps_args
= ctx_priv
->cur_ps_args
;
1937 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
1938 const struct wined3d_shader_indexable_temp
*idx_temp_reg
;
1939 unsigned int i
, extra_constants_needed
= 0;
1940 const struct wined3d_shader_lconst
*lconst
;
1944 prefix
= shader_glsl_get_prefix(version
->type
);
1946 /* Prototype the subroutines */
1947 for (i
= 0, map
= reg_maps
->labels
; map
; map
>>= 1, ++i
)
1949 if (map
& 1) shader_addline(buffer
, "void subroutine%u();\n", i
);
1952 /* Declare the constants (aka uniforms) */
1953 if (shader
->limits
->constant_float
> 0)
1955 unsigned max_constantsF
;
1957 /* Unless the shader uses indirect addressing, always declare the
1958 * maximum array size and ignore that we need some uniforms privately.
1959 * E.g. if GL supports 256 uniforms, and we need 2 for the pos fixup
1960 * and immediate values, still declare VC[256]. If the shader needs
1961 * more uniforms than we have it won't work in any case. If it uses
1962 * less, the compiler will figure out which uniforms are really used
1963 * and strip them out. This allows a shader to use c255 on a dx9 card,
1964 * as long as it doesn't also use all the other constants.
1966 * If the shader uses indirect addressing the compiler must assume
1967 * that all declared uniforms are used. In this case, declare only the
1968 * amount that we're assured to have.
1970 * Thus we run into problems in these two cases:
1971 * 1) The shader really uses more uniforms than supported.
1972 * 2) The shader uses indirect addressing, less constants than
1973 * supported, but uses a constant index > #supported consts. */
1974 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
1976 /* No indirect addressing here. */
1977 max_constantsF
= gl_info
->limits
.glsl_ps_float_constants
;
1981 if (reg_maps
->usesrelconstF
)
1983 /* Subtract the other potential uniforms from the max
1984 * available (bools, ints, and 1 row of projection matrix).
1985 * Subtract another uniform for immediate values, which have
1986 * to be loaded via uniform by the driver as well. The shader
1987 * code only uses 0.5, 2.0, 1.0, 128 and -128 in vertex
1988 * shader code, so one vec4 should be enough. (Unfortunately
1989 * the Nvidia driver doesn't store 128 and -128 in one float).
1991 * Writing gl_ClipVertex requires one uniform for each
1992 * clipplane as well. */
1993 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
- 3;
1994 if (vs_args
->clip_enabled
)
1995 max_constantsF
-= gl_info
->limits
.user_clip_distances
;
1996 max_constantsF
-= wined3d_popcount(reg_maps
->integer_constants
);
1997 /* Strictly speaking a bool only uses one scalar, but the nvidia(Linux) compiler doesn't pack them properly,
1998 * so each scalar requires a full vec4. We could work around this by packing the booleans ourselves, but
1999 * for now take this into account when calculating the number of available constants
2001 max_constantsF
-= wined3d_popcount(reg_maps
->boolean_constants
);
2002 /* Set by driver quirks in directx.c */
2003 max_constantsF
-= gl_info
->reserved_glsl_constants
;
2005 if (max_constantsF
< shader
->limits
->constant_float
)
2007 static unsigned int once
;
2010 ERR_(winediag
)("The hardware does not support enough uniform components to run this shader,"
2011 " it may not render correctly.\n");
2013 WARN("The hardware does not support enough uniform components to run this shader.\n");
2018 max_constantsF
= gl_info
->limits
.glsl_vs_float_constants
;
2021 max_constantsF
= min(shader
->limits
->constant_float
, max_constantsF
);
2022 shader_addline(buffer
, "uniform vec4 %s_c[%u];\n", prefix
, max_constantsF
);
2025 /* Always declare the full set of constants, the compiler can remove the
2026 * unused ones because d3d doesn't (yet) support indirect int and bool
2027 * constant addressing. This avoids problems if the app uses e.g. i0 and i9. */
2028 if (shader
->limits
->constant_int
> 0 && reg_maps
->integer_constants
)
2029 shader_addline(buffer
, "uniform ivec4 %s_i[%u];\n", prefix
, shader
->limits
->constant_int
);
2031 if (shader
->limits
->constant_bool
> 0 && reg_maps
->boolean_constants
)
2032 shader_addline(buffer
, "uniform bool %s_b[%u];\n", prefix
, shader
->limits
->constant_bool
);
2034 /* Declare immediate constant buffer */
2036 shader_addline(buffer
, "uniform vec4 %s_icb[%u];\n", prefix
, reg_maps
->icb
->vec4_count
);
2038 /* Declare constant buffers */
2039 for (i
= 0; i
< WINED3D_MAX_CBS
; ++i
)
2041 if (reg_maps
->cb_sizes
[i
])
2042 shader_addline(buffer
, "layout(std140) uniform block_%s_cb%u { vec4 %s_cb%u[%u]; };\n",
2043 prefix
, i
, prefix
, i
, reg_maps
->cb_sizes
[i
]);
2046 /* Declare texture samplers */
2047 for (i
= 0; i
< reg_maps
->sampler_map
.count
; ++i
)
2049 struct wined3d_shader_sampler_map_entry
*entry
;
2050 const char *sampler_type_prefix
, *sampler_type
;
2051 BOOL shadow_sampler
, tex_rect
;
2053 entry
= ®_maps
->sampler_map
.entries
[i
];
2055 if (entry
->resource_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
2057 ERR("Invalid resource index %u.\n", entry
->resource_idx
);
2061 switch (reg_maps
->resource_info
[entry
->resource_idx
].data_type
)
2063 case WINED3D_DATA_FLOAT
:
2064 case WINED3D_DATA_UNORM
:
2065 case WINED3D_DATA_SNORM
:
2066 sampler_type_prefix
= "";
2069 case WINED3D_DATA_INT
:
2070 sampler_type_prefix
= "i";
2073 case WINED3D_DATA_UINT
:
2074 sampler_type_prefix
= "u";
2078 sampler_type_prefix
= "";
2079 ERR("Unhandled resource data type %#x.\n", reg_maps
->resource_info
[i
].data_type
);
2083 shadow_sampler
= glsl_is_shadow_sampler(shader
, ps_args
, entry
->resource_idx
, entry
->sampler_idx
);
2084 switch (reg_maps
->resource_info
[entry
->resource_idx
].type
)
2086 case WINED3D_SHADER_RESOURCE_BUFFER
:
2087 sampler_type
= "samplerBuffer";
2090 case WINED3D_SHADER_RESOURCE_TEXTURE_1D
:
2092 sampler_type
= "sampler1DShadow";
2094 sampler_type
= "sampler1D";
2097 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
2098 tex_rect
= version
->type
== WINED3D_SHADER_TYPE_PIXEL
2099 && (ps_args
->np2_fixup
& (1u << entry
->resource_idx
))
2100 && gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
2104 sampler_type
= "sampler2DRectShadow";
2106 sampler_type
= "sampler2DShadow";
2111 sampler_type
= "sampler2DRect";
2113 sampler_type
= "sampler2D";
2117 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
2119 FIXME("Unsupported 3D shadow sampler.\n");
2120 sampler_type
= "sampler3D";
2123 case WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
:
2125 FIXME("Unsupported Cube shadow sampler.\n");
2126 sampler_type
= "samplerCube";
2129 case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
:
2131 sampler_type
= "sampler2DArrayShadow";
2133 sampler_type
= "sampler2DArray";
2137 sampler_type
= "unsupported_sampler";
2138 FIXME("Unhandled resource type %#x.\n", reg_maps
->resource_info
[entry
->resource_idx
].type
);
2141 shader_addline(buffer
, "uniform %s%s %s_sampler%u;\n",
2142 sampler_type_prefix
, sampler_type
, prefix
, entry
->bind_idx
);
2145 /* Declare images */
2146 for (i
= 0; i
< ARRAY_SIZE(reg_maps
->uav_resource_info
); ++i
)
2148 const char *image_type_prefix
, *image_type
, *read_format
;
2150 if (!reg_maps
->uav_resource_info
[i
].type
)
2153 switch (reg_maps
->uav_resource_info
[i
].data_type
)
2155 case WINED3D_DATA_FLOAT
:
2156 case WINED3D_DATA_UNORM
:
2157 case WINED3D_DATA_SNORM
:
2158 image_type_prefix
= "";
2159 read_format
= "r32f";
2162 case WINED3D_DATA_INT
:
2163 image_type_prefix
= "i";
2164 read_format
= "r32i";
2167 case WINED3D_DATA_UINT
:
2168 image_type_prefix
= "u";
2169 read_format
= "r32ui";
2173 image_type_prefix
= "";
2175 ERR("Unhandled resource data type %#x.\n", reg_maps
->uav_resource_info
[i
].data_type
);
2179 switch (reg_maps
->uav_resource_info
[i
].type
)
2181 case WINED3D_SHADER_RESOURCE_BUFFER
:
2182 image_type
= "imageBuffer";
2185 case WINED3D_SHADER_RESOURCE_TEXTURE_2D
:
2186 image_type
= "image2D";
2189 case WINED3D_SHADER_RESOURCE_TEXTURE_3D
:
2190 image_type
= "image3D";
2193 case WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
:
2194 image_type
= "image2DArray";
2198 image_type
= "unsupported_image";
2199 FIXME("Unhandled resource type %#x.\n", reg_maps
->uav_resource_info
[i
].type
);
2203 if (reg_maps
->uav_read_mask
& (1u << i
))
2204 shader_addline(buffer
, "layout(%s) uniform %s%s %s_image%u;\n",
2205 read_format
, image_type_prefix
, image_type
, prefix
, i
);
2207 shader_addline(buffer
, "writeonly uniform %s%s %s_image%u;\n",
2208 image_type_prefix
, image_type
, prefix
, i
);
2211 /* Declare uniforms for NP2 texcoord fixup:
2212 * This is NOT done inside the loop that declares the texture samplers
2213 * since the NP2 fixup code is currently only used for the GeforceFX
2214 * series and when forcing the ARB_npot extension off. Modern cards just
2215 * skip the code anyway, so put it inside a separate loop. */
2216 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& ps_args
->np2_fixup
)
2218 struct ps_np2fixup_info
*fixup
= ctx_priv
->cur_np2fixup_info
;
2221 /* NP2/RECT textures in OpenGL use texcoords in the range [0,width]x[0,height]
2222 * while D3D has them in the (normalized) [0,1]x[0,1] range.
2223 * samplerNP2Fixup stores texture dimensions and is updated through
2224 * shader_glsl_load_np2fixup_constants when the sampler changes. */
2226 for (i
= 0; i
< shader
->limits
->sampler
; ++i
)
2228 if (!reg_maps
->resource_info
[i
].type
|| !(ps_args
->np2_fixup
& (1u << i
)))
2231 if (reg_maps
->resource_info
[i
].type
!= WINED3D_SHADER_RESOURCE_TEXTURE_2D
)
2233 FIXME("Non-2D texture is flagged for NP2 texcoord fixup.\n");
2237 fixup
->idx
[i
] = cur
++;
2240 fixup
->num_consts
= (cur
+ 1) >> 1;
2241 fixup
->active
= ps_args
->np2_fixup
;
2242 shader_addline(buffer
, "uniform vec4 %s_samplerNP2Fixup[%u];\n", prefix
, fixup
->num_consts
);
2245 /* Declare address variables */
2246 for (i
= 0, map
= reg_maps
->address
; map
; map
>>= 1, ++i
)
2248 if (map
& 1) shader_addline(buffer
, "ivec4 A%u;\n", i
);
2251 if (version
->type
== WINED3D_SHADER_TYPE_VERTEX
)
2253 for (i
= 0; i
< shader
->input_signature
.element_count
; ++i
)
2254 shader_glsl_declare_generic_vertex_attribute(buffer
, gl_info
, &shader
->input_signature
.elements
[i
]);
2256 if (vs_args
->point_size
&& !vs_args
->per_vertex_point_size
)
2258 shader_addline(buffer
, "uniform struct\n{\n");
2259 shader_addline(buffer
, " float size;\n");
2260 shader_addline(buffer
, " float size_min;\n");
2261 shader_addline(buffer
, " float size_max;\n");
2262 shader_addline(buffer
, "} ffp_point;\n");
2265 if (!gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
2267 if (vs_args
->clip_enabled
)
2268 shader_addline(buffer
, "uniform vec4 clip_planes[%u];\n", gl_info
->limits
.user_clip_distances
);
2270 if (version
->major
< 3)
2272 declare_out_varying(gl_info
, buffer
, vs_args
->flatshading
, "vec4 ffp_varying_diffuse;\n");
2273 declare_out_varying(gl_info
, buffer
, vs_args
->flatshading
, "vec4 ffp_varying_specular;\n");
2274 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
2275 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
2279 if (version
->major
< 4)
2280 shader_addline(buffer
, "void setup_vs_output(in vec4[%u]);\n", shader
->limits
->packed_output
);
2282 else if (version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
2284 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
2286 shader_addline(buffer
, "varying in vec4 gs_in[][%u];\n", shader
->limits
->packed_input
);
2290 shader_addline(buffer
, "layout(%s) in;\n", glsl_primitive_type_from_d3d(shader
->u
.gs
.input_type
));
2291 shader_addline(buffer
, "layout(%s, max_vertices = %u) out;\n",
2292 glsl_primitive_type_from_d3d(shader
->u
.gs
.output_type
), shader
->u
.gs
.vertices_out
);
2293 shader_addline(buffer
, "in vs_gs_iface { vec4 gs_in[%u]; } gs_in[];\n", shader
->limits
->packed_input
);
2296 else if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
2298 if (version
->major
< 3 || ps_args
->vp_mode
!= vertexshader
)
2300 shader_addline(buffer
, "uniform struct\n{\n");
2301 shader_addline(buffer
, " vec4 color;\n");
2302 shader_addline(buffer
, " float density;\n");
2303 shader_addline(buffer
, " float end;\n");
2304 shader_addline(buffer
, " float scale;\n");
2305 shader_addline(buffer
, "} ffp_fog;\n");
2307 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
2309 if (glsl_is_color_reg_read(shader
, 0))
2310 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
2311 if (glsl_is_color_reg_read(shader
, 1))
2312 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
2313 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
2314 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
2318 if (glsl_is_color_reg_read(shader
, 0))
2319 declare_in_varying(gl_info
, buffer
, ps_args
->flatshading
, "vec4 ffp_varying_diffuse;\n");
2320 if (glsl_is_color_reg_read(shader
, 1))
2321 declare_in_varying(gl_info
, buffer
, ps_args
->flatshading
, "vec4 ffp_varying_specular;\n");
2322 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
2323 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
2324 declare_in_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
2328 if (version
->major
>= 3)
2330 UINT in_count
= min(vec4_varyings(version
->major
, gl_info
), shader
->limits
->packed_input
);
2332 if (ps_args
->vp_mode
== vertexshader
)
2333 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 %s_link[%u];\n", prefix
, in_count
);
2334 shader_addline(buffer
, "vec4 %s_in[%u];\n", prefix
, in_count
);
2337 for (i
= 0, map
= reg_maps
->bumpmat
; map
; map
>>= 1, ++i
)
2342 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", i
);
2344 if (reg_maps
->luminanceparams
& (1u << i
))
2346 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", i
);
2347 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", i
);
2348 extra_constants_needed
++;
2351 extra_constants_needed
++;
2354 if (ps_args
->srgb_correction
)
2356 shader_addline(buffer
, "const vec4 srgb_const0 = ");
2357 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const0
);
2358 shader_addline(buffer
, ";\n");
2359 shader_addline(buffer
, "const vec4 srgb_const1 = ");
2360 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const1
);
2361 shader_addline(buffer
, ";\n");
2363 if (reg_maps
->vpos
|| reg_maps
->usesdsy
)
2365 if (reg_maps
->usesdsy
|| !gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
2367 ++extra_constants_needed
;
2368 shader_addline(buffer
, "uniform vec4 ycorrection;\n");
2372 if (gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
2374 if (context
->d3d_info
->wined3d_creation_flags
& WINED3D_PIXEL_CENTER_INTEGER
)
2375 shader_addline(buffer
, "layout(%spixel_center_integer) in vec4 gl_FragCoord;\n",
2376 ps_args
->render_offscreen
? "" : "origin_upper_left, ");
2377 else if (!ps_args
->render_offscreen
)
2378 shader_addline(buffer
, "layout(origin_upper_left) in vec4 gl_FragCoord;\n");
2380 shader_addline(buffer
, "vec4 vpos;\n");
2384 if (ps_args
->alpha_test_func
+ 1 != WINED3D_CMP_ALWAYS
)
2385 shader_addline(buffer
, "uniform float alpha_test_ref;\n");
2387 if (!needs_legacy_glsl_syntax(gl_info
))
2388 shader_addline(buffer
, "out vec4 ps_out[%u];\n", gl_info
->limits
.buffers
);
2390 if (shader
->limits
->constant_float
+ extra_constants_needed
>= gl_info
->limits
.glsl_ps_float_constants
)
2391 FIXME("Insufficient uniforms to run this shader.\n");
2394 /* Declare output register temporaries */
2395 if (shader
->limits
->packed_output
)
2396 shader_addline(buffer
, "vec4 %s_out[%u];\n", prefix
, shader
->limits
->packed_output
);
2398 /* Declare temporary variables */
2399 if (reg_maps
->temporary_count
)
2401 for (i
= 0; i
< reg_maps
->temporary_count
; ++i
)
2402 shader_addline(buffer
, "vec4 R%u;\n", i
);
2406 for (i
= 0, map
= reg_maps
->temporary
; map
; map
>>= 1, ++i
)
2409 shader_addline(buffer
, "vec4 R%u;\n", i
);
2413 /* Declare indexable temporary variables */
2414 LIST_FOR_EACH_ENTRY(idx_temp_reg
, ®_maps
->indexable_temps
, struct wined3d_shader_indexable_temp
, entry
)
2416 if (idx_temp_reg
->component_count
!= 4)
2417 FIXME("Ignoring component count %u.\n", idx_temp_reg
->component_count
);
2418 shader_addline(buffer
, "vec4 X%u[%u];\n", idx_temp_reg
->register_idx
, idx_temp_reg
->register_size
);
2421 /* Declare loop registers aLx */
2422 if (version
->major
< 4)
2424 for (i
= 0; i
< reg_maps
->loop_depth
; ++i
)
2426 shader_addline(buffer
, "int aL%u;\n", i
);
2427 shader_addline(buffer
, "int tmpInt%u;\n", i
);
2431 /* Temporary variables for matrix operations */
2432 shader_addline(buffer
, "vec4 tmp0;\n");
2433 shader_addline(buffer
, "vec4 tmp1;\n");
2435 if (!shader
->load_local_constsF
)
2437 LIST_FOR_EACH_ENTRY(lconst
, &shader
->constantsF
, struct wined3d_shader_lconst
, entry
)
2439 shader_addline(buffer
, "const vec4 %s_lc%u = ", prefix
, lconst
->idx
);
2440 shader_glsl_append_imm_vec4(buffer
, (const float *)lconst
->value
);
2441 shader_addline(buffer
, ";\n");
2446 /*****************************************************************************
2447 * Functions to generate GLSL strings from DirectX Shader bytecode begin here.
2449 * For more information, see http://wiki.winehq.org/DirectX-Shaders
2450 ****************************************************************************/
2453 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
2454 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
);
2456 /** Used for opcode modifiers - They multiply the result by the specified amount */
2457 static const char * const shift_glsl_tab
[] = {
2459 "2.0 * ", /* 1 (x2) */
2460 "4.0 * ", /* 2 (x4) */
2461 "8.0 * ", /* 3 (x8) */
2462 "16.0 * ", /* 4 (x16) */
2463 "32.0 * ", /* 5 (x32) */
2470 "0.0625 * ", /* 12 (d16) */
2471 "0.125 * ", /* 13 (d8) */
2472 "0.25 * ", /* 14 (d4) */
2473 "0.5 * " /* 15 (d2) */
2476 /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */
2477 static void shader_glsl_gen_modifier(enum wined3d_shader_src_modifier src_modifier
,
2478 const char *in_reg
, const char *in_regswizzle
, char *out_str
)
2480 switch (src_modifier
)
2482 case WINED3DSPSM_DZ
: /* Need to handle this in the instructions itself (texld & texcrd). */
2483 case WINED3DSPSM_DW
:
2484 case WINED3DSPSM_NONE
:
2485 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
2487 case WINED3DSPSM_NEG
:
2488 sprintf(out_str
, "-%s%s", in_reg
, in_regswizzle
);
2490 case WINED3DSPSM_NOT
:
2491 sprintf(out_str
, "!%s%s", in_reg
, in_regswizzle
);
2493 case WINED3DSPSM_BIAS
:
2494 sprintf(out_str
, "(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
2496 case WINED3DSPSM_BIASNEG
:
2497 sprintf(out_str
, "-(%s%s - vec4(0.5)%s)", in_reg
, in_regswizzle
, in_regswizzle
);
2499 case WINED3DSPSM_SIGN
:
2500 sprintf(out_str
, "(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
2502 case WINED3DSPSM_SIGNNEG
:
2503 sprintf(out_str
, "-(2.0 * (%s%s - 0.5))", in_reg
, in_regswizzle
);
2505 case WINED3DSPSM_COMP
:
2506 sprintf(out_str
, "(1.0 - %s%s)", in_reg
, in_regswizzle
);
2508 case WINED3DSPSM_X2
:
2509 sprintf(out_str
, "(2.0 * %s%s)", in_reg
, in_regswizzle
);
2511 case WINED3DSPSM_X2NEG
:
2512 sprintf(out_str
, "-(2.0 * %s%s)", in_reg
, in_regswizzle
);
2514 case WINED3DSPSM_ABS
:
2515 sprintf(out_str
, "abs(%s%s)", in_reg
, in_regswizzle
);
2517 case WINED3DSPSM_ABSNEG
:
2518 sprintf(out_str
, "-abs(%s%s)", in_reg
, in_regswizzle
);
2521 FIXME("Unhandled modifier %u\n", src_modifier
);
2522 sprintf(out_str
, "%s%s", in_reg
, in_regswizzle
);
2526 /** Writes the GLSL variable name that corresponds to the register that the
2527 * DX opcode parameter is trying to access */
2528 static void shader_glsl_get_register_name(const struct wined3d_shader_register
*reg
,
2529 char *register_name
, BOOL
*is_color
, const struct wined3d_shader_instruction
*ins
)
2531 /* oPos, oFog and oPts in D3D */
2532 static const char * const hwrastout_reg_names
[] = {"vs_out[10]", "vs_out[11].x", "vs_out[11].y"};
2534 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
2535 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
2536 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
2537 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
2538 const char *prefix
= shader_glsl_get_prefix(version
->type
);
2539 struct glsl_src_param rel_param0
, rel_param1
;
2540 char imm_str
[4][17];
2542 if (reg
->idx
[0].offset
!= ~0U && reg
->idx
[0].rel_addr
)
2543 shader_glsl_add_src_param(ins
, reg
->idx
[0].rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param0
);
2544 if (reg
->idx
[1].offset
!= ~0U && reg
->idx
[1].rel_addr
)
2545 shader_glsl_add_src_param(ins
, reg
->idx
[1].rel_addr
, WINED3DSP_WRITEMASK_0
, &rel_param1
);
2550 case WINED3DSPR_TEMP
:
2551 sprintf(register_name
, "R%u", reg
->idx
[0].offset
);
2554 case WINED3DSPR_INPUT
:
2555 if (version
->type
== WINED3D_SHADER_TYPE_VERTEX
)
2557 struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
2559 if (reg
->idx
[0].rel_addr
)
2560 FIXME("VS3+ input registers relative addressing.\n");
2561 if (priv
->cur_vs_args
->swizzle_map
& (1u << reg
->idx
[0].offset
))
2563 sprintf(register_name
, "%s_in%u", prefix
, reg
->idx
[0].offset
);
2567 if (version
->type
== WINED3D_SHADER_TYPE_GEOMETRY
)
2569 if (reg
->idx
[0].rel_addr
)
2571 if (reg
->idx
[1].rel_addr
)
2572 sprintf(register_name
, "gs_in[%s + %u]%s[%s + %u]",
2573 rel_param0
.param_str
, reg
->idx
[0].offset
,
2574 gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? "" : ".gs_in",
2575 rel_param1
.param_str
, reg
->idx
[1].offset
);
2577 sprintf(register_name
, "gs_in[%s + %u]%s[%u]",
2578 rel_param0
.param_str
, reg
->idx
[0].offset
,
2579 gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? "" : ".gs_in",
2580 reg
->idx
[1].offset
);
2582 else if (reg
->idx
[1].rel_addr
)
2583 sprintf(register_name
, "gs_in[%u]%s[%s + %u]", reg
->idx
[0].offset
,
2584 gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? "" : ".gs_in",
2585 rel_param1
.param_str
, reg
->idx
[1].offset
);
2587 sprintf(register_name
, "gs_in[%u]%s[%u]", reg
->idx
[0].offset
,
2588 gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] ? "" : ".gs_in",
2589 reg
->idx
[1].offset
);
2593 /* pixel shaders >= 3.0 */
2594 if (version
->major
>= 3)
2596 DWORD idx
= shader
->u
.ps
.input_reg_map
[reg
->idx
[0].offset
];
2597 unsigned int in_count
= vec4_varyings(version
->major
, gl_info
);
2599 if (reg
->idx
[0].rel_addr
)
2601 /* Removing a + 0 would be an obvious optimization, but
2602 * OS X doesn't see the NOP operation there. */
2605 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
]
2606 && shader
->u
.ps
.declared_in_count
> in_count
)
2608 sprintf(register_name
,
2609 "((%s + %u) > %u ? (%s + %u) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s + %u])",
2610 rel_param0
.param_str
, idx
, in_count
- 1, rel_param0
.param_str
, idx
, in_count
,
2611 prefix
, rel_param0
.param_str
, idx
);
2615 sprintf(register_name
, "%s_in[%s + %u]", prefix
, rel_param0
.param_str
, idx
);
2620 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
]
2621 && shader
->u
.ps
.declared_in_count
> in_count
)
2623 sprintf(register_name
, "((%s) > %u ? (%s) > %u ? gl_SecondaryColor : gl_Color : %s_in[%s])",
2624 rel_param0
.param_str
, in_count
- 1, rel_param0
.param_str
, in_count
,
2625 prefix
, rel_param0
.param_str
);
2629 sprintf(register_name
, "%s_in[%s]", prefix
, rel_param0
.param_str
);
2635 if (idx
== in_count
) sprintf(register_name
, "gl_Color");
2636 else if (idx
== in_count
+ 1) sprintf(register_name
, "gl_SecondaryColor");
2637 else sprintf(register_name
, "%s_in[%u]", prefix
, idx
);
2642 if (!reg
->idx
[0].offset
)
2643 strcpy(register_name
, "ffp_varying_diffuse");
2645 strcpy(register_name
, "ffp_varying_specular");
2650 case WINED3DSPR_CONST
:
2652 /* Relative addressing */
2653 if (reg
->idx
[0].rel_addr
)
2655 if (wined3d_settings
.check_float_constants
)
2656 sprintf(register_name
, "(%s + %u >= 0 && %s + %u < %u ? %s_c[%s + %u] : vec4(0.0))",
2657 rel_param0
.param_str
, reg
->idx
[0].offset
,
2658 rel_param0
.param_str
, reg
->idx
[0].offset
, shader
->limits
->constant_float
,
2659 prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2660 else if (reg
->idx
[0].offset
)
2661 sprintf(register_name
, "%s_c[%s + %u]", prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2663 sprintf(register_name
, "%s_c[%s]", prefix
, rel_param0
.param_str
);
2667 if (shader_constant_is_local(shader
, reg
->idx
[0].offset
))
2668 sprintf(register_name
, "%s_lc%u", prefix
, reg
->idx
[0].offset
);
2670 sprintf(register_name
, "%s_c[%u]", prefix
, reg
->idx
[0].offset
);
2675 case WINED3DSPR_CONSTINT
:
2676 sprintf(register_name
, "%s_i[%u]", prefix
, reg
->idx
[0].offset
);
2679 case WINED3DSPR_CONSTBOOL
:
2680 sprintf(register_name
, "%s_b[%u]", prefix
, reg
->idx
[0].offset
);
2683 case WINED3DSPR_TEXTURE
: /* case WINED3DSPR_ADDR: */
2684 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
)
2685 sprintf(register_name
, "T%u", reg
->idx
[0].offset
);
2687 sprintf(register_name
, "A%u", reg
->idx
[0].offset
);
2690 case WINED3DSPR_LOOP
:
2691 sprintf(register_name
, "aL%u", ins
->ctx
->state
->current_loop_reg
- 1);
2694 case WINED3DSPR_SAMPLER
:
2695 sprintf(register_name
, "%s_sampler%u", prefix
, reg
->idx
[0].offset
);
2698 case WINED3DSPR_COLOROUT
:
2699 if (reg
->idx
[0].offset
>= gl_info
->limits
.buffers
)
2700 WARN("Write to render target %u, only %d supported.\n",
2701 reg
->idx
[0].offset
, gl_info
->limits
.buffers
);
2703 sprintf(register_name
, "%s[%u]", get_fragment_output(gl_info
), reg
->idx
[0].offset
);
2706 case WINED3DSPR_RASTOUT
:
2707 sprintf(register_name
, "%s", hwrastout_reg_names
[reg
->idx
[0].offset
]);
2710 case WINED3DSPR_DEPTHOUT
:
2711 sprintf(register_name
, "gl_FragDepth");
2714 case WINED3DSPR_ATTROUT
:
2715 if (!reg
->idx
[0].offset
)
2716 sprintf(register_name
, "%s_out[8]", prefix
);
2718 sprintf(register_name
, "%s_out[9]", prefix
);
2721 case WINED3DSPR_TEXCRDOUT
:
2722 /* Vertex shaders >= 3.0: WINED3DSPR_OUTPUT */
2723 if (reg
->idx
[0].rel_addr
)
2724 FIXME("VS3 output registers relative addressing.\n");
2725 sprintf(register_name
, "%s_out[%u]", prefix
, reg
->idx
[0].offset
);
2728 case WINED3DSPR_MISCTYPE
:
2729 if (!reg
->idx
[0].offset
)
2732 sprintf(register_name
, "vpos");
2734 else if (reg
->idx
[0].offset
== 1)
2736 /* Note that gl_FrontFacing is a bool, while vFace is
2737 * a float for which the sign determines front/back */
2738 sprintf(register_name
, "(gl_FrontFacing ? 1.0 : -1.0)");
2742 FIXME("Unhandled misctype register %u.\n", reg
->idx
[0].offset
);
2743 sprintf(register_name
, "unrecognized_register");
2747 case WINED3DSPR_IMMCONST
:
2748 switch (reg
->immconst_type
)
2750 case WINED3D_IMMCONST_SCALAR
:
2751 switch (reg
->data_type
)
2753 case WINED3D_DATA_FLOAT
:
2754 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
2755 sprintf(register_name
, "uintBitsToFloat(%#xu)", reg
->u
.immconst_data
[0]);
2757 wined3d_ftoa(*(const float *)reg
->u
.immconst_data
, register_name
);
2759 case WINED3D_DATA_INT
:
2760 sprintf(register_name
, "%#x", reg
->u
.immconst_data
[0]);
2762 case WINED3D_DATA_RESOURCE
:
2763 case WINED3D_DATA_SAMPLER
:
2764 case WINED3D_DATA_UINT
:
2765 sprintf(register_name
, "%#xu", reg
->u
.immconst_data
[0]);
2768 sprintf(register_name
, "<unhandled data type %#x>", reg
->data_type
);
2773 case WINED3D_IMMCONST_VEC4
:
2774 switch (reg
->data_type
)
2776 case WINED3D_DATA_FLOAT
:
2777 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
2779 sprintf(register_name
, "uintBitsToFloat(uvec4(%#xu, %#xu, %#xu, %#xu))",
2780 reg
->u
.immconst_data
[0], reg
->u
.immconst_data
[1],
2781 reg
->u
.immconst_data
[2], reg
->u
.immconst_data
[3]);
2785 wined3d_ftoa(*(const float *)®
->u
.immconst_data
[0], imm_str
[0]);
2786 wined3d_ftoa(*(const float *)®
->u
.immconst_data
[1], imm_str
[1]);
2787 wined3d_ftoa(*(const float *)®
->u
.immconst_data
[2], imm_str
[2]);
2788 wined3d_ftoa(*(const float *)®
->u
.immconst_data
[3], imm_str
[3]);
2789 sprintf(register_name
, "vec4(%s, %s, %s, %s)",
2790 imm_str
[0], imm_str
[1], imm_str
[2], imm_str
[3]);
2793 case WINED3D_DATA_INT
:
2794 sprintf(register_name
, "ivec4(%#x, %#x, %#x, %#x)",
2795 reg
->u
.immconst_data
[0], reg
->u
.immconst_data
[1],
2796 reg
->u
.immconst_data
[2], reg
->u
.immconst_data
[3]);
2798 case WINED3D_DATA_RESOURCE
:
2799 case WINED3D_DATA_SAMPLER
:
2800 case WINED3D_DATA_UINT
:
2801 sprintf(register_name
, "uvec4(%#xu, %#xu, %#xu, %#xu)",
2802 reg
->u
.immconst_data
[0], reg
->u
.immconst_data
[1],
2803 reg
->u
.immconst_data
[2], reg
->u
.immconst_data
[3]);
2806 sprintf(register_name
, "<unhandled data type %#x>", reg
->data_type
);
2812 FIXME("Unhandled immconst type %#x\n", reg
->immconst_type
);
2813 sprintf(register_name
, "<unhandled_immconst_type %#x>", reg
->immconst_type
);
2817 case WINED3DSPR_CONSTBUFFER
:
2818 if (reg
->idx
[1].rel_addr
)
2819 sprintf(register_name
, "%s_cb%u[%s + %u]",
2820 prefix
, reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
2822 sprintf(register_name
, "%s_cb%u[%u]", prefix
, reg
->idx
[0].offset
, reg
->idx
[1].offset
);
2825 case WINED3DSPR_IMMCONSTBUFFER
:
2826 if (reg
->idx
[0].rel_addr
)
2827 sprintf(register_name
, "%s_icb[%s + %u]", prefix
, rel_param0
.param_str
, reg
->idx
[0].offset
);
2829 sprintf(register_name
, "%s_icb[%u]", prefix
, reg
->idx
[0].offset
);
2832 case WINED3DSPR_PRIMID
:
2833 sprintf(register_name
, "uint(gl_PrimitiveIDIn)");
2836 case WINED3DSPR_IDXTEMP
:
2837 if (reg
->idx
[1].rel_addr
)
2838 sprintf(register_name
, "X%u[%s + %u]", reg
->idx
[0].offset
, rel_param1
.param_str
, reg
->idx
[1].offset
);
2840 sprintf(register_name
, "X%u[%u]", reg
->idx
[0].offset
, reg
->idx
[1].offset
);
2844 FIXME("Unhandled register type %#x.\n", reg
->type
);
2845 sprintf(register_name
, "unrecognized_register");
2850 static void shader_glsl_write_mask_to_str(DWORD write_mask
, char *str
)
2853 if (write_mask
& WINED3DSP_WRITEMASK_0
) *str
++ = 'x';
2854 if (write_mask
& WINED3DSP_WRITEMASK_1
) *str
++ = 'y';
2855 if (write_mask
& WINED3DSP_WRITEMASK_2
) *str
++ = 'z';
2856 if (write_mask
& WINED3DSP_WRITEMASK_3
) *str
++ = 'w';
2860 /* Get the GLSL write mask for the destination register */
2861 static DWORD
shader_glsl_get_write_mask(const struct wined3d_shader_dst_param
*param
, char *write_mask
)
2863 DWORD mask
= param
->write_mask
;
2865 if (shader_is_scalar(¶m
->reg
))
2867 mask
= WINED3DSP_WRITEMASK_0
;
2872 shader_glsl_write_mask_to_str(mask
, write_mask
);
2878 static unsigned int shader_glsl_get_write_mask_size(DWORD write_mask
) {
2879 unsigned int size
= 0;
2881 if (write_mask
& WINED3DSP_WRITEMASK_0
) ++size
;
2882 if (write_mask
& WINED3DSP_WRITEMASK_1
) ++size
;
2883 if (write_mask
& WINED3DSP_WRITEMASK_2
) ++size
;
2884 if (write_mask
& WINED3DSP_WRITEMASK_3
) ++size
;
2889 static void shader_glsl_swizzle_to_str(const DWORD swizzle
, BOOL fixup
, DWORD mask
, char *str
)
2891 /* For registers of type WINED3DDECLTYPE_D3DCOLOR, data is stored as "bgra",
2892 * but addressed as "rgba". To fix this we need to swap the register's x
2893 * and z components. */
2894 const char *swizzle_chars
= fixup
? "zyxw" : "xyzw";
2897 /* swizzle bits fields: wwzzyyxx */
2898 if (mask
& WINED3DSP_WRITEMASK_0
) *str
++ = swizzle_chars
[swizzle
& 0x03];
2899 if (mask
& WINED3DSP_WRITEMASK_1
) *str
++ = swizzle_chars
[(swizzle
>> 2) & 0x03];
2900 if (mask
& WINED3DSP_WRITEMASK_2
) *str
++ = swizzle_chars
[(swizzle
>> 4) & 0x03];
2901 if (mask
& WINED3DSP_WRITEMASK_3
) *str
++ = swizzle_chars
[(swizzle
>> 6) & 0x03];
2905 static void shader_glsl_get_swizzle(const struct wined3d_shader_src_param
*param
,
2906 BOOL fixup
, DWORD mask
, char *swizzle_str
)
2908 if (shader_is_scalar(¶m
->reg
))
2909 *swizzle_str
= '\0';
2911 shader_glsl_swizzle_to_str(param
->swizzle
, fixup
, mask
, swizzle_str
);
2914 /* From a given parameter token, generate the corresponding GLSL string.
2915 * Also, return the actual register name and swizzle in case the
2916 * caller needs this information as well. */
2917 static void shader_glsl_add_src_param_ext(const struct wined3d_shader_instruction
*ins
,
2918 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
,
2919 enum wined3d_data_type data_type
)
2921 BOOL is_color
= FALSE
;
2922 char swizzle_str
[6];
2924 glsl_src
->reg_name
[0] = '\0';
2925 glsl_src
->param_str
[0] = '\0';
2926 swizzle_str
[0] = '\0';
2928 shader_glsl_get_register_name(&wined3d_src
->reg
, glsl_src
->reg_name
, &is_color
, ins
);
2929 shader_glsl_get_swizzle(wined3d_src
, is_color
, mask
, swizzle_str
);
2931 if (wined3d_src
->reg
.type
== WINED3DSPR_IMMCONST
|| wined3d_src
->reg
.type
== WINED3DSPR_PRIMID
)
2933 shader_glsl_gen_modifier(wined3d_src
->modifiers
, glsl_src
->reg_name
, swizzle_str
, glsl_src
->param_str
);
2941 case WINED3D_DATA_FLOAT
:
2942 sprintf(reg_name
, "%s", glsl_src
->reg_name
);
2944 case WINED3D_DATA_INT
:
2945 sprintf(reg_name
, "floatBitsToInt(%s)", glsl_src
->reg_name
);
2947 case WINED3D_DATA_RESOURCE
:
2948 case WINED3D_DATA_SAMPLER
:
2949 case WINED3D_DATA_UINT
:
2950 sprintf(reg_name
, "floatBitsToUint(%s)", glsl_src
->reg_name
);
2953 FIXME("Unhandled data type %#x.\n", data_type
);
2954 sprintf(reg_name
, "%s", glsl_src
->reg_name
);
2958 shader_glsl_gen_modifier(wined3d_src
->modifiers
, reg_name
, swizzle_str
, glsl_src
->param_str
);
2962 static void shader_glsl_add_src_param(const struct wined3d_shader_instruction
*ins
,
2963 const struct wined3d_shader_src_param
*wined3d_src
, DWORD mask
, struct glsl_src_param
*glsl_src
)
2965 shader_glsl_add_src_param_ext(ins
, wined3d_src
, mask
, glsl_src
, wined3d_src
->reg
.data_type
);
2968 /* From a given parameter token, generate the corresponding GLSL string.
2969 * Also, return the actual register name and swizzle in case the
2970 * caller needs this information as well. */
2971 static DWORD
shader_glsl_add_dst_param(const struct wined3d_shader_instruction
*ins
,
2972 const struct wined3d_shader_dst_param
*wined3d_dst
, struct glsl_dst_param
*glsl_dst
)
2974 BOOL is_color
= FALSE
;
2976 glsl_dst
->mask_str
[0] = '\0';
2977 glsl_dst
->reg_name
[0] = '\0';
2979 shader_glsl_get_register_name(&wined3d_dst
->reg
, glsl_dst
->reg_name
, &is_color
, ins
);
2980 return shader_glsl_get_write_mask(wined3d_dst
, glsl_dst
->mask_str
);
2983 /* Append the destination part of the instruction to the buffer, return the effective write mask */
2984 static DWORD
shader_glsl_append_dst_ext(struct wined3d_string_buffer
*buffer
,
2985 const struct wined3d_shader_instruction
*ins
, const struct wined3d_shader_dst_param
*dst
,
2986 enum wined3d_data_type data_type
)
2988 struct glsl_dst_param glsl_dst
;
2991 if ((mask
= shader_glsl_add_dst_param(ins
, dst
, &glsl_dst
)))
2995 case WINED3D_DATA_FLOAT
:
2996 shader_addline(buffer
, "%s%s = %s(",
2997 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
2999 case WINED3D_DATA_INT
:
3000 shader_addline(buffer
, "%s%s = %sintBitsToFloat(",
3001 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
3003 case WINED3D_DATA_RESOURCE
:
3004 case WINED3D_DATA_SAMPLER
:
3005 case WINED3D_DATA_UINT
:
3006 shader_addline(buffer
, "%s%s = %suintBitsToFloat(",
3007 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
3010 FIXME("Unhandled data type %#x.\n", data_type
);
3011 shader_addline(buffer
, "%s%s = %s(",
3012 glsl_dst
.reg_name
, glsl_dst
.mask_str
, shift_glsl_tab
[dst
->shift
]);
3020 /* Append the destination part of the instruction to the buffer, return the effective write mask */
3021 static DWORD
shader_glsl_append_dst(struct wined3d_string_buffer
*buffer
, const struct wined3d_shader_instruction
*ins
)
3023 return shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
3026 /** Process GLSL instruction modifiers */
3027 static void shader_glsl_add_instruction_modifiers(const struct wined3d_shader_instruction
*ins
)
3029 struct glsl_dst_param dst_param
;
3032 if (!ins
->dst_count
) return;
3034 modifiers
= ins
->dst
[0].modifiers
;
3035 if (!modifiers
) return;
3037 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
3039 if (modifiers
& WINED3DSPDM_SATURATE
)
3041 /* _SAT means to clamp the value of the register to between 0 and 1 */
3042 shader_addline(ins
->ctx
->buffer
, "%s%s = clamp(%s%s, 0.0, 1.0);\n", dst_param
.reg_name
,
3043 dst_param
.mask_str
, dst_param
.reg_name
, dst_param
.mask_str
);
3046 if (modifiers
& WINED3DSPDM_MSAMPCENTROID
)
3048 FIXME("_centroid modifier not handled\n");
3051 if (modifiers
& WINED3DSPDM_PARTIALPRECISION
)
3053 /* MSDN says this modifier can be safely ignored, so that's what we'll do. */
3057 static const char *shader_glsl_get_rel_op(enum wined3d_shader_rel_op op
)
3061 case WINED3D_SHADER_REL_OP_GT
: return ">";
3062 case WINED3D_SHADER_REL_OP_EQ
: return "==";
3063 case WINED3D_SHADER_REL_OP_GE
: return ">=";
3064 case WINED3D_SHADER_REL_OP_LT
: return "<";
3065 case WINED3D_SHADER_REL_OP_NE
: return "!=";
3066 case WINED3D_SHADER_REL_OP_LE
: return "<=";
3068 FIXME("Unrecognized operator %#x.\n", op
);
3073 static BOOL
shader_glsl_has_core_grad(const struct wined3d_gl_info
*gl_info
,
3074 const struct wined3d_shader_version
*version
)
3076 return shader_glsl_get_version(gl_info
, version
) >= 130 || gl_info
->supported
[EXT_GPU_SHADER4
];
3079 static void shader_glsl_get_sample_function(const struct wined3d_shader_context
*ctx
,
3080 DWORD resource_idx
, DWORD sampler_idx
, DWORD flags
, struct glsl_sample_function
*sample_function
)
3082 enum wined3d_shader_resource_type resource_type
= ctx
->reg_maps
->resource_info
[resource_idx
].type
;
3083 struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
3084 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
3085 BOOL shadow
= glsl_is_shadow_sampler(ctx
->shader
, priv
->cur_ps_args
, resource_idx
, sampler_idx
);
3086 BOOL projected
= flags
& WINED3D_GLSL_SAMPLE_PROJECTED
;
3087 BOOL texrect
= ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_PIXEL
3088 && priv
->cur_ps_args
->np2_fixup
& (1u << resource_idx
)
3089 && gl_info
->supported
[ARB_TEXTURE_RECTANGLE
];
3090 BOOL lod
= flags
& WINED3D_GLSL_SAMPLE_LOD
;
3091 BOOL grad
= flags
& WINED3D_GLSL_SAMPLE_GRAD
;
3092 BOOL offset
= flags
& WINED3D_GLSL_SAMPLE_OFFSET
;
3093 const char *base
= "texture", *type_part
= "", *suffix
= "";
3094 unsigned int coord_size
, deriv_size
;
3097 sample_function
->data_type
= ctx
->reg_maps
->resource_info
[resource_idx
].data_type
;
3099 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
3101 ERR("Unexpected resource type %#x.\n", resource_type
);
3102 resource_type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
3104 array
= resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_1DARRAY
3105 || resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2DARRAY
;
3107 /* Note that there's no such thing as a projected cube texture. */
3108 if (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
3111 if (needs_legacy_glsl_syntax(gl_info
))
3116 type_part
= resource_type_info
[resource_type
].type_part
;
3117 if (resource_type
== WINED3D_SHADER_RESOURCE_TEXTURE_2D
&& texrect
)
3118 type_part
= "2DRect";
3120 FIXME("Unhandled resource type %#x.\n", resource_type
);
3122 if (!lod
&& grad
&& !shader_glsl_has_core_grad(gl_info
, &ctx
->shader
->reg_maps
.shader_version
))
3124 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
3127 FIXME("Unsupported grad function.\n");
3131 if (flags
& WINED3D_GLSL_SAMPLE_LOAD
)
3133 static const DWORD texel_fetch_flags
= WINED3D_GLSL_SAMPLE_LOAD
| WINED3D_GLSL_SAMPLE_OFFSET
;
3134 if (flags
& ~texel_fetch_flags
)
3135 ERR("Unexpected flags %#x for texelFetch.\n", flags
& ~texel_fetch_flags
);
3137 base
= "texelFetch";
3141 sample_function
->name
= string_buffer_get(priv
->string_buffers
);
3142 string_buffer_sprintf(sample_function
->name
, "%s%s%s%s%s%s", base
, type_part
, projected
? "Proj" : "",
3143 lod
? "Lod" : grad
? "Grad" : "", offset
? "Offset" : "", suffix
);
3145 coord_size
= resource_type_info
[resource_type
].coord_size
;
3146 deriv_size
= coord_size
;
3151 sample_function
->offset_size
= offset
? deriv_size
: 0;
3152 sample_function
->coord_mask
= (1u << coord_size
) - 1;
3153 sample_function
->deriv_mask
= (1u << deriv_size
) - 1;
3154 sample_function
->output_single_component
= shadow
&& !needs_legacy_glsl_syntax(gl_info
);
3157 static void shader_glsl_release_sample_function(const struct wined3d_shader_context
*ctx
,
3158 struct glsl_sample_function
*sample_function
)
3160 const struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
3162 string_buffer_release(priv
->string_buffers
, sample_function
->name
);
3165 static void shader_glsl_append_fixup_arg(char *arguments
, const char *reg_name
,
3166 BOOL sign_fixup
, enum fixup_channel_source channel_source
)
3168 switch(channel_source
)
3170 case CHANNEL_SOURCE_ZERO
:
3171 strcat(arguments
, "0.0");
3174 case CHANNEL_SOURCE_ONE
:
3175 strcat(arguments
, "1.0");
3178 case CHANNEL_SOURCE_X
:
3179 strcat(arguments
, reg_name
);
3180 strcat(arguments
, ".x");
3183 case CHANNEL_SOURCE_Y
:
3184 strcat(arguments
, reg_name
);
3185 strcat(arguments
, ".y");
3188 case CHANNEL_SOURCE_Z
:
3189 strcat(arguments
, reg_name
);
3190 strcat(arguments
, ".z");
3193 case CHANNEL_SOURCE_W
:
3194 strcat(arguments
, reg_name
);
3195 strcat(arguments
, ".w");
3199 FIXME("Unhandled channel source %#x\n", channel_source
);
3200 strcat(arguments
, "undefined");
3204 if (sign_fixup
) strcat(arguments
, " * 2.0 - 1.0");
3207 static void shader_glsl_color_correction_ext(struct wined3d_string_buffer
*buffer
,
3208 const char *reg_name
, DWORD mask
, struct color_fixup_desc fixup
)
3210 unsigned int mask_size
, remaining
;
3211 DWORD fixup_mask
= 0;
3212 char arguments
[256];
3215 if (fixup
.x_sign_fixup
|| fixup
.x_source
!= CHANNEL_SOURCE_X
) fixup_mask
|= WINED3DSP_WRITEMASK_0
;
3216 if (fixup
.y_sign_fixup
|| fixup
.y_source
!= CHANNEL_SOURCE_Y
) fixup_mask
|= WINED3DSP_WRITEMASK_1
;
3217 if (fixup
.z_sign_fixup
|| fixup
.z_source
!= CHANNEL_SOURCE_Z
) fixup_mask
|= WINED3DSP_WRITEMASK_2
;
3218 if (fixup
.w_sign_fixup
|| fixup
.w_source
!= CHANNEL_SOURCE_W
) fixup_mask
|= WINED3DSP_WRITEMASK_3
;
3219 if (!(mask
&= fixup_mask
))
3222 if (is_complex_fixup(fixup
))
3224 enum complex_fixup complex_fixup
= get_complex_fixup(fixup
);
3225 FIXME("Complex fixup (%#x) not supported\n",complex_fixup
);
3229 shader_glsl_write_mask_to_str(mask
, mask_str
);
3230 mask_size
= shader_glsl_get_write_mask_size(mask
);
3232 arguments
[0] = '\0';
3233 remaining
= mask_size
;
3234 if (mask
& WINED3DSP_WRITEMASK_0
)
3236 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.x_sign_fixup
, fixup
.x_source
);
3237 if (--remaining
) strcat(arguments
, ", ");
3239 if (mask
& WINED3DSP_WRITEMASK_1
)
3241 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.y_sign_fixup
, fixup
.y_source
);
3242 if (--remaining
) strcat(arguments
, ", ");
3244 if (mask
& WINED3DSP_WRITEMASK_2
)
3246 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.z_sign_fixup
, fixup
.z_source
);
3247 if (--remaining
) strcat(arguments
, ", ");
3249 if (mask
& WINED3DSP_WRITEMASK_3
)
3251 shader_glsl_append_fixup_arg(arguments
, reg_name
, fixup
.w_sign_fixup
, fixup
.w_source
);
3252 if (--remaining
) strcat(arguments
, ", ");
3256 shader_addline(buffer
, "%s%s = vec%u(%s);\n", reg_name
, mask_str
, mask_size
, arguments
);
3258 shader_addline(buffer
, "%s%s = %s;\n", reg_name
, mask_str
, arguments
);
3261 static void shader_glsl_color_correction(const struct wined3d_shader_instruction
*ins
, struct color_fixup_desc fixup
)
3266 shader_glsl_get_register_name(&ins
->dst
[0].reg
, reg_name
, &is_color
, ins
);
3267 shader_glsl_color_correction_ext(ins
->ctx
->buffer
, reg_name
, ins
->dst
[0].write_mask
, fixup
);
3270 static void PRINTF_ATTR(9, 10) shader_glsl_gen_sample_code(const struct wined3d_shader_instruction
*ins
,
3271 unsigned int sampler_bind_idx
, const struct glsl_sample_function
*sample_function
, DWORD swizzle
,
3272 const char *dx
, const char *dy
, const char *bias
, const struct wined3d_shader_texel_offset
*offset
,
3273 const char *coord_reg_fmt
, ...)
3275 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
3276 char dst_swizzle
[6];
3277 struct color_fixup_desc fixup
;
3278 BOOL np2_fixup
= FALSE
;
3282 shader_glsl_swizzle_to_str(swizzle
, FALSE
, ins
->dst
[0].write_mask
, dst_swizzle
);
3284 /* If ARB_texture_swizzle is supported we don't need to do anything here.
3285 * We actually rely on it for vertex shaders and SM4+. */
3286 if (version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& version
->major
< 4)
3288 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3289 fixup
= priv
->cur_ps_args
->color_fixup
[sampler_bind_idx
];
3291 if (priv
->cur_ps_args
->np2_fixup
& (1u << sampler_bind_idx
))
3296 fixup
= COLOR_FIXUP_IDENTITY
;
3299 shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], sample_function
->data_type
);
3301 if (sample_function
->output_single_component
)
3302 shader_addline(ins
->ctx
->buffer
, "vec4(");
3304 shader_addline(ins
->ctx
->buffer
, "%s(%s_sampler%u, ",
3305 sample_function
->name
->buffer
, shader_glsl_get_prefix(version
->type
), sampler_bind_idx
);
3309 va_start(args
, coord_reg_fmt
);
3310 ret
= shader_vaddline(ins
->ctx
->buffer
, coord_reg_fmt
, args
);
3314 if (!string_buffer_resize(ins
->ctx
->buffer
, ret
))
3320 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
3321 const unsigned char idx
= priv
->cur_np2fixup_info
->idx
[sampler_bind_idx
];
3323 switch (shader_glsl_get_write_mask_size(sample_function
->coord_mask
))
3326 shader_addline(ins
->ctx
->buffer
, " * ps_samplerNP2Fixup[%u].%s",
3327 idx
>> 1, (idx
% 2) ? "z" : "x");
3330 shader_addline(ins
->ctx
->buffer
, " * ps_samplerNP2Fixup[%u].%s",
3331 idx
>> 1, (idx
% 2) ? "zw" : "xy");
3334 shader_addline(ins
->ctx
->buffer
, " * vec3(ps_samplerNP2Fixup[%u].%s, 1.0)",
3335 idx
>> 1, (idx
% 2) ? "zw" : "xy");
3338 shader_addline(ins
->ctx
->buffer
, " * vec4(ps_samplerNP2Fixup[%u].%s, 1.0, 1.0)",
3339 idx
>> 1, (idx
% 2) ? "zw" : "xy");
3344 shader_addline(ins
->ctx
->buffer
, ", %s, %s", dx
, dy
);
3346 shader_addline(ins
->ctx
->buffer
, ", %s", bias
);
3347 if (sample_function
->offset_size
)
3349 int offset_immdata
[4] = {offset
->u
, offset
->v
, offset
->w
};
3350 shader_addline(ins
->ctx
->buffer
, ", ");
3351 shader_glsl_append_imm_ivec(ins
->ctx
->buffer
, offset_immdata
, sample_function
->offset_size
);
3353 shader_addline(ins
->ctx
->buffer
, ")");
3355 if (sample_function
->output_single_component
)
3356 shader_addline(ins
->ctx
->buffer
, ")");
3358 shader_addline(ins
->ctx
->buffer
, "%s);\n", dst_swizzle
);
3360 if (!is_identity_fixup(fixup
))
3361 shader_glsl_color_correction(ins
, fixup
);
3364 static void shader_glsl_fixup_position(struct wined3d_string_buffer
*buffer
)
3366 /* Write the final position.
3368 * OpenGL coordinates specify the center of the pixel while D3D coords
3369 * specify the corner. The offsets are stored in z and w in
3370 * pos_fixup. pos_fixup.y contains 1.0 or -1.0 to turn the rendering
3371 * upside down for offscreen rendering. pos_fixup.x contains 1.0 to allow
3373 shader_addline(buffer
, "gl_Position.y = gl_Position.y * pos_fixup.y;\n");
3374 shader_addline(buffer
, "gl_Position.xy += pos_fixup.zw * gl_Position.ww;\n");
3376 /* Z coord [0;1]->[-1;1] mapping, see comment in get_projection_matrix()
3379 * Basically we want (in homogeneous coordinates) z = z * 2 - 1. However,
3380 * shaders are run before the homogeneous divide, so we have to take the w
3381 * into account: z = ((z / w) * 2 - 1) * w, which is the same as
3383 shader_addline(buffer
, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
3386 /*****************************************************************************
3387 * Begin processing individual instruction opcodes
3388 ****************************************************************************/
3390 static void shader_glsl_binop(const struct wined3d_shader_instruction
*ins
)
3392 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3393 struct glsl_src_param src0_param
;
3394 struct glsl_src_param src1_param
;
3398 /* Determine the GLSL operator to use based on the opcode */
3399 switch (ins
->handler_idx
)
3401 case WINED3DSIH_ADD
: op
= "+"; break;
3402 case WINED3DSIH_AND
: op
= "&"; break;
3403 case WINED3DSIH_DIV
: op
= "/"; break;
3404 case WINED3DSIH_IADD
: op
= "+"; break;
3405 case WINED3DSIH_ISHL
: op
= "<<"; break;
3406 case WINED3DSIH_ISHR
: op
= ">>"; break;
3407 case WINED3DSIH_MUL
: op
= "*"; break;
3408 case WINED3DSIH_OR
: op
= "|"; break;
3409 case WINED3DSIH_SUB
: op
= "-"; break;
3410 case WINED3DSIH_USHR
: op
= ">>"; break;
3411 case WINED3DSIH_XOR
: op
= "^"; break;
3413 op
= "<unhandled operator>";
3414 FIXME("Opcode %s not yet handled in GLSL.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3418 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3419 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3420 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3421 shader_addline(buffer
, "%s %s %s);\n", src0_param
.param_str
, op
, src1_param
.param_str
);
3424 static void shader_glsl_relop(const struct wined3d_shader_instruction
*ins
)
3426 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3427 struct glsl_src_param src0_param
;
3428 struct glsl_src_param src1_param
;
3429 unsigned int mask_size
;
3433 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3434 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3435 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3436 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3440 switch (ins
->handler_idx
)
3442 case WINED3DSIH_EQ
: op
= "equal"; break;
3443 case WINED3DSIH_IEQ
: op
= "equal"; break;
3444 case WINED3DSIH_GE
: op
= "greaterThanEqual"; break;
3445 case WINED3DSIH_IGE
: op
= "greaterThanEqual"; break;
3446 case WINED3DSIH_UGE
: op
= "greaterThanEqual"; break;
3447 case WINED3DSIH_LT
: op
= "lessThan"; break;
3448 case WINED3DSIH_ILT
: op
= "lessThan"; break;
3449 case WINED3DSIH_ULT
: op
= "lessThan"; break;
3450 case WINED3DSIH_NE
: op
= "notEqual"; break;
3451 case WINED3DSIH_INE
: op
= "notEqual"; break;
3453 op
= "<unhandled operator>";
3454 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
3458 shader_addline(buffer
, "uvec%u(%s(%s, %s)) * 0xffffffffu);\n",
3459 mask_size
, op
, src0_param
.param_str
, src1_param
.param_str
);
3463 switch (ins
->handler_idx
)
3465 case WINED3DSIH_EQ
: op
= "=="; break;
3466 case WINED3DSIH_IEQ
: op
= "=="; break;
3467 case WINED3DSIH_GE
: op
= ">="; break;
3468 case WINED3DSIH_IGE
: op
= ">="; break;
3469 case WINED3DSIH_UGE
: op
= ">="; break;
3470 case WINED3DSIH_LT
: op
= "<"; break;
3471 case WINED3DSIH_ILT
: op
= "<"; break;
3472 case WINED3DSIH_ULT
: op
= "<"; break;
3473 case WINED3DSIH_NE
: op
= "!="; break;
3474 case WINED3DSIH_INE
: op
= "!="; break;
3476 op
= "<unhandled operator>";
3477 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
3481 shader_addline(buffer
, "%s %s %s ? 0xffffffffu : 0u);\n",
3482 src0_param
.param_str
, op
, src1_param
.param_str
);
3486 static void shader_glsl_unary_op(const struct wined3d_shader_instruction
*ins
)
3488 struct glsl_src_param src_param
;
3492 switch (ins
->handler_idx
)
3494 case WINED3DSIH_INEG
: op
= "-"; break;
3495 case WINED3DSIH_NOT
: op
= "~"; break;
3497 op
= "<unhandled operator>";
3498 ERR("Unhandled opcode %s.\n",
3499 debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3503 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3504 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3505 shader_addline(ins
->ctx
->buffer
, "%s%s);\n", op
, src_param
.param_str
);
3508 static void shader_glsl_imul(const struct wined3d_shader_instruction
*ins
)
3510 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3511 struct glsl_src_param src0_param
;
3512 struct glsl_src_param src1_param
;
3515 /* If we have ARB_gpu_shader5 or GLSL 4.0, we can use imulExtended(). If
3516 * not, we can emulate it. */
3517 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
3518 FIXME("64-bit integer multiplies not implemented.\n");
3520 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3522 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3523 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3524 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3526 shader_addline(ins
->ctx
->buffer
, "%s * %s);\n",
3527 src0_param
.param_str
, src1_param
.param_str
);
3531 static void shader_glsl_udiv(const struct wined3d_shader_instruction
*ins
)
3533 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3534 struct glsl_src_param src0_param
, src1_param
;
3537 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
3539 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3543 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3544 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3545 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3546 shader_addline(buffer
, "tmp0%s = uintBitsToFloat(%s / %s);\n",
3547 dst_mask
, src0_param
.param_str
, src1_param
.param_str
);
3549 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3550 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3551 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3552 shader_addline(buffer
, "%s %% %s);\n", src0_param
.param_str
, src1_param
.param_str
);
3554 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], WINED3D_DATA_FLOAT
);
3555 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
3559 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
3560 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3561 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3562 shader_addline(buffer
, "%s / %s);\n", src0_param
.param_str
, src1_param
.param_str
);
3565 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
3567 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
3568 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3569 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3570 shader_addline(buffer
, "%s %% %s);\n", src0_param
.param_str
, src1_param
.param_str
);
3574 /* Process the WINED3DSIO_MOV opcode using GLSL (dst = src) */
3575 static void shader_glsl_mov(const struct wined3d_shader_instruction
*ins
)
3577 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
3578 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3579 struct glsl_src_param src0_param
;
3582 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3583 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3585 /* In vs_1_1 WINED3DSIO_MOV can write to the address register. In later
3586 * shader versions WINED3DSIO_MOVA is used for this. */
3587 if (ins
->ctx
->reg_maps
->shader_version
.major
== 1
3588 && ins
->ctx
->reg_maps
->shader_version
.type
== WINED3D_SHADER_TYPE_VERTEX
3589 && ins
->dst
[0].reg
.type
== WINED3DSPR_ADDR
)
3591 /* This is a simple floor() */
3592 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3593 if (mask_size
> 1) {
3594 shader_addline(buffer
, "ivec%d(floor(%s)));\n", mask_size
, src0_param
.param_str
);
3596 shader_addline(buffer
, "int(floor(%s)));\n", src0_param
.param_str
);
3599 else if (ins
->handler_idx
== WINED3DSIH_MOVA
)
3601 const struct wined3d_shader_version
*version
= &ins
->ctx
->shader
->reg_maps
.shader_version
;
3602 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3604 if (shader_glsl_get_version(gl_info
, version
) >= 130 || gl_info
->supported
[EXT_GPU_SHADER4
])
3607 shader_addline(buffer
, "ivec%d(round(%s)));\n", mask_size
, src0_param
.param_str
);
3609 shader_addline(buffer
, "int(round(%s)));\n", src0_param
.param_str
);
3614 shader_addline(buffer
, "ivec%d(floor(abs(%s) + vec%d(0.5)) * sign(%s)));\n",
3615 mask_size
, src0_param
.param_str
, mask_size
, src0_param
.param_str
);
3617 shader_addline(buffer
, "int(floor(abs(%s) + 0.5) * sign(%s)));\n",
3618 src0_param
.param_str
, src0_param
.param_str
);
3623 shader_addline(buffer
, "%s);\n", src0_param
.param_str
);
3627 /* Process the dot product operators DP3 and DP4 in GLSL (dst = dot(src0, src1)) */
3628 static void shader_glsl_dot(const struct wined3d_shader_instruction
*ins
)
3630 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3631 struct glsl_src_param src0_param
;
3632 struct glsl_src_param src1_param
;
3633 DWORD dst_write_mask
, src_write_mask
;
3634 unsigned int dst_size
;
3636 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
3637 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
3639 /* dp4 works on vec4, dp3 on vec3, etc. */
3640 if (ins
->handler_idx
== WINED3DSIH_DP4
)
3641 src_write_mask
= WINED3DSP_WRITEMASK_ALL
;
3642 else if (ins
->handler_idx
== WINED3DSIH_DP3
)
3643 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3645 src_write_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
;
3647 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_write_mask
, &src0_param
);
3648 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_write_mask
, &src1_param
);
3651 shader_addline(buffer
, "vec%d(dot(%s, %s)));\n", dst_size
, src0_param
.param_str
, src1_param
.param_str
);
3653 shader_addline(buffer
, "dot(%s, %s));\n", src0_param
.param_str
, src1_param
.param_str
);
3657 /* Note that this instruction has some restrictions. The destination write mask
3658 * can't contain the w component, and the source swizzles have to be .xyzw */
3659 static void shader_glsl_cross(const struct wined3d_shader_instruction
*ins
)
3661 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
3662 struct glsl_src_param src0_param
;
3663 struct glsl_src_param src1_param
;
3666 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3667 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3668 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
3669 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
3670 shader_addline(ins
->ctx
->buffer
, "cross(%s, %s)%s);\n", src0_param
.param_str
, src1_param
.param_str
, dst_mask
);
3673 static void shader_glsl_cut(const struct wined3d_shader_instruction
*ins
)
3675 unsigned int stream
= ins
->handler_idx
== WINED3DSIH_CUT
? 0 : ins
->src
[0].reg
.idx
[0].offset
;
3678 shader_addline(ins
->ctx
->buffer
, "EndPrimitive();\n");
3680 FIXME("Unhandled primitive stream %u.\n", stream
);
3683 /* Process the WINED3DSIO_POW instruction in GLSL (dst = |src0|^src1)
3684 * Src0 and src1 are scalars. Note that D3D uses the absolute of src0, while
3685 * GLSL uses the value as-is. */
3686 static void shader_glsl_pow(const struct wined3d_shader_instruction
*ins
)
3688 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3689 struct glsl_src_param src0_param
;
3690 struct glsl_src_param src1_param
;
3691 DWORD dst_write_mask
;
3692 unsigned int dst_size
;
3694 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
3695 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
3697 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
3698 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
3702 shader_addline(buffer
, "vec%u(%s == 0.0 ? 1.0 : pow(abs(%s), %s)));\n",
3703 dst_size
, src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
3707 shader_addline(buffer
, "%s == 0.0 ? 1.0 : pow(abs(%s), %s));\n",
3708 src1_param
.param_str
, src0_param
.param_str
, src1_param
.param_str
);
3712 /* Map the opcode 1-to-1 to the GL code (arg->dst = instruction(src0, src1, ...) */
3713 static void shader_glsl_map2gl(const struct wined3d_shader_instruction
*ins
)
3715 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3716 struct glsl_src_param src_param
;
3717 const char *instruction
;
3721 /* Determine the GLSL function to use based on the opcode */
3722 /* TODO: Possibly make this a table for faster lookups */
3723 switch (ins
->handler_idx
)
3725 case WINED3DSIH_ABS
: instruction
= "abs"; break;
3726 case WINED3DSIH_BFREV
: instruction
= "bitfieldReverse"; break;
3727 case WINED3DSIH_DSX
: instruction
= "dFdx"; break;
3728 case WINED3DSIH_DSX_COARSE
: instruction
= "dFdxCoarse"; break;
3729 case WINED3DSIH_DSX_FINE
: instruction
= "dFdxFine"; break;
3730 case WINED3DSIH_DSY
: instruction
= "ycorrection.y * dFdy"; break;
3731 case WINED3DSIH_DSY_COARSE
: instruction
= "ycorrection.y * dFdyCoarse"; break;
3732 case WINED3DSIH_DSY_FINE
: instruction
= "ycorrection.y * dFdyFine"; break;
3733 case WINED3DSIH_FRC
: instruction
= "fract"; break;
3734 case WINED3DSIH_IMAX
: instruction
= "max"; break;
3735 case WINED3DSIH_IMIN
: instruction
= "min"; break;
3736 case WINED3DSIH_MAX
: instruction
= "max"; break;
3737 case WINED3DSIH_MIN
: instruction
= "min"; break;
3738 case WINED3DSIH_ROUND_NE
: instruction
= "roundEven"; break;
3739 case WINED3DSIH_ROUND_NI
: instruction
= "floor"; break;
3740 case WINED3DSIH_ROUND_PI
: instruction
= "ceil"; break;
3741 case WINED3DSIH_ROUND_Z
: instruction
= "trunc"; break;
3742 case WINED3DSIH_SQRT
: instruction
= "sqrt"; break;
3743 case WINED3DSIH_UMAX
: instruction
= "max"; break;
3744 case WINED3DSIH_UMIN
: instruction
= "min"; break;
3745 default: instruction
= "";
3746 ERR("Opcode %s not yet handled in GLSL.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3750 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3752 shader_addline(buffer
, "%s(", instruction
);
3756 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3757 shader_addline(buffer
, "%s", src_param
.param_str
);
3758 for (i
= 1; i
< ins
->src_count
; ++i
)
3760 shader_glsl_add_src_param(ins
, &ins
->src
[i
], write_mask
, &src_param
);
3761 shader_addline(buffer
, ", %s", src_param
.param_str
);
3765 shader_addline(buffer
, "));\n");
3768 static void shader_glsl_float16(const struct wined3d_shader_instruction
*ins
)
3770 struct wined3d_shader_dst_param dst
;
3771 struct glsl_src_param src
;
3776 fmt
= ins
->handler_idx
== WINED3DSIH_F16TOF32
3777 ? "unpackHalf2x16(%s).x);\n" : "packHalf2x16(vec2(%s, 0.0)));\n";
3780 for (i
= 0; i
< 4; ++i
)
3782 write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
3783 dst
.write_mask
= ins
->dst
[0].write_mask
& write_mask
;
3785 if (!(write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
,
3786 &dst
, dst
.reg
.data_type
)))
3789 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src
);
3790 shader_addline(ins
->ctx
->buffer
, fmt
, src
.param_str
);
3794 static void shader_glsl_nop(const struct wined3d_shader_instruction
*ins
) {}
3796 static void shader_glsl_nrm(const struct wined3d_shader_instruction
*ins
)
3798 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3799 struct glsl_src_param src_param
;
3800 unsigned int mask_size
;
3804 write_mask
= shader_glsl_get_write_mask(ins
->dst
, dst_mask
);
3805 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3806 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3808 shader_addline(buffer
, "tmp0.x = dot(%s, %s);\n",
3809 src_param
.param_str
, src_param
.param_str
);
3810 shader_glsl_append_dst(buffer
, ins
);
3814 shader_addline(buffer
, "tmp0.x == 0.0 ? vec%u(0.0) : (%s * inversesqrt(tmp0.x)));\n",
3815 mask_size
, src_param
.param_str
);
3819 shader_addline(buffer
, "tmp0.x == 0.0 ? 0.0 : (%s * inversesqrt(tmp0.x)));\n",
3820 src_param
.param_str
);
3824 static void shader_glsl_scalar_op(const struct wined3d_shader_instruction
*ins
)
3826 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
3827 ins
->ctx
->reg_maps
->shader_version
.minor
);
3828 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3829 struct glsl_src_param src0_param
;
3830 const char *prefix
, *suffix
;
3831 unsigned int dst_size
;
3832 DWORD dst_write_mask
;
3834 dst_write_mask
= shader_glsl_append_dst(buffer
, ins
);
3835 dst_size
= shader_glsl_get_write_mask_size(dst_write_mask
);
3837 if (shader_version
< WINED3D_SHADER_VERSION(4, 0))
3838 dst_write_mask
= WINED3DSP_WRITEMASK_3
;
3840 shader_glsl_add_src_param(ins
, &ins
->src
[0], dst_write_mask
, &src0_param
);
3842 switch (ins
->handler_idx
)
3844 case WINED3DSIH_EXP
:
3845 case WINED3DSIH_EXPP
:
3850 case WINED3DSIH_LOG
:
3851 case WINED3DSIH_LOGP
:
3852 prefix
= "log2(abs(";
3856 case WINED3DSIH_RCP
:
3861 case WINED3DSIH_RSQ
:
3862 prefix
= "inversesqrt(abs(";
3869 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
3873 if (dst_size
> 1 && shader_version
< WINED3D_SHADER_VERSION(4, 0))
3874 shader_addline(buffer
, "vec%u(%s%s%s));\n", dst_size
, prefix
, src0_param
.param_str
, suffix
);
3876 shader_addline(buffer
, "%s%s%s);\n", prefix
, src0_param
.param_str
, suffix
);
3879 /** Process the WINED3DSIO_EXPP instruction in GLSL:
3880 * For shader model 1.x, do the following (and honor the writemask, so use a temporary variable):
3881 * dst.x = 2^(floor(src))
3882 * dst.y = src - floor(src)
3883 * dst.z = 2^src (partial precision is allowed, but optional)
3885 * For 2.0 shaders, just do this (honoring writemask and swizzle):
3886 * dst = 2^src; (partial precision is allowed, but optional)
3888 static void shader_glsl_expp(const struct wined3d_shader_instruction
*ins
)
3890 if (ins
->ctx
->reg_maps
->shader_version
.major
< 2)
3892 struct glsl_src_param src_param
;
3895 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src_param
);
3897 shader_addline(ins
->ctx
->buffer
, "tmp0.x = exp2(floor(%s));\n", src_param
.param_str
);
3898 shader_addline(ins
->ctx
->buffer
, "tmp0.y = %s - floor(%s);\n", src_param
.param_str
, src_param
.param_str
);
3899 shader_addline(ins
->ctx
->buffer
, "tmp0.z = exp2(%s);\n", src_param
.param_str
);
3900 shader_addline(ins
->ctx
->buffer
, "tmp0.w = 1.0;\n");
3902 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3903 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
3904 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", dst_mask
);
3908 shader_glsl_scalar_op(ins
);
3911 static void shader_glsl_cast(const struct wined3d_shader_instruction
*ins
,
3912 const char *vector_constructor
, const char *scalar_constructor
)
3914 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
3915 struct glsl_src_param src_param
;
3916 unsigned int mask_size
;
3919 write_mask
= shader_glsl_append_dst(buffer
, ins
);
3920 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3921 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src_param
);
3924 shader_addline(buffer
, "%s%u(%s));\n", vector_constructor
, mask_size
, src_param
.param_str
);
3926 shader_addline(buffer
, "%s(%s));\n", scalar_constructor
, src_param
.param_str
);
3929 static void shader_glsl_to_int(const struct wined3d_shader_instruction
*ins
)
3931 shader_glsl_cast(ins
, "ivec", "int");
3934 static void shader_glsl_to_uint(const struct wined3d_shader_instruction
*ins
)
3936 shader_glsl_cast(ins
, "uvec", "uint");
3939 static void shader_glsl_to_float(const struct wined3d_shader_instruction
*ins
)
3941 shader_glsl_cast(ins
, "vec", "float");
3944 /** Process signed comparison opcodes in GLSL. */
3945 static void shader_glsl_compare(const struct wined3d_shader_instruction
*ins
)
3947 struct glsl_src_param src0_param
;
3948 struct glsl_src_param src1_param
;
3950 unsigned int mask_size
;
3952 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
3953 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
3954 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
3955 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
3957 if (mask_size
> 1) {
3958 const char *compare
;
3960 switch(ins
->handler_idx
)
3962 case WINED3DSIH_SLT
: compare
= "lessThan"; break;
3963 case WINED3DSIH_SGE
: compare
= "greaterThanEqual"; break;
3964 default: compare
= "";
3965 FIXME("Can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3968 shader_addline(ins
->ctx
->buffer
, "vec%d(%s(%s, %s)));\n", mask_size
, compare
,
3969 src0_param
.param_str
, src1_param
.param_str
);
3971 switch(ins
->handler_idx
)
3973 case WINED3DSIH_SLT
:
3974 /* Step(src0, src1) is not suitable here because if src0 == src1 SLT is supposed,
3975 * to return 0.0 but step returns 1.0 because step is not < x
3976 * An alternative is a bvec compare padded with an unused second component.
3977 * step(src1 * -1.0, src0 * -1.0) is not an option because it suffers from the same
3978 * issue. Playing with not() is not possible either because not() does not accept
3981 shader_addline(ins
->ctx
->buffer
, "(%s < %s) ? 1.0 : 0.0);\n",
3982 src0_param
.param_str
, src1_param
.param_str
);
3984 case WINED3DSIH_SGE
:
3985 /* Here we can use the step() function and safe a conditional */
3986 shader_addline(ins
->ctx
->buffer
, "step(%s, %s));\n", src1_param
.param_str
, src0_param
.param_str
);
3989 FIXME("Can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
3995 static void shader_glsl_conditional_move(const struct wined3d_shader_instruction
*ins
)
3997 const char *condition_prefix
, *condition_suffix
;
3998 struct wined3d_shader_dst_param dst
;
3999 struct glsl_src_param src0_param
;
4000 struct glsl_src_param src1_param
;
4001 struct glsl_src_param src2_param
;
4002 BOOL temp_destination
= FALSE
;
4003 DWORD cmp_channel
= 0;
4008 switch (ins
->handler_idx
)
4010 case WINED3DSIH_CMP
:
4011 condition_prefix
= "";
4012 condition_suffix
= " >= 0.0";
4015 case WINED3DSIH_CND
:
4016 condition_prefix
= "";
4017 condition_suffix
= " > 0.5";
4020 case WINED3DSIH_MOVC
:
4021 condition_prefix
= "bool(";
4022 condition_suffix
= ")";
4026 FIXME("Unhandled instruction %#x.\n", ins
->handler_idx
);
4027 condition_prefix
= "<unhandled prefix>";
4028 condition_suffix
= "<unhandled suffix>";
4032 if (shader_is_scalar(&ins
->dst
[0].reg
) || shader_is_scalar(&ins
->src
[0].reg
))
4034 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4035 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4036 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4037 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4039 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
4040 condition_prefix
, src0_param
.param_str
, condition_suffix
,
4041 src1_param
.param_str
, src2_param
.param_str
);
4047 /* Splitting the instruction up in multiple lines imposes a problem:
4048 * The first lines may overwrite source parameters of the following lines.
4049 * Deal with that by using a temporary destination register if needed. */
4050 if ((ins
->src
[0].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
4051 && ins
->src
[0].reg
.type
== dst
.reg
.type
)
4052 || (ins
->src
[1].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
4053 && ins
->src
[1].reg
.type
== dst
.reg
.type
)
4054 || (ins
->src
[2].reg
.idx
[0].offset
== dst
.reg
.idx
[0].offset
4055 && ins
->src
[2].reg
.type
== dst
.reg
.type
))
4056 temp_destination
= TRUE
;
4058 /* Cycle through all source0 channels. */
4059 for (i
= 0; i
< 4; ++i
)
4062 /* Find the destination channels which use the current source0 channel. */
4063 for (j
= 0; j
< 4; ++j
)
4065 if (((ins
->src
[0].swizzle
>> (2 * j
)) & 0x3) == i
)
4067 write_mask
|= WINED3DSP_WRITEMASK_0
<< j
;
4068 cmp_channel
= WINED3DSP_WRITEMASK_0
<< j
;
4071 dst
.write_mask
= ins
->dst
[0].write_mask
& write_mask
;
4073 if (temp_destination
)
4075 if (!(write_mask
= shader_glsl_get_write_mask(&dst
, mask_char
)))
4077 shader_addline(ins
->ctx
->buffer
, "tmp0%s = (", mask_char
);
4079 else if (!(write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &dst
, dst
.reg
.data_type
)))
4082 shader_glsl_add_src_param(ins
, &ins
->src
[0], cmp_channel
, &src0_param
);
4083 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4084 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4086 shader_addline(ins
->ctx
->buffer
, "%s%s%s ? %s : %s);\n",
4087 condition_prefix
, src0_param
.param_str
, condition_suffix
,
4088 src1_param
.param_str
, src2_param
.param_str
);
4091 if (temp_destination
)
4093 shader_glsl_get_write_mask(&ins
->dst
[0], mask_char
);
4094 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4095 shader_addline(ins
->ctx
->buffer
, "tmp0%s);\n", mask_char
);
4099 /** Process the CND opcode in GLSL (dst = (src0 > 0.5) ? src1 : src2) */
4100 /* For ps 1.1-1.3, only a single component of src0 is used. For ps 1.4
4101 * the compare is done per component of src0. */
4102 static void shader_glsl_cnd(const struct wined3d_shader_instruction
*ins
)
4104 struct glsl_src_param src0_param
;
4105 struct glsl_src_param src1_param
;
4106 struct glsl_src_param src2_param
;
4108 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
4109 ins
->ctx
->reg_maps
->shader_version
.minor
);
4111 if (shader_version
< WINED3D_SHADER_VERSION(1, 4))
4113 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4114 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4115 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4116 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4118 if (ins
->coissue
&& ins
->dst
->write_mask
!= WINED3DSP_WRITEMASK_3
)
4119 shader_addline(ins
->ctx
->buffer
, "%s /* COISSUE! */);\n", src1_param
.param_str
);
4121 shader_addline(ins
->ctx
->buffer
, "%s > 0.5 ? %s : %s);\n",
4122 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
4126 shader_glsl_conditional_move(ins
);
4129 /** GLSL code generation for WINED3DSIO_MAD: Multiply the first 2 opcodes, then add the last */
4130 static void shader_glsl_mad(const struct wined3d_shader_instruction
*ins
)
4132 struct glsl_src_param src0_param
;
4133 struct glsl_src_param src1_param
;
4134 struct glsl_src_param src2_param
;
4137 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4138 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4139 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4140 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4141 shader_addline(ins
->ctx
->buffer
, "(%s * %s) + %s);\n",
4142 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
4145 /* Handles transforming all WINED3DSIO_M?x? opcodes for
4146 Vertex shaders to GLSL codes */
4147 static void shader_glsl_mnxn(const struct wined3d_shader_instruction
*ins
)
4150 int nComponents
= 0;
4151 struct wined3d_shader_dst_param tmp_dst
= {{0}};
4152 struct wined3d_shader_src_param tmp_src
[2] = {{{0}}};
4153 struct wined3d_shader_instruction tmp_ins
;
4155 memset(&tmp_ins
, 0, sizeof(tmp_ins
));
4157 /* Set constants for the temporary argument */
4158 tmp_ins
.ctx
= ins
->ctx
;
4159 tmp_ins
.dst_count
= 1;
4160 tmp_ins
.dst
= &tmp_dst
;
4161 tmp_ins
.src_count
= 2;
4162 tmp_ins
.src
= tmp_src
;
4164 switch(ins
->handler_idx
)
4166 case WINED3DSIH_M4x4
:
4168 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
4170 case WINED3DSIH_M4x3
:
4172 tmp_ins
.handler_idx
= WINED3DSIH_DP4
;
4174 case WINED3DSIH_M3x4
:
4176 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
4178 case WINED3DSIH_M3x3
:
4180 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
4182 case WINED3DSIH_M3x2
:
4184 tmp_ins
.handler_idx
= WINED3DSIH_DP3
;
4190 tmp_dst
= ins
->dst
[0];
4191 tmp_src
[0] = ins
->src
[0];
4192 tmp_src
[1] = ins
->src
[1];
4193 for (i
= 0; i
< nComponents
; ++i
)
4195 tmp_dst
.write_mask
= WINED3DSP_WRITEMASK_0
<< i
;
4196 shader_glsl_dot(&tmp_ins
);
4197 ++tmp_src
[1].reg
.idx
[0].offset
;
4202 The LRP instruction performs a component-wise linear interpolation
4203 between the second and third operands using the first operand as the
4204 blend factor. Equation: (dst = src2 + src0 * (src1 - src2))
4205 This is equivalent to mix(src2, src1, src0);
4207 static void shader_glsl_lrp(const struct wined3d_shader_instruction
*ins
)
4209 struct glsl_src_param src0_param
;
4210 struct glsl_src_param src1_param
;
4211 struct glsl_src_param src2_param
;
4214 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4216 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4217 shader_glsl_add_src_param(ins
, &ins
->src
[1], write_mask
, &src1_param
);
4218 shader_glsl_add_src_param(ins
, &ins
->src
[2], write_mask
, &src2_param
);
4220 shader_addline(ins
->ctx
->buffer
, "mix(%s, %s, %s));\n",
4221 src2_param
.param_str
, src1_param
.param_str
, src0_param
.param_str
);
4224 /** Process the WINED3DSIO_LIT instruction in GLSL:
4225 * dst.x = dst.w = 1.0
4226 * dst.y = (src0.x > 0) ? src0.x
4227 * dst.z = (src0.x > 0) ? ((src0.y > 0) ? pow(src0.y, src.w) : 0) : 0
4228 * where src.w is clamped at +- 128
4230 static void shader_glsl_lit(const struct wined3d_shader_instruction
*ins
)
4232 struct glsl_src_param src0_param
;
4233 struct glsl_src_param src1_param
;
4234 struct glsl_src_param src3_param
;
4237 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4238 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4240 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4241 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src1_param
);
4242 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &src3_param
);
4244 /* The sdk specifies the instruction like this
4246 * if(src.x > 0.0) dst.y = src.x
4248 * if(src.x > 0.0 && src.y > 0.0) dst.z = pow(src.y, power);
4251 * (where power = src.w clamped between -128 and 128)
4253 * Obviously that has quite a few conditionals in it which we don't like. So the first step is this:
4254 * dst.x = 1.0 ... No further explanation needed
4255 * dst.y = max(src.y, 0.0); ... If x < 0.0, use 0.0, otherwise x. Same as the conditional
4256 * dst.z = x > 0.0 ? pow(max(y, 0.0), p) : 0; ... 0 ^ power is 0, and otherwise we use y anyway
4257 * dst.w = 1.0. ... Nothing fancy.
4259 * So we still have one conditional in there. So do this:
4260 * dst.z = pow(max(0.0, src.y) * step(0.0, src.x), power);
4262 * 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),
4263 * 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.
4264 * if both x and y are > 0, we get pow(y * 1.0, power), as it is supposed to.
4266 * Unfortunately pow(0.0 ^ 0.0) returns NaN on most GPUs, but lit with src.y = 0 and src.w = 0 returns
4267 * a non-NaN value in dst.z. What we return doesn't matter, as long as it is not NaN. Return 0, which is
4268 * what all Windows HW drivers and GL_ARB_vertex_program's LIT do.
4270 shader_addline(ins
->ctx
->buffer
,
4271 "vec4(1.0, max(%s, 0.0), %s == 0.0 ? 0.0 : "
4272 "pow(max(0.0, %s) * step(0.0, %s), clamp(%s, -128.0, 128.0)), 1.0)%s);\n",
4273 src0_param
.param_str
, src3_param
.param_str
, src1_param
.param_str
,
4274 src0_param
.param_str
, src3_param
.param_str
, dst_mask
);
4277 /** Process the WINED3DSIO_DST instruction in GLSL:
4279 * dst.y = src0.x * src0.y
4283 static void shader_glsl_dst(const struct wined3d_shader_instruction
*ins
)
4285 struct glsl_src_param src0y_param
;
4286 struct glsl_src_param src0z_param
;
4287 struct glsl_src_param src1y_param
;
4288 struct glsl_src_param src1w_param
;
4291 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4292 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4294 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_1
, &src0y_param
);
4295 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &src0z_param
);
4296 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_1
, &src1y_param
);
4297 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_3
, &src1w_param
);
4299 shader_addline(ins
->ctx
->buffer
, "vec4(1.0, %s * %s, %s, %s))%s;\n",
4300 src0y_param
.param_str
, src1y_param
.param_str
, src0z_param
.param_str
, src1w_param
.param_str
, dst_mask
);
4303 /** Process the WINED3DSIO_SINCOS instruction in GLSL:
4304 * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware
4305 * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params.
4307 * dst.x = cos(src0.?)
4308 * dst.y = sin(src0.?)
4312 static void shader_glsl_sincos(const struct wined3d_shader_instruction
*ins
)
4314 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4315 struct glsl_src_param src0_param
;
4318 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
4320 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4322 write_mask
= shader_glsl_append_dst(buffer
, ins
);
4325 case WINED3DSP_WRITEMASK_0
:
4326 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
4329 case WINED3DSP_WRITEMASK_1
:
4330 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
4333 case (WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
):
4334 shader_addline(buffer
, "vec2(cos(%s), sin(%s)));\n",
4335 src0_param
.param_str
, src0_param
.param_str
);
4339 ERR("Write mask should be .x, .y or .xy\n");
4346 if (ins
->dst
[0].reg
.type
!= WINED3DSPR_NULL
)
4349 if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
4353 write_mask
= shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
4354 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4355 shader_addline(buffer
, "tmp0%s = sin(%s);\n", dst_mask
, src0_param
.param_str
);
4357 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
4358 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4359 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
4361 shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
4362 shader_addline(buffer
, "tmp0%s);\n", dst_mask
);
4366 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[0], ins
->dst
[0].reg
.data_type
);
4367 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4368 shader_addline(buffer
, "sin(%s));\n", src0_param
.param_str
);
4371 else if (ins
->dst
[1].reg
.type
!= WINED3DSPR_NULL
)
4373 write_mask
= shader_glsl_append_dst_ext(buffer
, ins
, &ins
->dst
[1], ins
->dst
[1].reg
.data_type
);
4374 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4375 shader_addline(buffer
, "cos(%s));\n", src0_param
.param_str
);
4379 /* sgn in vs_2_0 has 2 extra parameters(registers for temporary storage) which we don't use
4380 * here. But those extra parameters require a dedicated function for sgn, since map2gl would
4381 * generate invalid code
4383 static void shader_glsl_sgn(const struct wined3d_shader_instruction
*ins
)
4385 struct glsl_src_param src0_param
;
4388 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
4389 shader_glsl_add_src_param(ins
, &ins
->src
[0], write_mask
, &src0_param
);
4391 shader_addline(ins
->ctx
->buffer
, "sign(%s));\n", src0_param
.param_str
);
4394 /** Process the WINED3DSIO_LOOP instruction in GLSL:
4395 * Start a for() loop where src1.y is the initial value of aL,
4396 * increment aL by src1.z for a total of src1.x iterations.
4397 * Need to use a temporary variable for this operation.
4399 /* FIXME: I don't think nested loops will work correctly this way. */
4400 static void shader_glsl_loop(const struct wined3d_shader_instruction
*ins
)
4402 struct wined3d_shader_parser_state
*state
= ins
->ctx
->state
;
4403 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
4404 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
4405 const struct wined3d_shader_lconst
*constant
;
4406 struct glsl_src_param src1_param
;
4407 const DWORD
*control_values
= NULL
;
4409 if (ins
->ctx
->reg_maps
->shader_version
.major
< 4)
4411 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_ALL
, &src1_param
);
4413 /* Try to hardcode the loop control parameters if possible. Direct3D 9
4414 * class hardware doesn't support real varying indexing, but Microsoft
4415 * designed this feature for Shader model 2.x+. If the loop control is
4416 * known at compile time, the GLSL compiler can unroll the loop, and
4417 * replace indirect addressing with direct addressing. */
4418 if (ins
->src
[1].reg
.type
== WINED3DSPR_CONSTINT
)
4420 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
4422 if (constant
->idx
== ins
->src
[1].reg
.idx
[0].offset
)
4424 control_values
= constant
->value
;
4432 struct wined3d_shader_loop_control loop_control
;
4433 loop_control
.count
= control_values
[0];
4434 loop_control
.start
= control_values
[1];
4435 loop_control
.step
= (int)control_values
[2];
4437 if (loop_control
.step
> 0)
4439 shader_addline(buffer
, "for (aL%u = %u; aL%u < (%u * %d + %u); aL%u += %d)\n{\n",
4440 state
->current_loop_depth
, loop_control
.start
,
4441 state
->current_loop_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
4442 state
->current_loop_depth
, loop_control
.step
);
4444 else if (loop_control
.step
< 0)
4446 shader_addline(buffer
, "for (aL%u = %u; aL%u > (%u * %d + %u); aL%u += %d)\n{\n",
4447 state
->current_loop_depth
, loop_control
.start
,
4448 state
->current_loop_depth
, loop_control
.count
, loop_control
.step
, loop_control
.start
,
4449 state
->current_loop_depth
, loop_control
.step
);
4453 shader_addline(buffer
, "for (aL%u = %u, tmpInt%u = 0; tmpInt%u < %u; tmpInt%u++)\n{\n",
4454 state
->current_loop_depth
, loop_control
.start
, state
->current_loop_depth
,
4455 state
->current_loop_depth
, loop_control
.count
,
4456 state
->current_loop_depth
);
4461 shader_addline(buffer
, "for (tmpInt%u = 0, aL%u = %s.y; tmpInt%u < %s.x; tmpInt%u++, aL%u += %s.z)\n{\n",
4462 state
->current_loop_depth
, state
->current_loop_reg
,
4463 src1_param
.reg_name
, state
->current_loop_depth
, src1_param
.reg_name
,
4464 state
->current_loop_depth
, state
->current_loop_reg
, src1_param
.reg_name
);
4467 ++state
->current_loop_reg
;
4471 shader_addline(buffer
, "for (;;)\n{\n");
4474 ++state
->current_loop_depth
;
4477 static void shader_glsl_end(const struct wined3d_shader_instruction
*ins
)
4479 struct wined3d_shader_parser_state
*state
= ins
->ctx
->state
;
4481 shader_addline(ins
->ctx
->buffer
, "}\n");
4483 if (ins
->handler_idx
== WINED3DSIH_ENDLOOP
)
4485 --state
->current_loop_depth
;
4486 --state
->current_loop_reg
;
4489 if (ins
->handler_idx
== WINED3DSIH_ENDREP
)
4491 --state
->current_loop_depth
;
4495 static void shader_glsl_rep(const struct wined3d_shader_instruction
*ins
)
4497 struct wined3d_shader_parser_state
*state
= ins
->ctx
->state
;
4498 const struct wined3d_shader
*shader
= ins
->ctx
->shader
;
4499 const struct wined3d_shader_lconst
*constant
;
4500 struct glsl_src_param src0_param
;
4501 const DWORD
*control_values
= NULL
;
4503 /* Try to hardcode local values to help the GLSL compiler to unroll and optimize the loop */
4504 if (ins
->src
[0].reg
.type
== WINED3DSPR_CONSTINT
)
4506 LIST_FOR_EACH_ENTRY(constant
, &shader
->constantsI
, struct wined3d_shader_lconst
, entry
)
4508 if (constant
->idx
== ins
->src
[0].reg
.idx
[0].offset
)
4510 control_values
= constant
->value
;
4518 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %d; tmpInt%d++) {\n",
4519 state
->current_loop_depth
, state
->current_loop_depth
,
4520 control_values
[0], state
->current_loop_depth
);
4524 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4525 shader_addline(ins
->ctx
->buffer
, "for (tmpInt%d = 0; tmpInt%d < %s; tmpInt%d++) {\n",
4526 state
->current_loop_depth
, state
->current_loop_depth
,
4527 src0_param
.param_str
, state
->current_loop_depth
);
4530 ++state
->current_loop_depth
;
4533 static void shader_glsl_switch(const struct wined3d_shader_instruction
*ins
)
4535 struct glsl_src_param src0_param
;
4537 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4538 shader_addline(ins
->ctx
->buffer
, "switch (%s)\n{\n", src0_param
.param_str
);
4541 static void shader_glsl_case(const struct wined3d_shader_instruction
*ins
)
4543 struct glsl_src_param src0_param
;
4545 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4546 shader_addline(ins
->ctx
->buffer
, "case %s:\n", src0_param
.param_str
);
4549 static void shader_glsl_default(const struct wined3d_shader_instruction
*ins
)
4551 shader_addline(ins
->ctx
->buffer
, "default:\n");
4554 static void shader_glsl_if(const struct wined3d_shader_instruction
*ins
)
4556 const char *condition
= (ins
->flags
== WINED3D_SHADER_CONDITIONAL_OP_NZ
) ? "bool" : "!bool";
4557 struct glsl_src_param src0_param
;
4559 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4560 shader_addline(ins
->ctx
->buffer
, "if (%s(%s)) {\n", condition
, src0_param
.param_str
);
4563 static void shader_glsl_ifc(const struct wined3d_shader_instruction
*ins
)
4565 struct glsl_src_param src0_param
;
4566 struct glsl_src_param src1_param
;
4568 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4569 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
4571 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) {\n",
4572 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
4575 static void shader_glsl_else(const struct wined3d_shader_instruction
*ins
)
4577 shader_addline(ins
->ctx
->buffer
, "} else {\n");
4580 static void shader_glsl_emit(const struct wined3d_shader_instruction
*ins
)
4582 unsigned int stream
= ins
->handler_idx
== WINED3DSIH_EMIT
? 0 : ins
->src
[0].reg
.idx
[0].offset
;
4584 shader_addline(ins
->ctx
->buffer
, "setup_gs_output(gs_out);\n");
4585 if (!ins
->ctx
->gl_info
->supported
[ARB_CLIP_CONTROL
])
4586 shader_glsl_fixup_position(ins
->ctx
->buffer
);
4589 shader_addline(ins
->ctx
->buffer
, "EmitVertex();\n");
4591 FIXME("Unhandled primitive stream %u.\n", stream
);
4594 static void shader_glsl_break(const struct wined3d_shader_instruction
*ins
)
4596 shader_addline(ins
->ctx
->buffer
, "break;\n");
4599 /* FIXME: According to MSDN the compare is done per component. */
4600 static void shader_glsl_breakc(const struct wined3d_shader_instruction
*ins
)
4602 struct glsl_src_param src0_param
;
4603 struct glsl_src_param src1_param
;
4605 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src0_param
);
4606 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
4608 shader_addline(ins
->ctx
->buffer
, "if (%s %s %s) break;\n",
4609 src0_param
.param_str
, shader_glsl_get_rel_op(ins
->flags
), src1_param
.param_str
);
4612 static void shader_glsl_breakp(const struct wined3d_shader_instruction
*ins
)
4614 const char *condition
= (ins
->flags
== WINED3D_SHADER_CONDITIONAL_OP_NZ
) ? "bool" : "!bool";
4615 struct glsl_src_param src_param
;
4617 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
4618 shader_addline(ins
->ctx
->buffer
, "if (%s(%s)) break;\n", condition
, src_param
.param_str
);
4621 static void shader_glsl_continue(const struct wined3d_shader_instruction
*ins
)
4623 shader_addline(ins
->ctx
->buffer
, "continue;\n");
4626 static void shader_glsl_label(const struct wined3d_shader_instruction
*ins
)
4628 shader_addline(ins
->ctx
->buffer
, "}\n");
4629 shader_addline(ins
->ctx
->buffer
, "void subroutine%u()\n{\n", ins
->src
[0].reg
.idx
[0].offset
);
4631 /* Subroutines appear at the end of the shader. */
4632 ins
->ctx
->state
->in_subroutine
= TRUE
;
4635 static void shader_glsl_call(const struct wined3d_shader_instruction
*ins
)
4637 shader_addline(ins
->ctx
->buffer
, "subroutine%u();\n", ins
->src
[0].reg
.idx
[0].offset
);
4640 static void shader_glsl_callnz(const struct wined3d_shader_instruction
*ins
)
4642 struct glsl_src_param src1_param
;
4644 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
, &src1_param
);
4645 shader_addline(ins
->ctx
->buffer
, "if (%s) subroutine%u();\n",
4646 src1_param
.param_str
, ins
->src
[0].reg
.idx
[0].offset
);
4649 static void shader_glsl_ret(const struct wined3d_shader_instruction
*ins
)
4651 const struct wined3d_shader_version
*version
= &ins
->ctx
->shader
->reg_maps
.shader_version
;
4653 if (version
->major
>= 4 && !ins
->ctx
->state
->in_subroutine
)
4655 shader_glsl_generate_shader_epilogue(ins
->ctx
);
4656 shader_addline(ins
->ctx
->buffer
, "return;\n");
4660 static void shader_glsl_tex(const struct wined3d_shader_instruction
*ins
)
4662 DWORD shader_version
= WINED3D_SHADER_VERSION(ins
->ctx
->reg_maps
->shader_version
.major
,
4663 ins
->ctx
->reg_maps
->shader_version
.minor
);
4664 struct glsl_sample_function sample_function
;
4665 DWORD sample_flags
= 0;
4667 DWORD mask
= 0, swizzle
;
4668 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
4670 /* 1.0-1.4: Use destination register as sampler source.
4671 * 2.0+: Use provided sampler source. */
4672 if (shader_version
< WINED3D_SHADER_VERSION(2,0))
4673 resource_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4675 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4677 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
4679 DWORD flags
= (priv
->cur_ps_args
->tex_transform
>> resource_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
4680 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
4681 enum wined3d_shader_resource_type resource_type
= ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
;
4683 /* Projected cube textures don't make a lot of sense, the resulting coordinates stay the same. */
4684 if (flags
& WINED3D_PSARGS_PROJECTED
&& resource_type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
4686 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
4687 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
4689 case WINED3D_TTFF_COUNT1
:
4690 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
4692 case WINED3D_TTFF_COUNT2
:
4693 mask
= WINED3DSP_WRITEMASK_1
;
4695 case WINED3D_TTFF_COUNT3
:
4696 mask
= WINED3DSP_WRITEMASK_2
;
4698 case WINED3D_TTFF_COUNT4
:
4699 case WINED3D_TTFF_DISABLE
:
4700 mask
= WINED3DSP_WRITEMASK_3
;
4705 else if (shader_version
< WINED3D_SHADER_VERSION(2,0))
4707 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
4709 if (src_mod
== WINED3DSPSM_DZ
) {
4710 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
4711 mask
= WINED3DSP_WRITEMASK_2
;
4712 } else if (src_mod
== WINED3DSPSM_DW
) {
4713 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
4714 mask
= WINED3DSP_WRITEMASK_3
;
4719 if ((ins
->flags
& WINED3DSI_TEXLD_PROJECT
)
4720 && ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
!= WINED3D_SHADER_RESOURCE_TEXTURE_CUBE
)
4722 /* ps 2.0 texldp instruction always divides by the fourth component. */
4723 sample_flags
|= WINED3D_GLSL_SAMPLE_PROJECTED
;
4724 mask
= WINED3DSP_WRITEMASK_3
;
4728 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, resource_idx
, sample_flags
, &sample_function
);
4729 mask
|= sample_function
.coord_mask
;
4730 sample_function
.coord_mask
= mask
;
4732 if (shader_version
< WINED3D_SHADER_VERSION(2,0)) swizzle
= WINED3DSP_NOSWIZZLE
;
4733 else swizzle
= ins
->src
[1].swizzle
;
4735 /* 1.0-1.3: Use destination register as coordinate source.
4736 1.4+: Use provided coordinate source register. */
4737 if (shader_version
< WINED3D_SHADER_VERSION(1,4))
4740 shader_glsl_write_mask_to_str(mask
, coord_mask
);
4741 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
, NULL
,
4742 "T%u%s", resource_idx
, coord_mask
);
4746 struct glsl_src_param coord_param
;
4747 shader_glsl_add_src_param(ins
, &ins
->src
[0], mask
, &coord_param
);
4748 if (ins
->flags
& WINED3DSI_TEXLD_BIAS
)
4750 struct glsl_src_param bias
;
4751 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &bias
);
4752 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, bias
.param_str
,
4753 NULL
, "%s", coord_param
.param_str
);
4755 shader_glsl_gen_sample_code(ins
, resource_idx
, &sample_function
, swizzle
, NULL
, NULL
, NULL
, NULL
,
4756 "%s", coord_param
.param_str
);
4759 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4762 static void shader_glsl_texldd(const struct wined3d_shader_instruction
*ins
)
4764 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
4765 struct glsl_src_param coord_param
, dx_param
, dy_param
;
4766 struct glsl_sample_function sample_function
;
4768 DWORD swizzle
= ins
->src
[1].swizzle
;
4770 if (!shader_glsl_has_core_grad(gl_info
, &ins
->ctx
->shader
->reg_maps
.shader_version
)
4771 && !gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
4773 FIXME("texldd used, but not supported by hardware. Falling back to regular tex\n");
4774 shader_glsl_tex(ins
);
4778 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4780 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, WINED3D_GLSL_SAMPLE_GRAD
, &sample_function
);
4781 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
4782 shader_glsl_add_src_param(ins
, &ins
->src
[2], sample_function
.deriv_mask
, &dx_param
);
4783 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.deriv_mask
, &dy_param
);
4785 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, dx_param
.param_str
, dy_param
.param_str
,
4786 NULL
, NULL
, "%s", coord_param
.param_str
);
4787 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4790 static void shader_glsl_texldl(const struct wined3d_shader_instruction
*ins
)
4792 const struct wined3d_shader_version
*shader_version
= &ins
->ctx
->reg_maps
->shader_version
;
4793 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
4794 struct glsl_src_param coord_param
, lod_param
;
4795 struct glsl_sample_function sample_function
;
4796 DWORD swizzle
= ins
->src
[1].swizzle
;
4799 sampler_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4801 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, WINED3D_GLSL_SAMPLE_LOD
, &sample_function
);
4802 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
4804 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
4806 if (shader_version
->type
== WINED3D_SHADER_TYPE_PIXEL
&& !shader_glsl_has_core_grad(gl_info
, shader_version
)
4807 && !gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
4809 /* Plain GLSL only supports Lod sampling functions in vertex shaders.
4810 * However, the NVIDIA drivers allow them in fragment shaders as well,
4811 * even without the appropriate extension. */
4812 WARN("Using %s in fragment shader.\n", sample_function
.name
->buffer
);
4814 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, swizzle
, NULL
, NULL
, lod_param
.param_str
, NULL
,
4815 "%s", coord_param
.param_str
);
4816 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
4819 static unsigned int shader_glsl_find_sampler(const struct wined3d_shader_sampler_map
*sampler_map
,
4820 unsigned int resource_idx
, unsigned int sampler_idx
)
4822 struct wined3d_shader_sampler_map_entry
*entries
= sampler_map
->entries
;
4825 for (i
= 0; i
< sampler_map
->count
; ++i
)
4827 if (entries
[i
].resource_idx
== resource_idx
&& entries
[i
].sampler_idx
== sampler_idx
)
4828 return entries
[i
].bind_idx
;
4831 ERR("No GLSL sampler found for resource %u / sampler %u.\n", resource_idx
, sampler_idx
);
4836 static void shader_glsl_atomic(const struct wined3d_shader_instruction
*ins
)
4838 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
4839 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
4840 struct glsl_src_param image_coord_param
, image_data_param
;
4841 enum wined3d_shader_resource_type resource_type
;
4842 enum wined3d_data_type data_type
;
4843 unsigned int uav_idx
;
4847 switch (ins
->handler_idx
)
4849 case WINED3DSIH_ATOMIC_IADD
: op
= "imageAtomicAdd"; break;
4851 ERR("Unhandled opcode %#x.\n", ins
->handler_idx
);
4855 uav_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
4856 resource_type
= reg_maps
->uav_resource_info
[uav_idx
].type
;
4857 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
4859 ERR("Unexpected resource type %#x.\n", resource_type
);
4860 resource_type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
4862 data_type
= reg_maps
->uav_resource_info
[uav_idx
].data_type
;
4863 coord_mask
= (1u << resource_type_info
[resource_type
].coord_size
) - 1;
4865 shader_glsl_add_src_param(ins
, &ins
->src
[0], coord_mask
, &image_coord_param
);
4866 shader_glsl_add_src_param_ext(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_ALL
, &image_data_param
, data_type
);
4867 shader_addline(ins
->ctx
->buffer
, "%s(%s_image%u, %s, %s);\n",
4868 op
, shader_glsl_get_prefix(version
->type
), uav_idx
,
4869 image_coord_param
.param_str
, image_data_param
.param_str
);
4872 static void shader_glsl_ld_uav(const struct wined3d_shader_instruction
*ins
)
4874 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
4875 const struct wined3d_shader_version
*version
= ®_maps
->shader_version
;
4876 enum wined3d_shader_resource_type resource_type
;
4877 struct glsl_src_param image_coord_param
;
4878 enum wined3d_data_type data_type
;
4879 DWORD coord_mask
, write_mask
;
4880 unsigned int uav_idx
;
4881 char dst_swizzle
[6];
4883 uav_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4884 if (uav_idx
>= ARRAY_SIZE(reg_maps
->uav_resource_info
))
4886 ERR("Invalid UAV index %u.\n", uav_idx
);
4889 resource_type
= reg_maps
->uav_resource_info
[uav_idx
].type
;
4890 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
4892 ERR("Unexpected resource type %#x.\n", resource_type
);
4893 resource_type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
4895 data_type
= reg_maps
->uav_resource_info
[uav_idx
].data_type
;
4896 coord_mask
= (1u << resource_type_info
[resource_type
].coord_size
) - 1;
4898 write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], data_type
);
4899 shader_glsl_get_swizzle(&ins
->src
[1], FALSE
, write_mask
, dst_swizzle
);
4901 shader_glsl_add_src_param(ins
, &ins
->src
[0], coord_mask
, &image_coord_param
);
4902 shader_addline(ins
->ctx
->buffer
, "imageLoad(%s_image%u, %s)%s);\n",
4903 shader_glsl_get_prefix(version
->type
), uav_idx
, image_coord_param
.param_str
, dst_swizzle
);
4906 static void shader_glsl_resinfo(const struct wined3d_shader_instruction
*ins
)
4908 const struct wined3d_shader_version
*version
= &ins
->ctx
->reg_maps
->shader_version
;
4909 const struct wined3d_gl_info
*gl_info
= ins
->ctx
->gl_info
;
4910 enum wined3d_shader_resource_type resource_type
;
4911 enum wined3d_shader_register_type reg_type
;
4912 unsigned int resource_idx
, bind_idx
, i
;
4913 enum wined3d_data_type dst_data_type
;
4914 struct glsl_src_param lod_param
;
4915 char dst_swizzle
[6];
4918 dst_data_type
= ins
->dst
[0].reg
.data_type
;
4919 if (ins
->flags
== WINED3DSI_RESINFO_UINT
)
4920 dst_data_type
= WINED3D_DATA_UINT
;
4921 else if (ins
->flags
)
4922 FIXME("Unhandled flags %#x.\n", ins
->flags
);
4924 write_mask
= shader_glsl_append_dst_ext(ins
->ctx
->buffer
, ins
, &ins
->dst
[0], dst_data_type
);
4925 shader_glsl_get_swizzle(&ins
->src
[1], FALSE
, write_mask
, dst_swizzle
);
4927 reg_type
= ins
->src
[1].reg
.type
;
4928 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
4929 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &lod_param
);
4930 if (reg_type
== WINED3DSPR_RESOURCE
)
4932 resource_type
= ins
->ctx
->reg_maps
->resource_info
[resource_idx
].type
;
4933 bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
,
4934 resource_idx
, WINED3D_SAMPLER_DEFAULT
);
4938 resource_type
= ins
->ctx
->reg_maps
->uav_resource_info
[resource_idx
].type
;
4939 bind_idx
= resource_idx
;
4942 if (resource_type
>= ARRAY_SIZE(resource_type_info
))
4944 ERR("Unexpected resource type %#x.\n", resource_type
);
4945 resource_type
= WINED3D_SHADER_RESOURCE_TEXTURE_2D
;
4948 if (dst_data_type
== WINED3D_DATA_UINT
)
4949 shader_addline(ins
->ctx
->buffer
, "uvec4(");
4951 shader_addline(ins
->ctx
->buffer
, "vec4(");
4953 if (reg_type
== WINED3DSPR_RESOURCE
)
4955 shader_addline(ins
->ctx
->buffer
, "textureSize(%s_sampler%u, %s), ",
4956 shader_glsl_get_prefix(version
->type
), bind_idx
, lod_param
.param_str
);
4958 for (i
= 0; i
< 3 - resource_type_info
[resource_type
].resinfo_size
; ++i
)
4959 shader_addline(ins
->ctx
->buffer
, "0, ");
4961 if (gl_info
->supported
[ARB_TEXTURE_QUERY_LEVELS
])
4963 shader_addline(ins
->ctx
->buffer
, "textureQueryLevels(%s_sampler%u)",
4964 shader_glsl_get_prefix(version
->type
), bind_idx
);
4968 FIXME("textureQueryLevels is not supported, returning 1 mipmap level.\n");
4969 shader_addline(ins
->ctx
->buffer
, "1");
4974 shader_addline(ins
->ctx
->buffer
, "imageSize(%s_image%u), ",
4975 shader_glsl_get_prefix(version
->type
), bind_idx
);
4977 for (i
= 0; i
< 3 - resource_type_info
[resource_type
].resinfo_size
; ++i
)
4978 shader_addline(ins
->ctx
->buffer
, "0, ");
4980 /* For UAVs the returned miplevel count is always 1. */
4981 shader_addline(ins
->ctx
->buffer
, "1");
4984 shader_addline(ins
->ctx
->buffer
, ")%s);\n", dst_swizzle
);
4987 /* FIXME: The current implementation does not handle multisample textures correctly. */
4988 static void shader_glsl_ld(const struct wined3d_shader_instruction
*ins
)
4990 const struct wined3d_shader_reg_maps
*reg_maps
= ins
->ctx
->reg_maps
;
4991 unsigned int resource_idx
, sampler_idx
, sampler_bind_idx
;
4992 struct glsl_src_param coord_param
, lod_param
;
4993 struct glsl_sample_function sample_function
;
4994 DWORD flags
= WINED3D_GLSL_SAMPLE_LOAD
;
4997 if (wined3d_shader_instruction_has_texel_offset(ins
))
4998 flags
|= WINED3D_GLSL_SAMPLE_OFFSET
;
5000 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5001 sampler_idx
= WINED3D_SAMPLER_DEFAULT
;
5003 if (resource_idx
>= ARRAY_SIZE(reg_maps
->resource_info
))
5005 ERR("Invalid resource index %u.\n", resource_idx
);
5008 has_lod_param
= reg_maps
->resource_info
[resource_idx
].type
!= WINED3D_SHADER_RESOURCE_BUFFER
;
5010 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sampler_idx
, flags
, &sample_function
);
5011 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
5012 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_3
, &lod_param
);
5013 sampler_bind_idx
= shader_glsl_find_sampler(®_maps
->sampler_map
, resource_idx
, sampler_idx
);
5014 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, ins
->src
[1].swizzle
,
5015 NULL
, NULL
, has_lod_param
? lod_param
.param_str
: NULL
, &ins
->texel_offset
,
5016 "%s", coord_param
.param_str
);
5017 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5020 static void shader_glsl_sample(const struct wined3d_shader_instruction
*ins
)
5022 const char *lod_param_str
= NULL
, *dx_param_str
= NULL
, *dy_param_str
= NULL
;
5023 struct glsl_src_param coord_param
, lod_param
, dx_param
, dy_param
;
5024 unsigned int resource_idx
, sampler_idx
, sampler_bind_idx
;
5025 struct glsl_sample_function sample_function
;
5028 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_GRAD
)
5029 flags
|= WINED3D_GLSL_SAMPLE_GRAD
;
5030 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_LOD
)
5031 flags
|= WINED3D_GLSL_SAMPLE_LOD
;
5032 if (wined3d_shader_instruction_has_texel_offset(ins
))
5033 flags
|= WINED3D_GLSL_SAMPLE_OFFSET
;
5035 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5036 sampler_idx
= ins
->src
[2].reg
.idx
[0].offset
;
5038 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sampler_idx
, flags
, &sample_function
);
5039 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &coord_param
);
5041 switch (ins
->handler_idx
)
5043 case WINED3DSIH_SAMPLE
:
5045 case WINED3DSIH_SAMPLE_B
:
5046 shader_glsl_add_src_param(ins
, &ins
->src
[3], WINED3DSP_WRITEMASK_0
, &lod_param
);
5047 lod_param_str
= lod_param
.param_str
;
5049 case WINED3DSIH_SAMPLE_GRAD
:
5050 shader_glsl_add_src_param(ins
, &ins
->src
[3], sample_function
.deriv_mask
, &dx_param
);
5051 shader_glsl_add_src_param(ins
, &ins
->src
[4], sample_function
.deriv_mask
, &dy_param
);
5052 dx_param_str
= dx_param
.param_str
;
5053 dy_param_str
= dy_param
.param_str
;
5055 case WINED3DSIH_SAMPLE_LOD
:
5056 shader_glsl_add_src_param(ins
, &ins
->src
[3], WINED3DSP_WRITEMASK_0
, &lod_param
);
5057 lod_param_str
= lod_param
.param_str
;
5060 ERR("Unhandled opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
5064 sampler_bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
, resource_idx
, sampler_idx
);
5065 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, ins
->src
[1].swizzle
,
5066 dx_param_str
, dy_param_str
, lod_param_str
, &ins
->texel_offset
, "%s", coord_param
.param_str
);
5067 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5070 static void shader_glsl_sample_c(const struct wined3d_shader_instruction
*ins
)
5072 unsigned int resource_idx
, sampler_idx
, sampler_bind_idx
;
5073 struct glsl_src_param coord_param
, compare_param
;
5074 struct glsl_sample_function sample_function
;
5075 const char *lod_param
= NULL
;
5079 if (ins
->handler_idx
== WINED3DSIH_SAMPLE_C_LZ
)
5082 flags
|= WINED3D_GLSL_SAMPLE_LOD
;
5085 if (wined3d_shader_instruction_has_texel_offset(ins
))
5086 flags
|= WINED3D_GLSL_SAMPLE_OFFSET
;
5088 resource_idx
= ins
->src
[1].reg
.idx
[0].offset
;
5089 sampler_idx
= ins
->src
[2].reg
.idx
[0].offset
;
5091 shader_glsl_get_sample_function(ins
->ctx
, resource_idx
, sampler_idx
, flags
, &sample_function
);
5092 coord_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
5093 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
>> 1, &coord_param
);
5094 shader_glsl_add_src_param(ins
, &ins
->src
[3], WINED3DSP_WRITEMASK_0
, &compare_param
);
5095 sampler_bind_idx
= shader_glsl_find_sampler(&ins
->ctx
->reg_maps
->sampler_map
, resource_idx
, sampler_idx
);
5096 shader_glsl_gen_sample_code(ins
, sampler_bind_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
,
5097 NULL
, NULL
, lod_param
, &ins
->texel_offset
, "vec%u(%s, %s)",
5098 coord_size
, coord_param
.param_str
, compare_param
.param_str
);
5099 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5102 static void shader_glsl_texcoord(const struct wined3d_shader_instruction
*ins
)
5104 /* FIXME: Make this work for more than just 2D textures */
5105 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5106 DWORD write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
5108 if (!(ins
->ctx
->reg_maps
->shader_version
.major
== 1 && ins
->ctx
->reg_maps
->shader_version
.minor
== 4))
5112 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
5113 shader_addline(buffer
, "clamp(ffp_texcoord[%u], 0.0, 1.0)%s);\n",
5114 ins
->dst
[0].reg
.idx
[0].offset
, dst_mask
);
5118 enum wined3d_shader_src_modifier src_mod
= ins
->src
[0].modifiers
;
5119 DWORD reg
= ins
->src
[0].reg
.idx
[0].offset
;
5120 char dst_swizzle
[6];
5122 shader_glsl_get_swizzle(&ins
->src
[0], FALSE
, write_mask
, dst_swizzle
);
5124 if (src_mod
== WINED3DSPSM_DZ
|| src_mod
== WINED3DSPSM_DW
)
5126 unsigned int mask_size
= shader_glsl_get_write_mask_size(write_mask
);
5127 struct glsl_src_param div_param
;
5128 DWORD src_writemask
= src_mod
== WINED3DSPSM_DZ
? WINED3DSP_WRITEMASK_2
: WINED3DSP_WRITEMASK_3
;
5130 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_writemask
, &div_param
);
5133 shader_addline(buffer
, "ffp_texcoord[%u]%s / vec%d(%s));\n", reg
, dst_swizzle
, mask_size
, div_param
.param_str
);
5135 shader_addline(buffer
, "ffp_texcoord[%u]%s / %s);\n", reg
, dst_swizzle
, div_param
.param_str
);
5139 shader_addline(buffer
, "ffp_texcoord[%u]%s);\n", reg
, dst_swizzle
);
5144 /** Process the WINED3DSIO_TEXDP3TEX instruction in GLSL:
5145 * Take a 3-component dot product of the TexCoord[dstreg] and src,
5146 * then perform a 1D texture lookup from stage dstregnum, place into dst. */
5147 static void shader_glsl_texdp3tex(const struct wined3d_shader_instruction
*ins
)
5149 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
5150 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5151 struct glsl_sample_function sample_function
;
5152 struct glsl_src_param src0_param
;
5155 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5157 /* Do I have to take care about the projected bit? I don't think so, since the dp3 returns only one
5158 * scalar, and projected sampling would require 4.
5160 * It is a dependent read - not valid with conditional NP2 textures
5162 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
5163 mask_size
= shader_glsl_get_write_mask_size(sample_function
.coord_mask
);
5168 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
5169 NULL
, "dot(ffp_texcoord[%u].xyz, %s)", sampler_idx
, src0_param
.param_str
);
5173 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
5174 NULL
, "vec2(dot(ffp_texcoord[%u].xyz, %s), 0.0)", sampler_idx
, src0_param
.param_str
);
5178 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
,
5179 NULL
, "vec3(dot(ffp_texcoord[%u].xyz, %s), 0.0, 0.0)", sampler_idx
, src0_param
.param_str
);
5183 FIXME("Unexpected mask size %u\n", mask_size
);
5186 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5189 /** Process the WINED3DSIO_TEXDP3 instruction in GLSL:
5190 * Take a 3-component dot product of the TexCoord[dstreg] and src. */
5191 static void shader_glsl_texdp3(const struct wined3d_shader_instruction
*ins
)
5193 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
5194 DWORD dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
5195 struct glsl_src_param src0_param
;
5197 unsigned int mask_size
;
5199 dst_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
5200 mask_size
= shader_glsl_get_write_mask_size(dst_mask
);
5201 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5203 if (mask_size
> 1) {
5204 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(T%u.xyz, %s)));\n", mask_size
, dstreg
, src0_param
.param_str
);
5206 shader_addline(ins
->ctx
->buffer
, "dot(T%u.xyz, %s));\n", dstreg
, src0_param
.param_str
);
5210 /** Process the WINED3DSIO_TEXDEPTH instruction in GLSL:
5211 * Calculate the depth as dst.x / dst.y */
5212 static void shader_glsl_texdepth(const struct wined3d_shader_instruction
*ins
)
5214 struct glsl_dst_param dst_param
;
5216 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
5218 /* Tests show that texdepth never returns anything below 0.0, and that r5.y is clamped to 1.0.
5219 * Negative input is accepted, -0.25 / -0.5 returns 0.5. GL should clamp gl_FragDepth to [0;1], but
5220 * this doesn't always work, so clamp the results manually. Whether or not the x value is clamped at 1
5221 * too is irrelevant, since if x = 0, any y value < 1.0 (and > 1.0 is not allowed) results in a result
5224 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = clamp((%s.x / min(%s.y, 1.0)), 0.0, 1.0);\n",
5225 dst_param
.reg_name
, dst_param
.reg_name
);
5228 /** Process the WINED3DSIO_TEXM3X2DEPTH instruction in GLSL:
5229 * Last row of a 3x2 matrix multiply, use the result to calculate the depth:
5230 * Calculate tmp0.y = TexCoord[dstreg] . src.xyz; (tmp0.x has already been calculated)
5231 * depth = (tmp0.y == 0.0) ? 1.0 : tmp0.x / tmp0.y
5233 static void shader_glsl_texm3x2depth(const struct wined3d_shader_instruction
*ins
)
5235 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
5236 DWORD dstreg
= ins
->dst
[0].reg
.idx
[0].offset
;
5237 struct glsl_src_param src0_param
;
5239 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5241 shader_addline(ins
->ctx
->buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", dstreg
, src0_param
.param_str
);
5242 shader_addline(ins
->ctx
->buffer
, "gl_FragDepth = (tmp0.y == 0.0) ? 1.0 : clamp(tmp0.x / tmp0.y, 0.0, 1.0);\n");
5245 /** Process the WINED3DSIO_TEXM3X2PAD instruction in GLSL
5246 * Calculate the 1st of a 2-row matrix multiplication. */
5247 static void shader_glsl_texm3x2pad(const struct wined3d_shader_instruction
*ins
)
5249 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
5250 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
5251 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5252 struct glsl_src_param src0_param
;
5254 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5255 shader_addline(buffer
, "tmp0.x = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
5258 /** Process the WINED3DSIO_TEXM3X3PAD instruction in GLSL
5259 * Calculate the 1st or 2nd row of a 3-row matrix multiplication. */
5260 static void shader_glsl_texm3x3pad(const struct wined3d_shader_instruction
*ins
)
5262 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
5263 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5264 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
5265 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
5266 struct glsl_src_param src0_param
;
5268 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5269 shader_addline(buffer
, "tmp0.%c = dot(T%u.xyz, %s);\n", 'x' + tex_mx
->current_row
, reg
, src0_param
.param_str
);
5270 tex_mx
->texcoord_w
[tex_mx
->current_row
++] = reg
;
5273 static void shader_glsl_texm3x2tex(const struct wined3d_shader_instruction
*ins
)
5275 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
5276 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5277 struct glsl_sample_function sample_function
;
5278 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
5279 struct glsl_src_param src0_param
;
5281 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5282 shader_addline(buffer
, "tmp0.y = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
5284 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
5286 /* Sample the texture using the calculated coordinates */
5287 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
, "tmp0.xy");
5288 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5291 /** Process the WINED3DSIO_TEXM3X3TEX instruction in GLSL
5292 * Perform the 3rd row of a 3x3 matrix multiply, then sample the texture using the calculated coordinates */
5293 static void shader_glsl_texm3x3tex(const struct wined3d_shader_instruction
*ins
)
5295 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
5296 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
5297 struct glsl_sample_function sample_function
;
5298 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
5299 struct glsl_src_param src0_param
;
5301 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5302 shader_addline(ins
->ctx
->buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
5304 /* Dependent read, not valid with conditional NP2 */
5305 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
5307 /* Sample the texture using the calculated coordinates */
5308 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
, "tmp0.xyz");
5309 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5311 tex_mx
->current_row
= 0;
5314 /** Process the WINED3DSIO_TEXM3X3 instruction in GLSL
5315 * Perform the 3rd row of a 3x3 matrix multiply */
5316 static void shader_glsl_texm3x3(const struct wined3d_shader_instruction
*ins
)
5318 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
5319 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
5320 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
5321 struct glsl_src_param src0_param
;
5324 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5326 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
5327 shader_glsl_get_write_mask(&ins
->dst
[0], dst_mask
);
5328 shader_addline(ins
->ctx
->buffer
, "vec4(tmp0.xy, dot(T%u.xyz, %s), 1.0)%s);\n", reg
, src0_param
.param_str
, dst_mask
);
5330 tex_mx
->current_row
= 0;
5333 /* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL
5334 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
5335 static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction
*ins
)
5337 struct glsl_src_param src0_param
;
5338 struct glsl_src_param src1_param
;
5339 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5340 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
5341 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
5342 struct glsl_sample_function sample_function
;
5343 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
5346 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5347 shader_glsl_add_src_param(ins
, &ins
->src
[1], src_mask
, &src1_param
);
5349 /* Perform the last matrix multiply operation */
5350 shader_addline(buffer
, "tmp0.z = dot(T%u.xyz, %s);\n", reg
, src0_param
.param_str
);
5351 /* Reflection calculation */
5352 shader_addline(buffer
, "tmp0.xyz = -reflect((%s), normalize(tmp0.xyz));\n", src1_param
.param_str
);
5354 /* Dependent read, not valid with conditional NP2 */
5355 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
5356 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
5358 /* Sample the texture */
5359 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
5360 NULL
, NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
5361 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5363 tex_mx
->current_row
= 0;
5366 /* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL
5367 * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */
5368 static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction
*ins
)
5370 struct wined3d_string_buffer
*buffer
= ins
->ctx
->buffer
;
5371 struct wined3d_shader_tex_mx
*tex_mx
= ins
->ctx
->tex_mx
;
5372 DWORD src_mask
= WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
| WINED3DSP_WRITEMASK_2
;
5373 struct glsl_sample_function sample_function
;
5374 DWORD reg
= ins
->dst
[0].reg
.idx
[0].offset
;
5375 struct glsl_src_param src0_param
;
5378 shader_glsl_add_src_param(ins
, &ins
->src
[0], src_mask
, &src0_param
);
5380 /* Perform the last matrix multiply operation */
5381 shader_addline(buffer
, "tmp0.z = dot(vec3(T%u), vec3(%s));\n", reg
, src0_param
.param_str
);
5383 /* Construct the eye-ray vector from w coordinates */
5384 shader_addline(buffer
, "tmp1.xyz = normalize(vec3(ffp_texcoord[%u].w, ffp_texcoord[%u].w, ffp_texcoord[%u].w));\n",
5385 tex_mx
->texcoord_w
[0], tex_mx
->texcoord_w
[1], reg
);
5386 shader_addline(buffer
, "tmp0.xyz = -reflect(tmp1.xyz, normalize(tmp0.xyz));\n");
5388 /* Dependent read, not valid with conditional NP2 */
5389 shader_glsl_get_sample_function(ins
->ctx
, reg
, reg
, 0, &sample_function
);
5390 shader_glsl_write_mask_to_str(sample_function
.coord_mask
, coord_mask
);
5392 /* Sample the texture using the calculated coordinates */
5393 shader_glsl_gen_sample_code(ins
, reg
, &sample_function
, WINED3DSP_NOSWIZZLE
,
5394 NULL
, NULL
, NULL
, NULL
, "tmp0%s", coord_mask
);
5395 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5397 tex_mx
->current_row
= 0;
5400 /** Process the WINED3DSIO_TEXBEM instruction in GLSL.
5401 * Apply a fake bump map transform.
5402 * texbem is pshader <= 1.3 only, this saves a few version checks
5404 static void shader_glsl_texbem(const struct wined3d_shader_instruction
*ins
)
5406 const struct shader_glsl_ctx_priv
*priv
= ins
->ctx
->backend_data
;
5407 struct glsl_sample_function sample_function
;
5408 struct glsl_src_param coord_param
;
5414 sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5415 flags
= (priv
->cur_ps_args
->tex_transform
>> sampler_idx
* WINED3D_PSARGS_TEXTRANSFORM_SHIFT
)
5416 & WINED3D_PSARGS_TEXTRANSFORM_MASK
;
5418 /* Dependent read, not valid with conditional NP2 */
5419 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
5420 mask
= sample_function
.coord_mask
;
5422 shader_glsl_write_mask_to_str(mask
, coord_mask
);
5424 /* With projected textures, texbem only divides the static texture coord,
5425 * not the displacement, so we can't let GL handle this. */
5426 if (flags
& WINED3D_PSARGS_PROJECTED
)
5429 char coord_div_mask
[3];
5430 switch (flags
& ~WINED3D_PSARGS_PROJECTED
)
5432 case WINED3D_TTFF_COUNT1
:
5433 FIXME("WINED3D_TTFF_PROJECTED with WINED3D_TTFF_COUNT1?\n");
5435 case WINED3D_TTFF_COUNT2
:
5436 div_mask
= WINED3DSP_WRITEMASK_1
;
5438 case WINED3D_TTFF_COUNT3
:
5439 div_mask
= WINED3DSP_WRITEMASK_2
;
5441 case WINED3D_TTFF_COUNT4
:
5442 case WINED3D_TTFF_DISABLE
:
5443 div_mask
= WINED3DSP_WRITEMASK_3
;
5446 shader_glsl_write_mask_to_str(div_mask
, coord_div_mask
);
5447 shader_addline(ins
->ctx
->buffer
, "T%u%s /= T%u%s;\n", sampler_idx
, coord_mask
, sampler_idx
, coord_div_mask
);
5450 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &coord_param
);
5452 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
5453 "T%u%s + vec4(bumpenv_mat%u * %s, 0.0, 0.0)%s", sampler_idx
, coord_mask
, sampler_idx
,
5454 coord_param
.param_str
, coord_mask
);
5456 if (ins
->handler_idx
== WINED3DSIH_TEXBEML
)
5458 struct glsl_src_param luminance_param
;
5459 struct glsl_dst_param dst_param
;
5461 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_2
, &luminance_param
);
5462 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
5464 shader_addline(ins
->ctx
->buffer
, "%s%s *= (%s * bumpenv_lum_scale%u + bumpenv_lum_offset%u);\n",
5465 dst_param
.reg_name
, dst_param
.mask_str
,
5466 luminance_param
.param_str
, sampler_idx
, sampler_idx
);
5468 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5471 static void shader_glsl_bem(const struct wined3d_shader_instruction
*ins
)
5473 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5474 struct glsl_src_param src0_param
, src1_param
;
5476 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
5477 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
5479 shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
5480 shader_addline(ins
->ctx
->buffer
, "%s + bumpenv_mat%u * %s);\n",
5481 src0_param
.param_str
, sampler_idx
, src1_param
.param_str
);
5484 /** Process the WINED3DSIO_TEXREG2AR instruction in GLSL
5485 * Sample 2D texture at dst using the alpha & red (wx) components of src as texture coordinates */
5486 static void shader_glsl_texreg2ar(const struct wined3d_shader_instruction
*ins
)
5488 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5489 struct glsl_sample_function sample_function
;
5490 struct glsl_src_param src0_param
;
5492 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
5494 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
5495 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
5496 "%s.wx", src0_param
.reg_name
);
5497 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5500 /** Process the WINED3DSIO_TEXREG2GB instruction in GLSL
5501 * Sample 2D texture at dst using the green & blue (yz) components of src as texture coordinates */
5502 static void shader_glsl_texreg2gb(const struct wined3d_shader_instruction
*ins
)
5504 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5505 struct glsl_sample_function sample_function
;
5506 struct glsl_src_param src0_param
;
5508 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_ALL
, &src0_param
);
5510 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
5511 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
5512 "%s.yz", src0_param
.reg_name
);
5513 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5516 /** Process the WINED3DSIO_TEXREG2RGB instruction in GLSL
5517 * Sample texture at dst using the rgb (xyz) components of src as texture coordinates */
5518 static void shader_glsl_texreg2rgb(const struct wined3d_shader_instruction
*ins
)
5520 DWORD sampler_idx
= ins
->dst
[0].reg
.idx
[0].offset
;
5521 struct glsl_sample_function sample_function
;
5522 struct glsl_src_param src0_param
;
5524 /* Dependent read, not valid with conditional NP2 */
5525 shader_glsl_get_sample_function(ins
->ctx
, sampler_idx
, sampler_idx
, 0, &sample_function
);
5526 shader_glsl_add_src_param(ins
, &ins
->src
[0], sample_function
.coord_mask
, &src0_param
);
5528 shader_glsl_gen_sample_code(ins
, sampler_idx
, &sample_function
, WINED3DSP_NOSWIZZLE
, NULL
, NULL
, NULL
, NULL
,
5529 "%s", src0_param
.param_str
);
5530 shader_glsl_release_sample_function(ins
->ctx
, &sample_function
);
5533 /** Process the WINED3DSIO_TEXKILL instruction in GLSL.
5534 * If any of the first 3 components are < 0, discard this pixel */
5535 static void shader_glsl_texkill(const struct wined3d_shader_instruction
*ins
)
5537 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 4)
5539 struct glsl_src_param src_param
;
5541 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
, &src_param
);
5542 shader_addline(ins
->ctx
->buffer
, "if (bool(%s)) discard;\n", src_param
.param_str
);
5546 struct glsl_dst_param dst_param
;
5548 /* The argument is a destination parameter, and no writemasks are allowed */
5549 shader_glsl_add_dst_param(ins
, &ins
->dst
[0], &dst_param
);
5551 /* 2.0 shaders compare all 4 components in texkill. */
5552 if (ins
->ctx
->reg_maps
->shader_version
.major
>= 2)
5553 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyzw, vec4(0.0)))) discard;\n", dst_param
.reg_name
);
5554 /* 1.x shaders only compare the first 3 components, probably due to
5555 * the nature of the texkill instruction as a tex* instruction, and
5556 * phase, which kills all .w components. Even if all 4 components are
5557 * defined, only the first 3 are used. */
5559 shader_addline(ins
->ctx
->buffer
, "if (any(lessThan(%s.xyz, vec3(0.0)))) discard;\n", dst_param
.reg_name
);
5563 /** Process the WINED3DSIO_DP2ADD instruction in GLSL.
5564 * dst = dot2(src0, src1) + src2 */
5565 static void shader_glsl_dp2add(const struct wined3d_shader_instruction
*ins
)
5567 struct glsl_src_param src0_param
;
5568 struct glsl_src_param src1_param
;
5569 struct glsl_src_param src2_param
;
5571 unsigned int mask_size
;
5573 write_mask
= shader_glsl_append_dst(ins
->ctx
->buffer
, ins
);
5574 mask_size
= shader_glsl_get_write_mask_size(write_mask
);
5576 shader_glsl_add_src_param(ins
, &ins
->src
[0], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src0_param
);
5577 shader_glsl_add_src_param(ins
, &ins
->src
[1], WINED3DSP_WRITEMASK_0
| WINED3DSP_WRITEMASK_1
, &src1_param
);
5578 shader_glsl_add_src_param(ins
, &ins
->src
[2], WINED3DSP_WRITEMASK_0
, &src2_param
);
5580 if (mask_size
> 1) {
5581 shader_addline(ins
->ctx
->buffer
, "vec%d(dot(%s, %s) + %s));\n",
5582 mask_size
, src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
5584 shader_addline(ins
->ctx
->buffer
, "dot(%s, %s) + %s);\n",
5585 src0_param
.param_str
, src1_param
.param_str
, src2_param
.param_str
);
5589 static void shader_glsl_input_pack(const struct wined3d_shader
*shader
, struct wined3d_string_buffer
*buffer
,
5590 const struct wined3d_shader_signature
*input_signature
,
5591 const struct wined3d_shader_reg_maps
*reg_maps
,
5592 const struct ps_compile_args
*args
, const struct wined3d_gl_info
*gl_info
)
5596 for (i
= 0; i
< input_signature
->element_count
; ++i
)
5598 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
5599 const char *semantic_name
;
5604 if (!(reg_maps
->input_registers
& (1u << input
->register_idx
)))
5607 semantic_name
= input
->semantic_name
;
5608 semantic_idx
= input
->semantic_idx
;
5609 shader_glsl_write_mask_to_str(input
->mask
, reg_mask
);
5611 if (args
->vp_mode
== vertexshader
)
5613 if (input
->sysval_semantic
== WINED3D_SV_POSITION
&& !semantic_idx
)
5615 shader_addline(buffer
, "ps_in[%u]%s = vpos%s;\n",
5616 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
5618 else if (args
->pointsprite
&& shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
5620 shader_addline(buffer
, "ps_in[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", input
->register_idx
);
5622 else if (input
->sysval_semantic
== WINED3D_SV_IS_FRONT_FACE
)
5624 shader_addline(buffer
, "ps_in[%u] = vec4("
5625 "uintBitsToFloat(gl_FrontFacing ? 0xffffffffu : 0u), 0.0, 0.0, 0.0);\n",
5626 input
->register_idx
);
5630 if (input
->sysval_semantic
)
5631 FIXME("Unhandled sysval semantic %#x.\n", input
->sysval_semantic
);
5632 shader_addline(buffer
, "ps_in[%u]%s = ps_link[%u]%s;\n",
5633 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
,
5634 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
);
5637 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
5639 if (args
->pointsprite
)
5640 shader_addline(buffer
, "ps_in[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n",
5641 shader
->u
.ps
.input_reg_map
[input
->register_idx
]);
5642 else if (args
->vp_mode
== pretransformed
&& args
->texcoords_initialized
& (1u << semantic_idx
))
5643 shader_addline(buffer
, "ps_in[%u]%s = %s[%u]%s;\n",
5644 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
,
5645 gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
]
5646 ? "gl_TexCoord" : "ffp_varying_texcoord", semantic_idx
, reg_mask
);
5648 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
5649 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
5651 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
))
5654 shader_addline(buffer
, "ps_in[%u]%s = vec4(ffp_varying_diffuse)%s;\n",
5655 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
5656 else if (semantic_idx
== 1)
5657 shader_addline(buffer
, "ps_in[%u]%s = vec4(ffp_varying_specular)%s;\n",
5658 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
5660 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
5661 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
5665 shader_addline(buffer
, "ps_in[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
5666 shader
->u
.ps
.input_reg_map
[input
->register_idx
], reg_mask
, reg_mask
);
5671 static void add_glsl_program_entry(struct shader_glsl_priv
*priv
, struct glsl_shader_prog_link
*entry
)
5673 struct glsl_program_key key
;
5675 key
.vs_id
= entry
->vs
.id
;
5676 key
.gs_id
= entry
->gs
.id
;
5677 key
.ps_id
= entry
->ps
.id
;
5679 if (wine_rb_put(&priv
->program_lookup
, &key
, &entry
->program_lookup_entry
) == -1)
5681 ERR("Failed to insert program entry.\n");
5685 static struct glsl_shader_prog_link
*get_glsl_program_entry(const struct shader_glsl_priv
*priv
,
5686 GLuint vs_id
, GLuint gs_id
, GLuint ps_id
)
5688 struct wine_rb_entry
*entry
;
5689 struct glsl_program_key key
;
5695 entry
= wine_rb_get(&priv
->program_lookup
, &key
);
5696 return entry
? WINE_RB_ENTRY_VALUE(entry
, struct glsl_shader_prog_link
, program_lookup_entry
) : NULL
;
5699 /* Context activation is done by the caller. */
5700 static void delete_glsl_program_entry(struct shader_glsl_priv
*priv
, const struct wined3d_gl_info
*gl_info
,
5701 struct glsl_shader_prog_link
*entry
)
5703 wine_rb_remove(&priv
->program_lookup
, &entry
->program_lookup_entry
);
5705 GL_EXTCALL(glDeleteProgram(entry
->id
));
5707 list_remove(&entry
->vs
.shader_entry
);
5709 list_remove(&entry
->gs
.shader_entry
);
5711 list_remove(&entry
->ps
.shader_entry
);
5712 HeapFree(GetProcessHeap(), 0, entry
);
5715 static void shader_glsl_setup_vs3_output(struct shader_glsl_priv
*priv
,
5716 const struct wined3d_gl_info
*gl_info
, const DWORD
*map
,
5717 const struct wined3d_shader_signature
*input_signature
,
5718 const struct wined3d_shader_reg_maps
*reg_maps_in
,
5719 const struct wined3d_shader_signature
*output_signature
,
5720 const struct wined3d_shader_reg_maps
*reg_maps_out
, const char *out_array_name
)
5722 struct wined3d_string_buffer
*destination
= string_buffer_get(&priv
->string_buffers
);
5723 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
5724 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
5725 unsigned int in_count
= vec4_varyings(3, gl_info
);
5726 unsigned int max_varyings
= legacy_context
? in_count
+ 2 : in_count
;
5727 DWORD in_idx
, *set
= NULL
;
5731 set
= wined3d_calloc(max_varyings
, sizeof(*set
));
5733 for (i
= 0; i
< input_signature
->element_count
; ++i
)
5735 const struct wined3d_shader_signature_element
*input
= &input_signature
->elements
[i
];
5737 if (!(reg_maps_in
->input_registers
& (1u << input
->register_idx
)))
5740 in_idx
= map
[input
->register_idx
];
5741 /* Declared, but not read register */
5744 if (in_idx
>= max_varyings
)
5746 FIXME("More input varyings declared than supported, expect issues.\n");
5750 if (in_idx
== in_count
)
5751 string_buffer_sprintf(destination
, "gl_FrontColor");
5752 else if (in_idx
== in_count
+ 1)
5753 string_buffer_sprintf(destination
, "gl_FrontSecondaryColor");
5755 string_buffer_sprintf(destination
, "%s[%u]", out_array_name
, in_idx
);
5760 for (j
= 0; j
< output_signature
->element_count
; ++j
)
5762 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[j
];
5765 if (!(reg_maps_out
->output_registers
& (1u << output
->register_idx
))
5766 || input
->semantic_idx
!= output
->semantic_idx
5767 || strcmp(input
->semantic_name
, output
->semantic_name
)
5768 || !(mask
= input
->mask
& output
->mask
))
5771 if (set
[in_idx
] == ~0u)
5773 set
[in_idx
] |= mask
& reg_maps_out
->u
.output_registers_mask
[output
->register_idx
];
5774 shader_glsl_write_mask_to_str(mask
, reg_mask
);
5776 shader_addline(buffer
, "%s%s = shader_out[%u]%s;\n",
5777 destination
->buffer
, reg_mask
, output
->register_idx
, reg_mask
);
5781 for (i
= 0; i
< max_varyings
; ++i
)
5785 if (!set
[i
] || set
[i
] == WINED3DSP_WRITEMASK_ALL
)
5792 if (!(set
[i
] & WINED3DSP_WRITEMASK_0
))
5793 reg_mask
[size
++] = 'x';
5794 if (!(set
[i
] & WINED3DSP_WRITEMASK_1
))
5795 reg_mask
[size
++] = 'y';
5796 if (!(set
[i
] & WINED3DSP_WRITEMASK_2
))
5797 reg_mask
[size
++] = 'z';
5798 if (!(set
[i
] & WINED3DSP_WRITEMASK_3
))
5799 reg_mask
[size
++] = 'w';
5800 reg_mask
[size
] = '\0';
5803 string_buffer_sprintf(destination
, "gl_FrontColor");
5804 else if (i
== in_count
+ 1)
5805 string_buffer_sprintf(destination
, "gl_FrontSecondaryColor");
5807 string_buffer_sprintf(destination
, "%s[%u]", out_array_name
, i
);
5810 shader_addline(buffer
, "%s.%s = 0.0;\n", destination
->buffer
, reg_mask
);
5812 shader_addline(buffer
, "%s.%s = vec%u(0.0);\n", destination
->buffer
, reg_mask
, size
);
5815 HeapFree(GetProcessHeap(), 0, set
);
5816 string_buffer_release(&priv
->string_buffers
, destination
);
5819 static void shader_glsl_setup_sm4_shader_output(struct shader_glsl_priv
*priv
,
5820 unsigned int input_count
, const struct wined3d_shader_signature
*output_signature
,
5821 const struct wined3d_shader_reg_maps
*reg_maps_out
, const char *out_array_name
)
5823 struct wined3d_string_buffer
*destination
= string_buffer_get(&priv
->string_buffers
);
5824 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
5828 for (i
= 0; i
< output_signature
->element_count
; ++i
)
5830 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[i
];
5832 if (!(reg_maps_out
->output_registers
& (1u << output
->register_idx
)))
5835 if (output
->register_idx
>= input_count
)
5838 string_buffer_sprintf(destination
, "%s[%u]", out_array_name
, output
->register_idx
);
5840 shader_glsl_write_mask_to_str(output
->mask
, reg_mask
);
5842 shader_addline(buffer
, "%s%s = shader_out[%u]%s;\n",
5843 destination
->buffer
, reg_mask
, output
->register_idx
, reg_mask
);
5846 string_buffer_release(&priv
->string_buffers
, destination
);
5849 /* Context activation is done by the caller. */
5850 static void shader_glsl_generate_vs_gs_setup(struct shader_glsl_priv
*priv
,
5851 const struct wined3d_shader
*vs
, unsigned int input_count
,
5852 const struct wined3d_gl_info
*gl_info
)
5854 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
5855 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
5858 shader_addline(buffer
, "varying out vec4 gs_in[%u];\n", input_count
);
5860 shader_addline(buffer
, "out vs_gs_iface { vec4 gs_in[%u]; } gs_in;\n", input_count
);
5861 shader_addline(buffer
, "void setup_vs_output(in vec4 shader_out[%u])\n{\n", vs
->limits
->packed_output
);
5863 shader_glsl_setup_sm4_shader_output(priv
, input_count
, &vs
->output_signature
, &vs
->reg_maps
,
5864 legacy_context
? "gs_in" : "gs_in.gs_in");
5866 shader_addline(buffer
, "}\n");
5869 static void shader_glsl_setup_sm3_rasterizer_input(struct shader_glsl_priv
*priv
,
5870 const struct wined3d_gl_info
*gl_info
, const DWORD
*map
,
5871 const struct wined3d_shader_signature
*input_signature
,
5872 const struct wined3d_shader_reg_maps
*reg_maps_in
, unsigned int input_count
,
5873 const struct wined3d_shader_signature
*output_signature
,
5874 const struct wined3d_shader_reg_maps
*reg_maps_out
, BOOL per_vertex_point_size
)
5876 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
5877 const char *semantic_name
;
5882 /* First, sort out position and point size system values. */
5883 for (i
= 0; i
< output_signature
->element_count
; ++i
)
5885 const struct wined3d_shader_signature_element
*output
= &output_signature
->elements
[i
];
5887 if (!(reg_maps_out
->output_registers
& (1u << output
->register_idx
)))
5890 semantic_name
= output
->semantic_name
;
5891 semantic_idx
= output
->semantic_idx
;
5892 shader_glsl_write_mask_to_str(output
->mask
, reg_mask
);
5894 if (output
->sysval_semantic
== WINED3D_SV_POSITION
&& !semantic_idx
)
5896 shader_addline(buffer
, "gl_Position%s = shader_out[%u]%s;\n",
5897 reg_mask
, output
->register_idx
, reg_mask
);
5899 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
) && per_vertex_point_size
)
5901 shader_addline(buffer
, "gl_PointSize = clamp(shader_out[%u].%c, "
5902 "ffp_point.size_min, ffp_point.size_max);\n", output
->register_idx
, reg_mask
[1]);
5904 else if (output
->sysval_semantic
)
5906 FIXME("Unhandled sysval semantic %#x.\n", output
->sysval_semantic
);
5910 /* Then, setup the pixel shader input. */
5911 if (reg_maps_out
->shader_version
.major
< 4)
5912 shader_glsl_setup_vs3_output(priv
, gl_info
, map
, input_signature
, reg_maps_in
,
5913 output_signature
, reg_maps_out
, "ps_link");
5915 shader_glsl_setup_sm4_shader_output(priv
, input_count
, output_signature
, reg_maps_out
, "ps_link");
5918 /* Context activation is done by the caller. */
5919 static GLuint
shader_glsl_generate_vs3_rasterizer_input_setup(struct shader_glsl_priv
*priv
,
5920 const struct wined3d_shader
*vs
, const struct wined3d_shader
*ps
,
5921 BOOL per_vertex_point_size
, BOOL flatshading
, const struct wined3d_gl_info
*gl_info
)
5923 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
5925 DWORD ps_major
= ps
? ps
->reg_maps
.shader_version
.major
: 0;
5927 const char *semantic_name
;
5930 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
5932 string_buffer_clear(buffer
);
5934 shader_addline(buffer
, "%s\n", shader_glsl_get_version_declaration(gl_info
, &vs
->reg_maps
.shader_version
));
5936 if (per_vertex_point_size
)
5938 shader_addline(buffer
, "uniform struct\n{\n");
5939 shader_addline(buffer
, " float size_min;\n");
5940 shader_addline(buffer
, " float size_max;\n");
5941 shader_addline(buffer
, "} ffp_point;\n");
5946 DWORD colors_written_mask
[2] = {0};
5947 DWORD texcoords_written_mask
[MAX_TEXTURES
] = {0};
5949 if (!legacy_context
)
5951 declare_out_varying(gl_info
, buffer
, flatshading
, "vec4 ffp_varying_diffuse;\n");
5952 declare_out_varying(gl_info
, buffer
, flatshading
, "vec4 ffp_varying_specular;\n");
5953 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
5954 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
5957 shader_addline(buffer
, "void setup_vs_output(in vec4 shader_out[%u])\n{\n", vs
->limits
->packed_output
);
5959 for (i
= 0; i
< vs
->output_signature
.element_count
; ++i
)
5961 const struct wined3d_shader_signature_element
*output
= &vs
->output_signature
.elements
[i
];
5964 if (!(vs
->reg_maps
.output_registers
& (1u << output
->register_idx
)))
5967 semantic_name
= output
->semantic_name
;
5968 semantic_idx
= output
->semantic_idx
;
5969 write_mask
= output
->mask
;
5970 shader_glsl_write_mask_to_str(write_mask
, reg_mask
);
5972 if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_COLOR
) && semantic_idx
< 2)
5975 shader_addline(buffer
, "gl_Front%sColor%s = shader_out[%u]%s;\n",
5976 semantic_idx
? "Secondary" : "", reg_mask
, output
->register_idx
, reg_mask
);
5978 shader_addline(buffer
, "ffp_varying_%s%s = clamp(shader_out[%u]%s, 0.0, 1.0);\n",
5979 semantic_idx
? "specular" : "diffuse", reg_mask
, output
->register_idx
, reg_mask
);
5981 colors_written_mask
[semantic_idx
] = write_mask
;
5983 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_POSITION
) && !semantic_idx
)
5985 shader_addline(buffer
, "gl_Position%s = shader_out[%u]%s;\n",
5986 reg_mask
, output
->register_idx
, reg_mask
);
5988 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_TEXCOORD
))
5990 if (semantic_idx
< MAX_TEXTURES
)
5992 shader_addline(buffer
, "%s[%u]%s = shader_out[%u]%s;\n",
5993 legacy_context
? "gl_TexCoord" : "ffp_varying_texcoord",
5994 semantic_idx
, reg_mask
, output
->register_idx
, reg_mask
);
5995 texcoords_written_mask
[semantic_idx
] = write_mask
;
5998 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_PSIZE
) && per_vertex_point_size
)
6000 shader_addline(buffer
, "gl_PointSize = clamp(shader_out[%u].%c, "
6001 "ffp_point.size_min, ffp_point.size_max);\n", output
->register_idx
, reg_mask
[1]);
6003 else if (shader_match_semantic(semantic_name
, WINED3D_DECL_USAGE_FOG
))
6005 shader_addline(buffer
, "%s = clamp(shader_out[%u].%c, 0.0, 1.0);\n",
6006 legacy_context
? "gl_FogFragCoord" : "ffp_varying_fogcoord",
6007 output
->register_idx
, reg_mask
[1]);
6011 for (i
= 0; i
< 2; ++i
)
6013 if (colors_written_mask
[i
] != WINED3DSP_WRITEMASK_ALL
)
6015 shader_glsl_write_mask_to_str(~colors_written_mask
[i
] & WINED3DSP_WRITEMASK_ALL
, reg_mask
);
6017 shader_addline(buffer
, "%s%s = vec4(1.0)%s;\n",
6018 legacy_context
? "gl_FrontColor" : "ffp_varying_diffuse",
6019 reg_mask
, reg_mask
);
6021 shader_addline(buffer
, "%s%s = vec4(0.0)%s;\n",
6022 legacy_context
? "gl_FrontSecondaryColor" : "ffp_varying_specular",
6023 reg_mask
, reg_mask
);
6026 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
6028 if (ps
&& !(ps
->reg_maps
.texcoord
& (1u << i
)))
6031 if (texcoords_written_mask
[i
] != WINED3DSP_WRITEMASK_ALL
)
6033 if (gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(gl_info
)
6034 && !texcoords_written_mask
[i
])
6037 shader_glsl_write_mask_to_str(~texcoords_written_mask
[i
] & WINED3DSP_WRITEMASK_ALL
, reg_mask
);
6038 shader_addline(buffer
, "%s[%u]%s = vec4(0.0)%s;\n",
6039 legacy_context
? "gl_TexCoord" : "ffp_varying_texcoord", i
, reg_mask
, reg_mask
);
6045 UINT in_count
= min(vec4_varyings(ps_major
, gl_info
), ps
->limits
->packed_input
);
6047 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ps_link[%u];\n", in_count
);
6048 shader_addline(buffer
, "void setup_vs_output(in vec4 shader_out[%u])\n{\n", vs
->limits
->packed_output
);
6049 shader_glsl_setup_sm3_rasterizer_input(priv
, gl_info
, ps
->u
.ps
.input_reg_map
, &ps
->input_signature
,
6050 &ps
->reg_maps
, 0, &vs
->output_signature
, &vs
->reg_maps
, per_vertex_point_size
);
6053 shader_addline(buffer
, "}\n");
6055 ret
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
6056 checkGLcall("glCreateShader(GL_VERTEX_SHADER)");
6057 shader_glsl_compile(gl_info
, ret
, buffer
->buffer
);
6062 static void shader_glsl_generate_sm4_rasterizer_input_setup(struct shader_glsl_priv
*priv
,
6063 const struct wined3d_shader
*shader
, unsigned int input_count
,
6064 const struct wined3d_gl_info
*gl_info
)
6066 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6069 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ps_link[%u];\n", min(vec4_varyings(4, gl_info
), input_count
));
6071 shader_addline(buffer
, "void setup_%s_output(in vec4 shader_out[%u])\n{\n",
6072 shader_glsl_get_prefix(shader
->reg_maps
.shader_version
.type
), shader
->limits
->packed_output
);
6074 shader_glsl_setup_sm3_rasterizer_input(priv
, gl_info
, NULL
, NULL
,
6075 NULL
, input_count
, &shader
->output_signature
, &shader
->reg_maps
, FALSE
);
6077 shader_addline(buffer
, "}\n");
6080 static void shader_glsl_generate_srgb_write_correction(struct wined3d_string_buffer
*buffer
,
6081 const struct wined3d_gl_info
*gl_info
)
6083 const char *output
= get_fragment_output(gl_info
);
6085 shader_addline(buffer
, "tmp0.xyz = pow(%s[0].xyz, vec3(srgb_const0.x));\n", output
);
6086 shader_addline(buffer
, "tmp0.xyz = tmp0.xyz * vec3(srgb_const0.y) - vec3(srgb_const0.z);\n");
6087 shader_addline(buffer
, "tmp1.xyz = %s[0].xyz * vec3(srgb_const0.w);\n", output
);
6088 shader_addline(buffer
, "bvec3 srgb_compare = lessThan(%s[0].xyz, vec3(srgb_const1.x));\n", output
);
6089 shader_addline(buffer
, "%s[0].xyz = mix(tmp0.xyz, tmp1.xyz, vec3(srgb_compare));\n", output
);
6090 shader_addline(buffer
, "%s[0] = clamp(%s[0], 0.0, 1.0);\n", output
, output
);
6093 static void shader_glsl_generate_fog_code(struct wined3d_string_buffer
*buffer
,
6094 const struct wined3d_gl_info
*gl_info
, enum wined3d_ffp_ps_fog_mode mode
)
6096 const char *output
= get_fragment_output(gl_info
);
6100 case WINED3D_FFP_PS_FOG_OFF
:
6103 case WINED3D_FFP_PS_FOG_LINEAR
:
6104 shader_addline(buffer
, "float fog = (ffp_fog.end - ffp_varying_fogcoord) * ffp_fog.scale;\n");
6107 case WINED3D_FFP_PS_FOG_EXP
:
6108 shader_addline(buffer
, "float fog = exp(-ffp_fog.density * ffp_varying_fogcoord);\n");
6111 case WINED3D_FFP_PS_FOG_EXP2
:
6112 shader_addline(buffer
, "float fog = exp(-ffp_fog.density * ffp_fog.density"
6113 " * ffp_varying_fogcoord * ffp_varying_fogcoord);\n");
6117 ERR("Invalid fog mode %#x.\n", mode
);
6121 shader_addline(buffer
, "%s[0].xyz = mix(ffp_fog.color.xyz, %s[0].xyz, clamp(fog, 0.0, 1.0));\n",
6125 static void shader_glsl_generate_alpha_test(struct wined3d_string_buffer
*buffer
,
6126 const struct wined3d_gl_info
*gl_info
, enum wined3d_cmp_func alpha_func
)
6128 /* alpha_func is the PASS condition, not the DISCARD condition. Instead of
6129 * flipping all the operators here, just negate the comparison below. */
6130 static const char * const comparison_operator
[] =
6132 "", /* WINED3D_CMP_NEVER */
6133 "<", /* WINED3D_CMP_LESS */
6134 "==", /* WINED3D_CMP_EQUAL */
6135 "<=", /* WINED3D_CMP_LESSEQUAL */
6136 ">", /* WINED3D_CMP_GREATER */
6137 "!=", /* WINED3D_CMP_NOTEQUAL */
6138 ">=", /* WINED3D_CMP_GREATEREQUAL */
6139 "" /* WINED3D_CMP_ALWAYS */
6142 if (alpha_func
== WINED3D_CMP_ALWAYS
)
6145 if (alpha_func
!= WINED3D_CMP_NEVER
)
6146 shader_addline(buffer
, "if (!(%s[0].a %s alpha_test_ref))\n",
6147 get_fragment_output(gl_info
), comparison_operator
[alpha_func
- WINED3D_CMP_NEVER
]);
6148 shader_addline(buffer
, " discard;\n");
6151 static void shader_glsl_enable_extensions(struct wined3d_string_buffer
*buffer
,
6152 const struct wined3d_gl_info
*gl_info
)
6154 if (gl_info
->supported
[ARB_GPU_SHADER5
])
6155 shader_addline(buffer
, "#extension GL_ARB_gpu_shader5 : enable\n");
6156 if (gl_info
->supported
[ARB_SHADER_BIT_ENCODING
])
6157 shader_addline(buffer
, "#extension GL_ARB_shader_bit_encoding : enable\n");
6158 if (gl_info
->supported
[ARB_SHADER_IMAGE_LOAD_STORE
])
6159 shader_addline(buffer
, "#extension GL_ARB_shader_image_load_store : enable\n");
6160 if (gl_info
->supported
[ARB_SHADER_IMAGE_SIZE
])
6161 shader_addline(buffer
, "#extension GL_ARB_shader_image_size : enable\n");
6162 if (gl_info
->supported
[ARB_SHADING_LANGUAGE_PACKING
])
6163 shader_addline(buffer
, "#extension GL_ARB_shading_language_packing : enable\n");
6164 if (gl_info
->supported
[ARB_TEXTURE_QUERY_LEVELS
])
6165 shader_addline(buffer
, "#extension GL_ARB_texture_query_levels : enable\n");
6166 if (gl_info
->supported
[ARB_UNIFORM_BUFFER_OBJECT
])
6167 shader_addline(buffer
, "#extension GL_ARB_uniform_buffer_object : enable\n");
6168 if (gl_info
->supported
[EXT_GPU_SHADER4
])
6169 shader_addline(buffer
, "#extension GL_EXT_gpu_shader4 : enable\n");
6170 if (gl_info
->supported
[EXT_TEXTURE_ARRAY
])
6171 shader_addline(buffer
, "#extension GL_EXT_texture_array : enable\n");
6174 static void shader_glsl_generate_ps_epilogue(const struct wined3d_gl_info
*gl_info
,
6175 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
6176 const struct ps_compile_args
*args
)
6178 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
6180 /* Pixel shaders < 2.0 place the resulting color in R0 implicitly. */
6181 if (reg_maps
->shader_version
.major
< 2)
6182 shader_addline(buffer
, "%s[0] = R0;\n", get_fragment_output(gl_info
));
6184 if (args
->srgb_correction
)
6185 shader_glsl_generate_srgb_write_correction(buffer
, gl_info
);
6187 /* SM < 3 does not replace the fog stage. */
6188 if (reg_maps
->shader_version
.major
< 3)
6189 shader_glsl_generate_fog_code(buffer
, gl_info
, args
->fog
);
6191 shader_glsl_generate_alpha_test(buffer
, gl_info
, args
->alpha_test_func
+ 1);
6194 /* Context activation is done by the caller. */
6195 static GLuint
shader_glsl_generate_pshader(const struct wined3d_context
*context
,
6196 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
6197 const struct wined3d_shader
*shader
,
6198 const struct ps_compile_args
*args
, struct ps_np2fixup_info
*np2fixup_info
)
6200 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
6201 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
6202 const DWORD
*function
= shader
->function
;
6203 struct shader_glsl_ctx_priv priv_ctx
;
6204 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
6206 /* Create the hw GLSL shader object and assign it as the shader->prgId */
6207 GLuint shader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
6209 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
6210 priv_ctx
.cur_ps_args
= args
;
6211 priv_ctx
.cur_np2fixup_info
= np2fixup_info
;
6212 priv_ctx
.string_buffers
= string_buffers
;
6214 shader_addline(buffer
, "%s\n", shader_glsl_get_version_declaration(gl_info
, ®_maps
->shader_version
));
6216 shader_glsl_enable_extensions(buffer
, gl_info
);
6217 if (gl_info
->supported
[ARB_DERIVATIVE_CONTROL
])
6218 shader_addline(buffer
, "#extension GL_ARB_derivative_control : enable\n");
6219 if (gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
6220 shader_addline(buffer
, "#extension GL_ARB_fragment_coord_conventions : enable\n");
6221 if (gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
6222 shader_addline(buffer
, "#extension GL_ARB_shader_texture_lod : enable\n");
6223 /* The spec says that it doesn't have to be explicitly enabled, but the
6224 * nvidia drivers write a warning if we don't do so. */
6225 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
6226 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
6228 /* Base Declarations */
6229 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
6231 shader_addline(buffer
, "void main()\n{\n");
6233 /* Direct3D applications expect integer vPos values, while OpenGL drivers
6234 * add approximately 0.5. This causes off-by-one problems as spotted by
6235 * the vPos d3d9 visual test. Unfortunately ATI cards do not add exactly
6236 * 0.5, but rather something like 0.49999999 or 0.50000001, which still
6237 * causes precision troubles when we just subtract 0.5.
6239 * To deal with that, just floor() the position. This will eliminate the
6240 * fraction on all cards.
6242 * TODO: Test how this behaves with multisampling.
6244 * An advantage of floor is that it works even if the driver doesn't add
6245 * 0.5. It is somewhat questionable if 1.5, 2.5, ... are the proper values
6246 * to return in gl_FragCoord, even though coordinates specify the pixel
6247 * centers instead of the pixel corners. This code will behave correctly
6248 * on drivers that returns integer values. */
6251 if (gl_info
->supported
[ARB_FRAGMENT_COORD_CONVENTIONS
])
6252 shader_addline(buffer
, "vpos = gl_FragCoord;\n");
6253 else if (context
->d3d_info
->wined3d_creation_flags
& WINED3D_PIXEL_CENTER_INTEGER
)
6254 shader_addline(buffer
,
6255 "vpos = floor(vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1));\n");
6257 shader_addline(buffer
,
6258 "vpos = vec4(0, ycorrection[0], 0, 0) + gl_FragCoord * vec4(1, ycorrection[1], 1, 1);\n");
6261 if (reg_maps
->shader_version
.major
< 3 || args
->vp_mode
!= vertexshader
)
6264 WORD map
= reg_maps
->texcoord
;
6268 if (glsl_is_color_reg_read(shader
, 0))
6269 shader_addline(buffer
, "ffp_varying_diffuse = gl_Color;\n");
6270 if (glsl_is_color_reg_read(shader
, 1))
6271 shader_addline(buffer
, "ffp_varying_specular = gl_SecondaryColor;\n");
6274 for (i
= 0; map
; map
>>= 1, ++i
)
6278 if (args
->pointsprite
)
6279 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", i
);
6280 else if (args
->texcoords_initialized
& (1u << i
))
6281 shader_addline(buffer
, "ffp_texcoord[%u] = %s[%u];\n", i
,
6282 legacy_context
? "gl_TexCoord" : "ffp_varying_texcoord", i
);
6284 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(0.0);\n", i
);
6285 shader_addline(buffer
, "vec4 T%u = ffp_texcoord[%u];\n", i
, i
);
6290 shader_addline(buffer
, "ffp_varying_fogcoord = gl_FogFragCoord;\n");
6293 /* Pack 3.0 inputs */
6294 if (reg_maps
->shader_version
.major
>= 3)
6295 shader_glsl_input_pack(shader
, buffer
, &shader
->input_signature
, reg_maps
, args
, gl_info
);
6297 /* Base Shader Body */
6298 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
6300 /* In SM4+ the shader epilogue is generated by the "ret" instruction. */
6301 if (reg_maps
->shader_version
.major
< 4)
6302 shader_glsl_generate_ps_epilogue(gl_info
, buffer
, shader
, args
);
6304 shader_addline(buffer
, "}\n");
6306 TRACE("Compiling shader object %u.\n", shader_id
);
6307 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
6312 static void shader_glsl_generate_vs_epilogue(const struct wined3d_gl_info
*gl_info
,
6313 struct wined3d_string_buffer
*buffer
, const struct wined3d_shader
*shader
,
6314 const struct vs_compile_args
*args
)
6316 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
6317 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
6320 /* Unpack outputs. */
6321 shader_addline(buffer
, "setup_vs_output(vs_out);\n");
6323 /* The D3DRS_FOGTABLEMODE render state defines if the shader-generated fog coord is used
6324 * or if the fragment depth is used. If the fragment depth is used(FOGTABLEMODE != NONE),
6325 * the fog frag coord is thrown away. If the fog frag coord is used, but not written by
6326 * the shader, it is set to 0.0(fully fogged, since start = 1.0, end = 0.0).
6328 if (reg_maps
->shader_version
.major
< 3)
6330 if (args
->fog_src
== VS_FOG_Z
)
6331 shader_addline(buffer
, "%s = gl_Position.z;\n",
6332 legacy_context
? "gl_FogFragCoord" : "ffp_varying_fogcoord");
6333 else if (!reg_maps
->fog
)
6334 shader_addline(buffer
, "%s = 0.0;\n",
6335 legacy_context
? "gl_FogFragCoord" : "ffp_varying_fogcoord");
6338 /* We always store the clipplanes without y inversion. */
6339 if (args
->clip_enabled
)
6342 shader_addline(buffer
, "gl_ClipVertex = gl_Position;\n");
6344 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
6345 shader_addline(buffer
, "gl_ClipDistance[%u] = dot(gl_Position, clip_planes[%u]);\n", i
, i
);
6348 if (args
->point_size
&& !args
->per_vertex_point_size
)
6349 shader_addline(buffer
, "gl_PointSize = clamp(ffp_point.size, ffp_point.size_min, ffp_point.size_max);\n");
6351 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
&& !gl_info
->supported
[ARB_CLIP_CONTROL
])
6352 shader_glsl_fixup_position(buffer
);
6355 /* Context activation is done by the caller. */
6356 static GLuint
shader_glsl_generate_vshader(const struct wined3d_context
*context
,
6357 struct shader_glsl_priv
*priv
, const struct wined3d_shader
*shader
, const struct vs_compile_args
*args
)
6359 struct wined3d_string_buffer_list
*string_buffers
= &priv
->string_buffers
;
6360 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
6361 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6362 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
6363 const DWORD
*function
= shader
->function
;
6364 struct shader_glsl_ctx_priv priv_ctx
;
6366 /* Create the hw GLSL shader program and assign it as the shader->prgId */
6367 GLuint shader_id
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
6369 shader_addline(buffer
, "%s\n", shader_glsl_get_version_declaration(gl_info
, ®_maps
->shader_version
));
6371 shader_glsl_enable_extensions(buffer
, gl_info
);
6372 if (gl_info
->supported
[ARB_DRAW_INSTANCED
])
6373 shader_addline(buffer
, "#extension GL_ARB_draw_instanced : enable\n");
6374 if (gl_info
->supported
[ARB_EXPLICIT_ATTRIB_LOCATION
])
6375 shader_addline(buffer
, "#extension GL_ARB_explicit_attrib_location : enable\n");
6377 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
6378 priv_ctx
.cur_vs_args
= args
;
6379 priv_ctx
.string_buffers
= string_buffers
;
6381 /* Base Declarations */
6382 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
6384 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
&& !gl_info
->supported
[ARB_CLIP_CONTROL
])
6385 shader_addline(buffer
, "uniform vec4 pos_fixup;\n");
6387 if (reg_maps
->shader_version
.major
>= 4)
6389 if (args
->next_shader_type
== WINED3D_SHADER_TYPE_PIXEL
)
6390 shader_glsl_generate_sm4_rasterizer_input_setup(priv
, shader
, args
->next_shader_input_count
, gl_info
);
6391 else if (args
->next_shader_type
== WINED3D_SHADER_TYPE_GEOMETRY
)
6392 shader_glsl_generate_vs_gs_setup(priv
, shader
, args
->next_shader_input_count
, gl_info
);
6395 shader_addline(buffer
, "void main()\n{\n");
6397 /* Base Shader Body */
6398 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
6400 /* In SM4+ the shader epilogue is generated by the "ret" instruction. */
6401 if (reg_maps
->shader_version
.major
< 4)
6402 shader_glsl_generate_vs_epilogue(gl_info
, buffer
, shader
, args
);
6404 shader_addline(buffer
, "}\n");
6406 TRACE("Compiling shader object %u.\n", shader_id
);
6407 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
6412 /* Context activation is done by the caller. */
6413 static GLuint
shader_glsl_generate_geometry_shader(const struct wined3d_context
*context
,
6414 struct shader_glsl_priv
*priv
, const struct wined3d_shader
*shader
, const struct gs_compile_args
*args
)
6416 struct wined3d_string_buffer_list
*string_buffers
= &priv
->string_buffers
;
6417 const struct wined3d_shader_reg_maps
*reg_maps
= &shader
->reg_maps
;
6418 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6419 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
6420 const DWORD
*function
= shader
->function
;
6421 struct shader_glsl_ctx_priv priv_ctx
;
6424 shader_id
= GL_EXTCALL(glCreateShader(GL_GEOMETRY_SHADER
));
6426 shader_addline(buffer
, "%s\n", shader_glsl_get_version_declaration(gl_info
, ®_maps
->shader_version
));
6428 shader_glsl_enable_extensions(buffer
, gl_info
);
6429 if (gl_info
->supported
[ARB_GEOMETRY_SHADER4
])
6430 shader_addline(buffer
, "#extension GL_ARB_geometry_shader4 : enable\n");
6432 memset(&priv_ctx
, 0, sizeof(priv_ctx
));
6433 priv_ctx
.string_buffers
= string_buffers
;
6434 shader_generate_glsl_declarations(context
, buffer
, shader
, reg_maps
, &priv_ctx
);
6435 if (!gl_info
->supported
[ARB_CLIP_CONTROL
])
6436 shader_addline(buffer
, "uniform vec4 pos_fixup;\n");
6437 shader_glsl_generate_sm4_rasterizer_input_setup(priv
, shader
, args
->ps_input_count
, gl_info
);
6438 shader_addline(buffer
, "void main()\n{\n");
6439 shader_generate_main(shader
, buffer
, reg_maps
, function
, &priv_ctx
);
6440 shader_addline(buffer
, "}\n");
6442 TRACE("Compiling shader object %u.\n", shader_id
);
6443 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
6448 static void shader_glsl_generate_shader_epilogue(const struct wined3d_shader_context
*ctx
)
6450 const struct shader_glsl_ctx_priv
*priv
= ctx
->backend_data
;
6451 const struct wined3d_gl_info
*gl_info
= ctx
->gl_info
;
6452 const struct wined3d_shader
*shader
= ctx
->shader
;
6454 switch (shader
->reg_maps
.shader_version
.type
)
6456 case WINED3D_SHADER_TYPE_PIXEL
:
6457 shader_glsl_generate_ps_epilogue(gl_info
, ctx
->buffer
, shader
, priv
->cur_ps_args
);
6459 case WINED3D_SHADER_TYPE_VERTEX
:
6460 shader_glsl_generate_vs_epilogue(gl_info
, ctx
->buffer
, shader
, priv
->cur_vs_args
);
6462 case WINED3D_SHADER_TYPE_GEOMETRY
:
6465 FIXME("Unhandled shader type %#x.\n", shader
->reg_maps
.shader_version
.type
);
6470 static GLuint
find_glsl_pshader(const struct wined3d_context
*context
,
6471 struct wined3d_string_buffer
*buffer
, struct wined3d_string_buffer_list
*string_buffers
,
6472 struct wined3d_shader
*shader
,
6473 const struct ps_compile_args
*args
, const struct ps_np2fixup_info
**np2fixup_info
)
6475 struct glsl_ps_compiled_shader
*gl_shaders
, *new_array
;
6476 struct glsl_shader_private
*shader_data
;
6477 struct ps_np2fixup_info
*np2fixup
;
6482 if (!shader
->backend_data
)
6484 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
6485 if (!shader
->backend_data
)
6487 ERR("Failed to allocate backend data.\n");
6491 shader_data
= shader
->backend_data
;
6492 gl_shaders
= shader_data
->gl_shaders
.ps
;
6494 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
6495 * so a linear search is more performant than a hashmap or a binary search
6496 * (cache coherency etc)
6498 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
6500 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
6502 if (args
->np2_fixup
)
6503 *np2fixup_info
= &gl_shaders
[i
].np2fixup
;
6504 return gl_shaders
[i
].id
;
6508 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
6509 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
6510 if (shader_data
->num_gl_shaders
)
6512 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
6513 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.ps
,
6514 new_size
* sizeof(*gl_shaders
));
6518 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
));
6523 ERR("Out of memory\n");
6526 shader_data
->gl_shaders
.ps
= new_array
;
6527 shader_data
->shader_array_size
= new_size
;
6528 gl_shaders
= new_array
;
6531 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
6533 np2fixup
= &gl_shaders
[shader_data
->num_gl_shaders
].np2fixup
;
6534 memset(np2fixup
, 0, sizeof(*np2fixup
));
6535 *np2fixup_info
= args
->np2_fixup
? np2fixup
: NULL
;
6537 pixelshader_update_resource_types(shader
, args
->tex_types
);
6539 string_buffer_clear(buffer
);
6540 ret
= shader_glsl_generate_pshader(context
, buffer
, string_buffers
, shader
, args
, np2fixup
);
6541 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
6546 static inline BOOL
vs_args_equal(const struct vs_compile_args
*stored
, const struct vs_compile_args
*new,
6547 const DWORD use_map
)
6549 if((stored
->swizzle_map
& use_map
) != new->swizzle_map
) return FALSE
;
6550 if((stored
->clip_enabled
) != new->clip_enabled
) return FALSE
;
6551 if (stored
->point_size
!= new->point_size
)
6553 if (stored
->per_vertex_point_size
!= new->per_vertex_point_size
)
6555 if (stored
->flatshading
!= new->flatshading
)
6557 if (stored
->next_shader_type
!= new->next_shader_type
)
6559 if (stored
->next_shader_input_count
!= new->next_shader_input_count
)
6561 return stored
->fog_src
== new->fog_src
;
6564 static GLuint
find_glsl_vshader(const struct wined3d_context
*context
, struct shader_glsl_priv
*priv
,
6565 struct wined3d_shader
*shader
, const struct vs_compile_args
*args
)
6569 DWORD use_map
= context
->stream_info
.use_map
;
6570 struct glsl_vs_compiled_shader
*gl_shaders
, *new_array
;
6571 struct glsl_shader_private
*shader_data
;
6574 if (!shader
->backend_data
)
6576 shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
));
6577 if (!shader
->backend_data
)
6579 ERR("Failed to allocate backend data.\n");
6583 shader_data
= shader
->backend_data
;
6584 gl_shaders
= shader_data
->gl_shaders
.vs
;
6586 /* Usually we have very few GL shaders for each d3d shader(just 1 or maybe 2),
6587 * so a linear search is more performant than a hashmap or a binary search
6588 * (cache coherency etc)
6590 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
6592 if (vs_args_equal(&gl_shaders
[i
].args
, args
, use_map
))
6593 return gl_shaders
[i
].id
;
6596 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
6598 if(shader_data
->shader_array_size
== shader_data
->num_gl_shaders
) {
6599 if (shader_data
->num_gl_shaders
)
6601 new_size
= shader_data
->shader_array_size
+ max(1, shader_data
->shader_array_size
/ 2);
6602 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.vs
,
6603 new_size
* sizeof(*gl_shaders
));
6607 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*gl_shaders
));
6612 ERR("Out of memory\n");
6615 shader_data
->gl_shaders
.vs
= new_array
;
6616 shader_data
->shader_array_size
= new_size
;
6617 gl_shaders
= new_array
;
6620 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
6622 string_buffer_clear(&priv
->shader_buffer
);
6623 ret
= shader_glsl_generate_vshader(context
, priv
, shader
, args
);
6624 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
6629 static GLuint
find_glsl_geometry_shader(const struct wined3d_context
*context
,
6630 struct shader_glsl_priv
*priv
, struct wined3d_shader
*shader
, const struct gs_compile_args
*args
)
6632 struct glsl_gs_compiled_shader
*gl_shaders
, *new_array
;
6633 struct glsl_shader_private
*shader_data
;
6634 unsigned int i
, new_size
;
6637 if (!shader
->backend_data
)
6639 if (!(shader
->backend_data
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*shader_data
))))
6641 ERR("Failed to allocate backend data.\n");
6645 shader_data
= shader
->backend_data
;
6646 gl_shaders
= shader_data
->gl_shaders
.gs
;
6648 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
6650 if (!memcmp(&gl_shaders
[i
].args
, args
, sizeof(*args
)))
6651 return gl_shaders
[i
].id
;
6654 TRACE("No matching GL shader found for shader %p, compiling a new shader.\n", shader
);
6656 if (shader_data
->num_gl_shaders
)
6658 new_size
= shader_data
->shader_array_size
+ 1;
6659 new_array
= HeapReAlloc(GetProcessHeap(), 0, shader_data
->gl_shaders
.gs
,
6660 new_size
* sizeof(*new_array
));
6664 new_array
= HeapAlloc(GetProcessHeap(), 0, sizeof(*new_array
));
6670 ERR("Failed to allocate GL shaders array.\n");
6673 shader_data
->gl_shaders
.gs
= new_array
;
6674 shader_data
->shader_array_size
= new_size
;
6675 gl_shaders
= new_array
;
6677 string_buffer_clear(&priv
->shader_buffer
);
6678 ret
= shader_glsl_generate_geometry_shader(context
, priv
, shader
, args
);
6679 gl_shaders
[shader_data
->num_gl_shaders
].args
= *args
;
6680 gl_shaders
[shader_data
->num_gl_shaders
++].id
= ret
;
6685 static const char *shader_glsl_ffp_mcs(enum wined3d_material_color_source mcs
, const char *material
)
6689 case WINED3D_MCS_MATERIAL
:
6691 case WINED3D_MCS_COLOR1
:
6692 return "ffp_attrib_diffuse";
6693 case WINED3D_MCS_COLOR2
:
6694 return "ffp_attrib_specular";
6696 ERR("Invalid material color source %#x.\n", mcs
);
6701 static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer
*buffer
,
6702 const struct wined3d_ffp_vs_settings
*settings
, BOOL legacy_lighting
)
6704 const char *diffuse
, *specular
, *emissive
, *ambient
;
6705 unsigned int i
, idx
;
6707 if (!settings
->lighting
)
6709 shader_addline(buffer
, "ffp_varying_diffuse = ffp_attrib_diffuse;\n");
6710 shader_addline(buffer
, "ffp_varying_specular = ffp_attrib_specular;\n");
6714 shader_addline(buffer
, "vec3 ambient = ffp_light_ambient;\n");
6715 shader_addline(buffer
, "vec3 diffuse = vec3(0.0);\n");
6716 shader_addline(buffer
, "vec4 specular = vec4(0.0);\n");
6717 shader_addline(buffer
, "vec3 dir, dst;\n");
6718 shader_addline(buffer
, "float att, t;\n");
6720 ambient
= shader_glsl_ffp_mcs(settings
->ambient_source
, "ffp_material.ambient");
6721 diffuse
= shader_glsl_ffp_mcs(settings
->diffuse_source
, "ffp_material.diffuse");
6722 specular
= shader_glsl_ffp_mcs(settings
->specular_source
, "ffp_material.specular");
6723 emissive
= shader_glsl_ffp_mcs(settings
->emissive_source
, "ffp_material.emissive");
6726 for (i
= 0; i
< settings
->point_light_count
; ++i
, ++idx
)
6728 shader_addline(buffer
, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", idx
);
6729 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
6730 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
6731 shader_addline(buffer
, "dst.x = 1.0;\n");
6732 if (legacy_lighting
)
6734 shader_addline(buffer
, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", idx
, idx
);
6735 shader_addline(buffer
, "dst.z = dst.y * dst.y;\n");
6739 shader_addline(buffer
, "if (dst.y <= ffp_light[%u].range)\n{\n", idx
);
6741 shader_addline(buffer
, "att = dot(dst.xyz, vec3(ffp_light[%u].c_att,"
6742 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n", idx
, idx
, idx
);
6743 if (!legacy_lighting
)
6744 shader_addline(buffer
, "att = 1.0 / att;\n");
6745 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz * att;\n", idx
);
6746 if (!settings
->normal
)
6748 if (!legacy_lighting
)
6749 shader_addline(buffer
, "}\n");
6752 shader_addline(buffer
, "dir = normalize(dir);\n");
6753 shader_addline(buffer
, "diffuse += (clamp(dot(dir, normal), 0.0, 1.0)"
6754 " * ffp_light[%u].diffuse.xyz) * att;\n", idx
);
6755 if (settings
->localviewer
)
6756 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
6758 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
6759 shader_addline(buffer
, "if (t > 0.0) specular += (pow(t, ffp_material.shininess)"
6760 " * ffp_light[%u].specular) * att;\n", idx
);
6761 if (!legacy_lighting
)
6762 shader_addline(buffer
, "}\n");
6765 for (i
= 0; i
< settings
->spot_light_count
; ++i
, ++idx
)
6767 shader_addline(buffer
, "dir = ffp_light[%u].position.xyz - ec_pos.xyz;\n", idx
);
6768 shader_addline(buffer
, "dst.z = dot(dir, dir);\n");
6769 shader_addline(buffer
, "dst.y = sqrt(dst.z);\n");
6770 shader_addline(buffer
, "dst.x = 1.0;\n");
6771 if (legacy_lighting
)
6773 shader_addline(buffer
, "dst.y = (ffp_light[%u].range - dst.y) / ffp_light[%u].range;\n", idx
, idx
);
6774 shader_addline(buffer
, "dst.z = dst.y * dst.y;\n");
6778 shader_addline(buffer
, "if (dst.y <= ffp_light[%u].range)\n{\n", idx
);
6780 shader_addline(buffer
, "dir = normalize(dir);\n");
6781 shader_addline(buffer
, "t = dot(-dir, normalize(ffp_light[%u].direction));\n", idx
);
6782 shader_addline(buffer
, "if (t > ffp_light[%u].cos_htheta) att = 1.0;\n", idx
);
6783 shader_addline(buffer
, "else if (t <= ffp_light[%u].cos_hphi) att = 0.0;\n", idx
);
6784 shader_addline(buffer
, "else att = pow((t - ffp_light[%u].cos_hphi)"
6785 " / (ffp_light[%u].cos_htheta - ffp_light[%u].cos_hphi), ffp_light[%u].falloff);\n",
6786 idx
, idx
, idx
, idx
);
6787 if (legacy_lighting
)
6788 shader_addline(buffer
, "att *= dot(dst.xyz, vec3(ffp_light[%u].c_att,"
6789 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n",
6792 shader_addline(buffer
, "att /= dot(dst.xyz, vec3(ffp_light[%u].c_att,"
6793 " ffp_light[%u].l_att, ffp_light[%u].q_att));\n",
6795 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz * att;\n", idx
);
6796 if (!settings
->normal
)
6798 if (!legacy_lighting
)
6799 shader_addline(buffer
, "}\n");
6802 shader_addline(buffer
, "diffuse += (clamp(dot(dir, normal), 0.0, 1.0)"
6803 " * ffp_light[%u].diffuse.xyz) * att;\n", idx
);
6804 if (settings
->localviewer
)
6805 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
6807 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
6808 shader_addline(buffer
, "if (t > 0.0) specular += (pow(t, ffp_material.shininess)"
6809 " * ffp_light[%u].specular) * att;\n", idx
);
6810 if (!legacy_lighting
)
6811 shader_addline(buffer
, "}\n");
6814 for (i
= 0; i
< settings
->directional_light_count
; ++i
, ++idx
)
6816 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz;\n", idx
);
6817 if (!settings
->normal
)
6819 shader_addline(buffer
, "dir = normalize(ffp_light[%u].direction.xyz);\n", idx
);
6820 shader_addline(buffer
, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)"
6821 " * ffp_light[%u].diffuse.xyz;\n", idx
);
6822 /* TODO: In the non-local viewer case the halfvector is constant
6823 * and could be precomputed and stored in a uniform. */
6824 if (settings
->localviewer
)
6825 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
6827 shader_addline(buffer
, "t = dot(normal, normalize(dir + vec3(0.0, 0.0, -1.0)));\n");
6828 shader_addline(buffer
, "if (t > 0.0) specular += pow(t, ffp_material.shininess)"
6829 " * ffp_light[%u].specular;\n", idx
);
6832 for (i
= 0; i
< settings
->parallel_point_light_count
; ++i
, ++idx
)
6834 shader_addline(buffer
, "ambient += ffp_light[%u].ambient.xyz;\n", idx
);
6835 if (!settings
->normal
)
6837 shader_addline(buffer
, "dir = normalize(ffp_light[%u].position.xyz);\n", idx
);
6838 shader_addline(buffer
, "diffuse += clamp(dot(dir, normal), 0.0, 1.0)"
6839 " * ffp_light[%u].diffuse.xyz;\n", idx
);
6840 shader_addline(buffer
, "t = dot(normal, normalize(dir - normalize(ec_pos.xyz)));\n");
6841 shader_addline(buffer
, "if (t > 0.0) specular += pow(t, ffp_material.shininess)"
6842 " * ffp_light[%u].specular;\n", idx
);
6845 shader_addline(buffer
, "ffp_varying_diffuse.xyz = %s.xyz * ambient + %s.xyz * diffuse + %s.xyz;\n",
6846 ambient
, diffuse
, emissive
);
6847 shader_addline(buffer
, "ffp_varying_diffuse.w = %s.w;\n", diffuse
);
6848 shader_addline(buffer
, "ffp_varying_specular = %s * specular;\n", specular
);
6851 /* Context activation is done by the caller. */
6852 static GLuint
shader_glsl_generate_ffp_vertex_shader(struct shader_glsl_priv
*priv
,
6853 const struct wined3d_ffp_vs_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
6855 static const struct attrib_info
6858 const char name
[24];
6862 {"vec4", "ffp_attrib_position"}, /* WINED3D_FFP_POSITION */
6863 {"vec4", "ffp_attrib_blendweight"}, /* WINED3D_FFP_BLENDWEIGHT */
6864 /* TODO: Indexed vertex blending */
6865 {"float", ""}, /* WINED3D_FFP_BLENDINDICES */
6866 {"vec3", "ffp_attrib_normal"}, /* WINED3D_FFP_NORMAL */
6867 {"float", "ffp_attrib_psize"}, /* WINED3D_FFP_PSIZE */
6868 {"vec4", "ffp_attrib_diffuse"}, /* WINED3D_FFP_DIFFUSE */
6869 {"vec4", "ffp_attrib_specular"}, /* WINED3D_FFP_SPECULAR */
6871 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
6872 BOOL legacy_lighting
= priv
->legacy_lighting
;
6875 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
6876 BOOL output_legacy_fogcoord
= legacy_context
;
6878 string_buffer_clear(buffer
);
6880 shader_addline(buffer
, "%s\n", shader_glsl_get_version_declaration(gl_info
, NULL
));
6882 if (shader_glsl_use_explicit_attrib_location(gl_info
))
6883 shader_addline(buffer
, "#extension GL_ARB_explicit_attrib_location : enable\n");
6885 for (i
= 0; i
< WINED3D_FFP_ATTRIBS_COUNT
; ++i
)
6887 const char *type
= i
< ARRAY_SIZE(attrib_info
) ? attrib_info
[i
].type
: "vec4";
6889 if (shader_glsl_use_explicit_attrib_location(gl_info
))
6890 shader_addline(buffer
, "layout(location = %u) ", i
);
6891 shader_addline(buffer
, "%s %s vs_in%u;\n", get_attribute_keyword(gl_info
), type
, i
);
6893 shader_addline(buffer
, "\n");
6895 shader_addline(buffer
, "uniform mat4 ffp_modelview_matrix[%u];\n", MAX_VERTEX_BLENDS
);
6896 shader_addline(buffer
, "uniform mat4 ffp_projection_matrix;\n");
6897 shader_addline(buffer
, "uniform mat3 ffp_normal_matrix;\n");
6898 shader_addline(buffer
, "uniform mat4 ffp_texture_matrix[%u];\n", MAX_TEXTURES
);
6900 shader_addline(buffer
, "uniform struct\n{\n");
6901 shader_addline(buffer
, " vec4 emissive;\n");
6902 shader_addline(buffer
, " vec4 ambient;\n");
6903 shader_addline(buffer
, " vec4 diffuse;\n");
6904 shader_addline(buffer
, " vec4 specular;\n");
6905 shader_addline(buffer
, " float shininess;\n");
6906 shader_addline(buffer
, "} ffp_material;\n");
6908 shader_addline(buffer
, "uniform vec3 ffp_light_ambient;\n");
6909 shader_addline(buffer
, "uniform struct\n{\n");
6910 shader_addline(buffer
, " vec4 diffuse;\n");
6911 shader_addline(buffer
, " vec4 specular;\n");
6912 shader_addline(buffer
, " vec4 ambient;\n");
6913 shader_addline(buffer
, " vec4 position;\n");
6914 shader_addline(buffer
, " vec3 direction;\n");
6915 shader_addline(buffer
, " float range;\n");
6916 shader_addline(buffer
, " float falloff;\n");
6917 shader_addline(buffer
, " float c_att;\n");
6918 shader_addline(buffer
, " float l_att;\n");
6919 shader_addline(buffer
, " float q_att;\n");
6920 shader_addline(buffer
, " float cos_htheta;\n");
6921 shader_addline(buffer
, " float cos_hphi;\n");
6922 shader_addline(buffer
, "} ffp_light[%u];\n", MAX_ACTIVE_LIGHTS
);
6924 if (settings
->point_size
)
6926 shader_addline(buffer
, "uniform struct\n{\n");
6927 shader_addline(buffer
, " float size;\n");
6928 shader_addline(buffer
, " float size_min;\n");
6929 shader_addline(buffer
, " float size_max;\n");
6930 shader_addline(buffer
, " float c_att;\n");
6931 shader_addline(buffer
, " float l_att;\n");
6932 shader_addline(buffer
, " float q_att;\n");
6933 shader_addline(buffer
, "} ffp_point;\n");
6938 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
6939 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
6940 shader_addline(buffer
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
6941 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
6945 if (settings
->clipping
)
6946 shader_addline(buffer
, "uniform vec4 clip_planes[%u];\n", gl_info
->limits
.user_clip_distances
);
6948 declare_out_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_diffuse;\n");
6949 declare_out_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_specular;\n");
6950 declare_out_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
6951 declare_out_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
6954 shader_addline(buffer
, "\nvoid main()\n{\n");
6955 shader_addline(buffer
, "float m;\n");
6956 shader_addline(buffer
, "vec3 r;\n");
6958 for (i
= 0; i
< ARRAY_SIZE(attrib_info
); ++i
)
6960 if (attrib_info
[i
].name
[0])
6961 shader_addline(buffer
, "%s %s = vs_in%u%s;\n", attrib_info
[i
].type
, attrib_info
[i
].name
,
6962 i
, settings
->swizzle_map
& (1u << i
) ? ".zyxw" : "");
6964 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
6966 unsigned int coord_idx
= settings
->texgen
[i
] & 0x0000ffff;
6967 if ((settings
->texgen
[i
] & 0xffff0000) == WINED3DTSS_TCI_PASSTHRU
6968 && settings
->texcoords
& (1u << i
))
6969 shader_addline(buffer
, "vec4 ffp_attrib_texcoord%u = vs_in%u;\n", i
, coord_idx
+ WINED3D_FFP_TEXCOORD0
);
6972 shader_addline(buffer
, "ffp_attrib_blendweight[%u] = 1.0;\n", settings
->vertexblends
);
6974 if (settings
->transformed
)
6976 shader_addline(buffer
, "vec4 ec_pos = vec4(ffp_attrib_position.xyz, 1.0);\n");
6977 shader_addline(buffer
, "gl_Position = ffp_projection_matrix * ec_pos;\n");
6978 shader_addline(buffer
, "if (ffp_attrib_position.w != 0.0) gl_Position /= ffp_attrib_position.w;\n");
6982 for (i
= 0; i
< settings
->vertexblends
; ++i
)
6983 shader_addline(buffer
, "ffp_attrib_blendweight[%u] -= ffp_attrib_blendweight[%u];\n", settings
->vertexblends
, i
);
6985 shader_addline(buffer
, "vec4 ec_pos = vec4(0.0);\n");
6986 for (i
= 0; i
< settings
->vertexblends
+ 1; ++i
)
6987 shader_addline(buffer
, "ec_pos += ffp_attrib_blendweight[%u] * (ffp_modelview_matrix[%u] * ffp_attrib_position);\n", i
, i
);
6989 shader_addline(buffer
, "gl_Position = ffp_projection_matrix * ec_pos;\n");
6990 if (settings
->clipping
)
6992 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
6993 shader_addline(buffer
, "gl_ClipVertex = ec_pos;\n");
6995 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
6996 shader_addline(buffer
, "gl_ClipDistance[%u] = dot(ec_pos, clip_planes[%u]);\n", i
, i
);
6998 shader_addline(buffer
, "ec_pos /= ec_pos.w;\n");
7001 shader_addline(buffer
, "vec3 normal = vec3(0.0);\n");
7002 if (settings
->normal
)
7004 if (!settings
->vertexblends
)
7006 shader_addline(buffer
, "normal = ffp_normal_matrix * ffp_attrib_normal;\n");
7010 for (i
= 0; i
< settings
->vertexblends
+ 1; ++i
)
7011 shader_addline(buffer
, "normal += ffp_attrib_blendweight[%u] * (mat3(ffp_modelview_matrix[%u]) * ffp_attrib_normal);\n", i
, i
);
7014 if (settings
->normalize
)
7015 shader_addline(buffer
, "normal = normalize(normal);\n");
7018 shader_glsl_ffp_vertex_lighting(buffer
, settings
, legacy_lighting
);
7021 shader_addline(buffer
, "gl_FrontColor = ffp_varying_diffuse;\n");
7022 shader_addline(buffer
, "gl_FrontSecondaryColor = ffp_varying_specular;\n");
7026 shader_addline(buffer
, "ffp_varying_diffuse = clamp(ffp_varying_diffuse, 0.0, 1.0);\n");
7027 shader_addline(buffer
, "ffp_varying_specular = clamp(ffp_varying_specular, 0.0, 1.0);\n");
7030 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
7032 BOOL output_legacy_texcoord
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
7034 switch (settings
->texgen
[i
] & 0xffff0000)
7036 case WINED3DTSS_TCI_PASSTHRU
:
7037 if (settings
->texcoords
& (1u << i
))
7038 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * ffp_attrib_texcoord%u;\n",
7040 else if (gl_info
->limits
.glsl_varyings
>= wined3d_max_compat_varyings(gl_info
))
7041 shader_addline(buffer
, "ffp_varying_texcoord[%u] = vec4(0.0);\n", i
);
7043 output_legacy_texcoord
= FALSE
;
7046 case WINED3DTSS_TCI_CAMERASPACENORMAL
:
7047 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * vec4(normal, 1.0);\n", i
, i
);
7050 case WINED3DTSS_TCI_CAMERASPACEPOSITION
:
7051 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u] * ec_pos;\n", i
, i
);
7054 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR
:
7055 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u]"
7056 " * vec4(reflect(normalize(ec_pos.xyz), normal), 1.0);\n", i
, i
);
7059 case WINED3DTSS_TCI_SPHEREMAP
:
7060 shader_addline(buffer
, "r = reflect(normalize(ec_pos.xyz), normal);\n");
7061 shader_addline(buffer
, "m = 2.0 * length(vec3(r.x, r.y, r.z + 1.0));\n");
7062 shader_addline(buffer
, "ffp_varying_texcoord[%u] = ffp_texture_matrix[%u]"
7063 " * vec4(r.x / m + 0.5, r.y / m + 0.5, 0.0, 1.0);\n", i
, i
);
7067 ERR("Unhandled texgen %#x.\n", settings
->texgen
[i
]);
7070 if (output_legacy_texcoord
)
7071 shader_addline(buffer
, "gl_TexCoord[%u] = ffp_varying_texcoord[%u];\n", i
, i
);
7074 switch (settings
->fog_mode
)
7076 case WINED3D_FFP_VS_FOG_OFF
:
7077 output_legacy_fogcoord
= FALSE
;
7080 case WINED3D_FFP_VS_FOG_FOGCOORD
:
7081 shader_addline(buffer
, "ffp_varying_fogcoord = ffp_attrib_specular.w * 255.0;\n");
7084 case WINED3D_FFP_VS_FOG_RANGE
:
7085 shader_addline(buffer
, "ffp_varying_fogcoord = length(ec_pos.xyz);\n");
7088 case WINED3D_FFP_VS_FOG_DEPTH
:
7089 if (settings
->ortho_fog
)
7091 if (gl_info
->supported
[ARB_CLIP_CONTROL
])
7092 shader_addline(buffer
, "ffp_varying_fogcoord = gl_Position.z;\n");
7094 /* Need to undo the [0.0 - 1.0] -> [-1.0 - 1.0] transformation from D3D to GL coordinates. */
7095 shader_addline(buffer
, "ffp_varying_fogcoord = gl_Position.z * 0.5 + 0.5;\n");
7097 else if (settings
->transformed
)
7099 shader_addline(buffer
, "ffp_varying_fogcoord = ec_pos.z;\n");
7103 shader_addline(buffer
, "ffp_varying_fogcoord = abs(ec_pos.z);\n");
7108 ERR("Unhandled fog mode %#x.\n", settings
->fog_mode
);
7111 if (output_legacy_fogcoord
)
7112 shader_addline(buffer
, "gl_FogFragCoord = ffp_varying_fogcoord;\n");
7114 if (settings
->point_size
)
7116 shader_addline(buffer
, "gl_PointSize = %s / sqrt(ffp_point.c_att"
7117 " + ffp_point.l_att * length(ec_pos.xyz)"
7118 " + ffp_point.q_att * dot(ec_pos.xyz, ec_pos.xyz));\n",
7119 settings
->per_vertex_point_size
? "ffp_attrib_psize" : "ffp_point.size");
7120 shader_addline(buffer
, "gl_PointSize = clamp(gl_PointSize, ffp_point.size_min, ffp_point.size_max);\n");
7123 shader_addline(buffer
, "}\n");
7125 shader_obj
= GL_EXTCALL(glCreateShader(GL_VERTEX_SHADER
));
7126 shader_glsl_compile(gl_info
, shader_obj
, buffer
->buffer
);
7131 static const char *shader_glsl_get_ffp_fragment_op_arg(struct wined3d_string_buffer
*buffer
,
7132 DWORD argnum
, unsigned int stage
, DWORD arg
)
7136 if (arg
== ARG_UNUSED
)
7137 return "<unused arg>";
7139 switch (arg
& WINED3DTA_SELECTMASK
)
7141 case WINED3DTA_DIFFUSE
:
7142 ret
= "ffp_varying_diffuse";
7145 case WINED3DTA_CURRENT
:
7149 case WINED3DTA_TEXTURE
:
7152 case 0: ret
= "tex0"; break;
7153 case 1: ret
= "tex1"; break;
7154 case 2: ret
= "tex2"; break;
7155 case 3: ret
= "tex3"; break;
7156 case 4: ret
= "tex4"; break;
7157 case 5: ret
= "tex5"; break;
7158 case 6: ret
= "tex6"; break;
7159 case 7: ret
= "tex7"; break;
7161 ret
= "<invalid texture>";
7166 case WINED3DTA_TFACTOR
:
7170 case WINED3DTA_SPECULAR
:
7171 ret
= "ffp_varying_specular";
7174 case WINED3DTA_TEMP
:
7178 case WINED3DTA_CONSTANT
:
7181 case 0: ret
= "tss_const0"; break;
7182 case 1: ret
= "tss_const1"; break;
7183 case 2: ret
= "tss_const2"; break;
7184 case 3: ret
= "tss_const3"; break;
7185 case 4: ret
= "tss_const4"; break;
7186 case 5: ret
= "tss_const5"; break;
7187 case 6: ret
= "tss_const6"; break;
7188 case 7: ret
= "tss_const7"; break;
7190 ret
= "<invalid constant>";
7196 return "<unhandled arg>";
7199 if (arg
& WINED3DTA_COMPLEMENT
)
7201 shader_addline(buffer
, "arg%u = vec4(1.0) - %s;\n", argnum
, ret
);
7204 else if (argnum
== 1)
7206 else if (argnum
== 2)
7210 if (arg
& WINED3DTA_ALPHAREPLICATE
)
7212 shader_addline(buffer
, "arg%u = vec4(%s.w);\n", argnum
, ret
);
7215 else if (argnum
== 1)
7217 else if (argnum
== 2)
7224 static void shader_glsl_ffp_fragment_op(struct wined3d_string_buffer
*buffer
, unsigned int stage
, BOOL color
,
7225 BOOL alpha
, DWORD dst
, DWORD op
, DWORD dw_arg0
, DWORD dw_arg1
, DWORD dw_arg2
)
7227 const char *dstmask
, *dstreg
, *arg0
, *arg1
, *arg2
;
7237 dstreg
= "temp_reg";
7241 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, dw_arg0
);
7242 arg1
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 1, stage
, dw_arg1
);
7243 arg2
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 2, stage
, dw_arg2
);
7247 case WINED3D_TOP_DISABLE
:
7250 case WINED3D_TOP_SELECT_ARG1
:
7251 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
);
7254 case WINED3D_TOP_SELECT_ARG2
:
7255 shader_addline(buffer
, "%s%s = %s%s;\n", dstreg
, dstmask
, arg2
, dstmask
);
7258 case WINED3D_TOP_MODULATE
:
7259 shader_addline(buffer
, "%s%s = %s%s * %s%s;\n", dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
7262 case WINED3D_TOP_MODULATE_4X
:
7263 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 4.0, 0.0, 1.0);\n",
7264 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
7267 case WINED3D_TOP_MODULATE_2X
:
7268 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s * 2.0, 0.0, 1.0);\n",
7269 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
7272 case WINED3D_TOP_ADD
:
7273 shader_addline(buffer
, "%s%s = clamp(%s%s + %s%s, 0.0, 1.0);\n",
7274 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
7277 case WINED3D_TOP_ADD_SIGNED
:
7278 shader_addline(buffer
, "%s%s = clamp(%s%s + (%s - vec4(0.5))%s, 0.0, 1.0);\n",
7279 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
7282 case WINED3D_TOP_ADD_SIGNED_2X
:
7283 shader_addline(buffer
, "%s%s = clamp((%s%s + (%s - vec4(0.5))%s) * 2.0, 0.0, 1.0);\n",
7284 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
7287 case WINED3D_TOP_SUBTRACT
:
7288 shader_addline(buffer
, "%s%s = clamp(%s%s - %s%s, 0.0, 1.0);\n",
7289 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
);
7292 case WINED3D_TOP_ADD_SMOOTH
:
7293 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s%s, 0.0, 1.0);\n",
7294 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
, dstmask
);
7297 case WINED3D_TOP_BLEND_DIFFUSE_ALPHA
:
7298 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_DIFFUSE
);
7299 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
7300 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
7303 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
7304 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
7305 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
7306 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
7309 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
7310 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TFACTOR
);
7311 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
7312 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
7315 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
7316 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_TEXTURE
);
7317 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
7318 dstreg
, dstmask
, arg2
, dstmask
, arg0
, arg1
, dstmask
);
7321 case WINED3D_TOP_BLEND_CURRENT_ALPHA
:
7322 arg0
= shader_glsl_get_ffp_fragment_op_arg(buffer
, 0, stage
, WINED3DTA_CURRENT
);
7323 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s.w);\n",
7324 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
);
7327 case WINED3D_TOP_MODULATE_ALPHA_ADD_COLOR
:
7328 shader_addline(buffer
, "%s%s = clamp(%s%s * %s.w + %s%s, 0.0, 1.0);\n",
7329 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
7332 case WINED3D_TOP_MODULATE_COLOR_ADD_ALPHA
:
7333 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s.w, 0.0, 1.0);\n",
7334 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
7337 case WINED3D_TOP_MODULATE_INVALPHA_ADD_COLOR
:
7338 shader_addline(buffer
, "%s%s = clamp(%s%s * (1.0 - %s.w) + %s%s, 0.0, 1.0);\n",
7339 dstreg
, dstmask
, arg2
, dstmask
, arg1
, arg1
, dstmask
);
7341 case WINED3D_TOP_MODULATE_INVCOLOR_ADD_ALPHA
:
7342 shader_addline(buffer
, "%s%s = clamp((vec4(1.0) - %s)%s * %s%s + %s.w, 0.0, 1.0);\n",
7343 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg1
);
7346 case WINED3D_TOP_BUMPENVMAP
:
7347 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
7348 /* These are handled in the first pass, nothing to do. */
7351 case WINED3D_TOP_DOTPRODUCT3
:
7352 shader_addline(buffer
, "%s%s = vec4(clamp(dot(%s.xyz - 0.5, %s.xyz - 0.5) * 4.0, 0.0, 1.0))%s;\n",
7353 dstreg
, dstmask
, arg1
, arg2
, dstmask
);
7356 case WINED3D_TOP_MULTIPLY_ADD
:
7357 shader_addline(buffer
, "%s%s = clamp(%s%s * %s%s + %s%s, 0.0, 1.0);\n",
7358 dstreg
, dstmask
, arg1
, dstmask
, arg2
, dstmask
, arg0
, dstmask
);
7361 case WINED3D_TOP_LERP
:
7362 /* MSDN isn't quite right here. */
7363 shader_addline(buffer
, "%s%s = mix(%s%s, %s%s, %s%s);\n",
7364 dstreg
, dstmask
, arg2
, dstmask
, arg1
, dstmask
, arg0
, dstmask
);
7368 FIXME("Unhandled operation %#x.\n", op
);
7373 /* Context activation is done by the caller. */
7374 static GLuint
shader_glsl_generate_ffp_fragment_shader(struct shader_glsl_priv
*priv
,
7375 const struct ffp_frag_settings
*settings
, const struct wined3d_gl_info
*gl_info
)
7377 struct wined3d_string_buffer
*tex_reg_name
= string_buffer_get(&priv
->string_buffers
);
7378 enum wined3d_cmp_func alpha_test_func
= settings
->alpha_test_func
+ 1;
7379 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
7380 struct wined3d_string_buffer
*buffer
= &priv
->shader_buffer
;
7381 BYTE lum_map
= 0, bump_map
= 0, tex_map
= 0, tss_const_map
= 0;
7382 BOOL tempreg_used
= FALSE
, tfactor_used
= FALSE
;
7383 UINT lowest_disabled_stage
;
7385 DWORD arg0
, arg1
, arg2
;
7388 string_buffer_clear(buffer
);
7390 /* Find out which textures are read */
7391 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
7393 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
7396 arg0
= settings
->op
[stage
].carg0
& WINED3DTA_SELECTMASK
;
7397 arg1
= settings
->op
[stage
].carg1
& WINED3DTA_SELECTMASK
;
7398 arg2
= settings
->op
[stage
].carg2
& WINED3DTA_SELECTMASK
;
7400 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
7401 || (stage
== 0 && settings
->color_key_enabled
))
7402 tex_map
|= 1u << stage
;
7403 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
7404 tfactor_used
= TRUE
;
7405 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
7406 tempreg_used
= TRUE
;
7407 if (settings
->op
[stage
].dst
== tempreg
)
7408 tempreg_used
= TRUE
;
7409 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
7410 tss_const_map
|= 1u << stage
;
7412 switch (settings
->op
[stage
].cop
)
7414 case WINED3D_TOP_BUMPENVMAP_LUMINANCE
:
7415 lum_map
|= 1u << stage
;
7417 case WINED3D_TOP_BUMPENVMAP
:
7418 bump_map
|= 1u << stage
;
7420 case WINED3D_TOP_BLEND_TEXTURE_ALPHA
:
7421 case WINED3D_TOP_BLEND_TEXTURE_ALPHA_PM
:
7422 tex_map
|= 1u << stage
;
7425 case WINED3D_TOP_BLEND_FACTOR_ALPHA
:
7426 tfactor_used
= TRUE
;
7433 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
7436 arg0
= settings
->op
[stage
].aarg0
& WINED3DTA_SELECTMASK
;
7437 arg1
= settings
->op
[stage
].aarg1
& WINED3DTA_SELECTMASK
;
7438 arg2
= settings
->op
[stage
].aarg2
& WINED3DTA_SELECTMASK
;
7440 if (arg0
== WINED3DTA_TEXTURE
|| arg1
== WINED3DTA_TEXTURE
|| arg2
== WINED3DTA_TEXTURE
)
7441 tex_map
|= 1u << stage
;
7442 if (arg0
== WINED3DTA_TFACTOR
|| arg1
== WINED3DTA_TFACTOR
|| arg2
== WINED3DTA_TFACTOR
)
7443 tfactor_used
= TRUE
;
7444 if (arg0
== WINED3DTA_TEMP
|| arg1
== WINED3DTA_TEMP
|| arg2
== WINED3DTA_TEMP
)
7445 tempreg_used
= TRUE
;
7446 if (arg0
== WINED3DTA_CONSTANT
|| arg1
== WINED3DTA_CONSTANT
|| arg2
== WINED3DTA_CONSTANT
)
7447 tss_const_map
|= 1u << stage
;
7449 lowest_disabled_stage
= stage
;
7451 shader_addline(buffer
, "%s\n", shader_glsl_get_version_declaration(gl_info
, NULL
));
7453 if (gl_info
->supported
[ARB_TEXTURE_RECTANGLE
])
7454 shader_addline(buffer
, "#extension GL_ARB_texture_rectangle : enable\n");
7456 if (!needs_legacy_glsl_syntax(gl_info
))
7457 shader_addline(buffer
, "out vec4 ps_out[1];\n");
7459 shader_addline(buffer
, "vec4 tmp0, tmp1;\n");
7460 shader_addline(buffer
, "vec4 ret;\n");
7461 if (tempreg_used
|| settings
->sRGB_write
)
7462 shader_addline(buffer
, "vec4 temp_reg = vec4(0.0);\n");
7463 shader_addline(buffer
, "vec4 arg0, arg1, arg2;\n");
7465 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
7467 if (tss_const_map
& (1u << stage
))
7468 shader_addline(buffer
, "uniform vec4 tss_const%u;\n", stage
);
7470 if (!(tex_map
& (1u << stage
)))
7473 switch (settings
->op
[stage
].tex_type
)
7475 case WINED3D_GL_RES_TYPE_TEX_1D
:
7476 shader_addline(buffer
, "uniform sampler1D ps_sampler%u;\n", stage
);
7478 case WINED3D_GL_RES_TYPE_TEX_2D
:
7479 shader_addline(buffer
, "uniform sampler2D ps_sampler%u;\n", stage
);
7481 case WINED3D_GL_RES_TYPE_TEX_3D
:
7482 shader_addline(buffer
, "uniform sampler3D ps_sampler%u;\n", stage
);
7484 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
7485 shader_addline(buffer
, "uniform samplerCube ps_sampler%u;\n", stage
);
7487 case WINED3D_GL_RES_TYPE_TEX_RECT
:
7488 shader_addline(buffer
, "uniform sampler2DRect ps_sampler%u;\n", stage
);
7491 FIXME("Unhandled sampler type %#x.\n", settings
->op
[stage
].tex_type
);
7495 shader_addline(buffer
, "vec4 tex%u;\n", stage
);
7497 if (!(bump_map
& (1u << stage
)))
7499 shader_addline(buffer
, "uniform mat2 bumpenv_mat%u;\n", stage
);
7501 if (!(lum_map
& (1u << stage
)))
7503 shader_addline(buffer
, "uniform float bumpenv_lum_scale%u;\n", stage
);
7504 shader_addline(buffer
, "uniform float bumpenv_lum_offset%u;\n", stage
);
7507 shader_addline(buffer
, "uniform vec4 tex_factor;\n");
7508 if (settings
->color_key_enabled
)
7509 shader_addline(buffer
, "uniform vec4 color_key[2];\n");
7510 shader_addline(buffer
, "uniform vec4 specular_enable;\n");
7512 if (settings
->sRGB_write
)
7514 shader_addline(buffer
, "const vec4 srgb_const0 = ");
7515 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const0
);
7516 shader_addline(buffer
, ";\n");
7517 shader_addline(buffer
, "const vec4 srgb_const1 = ");
7518 shader_glsl_append_imm_vec4(buffer
, wined3d_srgb_const1
);
7519 shader_addline(buffer
, ";\n");
7522 shader_addline(buffer
, "uniform struct\n{\n");
7523 shader_addline(buffer
, " vec4 color;\n");
7524 shader_addline(buffer
, " float density;\n");
7525 shader_addline(buffer
, " float end;\n");
7526 shader_addline(buffer
, " float scale;\n");
7527 shader_addline(buffer
, "} ffp_fog;\n");
7529 if (alpha_test_func
!= WINED3D_CMP_ALWAYS
)
7530 shader_addline(buffer
, "uniform float alpha_test_ref;\n");
7534 shader_addline(buffer
, "vec4 ffp_varying_diffuse;\n");
7535 shader_addline(buffer
, "vec4 ffp_varying_specular;\n");
7536 shader_addline(buffer
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
7537 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
7538 shader_addline(buffer
, "float ffp_varying_fogcoord;\n");
7542 declare_in_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_diffuse;\n");
7543 declare_in_varying(gl_info
, buffer
, settings
->flatshading
, "vec4 ffp_varying_specular;\n");
7544 declare_in_varying(gl_info
, buffer
, FALSE
, "vec4 ffp_varying_texcoord[%u];\n", MAX_TEXTURES
);
7545 shader_addline(buffer
, "vec4 ffp_texcoord[%u];\n", MAX_TEXTURES
);
7546 declare_in_varying(gl_info
, buffer
, FALSE
, "float ffp_varying_fogcoord;\n");
7549 shader_addline(buffer
, "void main()\n{\n");
7553 shader_addline(buffer
, "ffp_varying_diffuse = gl_Color;\n");
7554 shader_addline(buffer
, "ffp_varying_specular = gl_SecondaryColor;\n");
7557 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
7559 if (tex_map
& (1u << stage
))
7561 if (settings
->pointsprite
)
7562 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(gl_PointCoord.xy, 0.0, 0.0);\n", stage
);
7563 else if (settings
->texcoords_initialized
& (1u << stage
))
7564 shader_addline(buffer
, "ffp_texcoord[%u] = %s[%u];\n",
7565 stage
, legacy_context
? "gl_TexCoord" : "ffp_varying_texcoord", stage
);
7567 shader_addline(buffer
, "ffp_texcoord[%u] = vec4(0.0);\n", stage
);
7571 if (legacy_context
&& settings
->fog
!= WINED3D_FFP_PS_FOG_OFF
)
7572 shader_addline(buffer
, "ffp_varying_fogcoord = gl_FogFragCoord;\n");
7574 if (lowest_disabled_stage
< 7 && settings
->emul_clipplanes
)
7575 shader_addline(buffer
, "if (any(lessThan(ffp_texcoord[7], vec4(0.0)))) discard;\n");
7577 /* Generate texture sampling instructions */
7578 for (stage
= 0; stage
< MAX_TEXTURES
&& settings
->op
[stage
].cop
!= WINED3D_TOP_DISABLE
; ++stage
)
7580 const char *texture_function
, *coord_mask
;
7583 if (!(tex_map
& (1u << stage
)))
7586 if (settings
->op
[stage
].projected
== proj_none
)
7590 else if (settings
->op
[stage
].projected
== proj_count4
7591 || settings
->op
[stage
].projected
== proj_count3
)
7597 FIXME("Unexpected projection mode %d\n", settings
->op
[stage
].projected
);
7601 if (settings
->op
[stage
].tex_type
== WINED3D_GL_RES_TYPE_TEX_CUBE
)
7604 switch (settings
->op
[stage
].tex_type
)
7606 case WINED3D_GL_RES_TYPE_TEX_1D
:
7609 texture_function
= "texture1DProj";
7614 texture_function
= "texture1D";
7618 case WINED3D_GL_RES_TYPE_TEX_2D
:
7621 texture_function
= "texture2DProj";
7626 texture_function
= "texture2D";
7630 case WINED3D_GL_RES_TYPE_TEX_3D
:
7633 texture_function
= "texture3DProj";
7634 coord_mask
= "xyzw";
7638 texture_function
= "texture3D";
7642 case WINED3D_GL_RES_TYPE_TEX_CUBE
:
7643 texture_function
= "textureCube";
7646 case WINED3D_GL_RES_TYPE_TEX_RECT
:
7649 texture_function
= "texture2DRectProj";
7654 texture_function
= "texture2DRect";
7659 FIXME("Unhandled texture type %#x.\n", settings
->op
[stage
].tex_type
);
7660 texture_function
= "";
7661 coord_mask
= "xyzw";
7664 if (!needs_legacy_glsl_syntax(gl_info
))
7665 texture_function
= proj
? "textureProj" : "texture";
7668 && (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP
7669 || settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
))
7671 shader_addline(buffer
, "ret.xy = bumpenv_mat%u * tex%u.xy;\n", stage
- 1, stage
- 1);
7673 /* With projective textures, texbem only divides the static
7674 * texture coord, not the displacement, so multiply the
7675 * displacement with the dividing parameter before passing it to
7677 if (settings
->op
[stage
].projected
!= proj_none
)
7679 if (settings
->op
[stage
].projected
== proj_count4
)
7681 shader_addline(buffer
, "ret.xy = (ret.xy * ffp_texcoord[%u].w) + ffp_texcoord[%u].xy;\n",
7683 shader_addline(buffer
, "ret.zw = ffp_texcoord[%u].ww;\n", stage
);
7687 shader_addline(buffer
, "ret.xy = (ret.xy * ffp_texcoord[%u].z) + ffp_texcoord[%u].xy;\n",
7689 shader_addline(buffer
, "ret.zw = ffp_texcoord[%u].zz;\n", stage
);
7694 shader_addline(buffer
, "ret = ffp_texcoord[%u] + ret.xyxy;\n", stage
);
7697 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ret.%s);\n",
7698 stage
, texture_function
, stage
, coord_mask
);
7700 if (settings
->op
[stage
- 1].cop
== WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
7701 shader_addline(buffer
, "tex%u *= clamp(tex%u.z * bumpenv_lum_scale%u + bumpenv_lum_offset%u, 0.0, 1.0);\n",
7702 stage
, stage
- 1, stage
- 1, stage
- 1);
7704 else if (settings
->op
[stage
].projected
== proj_count3
)
7706 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ffp_texcoord[%u].xyz);\n",
7707 stage
, texture_function
, stage
, stage
);
7711 shader_addline(buffer
, "tex%u = %s(ps_sampler%u, ffp_texcoord[%u].%s);\n",
7712 stage
, texture_function
, stage
, stage
, coord_mask
);
7715 string_buffer_sprintf(tex_reg_name
, "tex%u", stage
);
7716 shader_glsl_color_correction_ext(buffer
, tex_reg_name
->buffer
, WINED3DSP_WRITEMASK_ALL
,
7717 settings
->op
[stage
].color_fixup
);
7720 if (settings
->color_key_enabled
)
7722 shader_addline(buffer
, "if (all(greaterThanEqual(tex0, color_key[0])) && all(lessThan(tex0, color_key[1])))\n");
7723 shader_addline(buffer
, " discard;\n");
7726 shader_addline(buffer
, "ret = ffp_varying_diffuse;\n");
7728 /* Generate the main shader */
7729 for (stage
= 0; stage
< MAX_TEXTURES
; ++stage
)
7733 if (settings
->op
[stage
].cop
== WINED3D_TOP_DISABLE
)
7736 if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
7737 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
7738 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
;
7739 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG1
7740 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
7741 op_equal
= settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg2
;
7742 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
7743 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG1
)
7744 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg1
;
7745 else if (settings
->op
[stage
].cop
== WINED3D_TOP_SELECT_ARG2
7746 && settings
->op
[stage
].aop
== WINED3D_TOP_SELECT_ARG2
)
7747 op_equal
= settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
7749 op_equal
= settings
->op
[stage
].aop
== settings
->op
[stage
].cop
7750 && settings
->op
[stage
].carg0
== settings
->op
[stage
].aarg0
7751 && settings
->op
[stage
].carg1
== settings
->op
[stage
].aarg1
7752 && settings
->op
[stage
].carg2
== settings
->op
[stage
].aarg2
;
7754 if (settings
->op
[stage
].aop
== WINED3D_TOP_DISABLE
)
7756 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
7757 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
7758 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
7762 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, TRUE
, settings
->op
[stage
].dst
,
7763 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
7764 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
7766 else if (settings
->op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP
7767 && settings
->op
[stage
].cop
!= WINED3D_TOP_BUMPENVMAP_LUMINANCE
)
7769 shader_glsl_ffp_fragment_op(buffer
, stage
, TRUE
, FALSE
, settings
->op
[stage
].dst
,
7770 settings
->op
[stage
].cop
, settings
->op
[stage
].carg0
,
7771 settings
->op
[stage
].carg1
, settings
->op
[stage
].carg2
);
7772 shader_glsl_ffp_fragment_op(buffer
, stage
, FALSE
, TRUE
, settings
->op
[stage
].dst
,
7773 settings
->op
[stage
].aop
, settings
->op
[stage
].aarg0
,
7774 settings
->op
[stage
].aarg1
, settings
->op
[stage
].aarg2
);
7778 shader_addline(buffer
, "%s[0] = ffp_varying_specular * specular_enable + ret;\n",
7779 get_fragment_output(gl_info
));
7781 if (settings
->sRGB_write
)
7782 shader_glsl_generate_srgb_write_correction(buffer
, gl_info
);
7784 shader_glsl_generate_fog_code(buffer
, gl_info
, settings
->fog
);
7786 shader_glsl_generate_alpha_test(buffer
, gl_info
, alpha_test_func
);
7788 shader_addline(buffer
, "}\n");
7790 shader_id
= GL_EXTCALL(glCreateShader(GL_FRAGMENT_SHADER
));
7791 shader_glsl_compile(gl_info
, shader_id
, buffer
->buffer
);
7793 string_buffer_release(&priv
->string_buffers
, tex_reg_name
);
7797 static struct glsl_ffp_vertex_shader
*shader_glsl_find_ffp_vertex_shader(struct shader_glsl_priv
*priv
,
7798 const struct wined3d_gl_info
*gl_info
, const struct wined3d_ffp_vs_settings
*settings
)
7800 struct glsl_ffp_vertex_shader
*shader
;
7801 const struct wine_rb_entry
*entry
;
7803 if ((entry
= wine_rb_get(&priv
->ffp_vertex_shaders
, settings
)))
7804 return WINE_RB_ENTRY_VALUE(entry
, struct glsl_ffp_vertex_shader
, desc
.entry
);
7806 if (!(shader
= HeapAlloc(GetProcessHeap(), 0, sizeof(*shader
))))
7809 shader
->desc
.settings
= *settings
;
7810 shader
->id
= shader_glsl_generate_ffp_vertex_shader(priv
, settings
, gl_info
);
7811 list_init(&shader
->linked_programs
);
7812 if (wine_rb_put(&priv
->ffp_vertex_shaders
, &shader
->desc
.settings
, &shader
->desc
.entry
) == -1)
7813 ERR("Failed to insert ffp vertex shader.\n");
7818 static struct glsl_ffp_fragment_shader
*shader_glsl_find_ffp_fragment_shader(struct shader_glsl_priv
*priv
,
7819 const struct wined3d_gl_info
*gl_info
, const struct ffp_frag_settings
*args
)
7821 struct glsl_ffp_fragment_shader
*glsl_desc
;
7822 const struct ffp_frag_desc
*desc
;
7824 if ((desc
= find_ffp_frag_shader(&priv
->ffp_fragment_shaders
, args
)))
7825 return CONTAINING_RECORD(desc
, struct glsl_ffp_fragment_shader
, entry
);
7827 if (!(glsl_desc
= HeapAlloc(GetProcessHeap(), 0, sizeof(*glsl_desc
))))
7830 glsl_desc
->entry
.settings
= *args
;
7831 glsl_desc
->id
= shader_glsl_generate_ffp_fragment_shader(priv
, args
, gl_info
);
7832 list_init(&glsl_desc
->linked_programs
);
7833 add_ffp_frag_shader(&priv
->ffp_fragment_shaders
, &glsl_desc
->entry
);
7839 static void shader_glsl_init_vs_uniform_locations(const struct wined3d_gl_info
*gl_info
,
7840 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_vs_program
*vs
, unsigned int vs_c_count
)
7843 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
7845 for (i
= 0; i
< vs_c_count
; ++i
)
7847 string_buffer_sprintf(name
, "vs_c[%u]", i
);
7848 vs
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7850 memset(&vs
->uniform_f_locations
[vs_c_count
], 0xff, (WINED3D_MAX_VS_CONSTS_F
- vs_c_count
) * sizeof(GLuint
));
7852 for (i
= 0; i
< WINED3D_MAX_CONSTS_I
; ++i
)
7854 string_buffer_sprintf(name
, "vs_i[%u]", i
);
7855 vs
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7858 for (i
= 0; i
< WINED3D_MAX_CONSTS_B
; ++i
)
7860 string_buffer_sprintf(name
, "vs_b[%u]", i
);
7861 vs
->uniform_b_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7864 vs
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "pos_fixup"));
7866 for (i
= 0; i
< MAX_VERTEX_BLENDS
; ++i
)
7868 string_buffer_sprintf(name
, "ffp_modelview_matrix[%u]", i
);
7869 vs
->modelview_matrix_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7871 vs
->projection_matrix_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_projection_matrix"));
7872 vs
->normal_matrix_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_normal_matrix"));
7873 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
7875 string_buffer_sprintf(name
, "ffp_texture_matrix[%u]", i
);
7876 vs
->texture_matrix_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7878 vs
->material_ambient_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.ambient"));
7879 vs
->material_diffuse_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.diffuse"));
7880 vs
->material_specular_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.specular"));
7881 vs
->material_emissive_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.emissive"));
7882 vs
->material_shininess_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_material.shininess"));
7883 vs
->light_ambient_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_light_ambient"));
7884 for (i
= 0; i
< MAX_ACTIVE_LIGHTS
; ++i
)
7886 string_buffer_sprintf(name
, "ffp_light[%u].diffuse", i
);
7887 vs
->light_location
[i
].diffuse
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7888 string_buffer_sprintf(name
, "ffp_light[%u].specular", i
);
7889 vs
->light_location
[i
].specular
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7890 string_buffer_sprintf(name
, "ffp_light[%u].ambient", i
);
7891 vs
->light_location
[i
].ambient
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7892 string_buffer_sprintf(name
, "ffp_light[%u].position", i
);
7893 vs
->light_location
[i
].position
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7894 string_buffer_sprintf(name
, "ffp_light[%u].direction", i
);
7895 vs
->light_location
[i
].direction
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7896 string_buffer_sprintf(name
, "ffp_light[%u].range", i
);
7897 vs
->light_location
[i
].range
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7898 string_buffer_sprintf(name
, "ffp_light[%u].falloff", i
);
7899 vs
->light_location
[i
].falloff
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7900 string_buffer_sprintf(name
, "ffp_light[%u].c_att", i
);
7901 vs
->light_location
[i
].c_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7902 string_buffer_sprintf(name
, "ffp_light[%u].l_att", i
);
7903 vs
->light_location
[i
].l_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7904 string_buffer_sprintf(name
, "ffp_light[%u].q_att", i
);
7905 vs
->light_location
[i
].q_att
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7906 string_buffer_sprintf(name
, "ffp_light[%u].cos_htheta", i
);
7907 vs
->light_location
[i
].cos_htheta
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7908 string_buffer_sprintf(name
, "ffp_light[%u].cos_hphi", i
);
7909 vs
->light_location
[i
].cos_hphi
= GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7911 vs
->pointsize_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size"));
7912 vs
->pointsize_min_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size_min"));
7913 vs
->pointsize_max_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.size_max"));
7914 vs
->pointsize_c_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.c_att"));
7915 vs
->pointsize_l_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.l_att"));
7916 vs
->pointsize_q_att_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_point.q_att"));
7917 vs
->clip_planes_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "clip_planes"));
7919 string_buffer_release(&priv
->string_buffers
, name
);
7922 static void shader_glsl_init_gs_uniform_locations(const struct wined3d_gl_info
*gl_info
,
7923 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_gs_program
*gs
)
7925 gs
->pos_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "pos_fixup"));
7928 static void shader_glsl_init_ps_uniform_locations(const struct wined3d_gl_info
*gl_info
,
7929 struct shader_glsl_priv
*priv
, GLuint program_id
, struct glsl_ps_program
*ps
, unsigned int ps_c_count
)
7932 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
7934 for (i
= 0; i
< ps_c_count
; ++i
)
7936 string_buffer_sprintf(name
, "ps_c[%u]", i
);
7937 ps
->uniform_f_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7939 memset(&ps
->uniform_f_locations
[ps_c_count
], 0xff, (WINED3D_MAX_PS_CONSTS_F
- ps_c_count
) * sizeof(GLuint
));
7941 for (i
= 0; i
< WINED3D_MAX_CONSTS_I
; ++i
)
7943 string_buffer_sprintf(name
, "ps_i[%u]", i
);
7944 ps
->uniform_i_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7947 for (i
= 0; i
< WINED3D_MAX_CONSTS_B
; ++i
)
7949 string_buffer_sprintf(name
, "ps_b[%u]", i
);
7950 ps
->uniform_b_locations
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7953 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
7955 string_buffer_sprintf(name
, "bumpenv_mat%u", i
);
7956 ps
->bumpenv_mat_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7957 string_buffer_sprintf(name
, "bumpenv_lum_scale%u", i
);
7958 ps
->bumpenv_lum_scale_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7959 string_buffer_sprintf(name
, "bumpenv_lum_offset%u", i
);
7960 ps
->bumpenv_lum_offset_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7961 string_buffer_sprintf(name
, "tss_const%u", i
);
7962 ps
->tss_constant_location
[i
] = GL_EXTCALL(glGetUniformLocation(program_id
, name
->buffer
));
7965 ps
->tex_factor_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "tex_factor"));
7966 ps
->specular_enable_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "specular_enable"));
7968 ps
->fog_color_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.color"));
7969 ps
->fog_density_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.density"));
7970 ps
->fog_end_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.end"));
7971 ps
->fog_scale_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ffp_fog.scale"));
7973 ps
->alpha_test_ref_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "alpha_test_ref"));
7975 ps
->np2_fixup_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ps_samplerNP2Fixup"));
7976 ps
->ycorrection_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "ycorrection"));
7977 ps
->color_key_location
= GL_EXTCALL(glGetUniformLocation(program_id
, "color_key"));
7979 string_buffer_release(&priv
->string_buffers
, name
);
7982 static void shader_glsl_init_uniform_block_bindings(const struct wined3d_gl_info
*gl_info
,
7983 struct shader_glsl_priv
*priv
, GLuint program_id
,
7984 const struct wined3d_shader_reg_maps
*reg_maps
)
7986 struct wined3d_string_buffer
*name
= string_buffer_get(&priv
->string_buffers
);
7987 const char *prefix
= shader_glsl_get_prefix(reg_maps
->shader_version
.type
);
7988 unsigned int i
, base
, count
;
7991 wined3d_gl_limits_get_uniform_block_range(&gl_info
->limits
, reg_maps
->shader_version
.type
, &base
, &count
);
7992 for (i
= 0; i
< count
; ++i
)
7994 if (!reg_maps
->cb_sizes
[i
])
7997 string_buffer_sprintf(name
, "block_%s_cb%u", prefix
, i
);
7998 block_idx
= GL_EXTCALL(glGetUniformBlockIndex(program_id
, name
->buffer
));
7999 GL_EXTCALL(glUniformBlockBinding(program_id
, block_idx
, base
+ i
));
8001 checkGLcall("glUniformBlockBinding");
8002 string_buffer_release(&priv
->string_buffers
, name
);
8005 /* Context activation is done by the caller. */
8006 static void set_glsl_shader_program(const struct wined3d_context
*context
, const struct wined3d_state
*state
,
8007 struct shader_glsl_priv
*priv
, struct glsl_context_data
*ctx_data
)
8009 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8010 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
8011 const struct ps_np2fixup_info
*np2fixup_info
= NULL
;
8012 struct glsl_shader_prog_link
*entry
= NULL
;
8013 struct wined3d_shader
*vshader
= NULL
;
8014 struct wined3d_shader
*gshader
= NULL
;
8015 struct wined3d_shader
*pshader
= NULL
;
8017 GLuint reorder_shader_id
= 0;
8022 struct list
*ps_list
, *vs_list
;
8024 struct wined3d_string_buffer
*tmp_name
;
8026 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_VERTEX
)) && ctx_data
->glsl_program
)
8028 vs_id
= ctx_data
->glsl_program
->vs
.id
;
8029 vs_list
= &ctx_data
->glsl_program
->vs
.shader_entry
;
8033 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
8034 gshader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
8036 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_GEOMETRY
))
8037 && ctx_data
->glsl_program
->gs
.id
)
8039 gs_id
= ctx_data
->glsl_program
->gs
.id
;
8043 struct gs_compile_args args
;
8045 find_gs_compile_args(state
, gshader
, &args
);
8046 gs_id
= find_glsl_geometry_shader(context
, priv
, gshader
, &args
);
8050 else if (use_vs(state
))
8052 struct vs_compile_args vs_compile_args
;
8054 vshader
= state
->shader
[WINED3D_SHADER_TYPE_VERTEX
];
8055 gshader
= state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
];
8057 find_vs_compile_args(state
, vshader
, context
->stream_info
.swizzle_map
, &vs_compile_args
, d3d_info
);
8058 vs_id
= find_glsl_vshader(context
, priv
, vshader
, &vs_compile_args
);
8059 vs_list
= &vshader
->linked_programs
;
8061 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_GEOMETRY
))
8062 && ctx_data
->glsl_program
->gs
.id
)
8064 gs_id
= ctx_data
->glsl_program
->gs
.id
;
8068 struct gs_compile_args gs_compile_args
;
8070 find_gs_compile_args(state
, gshader
, &gs_compile_args
);
8071 gs_id
= find_glsl_geometry_shader(context
, priv
, gshader
, &gs_compile_args
);
8074 else if (priv
->vertex_pipe
== &glsl_vertex_pipe
)
8076 struct glsl_ffp_vertex_shader
*ffp_shader
;
8077 struct wined3d_ffp_vs_settings settings
;
8079 wined3d_ffp_get_vs_settings(context
, state
, &settings
);
8080 ffp_shader
= shader_glsl_find_ffp_vertex_shader(priv
, gl_info
, &settings
);
8081 vs_id
= ffp_shader
->id
;
8082 vs_list
= &ffp_shader
->linked_programs
;
8085 if (!(context
->shader_update_mask
& (1u << WINED3D_SHADER_TYPE_PIXEL
)) && ctx_data
->glsl_program
)
8087 ps_id
= ctx_data
->glsl_program
->ps
.id
;
8088 ps_list
= &ctx_data
->glsl_program
->ps
.shader_entry
;
8091 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
8093 else if (use_ps(state
))
8095 struct ps_compile_args ps_compile_args
;
8096 pshader
= state
->shader
[WINED3D_SHADER_TYPE_PIXEL
];
8097 find_ps_compile_args(state
, pshader
, context
->stream_info
.position_transformed
, &ps_compile_args
, context
);
8098 ps_id
= find_glsl_pshader(context
, &priv
->shader_buffer
, &priv
->string_buffers
,
8099 pshader
, &ps_compile_args
, &np2fixup_info
);
8100 ps_list
= &pshader
->linked_programs
;
8102 else if (priv
->fragment_pipe
== &glsl_fragment_pipe
)
8104 struct glsl_ffp_fragment_shader
*ffp_shader
;
8105 struct ffp_frag_settings settings
;
8107 gen_ffp_frag_op(context
, state
, &settings
, FALSE
);
8108 ffp_shader
= shader_glsl_find_ffp_fragment_shader(priv
, gl_info
, &settings
);
8109 ps_id
= ffp_shader
->id
;
8110 ps_list
= &ffp_shader
->linked_programs
;
8113 if ((!vs_id
&& !gs_id
&& !ps_id
) || (entry
= get_glsl_program_entry(priv
, vs_id
, gs_id
, ps_id
)))
8115 ctx_data
->glsl_program
= entry
;
8119 /* If we get to this point, then no matching program exists, so we create one */
8120 program_id
= GL_EXTCALL(glCreateProgram());
8121 TRACE("Created new GLSL shader program %u.\n", program_id
);
8123 /* Create the entry */
8124 entry
= HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link
));
8125 entry
->id
= program_id
;
8126 entry
->vs
.id
= vs_id
;
8127 entry
->gs
.id
= gs_id
;
8128 entry
->ps
.id
= ps_id
;
8129 entry
->constant_version
= 0;
8130 entry
->ps
.np2_fixup_info
= np2fixup_info
;
8131 /* Add the hash table entry */
8132 add_glsl_program_entry(priv
, entry
);
8134 /* Set the current program */
8135 ctx_data
->glsl_program
= entry
;
8137 /* Attach GLSL vshader */
8140 TRACE("Attaching GLSL shader object %u to program %u.\n", vs_id
, program_id
);
8141 GL_EXTCALL(glAttachShader(program_id
, vs_id
));
8142 checkGLcall("glAttachShader");
8144 list_add_head(vs_list
, &entry
->vs
.shader_entry
);
8149 attribs_map
= vshader
->reg_maps
.input_registers
;
8150 if (vshader
->reg_maps
.shader_version
.major
< 4)
8152 reorder_shader_id
= shader_glsl_generate_vs3_rasterizer_input_setup(priv
, vshader
, pshader
,
8153 state
->gl_primitive_type
== GL_POINTS
&& vshader
->reg_maps
.point_size
,
8154 d3d_info
->emulated_flatshading
8155 && state
->render_states
[WINED3D_RS_SHADEMODE
] == WINED3D_SHADE_FLAT
, gl_info
);
8156 TRACE("Attaching GLSL shader object %u to program %u.\n", reorder_shader_id
, program_id
);
8157 GL_EXTCALL(glAttachShader(program_id
, reorder_shader_id
));
8158 checkGLcall("glAttachShader");
8159 /* Flag the reorder function for deletion, it will be freed
8160 * automatically when the program is destroyed. */
8161 GL_EXTCALL(glDeleteShader(reorder_shader_id
));
8166 attribs_map
= (1u << WINED3D_FFP_ATTRIBS_COUNT
) - 1;
8169 if (!shader_glsl_use_explicit_attrib_location(gl_info
))
8171 /* Bind vertex attributes to a corresponding index number to match
8172 * the same index numbers as ARB_vertex_programs (makes loading
8173 * vertex attributes simpler). With this method, we can use the
8174 * exact same code to load the attributes later for both ARB and
8177 * We have to do this here because we need to know the Program ID
8178 * in order to make the bindings work, and it has to be done prior
8179 * to linking the GLSL program. */
8180 tmp_name
= string_buffer_get(&priv
->string_buffers
);
8181 for (i
= 0; attribs_map
; attribs_map
>>= 1, ++i
)
8183 if (!(attribs_map
& 1))
8186 string_buffer_sprintf(tmp_name
, "vs_in%u", i
);
8187 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
8188 if (vshader
&& vshader
->reg_maps
.shader_version
.major
>= 4)
8190 string_buffer_sprintf(tmp_name
, "vs_in_uint%u", i
);
8191 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
8192 string_buffer_sprintf(tmp_name
, "vs_in_int%u", i
);
8193 GL_EXTCALL(glBindAttribLocation(program_id
, i
, tmp_name
->buffer
));
8196 checkGLcall("glBindAttribLocation");
8197 string_buffer_release(&priv
->string_buffers
, tmp_name
);
8202 TRACE("Attaching GLSL geometry shader object %u to program %u.\n", gs_id
, program_id
);
8203 GL_EXTCALL(glAttachShader(program_id
, gs_id
));
8204 checkGLcall("glAttachShader");
8206 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
8208 TRACE("input type %s, output type %s, vertices out %u.\n",
8209 debug_d3dprimitivetype(gshader
->u
.gs
.input_type
),
8210 debug_d3dprimitivetype(gshader
->u
.gs
.output_type
),
8211 gshader
->u
.gs
.vertices_out
);
8212 GL_EXTCALL(glProgramParameteriARB(program_id
, GL_GEOMETRY_INPUT_TYPE_ARB
,
8213 gl_primitive_type_from_d3d(gshader
->u
.gs
.input_type
)));
8214 GL_EXTCALL(glProgramParameteriARB(program_id
, GL_GEOMETRY_OUTPUT_TYPE_ARB
,
8215 gl_primitive_type_from_d3d(gshader
->u
.gs
.output_type
)));
8216 GL_EXTCALL(glProgramParameteriARB(program_id
, GL_GEOMETRY_VERTICES_OUT_ARB
,
8217 gshader
->u
.gs
.vertices_out
));
8218 checkGLcall("glProgramParameteriARB");
8221 list_add_head(&gshader
->linked_programs
, &entry
->gs
.shader_entry
);
8224 /* Attach GLSL pshader */
8227 TRACE("Attaching GLSL shader object %u to program %u.\n", ps_id
, program_id
);
8228 GL_EXTCALL(glAttachShader(program_id
, ps_id
));
8229 checkGLcall("glAttachShader");
8231 list_add_head(ps_list
, &entry
->ps
.shader_entry
);
8234 /* Link the program */
8235 TRACE("Linking GLSL shader program %u.\n", program_id
);
8236 GL_EXTCALL(glLinkProgram(program_id
));
8237 shader_glsl_validate_link(gl_info
, program_id
);
8239 shader_glsl_init_vs_uniform_locations(gl_info
, priv
, program_id
, &entry
->vs
,
8240 vshader
? vshader
->limits
->constant_float
: 0);
8241 shader_glsl_init_gs_uniform_locations(gl_info
, priv
, program_id
, &entry
->gs
);
8242 shader_glsl_init_ps_uniform_locations(gl_info
, priv
, program_id
, &entry
->ps
,
8243 pshader
? pshader
->limits
->constant_float
: 0);
8244 checkGLcall("Find glsl program uniform locations");
8246 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
8248 if (pshader
&& pshader
->reg_maps
.shader_version
.major
>= 3
8249 && pshader
->u
.ps
.declared_in_count
> vec4_varyings(3, gl_info
))
8251 TRACE("Shader %d needs vertex color clamping disabled.\n", program_id
);
8252 entry
->vs
.vertex_color_clamp
= GL_FALSE
;
8256 entry
->vs
.vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
8261 /* With core profile we never change vertex_color_clamp from
8262 * GL_FIXED_ONLY_MODE (which is also the initial value) so we never call
8263 * glClampColorARB(). */
8264 entry
->vs
.vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
8267 /* Set the shader to allow uniform loading on it */
8268 GL_EXTCALL(glUseProgram(program_id
));
8269 checkGLcall("glUseProgram");
8271 /* Texture unit mapping is set up to be the same each time the shader
8272 * program is used so we can hardcode the sampler uniform values. */
8273 shader_glsl_load_samplers(gl_info
, priv
, context
->tex_unit_map
, program_id
);
8275 entry
->constant_update_mask
= 0;
8278 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_F
;
8279 if (vshader
->reg_maps
.integer_constants
)
8280 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_I
;
8281 if (vshader
->reg_maps
.boolean_constants
)
8282 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_B
;
8283 if (entry
->vs
.pos_fixup_location
!= -1)
8284 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
8286 shader_glsl_init_uniform_block_bindings(gl_info
, priv
, program_id
, &vshader
->reg_maps
);
8287 shader_glsl_load_icb(gl_info
, priv
, program_id
, &vshader
->reg_maps
);
8291 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
8292 | WINED3D_SHADER_CONST_FFP_PROJ
;
8294 for (i
= 1; i
< MAX_VERTEX_BLENDS
; ++i
)
8296 if (entry
->vs
.modelview_matrix_location
[i
] != -1)
8298 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
8303 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
8305 if (entry
->vs
.texture_matrix_location
[i
] != -1)
8307 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
8311 if (entry
->vs
.material_ambient_location
!= -1 || entry
->vs
.material_diffuse_location
!= -1
8312 || entry
->vs
.material_specular_location
!= -1
8313 || entry
->vs
.material_emissive_location
!= -1
8314 || entry
->vs
.material_shininess_location
!= -1)
8315 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MATERIAL
;
8316 if (entry
->vs
.light_ambient_location
!= -1)
8317 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_LIGHTS
;
8319 if (entry
->vs
.clip_planes_location
!= -1)
8320 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
8321 if (entry
->vs
.pointsize_min_location
!= -1)
8322 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
8326 if (entry
->gs
.pos_fixup_location
!= -1)
8327 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
8328 shader_glsl_init_uniform_block_bindings(gl_info
, priv
, program_id
, &gshader
->reg_maps
);
8329 shader_glsl_load_icb(gl_info
, priv
, program_id
, &gshader
->reg_maps
);
8336 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_F
;
8337 if (pshader
->reg_maps
.integer_constants
)
8338 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_I
;
8339 if (pshader
->reg_maps
.boolean_constants
)
8340 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_B
;
8341 if (entry
->ps
.ycorrection_location
!= -1)
8342 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_Y_CORR
;
8344 shader_glsl_init_uniform_block_bindings(gl_info
, priv
, program_id
, &pshader
->reg_maps
);
8345 shader_glsl_load_icb(gl_info
, priv
, program_id
, &pshader
->reg_maps
);
8346 shader_glsl_load_images(gl_info
, priv
, program_id
, &pshader
->reg_maps
);
8350 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PS
;
8353 for (i
= 0; i
< MAX_TEXTURES
; ++i
)
8355 if (entry
->ps
.bumpenv_mat_location
[i
] != -1)
8357 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_BUMP_ENV
;
8362 if (entry
->ps
.fog_color_location
!= -1)
8363 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
8364 if (entry
->ps
.alpha_test_ref_location
!= -1)
8365 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_ALPHA_TEST
;
8366 if (entry
->ps
.np2_fixup_location
!= -1)
8367 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_NP2_FIXUP
;
8368 if (entry
->ps
.color_key_location
!= -1)
8369 entry
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_COLOR_KEY
;
8373 /* Context activation is done by the caller. */
8374 static void shader_glsl_select(void *shader_priv
, struct wined3d_context
*context
,
8375 const struct wined3d_state
*state
)
8377 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
8378 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8379 struct shader_glsl_priv
*priv
= shader_priv
;
8380 GLuint program_id
= 0, prev_id
= 0;
8381 GLenum old_vertex_color_clamp
, current_vertex_color_clamp
;
8383 priv
->vertex_pipe
->vp_enable(gl_info
, !use_vs(state
));
8384 priv
->fragment_pipe
->enable_extension(gl_info
, !use_ps(state
));
8386 if (ctx_data
->glsl_program
)
8388 prev_id
= ctx_data
->glsl_program
->id
;
8389 old_vertex_color_clamp
= ctx_data
->glsl_program
->vs
.vertex_color_clamp
;
8394 old_vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
8397 set_glsl_shader_program(context
, state
, priv
, ctx_data
);
8399 if (ctx_data
->glsl_program
)
8401 program_id
= ctx_data
->glsl_program
->id
;
8402 current_vertex_color_clamp
= ctx_data
->glsl_program
->vs
.vertex_color_clamp
;
8407 current_vertex_color_clamp
= GL_FIXED_ONLY_ARB
;
8410 if (old_vertex_color_clamp
!= current_vertex_color_clamp
)
8412 if (gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
8414 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, current_vertex_color_clamp
));
8415 checkGLcall("glClampColorARB");
8419 FIXME("vertex color clamp needs to be changed, but extension not supported.\n");
8423 TRACE("Using GLSL program %u.\n", program_id
);
8425 if (prev_id
!= program_id
)
8427 GL_EXTCALL(glUseProgram(program_id
));
8428 checkGLcall("glUseProgram");
8431 context
->constant_update_mask
|= ctx_data
->glsl_program
->constant_update_mask
;
8435 /* "context" is not necessarily the currently active context. */
8436 static void shader_glsl_invalidate_current_program(struct wined3d_context
*context
)
8438 struct glsl_context_data
*ctx_data
= context
->shader_backend_data
;
8440 ctx_data
->glsl_program
= NULL
;
8441 context
->shader_update_mask
= (1u << WINED3D_SHADER_TYPE_PIXEL
)
8442 | (1u << WINED3D_SHADER_TYPE_VERTEX
)
8443 | (1u << WINED3D_SHADER_TYPE_GEOMETRY
)
8444 | (1u << WINED3D_SHADER_TYPE_HULL
)
8445 | (1u << WINED3D_SHADER_TYPE_DOMAIN
)
8446 | (1u << WINED3D_SHADER_TYPE_COMPUTE
);
8449 /* Context activation is done by the caller. */
8450 static void shader_glsl_disable(void *shader_priv
, struct wined3d_context
*context
)
8452 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8453 struct shader_glsl_priv
*priv
= shader_priv
;
8455 shader_glsl_invalidate_current_program(context
);
8456 GL_EXTCALL(glUseProgram(0));
8457 checkGLcall("glUseProgram");
8459 priv
->vertex_pipe
->vp_enable(gl_info
, FALSE
);
8460 priv
->fragment_pipe
->enable_extension(gl_info
, FALSE
);
8462 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
] && gl_info
->supported
[ARB_COLOR_BUFFER_FLOAT
])
8464 GL_EXTCALL(glClampColorARB(GL_CLAMP_VERTEX_COLOR_ARB
, GL_FIXED_ONLY_ARB
));
8465 checkGLcall("glClampColorARB");
8469 static void shader_glsl_invalidate_contexts_program(struct wined3d_device
*device
,
8470 const struct glsl_shader_prog_link
*program
)
8472 const struct glsl_context_data
*ctx_data
;
8473 struct wined3d_context
*context
;
8476 for (i
= 0; i
< device
->context_count
; ++i
)
8478 context
= device
->contexts
[i
];
8479 ctx_data
= context
->shader_backend_data
;
8481 if (ctx_data
->glsl_program
== program
)
8482 shader_glsl_invalidate_current_program(context
);
8486 static void shader_glsl_destroy(struct wined3d_shader
*shader
)
8488 struct glsl_shader_private
*shader_data
= shader
->backend_data
;
8489 struct wined3d_device
*device
= shader
->device
;
8490 struct shader_glsl_priv
*priv
= device
->shader_priv
;
8491 const struct wined3d_gl_info
*gl_info
;
8492 const struct list
*linked_programs
;
8493 struct wined3d_context
*context
;
8495 if (!shader_data
|| !shader_data
->num_gl_shaders
)
8497 HeapFree(GetProcessHeap(), 0, shader_data
);
8498 shader
->backend_data
= NULL
;
8502 context
= context_acquire(device
, NULL
);
8503 gl_info
= context
->gl_info
;
8505 TRACE("Deleting linked programs.\n");
8506 linked_programs
= &shader
->linked_programs
;
8507 if (linked_programs
->next
)
8509 struct glsl_shader_prog_link
*entry
, *entry2
;
8512 switch (shader
->reg_maps
.shader_version
.type
)
8514 case WINED3D_SHADER_TYPE_PIXEL
:
8516 struct glsl_ps_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.ps
;
8518 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
8520 TRACE("Deleting pixel shader %u.\n", gl_shaders
[i
].id
);
8521 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
8522 checkGLcall("glDeleteShader");
8524 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.ps
);
8526 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
8527 struct glsl_shader_prog_link
, ps
.shader_entry
)
8529 shader_glsl_invalidate_contexts_program(device
, entry
);
8530 delete_glsl_program_entry(priv
, gl_info
, entry
);
8536 case WINED3D_SHADER_TYPE_VERTEX
:
8538 struct glsl_vs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.vs
;
8540 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
8542 TRACE("Deleting vertex shader %u.\n", gl_shaders
[i
].id
);
8543 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
8544 checkGLcall("glDeleteShader");
8546 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.vs
);
8548 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
8549 struct glsl_shader_prog_link
, vs
.shader_entry
)
8551 shader_glsl_invalidate_contexts_program(device
, entry
);
8552 delete_glsl_program_entry(priv
, gl_info
, entry
);
8558 case WINED3D_SHADER_TYPE_GEOMETRY
:
8560 struct glsl_gs_compiled_shader
*gl_shaders
= shader_data
->gl_shaders
.gs
;
8562 for (i
= 0; i
< shader_data
->num_gl_shaders
; ++i
)
8564 TRACE("Deleting geometry shader %u.\n", gl_shaders
[i
].id
);
8565 GL_EXTCALL(glDeleteShader(gl_shaders
[i
].id
));
8566 checkGLcall("glDeleteShader");
8568 HeapFree(GetProcessHeap(), 0, shader_data
->gl_shaders
.gs
);
8570 LIST_FOR_EACH_ENTRY_SAFE(entry
, entry2
, linked_programs
,
8571 struct glsl_shader_prog_link
, gs
.shader_entry
)
8573 shader_glsl_invalidate_contexts_program(device
, entry
);
8574 delete_glsl_program_entry(priv
, gl_info
, entry
);
8581 ERR("Unhandled shader type %#x.\n", shader
->reg_maps
.shader_version
.type
);
8586 HeapFree(GetProcessHeap(), 0, shader
->backend_data
);
8587 shader
->backend_data
= NULL
;
8589 context_release(context
);
8592 static int glsl_program_key_compare(const void *key
, const struct wine_rb_entry
*entry
)
8594 const struct glsl_program_key
*k
= key
;
8595 const struct glsl_shader_prog_link
*prog
= WINE_RB_ENTRY_VALUE(entry
,
8596 const struct glsl_shader_prog_link
, program_lookup_entry
);
8598 if (k
->vs_id
> prog
->vs
.id
) return 1;
8599 else if (k
->vs_id
< prog
->vs
.id
) return -1;
8601 if (k
->gs_id
> prog
->gs
.id
) return 1;
8602 else if (k
->gs_id
< prog
->gs
.id
) return -1;
8604 if (k
->ps_id
> prog
->ps
.id
) return 1;
8605 else if (k
->ps_id
< prog
->ps
.id
) return -1;
8610 static BOOL
constant_heap_init(struct constant_heap
*heap
, unsigned int constant_count
)
8612 SIZE_T size
= (constant_count
+ 1) * sizeof(*heap
->entries
)
8613 + constant_count
* sizeof(*heap
->contained
)
8614 + constant_count
* sizeof(*heap
->positions
);
8615 void *mem
= HeapAlloc(GetProcessHeap(), 0, size
);
8619 ERR("Failed to allocate memory\n");
8623 heap
->entries
= mem
;
8624 heap
->entries
[1].version
= 0;
8625 heap
->contained
= (BOOL
*)(heap
->entries
+ constant_count
+ 1);
8626 memset(heap
->contained
, 0, constant_count
* sizeof(*heap
->contained
));
8627 heap
->positions
= (unsigned int *)(heap
->contained
+ constant_count
);
8633 static void constant_heap_free(struct constant_heap
*heap
)
8635 HeapFree(GetProcessHeap(), 0, heap
->entries
);
8638 static HRESULT
shader_glsl_alloc(struct wined3d_device
*device
, const struct wined3d_vertex_pipe_ops
*vertex_pipe
,
8639 const struct fragment_pipeline
*fragment_pipe
)
8641 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
8642 struct shader_glsl_priv
*priv
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(struct shader_glsl_priv
));
8643 SIZE_T stack_size
= wined3d_log2i(max(WINED3D_MAX_VS_CONSTS_F
, WINED3D_MAX_PS_CONSTS_F
)) + 1;
8644 struct fragment_caps fragment_caps
;
8645 void *vertex_priv
, *fragment_priv
;
8647 string_buffer_list_init(&priv
->string_buffers
);
8649 if (!(vertex_priv
= vertex_pipe
->vp_alloc(&glsl_shader_backend
, priv
)))
8651 ERR("Failed to initialize vertex pipe.\n");
8652 HeapFree(GetProcessHeap(), 0, priv
);
8656 if (!(fragment_priv
= fragment_pipe
->alloc_private(&glsl_shader_backend
, priv
)))
8658 ERR("Failed to initialize fragment pipe.\n");
8659 vertex_pipe
->vp_free(device
);
8660 HeapFree(GetProcessHeap(), 0, priv
);
8664 if (!string_buffer_init(&priv
->shader_buffer
))
8666 ERR("Failed to initialize shader buffer.\n");
8670 if (!(priv
->stack
= wined3d_calloc(stack_size
, sizeof(*priv
->stack
))))
8672 ERR("Failed to allocate memory.\n");
8676 if (!constant_heap_init(&priv
->vconst_heap
, WINED3D_MAX_VS_CONSTS_F
))
8678 ERR("Failed to initialize vertex shader constant heap\n");
8682 if (!constant_heap_init(&priv
->pconst_heap
, WINED3D_MAX_PS_CONSTS_F
))
8684 ERR("Failed to initialize pixel shader constant heap\n");
8688 wine_rb_init(&priv
->program_lookup
, glsl_program_key_compare
);
8690 priv
->next_constant_version
= 1;
8691 priv
->vertex_pipe
= vertex_pipe
;
8692 priv
->fragment_pipe
= fragment_pipe
;
8693 fragment_pipe
->get_caps(gl_info
, &fragment_caps
);
8694 priv
->ffp_proj_control
= fragment_caps
.wined3d_caps
& WINED3D_FRAGMENT_CAP_PROJ_CONTROL
;
8695 priv
->legacy_lighting
= device
->wined3d
->flags
& WINED3D_LEGACY_FFP_LIGHTING
;
8697 device
->vertex_priv
= vertex_priv
;
8698 device
->fragment_priv
= fragment_priv
;
8699 device
->shader_priv
= priv
;
8704 constant_heap_free(&priv
->pconst_heap
);
8705 constant_heap_free(&priv
->vconst_heap
);
8706 HeapFree(GetProcessHeap(), 0, priv
->stack
);
8707 string_buffer_free(&priv
->shader_buffer
);
8708 fragment_pipe
->free_private(device
);
8709 vertex_pipe
->vp_free(device
);
8710 HeapFree(GetProcessHeap(), 0, priv
);
8711 return E_OUTOFMEMORY
;
8714 /* Context activation is done by the caller. */
8715 static void shader_glsl_free(struct wined3d_device
*device
)
8717 struct shader_glsl_priv
*priv
= device
->shader_priv
;
8719 wine_rb_destroy(&priv
->program_lookup
, NULL
, NULL
);
8720 constant_heap_free(&priv
->pconst_heap
);
8721 constant_heap_free(&priv
->vconst_heap
);
8722 HeapFree(GetProcessHeap(), 0, priv
->stack
);
8723 string_buffer_list_cleanup(&priv
->string_buffers
);
8724 string_buffer_free(&priv
->shader_buffer
);
8725 priv
->fragment_pipe
->free_private(device
);
8726 priv
->vertex_pipe
->vp_free(device
);
8728 HeapFree(GetProcessHeap(), 0, device
->shader_priv
);
8729 device
->shader_priv
= NULL
;
8732 static BOOL
shader_glsl_allocate_context_data(struct wined3d_context
*context
)
8734 return !!(context
->shader_backend_data
= HeapAlloc(GetProcessHeap(),
8735 HEAP_ZERO_MEMORY
, sizeof(struct glsl_context_data
)));
8738 static void shader_glsl_free_context_data(struct wined3d_context
*context
)
8740 HeapFree(GetProcessHeap(), 0, context
->shader_backend_data
);
8743 static void shader_glsl_init_context_state(struct wined3d_context
*context
)
8745 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
8747 gl_info
->gl_ops
.gl
.p_glEnable(GL_PROGRAM_POINT_SIZE
);
8748 checkGLcall("GL_PROGRAM_POINT_SIZE");
8751 static void shader_glsl_get_caps(const struct wined3d_gl_info
*gl_info
, struct shader_caps
*caps
)
8755 /* FIXME: Check for the specific extensions required for SM5 support
8756 * (ARB_compute_shader, ARB_tessellation_shader, ARB_gpu_shader5, ...) as
8757 * soon as we introduce them, adjusting the GL / GLSL version checks
8759 if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(4, 30) && gl_info
->supported
[WINED3D_GL_VERSION_4_3
]
8760 && gl_info
->supported
[ARB_DERIVATIVE_CONTROL
]
8761 && gl_info
->supported
[ARB_GPU_SHADER5
]
8762 && gl_info
->supported
[ARB_SHADER_IMAGE_LOAD_STORE
]
8763 && gl_info
->supported
[ARB_SHADER_IMAGE_SIZE
]
8764 && gl_info
->supported
[ARB_SHADING_LANGUAGE_PACKING
])
8766 else if (gl_info
->glsl_version
>= MAKEDWORD_VERSION(1, 50) && gl_info
->supported
[WINED3D_GL_VERSION_3_2
]
8767 && gl_info
->supported
[ARB_SHADER_BIT_ENCODING
] && gl_info
->supported
[ARB_SAMPLER_OBJECTS
]
8768 && gl_info
->supported
[ARB_TEXTURE_SWIZZLE
])
8770 /* Support for texldd and texldl instructions in pixel shaders is required
8772 else if (shader_glsl_has_core_grad(gl_info
, NULL
) || gl_info
->supported
[ARB_SHADER_TEXTURE_LOD
])
8776 TRACE("Shader model %u.\n", shader_model
);
8778 caps
->vs_version
= min(wined3d_settings
.max_sm_vs
, shader_model
);
8779 caps
->hs_version
= min(wined3d_settings
.max_sm_hs
, shader_model
);
8780 caps
->ds_version
= min(wined3d_settings
.max_sm_ds
, shader_model
);
8781 caps
->gs_version
= min(wined3d_settings
.max_sm_gs
, shader_model
);
8782 caps
->ps_version
= min(wined3d_settings
.max_sm_ps
, shader_model
);
8783 caps
->cs_version
= min(wined3d_settings
.max_sm_cs
, shader_model
);
8785 caps
->vs_uniform_count
= min(WINED3D_MAX_VS_CONSTS_F
, gl_info
->limits
.glsl_vs_float_constants
);
8786 caps
->ps_uniform_count
= min(WINED3D_MAX_PS_CONSTS_F
, gl_info
->limits
.glsl_ps_float_constants
);
8787 caps
->varying_count
= gl_info
->limits
.glsl_varyings
;
8789 /* FIXME: The following line is card dependent. -8.0 to 8.0 is the
8790 * Direct3D minimum requirement.
8792 * Both GL_ARB_fragment_program and GLSL require a "maximum representable magnitude"
8793 * of colors to be 2^10, and 2^32 for other floats. Should we use 1024 here?
8795 * The problem is that the refrast clamps temporary results in the shader to
8796 * [-MaxValue;+MaxValue]. If the card's max value is bigger than the one we advertize here,
8797 * then applications may miss the clamping behavior. On the other hand, if it is smaller,
8798 * the shader will generate incorrect results too. Unfortunately, GL deliberately doesn't
8799 * offer a way to query this.
8801 if (shader_model
>= 4)
8802 caps
->ps_1x_max_value
= FLT_MAX
;
8804 caps
->ps_1x_max_value
= 1024.0f
;
8806 /* Ideally we'd only set caps like sRGB writes here if supported by both
8807 * the shader backend and the fragment pipe, but we can get called before
8808 * shader_glsl_alloc(). */
8809 caps
->wined3d_caps
= WINED3D_SHADER_CAP_VS_CLIPPING
8810 | WINED3D_SHADER_CAP_SRGB_WRITE
;
8813 static BOOL
shader_glsl_color_fixup_supported(struct color_fixup_desc fixup
)
8815 if (TRACE_ON(d3d_shader
) && TRACE_ON(d3d
))
8817 TRACE("Checking support for fixup:\n");
8818 dump_color_fixup_desc(fixup
);
8821 /* We support everything except YUV conversions. */
8822 if (!is_complex_fixup(fixup
))
8828 TRACE("[FAILED]\n");
8832 static const SHADER_HANDLER shader_glsl_instruction_handler_table
[WINED3DSIH_TABLE_SIZE
] =
8834 /* WINED3DSIH_ABS */ shader_glsl_map2gl
,
8835 /* WINED3DSIH_ADD */ shader_glsl_binop
,
8836 /* WINED3DSIH_AND */ shader_glsl_binop
,
8837 /* WINED3DSIH_ATOMIC_AND */ NULL
,
8838 /* WINED3DSIH_ATOMIC_CMP_STORE */ NULL
,
8839 /* WINED3DSIH_ATOMIC_IADD */ shader_glsl_atomic
,
8840 /* WINED3DSIH_ATOMIC_IMAX */ NULL
,
8841 /* WINED3DSIH_ATOMIC_IMIN */ NULL
,
8842 /* WINED3DSIH_ATOMIC_OR */ NULL
,
8843 /* WINED3DSIH_ATOMIC_UMAX */ NULL
,
8844 /* WINED3DSIH_ATOMIC_UMIN */ NULL
,
8845 /* WINED3DSIH_ATOMIC_XOR */ NULL
,
8846 /* WINED3DSIH_BEM */ shader_glsl_bem
,
8847 /* WINED3DSIH_BFI */ NULL
,
8848 /* WINED3DSIH_BFREV */ shader_glsl_map2gl
,
8849 /* WINED3DSIH_BREAK */ shader_glsl_break
,
8850 /* WINED3DSIH_BREAKC */ shader_glsl_breakc
,
8851 /* WINED3DSIH_BREAKP */ shader_glsl_breakp
,
8852 /* WINED3DSIH_BUFINFO */ NULL
,
8853 /* WINED3DSIH_CALL */ shader_glsl_call
,
8854 /* WINED3DSIH_CALLNZ */ shader_glsl_callnz
,
8855 /* WINED3DSIH_CASE */ shader_glsl_case
,
8856 /* WINED3DSIH_CMP */ shader_glsl_conditional_move
,
8857 /* WINED3DSIH_CND */ shader_glsl_cnd
,
8858 /* WINED3DSIH_CONTINUE */ shader_glsl_continue
,
8859 /* WINED3DSIH_CRS */ shader_glsl_cross
,
8860 /* WINED3DSIH_CUT */ shader_glsl_cut
,
8861 /* WINED3DSIH_CUT_STREAM */ shader_glsl_cut
,
8862 /* WINED3DSIH_DCL */ shader_glsl_nop
,
8863 /* WINED3DSIH_DCL_CONSTANT_BUFFER */ shader_glsl_nop
,
8864 /* WINED3DSIH_DCL_FUNCTION_BODY */ NULL
,
8865 /* WINED3DSIH_DCL_FUNCTION_TABLE */ NULL
,
8866 /* WINED3DSIH_DCL_GLOBAL_FLAGS */ shader_glsl_nop
,
8867 /* WINED3DSIH_DCL_HS_FORK_PHASE_INSTANCE_COUNT */ NULL
,
8868 /* WINED3DSIH_DCL_HS_MAX_TESSFACTOR */ NULL
,
8869 /* WINED3DSIH_DCL_IMMEDIATE_CONSTANT_BUFFER */ shader_glsl_nop
,
8870 /* WINED3DSIH_DCL_INDEXABLE_TEMP */ shader_glsl_nop
,
8871 /* WINED3DSIH_DCL_INPUT */ shader_glsl_nop
,
8872 /* WINED3DSIH_DCL_INPUT_CONTROL_POINT_COUNT */ NULL
,
8873 /* WINED3DSIH_DCL_INPUT_PRIMITIVE */ shader_glsl_nop
,
8874 /* WINED3DSIH_DCL_INPUT_PS */ NULL
,
8875 /* WINED3DSIH_DCL_INPUT_PS_SGV */ NULL
,
8876 /* WINED3DSIH_DCL_INPUT_PS_SIV */ NULL
,
8877 /* WINED3DSIH_DCL_INPUT_SGV */ shader_glsl_nop
,
8878 /* WINED3DSIH_DCL_INPUT_SIV */ shader_glsl_nop
,
8879 /* WINED3DSIH_DCL_INTERFACE */ NULL
,
8880 /* WINED3DSIH_DCL_OUTPUT */ shader_glsl_nop
,
8881 /* WINED3DSIH_DCL_OUTPUT_CONTROL_POINT_COUNT */ NULL
,
8882 /* WINED3DSIH_DCL_OUTPUT_SIV */ shader_glsl_nop
,
8883 /* WINED3DSIH_DCL_OUTPUT_TOPOLOGY */ shader_glsl_nop
,
8884 /* WINED3DSIH_DCL_RESOURCE_STRUCTURED */ NULL
,
8885 /* WINED3DSIH_DCL_SAMPLER */ shader_glsl_nop
,
8886 /* WINED3DSIH_DCL_STREAM */ NULL
,
8887 /* WINED3DSIH_DCL_TEMPS */ shader_glsl_nop
,
8888 /* WINED3DSIH_DCL_TESSELLATOR_DOMAIN */ NULL
,
8889 /* WINED3DSIH_DCL_TESSELLATOR_OUTPUT_PRIMITIVE */ NULL
,
8890 /* WINED3DSIH_DCL_TESSELLATOR_PARTITIONING */ NULL
,
8891 /* WINED3DSIH_DCL_TGSM_RAW */ NULL
,
8892 /* WINED3DSIH_DCL_TGSM_STRUCTURED */ NULL
,
8893 /* WINED3DSIH_DCL_THREAD_GROUP */ NULL
,
8894 /* WINED3DSIH_DCL_UAV_RAW */ NULL
,
8895 /* WINED3DSIH_DCL_UAV_STRUCTURED */ NULL
,
8896 /* WINED3DSIH_DCL_UAV_TYPED */ shader_glsl_nop
,
8897 /* WINED3DSIH_DCL_VERTICES_OUT */ shader_glsl_nop
,
8898 /* WINED3DSIH_DEF */ shader_glsl_nop
,
8899 /* WINED3DSIH_DEFAULT */ shader_glsl_default
,
8900 /* WINED3DSIH_DEFB */ shader_glsl_nop
,
8901 /* WINED3DSIH_DEFI */ shader_glsl_nop
,
8902 /* WINED3DSIH_DIV */ shader_glsl_binop
,
8903 /* WINED3DSIH_DP2 */ shader_glsl_dot
,
8904 /* WINED3DSIH_DP2ADD */ shader_glsl_dp2add
,
8905 /* WINED3DSIH_DP3 */ shader_glsl_dot
,
8906 /* WINED3DSIH_DP4 */ shader_glsl_dot
,
8907 /* WINED3DSIH_DST */ shader_glsl_dst
,
8908 /* WINED3DSIH_DSX */ shader_glsl_map2gl
,
8909 /* WINED3DSIH_DSX_COARSE */ shader_glsl_map2gl
,
8910 /* WINED3DSIH_DSX_FINE */ shader_glsl_map2gl
,
8911 /* WINED3DSIH_DSY */ shader_glsl_map2gl
,
8912 /* WINED3DSIH_DSY_COARSE */ shader_glsl_map2gl
,
8913 /* WINED3DSIH_DSY_FINE */ shader_glsl_map2gl
,
8914 /* WINED3DSIH_ELSE */ shader_glsl_else
,
8915 /* WINED3DSIH_EMIT */ shader_glsl_emit
,
8916 /* WINED3DSIH_EMIT_STREAM */ shader_glsl_emit
,
8917 /* WINED3DSIH_ENDIF */ shader_glsl_end
,
8918 /* WINED3DSIH_ENDLOOP */ shader_glsl_end
,
8919 /* WINED3DSIH_ENDREP */ shader_glsl_end
,
8920 /* WINED3DSIH_ENDSWITCH */ shader_glsl_end
,
8921 /* WINED3DSIH_EQ */ shader_glsl_relop
,
8922 /* WINED3DSIH_EXP */ shader_glsl_scalar_op
,
8923 /* WINED3DSIH_EXPP */ shader_glsl_expp
,
8924 /* WINED3DSIH_F16TOF32 */ shader_glsl_float16
,
8925 /* WINED3DSIH_F32TOF16 */ shader_glsl_float16
,
8926 /* WINED3DSIH_FCALL */ NULL
,
8927 /* WINED3DSIH_FRC */ shader_glsl_map2gl
,
8928 /* WINED3DSIH_FTOI */ shader_glsl_to_int
,
8929 /* WINED3DSIH_FTOU */ shader_glsl_to_uint
,
8930 /* WINED3DSIH_GATHER4 */ NULL
,
8931 /* WINED3DSIH_GATHER4_C */ NULL
,
8932 /* WINED3DSIH_GE */ shader_glsl_relop
,
8933 /* WINED3DSIH_HS_CONTROL_POINT_PHASE */ NULL
,
8934 /* WINED3DSIH_HS_DECLS */ shader_glsl_nop
,
8935 /* WINED3DSIH_HS_FORK_PHASE */ NULL
,
8936 /* WINED3DSIH_HS_JOIN_PHASE */ NULL
,
8937 /* WINED3DSIH_IADD */ shader_glsl_binop
,
8938 /* WINED3DSIH_IEQ */ shader_glsl_relop
,
8939 /* WINED3DSIH_IF */ shader_glsl_if
,
8940 /* WINED3DSIH_IFC */ shader_glsl_ifc
,
8941 /* WINED3DSIH_IGE */ shader_glsl_relop
,
8942 /* WINED3DSIH_ILT */ shader_glsl_relop
,
8943 /* WINED3DSIH_IMAD */ shader_glsl_mad
,
8944 /* WINED3DSIH_IMAX */ shader_glsl_map2gl
,
8945 /* WINED3DSIH_IMIN */ shader_glsl_map2gl
,
8946 /* WINED3DSIH_IMM_ATOMIC_ALLOC */ NULL
,
8947 /* WINED3DSIH_IMM_ATOMIC_AND */ NULL
,
8948 /* WINED3DSIH_IMM_ATOMIC_CMP_EXCH */ NULL
,
8949 /* WINED3DSIH_IMM_ATOMIC_CONSUME */ NULL
,
8950 /* WINED3DSIH_IMM_ATOMIC_EXCH */ NULL
,
8951 /* WINED3DSIH_IMM_ATOMIC_OR */ NULL
,
8952 /* WINED3DSIH_IMM_ATOMIC_UMAX */ NULL
,
8953 /* WINED3DSIH_IMM_ATOMIC_UMIN */ NULL
,
8954 /* WINED3DSIH_IMM_ATOMIC_XOR */ NULL
,
8955 /* WINED3DSIH_IMUL */ shader_glsl_imul
,
8956 /* WINED3DSIH_INE */ shader_glsl_relop
,
8957 /* WINED3DSIH_INEG */ shader_glsl_unary_op
,
8958 /* WINED3DSIH_ISHL */ shader_glsl_binop
,
8959 /* WINED3DSIH_ISHR */ shader_glsl_binop
,
8960 /* WINED3DSIH_ITOF */ shader_glsl_to_float
,
8961 /* WINED3DSIH_LABEL */ shader_glsl_label
,
8962 /* WINED3DSIH_LD */ shader_glsl_ld
,
8963 /* WINED3DSIH_LD2DMS */ NULL
,
8964 /* WINED3DSIH_LD_RAW */ NULL
,
8965 /* WINED3DSIH_LD_STRUCTURED */ NULL
,
8966 /* WINED3DSIH_LD_UAV_TYPED */ shader_glsl_ld_uav
,
8967 /* WINED3DSIH_LIT */ shader_glsl_lit
,
8968 /* WINED3DSIH_LOD */ NULL
,
8969 /* WINED3DSIH_LOG */ shader_glsl_scalar_op
,
8970 /* WINED3DSIH_LOGP */ shader_glsl_scalar_op
,
8971 /* WINED3DSIH_LOOP */ shader_glsl_loop
,
8972 /* WINED3DSIH_LRP */ shader_glsl_lrp
,
8973 /* WINED3DSIH_LT */ shader_glsl_relop
,
8974 /* WINED3DSIH_M3x2 */ shader_glsl_mnxn
,
8975 /* WINED3DSIH_M3x3 */ shader_glsl_mnxn
,
8976 /* WINED3DSIH_M3x4 */ shader_glsl_mnxn
,
8977 /* WINED3DSIH_M4x3 */ shader_glsl_mnxn
,
8978 /* WINED3DSIH_M4x4 */ shader_glsl_mnxn
,
8979 /* WINED3DSIH_MAD */ shader_glsl_mad
,
8980 /* WINED3DSIH_MAX */ shader_glsl_map2gl
,
8981 /* WINED3DSIH_MIN */ shader_glsl_map2gl
,
8982 /* WINED3DSIH_MOV */ shader_glsl_mov
,
8983 /* WINED3DSIH_MOVA */ shader_glsl_mov
,
8984 /* WINED3DSIH_MOVC */ shader_glsl_conditional_move
,
8985 /* WINED3DSIH_MUL */ shader_glsl_binop
,
8986 /* WINED3DSIH_NE */ shader_glsl_relop
,
8987 /* WINED3DSIH_NOP */ shader_glsl_nop
,
8988 /* WINED3DSIH_NOT */ shader_glsl_unary_op
,
8989 /* WINED3DSIH_NRM */ shader_glsl_nrm
,
8990 /* WINED3DSIH_OR */ shader_glsl_binop
,
8991 /* WINED3DSIH_PHASE */ shader_glsl_nop
,
8992 /* WINED3DSIH_POW */ shader_glsl_pow
,
8993 /* WINED3DSIH_RCP */ shader_glsl_scalar_op
,
8994 /* WINED3DSIH_REP */ shader_glsl_rep
,
8995 /* WINED3DSIH_RESINFO */ shader_glsl_resinfo
,
8996 /* WINED3DSIH_RET */ shader_glsl_ret
,
8997 /* WINED3DSIH_ROUND_NE */ shader_glsl_map2gl
,
8998 /* WINED3DSIH_ROUND_NI */ shader_glsl_map2gl
,
8999 /* WINED3DSIH_ROUND_PI */ shader_glsl_map2gl
,
9000 /* WINED3DSIH_ROUND_Z */ shader_glsl_map2gl
,
9001 /* WINED3DSIH_RSQ */ shader_glsl_scalar_op
,
9002 /* WINED3DSIH_SAMPLE */ shader_glsl_sample
,
9003 /* WINED3DSIH_SAMPLE_B */ shader_glsl_sample
,
9004 /* WINED3DSIH_SAMPLE_C */ shader_glsl_sample_c
,
9005 /* WINED3DSIH_SAMPLE_C_LZ */ shader_glsl_sample_c
,
9006 /* WINED3DSIH_SAMPLE_GRAD */ shader_glsl_sample
,
9007 /* WINED3DSIH_SAMPLE_INFO */ NULL
,
9008 /* WINED3DSIH_SAMPLE_LOD */ shader_glsl_sample
,
9009 /* WINED3DSIH_SAMPLE_POS */ NULL
,
9010 /* WINED3DSIH_SETP */ NULL
,
9011 /* WINED3DSIH_SGE */ shader_glsl_compare
,
9012 /* WINED3DSIH_SGN */ shader_glsl_sgn
,
9013 /* WINED3DSIH_SINCOS */ shader_glsl_sincos
,
9014 /* WINED3DSIH_SLT */ shader_glsl_compare
,
9015 /* WINED3DSIH_SQRT */ shader_glsl_map2gl
,
9016 /* WINED3DSIH_STORE_RAW */ NULL
,
9017 /* WINED3DSIH_STORE_STRUCTURED */ NULL
,
9018 /* WINED3DSIH_STORE_UAV_TYPED */ NULL
,
9019 /* WINED3DSIH_SUB */ shader_glsl_binop
,
9020 /* WINED3DSIH_SWAPC */ NULL
,
9021 /* WINED3DSIH_SWITCH */ shader_glsl_switch
,
9022 /* WINED3DSIH_SYNC */ NULL
,
9023 /* WINED3DSIH_TEX */ shader_glsl_tex
,
9024 /* WINED3DSIH_TEXBEM */ shader_glsl_texbem
,
9025 /* WINED3DSIH_TEXBEML */ shader_glsl_texbem
,
9026 /* WINED3DSIH_TEXCOORD */ shader_glsl_texcoord
,
9027 /* WINED3DSIH_TEXDEPTH */ shader_glsl_texdepth
,
9028 /* WINED3DSIH_TEXDP3 */ shader_glsl_texdp3
,
9029 /* WINED3DSIH_TEXDP3TEX */ shader_glsl_texdp3tex
,
9030 /* WINED3DSIH_TEXKILL */ shader_glsl_texkill
,
9031 /* WINED3DSIH_TEXLDD */ shader_glsl_texldd
,
9032 /* WINED3DSIH_TEXLDL */ shader_glsl_texldl
,
9033 /* WINED3DSIH_TEXM3x2DEPTH */ shader_glsl_texm3x2depth
,
9034 /* WINED3DSIH_TEXM3x2PAD */ shader_glsl_texm3x2pad
,
9035 /* WINED3DSIH_TEXM3x2TEX */ shader_glsl_texm3x2tex
,
9036 /* WINED3DSIH_TEXM3x3 */ shader_glsl_texm3x3
,
9037 /* WINED3DSIH_TEXM3x3DIFF */ NULL
,
9038 /* WINED3DSIH_TEXM3x3PAD */ shader_glsl_texm3x3pad
,
9039 /* WINED3DSIH_TEXM3x3SPEC */ shader_glsl_texm3x3spec
,
9040 /* WINED3DSIH_TEXM3x3TEX */ shader_glsl_texm3x3tex
,
9041 /* WINED3DSIH_TEXM3x3VSPEC */ shader_glsl_texm3x3vspec
,
9042 /* WINED3DSIH_TEXREG2AR */ shader_glsl_texreg2ar
,
9043 /* WINED3DSIH_TEXREG2GB */ shader_glsl_texreg2gb
,
9044 /* WINED3DSIH_TEXREG2RGB */ shader_glsl_texreg2rgb
,
9045 /* WINED3DSIH_UBFE */ NULL
,
9046 /* WINED3DSIH_UDIV */ shader_glsl_udiv
,
9047 /* WINED3DSIH_UGE */ shader_glsl_relop
,
9048 /* WINED3DSIH_ULT */ shader_glsl_relop
,
9049 /* WINED3DSIH_UMAX */ shader_glsl_map2gl
,
9050 /* WINED3DSIH_UMIN */ shader_glsl_map2gl
,
9051 /* WINED3DSIH_USHR */ shader_glsl_binop
,
9052 /* WINED3DSIH_UTOF */ shader_glsl_to_float
,
9053 /* WINED3DSIH_XOR */ shader_glsl_binop
,
9056 static void shader_glsl_handle_instruction(const struct wined3d_shader_instruction
*ins
) {
9057 SHADER_HANDLER hw_fct
;
9059 /* Select handler */
9060 hw_fct
= shader_glsl_instruction_handler_table
[ins
->handler_idx
];
9062 /* Unhandled opcode */
9065 FIXME("Backend can't handle opcode %s.\n", debug_d3dshaderinstructionhandler(ins
->handler_idx
));
9070 shader_glsl_add_instruction_modifiers(ins
);
9073 static BOOL
shader_glsl_has_ffp_proj_control(void *shader_priv
)
9075 struct shader_glsl_priv
*priv
= shader_priv
;
9077 return priv
->ffp_proj_control
;
9080 const struct wined3d_shader_backend_ops glsl_shader_backend
=
9082 shader_glsl_handle_instruction
,
9084 shader_glsl_disable
,
9085 shader_glsl_update_float_vertex_constants
,
9086 shader_glsl_update_float_pixel_constants
,
9087 shader_glsl_load_constants
,
9088 shader_glsl_destroy
,
9091 shader_glsl_allocate_context_data
,
9092 shader_glsl_free_context_data
,
9093 shader_glsl_init_context_state
,
9094 shader_glsl_get_caps
,
9095 shader_glsl_color_fixup_supported
,
9096 shader_glsl_has_ffp_proj_control
,
9099 static void glsl_vertex_pipe_vp_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
) {}
9101 static void glsl_vertex_pipe_vp_get_caps(const struct wined3d_gl_info
*gl_info
, struct wined3d_vertex_caps
*caps
)
9103 caps
->xyzrhw
= TRUE
;
9104 caps
->emulated_flatshading
= !gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
9105 caps
->ffp_generic_attributes
= TRUE
;
9106 caps
->max_active_lights
= MAX_ACTIVE_LIGHTS
;
9107 caps
->max_vertex_blend_matrices
= MAX_VERTEX_BLENDS
;
9108 caps
->max_vertex_blend_matrix_index
= 0;
9109 caps
->vertex_processing_caps
= WINED3DVTXPCAPS_TEXGEN
9110 | WINED3DVTXPCAPS_MATERIALSOURCE7
9111 | WINED3DVTXPCAPS_VERTEXFOG
9112 | WINED3DVTXPCAPS_DIRECTIONALLIGHTS
9113 | WINED3DVTXPCAPS_POSITIONALLIGHTS
9114 | WINED3DVTXPCAPS_LOCALVIEWER
9115 | WINED3DVTXPCAPS_TEXGEN_SPHEREMAP
;
9116 caps
->fvf_caps
= WINED3DFVFCAPS_PSIZE
| 8; /* 8 texture coordinates. */
9117 caps
->max_user_clip_planes
= gl_info
->limits
.user_clip_distances
;
9118 caps
->raster_caps
= WINED3DPRASTERCAPS_FOGRANGE
;
9121 static DWORD
glsl_vertex_pipe_vp_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
9123 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
9124 return GL_EXT_EMUL_ARB_MULTITEXTURE
;
9128 static void *glsl_vertex_pipe_vp_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
9130 struct shader_glsl_priv
*priv
;
9132 if (shader_backend
== &glsl_shader_backend
)
9135 wine_rb_init(&priv
->ffp_vertex_shaders
, wined3d_ffp_vertex_program_key_compare
);
9139 FIXME("GLSL vertex pipe without GLSL shader backend not implemented.\n");
9144 static void shader_glsl_free_ffp_vertex_shader(struct wine_rb_entry
*entry
, void *context
)
9146 struct glsl_ffp_vertex_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
9147 struct glsl_ffp_vertex_shader
, desc
.entry
);
9148 struct glsl_shader_prog_link
*program
, *program2
;
9149 struct glsl_ffp_destroy_ctx
*ctx
= context
;
9151 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
9152 struct glsl_shader_prog_link
, vs
.shader_entry
)
9154 delete_glsl_program_entry(ctx
->priv
, ctx
->gl_info
, program
);
9156 ctx
->gl_info
->gl_ops
.ext
.p_glDeleteShader(shader
->id
);
9157 HeapFree(GetProcessHeap(), 0, shader
);
9160 /* Context activation is done by the caller. */
9161 static void glsl_vertex_pipe_vp_free(struct wined3d_device
*device
)
9163 struct shader_glsl_priv
*priv
= device
->vertex_priv
;
9164 struct glsl_ffp_destroy_ctx ctx
;
9167 ctx
.gl_info
= &device
->adapter
->gl_info
;
9168 wine_rb_destroy(&priv
->ffp_vertex_shaders
, shader_glsl_free_ffp_vertex_shader
, &ctx
);
9171 static void glsl_vertex_pipe_nop(struct wined3d_context
*context
,
9172 const struct wined3d_state
*state
, DWORD state_id
) {}
9174 static void glsl_vertex_pipe_shader(struct wined3d_context
*context
,
9175 const struct wined3d_state
*state
, DWORD state_id
)
9177 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
9180 static void glsl_vertex_pipe_vdecl(struct wined3d_context
*context
,
9181 const struct wined3d_state
*state
, DWORD state_id
)
9183 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
9184 BOOL normal
= !!(context
->stream_info
.use_map
& (1u << WINED3D_FFP_NORMAL
));
9185 BOOL legacy_context
= gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
];
9186 BOOL transformed
= context
->stream_info
.position_transformed
;
9187 BOOL wasrhw
= context
->last_was_rhw
;
9190 context
->last_was_rhw
= transformed
;
9192 /* If the vertex declaration contains a transformed position attribute,
9193 * the draw uses the fixed function vertex pipeline regardless of any
9194 * vertex shader set by the application. */
9195 if (transformed
!= wasrhw
9196 || context
->stream_info
.swizzle_map
!= context
->last_swizzle_map
)
9197 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
9199 context
->last_swizzle_map
= context
->stream_info
.swizzle_map
;
9203 if (context
->last_was_vshader
)
9206 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
9207 clipplane(context
, state
, STATE_CLIPPLANE(i
));
9209 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
9212 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
9214 /* Because of settings->texcoords, we have to regenerate the vertex
9215 * shader on a vdecl change if there aren't enough varyings to just
9216 * always output all the texture coordinates. */
9217 if (gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(gl_info
)
9218 || normal
!= context
->last_was_normal
)
9219 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
9222 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.major
== 1
9223 && state
->shader
[WINED3D_SHADER_TYPE_PIXEL
]->reg_maps
.shader_version
.minor
<= 3)
9224 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
9228 if (!context
->last_was_vshader
)
9230 /* Vertex shader clipping ignores the view matrix. Update all clip planes. */
9232 for (i
= 0; i
< gl_info
->limits
.user_clip_distances
; ++i
)
9233 clipplane(context
, state
, STATE_CLIPPLANE(i
));
9235 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
9239 context
->last_was_vshader
= use_vs(state
);
9240 context
->last_was_normal
= normal
;
9243 static void glsl_vertex_pipe_vs(struct wined3d_context
*context
,
9244 const struct wined3d_state
*state
, DWORD state_id
)
9246 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
9247 /* Different vertex shaders potentially require a different vertex attributes setup. */
9248 if (!isStateDirty(context
, STATE_VDECL
))
9249 context_apply_state(context
, state
, STATE_VDECL
);
9252 static void glsl_vertex_pipe_geometry_shader(struct wined3d_context
*context
,
9253 const struct wined3d_state
*state
, DWORD state_id
)
9255 if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]
9256 && state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.shader_version
.major
>= 4)
9257 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
9260 static void glsl_vertex_pipe_pixel_shader(struct wined3d_context
*context
,
9261 const struct wined3d_state
*state
, DWORD state_id
)
9263 if (state
->shader
[WINED3D_SHADER_TYPE_GEOMETRY
])
9264 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_GEOMETRY
;
9265 else if (state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]
9266 && state
->shader
[WINED3D_SHADER_TYPE_VERTEX
]->reg_maps
.shader_version
.major
>= 4)
9267 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
9270 static void glsl_vertex_pipe_world(struct wined3d_context
*context
,
9271 const struct wined3d_state
*state
, DWORD state_id
)
9273 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
;
9276 static void glsl_vertex_pipe_vertexblend(struct wined3d_context
*context
,
9277 const struct wined3d_state
*state
, DWORD state_id
)
9279 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
9282 static void glsl_vertex_pipe_view(struct wined3d_context
*context
, const struct wined3d_state
*state
, DWORD state_id
)
9284 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
9287 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MODELVIEW
9288 | WINED3D_SHADER_CONST_FFP_LIGHTS
9289 | WINED3D_SHADER_CONST_FFP_VERTEXBLEND
;
9291 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
9293 for (k
= 0; k
< gl_info
->limits
.user_clip_distances
; ++k
)
9295 if (!isStateDirty(context
, STATE_CLIPPLANE(k
)))
9296 clipplane(context
, state
, STATE_CLIPPLANE(k
));
9301 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
9305 static void glsl_vertex_pipe_projection(struct wined3d_context
*context
,
9306 const struct wined3d_state
*state
, DWORD state_id
)
9308 /* Table fog behavior depends on the projection matrix. */
9309 if (state
->render_states
[WINED3D_RS_FOGENABLE
]
9310 && state
->render_states
[WINED3D_RS_FOGTABLEMODE
] != WINED3D_FOG_NONE
)
9311 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
9312 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PROJ
;
9315 static void glsl_vertex_pipe_viewport(struct wined3d_context
*context
,
9316 const struct wined3d_state
*state
, DWORD state_id
)
9318 if (!isStateDirty(context
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
)))
9319 glsl_vertex_pipe_projection(context
, state
, STATE_TRANSFORM(WINED3D_TS_PROJECTION
));
9320 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
))
9321 && state
->render_states
[WINED3D_RS_POINTSCALEENABLE
])
9322 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
9323 context
->constant_update_mask
|= WINED3D_SHADER_CONST_POS_FIXUP
;
9326 static void glsl_vertex_pipe_texmatrix(struct wined3d_context
*context
,
9327 const struct wined3d_state
*state
, DWORD state_id
)
9329 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
9332 static void glsl_vertex_pipe_texmatrix_np2(struct wined3d_context
*context
,
9333 const struct wined3d_state
*state
, DWORD state_id
)
9335 DWORD sampler
= state_id
- STATE_SAMPLER(0);
9336 const struct wined3d_texture
*texture
= state
->textures
[sampler
];
9342 if (sampler
>= MAX_TEXTURES
)
9345 if ((np2
= !(texture
->flags
& WINED3D_TEXTURE_POW2_MAT_IDENT
))
9346 || context
->lastWasPow2Texture
& (1u << sampler
))
9349 context
->lastWasPow2Texture
|= 1u << sampler
;
9351 context
->lastWasPow2Texture
&= ~(1u << sampler
);
9353 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_TEXMATRIX
;
9357 static void glsl_vertex_pipe_material(struct wined3d_context
*context
,
9358 const struct wined3d_state
*state
, DWORD state_id
)
9360 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_MATERIAL
;
9363 static void glsl_vertex_pipe_light(struct wined3d_context
*context
,
9364 const struct wined3d_state
*state
, DWORD state_id
)
9366 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_LIGHTS
;
9369 static void glsl_vertex_pipe_pointsize(struct wined3d_context
*context
,
9370 const struct wined3d_state
*state
, DWORD state_id
)
9372 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
9375 static void glsl_vertex_pipe_pointscale(struct wined3d_context
*context
,
9376 const struct wined3d_state
*state
, DWORD state_id
)
9379 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_POINTSIZE
;
9382 static void glsl_vertex_pointsprite_core(struct wined3d_context
*context
,
9383 const struct wined3d_state
*state
, DWORD state_id
)
9385 static unsigned int once
;
9387 if (state
->gl_primitive_type
== GL_POINTS
&& !state
->render_states
[WINED3D_RS_POINTSPRITEENABLE
] && !once
++)
9388 FIXME("Non-point sprite points not supported in core profile.\n");
9391 static void glsl_vertex_pipe_shademode(struct wined3d_context
*context
,
9392 const struct wined3d_state
*state
, DWORD state_id
)
9394 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_VERTEX
;
9397 static void glsl_vertex_pipe_clip_plane(struct wined3d_context
*context
,
9398 const struct wined3d_state
*state
, DWORD state_id
)
9400 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
9401 UINT index
= state_id
- STATE_CLIPPLANE(0);
9403 if (index
>= gl_info
->limits
.user_clip_distances
)
9406 context
->constant_update_mask
|= WINED3D_SHADER_CONST_VS_CLIP_PLANES
;
9409 static const struct StateEntryTemplate glsl_vertex_pipe_vp_states
[] =
9411 {STATE_VDECL
, {STATE_VDECL
, glsl_vertex_pipe_vdecl
}, WINED3D_GL_EXT_NONE
},
9412 {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), glsl_vertex_pipe_vs
}, WINED3D_GL_EXT_NONE
},
9413 {STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
), {STATE_SHADER(WINED3D_SHADER_TYPE_GEOMETRY
), glsl_vertex_pipe_geometry_shader
}, WINED3D_GL_EXT_NONE
},
9414 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), glsl_vertex_pipe_pixel_shader
}, WINED3D_GL_EXT_NONE
},
9415 {STATE_MATERIAL
, {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
9416 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), glsl_vertex_pipe_material
}, WINED3D_GL_EXT_NONE
},
9418 {STATE_CLIPPLANE(0), {STATE_CLIPPLANE(0), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9419 {STATE_CLIPPLANE(0), {STATE_CLIPPLANE(0), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9420 {STATE_CLIPPLANE(1), {STATE_CLIPPLANE(1), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9421 {STATE_CLIPPLANE(1), {STATE_CLIPPLANE(1), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9422 {STATE_CLIPPLANE(2), {STATE_CLIPPLANE(2), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9423 {STATE_CLIPPLANE(2), {STATE_CLIPPLANE(2), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9424 {STATE_CLIPPLANE(3), {STATE_CLIPPLANE(3), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9425 {STATE_CLIPPLANE(3), {STATE_CLIPPLANE(3), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9426 {STATE_CLIPPLANE(4), {STATE_CLIPPLANE(4), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9427 {STATE_CLIPPLANE(4), {STATE_CLIPPLANE(4), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9428 {STATE_CLIPPLANE(5), {STATE_CLIPPLANE(5), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9429 {STATE_CLIPPLANE(5), {STATE_CLIPPLANE(5), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9430 {STATE_CLIPPLANE(6), {STATE_CLIPPLANE(6), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9431 {STATE_CLIPPLANE(6), {STATE_CLIPPLANE(6), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9432 {STATE_CLIPPLANE(7), {STATE_CLIPPLANE(7), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9433 {STATE_CLIPPLANE(7), {STATE_CLIPPLANE(7), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9434 {STATE_CLIPPLANE(8), {STATE_CLIPPLANE(8), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9435 {STATE_CLIPPLANE(8), {STATE_CLIPPLANE(8), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9436 {STATE_CLIPPLANE(9), {STATE_CLIPPLANE(9), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9437 {STATE_CLIPPLANE(9), {STATE_CLIPPLANE(9), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9438 {STATE_CLIPPLANE(10), {STATE_CLIPPLANE(10), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9439 {STATE_CLIPPLANE(10), {STATE_CLIPPLANE(10), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9440 {STATE_CLIPPLANE(11), {STATE_CLIPPLANE(11), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9441 {STATE_CLIPPLANE(11), {STATE_CLIPPLANE(11), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9442 {STATE_CLIPPLANE(12), {STATE_CLIPPLANE(12), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9443 {STATE_CLIPPLANE(12), {STATE_CLIPPLANE(12), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9444 {STATE_CLIPPLANE(13), {STATE_CLIPPLANE(13), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9445 {STATE_CLIPPLANE(13), {STATE_CLIPPLANE(13), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9446 {STATE_CLIPPLANE(14), {STATE_CLIPPLANE(14), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9447 {STATE_CLIPPLANE(14), {STATE_CLIPPLANE(14), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9448 {STATE_CLIPPLANE(15), {STATE_CLIPPLANE(15), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9449 {STATE_CLIPPLANE(15), {STATE_CLIPPLANE(15), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9450 {STATE_CLIPPLANE(16), {STATE_CLIPPLANE(16), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9451 {STATE_CLIPPLANE(16), {STATE_CLIPPLANE(16), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9452 {STATE_CLIPPLANE(17), {STATE_CLIPPLANE(17), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9453 {STATE_CLIPPLANE(17), {STATE_CLIPPLANE(17), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9454 {STATE_CLIPPLANE(18), {STATE_CLIPPLANE(18), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9455 {STATE_CLIPPLANE(18), {STATE_CLIPPLANE(18), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9456 {STATE_CLIPPLANE(19), {STATE_CLIPPLANE(19), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9457 {STATE_CLIPPLANE(19), {STATE_CLIPPLANE(19), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9458 {STATE_CLIPPLANE(20), {STATE_CLIPPLANE(20), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9459 {STATE_CLIPPLANE(20), {STATE_CLIPPLANE(20), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9460 {STATE_CLIPPLANE(21), {STATE_CLIPPLANE(21), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9461 {STATE_CLIPPLANE(21), {STATE_CLIPPLANE(21), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9462 {STATE_CLIPPLANE(22), {STATE_CLIPPLANE(22), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9463 {STATE_CLIPPLANE(22), {STATE_CLIPPLANE(22), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9464 {STATE_CLIPPLANE(23), {STATE_CLIPPLANE(23), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9465 {STATE_CLIPPLANE(23), {STATE_CLIPPLANE(23), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9466 {STATE_CLIPPLANE(24), {STATE_CLIPPLANE(24), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9467 {STATE_CLIPPLANE(24), {STATE_CLIPPLANE(24), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9468 {STATE_CLIPPLANE(25), {STATE_CLIPPLANE(25), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9469 {STATE_CLIPPLANE(25), {STATE_CLIPPLANE(25), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9470 {STATE_CLIPPLANE(26), {STATE_CLIPPLANE(26), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9471 {STATE_CLIPPLANE(26), {STATE_CLIPPLANE(26), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9472 {STATE_CLIPPLANE(27), {STATE_CLIPPLANE(27), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9473 {STATE_CLIPPLANE(27), {STATE_CLIPPLANE(27), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9474 {STATE_CLIPPLANE(28), {STATE_CLIPPLANE(28), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9475 {STATE_CLIPPLANE(28), {STATE_CLIPPLANE(28), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9476 {STATE_CLIPPLANE(29), {STATE_CLIPPLANE(29), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9477 {STATE_CLIPPLANE(29), {STATE_CLIPPLANE(29), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9478 {STATE_CLIPPLANE(30), {STATE_CLIPPLANE(30), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9479 {STATE_CLIPPLANE(30), {STATE_CLIPPLANE(30), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9480 {STATE_CLIPPLANE(31), {STATE_CLIPPLANE(31), clipplane
}, WINED3D_GL_LEGACY_CONTEXT
},
9481 {STATE_CLIPPLANE(31), {STATE_CLIPPLANE(31), glsl_vertex_pipe_clip_plane
}, WINED3D_GL_EXT_NONE
},
9483 {STATE_LIGHT_TYPE
, {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
9484 {STATE_ACTIVELIGHT(0), {STATE_ACTIVELIGHT(0), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
9485 {STATE_ACTIVELIGHT(1), {STATE_ACTIVELIGHT(1), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
9486 {STATE_ACTIVELIGHT(2), {STATE_ACTIVELIGHT(2), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
9487 {STATE_ACTIVELIGHT(3), {STATE_ACTIVELIGHT(3), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
9488 {STATE_ACTIVELIGHT(4), {STATE_ACTIVELIGHT(4), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
9489 {STATE_ACTIVELIGHT(5), {STATE_ACTIVELIGHT(5), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
9490 {STATE_ACTIVELIGHT(6), {STATE_ACTIVELIGHT(6), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
9491 {STATE_ACTIVELIGHT(7), {STATE_ACTIVELIGHT(7), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
9493 {STATE_VIEWPORT
, {STATE_VIEWPORT
, glsl_vertex_pipe_viewport
}, WINED3D_GL_EXT_NONE
},
9494 /* Transform states */
9495 {STATE_TRANSFORM(WINED3D_TS_VIEW
), {STATE_TRANSFORM(WINED3D_TS_VIEW
), glsl_vertex_pipe_view
}, WINED3D_GL_EXT_NONE
},
9496 {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), {STATE_TRANSFORM(WINED3D_TS_PROJECTION
), glsl_vertex_pipe_projection
}, WINED3D_GL_EXT_NONE
},
9497 {STATE_TRANSFORM(WINED3D_TS_TEXTURE0
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
9498 {STATE_TRANSFORM(WINED3D_TS_TEXTURE1
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
9499 {STATE_TRANSFORM(WINED3D_TS_TEXTURE2
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
9500 {STATE_TRANSFORM(WINED3D_TS_TEXTURE3
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
9501 {STATE_TRANSFORM(WINED3D_TS_TEXTURE4
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
9502 {STATE_TRANSFORM(WINED3D_TS_TEXTURE5
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
9503 {STATE_TRANSFORM(WINED3D_TS_TEXTURE6
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
9504 {STATE_TRANSFORM(WINED3D_TS_TEXTURE7
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), NULL
}, WINED3D_GL_EXT_NONE
},
9505 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(0)), glsl_vertex_pipe_world
}, WINED3D_GL_EXT_NONE
},
9506 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(1)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
9507 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(2)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
9508 {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)), {STATE_TRANSFORM(WINED3D_TS_WORLD_MATRIX(3)), glsl_vertex_pipe_vertexblend
}, WINED3D_GL_EXT_NONE
},
9509 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
9510 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
9511 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
9512 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
9513 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
9514 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
9515 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
9516 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXTURE_TRANSFORM_FLAGS
), glsl_vertex_pipe_texmatrix
}, WINED3D_GL_EXT_NONE
},
9517 {STATE_TEXTURESTAGE(0, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9518 {STATE_TEXTURESTAGE(1, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9519 {STATE_TEXTURESTAGE(2, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9520 {STATE_TEXTURESTAGE(3, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9521 {STATE_TEXTURESTAGE(4, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9522 {STATE_TEXTURESTAGE(5, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9523 {STATE_TEXTURESTAGE(6, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9524 {STATE_TEXTURESTAGE(7, WINED3D_TSS_TEXCOORD_INDEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9526 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
9527 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
9528 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
9529 {STATE_RENDER(WINED3D_RS_RANGEFOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
9530 {STATE_RENDER(WINED3D_RS_CLIPPING
), {STATE_RENDER(WINED3D_RS_CLIPPING
), state_clipping
}, WINED3D_GL_EXT_NONE
},
9531 {STATE_RENDER(WINED3D_RS_CLIPPLANEENABLE
), {STATE_RENDER(WINED3D_RS_CLIPPING
), NULL
}, WINED3D_GL_EXT_NONE
},
9532 {STATE_RENDER(WINED3D_RS_LIGHTING
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9533 {STATE_RENDER(WINED3D_RS_AMBIENT
), {STATE_RENDER(WINED3D_RS_AMBIENT
), glsl_vertex_pipe_light
}, WINED3D_GL_EXT_NONE
},
9534 {STATE_RENDER(WINED3D_RS_COLORVERTEX
), {STATE_RENDER(WINED3D_RS_COLORVERTEX
), glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
9535 {STATE_RENDER(WINED3D_RS_LOCALVIEWER
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9536 {STATE_RENDER(WINED3D_RS_NORMALIZENORMALS
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9537 {STATE_RENDER(WINED3D_RS_DIFFUSEMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9538 {STATE_RENDER(WINED3D_RS_SPECULARMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9539 {STATE_RENDER(WINED3D_RS_AMBIENTMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9540 {STATE_RENDER(WINED3D_RS_EMISSIVEMATERIALSOURCE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9541 {STATE_RENDER(WINED3D_RS_VERTEXBLEND
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9542 {STATE_RENDER(WINED3D_RS_POINTSIZE
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
9543 {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), glsl_vertex_pipe_pointsize
}, WINED3D_GL_EXT_NONE
},
9544 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite
}, ARB_POINT_SPRITE
},
9545 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), state_pointsprite_w
}, WINED3D_GL_LEGACY_CONTEXT
},
9546 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), glsl_vertex_pointsprite_core
}, WINED3D_GL_EXT_NONE
},
9547 {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), glsl_vertex_pipe_pointscale
}, WINED3D_GL_EXT_NONE
},
9548 {STATE_RENDER(WINED3D_RS_POINTSCALE_A
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
9549 {STATE_RENDER(WINED3D_RS_POINTSCALE_B
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
9550 {STATE_RENDER(WINED3D_RS_POINTSCALE_C
), {STATE_RENDER(WINED3D_RS_POINTSCALEENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
9551 {STATE_RENDER(WINED3D_RS_POINTSIZE_MAX
), {STATE_RENDER(WINED3D_RS_POINTSIZE_MIN
), NULL
}, WINED3D_GL_EXT_NONE
},
9552 {STATE_RENDER(WINED3D_RS_TWEENFACTOR
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9553 {STATE_RENDER(WINED3D_RS_INDEXEDVERTEXBLENDENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), NULL
}, WINED3D_GL_EXT_NONE
},
9554 /* NP2 texture matrix fixups. They are not needed if
9555 * GL_ARB_texture_non_power_of_two is supported. Otherwise, register
9556 * glsl_vertex_pipe_texmatrix(), which takes care of updating the texture
9558 {STATE_SAMPLER(0), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
9559 {STATE_SAMPLER(0), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
9560 {STATE_SAMPLER(0), {STATE_SAMPLER(0), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
9561 {STATE_SAMPLER(1), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
9562 {STATE_SAMPLER(1), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
9563 {STATE_SAMPLER(1), {STATE_SAMPLER(1), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
9564 {STATE_SAMPLER(2), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
9565 {STATE_SAMPLER(2), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
9566 {STATE_SAMPLER(2), {STATE_SAMPLER(2), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
9567 {STATE_SAMPLER(3), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
9568 {STATE_SAMPLER(3), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
9569 {STATE_SAMPLER(3), {STATE_SAMPLER(3), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
9570 {STATE_SAMPLER(4), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
9571 {STATE_SAMPLER(4), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
9572 {STATE_SAMPLER(4), {STATE_SAMPLER(4), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
9573 {STATE_SAMPLER(5), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
9574 {STATE_SAMPLER(5), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
9575 {STATE_SAMPLER(5), {STATE_SAMPLER(5), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
9576 {STATE_SAMPLER(6), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
9577 {STATE_SAMPLER(6), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
9578 {STATE_SAMPLER(6), {STATE_SAMPLER(6), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
9579 {STATE_SAMPLER(7), {0, NULL
}, ARB_TEXTURE_NON_POWER_OF_TWO
},
9580 {STATE_SAMPLER(7), {0, NULL
}, WINED3D_GL_NORMALIZED_TEXRECT
},
9581 {STATE_SAMPLER(7), {STATE_SAMPLER(7), glsl_vertex_pipe_texmatrix_np2
}, WINED3D_GL_EXT_NONE
},
9582 {STATE_POINT_ENABLE
, {STATE_POINT_ENABLE
, glsl_vertex_pipe_shader
}, WINED3D_GL_EXT_NONE
},
9583 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_vertex_pipe_nop
}, WINED3D_GL_LEGACY_CONTEXT
},
9584 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_vertex_pipe_shademode
}, WINED3D_GL_EXT_NONE
},
9585 {0 /* Terminate */, {0, NULL
}, WINED3D_GL_EXT_NONE
},
9589 * - Implement vertex tweening. */
9590 const struct wined3d_vertex_pipe_ops glsl_vertex_pipe
=
9592 glsl_vertex_pipe_vp_enable
,
9593 glsl_vertex_pipe_vp_get_caps
,
9594 glsl_vertex_pipe_vp_get_emul_mask
,
9595 glsl_vertex_pipe_vp_alloc
,
9596 glsl_vertex_pipe_vp_free
,
9597 glsl_vertex_pipe_vp_states
,
9600 static void glsl_fragment_pipe_enable(const struct wined3d_gl_info
*gl_info
, BOOL enable
)
9602 /* Nothing to do. */
9605 static void glsl_fragment_pipe_get_caps(const struct wined3d_gl_info
*gl_info
, struct fragment_caps
*caps
)
9607 caps
->wined3d_caps
= WINED3D_FRAGMENT_CAP_PROJ_CONTROL
9608 | WINED3D_FRAGMENT_CAP_SRGB_WRITE
9609 | WINED3D_FRAGMENT_CAP_COLOR_KEY
;
9610 caps
->PrimitiveMiscCaps
= WINED3DPMISCCAPS_TSSARGTEMP
9611 | WINED3DPMISCCAPS_PERSTAGECONSTANT
;
9612 caps
->TextureOpCaps
= WINED3DTEXOPCAPS_DISABLE
9613 | WINED3DTEXOPCAPS_SELECTARG1
9614 | WINED3DTEXOPCAPS_SELECTARG2
9615 | WINED3DTEXOPCAPS_MODULATE4X
9616 | WINED3DTEXOPCAPS_MODULATE2X
9617 | WINED3DTEXOPCAPS_MODULATE
9618 | WINED3DTEXOPCAPS_ADDSIGNED2X
9619 | WINED3DTEXOPCAPS_ADDSIGNED
9620 | WINED3DTEXOPCAPS_ADD
9621 | WINED3DTEXOPCAPS_SUBTRACT
9622 | WINED3DTEXOPCAPS_ADDSMOOTH
9623 | WINED3DTEXOPCAPS_BLENDCURRENTALPHA
9624 | WINED3DTEXOPCAPS_BLENDFACTORALPHA
9625 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHA
9626 | WINED3DTEXOPCAPS_BLENDDIFFUSEALPHA
9627 | WINED3DTEXOPCAPS_BLENDTEXTUREALPHAPM
9628 | WINED3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
9629 | WINED3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
9630 | WINED3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
9631 | WINED3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
9632 | WINED3DTEXOPCAPS_DOTPRODUCT3
9633 | WINED3DTEXOPCAPS_MULTIPLYADD
9634 | WINED3DTEXOPCAPS_LERP
9635 | WINED3DTEXOPCAPS_BUMPENVMAP
9636 | WINED3DTEXOPCAPS_BUMPENVMAPLUMINANCE
;
9637 caps
->MaxTextureBlendStages
= MAX_TEXTURES
;
9638 caps
->MaxSimultaneousTextures
= min(gl_info
->limits
.fragment_samplers
, MAX_TEXTURES
);
9641 static DWORD
glsl_fragment_pipe_get_emul_mask(const struct wined3d_gl_info
*gl_info
)
9643 if (gl_info
->supported
[WINED3D_GL_LEGACY_CONTEXT
])
9644 return GL_EXT_EMUL_ARB_MULTITEXTURE
;
9648 static void *glsl_fragment_pipe_alloc(const struct wined3d_shader_backend_ops
*shader_backend
, void *shader_priv
)
9650 struct shader_glsl_priv
*priv
;
9652 if (shader_backend
== &glsl_shader_backend
)
9655 wine_rb_init(&priv
->ffp_fragment_shaders
, wined3d_ffp_frag_program_key_compare
);
9659 FIXME("GLSL fragment pipe without GLSL shader backend not implemented.\n");
9664 static void shader_glsl_free_ffp_fragment_shader(struct wine_rb_entry
*entry
, void *context
)
9666 struct glsl_ffp_fragment_shader
*shader
= WINE_RB_ENTRY_VALUE(entry
,
9667 struct glsl_ffp_fragment_shader
, entry
.entry
);
9668 struct glsl_shader_prog_link
*program
, *program2
;
9669 struct glsl_ffp_destroy_ctx
*ctx
= context
;
9671 LIST_FOR_EACH_ENTRY_SAFE(program
, program2
, &shader
->linked_programs
,
9672 struct glsl_shader_prog_link
, ps
.shader_entry
)
9674 delete_glsl_program_entry(ctx
->priv
, ctx
->gl_info
, program
);
9676 ctx
->gl_info
->gl_ops
.ext
.p_glDeleteShader(shader
->id
);
9677 HeapFree(GetProcessHeap(), 0, shader
);
9680 /* Context activation is done by the caller. */
9681 static void glsl_fragment_pipe_free(struct wined3d_device
*device
)
9683 struct shader_glsl_priv
*priv
= device
->fragment_priv
;
9684 struct glsl_ffp_destroy_ctx ctx
;
9687 ctx
.gl_info
= &device
->adapter
->gl_info
;
9688 wine_rb_destroy(&priv
->ffp_fragment_shaders
, shader_glsl_free_ffp_fragment_shader
, &ctx
);
9691 static void glsl_fragment_pipe_shader(struct wined3d_context
*context
,
9692 const struct wined3d_state
*state
, DWORD state_id
)
9694 context
->last_was_pshader
= use_ps(state
);
9696 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
9699 static void glsl_fragment_pipe_fogparams(struct wined3d_context
*context
,
9700 const struct wined3d_state
*state
, DWORD state_id
)
9702 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
9705 static void glsl_fragment_pipe_fog(struct wined3d_context
*context
,
9706 const struct wined3d_state
*state
, DWORD state_id
)
9708 BOOL use_vshader
= use_vs(state
);
9709 enum fogsource new_source
;
9710 DWORD fogstart
= state
->render_states
[WINED3D_RS_FOGSTART
];
9711 DWORD fogend
= state
->render_states
[WINED3D_RS_FOGEND
];
9713 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
9715 if (!state
->render_states
[WINED3D_RS_FOGENABLE
])
9718 if (state
->render_states
[WINED3D_RS_FOGTABLEMODE
] == WINED3D_FOG_NONE
)
9721 new_source
= FOGSOURCE_VS
;
9722 else if (state
->render_states
[WINED3D_RS_FOGVERTEXMODE
] == WINED3D_FOG_NONE
|| context
->stream_info
.position_transformed
)
9723 new_source
= FOGSOURCE_COORD
;
9725 new_source
= FOGSOURCE_FFP
;
9729 new_source
= FOGSOURCE_FFP
;
9732 if (new_source
!= context
->fog_source
|| fogstart
== fogend
)
9734 context
->fog_source
= new_source
;
9735 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_FOG
;
9739 static void glsl_fragment_pipe_vdecl(struct wined3d_context
*context
,
9740 const struct wined3d_state
*state
, DWORD state_id
)
9742 /* Because of settings->texcoords_initialized and args->texcoords_initialized. */
9743 if (context
->gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(context
->gl_info
))
9744 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
9746 if (!isStateDirty(context
, STATE_RENDER(WINED3D_RS_FOGENABLE
)))
9747 glsl_fragment_pipe_fog(context
, state
, state_id
);
9750 static void glsl_fragment_pipe_vs(struct wined3d_context
*context
,
9751 const struct wined3d_state
*state
, DWORD state_id
)
9753 /* Because of settings->texcoords_initialized and args->texcoords_initialized. */
9754 if (context
->gl_info
->limits
.glsl_varyings
< wined3d_max_compat_varyings(context
->gl_info
))
9755 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
9758 static void glsl_fragment_pipe_tex_transform(struct wined3d_context
*context
,
9759 const struct wined3d_state
*state
, DWORD state_id
)
9761 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
9764 static void glsl_fragment_pipe_invalidate_constants(struct wined3d_context
*context
,
9765 const struct wined3d_state
*state
, DWORD state_id
)
9767 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_PS
;
9770 static void glsl_fragment_pipe_alpha_test_func(struct wined3d_context
*context
,
9771 const struct wined3d_state
*state
, DWORD state_id
)
9773 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
9774 GLint func
= wined3d_gl_compare_func(state
->render_states
[WINED3D_RS_ALPHAFUNC
]);
9775 float ref
= state
->render_states
[WINED3D_RS_ALPHAREF
] / 255.0f
;
9779 gl_info
->gl_ops
.gl
.p_glAlphaFunc(func
, ref
);
9780 checkGLcall("glAlphaFunc");
9784 static void glsl_fragment_pipe_core_alpha_test(struct wined3d_context
*context
,
9785 const struct wined3d_state
*state
, DWORD state_id
)
9787 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
9790 static void glsl_fragment_pipe_alpha_test(struct wined3d_context
*context
,
9791 const struct wined3d_state
*state
, DWORD state_id
)
9793 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
9795 if (state
->render_states
[WINED3D_RS_ALPHATESTENABLE
])
9797 gl_info
->gl_ops
.gl
.p_glEnable(GL_ALPHA_TEST
);
9798 checkGLcall("glEnable(GL_ALPHA_TEST)");
9802 gl_info
->gl_ops
.gl
.p_glDisable(GL_ALPHA_TEST
);
9803 checkGLcall("glDisable(GL_ALPHA_TEST)");
9807 static void glsl_fragment_pipe_core_alpha_test_ref(struct wined3d_context
*context
,
9808 const struct wined3d_state
*state
, DWORD state_id
)
9810 context
->constant_update_mask
|= WINED3D_SHADER_CONST_PS_ALPHA_TEST
;
9813 static void glsl_fragment_pipe_color_key(struct wined3d_context
*context
,
9814 const struct wined3d_state
*state
, DWORD state_id
)
9816 context
->constant_update_mask
|= WINED3D_SHADER_CONST_FFP_COLOR_KEY
;
9819 static void glsl_fragment_pipe_shademode(struct wined3d_context
*context
,
9820 const struct wined3d_state
*state
, DWORD state_id
)
9822 context
->shader_update_mask
|= 1u << WINED3D_SHADER_TYPE_PIXEL
;
9825 static const struct StateEntryTemplate glsl_fragment_pipe_state_template
[] =
9827 {STATE_VDECL
, {STATE_VDECL
, glsl_fragment_pipe_vdecl
}, WINED3D_GL_EXT_NONE
},
9828 {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), {STATE_SHADER(WINED3D_SHADER_TYPE_VERTEX
), glsl_fragment_pipe_vs
}, WINED3D_GL_EXT_NONE
},
9829 {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), {STATE_RENDER(WINED3D_RS_TEXTUREFACTOR
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9830 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9831 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9832 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9833 {STATE_TEXTURESTAGE(0, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9834 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9835 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9836 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9837 {STATE_TEXTURESTAGE(0, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9838 {STATE_TEXTURESTAGE(0, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9839 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9840 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9841 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9842 {STATE_TEXTURESTAGE(1, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9843 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9844 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9845 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9846 {STATE_TEXTURESTAGE(1, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9847 {STATE_TEXTURESTAGE(1, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9848 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9849 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9850 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9851 {STATE_TEXTURESTAGE(2, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9852 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9853 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9854 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9855 {STATE_TEXTURESTAGE(2, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9856 {STATE_TEXTURESTAGE(2, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9857 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9858 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9859 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9860 {STATE_TEXTURESTAGE(3, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9861 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9862 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9863 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9864 {STATE_TEXTURESTAGE(3, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9865 {STATE_TEXTURESTAGE(3, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9866 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9867 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9868 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9869 {STATE_TEXTURESTAGE(4, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9870 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9871 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9872 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9873 {STATE_TEXTURESTAGE(4, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9874 {STATE_TEXTURESTAGE(4, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9875 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9876 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9877 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9878 {STATE_TEXTURESTAGE(5, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9879 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9880 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9881 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9882 {STATE_TEXTURESTAGE(5, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9883 {STATE_TEXTURESTAGE(5, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9884 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9885 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9886 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9887 {STATE_TEXTURESTAGE(6, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9888 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9889 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9890 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9891 {STATE_TEXTURESTAGE(6, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9892 {STATE_TEXTURESTAGE(6, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9893 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9894 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9895 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9896 {STATE_TEXTURESTAGE(7, WINED3D_TSS_COLOR_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9897 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_OP
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9898 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG1
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9899 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG2
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9900 {STATE_TEXTURESTAGE(7, WINED3D_TSS_ALPHA_ARG0
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9901 {STATE_TEXTURESTAGE(7, WINED3D_TSS_RESULT_ARG
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9902 {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), glsl_fragment_pipe_shader
}, WINED3D_GL_EXT_NONE
},
9903 {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), glsl_fragment_pipe_alpha_test_func
}, WINED3D_GL_LEGACY_CONTEXT
},
9904 {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
9905 {STATE_RENDER(WINED3D_RS_ALPHAREF
), {STATE_RENDER(WINED3D_RS_ALPHAFUNC
), NULL
}, WINED3D_GL_LEGACY_CONTEXT
},
9906 {STATE_RENDER(WINED3D_RS_ALPHAREF
), {STATE_RENDER(WINED3D_RS_ALPHAREF
), glsl_fragment_pipe_core_alpha_test_ref
}, WINED3D_GL_EXT_NONE
},
9907 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), glsl_fragment_pipe_alpha_test
}, WINED3D_GL_LEGACY_CONTEXT
},
9908 {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), {STATE_RENDER(WINED3D_RS_ALPHATESTENABLE
), glsl_fragment_pipe_core_alpha_test
}, WINED3D_GL_EXT_NONE
},
9909 {STATE_RENDER(WINED3D_RS_COLORKEYENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9910 {STATE_COLOR_KEY
, { STATE_COLOR_KEY
, glsl_fragment_pipe_color_key
}, WINED3D_GL_EXT_NONE
},
9911 {STATE_RENDER(WINED3D_RS_FOGENABLE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), glsl_fragment_pipe_fog
}, WINED3D_GL_EXT_NONE
},
9912 {STATE_RENDER(WINED3D_RS_FOGTABLEMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
9913 {STATE_RENDER(WINED3D_RS_FOGVERTEXMODE
), {STATE_RENDER(WINED3D_RS_FOGENABLE
), NULL
}, WINED3D_GL_EXT_NONE
},
9914 {STATE_RENDER(WINED3D_RS_FOGSTART
), {STATE_RENDER(WINED3D_RS_FOGSTART
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
9915 {STATE_RENDER(WINED3D_RS_FOGEND
), {STATE_RENDER(WINED3D_RS_FOGSTART
), NULL
}, WINED3D_GL_EXT_NONE
},
9916 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), state_srgbwrite
}, ARB_FRAMEBUFFER_SRGB
},
9917 {STATE_RENDER(WINED3D_RS_SRGBWRITEENABLE
), {STATE_SHADER(WINED3D_SHADER_TYPE_PIXEL
), NULL
}, WINED3D_GL_EXT_NONE
},
9918 {STATE_RENDER(WINED3D_RS_FOGCOLOR
), {STATE_RENDER(WINED3D_RS_FOGCOLOR
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
9919 {STATE_RENDER(WINED3D_RS_FOGDENSITY
), {STATE_RENDER(WINED3D_RS_FOGDENSITY
), glsl_fragment_pipe_fogparams
}, WINED3D_GL_EXT_NONE
},
9920 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), glsl_fragment_pipe_shader
}, ARB_POINT_SPRITE
},
9921 {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), {STATE_RENDER(WINED3D_RS_POINTSPRITEENABLE
), glsl_fragment_pipe_shader
}, WINED3D_GL_VERSION_2_0
},
9922 {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
},
9923 {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
},
9924 {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
},
9925 {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
},
9926 {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
},
9927 {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
},
9928 {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
},
9929 {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
},
9930 {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(0, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9931 {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(1, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9932 {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(2, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9933 {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(3, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9934 {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(4, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9935 {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(5, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9936 {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(6, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9937 {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), {STATE_TEXTURESTAGE(7, WINED3D_TSS_CONSTANT
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9938 {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), {STATE_RENDER(WINED3D_RS_SPECULARENABLE
), glsl_fragment_pipe_invalidate_constants
}, WINED3D_GL_EXT_NONE
},
9939 {STATE_POINT_ENABLE
, {STATE_POINT_ENABLE
, glsl_fragment_pipe_shader
}, WINED3D_GL_EXT_NONE
},
9940 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), state_shademode
}, WINED3D_GL_LEGACY_CONTEXT
},
9941 {STATE_RENDER(WINED3D_RS_SHADEMODE
), {STATE_RENDER(WINED3D_RS_SHADEMODE
), glsl_fragment_pipe_shademode
}, WINED3D_GL_EXT_NONE
},
9942 {0 /* Terminate */, {0, 0 }, WINED3D_GL_EXT_NONE
},
9945 static BOOL
glsl_fragment_pipe_alloc_context_data(struct wined3d_context
*context
)
9950 static void glsl_fragment_pipe_free_context_data(struct wined3d_context
*context
)
9954 const struct fragment_pipeline glsl_fragment_pipe
=
9956 glsl_fragment_pipe_enable
,
9957 glsl_fragment_pipe_get_caps
,
9958 glsl_fragment_pipe_get_emul_mask
,
9959 glsl_fragment_pipe_alloc
,
9960 glsl_fragment_pipe_free
,
9961 glsl_fragment_pipe_alloc_context_data
,
9962 glsl_fragment_pipe_free_context_data
,
9963 shader_glsl_color_fixup_supported
,
9964 glsl_fragment_pipe_state_template
,